The Last Success: Quadrigame of the War Against Austria, April - July 1809
The Last Success: Quadrigame of the War Against Austria, April - July 1809 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Sequence of Play
- 3.0 Stacking
- 4.0 Zones of Control
- 5.0 Leaders
- 6.0 Command
- 7.0 Movement
- 8.0 Hidden Forces
- 9.0 Repulse
- 10.0 Combat
- 11.0 Combat Modifiers
- 12.0 Combat Results
- 13.0 Bombardment
- 14.0 Cavalry Charges
- 15.0 Fortified Places
- 16.0 Vedettes
- 17.0 Supply
- 18.0 Baggage and Pontoon Trains
- 19.0 Reinforcements
- 20.0 March Orders
- 21.0 Demoralization
- 22.0 Recovery and Reorganization
- 23.0 Weather
- Glossary and Index
- Study Folder
- 19.0 Scenarios
- 20.0 Victory Conditions
- 21.0 The Battle of Abensberg
- 22.0 The Battle of Eckmühl
- 23.0 The Battle of Aspern-Essling
- 24.0 The Battle of Wagram
- 25.0 The Campaign Game
- 26.0 The Battle of Teugen-Hausen
- 27.0 Mini-Campaign
- Historical Notes
- Topography of the Region
- Background
- The Austrian Army
- Austrian Commanders
- The French Armée de l'Allemagne
- French Commanders
- French Plans
- Austrian Plans
- The Outbreak of War
- Opening Moves
- Abensberg: Crisis on the Danube
- Eckmühl: The Archduke Escapes
- Aspern-Essling: A Rebuff for Napoleon
- Wagram: Battle on the Marchfeld
- House Rule: Remove from Deck
- House Rule: Artillery
1.0 Introduction
This game is a two-player simulation of Napoleonic battles at the Grand Tactical level. You can play each game as an individual set-piece, or undertake a "Campaign" consisting of several battles played in sequential order.
1.1 Inventory
See the Study Folder for a complete list of components. (One six sided die is needed for play—not included). If any parts are missing, or with any rules questions, please write: Operational Studies Group, PO Box 569, Sparks-Glencoe, MD 21152, USA, e-mail: [email protected].
1.2 The Rulebooks
This rule book contains the basic rules that apply to all games in this series. The Study Folder contains Special Rules, Scenario Information, Historical Commentary, and Design Notes. All rules about the play of cards are in the optional booklet of Card Instructions (24.0).
1.3 The Map
The maps provide the playing surfaces, depicting the area where the battles occurred. A hexagonal grid overlaying the maps divides the playing surface into hexes. Each hex is 480 meters across (525 yards, 50 acres). Each hex has a four-digit code printed on it. Slope hexsides represent a rise of 50 to 100 feet or more. Crests are 20-50 feet. A hex is Woods or Marsh if one-third or more of the hex contains the terrain symbol.
1.4 The Playing Pieces
(1.41) The playing pieces are of five types: Combat Units, Vedettes (16.0), Leaders (5.0), Trains (18.0), and Markers. All combat units have a Full Strength side; most have a Reduced Strength reverse. Leaders, Vedettes and combat units with a Strength of "one" have a Flag reverse.
(1.42) How to Read the Units: The numbers and symbols printed on combat units include:
- Unit I.D.
- Command Designation (Glossary)
- Combat Strength: one SP = ± 1 battalion, 1 cavalry regt., or 1 battery
- Initiative Rating (5.22)
- Movement Allowance (7.2)
- Size: XX Division, X Brigade, III Regiment, II Battery, [X] Ad Hoc Task Force
- Unit Type
- Number of Vedettes they can deploy (16.11)
(1.43) Markers: Markers are placed on the map to indicate status of units or hexes.
1.5 Initial Set up
Carefully punch out the units and sort them by Command Designation. Then select a scenario (see Scenario Information in the Study Folder for details). The units are placed on the map according to the Initial Set up. The First Player (stated in the Scenario Information) always sets up before the Second Player. All units start hidden (8.0). Units designated ® are set up with their reduced side facing up. Each side may place one force under March Orders if it has a Commander on the map (20.1).
2.0 Sequence of Play
The Game is played in a series of Game-Turns, representing one hour of daylight, or 3-6 hours of night.
2.1 Day Game-Turns
Each Day Game-Turn is divided into two Player Turns subdivided into four Phases. The First Player resolves all four Phases of his Player Turn, and then the Second Player does the same. Each of the Phases must be resolved in the exact order given. After the Second Player Turn, the Game-Turn is complete and a new Game-Turn begins.
First Player Turn
A. Start Phase:
- Weather Segment: The First player rolls on the Weather table on the first turn of each day, and at other times as determined by the Weather Duration Die Roll (23.12).
- Card Segment: OPTIONAL (24.0) See separate 4-page folder.
B. Command Phase:
- Supply Segment: On turns when weather is checked, or as indicated on the TRC, the Phasing Player checks supply for his forces (17.1). If not using the cards, the Phasing Player may declare a General Retreat (20.5).
- Recovery Segment: On turns when Weather is checked, or as indicated on the TRC, the Phasing Player may attempt to Recover Units (22.1).
- Reorganization Segment: The Phasing Player may use eligible Leaders to bring eliminated units back into play at reduced strength (22.2).
- Command Segment:
- a. The Phasing Player removes all "Out of Command" markers from his forces.
- b. The Phasing Player allocates his Command Points (6.1), placing Officers and Combat Units (within Command Range) "in Command."
- c. The Phasing Player may attempt to place formations that did not receive a Command Point "in Command" by rolling against the Officer's Initiative Rating (6.31).
- d. "Out of Command" markers are placed on all forces not in Command (6.1)
- e. Pontoon Bridges may be reconfigured (18.34).
C. Movement Phase:
- The Command Movement Segment: The Phasing Player may move all of his forces that are in Command (or under a March Order [20.1]). Reinforcements enter at this time. Units may attempt to Repulse enemy units out of the way (9.0).
- Initiative Movement Segment: The Phasing Player can now attempt to move Combat units that are marked "Out of Command." For each Out of Command unit he wishes to move he rolls against its Initiative Rating, then moves it if it passes (roll-move, roll-move). A die-roll equal to or less than this rating permits the unit to move up to its full Movement Allowance; however, the unit is still considered Out of Command and keeps its Out of Command marker. If the die roll is greater than its Initiative Rating, the unit may not move.
NOTE: Individual units within Command Range of their Officers, whose officer already on this turn failed his Initiative check, may not themselves roll for initiative.
D. Combat Phase
Combat is resolved in a series of Steps as outlined below:
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- LOS Step: Both players simultaneously reveal all their Units and Leaders that are within LOS (8.3) of the enemy.
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- Cavalry Retreat Step: Defending cavalry, horse artillery, and Vedettes may Retreat Before Combat (10.2). After defending units have retreated, attacking cavalry may also Retreat Before Combat.
- 2A. Artillery Reaction Fire Step. The non-phasing Player executes bombardment (13.0). Bombardment Strength may be reduced by Counter-Battery Fire (CBF, 13.5).
- 2B. Attack Declaration Step: The attacker must declare which friendly units are attacking which enemy units (10.3).
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- Bombardment Step: The Phasing Player executes artillery bombardment (13.0). CBF applies (13.5). Artillery that was Suppressed or Retreated in Step 2A may not bombard now.
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- Cavalry Charge Step: The Phasing Player executes cavalry charges (14.0).
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- Combat Step: The Phasing Player conducts attacks (10.0). Exclude the strength of defending Arty that fired in Step 2A.
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- 2nd LOS Step: If opposing forces remain engaged (adjacent) after combat, they remain revealed. Forces no longer in Enemy LOS are again hidden (8.5).
Second Player Turn
Command, Movement and Combat Phases are resolved as described for the First Player. (If using the cards, begin with the optional Card Segment.)
A. Command Phase B. Movement Phase C. Combat Phase D. Game-Turn Marker Phase
The Game-Turn Marker is moved into the next space on the Turn Record Track, and a new Game-Turn begins.
2.2 Night Game-Turns
The first and last Game-Turn(s) of each 24-hour period are Night Turn(s). Night PM comes before Night AM. The differences between Night and Day are summarized below:
- The player turns in a Night Turn are reversed (the Second Player Turn is resolved before the First Player Turn).
- There is no Weather Segment—Weather for the night depends on the last daylight turn's weather.
- The Start Phase is different (2.2A).
- Only units under March Orders may move (20.4).
- There is a Disengagement Phase (2.2A1).
- There is no Night Combat Phase.
Second Player Night Turn
A. Start Phase
- Disengagement & LOS Segment (Night PM turns): The Phasing Player removes his units from any EZOCs one or two hexes, not entering another EZOC. If no hex is available, the units remain engaged. Units in a town, I.P., or chateau (15.0) are not required to Disengage. Check LOS (23.14).
- Recovery Segment: All Friendly units still remaining in the Awaiting Recovery box are shifted to the Recovered Section.
- Card Segment (Night AM turns): OPTIONAL. Count VP's for cards played, and for leaders in Towns. Remove used Mode Cards from play. Discard all cards from hand. Adjust decks if directed to by the scenario instructions. Reshuffle both decks.
B. March Order Dispatch Phase: (Night AM turns) Unless a General Retreat is declared, any one friendly Force may be sent a March Order (20.42). This March Order takes effect in the upcoming day. EXCEPTION: If a General Retreat is declared, this becomes effective immediately.
C. Night March Phase: Units with a current March Order (20.4) in effect. Movement Allowance at night is 2/3 MPs (inf/cav).
First Player Night Turn
1st Player Night Turn comprises phases A-C above, and D.
D. Game-Turn Marker Phase: The Game-Turn Marker is moved into the next space on the Turn Record Track indicating the beginning of the next turn. Check the scenario for any turn-by-turn Victory Point awards.
3.0 Stacking
3.1 General Rule
It costs one Movement Point to stack one combat unit with another. You can move through a friendly unit's hex at no extra cost. EXCEPTION: Road March (3.3). Apply stacking limits only at the end of a phase.
3.2 Stacking Limits
(3.21) Basic Stacking Rule: Any two combat units, regardless of their size, type, or formation, may stack in a hex.
(3.22) Divisional Integrity: All units belonging to the same division may stack three to the hex without a leader present. EXCEPTION: Division-level formations with their own officer counter use 3.23 instead.
(3.23) Leader Stacking Bonus: A Leader's hex may contain up to 5 units, up to 2 of which may be infantry. If the stack has Divisional Integrity, 3 of the 5 units may be infantry. If the Leader leaves the hex then the overstacked units must leave too, per rules for Retreat (12.3) and Displacement (12.36).
(3.24) Free Stacking Units: Leaders, Deployed Pontoon Bridges, and Markers do not count against the stacking limit. Up to 3 vedettes (16.0) may join any stack over and above the stacking limits noted above. EXCEPTION (16.12).
3.3 Stacking Restrictions
Units in Road March: can unstack but may not stack. Units may not move through friendly units in Road March. Units in Road March may move through friendly units not in Road March.
Pontoon and baggage trains: may not stack with any type of unit (including other train units) and if displaced, they are destroyed (18.16).
Chateaux: A chateau loses its combat effect if the hex contains more than two defending infantry units, plus any leaders and vedettes (15.21).
4.0 Zones of Control
4.1 General Rule
The six hexes immediately surrounding a Combat Unit comprise its Zone of Control (ZOC). All Combat Units and vedettes exert a ZOC at all times, even into a hex occupied by an enemy unit. Leaders, Pontoon and Baggage Trains do not have ZOCs. If a Friendly Combat Unit is in an Enemy ZOC (EZOC), the opposing units are equally and mutually affected by the other's ZOC.
4.2 ZOCs and Terrain
ZOCs extend into all terrain types except across unfrozen Rivers or into Improved Positions and Chateaux. If an unfrozen River hexside intervenes (whether the hexside is bridged, unbridged, or contains a ford), the hex is not in a unit's ZOC.
Combat Units' and Vedettes' ZOCs extend into all adjacent hexes except across River hexsides. A Vedette ZOC is identical to a regular ZOC, except it does not block enemy retreats.
4.3 ZOCs and Movement
(4.31) Stops Movement: Combat Units and vedettes may freely enter EZOCs but then may not move again until they:
- Retreat Before or After Combat,
- the enemy retreats or is eliminated,
- they Disengage during a Night Turn (2.2A1), or
- after a successful Repulse (9.21).
The term "Engage" means entering an EZOC (Glossary).
(4.32) Prevents Movement: Leaders may not enter EZOCs voluntarily unless a Friendly Combat Unit occupies the hex. A Train cannot move into an EZOC at all.
4.4 ZOCs and Combat
During the Combat Phase every Phasing Combat Unit in an EZOC must attack (10.31 for exceptions). Every enemy Combat Unit that is in a Phasing Combat Unit's ZOC must be attacked. See Retreat Before Combat (10.2) for exceptions.
4.5 Other Effects of ZOCs
- Night Disengagement (2.2A1)
- Leaders (5.3)
- Retreats (12.31)
- Lines of Supply (no effect—17.44)
- Vedettes (16.25)
- General Retreat (disengagement–20.51)
5.0 Leaders
5.1 Purpose
Leaders perform four important functions:
- They place Combat Units in Command (6.0) so that they may be moved as a formation, not individually.
- They Reorganize eliminated units (22.2).
- They facilitate the Advance After Combat of more than one Combat Unit (12.4-B).
- They facilitate Stacking (3.23).
5.2 Types of Leaders
There are three types of leader counters: Commander, Officer, and Commander-Officer.
(5.21) Commanders: Commanders have a Command Range of 4 hexes and a Movement Allowance of 10. Standing at the top of the "chain of command," they may place friendly Officers and Combat Units in Command. Each Commander has a Command Rating in brackets that is the number of Command Points he may execute in a given Command Phase. With each Command Point he can place in command one Officer plus one Combat Unit. An integrated division (3.22) counts as "one unit."
EXAMPLE: A Commander with a Command Rating of [1] may place one Officer and one Combat Unit in Command.
(5.22) Officers: Officers are the middle link in the chain of command. They are in charge of specific Formations (Corps or Divisions). An Officer commands all Combat Units that share his Command Designation. Each Officer has an Initiative Rating in parentheses that is used to determine if he will move (if not already placed in Command by a Commander.) A die roll equal to or less than his Initiative Rating puts him in Command. Officers have a Command Range of 3 hexes and a Movement Allowance of 6.
EXAMPLE: Bernadotte commanded the I Corps in 1806. All French Combat Units that bear the I Corps designation and a dark green stripe are part of Bernadotte's Formation, and may be placed in Command only by him or by a Commander.
(5.23) Commander-Officers: Commander-Officers are Commanders with a [1] or [2] rating, assigned to a specific formation. Their Command Range is 4. A Commander-Officer always has to spend his first command point to put his own formation in command.
EXAMPLE: A Commander-Officer with [2] Command Points may command his own formation plus another formation's officer, and 2 more units of any friendly formation.
5.3 Leaders and EZOCs
A Leader may only enter an EZOC if accompanied by Friendly Combat Units or if a friendly Combat Unit is already there. A Leader may exit an EZOC during the Movement Phase but friendly units in the hex must remain there. EXCEPTION: (3.23).
5.4 Leaders and Combat
(5.41) Advance After Combat: Leaders and all (undemoralized) infantry and cavalry units of their stack may advance one hex into a hex vacated by the enemy as a result of combat.
(5.42) Retreat and Capture: Leaders stacked with friendly combat units can always retreat with their stack. Every Leader in a retreating stack is subject to a separate die-roll:
- Die 1-5: retreats 1-4 hexes, per combat result.*
- Die 6: is captured (immediately removed from play).
*If the stack is eliminated, use the table below (5.51)
5.5 Leader Capture or Displacement
(5.51) A Leader alone is subject to capture whenever adjacent to enemy combat units that exert a ZOC into the Leader's hex; or whenever he is the target of a bombardment that produces a result. As soon as this occurs, roll a die:
- Die 1-5: is displaced to nearest friendly-occupied hex (a path of retreat is not needed for one man)
- Die 6: is captured (immediately removed from play).
(5.52) Replacement Officer: If a Corps officer is captured, place his counter on the Turn Track two turns in the future (if he is captured on GT 4, place him on the track for GT 6). That turn bring the leader in at the start of the Command Phase, within one hex of the friendly unit nearest to his last hex. Henceforth the officer will have one point less than the original Initiative (a "1" stays a "1"). A Commander-Officer's replacement (5.23) is an officer with an Initiative of 4. (When Commanders are captured they not replaced.)
6.0 Command
6.1 The Command Segment
During the Friendly Command Segment, the Phasing Player uses the following procedure to determine which of his Officers (and Forces) are in Command:
STEP 1: Each commander may use his Command Rating (5.21) to place in Command friendly units within his Command Range (4 hexes). With each Command Point he can place in command one Officer plus either any one Combat Unit or one stack of an Integrated Division. If an Officer is in Command, then all his units within his Command Range (3 hexes) are automatically in Command. If in Road March the entire Road March column is in command.
STEP 2: Conduct Initiative Checks (6.31) for any/or all Officers not placed in Command by a Commander.
STEP 3: After all Command Points have been allocated, the Phasing Player places Out of Command (OOC) markers on top of each Officer, unit or stack not in Command. If an entire corps is out of command, place the OOC marker on the corps officer who has failed his Initiative roll. If individual units of a corps are in command, while the rest of the corps is OOC, place in Command Markers on the units in command, and place the OOC marker on the corps officer.
6.2 Effects of Command
IN COMMAND: An Officer or Combat Unit placed in Command in this Command Segment is in Command until the next Friendly Command Segment. Units in Command may move and Advance After Combat. Trains, Commanders, and units under March Orders are always in Command.
OUT OF COMMAND: If an Officer or Combat Unit is Out of Command at the end of a Friendly Command Segment, it remains so until the next Friendly Command Segment. Out of Command Combat units suffer the following penalties:
- They may not damage or repair Spans (7.6).
- May expend their full Movement Allowance during the Initiative Movement Segment only if they pass an individual Initiative check (6.32). An officer may roll just to move himself if he didn't roll in the Command Segment.
- May NOT Advance After Combat or Bombardment
Combat Units do not have to be in Command in order to attack (10.0), Bombard (13.0), or Charge (14.0).
6.3 Initiative Checks
(6.31) Officer Initiative Checks: To conduct an Initiative check for Officers not receiving direct Command, roll the die. If the result is equal to or less than his Initiative, the Officer is in Command and all units in his Formation within Command Range (6.4) are also in Command. If the die roll was greater than the Initiative Rating, place an Out of Command marker on the Officer. An officer Out of Command because he reorganized units this turn cannot perform an Initiative check.
EXAMPLE: Officer A belongs to I Corps. Officer B belongs to VI Corps. Ney, the Commander, is within 4 hexes of Officer A so he can use his Command Point to put that Officer in Command (note that the command range may only cross River hexsides at Bridges). Officer A then transmits Command to his four units of his corps (within 3 hexes). Ney also puts one Combat Unit of VI Corps in Command. Command Range cannot enter EZOCs. Officer B will have to roll for Initiative. If successful, his remaining 3 units are in command.
(6.32) Combat Unit Initiative Checks: During the Initiative Movement Segment, Out of Command units may check for Initiative. You can bypass your Corps Officers and rely upon the initiative of individual units if you wish to do so. However if you roll first for an officer's initiative, then any of his units that are in command range may not roll for initiative. If the OOC Unit passes this check it may move, but its Out of Command marker is not removed as a reminder that it may not advance after combat.
NOTE: Officers who successfully roll for Initiative are in Command—individual units that successfully roll for Initiative remain Out of Command.
EXAMPLE: Two combat units are in range of their Officer who failed his Initiative die roll. These combat units may not roll for Initiative. If the Player did not roll for the Officer, he could roll for the units in the Initiative Movement Segment.
(6.33) Demoralized: The Initiative of a Demoralized unit is always 1 less than printed (21.2).
(6.34) Divisional Initiative: The Player may choose to roll once for each integrated division (3.22), using the best initiative in the division as the whole stack's initiative.
6.4 Command Range
Commanders have a Command Range of 4, Officers a Command Range of 3 hexes. All hexes count as "one" regardless of terrain. Units belonging to the same formation in a Road March column are in Command if they are within two hexes of any other unit of their formation in Road March, on a connected road or trail, that is itself already in command. Command Range may not be traced:
- into an EZOC which is unoccupied by Friendly Combat Units;
- into an enemy-occupied hex; or
- across an unbridged and unfrozen River or Lake Hexside
7.0 Movement
7.1 The Basics
During the Movement Phase, the Phasing Player may move all, some, or none of his units up to their full Movement Allowance (MA) in any direction, subject to terrain restrictions and the presence of Enemy units and EZOCs. A unit must be in Command, under a March Order, or must pass an Initiative check to be able to move. The Phasing Player may move units individually or as a stack. Whether moving individually or by stack, each move must be completed prior to moving the next individual unit or stack.
7.2 Movement Points (MPs)
(7.21) Each hex costs a number of MPs. The amount varies depending on the terrain in the hex and on the hexside crossed (the Terrain Effects chart). The MP costs are deducted from the Movement Allowance of the unit as it moves from hex to hex. All MP costs are cumulative. Unused MPs may not be saved up from turn to turn or loaned by one unit to another. When a unit ceases movement, all unused MPs are forfeit. EXCEPTION: If a hex has both Woods and a Chateau, ignore the Chateau cost.
(7.22) Cavalry Costs: Horse Artillery, Trains, Leaders, Cavalry and Vedettes pay cavalry costs for all terrain types.
EXAMPLES: Unit A is a Cavalry unit so must pay 4 MPs to enter a Woods hex. Unit B is infantry and only pays 2 MPs for Woods. Note that crossing a Crest hexside does not cost MPs. Unit C is not in Road March so must pay 1 MP for each road hex and +1 MP to cross a stream hexside. Unit D is already in Road March so pays only ½ MP for each road hex and ignores the +1 MP cost to cross bridges and move up Slope. Note that a unit in Road March may leave the road at any time. Unit E pays +1 MP to cross the Bridge and +1 MP to move up the Slope. Unit F is a cavalry type unit and must pay 4 MPs to enter a Marsh hex. Moving down slope costs 0.
