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Le Grand Empire

Le Grand Empire Rulebook

Table of Contents

Table of Contents

  • Glossary and Abbreviations
  • 1.0 THE GAME UNITS
    • 1.1 Land Units
    • 1.2 Naval Units:
    • 1.3 Enemy Units Visibility (Optional):
  • 2.0 SEQUENCE OF PLAY
  • 3.0 INITIATIVE PHASE
    • 3.1 Initiative pool:
    • 3.2 Use of the Initiative Pool:
  • 4.0 STACKING AND HIERARCHY
    • 4.1 Stacking
    • 4.2 Hierarchy
  • 5.0 MOVEMENT:
    • 5.1 The System of Operations:
    • 5.2 Land Movement:
    • 5.3 Naval Movement:
  • 6.0 DEMORALISATION:
  • 7.0 SUPPLY:
    • 7.1 General Rule
    • 7.2 Conditions:
    • 7.3 Attrition:
  • 8.0 THE BATTLE:
    • 8.1 Preliminary Phase:
    • 8.2 Battle Resolution:
    • 8.3 Combat Result:
    • 8.4 Prisoners:
  • 9.0 SIEGES:
    • 9.1 Prerequisites for a Siege:
    • 9.2 Siege Attempt Resolution:
    • 9.3 Raising the Siege:
  • 10.0 NAVAL WARFARE
    • 10.1 General Rule:
    • 10.2 Victory:
    • 10.3 Retreat:
    • 10.4 Naval Combat in a Harbour:
    • 10.5 Losing Naval Leaders:
    • 10.6 Dummy Fleets:
    • 10.7 Corsairs:
  • 11.0 DIPLOMACY PHASE
    • 11.1 Events
    • 11.2 Diplomatic Actions and Minor Countries
    • 11.3 Two-Player Games And Unplayed Major Powers:
    • 11.4 Declaration of War Phase
  • 12.0 ECONOMICAL PHASE
    • 12.1 General Rule
    • 12.2 Special Rule: French Conscripts
    • 12.3 Collecting Resources:
    • 12.4 Expenses:
    • 12.5 Reinforcement Phase
  • 13.0 CONQUESTS AND PEACE
    • 13.1 Minor Countries:
    • 13.2 Special Case, Minor Country with Several Provinces:
    • 13.3 Major Powers:
  • 14.0 SPECIAL RULES
    • 14.1 External Wars
    • 14.2 Turkish Instability:
    • 14.3 Spanish Instability
    • 14.4 Provincial Troubles:
    • 14.5 National Revolts:
    • 14.6 Special Units:
  • 15.0 OPTIONAL RULES:
    • 15.1 Heavy Cavalry Charges:
    • 15.2 Alliance Credit:
    • 15.3 Anvers Harbour:
    • 15.4 Imperial Guard:
  • Detailed Sequence of Play
    • 1.0 Event and Diplomacy Phase:
    • 2.0 Operations Phase:
    • 3.0 Conquest Phase:
    • 4.0 Budget Phase:
    • 5.0 Victory Phase:

Glossary and Abbreviations

Detachment = combat unit with a single loss step, yet very useful to extend supply lines or to garrison fortresses.

Corps = basic combat unit, usually with intrinsic artillery and intrinsic cavalry and with at least two loss steps; only corps can be part of an army.

Army = important organisation which groups several corps and provides them with operational benefits; the army commander influences the army performance.

Force: group of two corps or detachments which move and fight together.

Combat Unit: the units with a combat value of at least 1; a supply unit is not a combat unit.

Zone of influence = armies exert some influence on the 6 surrounding hexes, which cuts the supply lines, as well as avoidance and retreat paths.

Fleet = naval combat unit, which represents both the commanding admiral and the combat ships; a full fleet consists of 3 loss steps.

Leader = general or personality who can lead combat units. Use the counter front face.

Army Commander = leader commanding an army. Use the counter reverse side, with the portrait of the leader.

Overall Commander = leader commanding several armies or a force consisting of two or more corps / detachments.

Absorption: operation by a moving unit which integrates an inactive unit. Either this inactive unit joins the moving force or army, or the inactive unit is disbanded and its combat points are dispatched into the other units as reinforcements. The word «aggregation» can also be used.

Integration: operation by a moving unit which reinforces another corps, force or army. Either this moving unit joins the other force or army, or the moving unit is disbanded and its combat points are dispatched into the other units as reinforcements.

Leader Pool: each player has several leaders, a few of whom arrive each year as reinforcements. The leaders are deployed on the map or placed in the pool of available leaders. The player can pick into this pool to receive new leaders on the game map, to replace dismissed, wounded or dead leaders. A leader who enters play for the first time or who leaves the map for any reason is put into the pool.

Artillery = the corps and the army markers include an artillery capability, which greatly influence the battle and siege resolutions.

Engineers = special unit which allows easier crossing of rivers and improves the efficiency of sieges.

Contact area = the contact area consists of the hex from which a combat unit entered the enemy-occupied hex, plus both adjacent hexes; in theory, the enemy can neither avoid combat nor retreat into the contact area.

Permanent Fortress Points = each fortress benefits of 1 to 3 permanent fortress points, as printed on the map. Each permanent point equals 1 combat point PLUS 1 artillery point. These points can be destroyed during sieges; markers are provided to show how many points are destroyed in each fortress.

Inactive Fortress = this is a conquered fortress for which the new owner has not opted to detach troops and rearm it; it is no longer considered as a fortress, but just as a simple city. An Empty Fortress marker is placed on the hex.

Reactivated Fortress = this is a conquered fortress for which the new owner has opted to detach one loss step worth of troops; the fortress recovers its printed strength for the benefit of its new owner.

Initiative Pool = the pool which contains the initiative markers for the current season.

Activation = a unit can usually be activated twice per seasonal turn; each time it is activated, the unit can move and fight battles or sieges. The second activation is called Forced March and automatically triggers an attrition check. Some events can even select units for a third activation during a single season.

MP = movement point.

MF = movement factor.

Attrition = some moves and situations such as loss of supply can generate possible combat point losses.