7.3 Minimum Movement
A unit may never expend more MPs than its MA in a single Movement Phase; however, if the cost of the first hex and hexside exceeds the printed Movement Allowance of the unit, it may move into the hex and end its move for that turn.
7.4 Movement Restrictions
Once the Phasing Player has removed his hand from the unit he is moving he may not return to moving that piece again without the consent of his opponent.
A Unit cannot enter a hex occupied by an opposing unit. EXCEPTION: Cavalry Charge (14.0).
7.5 Road March
In order to benefit fully from the road, a formation would have to make a long narrow column: trains in the middle, infantry marching off to either side.
(7.51) Road March Procedure: All units (including Trains and Demoralized units) may use Road March. The player may declare Road March at any point in the unit's movement. As the Phasing Player begins to move a unit on the road, he declares that it will use the road MP cost and the unit is marked with a "Road March" marker. A unit in Road March need not remain on road hexes, but is in Road March until declared otherwise (7.56).
NOTE: There is no cost to declare Road March, and no cost to rotate the directional arrow on the Marker.
(7.52) The Road March Rate: When in Road March, a unit moving from Road to contiguous Road hex pays ½ MP and ignores other terrain costs including Spans. When not in Road March a unit moving from trail/road to connected trail/road hexes pays 1 MP per hex (ignoring all other terrain costs except Spans).
(7.53) Road March Restrictions: The restrictions below apply to combat units and trains (not Leaders and Vedettes). Units in Road March may move through and end the Movement Phase adjacent to Friendly units that are not in Road March. However, units in Road March may not:
- stack or move as part of a stack.
- move through a hex containing other units in Road March, nor may other units move through units in Road March.
- enter a hex connected by road or trail to an adjacent Friendly unit in Road March.
(7.54) Road March and Enemy Units: Units in Road March may not make a regular attack, bombard, or charge during the Combat Phase. If attacked they are not penalized but immediately remove the Road March marker. A Unit in Road March must attempt Repulse (9.0) if it enters an EZOC.
(7.55) Road March and Command: A unit in Road March is in Command if within two hexes of another unit of its formation in Command (6.4).
(7.56) Ending Road March: It costs 1 MP to remove a Road March marker voluntarily during the Movement Phase.
(7.57) Vedettes and Leaders: Vedettes and Leaders alone do not need Road March Markers. They always pay road movement rates. Vedettes and Leaders may ignore Road March restrictions and are ignored by units in Road March.
(7.58) Road Movement in Square: Units in Square (14.23) may benefit from Road Movement if moving on Roads or Trails (see Charge Combat Table, Key)
7.6 Bridges and Trestles
Bridges cross Rivers. Trestles cross Stream hexsides. The term "Span" includes both Bridges and Trestles.
(7.61) Crossing a Span: Units may only cross an unfrozen River hexside by moving over a Bridge or Pontoon (18.33). Combat Units not in Road March pay the following MPs to cross a span:
- +1 MP to cross a Bridge or Trestle
- +2 MPs to cross a Damaged Bridge (even if in Road March).
- Units in Road March, Leaders, and Vedettes never pay extra MPs to cross undamaged spans. Leaders and Vedettes do not have to be in Road March.
(7.62) Damaging Trestles: Any Combat Unit that is not in an EZOC and in Command may damage a Trestle by expending 1 MP in either hex adjoining the spanned hexside. Place a "Burnt Bridge" marker on the damaged Trestle. Damaged Trestles are treated as if they do not exist for purposes of movement, combat, or tracing supply.
(7.63) Damaging Bridges: To damage a Bridge use 7.62 and:
- Only Infantry units may damage Bridges.
- It costs 2 MPs to damage a Bridge.
- Artillery, trains, and supply lines may not cross.
When attacked across any bridge, defenders are doubled. In addition, when attacking across a damaged bridge:
- Use the CRT shifting two-columns left.
- Ar*/Dr* does not convert to Shock. Do not use Shock Table.
- Instead of "Sk" result each side reduces 1 unit; no retreat.
- Dr, Dr2, Dr3, Dr4 requires an Initiative die roll. If the lead unit passes its Initiative check, it may advance across the bridge and defender retreats 1-4 hexes. If lead attack unit fails its Initiative, reduce it and both sides remain in place.
- For retreats across a bridge (damaged or undamaged–12.33).
(7.64) Bridge Repair: Follow the procedure for damaging a Bridge (paying 2 MP) or Trestle (1 MP). Multiple repair attempts in a turn are allowed. For each attempt, roll one die: a roll of 1-3 repairs either a Bridge or a Trestle; a roll of 4-5 has no effect on a Bridge but repairs a Trestle; a roll of 6 has no effect on either. Notes: If either end of the span is in an EZOC, apply a modifier of +1 to the repair die roll; if occupied by an enemy Combat Unit, repair is not permitted.
(7.65) Using a Repaired Span: A Bridge or Trestle may be crossed by any units the moment it is repaired. It may be used for tracing Supply starting on the turn following its repair.
7.7 Other Movement Rules
Night Movement (2.2B); Night Disengagement (2.2A1); Cavalry Charge (14.0); Movement of Trains (18.11)
8.0 Hidden Forces
8.1 General Rule
All forces start the game hidden and remain hidden until revealed. Reinforcements are hidden upon entry.
8.2 Hiding Units
From each stack of units, select one of the following to cover the stack: a Leader, a Vedette, a unit with strength of "one" (those counters have a flag on their reverse sides). If none of the above are present, use a Road March Marker, a Demoralized Marker, an Out of Supply Marker, if any of the above apply; or a Hidden Force Marker. Place the selected counter on top of the stack with the flag or status marker showing.
8.3 Revealing Units—Reconnaissance
A Hidden Force is revealed:
- During the Movement Phase if in a Repulse—only units involved are revealed at the time of Repulse (9.0).
- During the Movement Phase upon entering an EZOC—consult the "Reconnaissance Table." If no Repulse is attempted, each player will reveal all Friendly LC and/or vedette units present in the hex, then cross-reference to determine whether other units will be revealed or whether the vedette(s) are eliminated.
- In the LOS Step at the beginning of any Combat Phase if in an EZOC or within LOS—both sides are revealed. All hidden units within the LOS must be revealed.
- When a unit retreats or advances after combat into an EZOC; only the adjacent units on both sides are revealed.
8.4 Determining Line of Sight (LOS)
(8.41) General Rule: The LOS is a straight line of 3 hexes from center to center. The LOS is obstructed by Blocking Hexes and Blocking Hexsides, or a hex occupied by units of either side. If any hex or hexside between the sighting unit and the target is blocking terrain, the Line of Sight is blocked. EXCEPTION: Adjacent units are always in LOS of each other. See also 23.0 for Weather effects on LOS.
(8.42) Blocking Hexes: Woods, Chateaux, Hilltops, and Town hexes are Blocking Hexes. A Slope hex blocks the Line of Sight unless the viewing unit is: 1) looking downslope through the Slope hexside; 2) on a Slope hex viewing another slope hex with no other blocking hexes intervening; or 3) on a Hilltop hex viewing a Hilltop that is not at a higher elevation.
(8.43) Blocking Hexsides: Crest and Slope Hexsides are Blocking Hexsides. The LOS is blocked if it passes through the juncture of two or more blocked hexsides or the juncture of a blocking terrain hexside and a blocking terrain hex. EXCEPTIONS: LOS for the sighting unit (only) is not blocked by:
- Crest hexsides adjacent to the sighting unit, including the vertices on both ends of the hexside, or
- Slope hexsides adjacent to a sighting unit on a hilltop hex. A unit on a hilltop can see enemy units below, but the units on lower ground can't reveal the unit on the hilltop.
- In these cases LOS is not reciprocal (also 13.34).
8.5 Obscuring Hidden Forces
A Unit remains revealed as long as it stays in an EZOC, and/or sighted by an enemy LOS. At the end of the Combat Phase, all units not in LOS are re-hidden.
EXAMPLE: Artillery cannot fire over friendly units, even when on a hilltop. Blocking Terrain includes Towns, Woods, units, Slope and Crest hexes/hexsides.
9.0 Repulse
9.1 Repulse Procedure
(9.11) During the Movement Phase (only) the Phasing Player may attempt to Repulse enemy units in the path of his units; if successful the enemy will retreat immediately. The Combat Units attempting Repulse must first expend the MP cost of the adjacent enemy-occupied hex (or if more than one, the one with the greatest MP cost).
(9.12) Resolving a Repulse Attempt: Both players reveal their units involved. All units that project a ZOC into the repulsing unit's hex must be repulsed as one combined strength. In order for a Repulse to succeed the Repulsing units must have 5:1 odds or greater. Repulsed units retreat in the same fashion as retreats after combat (12.3).
(9.13) Terrain Effects on Repulse: Combat Strengths on both sides may be modified by Terrain (11.1); other Combat modifiers do not apply in a Repulse.
(9.14) Repulse of Vedettes: Vedettes may not attempt Repulse and Repulses against Vedettes always succeed.
9.2 Repulse Effects
(9.21) Effects of a Successful Repulse: If the Repulse succeeds then the Repulsed enemy units immediately retreat two hexes. The Repulsing stack must enter the vacated hex (it has already paid the MP cost). If there is more than one vacated hex, the Repulsing Player chooses one. After a successful Repulse the units may continue moving to the limit of their Movement Allowance, and may attempt a subsequent Repulse. A unit may be Repulsed twice in a single turn.
(9.22) Effects of a Failed Repulse: If the Repulse is unsuccessful, both sides immediately remove any Road March markers. The Repulsing stack immediately ceases movement and must attack the same unit(s) it attempted to Repulse in the following Combat Phase, unless terrain allows units not to attack. Other Friendly units may join this attack. This attack is conducted at two odds columns less than the actual odds. No other column shifts apply.
EXAMPLE: 14 Strength Points attacking 3 would normally resolve at (4:1); after a two-column shift, the combat is resolved at (2:1).
10.0 Combat
10.1 The Combat Phase
All Combat between opposing units occurs during the Combat Phase (2.1D for the sequence). Only adjacent Combat Units may be attacked (EXCEPTION: Bombardment—13.0). A defending stack may be attacked only once per Combat Phase (EXCEPTION: a hex can be Bombarded and then attacked).
(10.11) LOS Step 2.1/D1: At the beginning of the Combat Phase both players reveal all their units and leaders that are within the enemy Line of Sight (8.4), even if there will be no Combat.
10.2 Retreat Before Combat (RBC)
(10.21) Cavalry RBC: Defending and then Attacking stacks composed only of Cavalry (plus any Leaders, Vedettes and Horse Artillery stacked with Cavalry) may elect to retreat one or two hexes out of an EZOC prior to combat. Vedettes by themselves must Retreat Before Combat (16.26). During this RBC units may not enter an EZOC—except Vedette ZOCs (16.25). A unit can take only one retreat before combat per turn. If a lone Vedette can't retreat, place it in the appropriate box as in retreat after combat (12.34). NOTE: RBC allows Cavalry to reveal the enemy force during the Combat Phase.
(10.22) Horse Artillery RBC: Horse Artillery that begins a Combat Phase alone (or with an all-cavalry stack) in an EZOC may conduct a 1-hex RBC. Horse Artillery units that do a RBC may still bombard that turn. A lone Horse Artillery unit in an EZOC of any enemy Cavalry unit may not RBC.
(10.23) Restrictions: Units in the EZOC of a cavalry unit with an equal or greater Movement Allowance may not Retreat Before Combat. Cavalry and Horse Artillery may not retreat before combat if surrounded, if stacked with infantry or artillery (other than Horse Artillery), or in a combat resulting from an unsuccessful Repulse.
(10.24) Supply and Morale: Supply and Demoralization do not affect a unit's ability to Retreat Before Combat.
(10.25) Leaders: Leaders that Retreat Before Combat do not roll for capture (5.5).
(10.26) Advance After an RBC: Enemy units may not advance into the vacated hex caused by an RBC, except at a Bridge. Cavalry defending a bridge that retreats before combat may be followed-up by enemy attackers across the bridge. (Because of its importance they would likely seize the bridge if left undefended even for less than a whole turn.)
10.3 Defining Combat
(10.31) All Engaged Units Must Attack: The Phasing Player must define all his combats before resolving them. The attacker may define his attacks freely—provided all enemy units in his ZOCs are attacked or bombarded, and all of his engaged Combat Units attack. Cavalry that retreats before combat does not count as attacking.
EXCEPTIONS:
- Units in Towns, Improved Positions, or Chateaux do not have to attack; if they attack, 15.12 applies.
- An artillery unit in an EZOC does not have to attack if other units in its hex do so (13.41).
- An artillery unit that bombarded this turn cannot join in an attack.
- A unit in Road March cannot join in an attack.
- A cavalry unit that charged this turn cannot join an attack.
- If an artillery unit bombards a hex, it frees friendly units adjacent to that hex from having to attack it (13.6)—unless other enemy units are adjacent.
(10.32) Rivers and Combat: Adjacent units that are on the opposite side of an unbridged, unfrozen River may not be attacked but may be bombarded. Adjacent units on the opposite side of a bridged, unfrozen River may attack but need not do so.
(10.33) Multi-Hex Combat
- A defending stack may be attacked by up to six enemy stacks (one in each adjacent hex).
- All of the defending Combat Units in a stack must be attacked as a single combined strength—they may not be attacked separately.
- Two or more defending hexes may be attacked as a single force if the Attacker is adjacent to all defenders.
- All attacking Combat Units in a single stack must attack as one combined strength.
- If an attacking stack is located in the ZOC of several enemy stacks, and no other Friendly stack is adjacent to the enemy stacks, it must attack all of the stacks as one attack (and the defender may choose the one applicable terrain modifier that is most beneficial to him).
10.4 Combat Procedure
The Phasing Player conducts attacks in the order he desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack. Follow these steps for each combat:
STEP 1: Compare the combined attack strength of the participating attacking units against the total defense strength (modified by terrain) of the defending units. This is expressed as an odds ratio (attacker to defender). Round off this odds ratio downward to conform to the next lower odds ratio on the CRT. (Retain all fractions until the odds are computed.)
EXAMPLE: 16 SPs attacking 6 SPs reduces to 2:1. 15 SPs attacking 10 would be resolved at 1.5:1 odds.
STEP 2: The attacking player locates the calculated combat odds column on the Combat Results Table and rolls the die. Cross-referencing the die result with the odds column gives the Combat Result, which is applied immediately.
STEP 3: Adjust Casualty Level Markers to reflect combat strength lost (21.1).
11.0 Combat Modifiers
11.1 Terrain Effects on Combat
The terrain in the defending hex—or on the hexside separating the defending force from the attacker—may affect Combat Strengths. Retain all fractions until the odds have been calculated. Terrain Effects on Bombardment are different (13.36). If a unit's strength is reduced to zero, its attack doesn't take place (it remains engaged).
A. Towns: If all defenders are in towns, change Ar*/Dr* results to "Shock" (12.1). Defending Infantry Units have their total Combat Strength increased by 50%. EXCEPTION: Units with an Initiative of "1" (untrained) obtain no defensive benefit from Towns. Cavalry cannot charge into towns.
B. Slopes, Streams & Trestles: If all attacking stacks are attacking across Streams or Trestles, and/or uphill across Slope hexsides, the total strength of the defending force is increased by 50%. The Defender gets the slope benefit only if defending in a hilltop and attacked from the slope hex. Cavalry units cannot Charge uphill or across a Stream or Trestle.
C. Woods hexes: The total strength of all Cavalry and Artillery attacking into or defending in a Woods hex is halved. For all units defending in Woods, change Ar*/Dr* results to "Shock" (12.1). Cavalry units cannot Charge into Woods.
D. Bridges: Units are never required to attack across a Bridge. If all Combat Units are attacking across a Bridge or pontoon over a River (frozen or unfrozen), the Combat Strength of the defending unit is doubled. If the bridge is damaged see (7.63).
E. Crests: Change Ar*/Dr* results to "Shock" (12.1).
F. Chateau: Up to 2 defending Infantry are doubled. Change any Dr result (up to Dr4) to Shock unless the defender is demoralized. Cavalry units cannot Charge into a Chateau hex. Chateau effects on combat are negated in some situations (15.21).
G. Marsh: The total of all Cavalry and Artillery strengths are halved when attacking into or defending in a Marsh. Change "Ar*" result to Shock.
H. Rivers and Lakes: Combat Units may attack across unfrozen Rivers only at Bridges or pontoons (18.3). Frozen Rivers and Lakes are treated as Streams.
NOTE: Terrain modifiers for one side are not cumulative. Always use the one best modifier available to the defender.
11.2 Combined Arms
The attacker (only) may gain a +1 column shift in Combat if he has Infantry, Artillery, and Cavalry participating in the same attack. The Combined Arms benefit is not cancelled by a defending stack of all arms. Vedettes and artillery units that bombarded this phase are disregarded. The Combined Arms bonus does not apply if any of the defenders involved are in Town, Woods, Orchards, I.P.s or Marsh; across a Bridge (across Streams OK); or in Chateaux (unless demoralized). An overrunning Cavalry unit may be considered for Combined Arms even if it is eliminated in the Charge.
11.3 Staking Guard Units
This rule applies to all Guard ("OG," "Gd.," "Gde.," but not "GC" or "YG") units on both sides.
- Once per game, a player may "stake" his Guard units in any one combat. That player receives a one-column favorable shift on the CRT for that combat. A player is never required to stake the Guard. A Guard unit can be in combat without being "staked."
- If any infantry unit of the Guard is involved in an attack (at any time) and the result is "Ae," "Ar," or "Ex," the Demoralization Levels of all Friendly Formations a) whose officers are within 10 hexes or b) that currently have no officer but have any units within 10 hexes are immediately and permanently reduced by 4. EXCEPTION: Regardless of the combat result, if the attack by the Guard demoralizes the opposing formation, then the owning player's Demoralization Levels are not reduced.
- No formation can have its morale reduced more than once per game. French cavalry corps and formations with 4 units or fewer do not have their Demoralization Level reduced.
11.4 Napoleon
If Napoleon is stacked with an engaged force, the odds for combat shift one column in his favor at the French Player's discretion. (Does not apply to Bombardments or Charges.)
EXAMPLE: Napoleon is part of a one-to-one attack, the odds shift to 1.5:1. If Napoleon is defending and the odds are three to one, reduce to two-to-one.
11.5 Other Combat Modifiers
- Failed Repulse (9.22)
- Improved Positions (15.2)
- Snowstorms, Thunderstorms, Artillery in Mud (23.0)
12.0 Combat Results
12.1 Explanation of Combat Results
Ae: All attacking Combat Units are eliminated.
Ar (Ar2 or 3): All attacking Combat Units must retreat 1 (2, or 3) hexes.
Ar*/Dr*: During any Storm; across a Crest hexside; or into a Marsh, Woods, Orchard, or Town hex, treat as Shock Result. These sudden encounters occur more frequently in confined passages.
Dr (Dr 2, 3, 4): All Defending Units must retreat 1 (2, 3, or 4) hexes. EXCEPTION: Chateaux (15.1) and attacking across damaged bridges (7.63).
De: All defending Combat Units are eliminated.
Ex (Exchange): All Combat units on the weaker side are eliminated; the stronger side eliminates units which total at least 50% of the (face) Combat Strength of the weaker side. See Exchange Notes below.
12.2 The Shock Table
Sk (Shock): If you obtain a Shock Result, each player rolls one d6. On a 1, 2 add 0; 3, 4 add +1; 5, 6 add +2; to the Initiative of your best unit (the "Lead" unit) and consult the Shock Table (12.2). Victorious cavalry, that is not Demoralized, Out of Supply or Out of Command (whether attacking or defending) must advance into the vacated hex, up to the stacking limit.
SHOCK NOTES
A. The Initiative of a Demoralized unit is 1 less than printed.
B. When Artillery is alone in the hex, disregard its Initiative rating and use "1" for its Shock Combat value.
C. Any overrunning Cavalry must be the lead unit (14.24).
D. Shock Modifier: Increase an Attacker's Modified Initiative by 1 if the combat was resolved at 3:1 or greater on the CRT.
E. 1R = Reduce one attacking and one defending unit. The owner must reduce either the strongest or the best initiative of his units involved.
EXAMPLES OF COMBAT: Units A-1 and A-2 attack unit T at 11 to 4 odds, which rounds down to 2-1. Units B-1 and B-2 attack unit U in the Woods. The Woods halve the cavalry unit's combat strength and converts any Ar*/Dr* results to Shock (Sk). The odds are 3.5 to 4 which rounds down to 1-1.5. Unit C attacks unit V across a Crest hexside—the odds are 9 to 4 which rounds down to 2-1. The Crest hexside will convert an Ar*/Dr* result to a Shock Result (which is in unit C's favor). Unit D attacks unit W across a Stream hexside into a Town hex. Since terrain modifiers are not cumulative, the defender must choose which benefit to use; and in this case he picks the Stream since he does not want any Ar* results converted to Sk (he would lose a Shock battle). Unit W is increased by 50% yielding odds of 6 to 6.
The two units at E attack unit X up a Slope. The defender's combat strength is increased 50% to 6. The odds are 10 to 6 (which is 1.5 to 1). The three attacking units at F would have earned the Combined Arms Shift, but it is not allowed against defenders in Town hexes. The Town increases unit Y's Combat Strength 50% to 4.5. The odds are 12 to 4.5 (2-1) and Ar*/Dr* results convert to Sk. Unit G (cavalry) attacks artillery unit Z in a marsh hex. Both of those unit types are halved attacking and defending in Marsh, so the odds are 2 to 2. Marsh converts any Ar*/Dr* results to Sk which would be in the cavalry's favor.