Tactical Pool = the tactical pool contains the 32 tactical markers used for combat resolution.

Prisoners = during battles or sieges, combat units can be taken prisoners. These units are destroyed and the winner keeps a precise tally of the prisoners in his custody, with 1 prisoner point per combat point. When peace is concluded, the prisoner points are given back to the original power and are converted into recruit points, with a 1 recruit point per prisoner point ratio. These recruit points will be used to produces new units.

Event table = this is the way random events occur during the game. Events can be public events or secret events; the latter are represented by specific markers.

Harbours = they can hold at most 2 fleets. Some harbours include a circle, which means that this harbour has dockyards which can produce fleet steps.

Corsair boxes: these boxes exist in some sea areas. This is where the French corsairs are placed, before they attack the British trade.

Trade area = this is a sea area bordered by harbours that generate trade resource points printed in the blockade boxes; the total of each trade area can be attacked by French corsairs if some are present in the area’s corsair box.

Continental blockade = this is a peace clause which allows the Empire to close the vanquished major power’s harbours to British trade. The continental blockade is in effect as soon as all harbours with a trade value from St Petersbourg to Triest are controlled by the Empire or its allies, or are subject to this peace clause.

Blockade box: each harbour has a blue box with an arrow pointing the harbour. This is the box where are placed the fleets attempting to blockade the enemy fleets within the harbour. In addition, no trade points can be obtained through a harbour subject to an enemy blockade.

Pr = recruit point. These points are obtained during the Winter Production phase and they are used to raise new units. Recruit points can also be received when prisoners are released or through a random event.

£ = pound. This is the monetary unit representing the financial resources of the powers. They are essential for production and for diplomacy. They are received during the Winter turn.

GB = Great Britain. The name England can be used instead.

Empire = France and her allies, opposed to the Coalition.

Coalition = Great Britain and her allies, opposed to the Empire.

Neutral = minor and major countries, aligned with neither the Empire nor the Coalition.

National Territory = this territory consists of the original provinces of a major or minor power, plus the conquered provinces. For example, Picardy and Flandres are part of France’s national territory, considering that Flandres is a conquered province.

Original national territory = this territory consists only of the original provinces of a major or minor power. It is shown with a black border and it does not include conquered provinces.

Province = an area providing Pr and £ resources.

Conquered minor = minor power invaded and conquered by a major power. The conquered minor gives it resources as if it was a province from the original national territory of the conquering power. The units of a conquered minor are removed from the map. Its resources are used to build units for the conquering major power.

Allied minor = this minor power is still independent and can use its own budget and its own units.

I = units identified with Roman numerals are army corps. Some corps are identified by a name, such as Garde (Guard), Nizami Cedid, etc.

1 = units identified by Arabic numerals are detachments.

C = this letter identifies light cavalry units and it is placed after the corps or detachment number.

Cr = reserve cavalry or heavy cavalry.

Gren = Grenadiers, Austrian elite corps.

Ginf = Infanterie de la Garde (French Guard Infantry).

Gcav = Cavalerie de la Garde (French Guard Cavalry).

GN = Garde Nationale (French National Guard)

Mil = Militias

F = Frontaliers (Austrian Borderers)

Res = Reserve (Austria)

Cos = cossacks (Russia)

Feod = feudal units (Turkey)

Jan = Janissaries (Turkey)

NizCed = Nizami Cedid (Turkey)

P = partisans (Spain and Portugal)

1.0 THE GAME UNITS

1.1 Land Units

1.1.1 Combat Units

The game scale is one counter = one army corps.

There are also detachments, representing smaller forces. Detachments can be created by leaders commanding a corps or an army or during the reinforcements phase.

A combat unit is a unit with at least one combat point. On the counter’s front side, the following elements are printed:

  • the identity of the corps or detachment,

  • the artillery value, if any,

  • the unit’s morale,

  • the combat modifier; if framed in a colour box, the unit includes intrinsic light cavalry.

  • the number of steps. Each unit has some number of buttons above the numbers. These buttons represent the number of steps of the unit. Some corps have only two steps; this is the case for all cavalry corps, militias, feudal corps and some minor countries.

The counter’s reverse side has similar values, but the artillery value is 0. The reverse side represents the last step of the unit. A colour stripe is printed on the reverse side to distinguish it from the front side.

1.1.1.1 Loss Steps

Each corps usually has 3 loss steps and each detachment or special unit (cossacks, partisans, engineers and supply units) has only one step.

Yet, some corps (militias, feudals, cavalry) have only two steps as shown by the number of buttons on the counter. As a result, these units never receive a loss marker.

Each step is equal to one combat point.

When a 3-step army corps loses a step, place a loss marker under the counter. This marker lowers the combat value and the artillery value by 1 point each. If the corps includes intrinsic cavalry, this asset is still available.

When this corps loses a second step, flip the counter to the reverse side. The corps has only one combat point. Its artillery and cavalry values are cancelled.

When a cavalry corps loses one step, just flip the counter. The artillery value is cancelled.

1-step units are removed as soon as they lose one step.

1.1.1.2 Movement Factor

The special units described below have a movement factor printed on the counter. Except for those units, the movement factor for all infantry units, militias and National Guard is 6 movement points per activation. The movement factor for cavalry units is 6 movement points, except when they are under a cavalry leader’s command. In this case, their movement factor is extended to 8 movement points per activation.

1.1.2 Armies

These markers represent the upper military and administrative organisations.

Each marker includes an artillery value. On the reverse side, the artillery value is 0 (except the Grande Armée, which still has 2 artillery points) to represent the fact that the units belonging to this army are out of supply and cannot use artillery. The army artillery value is added to the various corps’ artilleries.

The maximum size of an army depends on its commander’s capability. See «commanding capability» in 1.1.4.

The corps belonging to an army are placed on the corresponding army boxes on the side of the map, to limit stacking and to simulate some «fog of war». Only the army marker and the commanding officer counter are placed on the map.

The corps on the same hex as the army counter and the corps adjacent to the army counter may belong to the army.

The army marker can stay on the map as long as at least one army corps belongs to the army. Failing that, the army marker is removed as soon as no corps remain in the army and is put into the pool of the units that can be rebuilt later.