EXCHANGE NOTES
A. Artillery units that did not participate in the combat, which are stacked with units that did, may be used to satisfy an "Ex" result.
B. Any overrunning Cavalry unit must be the first to be eliminated (14.24).
C. Compare (unmodified) face-value SPs of all units.
EXAMPLE: The weaker side has 5 SPs and the other side has four units, with 2, 4, 8, and 10 SPs. Half of 5 is 2.5 and he must lose more, so he removes the '4.'
12.3 Retreats
(12.31) Basic Rule: On a Result of "Retreat," the owning Player must move his unit (or stack retreating together) one or more hexes (as specified by the result). A retreating Combat Unit may not cross a prohibited hexside; enter an EZOC or a hex occupied by enemy Combat Units (EXCEPTION: Vedettes–16.25); or exceed stacking limits. Friendly units do not negate EZOCs for purposes of a combat unit's retreat. A leader may retreat through an EZOC if occupied by a friendly unit. A retreating friendly unit may enter a hex occupied by a friendly unit but that unit immediately comes out of Road March.
(12.32) Vedettes and Retreat: Combat Units may retreat into the ZOCs of an enemy Vedette, or even into a hex currently occupied solely by an enemy Vedette if no other path of retreat is available (the enemy Vedette is displaced; 12.36).
(12.33) Retreat Across Bridges: Units that retreat across a Bridge or Pontoon over an unfrozen River (not a Trestle or a pontoon bridge crossing a stream) risk elimination and must roll the die: the first unit to cross the Bridge is permanently eliminated on a 6; thereafter add +1 to the die for every retreating unit that follows (i.e. a second unit is permanently eliminated on a 5 or 6). If a pontoon deployed across an unfrozen River hexside with no existing bridge or another deployed pontoon, the first retreating unit is eliminated on a roll of 4, 5, or 6, with one still added for each successive unit. The owning player chooses the order of retreat. Retreats across damaged bridges are not allowed, and any retreating units are automatically eliminated (PEU) if there is no alternate hex.
(12.34) Units Unable to Retreat Fully: If a unit cannot retreat fully it is eliminated. If any part of its retreat path is blocked only by EZOCs or the map edge, the unit is placed in the Units Awaiting Recovery (UAR) Box. If it could not retreat fully because of a prohibited hexside and/or enemy units (only), roll one die to determine which box to place it in: a roll of 1-3 places it in the UAR Box; a roll of 4-6 places it in the PEU Box. Always place a reduced unit that can't retreat fully for whatever reason into the PEU.
EXAMPLES OF RETREAT: EZOCs do not block retreat paths for the Vedettes, which have no effect against enemy retreats. The only terrain that affects retreats are unbridged Rivers—which prevent it. Zig-zag retreats are not allowed. A unit must end its move that number of hexes distant from its starting hex. A retreating unit may retreat across a bridge and Displace enemy Vedettes there. When a unit must retreat across a bridge hexside it runs the chance of elimination—the first unit across is eliminated on a die roll of 6, the other unit on a die roll of 5 or 6. Assuming both survive, they can retreat in the path indicated.
(12.35) Path of Retreat: The unit (or stack) must end its retreat the specified distance from the starting hex — enter each hex only once. The retreat should shorten the distance to the formation's baggage train or to a friendly supply source (or both). If two or more paths are open to the retreating unit, it must move in better terrain (preferring roads and trails to a roadless Marsh, for instance).
(12.36) Displacement: If the only path available to a retreating force would cause it to exceed the stacking limits (3.2) for a hex, then one or more combat units in the hex must be displaced to make room for it. Displaced units retreat one hex, observing all restrictions governing retreat after combat. However, if the units to be Displaced cannot retreat: 1) the originally retreated force is eliminated instead and will enter the UAR; and 2) if the retreating force contains cavalry the displacing unit must make an Initiative check: if it fails it is eliminated; place in the UAR Box. Trains never displace (18.16).
A displaced force may displace other Combat Units if no other path of retreat is available. Displaced units may not enter EZOCs.
12.4 Advance After Combat
Whenever an enemy stack is eliminated or forced to retreat, the owning player may advance friendly leaders and one or more friendly units that participated in the combat—whether as attacker or defender—and occupy the vacated hex and not beyond it.
A. One Infantry Unit plus all cavalry in a given attack may advance if no leader is present (or Leader doesn't advance).
B. LEADER BONUS: If a leader is in the stack and advances, all undemoralized infantry and cavalry units may advance with him.
C. Artillery may never advance after combat. If the defenders vacate the hex as a result of bombardment, any phasing infantry and/or cavalry adjacent to that hex (with any leaders) may advance into the vacated hex—after all bombardments are concluded. A unit cannot advance if it has an unresolved combat to perform, or is Out of Command.
EXAMPLE: A stack of artillery units bombard a defending unit, forcing its retreat. An adjacent unit with an unresolved combat may not advance—it must attack the other defending unit instead.
D. If the enemy force occupied two or more hexes, attacking cavalry (only) may advance into the other vacated hex.
E. Combat Units and Leaders may choose not to advance. The option to advance must be exercised immediately. A unit may not be attacked, or attack again, after advancing (even if it advances next to units that have not yet resolved Combat).
F. Demoralized and Out of Command units may not advance after combat.
G. Victorious Combat Units may advance into the vacated enemy hex even if they advance from one EZOC to another.
H. Units may not violate stacking limits after an advance. A victorious overrunning cavalry unit that remains in the hex counts against stacking.
EXAMPLES OF ADVANCE: When no leader is present, only one Infantry unit and all Cavalry units can advance into the defender's vacated hex. When a leader is present, he allows all undemoralized, non-Artillery units in his stack to advance, along with all engaged Cavalry units.
12.5 UAR and PEU Boxes
(12.51) UAR: Any time a full-strength Combat Unit is eliminated due to an Ae, De, or Ex, the owning Player must determine if it could have retreated 1 hex without encountering prohibited terrain or enemy-occupied hexes. If a retreat route is open or is only blocked by EZOCs it is placed in the Awaiting Recovery box. Otherwise, the unit must be placed in the Permanently Eliminated Units (PEU) box.
(12.52) PEU: The following Combat Units are also ineligible for Reorganization, and are placed in the Permanently Eliminated Units box when lost in combat:
- Baggage and Pontoon Trains
- Already Reduced: A unit already at its Reduced Strength when it was eliminated.
- No Reduced Strength: A Combat unit with a strength of [1] has no reduced strength.
- Retreat Across Bridges: Units retreating across a bridge risk permanent elimination (12.33).
- Ae on the Charge Table
- Unable to Retreat fully—risks permanent elimination (12.34)
13.0 Bombardment
13.1 Artillery Units
In addition to their regular attack ability against adjacent units, artillery may make bombardment attacks. Bombardments are permitted by the Phasing Player during the Bombardment Step and by the non-phasing Player during the Artillery Reaction Fire Step (13.5). Artillery may Bombard or participate in regular combat in a given Combat Phase—it may not do both.
13.2 Range
Bombarding Arty must be either 2 or 3 hexes from its target, unless Bombarding over an unbridged, unfrozen River.
13.3 Bombardment Procedure
(13.31) Sequence: For each bombardment, follow these steps:
- Designate the Bombarding Units (13.32).
- Designate the Target Hex (13.33).
- Determine the Line of Sight—if blocked, the bombardment is prohibited (13.34).
- Determine the Bombardment Strength (13.35).
- Calculate the Effects of Terrain (13.36).
- Resolve on the Bombardment Table (13.37).
- Execute the Combat Results (13.38).
(13.32) Designate the Bombarding Units: Any number of artillery units may bombard a single hex as long as all the units are eligible to fire at the target hex. Artillery units stacked together may bombard different hexes. An Artillery unit may not bombard more than one enemy occupied hex, nor may it split its strength. Artillery units may not Bombard when:
- in a woods or orchard hex; they may participate in an adjacent regular combat.
- alone in an EZOC; they must attack an adjacent unit (however, see 13.5).
- the weather is Snowstorm, Thunderstorm, Duststorm, Snow, Rain, or Fog (23.0).
- in Road March.
(13.33) Designate the Target Hex: All enemy units in a hex under bombardment are bombarded as one target. A hex may not be bombarded more than once in a Combat Phase, however, a hex may be the target of a bombardment and then a regular attack during the same Combat Phase. The target must be a combat unit or leader:
- in range and in the LOS of all Bombarding units.
- not in woods, orchards, or Chateaux.
- not adjacent (EXCEPTION: enemy on the opposite side of an unbridged, unfrozen river).
- not in a Town hex at range 3.
(13.34) Artillery Line of Sight
A. Hilltop Hexes and Slope Hexsides: A Slope hex intervening between a bombarding artillery unit and its target blocks the Line of Sight unless the artillery unit is on the hilltop and is either:
- firing downslope through the Slope hexside; or
- firing on another slope hex (no blocking hexes intervening).
The target units in either case have no reciprocal LOS (8.43).
B. Crest Hexsides: Crest terrain is drawn on both sides of a given crest hexside. LOS is not blocked by a crest adjacent to the bombarding unit. A non-adjacent Crest blocks LOS.
(13.35) Determine the Bombardment Strength: The strength of all Artillery units bombarding a given target is totaled (this may include bombarding units in different hexes). The strength of any artillery units bombarding at 3-hex range is reduced by 50% (if <1 use the <1 column; otherwise round fractions down).
(13.36) Calculate the Effects of Terrain: The effects of terrain on bombardment are as follows:
- Towns: Artillery bombarding into towns are reduced by 1/3. You may not bombard into a town at 3-hex range.
- Woods and Chateau hexes: May not bombard into Woods or Chateaux or out of Woods.
- Marsh: Bombarding SPs are reduced by ½.
(13.37) Resolve on the Bombardment Table: All bombardments must be resolved and results applied during the Bombardment or Arty Reaction Fire step. Cross-reference the Bombardment Strength with the die roll and apply modifiers. During mud turns (23.0), modify the die roll by –2.
(13.38) Execute the Bombardment Results: A Bombardment affects all units in the target hex (only). A Bombardment may result in: "Dr" (12.1) or "1R" (Reduce one unit). A "1R" result means one unit in the hex is flipped to its reduced side, or an already-reduced unit is eliminated. The Bombarding Player decides which unit to reduce. The owning player may decide to remain in the hex or voluntary retreat one hex with the remaining units in the target hex. "S" (Suppressed) and "2R" (Reduce two units/steps) are other possible bombardment results. All Suppression Markers on the map are removed at the end of the next Combat Step (Step 5).
(13.39) Hold Your Ground: A Dr result on the Bombardment Table can be converted to a 1R at owning player's option. Select your "lead" unit and roll for Initiative. If successful, the lead unit suffers step loss and there is no retreat.
13.4 Artillery Units in an EZOC
(13.41) If an artillery unit is in an EZOC and stacked with a friendly infantry or cavalry, it may bombard a hex different from the one the other units attack. Artillery need not attack the adjacent enemy units as long as some other friendly unit does so. However, an artillery unit suffers all combat results incurred by the units it is stacked with.
(13.42) Regular Attacks: When alone in an EZOC, an artillery unit must attack an adjacent unit and may not bombard. It uses the regular Combat Results Table, and may combine its strength with attacking infantry and cavalry in other hexes. During Mud, Artillery units attack and defend at one-half their normal strength (rounding fractions down). Artillery units in regular combat suffer all Combat Results in the same manner as other units. If the units in their stack suffer an "Ex" result they may be used to satisfy the required losses. Artillery units may never add their strength to a regular attack via a ranged attack—they must be adjacent. The Initiative Rating of a lone Artillery unit for shock is 1 (12.2).
13.5 Counter-Battery Fire (CBF)
The effective bombardment strength is reduced by one-half the strength of any artillery in the target hex (rounding fractions down). Apply any CBF reduction before modifying the bombardment strength for weather, range, or terrain. If the target has no LOS on the bombarding unit, or is alone in an EZOC (13.42), there is no CBF reduction. EXAMPLE: an ARF by 4 SPs would be reduced to 3 if the target includes 3 SPs of artillery with a LOS. Bombardment has no effect if one-half the target artillery strength is still at least equal to the Bombarding strength.
13.6 Soak-Offs
A unit bombarded in a given turn is considered attacked.
14.0 Cavalry Charges
A cavalry charge in this game is a faster charge, where the cavalry gradually build-up speeds near 300 meters per minute. In a successful cavalry charge, the cavalry unit(s) move through an EZOC directly into the enemy-occupied hex, thereby cutting the retreat route of the overrun unit in the following Combat Step.
14.1 Which Units May Charge
All cavalry (except LC and demoralized cavalry) that have not moved during the previous Movement Phase may make a charge. A hex being charged must also be subjected to a regular attack by at least one friendly infantry or artillery during the same Combat Phase. A cavalry unit may not make a charge and conventional attack during the same Player-Turn.
14.2 Procedure
(14.21) A Cavalry Charge is resolved on the Charge Combat Table during the Charge Step. Charging cavalry may expend the full Movement Allowance during the charge step. It costs one extra MP to enter the Enemy unit's hex. This MP cost reflects the shorter range of charging cavalry. Determine the odds as in combat and roll on the Charge Combat Table.
(14.22) Restrictions: Only one charge may be made by a single stack against a given hex in one Combat Phase. Cavalry units from multiple hexes cannot charge the same hex. A Cavalry Charge may not be conducted:
- into a woods, town, chateau, or improved position
- uphill through Slope
- across a Ford, Stream, or Span hexside
- during a Mud or Night turn (14.3)
- if the Cavalry unit is in Road March
- through an EZOC (except the ZOC of its target)
- through friendly units
- by LC or demoralized cavalry.
Cavalry Charge movement is subject to all Movement Rules (7.0), with the exceptions listed above.
(14.23) Charge Results: The possible results of a Charge are Ae, Pr or Overrun:
- On an Ae result, the charging units are eliminated (PEU).
- On a Pr result, all Phasing (charging) cavalry retreat to their starting hex and reduce 1 or 2 units. The target has off-road Movement costs doubled in the following Movement Phase. Place a Square Marker on the infantry units charged. Remove the Marker at the end of their next Movement Phase.
- On an Overrun result, the cavalry unit(s) move into the enemy-occupied hex. The charging unit's ZOC extends out into all surrounding hexes. In the upcoming regular attack (Combat Step), the retreat route of the overrun unit is cut off.
(14.24) Subsequent Combat Result: The cavalry units making the charge may not add their Attack Strength to the subsequent combat. The subsequent attack is credited with cavalry for purposes of Combined Arms (11.2) even if the cavalry unit is eliminated in the Charge.
A. If the subsequent Combat Result on the Combat Results Table is Dr or De, all defending units are eliminated (UAR), if the charging cavalry unit(s) remain in the hex, and one of the attacking units may advance into the hex as usual.
B. If the subsequent Combat Result on the Combat Results Table is Ae or Ar, the cavalry unit(s) are eliminated (UAR). Opposing units may never end any Phase stacked together.
C. If the subsequent Combat Result is an Ex, the charging cavalry units are the first to be counted toward the Exchange.
D. If the subsequent Combat Result is Sk, the charging Cavalry unit is the lead unit.
E. If the Ex or Sk does not clear the hex of enemy units, the charging cavalry units are eliminated (UAR).
14.3 Charges and Weather
Charges are not permitted during Mud and Night Turns. During Snow, Snowstorm, Thunderstorm, Duststorm or Heat, add +1 to the Charge CRT die roll (23.1).
15.0 Fortified Places
Fortified Places are of two types. Chateaux are protected by strong walls impervious to field artillery. A simple Improved Position (I.P.) made of timber and stout beams could be thrown together in a few hours. A more elaborate dug-in redoubt could take most of a day.
15.1 General Rule
(15.11) ZOCs: ZOCs extend out of but not into Fortified Places—adjacent units must attack enemy units in Fortified Places. A unit that enters a Fortified Place adjacent to an enemy combat unit must stop moving.
(15.12) Attacking: Units in Fortified Places are not required to attack, but if they elect to attack, all adjacent enemy units must be attacked by some friendly unit.
(15.13) Advance and Retreat: Units may advance after combat into Fortified Places. Retreat into occupied Fortified Places is allowed (15.21).
(15.14) Cavalry Charges against Fortified Places are prohibited.
(15.15) Combined Arms bonus: When attacking Fortified Places the attacker receives no Combined Arms bonus.
15.2 Chateaux
(15.21) Stacking: A chateau loses its combat effects if the hex contains more than two defending infantry units; or contains any artillery, cavalry or train units. All chateau effects on combat are negated as long as they remain in the hex (4.2, 11.1F, 11.2, 13.33, 14.22). Town effects if any still apply.
(15.22) Defending: If any defending units in a combat occupy a Chateau, "Dr," "Dr2," "Dr3" and "Dr4" results from the CRT are treated as "Shock." This does not apply if the units defending in the Chateau are demoralized, or if a retreat result is obtained on the Shock Table.
(15.23) Bombardment: Artillery units may never bombard into Chateaux. They may make regular adjacent attacks.
15.3 Improved Positions
(15.31) Defending: The strengths of all infantry units defending in a completed I.P. are doubled. If an I. P. is built in a town, all combat effects of I. P. and towns apply.
(15.32) Construction Procedure: The construction hex must contain at least two infantry units that did not move during that Movement Phase. If a town hex only 2 SPs of infantry are needed. Construction is not permitted during Frost, Snow, Snowstorm, or Night March Phase, or in Chateaux or Marsh hexes. Roll on the table below at the end of the Movement Phase. If the infantry leave an I.P. under construction, remove the I.P. marker. After completion the Improved Position marker is never removed (even if unoccupied) and may be used by either side.
(15.33) Construction Table: Roll one d6. A roll of 1 completes construction (invert the marker). A roll of 2-6 means Under Construction—roll again next turn. An I.P. under construction has no effect.
16.0 Vedettes
Each Vedette is a regiment of around 500 men, broken-up into 50-man patrols that fan-out to cover a wide area. These fast-moving patrols were used to screen an army against enemy reconnaissance, to perform their own reconnaissance, and to protect the flanks of combat units.
16.1 Vedette Breakdown and Reassembly
A Light Cavalry unit may generate a number of Vedette (scout) units equal to its vedette number (1.42).
(16.11) Creating Vedettes: During the Reorganization Segment (only), any full-strength Light Cavalry (LC) unit may bring its corresponding Vedette units onto the map. Each full-strength LC parent unit has a number (in a circle), to indicate the number of Vedettes provided for that unit. The Phasing Player removes the LC unit from the map and replaces it with the Vedettes. The LC unit is then placed in the Full Strength Holding Box. Vedettes may move in the turn they are created. Reduced-strength units may not create Vedettes.
EXAMPLE: Marulaz's cavalry brigade has a "4" in a circle. It contains four Vedettes with a corresponding designation.
(16.12) Reassembling Light Cavalry Units: To recombine Vedettes into an LC unit, just pay the regular +1 MP cost to stack. Remove the stacked Vedettes immediately if the stack is not in an EZOC and replace them with the parent unit. The parent unit may continue moving, expending the Vedettes' remaining MPs, in command if any of its Vedettes were in command. The Vedettes of any LC unit that contains 4 or more Vedettes may stack for immediate reassembly.
NOTE: Vedette unit I.D. may be ignored. The proper number of Vedettes may combine freely to reassemble any available LC unit.
(16.13) Creating Vedettes from Mixed Type Units: Full strength Infantry units with a Vedette number may also create Vedettes during the Reorganization Segment. Flip the counter to its reduced strength side, then deploy the Vedette(s) to the same hex. Such Mixed Type units may flip back to full strength by stacking with the same number of friendly Vedettes (not in an EZOC) and removing the Vedettes from the map during the Movement Phase.
(16.14) Corps Affiliation of Vedettes [Optional Rule]: A Vedette may not be used to reassemble a unit from a different formation; only units from its assigned formation.
16.2 Properties of Vedettes
(16.21) Movement: Vedettes move like Cavalry and must be in Command or pass their Initiative die roll to move. Vedettes always pay road costs when on roads but ignore Road March restrictions and are ignored by friendly units in Road March.
(16.22) Stacking: No more than 3 Vedettes may occupy the same hex. EXCEPTION (16.12)
(16.23) Repulse: Vedettes may not attempt Repulse. Repulses against Vedettes always succeed.
(16.24) Combat: Vedettes are non-combat units—they may not attack or defend. Vedettes do not count for Combined Arms. Vedettes stacked with friendly combat units are subject to the combat result against the stack. Eliminated Vedettes may return to play through Reorganization (22.25).
(16.25) ZOCs and Retreat: Vedettes have ZOCs, but they do not block enemy retreats—units may retreat into the ZOC of an Enemy Vedette. Retreating enemy units can, if necessary, displace friendly Vedettes.
(16.26) Retreat Before Combat: Any engaged Vedette of either side that is not stacked with a friendly combat unit must Retreat during the Cavalry Retreat Step (10.2) one or two hexes. If it cannot retreat, it is eliminated (12.34). Vedettes cannot prevent enemy Forces from using Retreat Before Combat.
17.0 Supply
17.1 The Supply Segment
The Phasing Player must determine the supply status of each Friendly Combat Unit during the Supply Segment of each Weather/Recovery Turn (23.12, 2.1/B-1). Out of Supply units are marked "Out of Supply" and remain Out of Supply until the next Weather/Recovery Turn.
17.2 Out of Supply Effects
Out of Supply units suffer the effects of Demoralization (21.2), but the effects are not cumulative.
17.3 Automatic Supply
All reinforcements from their turn of entry, and all units on-map at the start of any scenario are automatically in supply until the next Weather/Recovery Turn.
17.4 Supply Lines
(17.41) Tracing a Supply Line: A Combat Unit is in supply if it can trace a Forward Supply Line (17.42), no more than 14 hexes long (not counting the unit's hex), to one of the below:
- Directly to a Friendly Supply Source (17.5); or
- To its own Formation's Baggage Train located on a road or trail hex that has a "Trunk" Line (17.43); or
- If its own Formation's Baggage Train is not in play, or if there is no dedicated baggage train (none provided in the counter mix), it can trace to the nearest Friendly Baggage Train located on a road or trail hex that has a Trunk Line.