If not demoralised, an army exerts a zone of influence on the six hexes around the marker, even if occupied by an enemy unit or an unbesieged enemy fortress. This zone of influence cuts the supply lines and hinders combat avoidances. Retreats into a zone of influence are penalised as well.

In addition to these benefits, an army marker increases the stacking capability in an hex, allows subordinate units to use the army commander’s factors, increases the probability of marching to the sound of the gun etc.

1.1.3 Support units and guerrillas

There are four types

1.1.3.1 Engineers Units: they have no combat value, but only a siege modifier (S+1) and a movement factor. They are eliminated if an enemy unit enters their hex (no additional movement point is spent). They give bonuses during sieges, unless out of supply. They give also benefits when crossing rivers. The reverse side shows this capability (pontoon bridge).

1.1.3.2 Supply Units: these units have two sides. The front side represents the mobile unit, the reverse side represents the static unit, used as a depot.

Mobile supply units have no combat values. They are destroyed when an enemy unit enters their hex (no additional movement point is spent).

Static supply units have 1/2 combat point and a morale value. These units are eliminated if the combat result mandates a retreat or if they lose a step.

1.1.3.3 Guerrillas: they have an initiative of 1, a combat value of 1 and a movement factor of 2. They can move without a leader.

They can never stack with other units, including other guerrillas. Their morale is 2.

Guerrilla units can never integrate armies.

1.1.3.4 Cossacks: they have an initiative of 2, a combat value of 1 and a morale of 2. Their movement factor is 8. They can move and fight without a leader.

They can stack only with other cossacks units, no more than two per hex or per off-map box, or they can stack with a corps for free, no more than one cossack unit per corps.

Cossack units can never integrate armies.

1.1.4 Army Leaders

Army leaders (as opposed to fleet leaders or naval leaders) are the most important counters for land strategy.

They are required to move corps and detachments, as well as to lead armies.

A leader can command one corps, or 2 detachments.

A leader can command a Cossacks unit for free in addition to his corps, or he can command two Cossacks units if he is a cavalry leader and at the same time, he has no corps under his command.

On their front side, which is the corps leader side, they have the following values:

Initiative: this is the value which defines the leader’s capability to move during the Operations Phase, and to perform interceptions and combat avoidances. The higher the number, the better the leader (1 to 6 depending on the leader).

Combat modifier: this is the leader’s die-roll bonus when resolving fights, and the number of available tactical markers.

Rank: it is shown with the number of stars, which represents the leader’s place within the hierarchy.

Crown: leaders with a crown are the sovereigns of their countries and rank above all other leaders.

Cavalry: some leaders have a crossed-sabres symbol, which means they have additional capabilities when commanding a cavalry unit.

These leaders can command infantry units, but in this case their initiative and combat values are lowered by 1, but no lower than 1 for initiative and 0 for combat.

Entry date: this is the year during which the leader appears in the pool of available leaders.

On their reverse side, which is the army commander side, most leaders have no indications.

Yet, for some leaders, the reverse side shows the situation when they command an army, with the following values from left to right:

Initiative: this is the value which defines the leader’s capability to move during the Operations Phase, and to perform interceptions and combat avoidances.

Leader capability: this is the number of army corps that can be assigned to the army.

Combat modifier: this is the leader’s die-roll bonus when resolving fights, and the number of available tactical markers.

The other characteristics are similar to the front side, but the values can differ.

For leaders, the movement factor is 8 movement points. If a leader not stacked with combat units is in an hex invaded by enemy combat units, this leader is immediately placed into the leader pool.

1.2 Naval Units:

They are represented by fleet counters with either a geographical name or the name of the admiral who commands it. Contrary to land units, there is no difference between the fleet and its admiral: the counter represents both simultaneously!

The fleet counter front side gives the following data:

  • Movement factor,

  • Fleet nationality.

The fleet counter reverse side gives the following data:

  • Name of the fleet or admiral,

  • Maneuver factor,

  • Entry date,

  • Combat bonus.

Each fleet has 3 loss steps; when it suffers losses, place a «-1» or «-2» marker under the fleet counter.

1.3 Enemy Units Visibility (Optional):

It is forbidden to look at the contents of an enemy stack, except during combat resolution; only the leader of the stack is visible.

The production of any player can be examined by any other player.

2.0 SEQUENCE OF PLAY

The sequence of play is printed in full at the end of the rule booklet; some actions occur only during the Winter or Spring turn.

3.0 INITIATIVE PHASE

3.1 Initiative pool:

During this phase, the players put into an opaque container the initiative markers that will be used during the Operations Phase. These markers are:

  • the land markers for both sides numbered 1, 2, 3, 4 and 5.

  • the Empire Naval 1 marker and the Coalition Naval 1 marker; each side can add an additional marker (Naval 2) by spending 25 £ from France’s or Great Britain’s budget.

  • the Neutral land marker and the Neutral naval marker.

  • the «Winter Quarters» marker, which may shorten the operations phase; this marker is not placed into the pool during the Summer turn, so all markers will be played. The effect of the «Winter Quarters» marker is to end immediately the Operations Phase.

During Autumn, ignore the first time this marker is drawn and put it back into the pool. The second time «Winter Quarters» is drawn, the Operations Phase ends.

During Spring, ignore the first two times this marker is drawn and put it back into the pool. The third time «Winter Quarters» is drawn, the Operations Phase ends.

3.2 Use of the Initiative Pool:

Once the pool is ready, the Actions Phase begins. During the first turn only, scenario special instructions state which player plays first. This player can choose a marker from the Initiative Pool and begin the Operations Phase with it.

The player may choose an enemy initiative marker, to force his opponent to play first. He cannot deliberately choose «Winter Quarters».

Next, the markers are randomly drawn by each side or each player in succession; in multi-player games, the players should follow the Diplomacy Phase order.

During the following turns, the first marker is randomly drawn. Yet, if «Winter Quarters» is drawn, it is ignored. It is set aside and will be put back into the pool as soon as an activation marker is drawn.

4.0 STACKING AND HIERARCHY

4.1 Stacking

In a single hex, a maximum of two corps / detachments can stack.