NOTE: Supply is tracked by unit, not by stack.
(17.42) Forward Line: The Forward Supply Line (only) may traverse any type of terrain except Lake or River hexsides (unless the hexside is frozen or is crossed by an undamaged bridge or pontoon). Each counts as one hex, maximum 14 hexes.
(17.43) Trunk Lines: A Trunk Line may comprise any number of connected road and/or trail hexes leading to a Friendly Supply Source.
(17.44) Blocking Supply Lines: Forward and Trunk Lines are blocked by the physical presence of enemy combat units and Vedettes. EZOCs do not block Supply Lines.
17.5 Supply Source Hexes
Each side has Supply Source hexes that are indicated on the map by a supply symbol with an encircled code letter: C = Coalition, A = Austrian, P = Prussian, R = Russian, F = French.
18.0 Baggage and Pontoon Trains
There are two types of Train units: Pontoon Trains and Baggage Trains. Baggage Trains are important for Supply; Pontoon Trains place temporary bridges. Pontoon Trains have a train side and a deployed bridge symbol on the reverse.
18.1 Properties Common to Both Trains
(18.11) Movement: Trains move automatically—they are always in Command. Trains have a Movement Allowance of 4 MPs, paying cavalry costs for movement. They may use Road March (7.5). During Mud, Thunderstorm and Snowstorm turns, Train units Movement Costs are doubled for all types of terrain.
(18.12) Movement Restrictions: Trains have the following movement restrictions:
- may not enter Slope hexes except by Road or Trail.
- may not stack.
- may not enter an EZOC.
- Baggage Trains may not cross rivers (even if frozen) or streams except via Spans and Pontoon bridges.
- Baggage Trains (and Supply Lines) may not cross damaged bridges (but may cross pontoon bridges).
(18.13) Trains and Combat: Trains do not have a Combat Strength and cannot defend or attack. They may not Retreat Before Combat.
(18.14) Trains and ZOCs: Trains have no ZOC. If a Train or deployed pontoon finds itself adjacent to an enemy combat unit it is immediately captured or destroyed. Roll one die: a roll of 1-3 means a Pontoon Train is captured intact (18.35) and a Baggage Train is captured (18.23); a roll of 4-6 destroys either. (If one end of a deployed pontoon is occupied by a unit friendly to the pontoon, a roll of 1 to 3 is considered no effect.)
(18.15) Destroyed Trains: Destroyed Trains are removed from play (PEU). They may not be reorganized.
(18.16) Trains and Displacement: Trains may not be displaced. If the train unit's hex is the only one available for the retreating friendly unit, the train is destroyed (PEU), and the retreating unit/stack is eliminated (UAR).
(18.17) Trains and Formations: Baggage Trains may belong to specific formations printed on their counter. Pontoon Trains do not belong to any formation.
18.2 Baggage Trains
(18.21) Supply: Most Baggage Trains belong to specific formations as shown by their Command Designation. Some baggage trains are generic for a given side. Each Corps baggage train can provide supply to all units in its formation within range plus one stack of units from a different formation. However, any formation or individual unit without a dedicated baggage counter (none provided in the counter mix) may trace supply to any friendly baggage train, each stack to a different baggage train.
(18.22) Lost Baggage: If a formation's baggage train is destroyed or off map, only one stack of that formation may trace supply to another friendly baggage train.
(18.23) Captured Baggage Trains: A captured baggage train is destroyed (PEU). Two VPs are awarded to the side that captures a baggage train. If an out of supply unit(s) captures an enemy baggage train, all units of the capturing side adjacent to the train remove their OOS Markers.
18.3 Pontoon Bridges
Pontoon Bridges may be deployed across Stream or River hexsides.
(18.31) Deploying Pontoon Bridges: During the Friendly Movement Phase, the Phasing Player may deploy a Pontoon Bridge by flipping the counter over onto an adjacent hexside so that it is half-way on either hex. It costs no MPs to deploy. No Friendly or Enemy units may cross a Pontoon Bridge until the Friendly Player Turn after it is deployed.
(18.32) Deployment Restrictions: A Pontoon Bridge may not be deployed:
- to extend into an enemy-occupied hex, but may be deployed into an EZOC.
- if either end of the bridge is in a slope hex—unless there is a road or trail in the hex (18.12).
- in a Snowstorm, or during Frost or Snow.
- if the Pontoon Train is marked in Road March (7.51).
(18.33) Crossing Cost: Combat Units not in Road March pay the following MPs to cross a Pontoon:
- +1 MP to cross a stream
- +2 MPs to cross a river
- +0 MPs to cross if the Pontoon Bridge is deployed at an existing Span or site of another deployed Pontoon.
Units in Road March, Leaders, and Vedettes never pay extra MPs to cross Pontoon Bridges. Trains must pay the additional +2 over river and +1 over stream.
(18.34) Reconfiguring a Pontoon Train: A Pontoon Bridge may be reconfigured back into a Pontoon Train during the Friendly Command Segment simply by flipping the unit over to its Pontoon Train side in either of the two hexes adjacent (you may reform a pontoon train at one end if the other end is in an EZOC). Pontoon Trains must be reconfigured at Step "e" of the Command Segment. Nothing may cross a Pontoon Bridge in the turn it is reconfigured into a Pontoon Train. A Pontoon Train may move in the same turn that it is reconfigured but may not re-deploy until the next turn.
(18.35) Captured Pontoon Trains and Pontoon Bridges: Leaders, Vedettes and Combat Units may freely Move, Advance After Combat, and Retreat across intact enemy Pontoon Bridges. A captured Pontoon Bridge may be reconfigured into a Pontoon Train and used again by the player who captured it.
19.0 Reinforcements
19.1 General Rule
Reinforcements enter play on the turn and hex specified in the Scenario Information and/or the TRC. Reinforcements enter during the Friendly Command Movement Segment and may move and engage freely on their turn of entry. Reinforcements may be placed under "March Order" on the turn of entry at the Player's discretion (20.3). Reinforcements enter Hidden (8.0). Reinforcements are In Command for the turn of entry and in supply until the next supply check. A light cavalry unit may enter as a combat unit or broken down into Vedettes.
19.2 Stacking and Road March
(19.21) Stacking: When more than one Combat Unit is scheduled to arrive at the same entry hex in the same turn, they may arrive stacked observing the stacking limit. If there are more arriving units than can legally stack in the hex, each subsequent stack enters on the same hex and turn, paying MPs equal to the cost of the hex for itself and for each stack that entered before it.
(19.22) Road March: Reinforcements may instead enter the map using Road March (unstacked) with an empty hex between each arriving unit. In this case the first unit to arrive pays the road MP cost of the first entry hex. Each subsequent unit or stack to enter on the same hex and turn pays one additional MP. In addition, unless otherwise indicated by the scenario, a formation's leader enters with the first stack of his formation, and the formation's baggage train enters at the end after the last arriving unit of the formation.
EXAMPLE: The second stack to enter will pay one extra MP; the third, two additional MPs (19.23).
(19.23) Excess Stacks: Stacks without enough Movement Points to enter must wait off-map until the following turn. The excess stacks of a formation still enter in Command when they arrive.
19.3 Changing Reinforcement Entry
(19.31) Blocked Entry Hexes: If the entry hex is occupied by an enemy or friendly combat unit or an enemy combat unit's ZOC the Reinforcement may instead enter in the hex nearest to the entry hex clear of combat units and EZOCs.
(19.32) Voluntary Delay: Players may voluntarily delay the entry of Reinforcements. However, no other scheduled Reinforcement may enter at this entry hex until the delayed Reinforcements have been brought onto the map (the follow-on reinforcements may enter in the same or subsequent turns). A portion of a Reinforcement force may not be delayed. Either all the units scheduled to arrive at that hex are brought onto the map, or none.
19.4 First Day Reinforcements
Approach to Battle reinforcements enter on the First Day of the game. These units are usually on-map in the Day of Battle Set up.
19.5 Alternate Reinforcements
Alternate Reinforcements are forces that could have intervened. Their arrival depends upon card play. Alternate Reinforcements appear in order of priority listed in the Scenario Information.
20.0 March Orders
Orders were carried by orderlies mounted on fast horses, usually overnight, to Officers beyond Command Range.
20.1 General Rule
A March Order allows a Force (defined in the Glossary) to move during each Friendly Command Movement Segment that the order is in effect (including during Night March Phases) regardless of Command Range. All the units under a March Order are considered in command. A Force may receive a March Order if it is:
- a Reinforcement (20.3);
- the one force selected at night (20.4); or
- the one force selected for March Order at the start of play, (once per game) if that side has a Commander on the map.
20.2 March Order Procedure
(20.21) Specify Objective Hex: The Player must secretly specify the Objective Hex on an Orders Slip when the March Order is issued. This objective must be revealed to the Enemy Player at the moment an infantry unit of that Force reaches its objective. The objective may be any town or Bridge hexside on the map. For each Force under a March Order, the Player must write down the name of the Officer or the designation of the individual unit(s) in question. A force may be assigned only one objective at a time. In a multi-hex town any hex in the town can be the objective.
(20.22) March Order Movement Restrictions: The force must move each turn at the speed of the slowest unit in the force, until it reaches its objective or the March Order is removed (20.23). The units under a March Order must take the shortest possible route (in terms of MPs) toward their Objective Hex. A Force given the March Order is not required to use road march. On the turn a Force reaches its objective, it can continue moving to the limit of its Movement Allowance; then the March Order is removed and no longer in effect.
(20.23) Forces Removed from March Orders: A unit is removed from the March Order at the moment:
- it reaches its objective hex (or as near as possible).
- at the owning player's option, if it is placed in the ZOC of an Enemy unit or vedette.
- at the Player's option, if the force is placed in Command by a Leader during any friendly Command Phase. An officer who makes his initiative may opt out of a March Order.
NOTE: If a Commander places an individual unit in command, it does not remove the March Order for the rest of the Formation.
The M.O. endures until the last unit reaches the destination or is removed. When a unit comes out of a March Order it is Demoralized for the rest of the Player Turn. Units that reach a March Order destination are removed from the M.O. Other units under the March Order can either continue to use the M.O. or they can be removed. The units removed from a March Order can freely use their remaining MA that turn, without being constrained by the former M.O.
(20.24) Pre-Programmed March Orders (Card Play only): A force under a pre-programmed March Order at the start of the game that is subject to a Late Start Mode card cannot be removed from the March Order until its Leader awakes. Until then the Leader moves with the units of his formation.
20.3 March Orders to Reinforcements
A Reinforcement Force may be placed under a March Order (or several different March Orders) on the turn of its map entry, even if its arrival is delayed indefinitely by the Player. The number of reinforcement forces that may be placed under a March Order on a turn is limited only by the number of reinforcement forces arriving on that turn.
20.4 March Orders at Night
(20.41) Moving Units under March Orders at Night: The Movement Allowance of a Force under March Order at night is 2/3 MPs (inf/cav). Forces under a March Order are the only forces which can move during the Night March Phases.
(20.42) Changing March Orders at Night: One on-map stack or formation may be given a March Order during the Night March Order Dispatch Phase, regardless of command range restrictions. Units need not be in command for a night March Order. This March Order takes effect with the first daylight turn of the next day (2.2B). Alternatively, a player may change the objective hex in a March Order of any one of his forces, but this counts as the "one" March Order allowed.
20.5 General Retreat March Order
(20.51) The General Retreat March order differs from a regular March Order in the following ways:
- All friendly leaders and units are considered to have the order—including out of command forces;
- The Objective Hex for a given unit is the closest friendly Supply Source under friendly control, tracing the line as allowed by the rules of supply (17.41), or may be a hex specified in the Scenario Instructions;
- The order may be issued during the friendly Command Segment of any day Turn, or at the beginning of the March Order Dispatch Phase (Night AM turns) and takes effect immediately.
- The order may be cancelled at the owning player's option, after being in effect for one turn, for any undemoralized force(s) in Command and these may maneuver freely.
- Add one (+1) to the die roll for Reorganization of Demoralized forces on the turn the General Retreat is ordered.
- Reinforcements enter normally.
- The order may be issued only once per game, unless using the cards; a new General Retreat may be issued for each card.
- Units must remain in General Retreat March Order for at least 1 turn, unless they move adjacent to the enemy.
- All units move at the speed of the slowest unit in their force (20.22). EXCEPTION: Undemoralized units passing an Initiative check may opt-out of the General Retreat March Order and freely maneuver (having already passed Initiative) in the following Initiative Movement Segment.
- The text of the General Retreat Card (No. 9) is a part of the General Retreat rule; units may disengage on the turn played.
(20.52) Exiting the Map: When your units under a General Retreat March Order actually reach the mapedge hexes that are the objective(s) of the order, you can exit all, some or none. For units that have reached the objective that will remain on the map, the order is cancelled.
21.0 Demoralization
Units may become demoralized (1) if their formation reaches its Demoralization Level due to losses, (2) if the unit is Out of Supply (17.2), or (3) if it leaves March Orders (20.23).
21.1 Demoralization Levels
Each player has a Casualty Record Track to record Friendly losses. When the first Friendly Combat Unit of a Formation is eliminated, this unit becomes the "Casualty Level Marker" for its Formation (21.3). As further units are eliminated, the Owning Player adjusts this marker to reflect strength points lost by moving it a number of spaces on the track equal to each eliminated unit's full Combat Strength. A Formation becomes Demoralized at the instant its Casualty Level marker reaches or exceeds its Demoralization Level (the space printed with its Command Designation on the Casualty Track). Place a "Demoralized" marker on the formation's Officer.
NOTE: Formations with fewer than three units present at the battle can only be Demoralized by lack of Supply.
21.2 Demoralization Effects
Demoralization has the following effects:
Initiative: One is subtracted from the Initiative rating of Demoralized Officers and Combat Units any time that their Initiative Rating is referenced (Exception: Recovery, 22.12).
Movement: Demoralization has no effect on Movement—Leaders and Combat Units may use Road March and may be given March Orders.
Combat: Demoralized Units may not Advance after Combat. Demoralized cavalry may not charge. Demoralized units in Chateau hexes do not receive the benefits listed in 15.22. Remove any Demoralization from a unit when it is eliminated.
Bombardment: Demoralized Units may retreat one hex upon receiving 1R results (13.38).
Reorganization: The Phasing Player must roll for each Combat Unit in a demoralized formation (22.23-3). For a Demoralized Formation, if this die-roll is a "5" or "6" the unit is permanently eliminated (PEU). Add 1 to the die if a General Retreat will be issued in the next Movement Phase.
EXCEPTION: The French player's minor ally troops that are part of a Demoralized Formation must instead pass a regular Initiative check. If this fails the unit is PEU (also 20.51-4). French minor allies include the Dutch, Saxons, Swiss, Württembergers, Bavarians, Westphalians, Badeners, Hessians, Italians, and all others except French and Poles.
21.3 Rallying from Demoralization
When an eliminated Combat Unit is Reorganized (22.2), that Formation's Casualty Level marker is reduced by an amount equal to the unit's full (not reduced) Combat Strength. If the unit is eliminated again later then the Casualty Level Marker should be increased by that same amount (the unit's Full Combat Strength). The moment the Casualty Marker for that Formation moves below its Demoralization Level, the Formation is recovered from Demoralization and the Demoralized Marker is removed from play. Once all other units in a Formation have recovered, the unit that was used as the Casualty Level Marker (21.1) is eligible to be reorganized.
NOTE: As long as a unit survives at Reduced Strength, the difference between its full and reduced Strength does not count for Demoralization purposes or Victory Points.
21.4 Demoralization and Supply
Combat Units that are Out of Supply suffer Demoralization Effects. The out-of-supply Combat Units receive an Out of Supply Marker, and rally from Demoralization on the turn in which their Supply Line is reestablished. There is no additional effect upon out-of-supply units that become demoralized due to combat losses.
21.5 Demoralization and March Orders
At the end of a friendly Player-Turn, without the need of a die roll, remove Demoralized Markers from all units that were demoralized when they left March Orders that Player-Turn.
22.0 Recovery and Reorganization
Eliminated units may be reorganized at reduced strength.
22.1 Recovery
(22.11) General Rule: Recovery refers to the transfer of a Combat Unit from the Awaiting Recovery box (UAR) to the Recovered section.
(22.12) The Recovery Segment: Each turn the Weather is checked, both Player Turns will include a Recovery Segment (2.1/B2). During the Recovery Segment, the Phasing Player may make an Initiative Check for each unit in the Awaiting Recovery box. The Initiative die roll is successful if less than or equal to the Initiative Rating printed on the unit counter.
- IF SUCCESSFUL: The unit counter is flipped over to its reduced side and moved into the Recovered Section.
- IF UNSUCCESSFUL: The unit remains in the Awaiting Recovery box. Roll again in the next Recovery Segment.
(22.13) Automatic Night Recovery: At the beginning of the Friendly Recovery Segment of the Night AM Turn, the Phasing Player transfers ALL Combat Units still Awaiting Recovery to the Recovered Section at their reduced strength.
22.2 Reorganization
(22.21) General Rule: Reorganization refers to the return of Combat Units (at reduced strength) from the Recovered section of the UAR to the map.
(22.22) Procedure: Reorganization occurs in the Friendly Reorganization Segment. All units in the Recovered Section of the UAR may be placed on the map provided the necessary Leaders are available to bring them all on. Each eligible Leader may bring on two combat units (plus up to 3 vedettes) in the recovered section. The units are placed in the hex containing the Leader. If placing reorganized Combat Units in the Leader's hex would violate the Stacking Limit, the units already there may be Displaced.
(22.23) Restrictions and Penalties: Reorganization can take place in any terrain under the following restrictions:
- Leaders in an EZOC may not be used for Reorganization.
- Officers can only Reorganize units of their Formation. A Commander may Reorganize units of any Friendly Formation whose Officer is within the Commander's Command Radius.
- Units that are part of a Demoralized Formation risk elimination when they are Reorganized (21.2).
(22.24) Officers and Reorganization: An Officer does not have to be in Command in order to Reorganize. Each Officer that attempts Reorganization is marked with an Out of Command marker until the friendly Command Segment of the next Game-Turn. EXCEPTION: Reorganizing Vedettes does not require an Out of Command Marker. Officers so marked may not be part of the Chain of Command for the remainder of that turn, even if Reorganization failed. Commanders and Commander-Officers are not OOC when Reorganizing.
(22.25) Vedettes and Reorganization: If a Vedette is eliminated in combat (16.24), place it in the Unrecovered Section ("Awaiting Recovery") of the UAR. If a Vedette is eliminated during Reconnaissance it goes immediately to the section of the UAR specified on the Reconnaissance Table. Reduced-strength LC units don't have a vedette number. They cannot deploy a vedette once reduced.
23.0 Weather
23.1 Procedure
(23.11) Weather Condition Die Roll: The first player starts each day with a die roll on the Weather Table (tailored to the battle being played), to determine the initial Weather. The resulting Weather takes effect immediately.
(23.12) Weather Duration Die Roll: Roll again on "Change in the Weather" and add the result to the original Weather Die Roll to determine the number of turns that weather condition will remain in effect. Repeat these two die rolls each time the weather changes. (In some games duration is specified.)
(23.13) Effects of Weather: As indicated on the table below, the possible effects of weather are as follows:
- LOS Reduced: Line of Sight reduced to 1 hex. Units may see into adjacent hexes only.
- Bombardment: Prohibited. -2 DRM = Apply a –2 DRM to all artillery bombardment die rolls during Mud.
- Deploy Pontoons: No = may not be deployed
- Construct I.P.: Improved Positions may not be constructed.
- Charge Rolls: +1 DRM to all Cavalry Charge rolls.
- Rivers, Lakes: frozen and treated as Stream hexsides.
- Strength Reduced (rounding down): when attacking and defending. Artillery strengths are reduced for adjacent combat (only).
- Movement Cost: MPs doubled for Train and Artillery units.
- Ar*/Dr* Combat Results: Treat as Sk (Shock) results.
(23.14) Weather and LOS at Night: If the Last daylight Game-Turn was Thunderstorm or Mud, the night weather is Mud; otherwise Fair weather applies. At Night the LOS is reduced to one hex.
(23.15) Fire: Units can Move, Retreat, Repulse, and Road March through a Fire hex, without stopping. Command Range may extend through a Fire hex. The occurrence of Rain and Thunderstorms causes Fire to cease immediately.
(23.16) Thunderstorms: Thunderstorms only last for the first hour after the die roll. The next two turns are Rain plus Mud.
Weather Effects Table (Weather Conditions vary from game to game, and are not cumulative with Terrain Effects; use the worst that applies. DRM: Die Roll Modifier):
- Snow: LOS Adjacent; Bombardment Prohibited; Deploy Pontoons No; Construct I.P. No; Charge Rolls +1 DRM; Rivers/Lakes Frozen.
- Snowstorm: LOS Adjacent; Bombardment Prohibited; Deploy Pontoons No; Construct I.P. No; Charge Rolls +1 DRM; Rivers/Lakes Frozen; Strength Reduced: Infantry x0.75; Movement Cost: Train, Artillery x2; Ar*/Dr* Result: Shock.
- Frost: Deploy Pontoons No; Construct I.P. No; Rivers/Lakes Frozen.
- Rain: LOS Adjacent; Bombardment Prohibited; Strength Reduced: Artillery x0.75.
- Thunderstorm: LOS Adjacent; Bombardment Prohibited; Charge Rolls +1 DRM; Strength Reduced: Artillery x0.75, Infantry x0.5; Movement Cost: Train, Artillery x2; Ar*/Dr* Result: Shock.
- Mud: Bombardment -2 DRM; Charge Rolls Prohibited; Strength Reduced: Artillery x0.5; Movement Cost: Train, Artillery x2.
- Fog: LOS Adjacent; Bombardment Prohibited.