If a leader on the reverse side and an army marker are present, the player can assign to the army a number of corps equal to the leader’s commanding capability. Corps can be without a leader.

Detachments cannot be assigned to an army: they must be disbanded and their combat points dispatched into the army’s corps.

A maximum of three armies belonging to the same side can stack in a single hex. Yet, beware of the increased attrition risks.

These three rules are not cumulative; if an army stops (please note that simply crossing the hex without stopping is allowed) in an hex with a detachment, the detachment must be disbanded (and the proper amount of MPs spent) and its combat points must be dispatched into the units assigned to the army. If there is not enough room, or if the player does not want or cannot spend the required movement points, the excess combat points are eliminated. If a leader was stacked with these eliminated combat points, he is put back into the leader pool.

The same would apply to a corps exceeding the stacking limits.

In an army, corps of different nationalities can be stacked together if they belong to allied major powers.

Limit: the number of allied corps must be kept lower than (but not equal to) half the number of corps in the army. Guerrilla units can never stack with any other unit, including other Guerrilla units.

Cossacks units can stack with other cossacks, for a maximum of 2 units or 1 cavalry corps.

Mobile supply units stack freely with leaders.

One Engineer unit can stack with each corps or army.

4.2 Hierarchy

This rule governs which leader takes precedence for movement and combats.

4.2.1 General rule: the leader with the most stars commands all troops in the hex.

If two leaders has the same number of stars, the owning player decides which leader is the overall commander. A sovereign always takes precedence over all other leaders.

4.2.2 In an army or a force with several nationalities, the army commander is taken from the major power indicated by the army marker, or from a minor power allied with this major power. If there is no army marker, use the leader with most stars. If still tied, the player chooses.

Example: Murad Bey, an Egyptian leader, minor allied to Turkey, can command the Turkish army.

For a force consisting of 2 corps or detachments, the overall commander is the leader from the major power or, if tied, the senior leader. If still tied, the player chooses freely. Units from allied minor powers can be commanded by a leader from the controlling major power, but the reciprocal is not allowed, except for an army.

4.2.3 If several allied armies are in the same hex, the leader commanding the army with the most corps will be the overall commander. If tied, the players should agree which leader will be the overall commander. If the players cannot reach an agreement, the overall commander will be from the highest power in the diplomacy phase order (that is, Great Britain highest).

4.2.4 Once a leader is assigned to command a corps or an army, he can lose his assignment only in the following cases:

4.2.4.1 If the leader is voluntarily dismissed during the reorganisation sub-phase of the budget phase; the leader is removed from the map and placed into the leader pool and a new leader is randomly drawn from the leader pool; the drawn leader cannot be the dismissed leader. The new leader sets up stacked with the unit.

If an army commander is dismissed, the same procedure as above applies, except that the new army commander must be chosen among the leaders belonging to the army (including the newly drawn leader) according to the hierarchy rules explained above.

Exception: if defeated in a minor or major battle, the overall commander can be dismissed for free. Sovereign can be dismissed only following a defeat in a major battle.

4.2.4.2 If replaced by a new leader without units who arrives into an army hex. This new leader must be hierarchically senior to the soon replaced leader. As soon as both leaders are in the same hex, the substitution takes place and the replaced leader is put back into the leader pool, at a cost of 5 £.

For example, Berthier commands the Grand Army in Bavaria. Napoleon is without units in Strasbourg. He is activated and he joins Berthier. At the end of Napoleon’s move, he takes command of the army, pays 5 £, and Berthier is placed back into the leader pool.

4.2.4.3 Corps leaders can voluntarily leave their units while moving, but they cannot aggregate units if they are alone.

4.2.4.4 When an army is activated, the corps commanders can switch command within this army with no restrictions, except for the nationality rules (see 4.2.2).

4.2.5 For naval units, the French and British admirals are automatically overall commanders. Between admirals with the same nationality, the overall commander is the admiral with the best maneuver factor, and if tied, with the highest number of combat points; if still tied, the player chooses.

The admirals can also be dismissed using the same rules as for land leaders, but they must be in a harbour during the reorganisation phase. The cost is 5 £.

5.0 MOVEMENT:

5.1 The System of Operations:

During the Activations Phase, each player in turn draws a random marker from the initiative pool.

5.1.1 If a Naval marker is drawn, the involved side executes its naval operations as explained below.

5.1.2 If a neutral land marker is drawn, the units from the neutral major powers only are activated. This will be their only activation for the current turn. As a consequence, neutral units cannot «Force march».

Please note that the neutral major powers are played by one side as explained in the Diplomatic rules.

5.1.3 If a land marker is drawn, the leaders belonging to the involved side and whose initiative value is greater than or equal to the marker value can be activated. At the end of this activation, a «1ere Activation» (first activation) marker is placed on the played stack.

If, later during the turn, another marker is drawn, with a value which allows the leader to be activated a second time, this leader can be activated, but his move will be a Forced March which will result in an attrition check (see 5.2.3.6).

The «1 re Activation» marker is flipped to the «2 e activation» side (second activation).

Example: the English player has two leaders on the map. The first, Alten, has an initiative 3 and the other one, Craig (what a lemon!) has an initiative 1. A level-2 Coalition marker is drawn. Only Alten can move (3 greater than 2). Later, a level-4 Coalition marker is drawn. No leader can be activated. Then, a level-1 Coalition marker is drawn and Craig can at last move. Alten can also move, but doing so, he will suffer the effects of a Forced March, because he has already moved. Please note that leaders with an initiative 1 can never Force March because, unless a special event is triggered, they can be activated only once per turn.

Limitation:

The same side cannot be activated twice in a row with a land marker.

Do not take into account the neutral marker for this rule.

For example, a Coalition marker is drawn and some leaders are activated. If the next drawn marker is also a Coalition marker, it is put back into the initiative pool and the process repeats until an Empire marker is drawn.

A sequence Coalition (land), Neutral, Coalition (land) is not allowed. An Empire (land) marker must be drawn prior to the second Coalition marker.

On the other hand, a sequence Coalition (naval), neutral, Coalition (land) is allowed.