- Night: LOS Adjacent; Bombardment Prohibited; Charge Rolls Prohibited.
- Heat: Bombardment -1 DRM; Charge Rolls +1 DRM; Strength Reduced: Artillery x0.75.
- Dust Storm: LOS Adjacent; Bombardment Prohibited; Charge Rolls +1 DRM; Ar*/Dr* Result: Shock.
- Fire Hex: LOS Blocks; Bombardment Prohibited; Deploy Pontoons No; Construct I.P. No; Charge Rolls Prohibited; Movement Cost +1 MP; Ar*/Dr* Result: Shock.
Glossary and Index
These definitions are a part of the body of the rules.
Artillery 13.0 Artillery pays Infantry Movement costs while Horse Artillery pays Cavalry costs. Artillery and Horse Artillery pay doubled Movement costs during Mud, Thunderstorms and Snowstorm turns for all types of terrain.
Bombardment 13.0 Artillery units may Bombard in the Bombardment Phase, using the Bombardment Table at 2-3 hex range.
Bridge 7.6 A span crossing a river.
Cavalry: Mounted combat units including Regular, Heavy Cavalry (HC), and Light Cavalry (LC).
Cavalry Charge 14.0 Any cavalry except LC may make a cavalry charge resolved on the Charge Combat Table.
Column: Includes all units that arrive on the same or consecutive turns at the same area. They arrive in a chain of units or stacks. Unless otherwise specified all corps assets (non-divisional artillery units followed by the baggage train) arrive at the end of the column.
Combat Strength: The total manpower of a Combat Unit quantified in Strength Points (SPs). One SP equals between 400 and 800 men.
Combat Units: All playing pieces except Leaders, Vedettes, Trains, and Markers. Only Combat Units may attack enemy Combat Units.
Combined Arms 11.2 An attacking force with infantry, cavalry and artillery gains a combat odds shift of one column to the right.
Commanders 5.21 & 5.23 Leaders at the highest level may place their subordinates (Officers and Combat Units) "in Command" so that they may move.
Command Designation 1.4 An Officer commands all Combat Units that share his Command Designation. The designation has two parts (usually): a Formation's Roman numeral, followed by a divisional designation. EXAMPLE: III/1 indicates III Corps/1st Division.
Command Range 6.4 The "radius of command," or distance beyond which a Leader cannot place forces "in Command." Commander's Range (4 hexes) and Officer's Range (3 hexes) can be traced through EZOCs if occupied by a friendly unit.
Command Rating 5.21 The number of Formations and individual Combat Units that a Commander may place "in Command" at one time.
Counter-Battery Fire 13.5 A reduction in the strength of a bombarding artillery unit by half the strength of artillery in the target hex.
Die Rolls: Use one six-sided die (d6) for all die rolls.
Division: Three units belonging to the same division may stack 3 units to the hex. Division I.D. is used in the Initial Set Up, and to specify regular and alternate reinforcements.
DRM (Die Roll Modifier): Number to be added to or subtracted from the die roll in specific situations.
Engage 4.3 The act of entering an Enemy Zone of Control—this requires an attack upon the adjacent Enemy units. Artillery when bombarding are not "Engaged."
EZOC: Zone of Control of an Enemy unit.
Force: (a) a single stack, or (b) a Formation, excluding any out of command units. Any part of a formation in command now—or in the next Command Phase—can qualify as a force.
Formation: A group of Combat Units with an Officer that shares the same Command Designation, linked by color. French formations are of corps size; Russian and British formations are divisions.
Friendly: Friendly units are all those under the control of one player; enemy units are controlled by his opponent. Coalition Forces may include Prussian, Russian, Austrian, Swedish, British and other units. Forces Friendly to the French player include French and Polish; and until 1813, the Minor Allies—Dutch, Saxons, Württembergers, Bavarians, Westphalians, Badeners, Hessians, Italians, Swiss, Portuguese, Croats etc.
In Command 6.0 A unit or Officer within the Command Range of a Commander, or a unit within Command Range of an Officer who is in Command. The capabilities of units and Officers that are In Command are greater than those of units and Officers that are Out of Command.
Initiative Rating 6.0, 12.2, & 22.12 Used to determine whether Officers and units may move when they are not in Command and for Recovery. It is also used in Shock results.
Integrated Division: See Division.
Leaders 5.0 Commanders and Officers, necessary to Command your forces.
Line of Sight (LOS) 8.4 & 13.34 To observe enemy units. The LOS to units in clear terrain is 3 hexes. The LOS is reduced to 1 hex at Night, during Rain, Fog, Snow, or any type of Storm.
March Order 20.0 Allows a Force to move during the Friendly Command Movement Segment.
Mode Card Play 1.5, 8.0, 12.36, 16.26, 19.32, 20.0, 24.55
Movement Allowance 7.2 The amount of Movement Points (MPs) a unit may expend during each friendly Movement Phase. Each clear terrain hex costs one Movement Point to enter.
Officers 6.0 Leaders of a "Formation" (Corps/division) are in charge of all units that share their Command Designation. They are the second link in the chain of command between Commanders and Combat Units.
Permanently Eliminated Units (PEU) Box 12.52 A holding area for combat units and trains that have been permanently eliminated and can no longer return to play.
Phasing Player: The Player whose Player-Turn is in progress.
Reconnaissance 8.3 When Hidden Force Markers are removed, revealing the units in a stack.
Recovery Turn 22.1 Each time weather is checked, a player may attempt to move eliminated Combat Units in the Reduced Units Box from the Awaiting Recovery Section to the Recovered section.
Reorganization 22.2 To return "recovered" units previously eliminated into play. Commanders may Reorganize any Unit in the Recovered Section while Officers may only Reorganize Recovered Units from their Formation.
Repulse 9.0 Moving forces attempt to displace enemy units out of their path. The moving force must have [5:1] odds.
Retreat Before Combat (RBC) 10.2 Cavalry may retreat prior to combat resolution as either attackers or defenders.
Road March 7.5 In order to benefit from road MP costs a unit must be in "Road March." Units in Road March may not stack and have other movement limitations.
Span 7.6 A term that includes both bridges (which cross rivers) and Trestles (which cross streams).
Square 14.23 A possible result of a cavalry charge, which forces a unit into Square until the end of its next Movement Phase, limiting its movement.
Storm: A Thunderstorm, Snowstorm, or Duststorm.
Supply Line 17.4 A Line of up to fourteen [14] connected hexes from a Combat Unit to: 1) a Supply Source, or 2) a Baggage Train on a road or trail, thence along road or trail hexes to a Supply Source. The first [14] hexes of the Supply Line are termed the "Forward" Line and the remainder, from the Baggage Train to the Supply Source, is termed the "Trunk" Line. The Trunk Line may continue for any distance to a Friendly Supply Source.
Surrounded: A unit is surrounded and may not retreat if all adjacent hexes contain enemy units, EZOCs, and/or prohibited terrain.
Train Units 18.0 Pontoon Trains and Baggage Trains have no ZOCs and cannot stack. Trains pay cavalry costs and double the normal terrain movement costs during Mud, Thunderstorm and Snowstorm. Train Units do not require Command or Initiative to move.
Trestle 7.6 A span crossing over a stream.
Unit: A Combat unit, train, or vedette.
Unit I.D. 1.4.2 The name of the unit's commanding general or designation.
Unit Type: The combat arm—infantry, cavalry, artillery, or horse artillery. Cavalry have separate terrain costs for Movement.
Units Awaiting Recovery Box 12.51 & 22.1 A holding area for combat units that have been eliminated in combat, not yet recovered or ready for reorganization.
Vedettes 16.0 Light Cavalry (LC) units can be broken-down into a number of Vedettes indicated on the unit's counter. Vedettes are non-combat units. They move like cavalry but they don't fight.
Zone of Control (ZOC) 4.0 All six hexes adjacent to a Combat Unit. A River hexside blocks ZOCs—units exert no ZOC across River hexsides (whether bridged or not).
Study Folder
The Last Success includes four separate Battle Games, each with two scenarios, as well as a bonus battle—Teugen-Hausen—and a Campaign Game that links the battle games.
Game Components
- 3 Map sheets, 22" x 34" each
- 2 Sheets of 560 die-cut playing pieces
- 2 Booklets: System Rules, Study Folder
- 20 Player Aid Cards: TRC x4, Casualty x2, Weather, Set-up x 11, Reorganization, Combat
- 2 Decks of 50 cards each (total of 100)
- Booklet of Card Instructions, 11" x 17"
- Combat Tables Folder, 11" x 17"
- Orders Slip Sheet/Sequence of Play
- Victory Worksheet
- Game Box
19.0 Scenarios
The Last Success includes four separate Battle Games, each with two scenarios, as well as a bonus battle—Teugen-Hausen—and a Campaign Game that links the battle games. Players select a scenario to play, and then refer to the Scenario Information to set up the game.
19.1 The Scenario Information
Sections 21.0 through 27.0 provide scenario information. The Set-up hex numbers are listed on the Initial Set-up Cards (see 19.22).
- 21.0 Abensberg
- 22.0 Eckmühl
- 23.0 Aspern-Essling
- 24.0 Wagram
- 25.0 Campaign Game
- 26.0 Teugen-Hausen Bonus Game
- 27.0 April Mini-Campaign
19.11 Game-Turn Record: The Game includes a separate Turn Record Card for each game (total: 4). The Game-Turn marker is placed on the turn designated as the Game Start for either the Day of Battle (DoB) or the Approach to Battle (AtB) scenario.
19.12 One and Two-Day Scenarios: Players may play either the Day of Battle scenario or the Approach to Battle scenario (see 20.5). The Approach to Battle scenarios are longer and continue on to a second day. At the end of the first day, move the Game-Turn marker to the 4 AM space of the Track for the following day.
19.13 The Campaign Game: The Campaign Game, which links the four battles, starts on 19 April 1809, corresponding with the start of the Abensberg Approach to Battle scenario. All four Approach to Battle scenarios are played in chronological order (see 25.0). Depending upon the level of victory in the battle of Eckmühl, the winning player may draw "Bonus Cards" on the second turn of Aspern-Essling (see 25.14).
19.14 Combat Units: The troops of various nations are color coded, as follows.
COALITION PLAYER FORCES:
- Imperial Austrian Army (white)
- Hungarian Insurrection (aquamarine)
FRENCH PLAYER FORCES:
- French regular units (sky blue)
- French Guard (dark blue)
- Polish (crimson)
FRENCH PLAYER MINORS (12.24):
- Badeners (blue-green)
- Bavarians (green)
- Hessians (gray)
- Italians (white with green stripe)
- Portuguese (wine)
- Rheinbund Germans (steel blue-gray)
- Saxons (chamois)
- Württembergers (dark blue)
19.2 Setting Up the Scenarios
All units set-up as Hidden Forces.
19.21 Initial Set-up: The Units to set-up are listed on the Initial Set-up Cards. The French Player sets up first. The Initial Set-up specifies the location for each unit. This may be modified by Mode Cards (see 18.5). Units listed with an asterisk (*) set-up on their reduced-strength side. They are treated as having been eliminated at prior battles and already reorganized. If eliminated they are placed in the PEU box.
19.22 Hex Numbers: The hex numbers show where units were historically located at the start of either the Approach to Battle or the Day of Battle scenario. (In the Teugen-Hausen bonus game, use special set-up hexes, not those on the Initial Set-Up Cards (see 26.21 and 26.22). Place all combat units and leaders directly on the map in the hexes specified. The set-up may include overstacked hexes; before play begins displace the excess units to adjacent hexes at the owning player's choice (not in an EZOC).
19.23 Reinforcements (see 19.5): Reinforcement arrival is listed in the Initial Set-up and the TRC (as modified by the play of Arrival Cards, see 18.7). If playing without the cards—(see 19.52).
19.24 Pontoon Trains and Baggage Trains: Availability of pontoon trains is specified in the scenario information. Pontoons that may be deployed over river hexsides at start (if any) are specified in the scenario information.
All Baggage Trains set-up within [7] hexes of any unit in their respective formation or enter as reinforcements, unless otherwise specified. French and Austrian corps generally have their own dedicated baggage trains.
- A train mentioned in the reinforcement schedule enters as specified.
- If an entire formation is listed as a reinforcement on a single turn, the baggage and pontoon trains arrive after all combat units.
- If a formation arrives over several turns, the trains arrive at the owner's choice of time.
- If part of the formation sets up on map and part arrives later as a reinforcement, trains set up or arrive with either group at owner's choice.
- The French Cavaly Corps units have no baggage train prior to Wagram. These units can trace supply to any Friendly baggage train or Supply Source within reach (18.21).
19.25 Leaders: Leaders set-up in the hex specified, or (at the owning player's choice) Commanders may be set-up with any Friendly force, Officers in any hex containing units of their Formation. Leaders ignore Mode Cards. EXCEPTION: Card 2, Late Start.
19.26 Vedettes: Vedettes may be deployed at the beginning of a scenario at the owning player's option, anywhere within five hexes of their parent unit (not in an EZOC). The first player deploys all his vedettes first, then the second player deploys his. The cavalry parent unit(s) for deployed vedettes are placed in the full-strength units holding box.
19.27 Polish (Red) Lancers Vedettes: The Polish vedettes, of the French forces, belong to the Guard Light Cavalry Brigade.
19.28 Map Scale: The map scale for the three maps in The Last Success is 495 meters per hex.
19.3 Creating the Counter Mix
19.31 Distinguishing the Wagram counters: Combat units and officers deployed at Wagram—not available in the earlier battles—have a darker box around their Initiative ratings (indicated by ✪ in the charts below). Keep these Wagram-only units and officers separate from the "A Mix" counters for both the French and Austrian armies.
19.32 French Countermix: At Wagram a large number of new units joined the French Army. These units are indicated by a gray tint on the Initial Set-up. There are two different sets of counters for the French Player: one set is used only in the Wagram battle (right side of counter sheet); the "A Mix" units are used in all four battles (left side of counter sheet). Unlike the Austrians, the entire French countermix is used at Wagram. EXCEPTION: Davout's III Corps (alone) has a complete and separate mix of units for Wagram (dark Initiative box).
19.33 French Forces at a Glance
| Corps | Abensbg | Eckmühl | Aspern | Wagram |
|---|---|---|---|---|
| Gde | • | • | ★ | ★+✪ |
| II | • | ★ | ★ | ★ |
| III | ½ | ½ | ★ | ✪ |
| IV | • | ★ | ★ | ★ |
| VII | ★ | ★ | • | ½ |
| VIII | ★ | ★ | • | • |
| IX | • | • | • | ✪ |
| Cav | ★ | ★ | ★ | ★+✪ |
| Italy | • | • | • | ✪ |
| Dal | • | • | • | ✪ |
| Lo | • | • | • | ✪ |
KEY: ★ = in play. ✪ = white Initiative Rating in play. • = Not Available. ½ = 1 or 2 divisions of Corps.
19.34 Austrian Forces at a Glance
| Corps | Abensbg | Eckmühl | Aspern | Wagram |
|---|---|---|---|---|
| I | • | ALT | ★ | ✪b |
| II | • | ★ | ★ | ✪b |
| III | ALT | ★ | • | ✪b |
| IV | ALT | ★ | ★ | ✪b |
| V | ★ | • | ALT | ALT vb |
| VI | ★ | • | ★ | ✪ vb |
| (I) Res | ALT | ★ | ★ | ✪ |
| II Res | ★ | • | • | • |
| AG | • | • | • | ✪ |
| Inner | • | • | • | ALT |
KEY: ★ = in play. ✪ = white Initiative Rating in play. • = Not Available. vb = Borrow all baggage and vedettes of V and VI Corps from the "A" Mix. ALT=(see 19.52)
19.35 Austrian Countermix: The Austrian Army was completely reorganized after Aspern-Essling. The Austrian Player has two separate Countermixes. The left side of the countersheet is a full OB for the three battles of April and May (the "A" Mix), while the right side is a separate OB for Wagram, having the darker box with white Initiative Rating. These two counter sets are separate and complete.
EXCEPTION: The following counters from the "A" Mix must be used at Wagram: v=Vedettes belonging to the V and VI Corps only; b=I, II, III, IV, V and VI Corps baggage trains
19.4 Scenario Information Detail
The following information is provided in 21.0—27.0.
19.41 Card info: Disregard if not using the cards. Mode Cards at Start—specifies the number of cards to draw on the first turn only. Card Deck—remove specified cards from decks (see 18.2) on the Day of Battle and Approach to Battle Scenarios alike.
19.42 Initial Set-up: Separate player aid cards specify a location for each unit on the map at the start of the Approach to Battle (AtB) and Day of Battle (DoB).
ABBREVIATIONS: A.G. = Avant Garde; Arty. = Artillery; Bde. = Brigade; Bn. = battalion; Cav. = Cavalry; Chas. = Chasseurs; Chev. = Chevauxlegers; Cuir. = Cuirassiers; Div. = Division; Drag. = Dragoon; Gde. = Guard; Ger. = German; HArt. = Horse Artillery; Hus. (or H.) = Hussars; HC = Heavy Cav.; Inf. = Infantry; I.R. = Infantry Regiment; LC = Light Cav.; Ldw. = Landwehr; Lt. = Light; Res. = Reserve; Sax. = Saxon; V.V. = Vienna Volunteers.
AUSTRIAN "A" MIX ABBREVIATIONS
- I Korps: F = Fresnel, N = Nostitz, U = Ulm, V = Vogelsang
- II Korps: B = Brady, K = Klenau, W = Weber von Treuenfels
- III Korps: J = St. Julien, L = Lusignan, Vuk = Vukassovich
- IV Korps: S = Somariva, H = Hohenlohe-Bartenstein
- V Korps: Hoh = Hohenlohe, R = Radetzky, Reu = Reuss-Plauen
- VI Korps: Kot = Kottulinsky, Nor = Nordmann, Vin = Vincent
- I Res Korps: Hom = Hessen-Homburg, Lind = Lindenau
AUSTRIAN WAGRAM ABBREVIATIONS
- I Korps: F = Fresnel, W = Wacquant
- II Korps: B = Brady, S = Siegenthal, U = Ulm
- III Korps: J = St Julien, V = Vukassovich
- IV Korps: H = Hohenlohe-Bartenstein, R = Radetzky, Ro = Rohan
- V Korps: Shu = Schustekh, Wei = Weissenwolf
- VI Korps: Hfd = Hohenfeld, K = Kottulinsky, Vin = Vincent
- Res Korps: Hom = Hessen-Homburg, Sz = Schwarzenberg, N = Nostitz, A = d'Aspre, P = Prochaszka
- Army of Inner Austria: F = Frimont, Jell = Jellacic, C = Colloredo.
19.43 Special Rules: Rules that apply only to this battle. Some Special Rules apply to all four battles (see 19.7).
19.44 Victory Conditions: Victory Point awards for control of places on the map.
19.5 Reinforcements
All regular reinforcement units are listed on the Initial Set-up Card and the TRC. Reinforcement entries are listed as "R" on the Initial Set-up Cards, followed by a time. EXAMPLE: R11A means the unit is a Reinforcement arriving on the 11 AM turn. Reinforcements enter at the mapedge hex specified on the Turn Record Card. All units of the formation enter on the same turn unless listed separately, depending on size of column (see 19.54). All reinforcement units are in supply for the turn of entry.
19.51 Approach to Battle Reinforcements: An ATB scenario starts on the earlier day. Reinforcements may appear during the Day of Battle scenario and the Approach to Battle scenario. When playing an ATB scenario (two-day scenario) reinforcements listed on the set-up chart in the "ATB" column may arrive on the morning of the second day (prior to the start of the DOB). Always follow the TRC. EXAMPLE: At Abensberg, the French 7th Leger arrives prior to the start of the DOB on 20 April, so it is listed in the AtB column.
19.52 Alternate Reinforcements: ALT Reinforcements are listed in the Scenario Information by group number. One numbered group of friendly Alternate Reinforcements appears for each Alternate Reinforcements Card (No. 29) played. ALT groups must appear in order of priority starting with #1.
If not using the cards—Roll two d6 every Command Movement Segment: on a result of 2 or 3, you may enter the next group of Alternate Reinforcements listed; if you roll a 4–12, no result. If you roll a 2 or 3, your opponent can roll to cancel the alternate reinforcements, successful if he also rolls a 2 or 3.
19.53 Hidden Reinforcements: All Reinforcements enter the map as Hidden Forces. Vedettes may enter instead of their parent LC units, or may be deployed from their parent Mixed Type units.
19.54 Deploying Off-Map Reinforcements: For multi-hex forces, prior to entry, all additional stacks after the first are deployed off-map in a column, beginning with the leader at the front of the column, and ending with the baggage. Reinforcements can enter in road march at the owning player's option.
19.6 March Orders
One March Order per player may be issued prior to the start of any scenario, to any friendly force in play on the map, if a friendly Commander is on-map at the start of the scenario (see 7.4).
19.61 Pre-Programmed March Orders: The Special Rules may specify mandatory March Orders (see also 20.33). These orders represent historical conditions limiting the leaders' freedom of action. They can be removed according to 7.45. One March Order can be changed at night (see 7.42).
19.62 Late Start Mode Card: If you want to change one of those pre-programmed March Orders and you drew a Late Start Mode Card, you'll need to wake up first. A "sleeping" leader moves with his units. NOTE: "Sleep" is shorthand for "an inconceivable oversight." There are 101 ways a general could fail to do the obvious thing. Usually his intel is faulty, he misinterprets orders, or goes off on his own recognizance.
19.7 Special Rules
19.71 Austrian non-Cooperation Between Corps: Units from different Austrian corps cannot stack or combine together in an attack. If units from different Austrian Corps are adjacent to a single French unit (or stack) only one of them can be subject to 11.21. The other stack(s) remain "in contact." EXCEPTION: Units under the direct command of the same Commander (or under the A.G. Officer Nordmann) may stack together and cooperate freely (see 24.33). Austrian artillery units from different corps cannot combine in a bombardment of the same target.