If a side draws a playable marker but activates no leaders, the next activated side will nevertheless be the opposite side.

5.1.4 A leader without units can move each time the initiative marker allows it.

For example, a leader with initiative 4 can move four times during a Summer turn.

5.1.5 Absorbing units is possible even between units with different activation levels.

General rule: when units merge into or integrate an army or force, all units receive the higher activation level.

For example, if a unit has not been activated yet this turn and if this unit is absorbed into a corps or army with a «2e activation» marker, this absorbed unit also receives a «2e activation marker».

5.1.5.1 An army commander can command and activate units with an activation level higher than his own, but in this case, these units cannot stack with the Army marker. Or else, if the units choose to stack with the army marker, the activation marker for the army is replaced with the higher activation marker of these absorbed units.

If the activation level of the absorbed units is greater than the activation level of the absorbing force, the whole force receives the activation level of the absorbed forces.

5.1.5.2 If an army activates units adjacent to the Army marker, these units receive the same activation level as the army, unless the exception above applies.

For example, the Austrian Army of the Rhine is activated for the second time, withdraws and doing so, absorbs an Austrian corps in Salzbourg. Although this corps has not moved yet, it is marked with a 2nd activation marker!

The First Russian Army has not been activated yet. The Russian player decides that this army will command two adjacent corps with a «1 re activation» marker. If, at the end of the movement, neither corps integrates the Army marker, the First Russian Army will be marked with a «1 re activation» marker and both corps with a «2 e activation» marker. But if one of these corps integrates the army, after a march to the sound of the gun for example, the whole army is marked with a «2e activation» marker.

5.1.5.3 These rules apply at any moment during the

Operations: mergers, splits, retreats, interceptions, combat avoidances, absorptions, landings, etc.

5.2 Land Movement:

5.2.1 General Case:

The units can move only when commanded by a leader. Exceptions:

  • Cossacks and guerrillas

  • Detachments and corps can move on their own, but with a provisional initiative of 1. In addition, they cannot enter an hex adjacent to an enemy combat unit or an hex with an enemy fortress, unless this fortress is besieged by units friendly to the corps or detachment.

Leaders can move without units. Their movement factor is always 8 MP. They can use extended marchs and forced marchs with no attrition checks.

5.2.1.1 Units spend movement points simultaneously with the leaders to which they are assigned in the following cases:

  • movement: the number of spent MPs to enter an hex is printed on the terrain effects table.

  • aggregate a corps to an army: 1 MP (except if the corps was assigned to the army at the beginning of the activation). For example, an Austrian army is led by a leader with a command capability of 6 corps. 3 corps are stacked with the army marker and 2 are adjacent to it. The Army marker moves and absorbs a sixth corps, that was not adjacent at the start of the phase. The army spend 1 MP doing so. At the end of the movement, the two initially adjacent corps merge with the Army marker but they need to spend no additional MP.

  • disband a detachment into a corps or army: 1 MP for the moving unit.

  • absorb a corps into an army: 1 MP for the moving unit.

  • integrate a depot, supply unit or engineer unit into a corps or army: free (including a naval landing in these units’ hex).

  • aggregate armies by another army: +2 MPs per hexagon.

  • Overrun fight: 1 MP per enemy combat point destroyed.

  • River crossing: full MF, +2 or +3 MP (see chapter 5.2.3.7)

  • Rally from a demoralisation after a battle: half MF.

5.2.1.2 Detachments from minor countries can be integrated into corps from the allied major power and conversely, provided the combat modifiers of both units differ at most by one point.

For example, a French corps with a +1 modifier can absorb a detachment from Bade with a 0 modifier. But another French corps with a +2 modifier cannot (the difference is 2, greater than 1).

5.2.2 Combined Movement

5.2.2.1 Two corps / detachments commanded by leaders present in the same hex at the beginning of an activation can move together, led by the senior leader and using his factors. The other unit is considered as having been activated once. These two units cannot split during the movement.

These units are collectively referred as a Force.

5.2.2.2 As long as stacking rules are obeyed, groups of armies can aggregate during the movement, or armies can start the movement together and split before stopping, provided they are still adjacent to each other at the end of the movement phase. In this case, they will check attrition separately.

For example, an Austrian army is activated, aggregates an adjacent Russian army (1+2MPs) and aggregates a Prussian army (1+2MPs) which stops its movement.

For example, an Austrian army is activated, aggregates two adjacent Prussian armies (1+3MPs) and then moves two hexes (3+2 = 5 MPs) and enters into an hex occupied by a French army, dropping one of the two Prussian armies (6 MPs), which will reduce attrition.

5.2.2.3 Success or Failure of Movements

  • If all moving units are corps and detachments belonging to the same country, movement is automatically successful.

  • If the moving units are corps and detachments belonging to different countries, the overall commander must check initiative by rolling 1D6. Movement is successful if the die result is lower than or equal to the initiative value. If a failure occurs, the stack’s MF is reduced by 2 MPs.

  • If the hex contains two armies belonging to the same country, the overall commander must check initiative by rolling 1D6. Movement is successful if the die result is lower than or equal to the initiative value. If a failure occurs, the stack’s MF is reduced by 1 MP.

  • If the hex contains two armies belonging to different countries, the overall commander must check initiative by rolling 1D6. Movement is successful if the die result is lower than or equal to the initiative value. If a failure occurs, the stack’s MF is reduced by 2 MPs.

  • If the hex contains three armies belonging to the same country, the overall commander must check initiative by rolling 1D6. Movement is successful if the die result is lower than or equal to the initiative value. If a failure occurs, the stack’s MF is reduced by 2 MPs.

  • If the hex contains three armies belonging to at least two different countries, the overall commander must check initiative by rolling 1D6. Movement is successful if the die result is lower than or equal to the initiative value. If a failure occurs, the stack’s MF is halved.

5.2.3 Types of Land Movement:

5.2.3.1 General Rule

As explained above, when the leader is activated, he spends movement points (MPs) to enter successive hexes, depending on their costs.

The activation of a leader must be complete before activating another leader.