19.72 Locations ◆ on map: The squares represent "locations" of merely historical interest. They have no effect on play. EXCEPTION: Where the square appears inside a red outline that hex is a regular Chateau.
19.73 Austrian I Reserve Corps: The following units comprise "divisions" for purposes of stacking: I Res/Murray, Lindenau, and Rohan (Grenadiers); I Res/Vecsey's infantry, cavalry, and HArt.
20.0 Victory Conditions
Victory is awarded to the player with the most points at the end of the game; or, in the Campaign or Mini-Campaign Game, according to the ratio of each player's Victory Point total (see 20.23 and 25.4.)
20.1 Victory Point Awards
Victory Points are awarded at the end of the game, depending upon the strength of combat units eliminated, enemy corps demoralized, etc.
20.11 Determine VP Totals: VPs are awarded for:
a) Enemy Combat SPs Eliminated (see 20.12) b) Enemy Corps Demoralized (see 20.13). c) Captured Enemy Baggage Trains (see 20.14). d) Controlled Hexes (see 20.15) e) Total VPs of cards you have played (see 20.16) f) Leaders in towns through the Night (see 20.17) g) Captured Commanders (see 20.18) h) Units that have exited the map (see 20.3)
20.12 Total Combat SPs Eliminated: At the end of play, total the losses in SPs by both sides. Include the Coalition and French Total Combat Strength in the PEU, Unrecovered and Recovered boxes, and subtract the smaller from the larger total. Do not count SPs in the Full Strength Holding Box. Award VPs to the side losing the least SPs as follows: a difference of 0-4 is worth 0 VPs; 5-9 is worth 1 VP; 10-14 is worth 2 VPs; 15-19 is worth 3 VPs; and so on. When calculating Total Combat Strength use Full Strength side. For units starting the scenario at Reduced Strength, use reduced side.
20.13 Enemy Corps Demoralized: Each Player receives [4] VPs for each enemy Corps Demoralized at the end of play.
20.14 Captured Baggage Trains: The Player receives [2] VPs for each Enemy Baggage Train captured.
20.15 Control: Each Player receives [4] VPs for each Enemy Supply Source he controls at the end of the scenario. The Scenario Victory Conditions list additional hexes and the value in VPs for the control of each. To be considered in control of one of these hexes, a friendly Combat Unit in Supply must physically occupy the hex, or be the last Combat Unit to have occupied or moved through it. To indicate the control of a hex, place a control marker of the proper side in the hex. An occupying unit that is Out of Supply at the moment it enters or moves through a hex does not control that hex.
20.16 Cards: Add or subtract the VP Value of each card you have played during the game, as specified on the card (if cards are in play). VPs printed on the cards are tallied at the end of the first (approach) day before the cards are reshuffled (see 18.23).
20.17 Leader in a town throughout the Night: If playing the Approach to Battle scenario, each player receives 1 VP for every friendly Leader in a town throughout the Night (both PM and AM Turns).
20.18 Capture of Commanders: A player receives a number of VPs for each Captured Commander equal to that Commander's Command Rating. EXCEPTION: The game immediately ends in a Coalition Victory the moment Napoleon is captured.
20.2 Levels of Victory
At the end of the battle the total of Victory Points achieved by the two players is compared as a ratio (French: Coalition), which determines the level of victory—Marginal, Tactical, or Strategic. Divide the French by the Coalition VP total.
20.21 Find VP ratio:
- 1 to 2 or less: Coalition Strategic
- Between 1 to 1.5, and 1 to 1.99: Coalition Tactical
- Between 1 to 1, and 1 to 1.49: Coalition Marginal
- Between 1.01 to 1, and 1.5 to 1: French Marginal
- Between 1.51 to 1, and 2 to 1: French Tactical
- More than 2 to 1: French Strategic
20.22 Total of VPs of Zero: Convert scores of "0" to "1" in order to calculate VP ratio.
20.23 Levels of Victory in the Campaign Game: In the Campaign Game the Victor, the Level of Victory and the total VPs for each side achieved in each individual battle must be recorded (see 25.0). A given level of Victory will allow the Victor to draw "Bonus Cards" from the Card Decks in the upcoming battles in the campaign (see 19.13).
20.3 Exiting the Map
Either Player may choose to exit his units by playing the "General Retreat" card. If not using the cards, the Phasing Player may declare a General Retreat (see 7.47); or may exit at any exit hexes specified in the Scenario Information. Friendly units may exit the map at any Friendly Supply Source hex or reinforcement arrival hex. The exiting unit pays the Movement Point cost of the hex it is leaving once again. Exited leaders may not reorganize units. Units that voluntarily exit the map cannot be returned to play, but are not considered eliminated for Victory Point (VP) purposes. Units forced to retreat off the map are eliminated (see 11.44).
20.31 VP Award: The exiting player receives 4 VP for each baggage train exited.
EXAMPLE: If you have eliminated between 5-9 enemy VPs, you may only receive 1 VP for Exit.
EXCEPTION: The total number of VPs from exiting units may not exceed the total number of enemy combat units PEU and UAR.
20.32 No Award: Even if you do not declare "General Retreat" nor play the "General Retreat" card, you may choose at any time to exit individual units to prevent their destruction, either at the Friendly Supply Sources or Friendly reinforcement entry hexes, but you receive no VPs.
20.33 Exit by March Order: A force may be assigned a March Order to exit the map. Such forces garner [1 VP] for every five combat units exited.
20.4 Minimum Loss
The Player receives [2] VPs if the total of eliminated SPs in the Friendly PEU, Unrecovered and Recovered boxes at the end of the game is zero.
20.5 Game Duration
Players may set-up the shorter Day of Battle scenario or the two-day Approach to Battle scenario. The Day of Battle information is presented first. The game ends with the completion of the last turn specified under "Duration," or may end in an Automatic Victory, which is declared immediately, upon either: Napoleon's capture (see 20.18); or, when all the formations of one side are demoralized and/or have exited. In the latter case, the level of victory still has to be determined (see 20.2).
20.6 First Player
The French Player is the First Player in all scenarios and sets-up first.
21.0 The Battle of Abensberg
Crisis on the Danube, 19-20 April 1809
21.1 Day of Battle Scenario
Reaching Bavaria one week after the Austrian invasion, Napoleon had to make up for lost time to regain the initiative. Archduke Ludwig's V Corps and the small II Reserve stood scattered and isolated on the Austrian left wing. After uniting with Davout's III Corps, Napoleon easily repulsed Ludwig in a series of rear-guard actions at Offenstetten, Biburg, Siegenburg, and Rohr, with the Bavarian and Württemberg troops under the Emperor's immediate command. Marshal Hiller's intervention with the Austrian VI Corps finally delayed the pursuers at Rottenberg. With the escape of the Austrian left at Landshut, Napoleon turned his attention toward Eckmühl.
21.11 Duration: 20 April, 10AM—8PM.
21.12 Mode Cards at Start: 1 French, 1 Coalition
21.13 Card Deck, French–Remove from Deck: No. 2, No. 4, No. 29 (x 4), No. 14, No. 23 (x1), No. 24.
21.14 Card Deck, Coalition–Remove from Deck: No. 2, No. 4, No. 7, No. 12 (x2), No. 27 (x1). No. 28 (x1).
21.15 Bonus Cards, Turn 2 (Battle Game and Campaign): French 2; Coalition 2.
21.16 Pontoon Trains: Austrian 1; French 0.
21.2 Alternate Reinforcements
FRENCH: none
AUSTRIAN:
- #1. "Arty" includes both artillery units.
- #2. LIECHTENSTEIN, 4031 (not 4009).
- #3. CHARLES, III Corps units A. Liechtenstein, Bieber, Arty 8-3-4 and 3-3-4, ROSENBERG, all of IV Corps, and HOHENZOLLERN, 4031
- #4. VI/Nor AG, HArt., Drag No 1, Chev No 6, Hohenfeld, Hohen. Arty., Vienna Vol., 0152
21.3 Special Rules
21.31 Transiting Corps: Groups #1, #2 and #3 above are under a March Order to exit to Langquaid (moving east from 4031). The play of the Alternate Reinf. Card No. 29 (or die roll of 2-3 per 19.52) will allow this Exit March order to be replaced with a new order to any on-map destination of the Austrian player's choice. These groups were en route to exit at 4031 by the start of the Day of Battle, but afterwards may return to the map in the same hex.
21.32 Destroyed Bridges at Start: 0325
21.33 March Orders at Start: The French Player may issue March Orders to up to 2 on-map Friendly Forces.
21.4 Victory Conditions
The VPs are earned as per 20.1
21.41 Control: The player who controls Offenstetten, Siegenburg, and/or Rohr receives 5 Victory Points for each town, and for Pfeffenhausen and/or Rottenberg, 10 VPs each.
21.42 Austrian Exit toward Landshut: Austrian Forces may exit at 0554 and/or 1754 (see 20.3).
21.5 Approach to Battle Scenario
21.51 Duration: 19 April, 6 AM—20 April, 8 PM
21.52 Mode Cards at Start: French 1, Austrian 3
21.53 Alternate Reinforcements: (same as 21.2).
21.54 All other Scenario Information: refer to the DoB Scenario.
22.0 The Battle of Eckmühl
Archduke Charles Escapes, 21-22 April 1809
22.1 Day of Battle Scenario
At Eckmühl (Eggmühl), Napoleon encountered Charles's rearguard on the road to Regensburg. Charles did not engage the bulk of his army, preparing instead for withdrawal off the map.
22.11 Duration: 22 April, 10AM—8PM
22.12 Mode Cards at Start: 2 French, 3 Coalition
22.13 Card Deck, French–Remove from Deck: No. 4, No. 23 (x1), No. 26 (x2).
22.14 Card Deck, Coalition–Remove from Deck: No. 12 (x2), No. 24, No. 26 (x2), No. 29 (x2).
22.15 Bonus Cards, Turn 2: Coalition 3; French 3.
22.16 Pontoon Trains: Coalition, 1 with Kolowrat (II Corps); French, 0.
22.2 Alternate Reinforcements
FRENCH:
- #1. VIII/I Franquemont, Scharffenstein, Arty., 0033
- #2. MASSENA, IV Corps. Regular reinf. accelerated from 1PM on the 22nd. On the turn of card play, Marulaz enters, and on the following turn, Fririon, Valory, and the Arty arrive, etc.
- #3. OUDINOT, II Corps. Reinf. accelerated from 3PM on the 22nd. The 3 PM group arrives on the turn of card play and the 6 PM group follows three turns later. IV Corps units Fririon, Arty., and Valory are ALT only.
- #4. Rheinbund Regiments: 2nd, 4th, and 5/6th Regiments. (These units make up Division Rouyer), 0033
AUSTRIAN:
- #1. II Corps, 3901, accelerated from 4 AM on the 22nd. Instead of arriving at its scheduled time, the II Corps will arrive according to the card instructions.
- #2. I Corps, 3901.
22.3 Special Rules
22.31 Improved Positions at Start: Place a completed I.P. in 2036 (Unter Laichling)
22.32 Destroyed Bridges at Start: 0736, 1539. (The bridge at 3901 cannot be destroyed.)
22.33 Archduke Charles: Erzherzog Karl, the Austrian Commander in Chief, may have suffered from epileptic seizures. Each Weather/Recovery Turn, the Austrian Player must roll 2 d6. On a result of "2," Charles suffers a seizure. Charles may have only one seizure. Roll one d6 to determine duration of debilitating effects (n=number of turns). During the seizure, Charles may not provide command, reorganize units, participate in advance after combat, or issue a March Order. He may move. This effect begins with the Austrian Command Phase of the Recovery Turn and lasts through n complete turns.
22.34 March Orders at Start: The French Player may issue March Orders to up to 2 on-map Friendly Forces.
22.35 Regensburg: Each hex of Regensburg (3701, 3801, 3802 or 3903) is treated as a chateau. Enemy units may not enter Regensburg (except by advance after combat) as long as at least one friendly unit occupies any hex thereof.
The Regensburg garrison must check for surrender during any friendly Command Phase in which they are out of supply and outnumbered by enemy strength points adjacent to and/or within Regensburg. To avoid surrender the garrison must pass an initiative roll (use the best unit). Initiative failure results in surrender (the garrison is immediately PEU).
The Steinerne Brücke at 3901 cannot be destroyed. French units may not enter hex 3901.
22.36 Austrian II Corps Reinforcements: The second and succeeding stacks of Austrian reinforcements may not enter as long as Regensburg is in French control.
22.4 Victory Conditions
The VPs are earned as per 20.1
22.41 Control: The player who controls Teugen, Hausen, Thalmassing, Eckmühl, Kofering, and/or Langquaid receives 5 Victory Points for each town, and for Regensburg, 15 VPs.
22.42 Austrian Exit at Regensburg: Austrian Forces may exit at 3901 and/or 3904 (see 20.3).
22.5 Approach to Battle Scenario
22.51 Duration: 21 April, 11AM—22 April, 8 PM
22.52 Mode Cards at Start: French 1, Austrian 4
22.53 Alternate Reinforcements: (same as 22.2).
22.54 All other Scenario Information: refer to the DoB Scenario.
23.0 The Battle of Aspern-Essling
A Rebuff for Napoleon, 21-22 May, 1809
23.1 Day of Battle Scenario
After the French capture of Vienna, the retreating Austrian garrison destroyed the great Tabor bridge. The Archduke's army was approaching on the opposite bank of the Danube and the French needed to get across before Charles had a chance to defend the riverbanks.
On the night of 19th-20th May, the first French division reached Lobau. By the following evening, 22,000 men had collected there and had bridged the Städtler Arm, crossing into the Muhlau salient. As warmer weather brought snow-melt from the mountains, the river began to rise. The desperate French engineers proved unable to keep extending the pontoon bridge. It broke free of its moorings, and Austrian fireships finished it off. Without reinforcements or supplies, the French defending Aspern and Essling were barely able to hang on. For the first time the Emperor himself had been personally defeated.
23.11 Duration: 22 May, 4AM—8PM.
23.12 Mode Cards at Start: 1 French, 2 Coalition
23.13 Card Deck, French–Remove from Deck: No. 1, No. 2, No. 6, No. 10, No. 12 (x3), No. 14, No. 16 (x2), No. 29 (x3).
23.14 Card Deck, Coalition–Remove from Deck: No. 9, No. 29 (x1).
23.15 Bonus Cards, Turn 2: For the individual battle, the Coalition receives 2, the French 2.
23.16 Pontoons: Austrian 0; French 1. The French pontoon must be deployed at start over the Städtler Arm between Lobau Island and Mühlau (2230).
23.2 Alternate Reinforcements
FRENCH:
- #1. III/Guiot, 17th Line, L'Huillier, Arty., 1934. If not using the cards, becomes group #4 (see 23.34)
AUSTRIAN: Archduke Ludwig, 0109
- #1. V/Radetzky, IR No 50, HArt.
- #2. V/Mesko, Riese, Corps Arty., HArt.
- #3. (Campaign Game only, see 25.22): Austrian survivors from Abensberg-Eckmühl arrive in hex 1701.
23.3 Special Rules
23.31 French Ammunition Shortage: After the play of Austrian Card No. 27 (Destroyed Bridge), the French artillery units—except for those belonging to the Gde formation—suffer a -2 die roll modifier each time they fire on the Bombardment Table (to reflect the shortage of ammunition).
23.32 Destroyed Bridges at Start: 0518
23.33 March Orders at Start: The French Player may issue March Orders to up to 2 on-map Friendly Forces.
23.34 Reinforcement Schedule if not using cards: The schedule of units shown on the TRC is the planned reinforcement schedule, which did not anticipate the bridges being destroyed on the second day. The play of cards normally provides for this uncertainty. If you are not using the cards, the units scheduled to arrive after 10AM on May 22nd become ALT Reinforcements and have to be rolled for (see 19.52).
- #1. DAVOUT, III Gilly, Gautier, Grandeau, Arty.
- #2. III Petit, 7th Light, Duppelin, Arty.
- #3. C Doumerc, Defrance, HArt., III Piré, Pajol, Gde Arrighi
- #4. III/Guiot, 17th Line, L'Huillier, Arty.
23.35 Destroyed Bridge Card No. 27: The Destroyed Bridge effect only applies to the Aspern-Essling battle (Day of Battle or Approach to Battle). In the other three battle games, apply the text in the bottom paragraph of the card only.
23.4 Victory Conditions
The Victory Points are earned as per 20.1
23.41 Control: The player who controls Gross-Enzersdorf and/or Floridsdorf receives 5 Victory Points for each town; for Aspern and/or Essling, 10 VPs each. [There are no VPs for Deutsch-Wagram, Markgrafneusiedl, or Baumersdorf in Aspern-Essling.]
23.42 Exiting the map: No forces may exit the map voluntarily in this scenario. If the French Player starts a General Retreat, his units will move onto Lobau Is.
23.5 Approach to Battle Scenario
23.51 Duration: 21 May, 9AM—22 May, 8PM
23.52 Mode Cards at Start: French 1, Austrian 4
23.53 Card Deck, Coalition–Remove from Deck: No. 9, No. 29 (x1), No. 27 (x2). No. 27 is removed from the deck on May 21 only—not on May 22.
23.54 Alternate Reinforcements: (same as 23.2).
23.55 All other Scenario Information: refer to the DoB Scenario.
24.0 The Battle of Wagram
Battle on the Marchfeld, 5-6 July, 1809
24.1 Day of Battle Scenario
After the battle of Aspern-Essling, Massena and the IV Corps remained on Lobau Island, while the other corps withdrew across the Danube. Napoleon planned a second crossing attempt, to be covered by a diversionary attack against the Muhlau. The real crossing, at the east side of the island, would prepare a French sweep around the open Austrian flank, where Nordmann's weak Advance Guard stood unsupported. The crossing onto Lobau began at night on 4 July. By morning, the II, III and IV Corps were deploying on the Marchfeld. Charles, who had considered a forward defensive posture, at last decided to defend the Russbach Heights while advancing with his right along the Danube. The battle revolved around the villages of Markgrafneusiedl, Baumersdorf, Deutsch-Wagram and Aderklaa.
24.11 Duration: 5 July, 7PM—6 July, 8PM
24.12 Mode Cards at Start: 1 French, 1 Coalition
24.13 Card Deck, French–Remove from Deck: No. 1, No. 2, No. 4, No. 10, No. 12 (x2), No. 24, No. 29 (x3), No. 30.
24.14 Card Deck, Coalition–Remove from Deck: No. 4, No. 12 (x2), No. 27 (x1).
24.15 Bonus Cards, Turn 2: For the individual battle, the Coalition receives 3, the French 3.
24.16 Pontoon Trains: Austrian 1, French 10. All French pontoons may be deployed at start anywhere on the Städtler Arm between Lobau and the mainland.
24.17 Countermix Note, French Player: Use the counters from the right and left sides of the French Counter Sheet. Do not use the III Corps units from the left side. The "Wagram only" units have a white Initiative Rating inside a dark box (see 19.32).
24.18 Countermix Note, Austrian Player: Use only the counters from the right side of the Austrian Counter Sheet. These "Wagram only" units have a white Initiative Rating inside a dark box. In addition to these units, add the Baggage Trains for Ist, IInd, IIIrd, IVth, Vth and VIth Corps, and the Vedettes for Vth and VIth Corps (see 19.34 and 19.35).
24.19 Improved Positions at Start: 3406, 3708, 3909, 4311, 4511 and 4410. These locations represent the campgrounds of the various Austrian Corps.
24.2 Alternate Reinforcements
FRENCH:
- #1. VIII/2nd Rheinbund Regt., 1934
AUSTRIAN:
- #1. REUSS-PLAUEN, V/Neustadter, Pfluger, Klebelsberg, 0109
- #2. JOHANN, INNER AUSTRIA, 3934 or 6122.
- #3. V/Reinwald, Hardegg, Sinzendorff, Arty., 0109.
- #4. BIANCHI–Infantry Bde., Ldw Bde., 3934 or 6122.
24.3 Special Rules
24.31 Lobau Units: Units bearing the "Lo" designation may not leave Lobau Island. Artillery units stationed on Lobau ("Lo" designation) are siege guns and have an extended range out to 4 hexes, at ½ strength at ranges of 3-4 hexes.
24.32 Night Combat [Optional]: On the evening of July 5th the impatient Emperor started his attack on the Russbach Heights in a disastrous experiment that went awry when Saxons in white were fired on by both sides. The "Night PM" turn of July 5th does not use the Night Sequence, rather the normal Day SOP. However, there is no Night Command Movement Segment: Movement is by Initiative only. There is no LOS during the Night. You must define attacks before revealing enemy units. All "Ar*" results become "Shock." Arty. and HArt. may not bombard or contribute to the attack; they may defend normally.
24.33 Austrian Avant Garde: The Austrian Advanced Guard formation under Nordmann had Mayer and Riese of IV Corps attached. Any two Austrian combat units may be attached to the AG during the Command Phase (taking the place of Mayer and/or Riese), and may be changed, by announcing this fact to the opponent during step b of the friendly Command Phase. The attached units are treated as part of the A.G. for Command purposes. For supply and morale purposes they remain part of their original formation. NOTE: Several Austrian units have a unit i.d of "A.G." but without any connection to the AG FORMATION.
24.34 March Orders at Start: The French Player may issue March Orders to up to two (2) on-map Friendly Forces. The Austrian Player has a pre-programmed March Order for Archduke Johann and his Army of Inner Austria (ALT #2) to march to hex 5613.
24.35 Destroyed Bridges at Start: 0518
24.36 Eugene and Macdonald: During step b of the Command Segment, any units of the Army of Italy that are within the Command Range of both Eugene and Macdonald must be assigned to one of the 2 officers.
24.37 Russbach Stream: Artillery units (Arty.) may not cross Russbach Stream hexsides west of 4412 except at bridges. (Horse Artillery are not prohibited from crossing the stream.)