IMPORTANT:

The movement operations must always follow this sequence:

  1. normal or extended movement
  2. interception
  3. combat avoidance
  4. overrun

A leader can drop units in his path or create detachments at no cost, provided stacking rules are obeyed. Once created, the detachment stays in its hex until the next operations segment and it is considered as having been activated with the same level as the dropping force.

To create a detachment, just add a loss step marker under one active corps and place the detachment counter on the map.

A leader commanding a force can absorb detachments on his path by spending 1 MP per absorbed hex. A lone leader cannot absorb detachments (see 4.2.4). Likewise, a detachment may merge with another unit (detachment, corps or army) during movement by spending 1 MP. A corps can do the same, that is, merge with an army (see 5.2.1).

When units merge or are absorbed, the leaders that were in command are put back into the leader pool, except if a unit from the absorbing force has no leader, in which case the leader is assigned to this unit.

If units are in the same hex at the beginning of their activation, these can swap combat points at no MP cost, provided they belong to the same nation or they belong to minor powers allied to the major power, and provided the rule 5.2.1.2 is obeyed. Two major powers may not swap combat points, even if allied.

A leader commanding an army can aggregate a corps or detachment within the limits of his command capability, by spending 1 MP per hex, not per unit.

For example, if 2 corps in the same hex are absorbed at the same time, the army commander spends only 1 MP.

All these detachment absorption operations can occur anytime during the movement operations. No MP is spent for combat avoidance, retreat, interception or naval transport landing, etc.

If, after an absorption, a leader has no longer any units in his command, he is put back into the leader pool.

A leader stops moving if he has spent his whole MF or the whole MF of the units he is stacked with. If he has still MPs remaining, he can continue his movement only when commanding a detachment or corps. A leader commanding an army cannot leave his army!

Example: a leader starts his movement stacked with a corps with 6 MPs. He moves successively into 5 clear hexes, spending 1 MP per hex. Since he is leading a corps, he is not obliged to stay with this corps, so he can drop this corps into the fifth hex and spend his remaining 3 MPs to reach another detachment. But he cannot aggregate a corps or detachment with his remaining 3 MPs, since he has no units any more.

A leader must stop moving if he enters an hex occupied by an enemy unit or an unbesieged enemy fortress.

Exception: if the hex is solely occupied by a mobile supply unit or an engineer unit in any mode, the leader does not stop moving. The lone enemy unit is destroyed at no MP cost.

The moving player must indicate with a specific marker through which hexside the leader entered the hex. This hexside and the two adjacent hexsides will usually not be available to the defending player if forced to retreat. If the defending player has no other choice, he will suffer harsh penalties.

These three hexes constitute the contact area. No combat avoidance is allowed through these hexes, even if occupied by a friendly unit or a unbesieged fortress.

Any unit assigned to an army and benefiting of the army commander’s bonus must start and stop its movement in the army marker hex or adjacent to it.

The army marker always moves first, and then the corps that will end stacked with or adjacent to it.

There is no MP cost for the corps belonging to the army which aggregate to the army marker.

For example, the Austrian Army of the Rhine, which comprises 5 corps, opts to move the army marker with 3 corps and enters an enemy-occupied hex where overrun is not possible. This stops the movement and triggers a battle. The other 2 corps can then move either to enter the hex where the army has stopped (with a global attrition check) or to enter hexes adjacent to the one where the army is. In the latter case, this may cause other battles with different enemy forces, or it may allow a march to the sound of the gun. Anyhow, the two corps will check for attrition separately from the army main body.

5.2.3.2 Extended Land Movement:

The units and leaders can increase their movement factor by 50 % if, during the movement, they never find themselves adjacent to an enemy combat unit or in an enemy fortress hex and if they never execute an action other than movement (aggregation, merging and dropping units are still possible). An attrition check is mandatory at the end of the movement, even if this is the first movement for this force during the turn.

5.2.3.3 Interception:

Interception is only available to leaders and units stacked with a leader.

Demoralised units cannot intercept.

The interception area of a leader includes all six adjacent hexes, except when there is an unbridged river between the leader’s hex and the adjacent hex. As an exception, a unit with engineers or an army may attempt interception across an unbridged river, but with a penalty.

As soon as the phasing enemy leader enters the interception area, the friendly leader can attempt to intercept the movement by moving his force (in whole or in part) into the interception hex, triggering a battle with +1 die roll bonus for the combat resolution.

Anyhow, the moving player is still considered the attacker!

The interception is resolved by rolling 10+ on 2D6 with the following modifiers:

  • Light cavalry present = +1 (either a light cavalry corps, or cossacks, or a cavalry detachment or a corps with intrinsic light cavalry).

  • Cavalry leader present = +1

  • If the MP cost to enter the interception hex is 2+ = -1

  • Unbridged river when interception attempted by engineers or an army = -3

  • Initiative of intercepting units lower than initiative of phasing leader = -1

  • At least 2 nations among intercepting units = -1

  • 2+ armies = -1

If the interception is successful, at least one army corps must be sent into the hex into which the phasing units entered.

The interception hex can be empty, occupied by friendly units or occupied by enemy units. If friendly units are present and the intercepting units absorb them, remember to adjust the activation and demoralisation levels. The stacking rules must be obeyed strictly.

Several leaders may be eligible to intercept the phasing units. The intercepting player must designate in succession which leaders will attempt to intercept. As soon as one leader intercepts successfully, all subsequent attempts are cancelled.

Obviously, only one force can intercept, other forces will have to march to the sound of the gun to join the battle.

5.2.3.4 Overrun

A leader must stop moving upon entering an hex occupied by enemy units, except if he is able to overrun these units.

This can happen when the enemy is outside a fortress and the phasing units’ printed combat value is FIVE times greater than the enemy’s printed combat value (count only the combat points, do not count artillery, do not apply terrain effects). If this is the case, the defender is captured and the moving leader can continue his movement, after having spent 1 movement point per destroyed enemy combat point. If the overrunning units has fewer MPs than the combat value of the overrun unit, the movement ends.

The winner puts into the «Prisonniers» box the captured leaders and as many prisoner points as there were enemy combat points.

The corps markers, army markers, detachments, supply depots, engineers, etc. are destroyed.