24.38 Grand Battery: Each player may form a Grand Battery once per game during the friendly Combat Phase. The Grand Battery can comprise up to 5 artillery and/or HArt. units. All 5 units must be in command, in supply, and within 2 hexes of another unit in the Grand battery. In the Combat Phase announced, only, all units in the Grand Battery gain a +1 die roll modifier on the Bombardment Table.
24.4 Victory Conditions
The VPs are earned as per 20.1
24.41 Control: The player who controls Baumersdorf, Gross-Enzersdorf and/or Floridsdorf receives 5 Victory Points for each town, and for Markgrafneusiedl, Deutsch-Wagram, Aspern and/or Essling, 10 VPs each.
24.5 Approach to Battle Scenario
The Approach to Battle shows the French crossing their pontoons and pushing back the Austrian Avant Guard and VI Corps from Aspern and Essling. Historically, the main body of the Austrian Army stood still on their hilltop near Wagram watching the enemy approach.
24.51 Duration: 5 July, 4AM—6 July, 8PM
24.52 Mode Cards at Start: French 0, Austrian 3
24.53 Alternate Reinforcements: (same as 24.2).
24.54 Improved Positions at Start: AUSTRIAN: 12 in a chain between 2025 and 3129, plus 1 anywhere. FRENCH: 6 anywhere on Lobau Island.
24.55 All other Scenario Information: refer to the DoB Scenario.
25.0 The Campaign Game
25.1 Introduction
The Campaign Game is the "Link Game," consisting of all four Battle Games, played successively in order.
25.11 Duration: Equals the total number of turns in the four Approach to Battle Games. If the Coalition Player wins a Strategic or Tactical Victory in any battle the campaign ends immediately (see 25.24).
25.12 Mode Cards at Start: (same as battle games.)
25.13 Card Deck: (same as battle games.)
25.14 Bonus Cards: Each victory in prior games will allow the winning player to draw "Bonus Cards" from his card deck at Aspern-Essling and Wagram (see 19.12).
- Each Strategic Victory: 3 Bonus Cards per battle
- Each Tactical Victory: 2 Bonus Cards per battle
- Each Marginal Victory: 1 Bonus Card per battle
- Minimum: 2 per Bonus Cards player.
EXAMPLE: The French Player wins a Marginal Victory at Abensberg, and a Tactical Victory at Eckmühl. He would draw three "Bonus Cards" plus the regular cards, on turn two of Aspern-Essling. If in that situation the French Player goes on to win a Strategic Victory at Aspern-Essling he would draw 6 Bonus Cards on turn two of Wagram.
25.2 Initial Set-up
25.21 The Austrian Army: HISTORICAL NOTE: Most units of the Austrian Army were able to fight again at Aspern-Essling. The Austrian forces were augmented by recruits picked-up in Bohemia along with second-line volunteers stationed around Vienna, and hence most units were able to return to their full strength, while several new units were added to Archduke Charles's Order of Battle.
25.22 Eliminated Units: All units in the PEU box at the end of Eckmühl should be sequestered and kept out of play during campaign
25.23 Pursuit Table: In the campaign game, the Eckmühl level of victory will determine how many units from the Austrian PEU may set-up at Aspern-Essling. After determining the victory level (see 20.11), the Coalition Player will add the following strength to arrive as ALT Reinforcements at Aspern-Essling (see 23.2), group #3.
25.24 Pursuit Table
| Level of Victory | SPs Available |
|---|---|
| Coalition Strategic | campaign ends |
| Coalition Tactical | campaign ends |
| Coalition Marginal | 24, one officer |
| French Marginal | 14 |
| French Tactical | none |
| French Strategic | none |
The Pursuit Table shows the number of additional Austrian strength points. Reduced strength units may be given the necessary SPs to allow them to appear at full strength. Or additional units can be freely selected by the Coalition player from among the Austrian units in the PEU after Abensberg and Eckmühl. Units may set-up at full or reduced strength and may be of any type or division (limit: one artillery unit).
25.25 Reduced Strength Units: The units to set-up at reduced strength are listed with an asterisk (*) on the Initial Set-up.
25.3 Special Rules
(See 18.32, 19.13, 20.23.)
25.4 Campaign Victory Conditions
The running total of Victory Points in all four battles is tallied for each side, and the Grand Total of each side is compared as a Ratio. See the "Campaign Ratio" Section of the Victory Worksheet to determine the overall level of victory for the campaign.
26.0 The Battle of Teugen-Hausen
19 April 1809
26.1 Introduction
Davout's III Corps moved out from Isling toward Abensberg. The baggage train hugged the Danube, while the four divisions maneuvered to screen the trains. Two divisions were already passing onto the Abensberg map when vedettes from Hohenzollern's Austrian III Corps appeared near Schneidhardt and Saalhaupt. From a hilltop overlooking Teugen, Kayser threatened the flank of St. Hilaire's division column. After long fighting and a belated appearance by the Austrian Grenadiers, Hohenzollern was forced back from the ridgeline, allowing the French to exit.
26.11 Duration: 19 April, 12 Noon—8PM
26.12 Mode Cards at Start: 3 French, 3 Coalition
26.13 Card Deck, French–Remove from Deck: No. 4, No. 7, No. 24, No. 29 (x 4).
26.14 Card Deck, Coalition–Remove from Deck: No. 4, No. 12 (x2), No. 27 (x1). No. 28 (x1), No. 29 (x2).
26.15 Bonus Cards, Turn 2: Coalition 1, French 3.
26.2 Initial Set-up
Only the Eckmühl map is used. Units to Set-up:
26.21 French Set-up, Day of Battle:
- III—DAVOUT, 0717
- II/3 Destabenrath, 1119
- Lorencez, 0717
- 57th Line, 0917
- Arty., 1816
- C2 Guiton, 1421
- III Pajol, 1926
- Piré, 2223
- III/2 Gilly, 1723
- Gautier, 1923
- Arty., 2322
- Grandeau, 2122
- 65th Line, 3902
- III Guyon, 2701
- Baggage, 0311
- III/3 7th Light, 2025
26.22 Austrian Set-up, Day of Battle:
- III/Kayser, A.G. HArt., 0519
- III/M. Liechtenstein, 0122
- IV/Vecsey, 3435.
- IV/Stutterheim, A.G. HArt., 0625
- CHARLES, I Res/Murray, Rohan, Lindenau, 0229
- ROSENBERG, Neustädter, 0532
- IV Corps Arty., 0230
- IV/Frelich, Gratze, 0331
- IV/Riese, Arty., 0633
26.23 Reinforcements:
FRENCH: 1PM—I Res Corps Arty. and HArt., Baggage.
AUSTRIAN: 12N—HOHENZOLLERN, 0024. III A. Liechtenstein, Bieber, J Arty., Corps Arty. 12N—LIECHTENSTEIN, HArt., 0033. I Res Hom Siegenthal, Lederer. I Res Lind Mayer, Reinhard, Arty.
26.24 Alternate Reinforcements: FRENCH. If these troops had been called back they would have been unavailable for the Abensberg battle on the 20th. Instead of 3 VPs, each group will cost the French player 4 VPs.
- #1. III/Guiot, 17th Line, L'Huillier, Arty., 0014
- #2. III/Petit, Duppelin, Arty, Jacquinot., 0013
Add Bde Petit to the French Set-up in hex E0013. This brigade will not move unless placed under direct command by Davout. If this doesn't happen it will be allowed to arrive with Group #2.
26.3 Special Rules
26.31 March Orders at Start: AUSTRIAN: LIECHTENSTEIN and I RES have a pre-programmed March Order to Köfering (3925). FRENCH: The French units that start on map have a pre-programmed March Order to exit at 0013-0014, or E0009. EXCEPTION: The 65th Line has been ordered to garrison the town and must remain at all times within Regensburg.
26.32 St. Hilaire's Division (II/3): Treat the units of Lorencez, 57th Line, Destabenrath and the 2-4-4 Arty as part of III Corps under Davout in this scenario.
26.33 Supply: The Austrians use E0033 as their (only) supply source. Treat this scenario as an Approach to Battle scenario for purposes of section 17.3 (Automatic Supply). That means all units on-map at start are automatically in supply until the next Weather/Recovery Turn.
26.34 Casualty Record Tracks: Use the Abensberg column for the French and the Eckmühl column for the Austrians.
26.35 Weather Chart: Use the Abensberg information.
26.4 Victory Conditions
The VPs are earned as per 20.1
26.41 Control: There are no VP awards for the VP hexes shown for towns. EXCEPTION: Regensburg.
27.0 Mini-Campaign
27.1 Four Days in April
Use the Abensberg and Eckmühl maps side-by-side, with Eckmühl to the right and Abensberg to the left. Row 40 on Abensberg overlaps row 00 on Eckmühl.
27.11 Duration: 19 April, 6 AM—22 Apr, 8 PM
27.12 Mode Cards at Start: French 2, Austrian 3
27.13 Card Deck, French–Remove from Deck: No. 4, No. 23 (x1), No. 24. No. 29 (x 4) EXCEPTION: Do not remove Card No. 29 during 21 and 22 April. NOTE: Because the mini-campaign is a combination of two scenarios, the number of Alt. Reinf. card No. 29 has to vary over that time period.
27.14 Card Deck, Coalition–Remove from Deck: No. 29 (x1), No. 28 (x1).
27.14 Bonus Cards: French 2, Austrian 2.
27.15 Pontoon Trains: Austrian 1; French 0.
27.2 Initial Set-up
Using all set-ups for the Abensberg ATB (see 21.5), set up units shown under the Abensberg ATB with these additions:
27.21 French Set-up (add): These units set-up as follows on the Eckmühl map:
- III/3 (less 7th Lt.) followed by III/2 in a road column between Wolkering (3020) and Burgweinting (3912).
- III/1 followed by DAVOUT and II/3 in a road column between Seedorf (2515) and Ober Isling (3409).
- Baggage, Schmidfeld 3004.
- 65th Line, Regensburg (3902)
- C Clément, Guiton, HArt., Abach 1713
- III/Pajol, III/Pire, III/3 7th Light, 3729
- III/Guyon, 2701
- III/Jacquinot, 3409
27.22 Austrian Set-up (add):
- IV/Vecsey in hex E3435.
27.23 Reinforcements: Use the Abensberg TRC for April 19 and 20, and use the Eckmühl TRC for April 21 and 22. Ignore reinforcements that are just crossing from one map to the other since they are already in play.
Reinforcement Changes for the Mini-Campaign only:
- II Corps units Conroux, Albert, Jarry, etc. arrive at Neustadt (Abensberg map, hex 0111), at 8 PM on the 20th instead of being ALT Reinforcements for the 21st or arriving at E1154 at 6 PM on the 22nd.
- Oudinot and IV Corps units Fririon, Valory, and Arty. arrive at Neustadt at 5 AM on the 21st instead of being ALT Reinforcements.
27.3 Special Rules
27.31 Improved Positions at Start: E2036
27.32 Destroyed Bridges at Start: A0325.
27.33 Archduke Charles: Each Weather/Recovery Turn, the Austrian Player must roll 2 d6. On a result of "2," Charles suffers a seizure. Charles may have only one seizure. Roll one d6 to determine duration of debilitating effects (n=number of turns). During the seizure, Charles may not provide command, reorganize units, participate in advance after combat, or issue a March Order. He may move. This effect begins with the Austrian Command Phase of the Recovery Turn and lasts through n complete turns.
27.34 Victory Conditions: In addition to 20.1, the player who controls any VP hex at the end of the game receives the number of Victory Points shown in the hex.
27.35 Regensburg: Each hex of Regensburg (E3701, E3801, E3802 or E3903) is treated as a chateau. Enemy units may not enter Regensburg (except by advance after combat) as long as any friendly unit occupies any hex thereof.
The Regensburg garrison must check for surrender during any friendly Command Phase in which at least one friendly unit occupies any hex thereof. To avoid surrender the garrison must pass an initiative roll (use the best unit). Initiative failure results in surrender (the garrison is immediately PEU).
The Steinerne Brücke at E3901 cannot be destroyed. French units may not enter hex E3901.
27.36 General Retreat: Austrian Forces that declare a General Retreat (see 20.3) may exit at A0554, A1754, A3201, E3901 and/or E3904. A General Retreat only applies to friendly units on one map section, and either player may declare one per map section.
If Austrian units exit from the Abensberg map, the following French units must also exit from the same hexes, starting with Group #1. REQUIREMENT: Exit at least the same amount of French SPs as the Austrians exit, but not more than the total of Groups #1 and #2:
- #1. The Bavarian 2nd Div. (5 units), VII Corps Arty., VIII/Franqumnt, VIII/Schrfnstein, 2nd HC Div. (3 units), and 1st HC/Doumerc. These do not return to play.
- #2. Seven units of III Corps, VII/Vieregg cav., plus LANNES and NAPOLEON, will return as reinforcements on 22 April as shown (see Eckmühl TRC).
If any units listed above have been eliminated then the French Player must exit unit(s) in their place up to the total SP requirement (including leaders). If he fails to do this at once, he loses 1 VP at the end of each following French Player Turn the requirement is unmet.
27.37 Alternate Reinforcements:
AUSTRIAN:
- #1. VI/Nor AG, HArt., Drag No 1, Chev No 6, Hohenfeld, Hohen. Arty., Vienna Vol., A0152
- #2. KOLOWRAT, II Corps (all), E3901. Regular Reinf. accelerated from 11AM on the 21st.
- #3. BELLEGARDE, I Corps (all), E3901
FRENCH:
- #1. VIII/I Franquemont, Scharffenstein, 0033.
- #2. MASSENA, IV Corps. Regular reinf. accelerated from 1PM, 4PM and 5PM on the 22nd. On the turn of card play, Marulaz enters, on the following turn the 4 PM group arrives, the turn after that the 5PM group arrives, and then the turn after that the three units marked only as ALT arrive.
- #3. OUDINOT, II Corps. Reinf. accelerated from 3 PM and 6PM on the 22nd. The 3PM group arrives on the turn of card play and the 6PM group follows three turns later.
- #4. Rheinbund Regiments: 2nd, 4th, and 5/6th Regiments (making up the Division Rouyer), 0033.
27.38 Do NOT use the Abensberg Special Rules: Ignore the Transiting Corps rule (see 21.31)—they move without March Orders. They are not Alternate Reinforcements for the Mini-Campaign.
27.39 March Orders at Start: The French Player may issue March Orders to up to 4 on-map Friendly Forces, and the Austrian Player may issue 2.
27.40 St. Hilaire's Division (II/3): Treat these units as III Corps units under Davout in this scenario.
27.41 Supply: Treat this scenario as an Approach to Battle scenario for purposes of section 17.3 (as numbered in the most recent series rulebook).
Historical Notes
Topography of the Region
Sixty-five million years ago during the Tertiary period of the Cenozoic era, flat sea arms repeatedly ventured over the Burgundian gate and the Viennese basin into the Tertiäres Hügelland and deposited sand and gravel here. The sediments of the waters, which were deposited between 10 and 20 million years ago, form the undulating surface of the hilly region.
During the ice ages, the zone remained ice-free. Storm winds blew off the fine particles out of the crushed rock and deposited it in the elevated parts of the Tertiäres Hügelland providing the rich soil base of the current agriculture.
The Danube was known in Latin as Danubius, (Danuvius), and provided the livelihood of the early Celtic cultures. Because its level course made it an easy route for invasion, Napoleon twice followed the Danube River to strike at the Austrian capital.
The Bavarian countryside, densely wooded and very rippled, is enclosed to the north by the Danube. In the northeastern corner, on the Danube, one finds the city of Regensburg, the Roman Castra Regina, established on a site that "was bound to attract a city." The Imperial Diet met there from 1663 until dissolved in 1806. Regensburg was the main center of trade and industry within its sphere, and was originally intended to serve as the French Center of Operations—had the Austrians not advanced ahead of Napoleon's timetable.
South of Regensburg the country is an undulating plain for three or four miles, when it rises into the wooded hill country. The significant streams are the Abens and the Grosse Laaber. Lying between these waters the hill and woodlands provide no battlefield for Austrians, who preferred to fight on an open battlefield they could see. The hills, rising 90-120 meters above the valley of the Danube, are rarely an obstacle to the movement of troops.
The valleys of the small streams are wide and flat. Though it's no more than 10 or 12 yards across at Abensberg, the Abens is not very fordable because of the marshes, especially in wet weather such as prevailed in April 1809. The Grosse Laaber, too, lies in a marshy valley that is the main obstacle to troop movements. The primary roads such as Eckmühl-Regensburg were good but unmetalled and subject to mud.
Background
A single calamitous event in Spain—the battle of Bailen, in which General Dupont at the head of some inexperienced troops was forced to surrender—lead directly to the return of war on the Danube. King Joseph Bonaparte, placed on the throne of Spain by Napoleon, overreacted to this defeat, withdrawing all the French troops to the line of the Ebro River. This lighted a signal fire in the minds of resentful Europe, who saw that Napoleon must soon be drawn into Spain in person, and in Austria preparations were set underway for a renewal of the struggle.
Not just the Emperor in person, but the bulk of his Grande Armée in Germany was now destined for Spain. "This transfer of his forces from the north to the south might so embolden his enemies, that he wished previously to force Austria to explain, that he might know exactly how he stood with regard to her. If she desired war, he preferred making war upon her immediately (postponing the suppression of the Spanish insurrection) and making it with all his forces."
In his interview with Metternich, the Emperor warned, "Do not imagine, then, that the opportunity is a fair one for attacking France; it would be a grievous mistake on your part. You do not desire war; I believe this of you, M. de Metternich, I believe it of your emperor, and of the enlightened men of your country." (Thiers' History of the Consulate and Empire, VI, pp. 9-11.)
Napoleon would fight the remainder of his wars in Central Europe with one hand tied behind his back. After attending to his shaky alliance with Russia at the Congress of Erfurt in September 1808, the Emperor departed to cure his Spanish ulcer by attending to the fighting there in person. Austria ventured to take advantage of his absence to regain her lost territory.
The Emperor became aware of Austrian troop mobilizations and on January 23rd, 1809, he departed for Paris to prepare for the coming campaign. He realized the Austrians would be ready to march before he was. The French and their allies were as yet widely dispersed—during the campaign's opening stages they would be on the defensive.
The Austrian Army
After its disastrous defeat in 1805 the Archduke Charles implemented a modernization program, though the French still held the tactical edge. In fighting Davout's III Corps they were opposed to the best of the French, and acquitted themselves well. Their failure was due to a lack of initiative on the part of their leaders, who were not accustomed to maneuver beyond sight of each other.
The Austrians still saw their regiments as interchangeable. They had not learned the benefits of keeping regiments brigaded together like the French. After a while the Colonels figure things out for themselves; but this liaison takes time to develop. From the start of the campaign until Aspern, only the four infantry brigades in Hohenzollern's III Corps had the same regiments they started with.
Apparently the upper echelons were riven by political infighting. Promotion was by right of family and years of service, not special skill. During the campaign this started to change at the upper and middle echelons. Most of the Corps Officers were changed with Kolowrat and Hohenzollern switching Corps. No longer will you see Ludwig in the field, while Kienmayer's II Reserve was amalgamated into a single Reserve Corps under Liechtenstein. (In June, Archduke Charles appointed Kienmayer to form the XI Corps to defend Bohemia. Kienmayer defeated Junot at the Battle of Gefrees on 8 July.)
All that reorganizing seems to have paid-off by the time of Wagram. The Austrians had revised their antiquated and leisurely concepts of war and were on a fairly equal footing with the French for the first time. In addition, at Wagram they were fighting on a slightly tilted but wide-open plain, with barely a tree or a hill except for those they occupied.
At the opening of the campaign in April the Austrian Army put 163,500 men into the field.
- I. Armeekorps, G. d. K. Graf Bellegarde—25,700: 24 Bn., 14 Sqn., 62 Guns, 2 Pioneer Cos. (+ 2 Bn., 2 Sqn. detached in Bohemia).
- II. Armeekorps, FZM. Graf Kolowrat—22,151: 19 Bn., 7 Sqn., 65 Guns, 2 Pioneer Cos. Detached: 1 bn. for the siege of the fortress Oberhaus. Attached: Brigade Rottermund: 12 Sqn. (Dragoons)—1,549, 2 Pontoneer Div. with 50 Pontoons.
- III. Armeekorps, FML. Fst. Hohenzollern—23,603: 25 Bn., 8 Sqn., 96 Guns, 2 Pioneer Cos.
- IV. Armeekorps, FML. Fst. Rosenberg—15,000: 14 Bn., 15 Sqn., 62 Guns, 2 Pioneer Cos. (+ 5 Bn., 1 Sqn., 1 Batt. with FML. v. Dedovich and GM. v. Reinwald detached for the siege of Oberhaus (Passau)). Attached: Brigade Vecsey: 5 Bn., 8 Sqn.—6,191. Arriving as reinforcements: 2 Bns.
- V. Armeekorps, FML. Archduke Ludwig—24,191: 29 Bn., 24 Sqn., 96 Guns, 2 Pioneer Cos., and 3 Bns. Vienna Volunteers.
- VI. Armeekorps, FML. Freiherr v. Hiller—31,792: 28 Bn., 24 Sqn., 96 Guns, 2 Pioneer Cos. and 3 Bn. Vienna Volunteers.
- I. Reserve Korps, GdK. Fst. Liechtenstein—14,369: 12 Bn. (Grenadiers), 24 Sqn. Cuirassiers, 34 Guns, 2 Pioneer Cos.
- II. Reserve Korps, FML. Frh. v. Kienmayer—6,690: 5 Bn. Grenadiers, 12 Sqn. Cuirassiers, 12 Sqn. Dragoons, 20 Guns, 2 Pioneer Cos.
Austrian Commanders
The Archduke Charles (Karl), the Kaiser's brother, had reorganized the Army after the French Corps model. The only Austrian in a class with the best of Napoleon's Marshals, he was seconded by chief of staff Johann v. Prochaska and aides-de-camp Grünne, Colloredo, v. Wimpffen, and Auersperg. His reforms succeeded to some degree—over resistance from conservative officers like Hiller—but did not lead to marked increases in initiative among the higher echelon. The jealous Hiller was imposed on him by the Emperor. Hiller's idea was to reconnoiter in person and then ride back to instruct his idling troops. The Archduke Ludwig, the officer most likely to encounter Napoleon, was only 25 years old and resented his subordination to Hiller. Kolowrat, Liechtenstein and Kienmayer had fought well at Austerlitz in 1805. A few brigade commanders held promise—Radetzky, Thierry, Nostitz, Vecsey, Crenneville, Kayser, and Stutterheim.
Vecsey's brigade was moved from IV Corps to I Reserve and augmented at the battle of Aspern-Essling. These are both the same Vecsey. Bianchi, Schustekh, and Clary were other units that later transferred to a different corps and likewise have counters in both the "A" and Wagram counter mixes.
At the outset of the campaign Vecsey's brigade had been given the mission to provide a tenuous link between the Army of Charles, moving through Landshut, and the I and II Corps, operating north of the Danube against Davout. Up until April 18th Vecsey had been meandering along the Danube far from Rosenberg's HQ, and his brigade was still approaching from the east, at Hagelstadt south of Regensburg, on the 19th. It reached as far as Eckmühl before turning around and marching north to Regensburg.
The French Armée de l'Allemagne
The Army of Germany was not the instrument that Napoleon had used to such devastating effect in 1805-07 against Austria, Prussia, or Russia. Most of those troops were dead, debilitated, or transferred to Spain. An important exception was III Corps. Aside from these proven veterans, two new Corps were created—the II and IV—supplemented by six divisions and two brigades of German troops from the Confederation of the Rhine. Of the 114,635 French troops, 23,300 were conscripts (concentrated in Divisions Tharreau, Claparede, Molitor and Boudet) and half of these were completely untrained. The army initially lacked the cannon needed to bolster its untried formations. (Bowden and Tarbox, "Armies on the Danube 1809," p. 61.)
The Cavalry comprised three divisions of armor-clad cuirassiers on huge Belgian mounts; a single light division of hussars and chasseurs; plus the light cavalry brigades attached to the Corps.
II Corps—Oudinot—21,3885. Oudinot's Grenadier division (which had been depleted by drafts for Spain) was expanded to two divisions with the introduction of raw conscripts, including beardless youths of 17. Their designation, demi-brigades d'elite, was misleading—less than one-third of these troops had previously seen combat. Hampered by inflexibility on the battlefield, the conscripts of the two divisions had benefited from training with the Imperial Guard.
-
- Inf.-Div. Tharreau: 16 Bns., 18 Guns—7,145
-
- Inf.-Div. Claparede: 16 Bns., 18 Guns—8,860
- Lt. Cav.-Brig. Colbert: 9 Sqds.—2,183
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- H Cav.-Div. Espagne: 16 Sqds., 6 Guns—3,200
III Corps—Davout—60,597. The combat-proven divisions of Gudin, Friant, and Morand had not noticeably declined in effectiveness despite serious casualties in three campaigns. All their regiments were capable of deploying into skirmish order like light infantry. Attached from II Corps was St. Hilaire's division, which included one of the most formidable regiments—the 57th. Each of these four divisions contained 15 battalions, 15 guns, and 11,300 men. Demont's Reserve division comprised 10 understrength battalions of new 4th battalion recruits, with 15 guns—3,215 men. The Corps light cavalry component under Montbrun (3 brigades) was expanded in proportion to the infantry—24 Sqds and 5,218 men. St. Sulpice's independent Cuirassier Division was attached—16 Sqds., 6 Guns, 3,411 men.
IV Corps—Massena—37,559. A mixture of veteran and conscript French troops, plus two German brigades. Division Legrand included one brigade of French and one of Baden troops—mainly conscripts with a cadre of veterans of the 1807 campaign. Baden Dragoons were attached to Marulaz's Light Cavalry. The 24th Light and 4th Line Regiments under Carra Saint Cyr were veterans; the division also contained a brigade of Hesse-Darmstadt troops. Molitor and Boudet counted over 50% new recruits.
- Inf.-Div. Legrand: 13 Bns., 24 Guns—10,458 (includes Baden Brigade of 7 Bns., 12 Guns—5,517 infantry in three regiments and one Jäger battalion, 435 Light Dragoons, 348 gunners.)
- Inf.-Div. Carra St. Cyr: 14 Bns., 18 Guns—11,553 (includes the Hessian Brigade of 6 Bns., 6 Guns.)
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- Inf.-Div. Molitor: 10 Bns., 12 Guns—7,166
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- Inf.-Div. Boudet: 7 Bns., 12 Guns—5,628
- Lt. Cav.-Div. Marulaz: 18 Sqds.—2,765
VII Corps—Lefebvre (Bavarian)—27,603. The Bavarian army had made the transition from the inflexible drill of the 18th century to the adaptable tactics of the French. Mobilized on 25th February 1809, the Army comprised 13 Infantry Regiments, 7 Lt Infantry battalions, 2 Rgts. of Dragoons, 4 of Light Cavalry, and 20 batteries of Artillery, 13 of which served with VII Corps. (French strengths in "Studienbehelfe der k. u. k. Kriegsschule: Regensburg 1809" Verlag der k. u. k Kriegsschule, Wien 1911.)
- 1st Div.—Crown Prince Ludwig: 9 Bns., 6 Sqds., 18 Guns—8,782
- 2nd Div.—Wrede: 9 Bns., 8 Sqds., 18 Guns—8,944
- 3rd Div.—Deroy: 10 Bns., 8 Sqds., 18 Guns—9,751
- Artillery Reserve: 18 Guns
Each division comprised two infantry and one cavalry brigades, supported by three batteries.
VIII Corps—Vandamme (Württemberg)—12,242. A wagon train provided by Württemberg brought supplies from their own depot at Heidenheim. The light infantry under Hügel was the lead unit of the corps.
- Inf.-Div. Neubronn: 14 Bns.—9,615 (two infantry brigades and Hügel's Lt. Infantry brigade)
- Cav.-Div. Wöllwarth: 16 Sqds.—2,214 (2 brigades)
- Artillery: 22 Guns (459 artillerists, three batteries)
Independent Units
- Div. Rouyer (Rheinbund): 9 Bns.—6,777. The 2nd, 4th, 5th and 6th Regiments were serving as garrisons along the Danube from Ingolstadt to Rain.
- 1st Hvy Cav.-Div. Nansouty: 24 Sqds. (Brigades Defrance, Doumerc, and St. Germain)—12 Guns, 4,833
The Guard arrived too late to intervene at Eckmühl. At Aspern, Arrighi commanded the Guard cavalry, but by the time of Wagram the French Guard Cavalry unit of Walther split into LC and HC contingents.
French Commanders
By this time Lannes was the equal of Davout or Massena in his prime. Oudinot was an old grenadier, Davout a meticulous organizer and strict disciplinarian who also grasped strategy—a rare quality among all Napoleon's marshals.
To find the necessary officers and NCOs for the newly-created formations, every expedient was resorted to, with officers drawn from depots, from retirement, from academies, as well as thousands of newly-commissioned sergeants.
French Plans
Napoleon selected the fortified town of Regensburg on the Danube as his center of operations. From this bridgehead he would be able to parry an Austrian thrust regardless of which bank it followed. "Napoleon planned to form a new version of his famed bataillon carré around Regensburg, capable of meeting an attack from any direction and of turning any situation to the French advantage. A combination of unanticipated Austrian aggressiveness and plain bungling on the part of poor Berthier, hopelessly out of his depth amid this welter of instructions, was to lead to the near ruination of Napoleon's carefully considered schemes." (David G. Chandler, The Campaigns of Napoleon, p. 673.)
Napoleon took a risk in setting his initial deployment so far forward as Regensburg; but in the climate of growing resentment toward the French occupation, any surrender of Bavarian territory might encourage the outbreak of revolt.
Austrian Plans
It was in hopes of stirring such a revolt in Germany that the Austrians chose to begin the campaign again, as in 1805, by attacking Bavaria. By avoiding large detachments on secondary fronts, the Austrians were able to concentrate 163,500 men. The Archduke Charles favored a surprise attack against Davout's command from Bohemia. However, poor road connections on that side of the Danube would delay baggage trains. The Aulic Council, which had to approve war plans, favored a more limited offensive from the south bank. This would alleviate communications and supply problems, protect Vienna from a French advance on that side, and place the army in a position to support the forces of Archduke John in the Tyrol. With news of Oudinot's and Massena's threatening appearance at Ulm, Charles was forced to adopt the lesser strategy, and it took two weeks to transfer six corps from Bohemia across the Danube. Bellegarde's I and Kolowrat's II Corps remained in Bohemia to attack through Cham toward Regensburg.
After crossing the River Inn at Scharding, and the Isar at Landshut, the Austrian center and reserve would advance on Kelheim to cross the Danube behind Davout and possibly cut his line of retreat, while the left wing guarded against a move by Massena and Oudinot from the west.
The Outbreak of War
The Austrians made no formal declaration of war, merely handing a note to M. Otto, head of the French legation at Munich.
"In conformity with a declaration made by His Majesty the Emperor of Austria to the Emperor Napoleon, I hereby apprise the general-in-chief of the French Army that I have orders to advance with my troops and to treat as enemies all who oppose me."
This provided a degree of surprise, although the maneuvers of the Austrians in their approach to the frontier were known. Initial concentrations in Bohemia, north of the Danube, led Napoleon to think the main attack would come from that side.
Opening Moves
Davout marched from Erfurt to Nuremberg to block any Austrian moves westward from Bohemia. Oudinot's II Corps moved to Augsburg, and Massena's IV Corps to Ulm. The French army was well positioned to deal with an offensive on either side of the Danube. Due to Berthier's misunderstanding of his master's intentions, Davout was ordered to retreat toward Ingolstadt by the south bank, directly into the path of 127,000 Austrians.
Abensberg: Crisis on the Danube
16 April, Landshut. Deroy's Bavarian Division delayed the Austrian crossing of the Isar for a few hours, then fell back before Radetzky's Avant Garde on Siegenberg. Wrede and the other Bavarians gathered in support. The Austrians were within grasp of the invaluable "central position."
17 April. Austrian vedettes reached Siegenburg, Rohr and Eckmühl. Traffic behind them became entangled at the bridges.
At 1 PM the Emperor ordered Vandamme to move his 13,000 Württembergers to Ingolstadt, where they would be joined by the Rheinbund regiments and the heavy cavalry. By the 19th Massena and Oudinot must reach Pfaffenhoffen from Augsburg to form the army's right, ready to advance toward Freising and Landshut to threaten the Austrian flank and rear. Lefebvre's Bavarians would continue to link the two wings of the army, covering the planned retirement of the IIIrd corps from Regensburg. Davout was instructed to leave Friant's division on the left bank of the Danube with orders to retire westwards down the Altmühl valley as a diversionary bait for the I and II Austrian corps, while the other divisions crossed to the south bank through Regensburg and fell back toward Geisenfeld via Abensberg, brushing aside with Lefebvre's aid any intervening Austrian formations.
18 April. Charles directed four Corps to intercept Davout south of Regensburg. The three Bavarian Divisions prepared to prevent them from crossing the Abens River line.
Set-up the units (see the Initial Set-up Cards) as you read along. (This section contains quotes from Chandler, pp. 684-691.)
19 April, Abach. After finally departing from Regensburg—leaving behind a token garrison of 2,000 men—Davout's Corps was marching toward Neustadt in four columns. His flanking cavalry came into contact with the heads of Charles's northbound columns. Charles now believed the game was in his pocket and that the anticipated opportunity of destroying Davout had materialized. Fortunately for the French, the Austrian intelligence was out of date and Charles did not anticipate Davout's rapid westward movement. As a result two of the three Austrian columns struck empty air south of Regensburg, only the westernmost corps making contact with Davout's rearward divisions.
Regensburg. When the Austrians at last cautiously approached the city from the north, Kolowrat used only a single battalion, which the 65th Line handily drove back. But this was just the leading edge of a corps of 23,000 men. Beginning at 5 AM on the 19th, Kolowrat launched a series of ineffective attacks. Gradually the 65th expended almost all of its ammunition. Davout tried to send a resupply by wagon but this was not able to get through. When the fortress was attacked from the south as well, the French garrison surrendered. Lacking explosives to damage the stone bridge, their surrender opened the route into Bohemia. Kolowrat's II Corps hurried across.
20 April, Teugen-Hausen. The two III Corps Divisions of Friant and St. Hilaire found little difficulty in repulsing the ill-directed and lethargic Austrians with heavy loss, while their compatriots, Morand and Gudin, hurried their divisions westward through the dangerous Saal defile to join up with the Bavarians who were also engaged. Their meeting took place in the vicinity of Abensberg, whither Lefebvre had retired over the previous 24 hours.
Abensberg. The attack by the French center, beginning at 9:00 AM, took a little over two hours to crash the brittle barrier formed by Archduke Ludwig's Vth Corps. By midday, Napoleon's strategic penetration was accomplished, and the pursuit carried them as far as Pfaffenhofen on the Landshut road. Hiller's arrival with VI Corps prevented piecemeal destruction and covered Ludwig's withdrawal overnight from the vicinity of Pfaffenhofen.
Eckmühl: The Archduke Escapes
21 April, Landshut. Hiller was able to re-cross the Isar safely with the remnants of three corps, leaving a strong garrison to hold the Landshut bridges. Although the piles were already on fire, Mouton—who would gain his fame at Lobau a few months later—gallantly led his men over the bridge, captured the island in the middle, then stormed over the second span into Landshut itself, entirely disregarding the enemy still massed in the town. Seeing Mouton leading the way at Landshut Napoleon exclaimed, "my lamb (mouton) is a Lion."
Eckmühl. Napoleon marched at dawn for Eckmühl, leaving Bessieres to pursue Hiller beyond the Isar. Charles intended to move two corps to Abach to secure undisputed control of the riverbank and cut Napoleon off from the Danube and his base upriver. The sound of gunfire from the south at 1:30 PM announced the arrival of Napoleon and the main body. Davout lost no time in ordering his men to attack along the whole line, pinning the Austrian IV Corps to their position in the hills behind Eckmühl.
22 April. Rosenberg's IV Corps would be fighting a rearguard action against superior numbers while Charles and the main army looked on from up the road. The Bavarian divisions of Deroy and Prince Royal attacked his right while General Demont moved up the valley of the Grosse Laaber to cover the crossing of Napoleon's advanced guard under Lannes. Very soon General Vandamme's Württembergers captured Buchhausen (1645). Lannes's two divisions fell on the Austrians holding the eastern approaches to Eckmühl, Gudin's troops seizing the important heights of Rogging (2642). Napoleon's favorite frontal attack linked with an outflanking column was working with great efficiency. The 10th Regiment of Light Infantry succeeded in storming the village of Unterlaichling and soon after took possession of the village and wood of Oberrlaichling.
Alt Eglofsheim. Charles ordered an immediate retreat to Regensburg. This movement proceeded throughout the darkness, covered by the cavalry. Rosenberg had to be very skillful to extract his forces.
23 April, Regensburg. During the night the Austrians crossed the Danube on a pontoon bridge downstream from the town. Their cavalry covering this operation was driven in by Nansouty. In the afternoon Charles abandoned Regensburg, and during the French bombardment of the town's ancient walls (with 12-pounders) Napoleon was slightly wounded. Gudin got through the breach and reached the bridge, trapping the remaining Austrians in the town.
Napoleon ordered Massena to Passau, while Davout crossed the Danube to follow Charles, and Lefebvre—with Deroy's and Demont's divisions followed by the Prince Royal—marched to Landshut.
Aspern-Essling: A Rebuff for Napoleon
Charles's force of 90,000 men retired north of the Danube, into Bohemia, with Kolowrat moving further northward to watch Saxony. Hiller and Ludwig, marching south of the Danube, turned on Bessieres, catching Wrede and Marulaz with their backs to the Rott River, forcing them to retreat to Vilsbiburg. Massena occupied Linz on 3 May, driving Hiller from Ebelsberg to Krems and then across the Danube at Mautern. Lannes reached Vienna on May 10th. Charles united his army to oppose any attempted French crossing the next day.
With the fall of Vienna on May 13th, Napoleon wanted to cross the Danube as quickly as possible in order to defeat the Austrian Army wherever it might be found. But that was just the problem as the Tabor bridge at Vienna had been demolished beyond repair and Hiller's VI Corps already controlled the left bank of the river from its base on the Bisamberg.
The first attempted crossing at Schwarze Lackenau resulted in a French disaster and the loss of 700 men. A new crossing place was needed, and the only practical site near Vienna was at Kaiser Ebersdorf. However, the lack of a bridging train, or even boats, anchors, and cordage meant that construction could not begin until the night of May 18th. By then, Charles and the main body of the Austrian Army had arrived in the vicinity of the Marchfeld.
After the long march from the frontier, the Habsburg forces took up quarters, rested, and restocked supplies for the coming fight. Charles adjusted his Order of Battle, removing several regiments from the V Corps—now commanded by Reuss instead of his inept brother, Ludwig—and assigned it the duty of watching the Danube for any attempts at crossing above Vienna. Twenty-eight battalions of recently incorporated recruits were sent into Moravia for further training, while Kollowrat's III Corps was left behind in Bohemia as a rearguard against Bernadotte's Saxon Corps. Kollowrat made an abortive attempt against the major crossing at Linz, encountering Vandamme's and Bernadotte's Corps on the 17th, and was unavailable for the coming contest on the 21st-22nd.
The outcome of the Battle of Aspern-Essling hinged upon the shaky pontoon bridge built from Kaiser-Ebersdorf to Lobau. This precarious lifeline was undermined by the onrushing torrents of floodwaters from the melting mountain snows. An astute Austrian Captain recognized this weak-link in the Emperor's plans and obtained the assignment of operating against the bridge, with devastating effect.
Receiving news of a break in the bridge, the Emperor had already issued withdrawal orders to Massena, when his generals pleaded with him to hold on to the bridgehead. At that moment came a fresh report that the bridge had been repaired. The decision to cancel the withdrawal order resulted in a completely unnecessary defeat.
A desperate seesaw battle ensued for two days with the outnumbered French barely maintaining their tenuous hold on the two villages. On the 22nd, Marshal Lannes was on the point of breaking through the Austrian lines when he was recalled by Napoleon, with the news that the bridge was destroyed beyond repair, meaning that Davout's III Corps would not be available to complete the victory.
After dark the French pulled back onto Lobau, with Marshal Massena being among the last to cross the pontoon bridge from the Mühlau. Over the next three days, the bridges were repaired and all the wounded were evacuated. Massena and the IV Corps were assigned to garrison the island while the other corps were withdrawn to the right bank. Napoleon set about to repair the damage caused by this great setback, determined to create a permanent bridge on to the island and do battle one last time with Charles. Every available French soldier was ordered to Kaiser-Ebersdorf.
Wagram: Battle on the Marchfeld
On the 1st of July, everything being ready, Napoleon gave orders that the troops should begin to assemble in the isle on the 3rd of July, that they should be all there on the 4th, and cross the Städtler Arm that night, in order to give battle on the 5th if they met the enemy immediately on landing, or on the 6th if not. On the 1st of July he quitted Schönbrunn, and established his headquarters in Lobau. Marshal Massena's corps being there already, Napoleon ordered onto it successively General Oudinot's corps, the Guard, Marshal Davout's corps, the light cavalry, the heavy cavalry, and the immense mass of field artillery. The defiling of the troops was under the superintendence of General Mathieu Dumas, and the position of each corps d'armée was marked out with stakes. (Thiers, L.A., History of the Consulate and Empire, p. 408.)
Archduke Charles had done nothing to prepare his army for a renewal of the struggle. He should have built many more improved positions and might have concentrated up to 37,000 additional men from the secondary fronts. (20,000 from Poland, 7,000 of Chasteler, 10,000 from Linz.) Only along the former battlefields of Aspern and Essling had the Austrians dug in. Along the east side of Lobau, there was only one redoubt mounted with six cannons, near a place called Maison Blanche.
The possibility of our debouching by our right, which Napoleon had pondered during a space of forty days, had never once occurred to Archduke Charles, and it was only from Aspern to Essling, and from Essling to Enzersdorf, that he had constructed really formidable works. … without having constructed any of the works which would have rendered the position between Wagram and Neusiedel unassailable. (Thiers, pp. 409-410.)
Napoleon perceived his opportunity to roll-up the Austrians from their left if he could get his troops onto the Russbach Heights. He assigned Davout the objective of a tower dominating the heights behind Markgrafneusiedl, and afforded him the overwhelming superiority to ensure his mission. Charles had intended to cut the French from Lobau using Klenau's VI Corps, which nearly succeeded, but too late, reaching Essling and creating some consternation in the French ranks.
House Rule: Remove from Deck
In a 4-day game, with three reshuffles, you're almost guaranteed to get all of your Alternate Reinforcements and cancel one or two enemy formations—particularly for the mini-campaign (and any other scenarios longer than two days), but also in the approach to battle games.
18.74. Only Played Once: For approach to battle and longer scenarios Alternate Reinforcement and Cancel Reinforcement cards are removed from the deck after being played (and scored) once.
House Rule: Artillery
- In the original TCS rules glossary, artillery is defined as being treated "like trains, moving at cavalry costs."
- In the updated glossary, artillery is no longer defined as a train. It moves like infantry (for foot artillery) and cavalry (for horse artillery).
- Streams only affect baggage trains.
One of the joys of exploring The Coming Storm has been seeing artillery getting some of that love. They have WHEELS! They're pulled by HORSES!
Something as simple as defining them as trains is full of implications. Many times, as I've thrown my formation forward, I've suddenly realized that my guns were going to have to leave the group to head upstream to a nearby bridge, delaying their deployment for a turn or two. Or when beating an orderly retreat, finding all of my artillery suddenly in jeopardy because a stream blocks their path. I suddenly understand why maybe so many guns were captured! All those slopes, marshes and streams suddenly mean something!