For example, Napoleon’s Grand Army, with 12 combat points, spends 3 movement points and then enters an hex occupied by an Austrian corps (+1 MP). This corps is led by Ferdinand and its strength is 2 combat points. It fails to avoid combat, is overrun and eliminated. The Grand Army must stop, because it had only 2 remaining movement points, which correspond to the MPs expenditure of the overrun. If this corps had had only 1 combat point, the requirement for the overrun would have been a single movement point and the Grand Army would still have 1 MP available for movement.

Ferdinand is put into the «prisonniers» box, as well as 2 Austrian prisoner points corresponding to the 2 eliminated combat points.

5.2.3.5 Avoiding Combat:

The defending player, whose hex has been entered by the moving player, can attempt to escape from this hex to avoid combat, provided a leader is present in the hex or the defender are cossacks or partisans.

The leader rolls 2D6 to check combat avoidance and succeeds by rolling 10 or more.

If a leader commands only cavalry units, he automatically succeeds his combat avoidance check, unless the phasing player has at least one undemoralised cavalry corps. In this case, the player performs a normal combat avoidance check.

If demoralised units opt to avoid combat, the avoidance check succeeds automatically.

The die roll modifiers are:

  • Leader’s initiative, or initiative of cossacks or partisans alone = + #

  • Difficult terrain (at least 2 MPs to enter) = +1

  • Light cavalry present = +1 (any of: cavalry corps, cossacks, cavalry detachment or corps with intrinsic cavalry)

  • Crossing an unbridged river with engineers = -3

  • Cossacks or partisans alone = +3 in addition to their initiative (see above)

  • Initiative of avoiding units lower than initiative of phasing leader = -1

  • Cavalry leader present = +1

When avoiding combat, the units can withdraw into an adjacent hex under the following conditions:

  • The hex must not be occupied by an enemy unit, except if an overrun is possible. In this case, no MP is spent.

  • The hex must not be within the contact area, even if it contains only friendly units or an unbesieged friendly fortress.

  • The avoidance movement must not cross an unbridged river. Exception: if the unit is an army or it is stacked with engineers, it can cross the river.

  • The hex into which the unit withdraws is not within the area of influence of another enemy army. The moving army has only a contact area for the purpose of the present rule.

  • The hex into which the unit withdraws does not contain an unbesieged active enemy fortress.

If the hex contains a friendly fortress, the units can end their avoidance movement in the fortress with no check, provided the fortress capacity is sufficient.

If the phasing player has still movement points, he can continue moving, which may force his opponent to attempt other combat avoidances.

It the combat avoidance check fails, or if combat avoidance simply is not possible, a combat will take place. The player who failed the avoidance check will have a «-1» die roll penalty during the first combat round.

For example, Napoleon (initiative 6) and his army enter into the clear terrain hex occupied by the Austrian Army, led by Ferdinand (initiative 3) and with intrinsic light cavalry. Ferdinand will avoid combat by rolling 7 modified to 10, using the following modifiers: +1 (light cavalry), +3 (Ferdinand’s initiative), -1 (Ferdinand’s initiative is lower than Napoleon’s: 3 < 6).

5.2.3.6 Forced March:

This is a land movement (basic or extended) when the units have already moved once during the season. It is executed exactly as described above, but is followed by an attrition check.

5.2.3.7 Special Terrains:

Fortresses:

Fortresses have a 1 to 3 value.

A force must stop its movement upon entering into a fortress hex, except if it can leave corps or detachments, or an army, to besiege the fortress. The number of corps and detachments must be greater than or equal to the fortress value, while still obeying the stacking limits.

The fortress can give shelter to as many corps / detachments as its value.

To besiege a fortress, the fortress hex must contain no combat units friendly to the fortress and outside it.

When a force enters a fortress hex with enemy units, these units must decide either to stay in open ground and fight a battle, or to withdraw inside the fortress provided the capacity is sufficient (this combat avoidance is automatic), or to avoid combat by withdrawing into an adjacent hex. If this combat avoidance fails, the units can no longer opt to withdraw into the fortress, even if the capacity allows it! Rivers:

Rivers can be crossed at no cost anywhere a bridge is printed on the map.

On the other hand, to cross a river without a bridge, the force must start its movement on a river bank and stop moving on the other side of the river. If an enemy unit is present on the arrival hex, or if an enemy unit intercepts the crossing force in this hex, a battle occurs.

If the force contains an engineer unit, it can cross the unbridged river by spending 2 additional MPs. If the hex on the other side contains enemy units, the crossing force will have to spend 3 MPs and in this case, there will be a -1 combat penalty, similar to the penalty caused by bridges or retreats.

Armies have a permanent engineer unit.

If an engineer unit on its reverse side (pontoon side) is adjacent to a river, the player can consider there is a bridge on ONE hexside! The engineer unit must be in supply and may not have moved during the activation segment to be flipped and give this benefit.

When flipping the engineer unit, point the arrow towards the hexside which will benefit of the pontoon bridge.

At the beginning of the activation, the engineer unit must be stacked with a leader to allow this operation.

For example, a leader and his corps, adjacent to a river, are stacked with engineers. The leader activates, flips his engineer unit to pontoon and crosses the river at no cost, leaving the engineers who will wait until another leader to pick them up and allow them to move again.

Straits:

Crossing a strait is impossible if an enemy fleet is present in the sea area corresponding to this strait.

Mountain Passes:

The MP benefit of a mountain pass is available only if the pass is crossed following the drawing on the map.

For example, from 4227 to 4228, 4 MPs; from 0128 to 4228, 2 MPs; from 4228 to 0129, 4 MPs; from 4228 to 4227, 1 MP.

5.2.3.8 Off-Map Boxes:

Some parts of the map are off-map boxes, with entry/exit hexes.

Entering an off-map box costs 2 MPs. Exiting this off-map box is not allowed before the next operation phase, and the cost is 2 MPs in addition to the exit hex cost.

Interception and combat avoidance are allowed in the turn during which the units entered the off-map box.

Units from opposing sides can be present in the same offmap box, but in this case combat is mandatory.

Combats are allowed in an off-map box. Retreats are executed through the entry sides of the box. Combat avoidance and interception are possible both from and to an off-map box (treat the box as difficult terrain). Marching to the sound of the gun is not allowed from the map into an off-map box.

Attrition and supply rules are in effect in off-map boxes. For supply, a depot must be present in the box to link to the supply chain.

A supply link must also exist in the entries and exits of these boxes.

5.2.3.9 Geographical Restrictions:

Russian, Portuguese and Spanish militias, partisans and French National Guards cannot leave the original national territory of their major power.

British militias can be deployed in Great Britain, Gibraltar, Malta or in external wars.

Danish, Prussian and Swedish fleets cannot leave the following sea areas: Baltic Sea and Straits.

Russian fleet cannot leave the Baltic Sea, the Straits and the Black Sea, except for ONE fleet which can go anywhere.

5.3 Naval Movement:

5.3.1 General Rule:

Each fleet is activated separately, but a fleet can aggregate another fleet during its move by spending 1 movement point. The aggregated fleet is considered activated and it can take command of the group, if required by the hierarchical rules explained above.

Each movement point allows a fleet to do the following:

  • Enter or exit a harbour.

  • Move to another sea area.

  • Attempt to detect an enemy fleet to start a naval fight.

  • Enter an enemy blockade box or an enemy harbour.

  • (Phasing player) suffer a naval defeat.

  • Land units in an enemy harbour, enemy-occupied or not.

  • Aggregate a fleet.

5.3.2 Naval Movement Procedure:

5.3.2.1 Within A Sea Area:

  • When a fleet enters a sea area, the enemy fleet groups AT SEA or blockading harbours can attempt to intercept. If a group succeeds, a naval combat occurs immediately and the other fleets eligible to intercept are ignored in this sea area.

  • If no interception attempt succeeds, the moving fleet can continue its movement or attempt to detect an enemy fleet group.

  • The target fleets can attempt to avoid combat.

  • If the combat avoidance fails, a naval fight occurs.

In each sea area, the fleets from each side can stack together, for a maximum of two fleets per stack.

There is no limit for the number of stacks in a sea area. One stack can be attacked while the others are not involved in this battle.

5.3.2.2 To start a naval fight, a fleet must first detect its opponent.

Detection is resolved with 2D6 and succeeds on a dice roll 10 or greater. The dice roll is modified by the maneuver factor of the fleet.

If a fleet is detected, it can attempt to avoid combat, using a similar check.

If the avoidance die roll fails, the battle occurs.

If the avoidance succeeds, the player can:

  • move his fleet into a friendly harbour in the same sea area,

  • move his fleet into an adjacent sea area,

  • stay in the same sea area, with the risk of being detected again.

Then, the phasing player can continue to spend movement points.

5.3.2.3 If a player just wants to cross an enemy-occupied sea area without attacking enemy fleets, this is possible without any constraints.

Yet, the inactive fleets can attempt to intercept the moving fleet with a check similar to those above. In this case, the attacker is the intercepting fleet.

If the interception check succeeds, a naval combat occurs. At the end of this fight, the phasing fleet can resume its movement.

If the interception check fails, the movement continues. Please note that the use of the maneuver factor is optional. Not using it allows the owning player not to reveal whether the fleet is a real one or a dummy.

5.3.2.4 Blockade Boxes:

Each harbour is pointed at by a blockade box. A fleet must spend 1 movement point to enter such a box.

If an enemy fleet is present in the harbour, the owning player may choose to start a fight without requiring a check, but outside the protection by coastal batteries.

Exception: if a blockade is already in effect, when a fleet enter the box to take over from another fleet, no combat can take place.

If the moving fleet is vanquished, if must leave the blockade box and be placed in the sea area. If it wins the combat, the blockade takes effect and the losing fleet must return to the harbour.

The effects of a blockade are the following:

  • Automatic interception of the fleets leaving the harbour.

  • No trade £ can be received from the blockaded harbour.

  • No sea supply.

  • Retreating land units cannot re-embark.

Instead of blockading a harbour, a fleet can enter an enemy-occupied harbour and a naval combat is triggered, the defending unit benefiting of the protection by coastal batteries.

A fleet that blockades an enemy harbour can still avoid combat or intercept other fleets, but these actions can break the blockade.

5.3.2.5 Naval Transport

Each national or allied fleet step can transport:

  • 1 combat point

  • plus one supply unit or one engineers unit or one army marker

  • plus any number of leaders.

If a naval combat results in step losses, the first eliminated steps are the steps transporting no troops. If their number is not sufficient, each subsequent step loss implies the loss of the cargo as well. The owning player chooses which step is lost.

To be carried by naval movement, a land unit must already be in a friendly harbour or island when the fleet enters this harbour or island.

The land unit must disembark before the end of the operations phase (so buying a second naval marker may be a good idea). Failing that, the land units are eliminated. If the destination harbour is occupied by enemy units, a naval invasion occurs automatically with penalties against the invader (-3). If defeated, the attacking units suffer doubled losses and retreat to an adjacent land hex if retreat is allowed there. If there is none (for example an island), these units are completely eliminated.

Please note that each island contains one harbour, even if the harbour symbol is not printed on the map.

A naval invasion cannot take place in an hex with no harbour and not on an island.

5.3.2.6 Bosphorus and Gibraltar:

Gibraltar has no influence on naval movements.

Fleets from all nations may cross the Bosphorus as long as Turkey is neutral.

When Turkey is influenced or allied, only the fleets from the influencing or allied countries (excluding their allies) can cross the Bosphorus.

If Constantinople is no longer controlled by Turkey but by another major power, the naval movements of major powers enemy to the controlling power are prohibited, unless the controlling power grants the crossing rights. As an exception to the rules above, Turkey can at any moment decide to prohibit the crossing of Bosphorus, but this starts a war with the involved major power.

5.3.2.7 Naval Units Transfer

When fleets are grouped together at the beginning of their activation or at the end of a naval combat in which both were involved, the admirals can transfer fleet points as they want, provided these points belong to the same country.

6.0 DEMORALISATION:

Demoralisation is the result of a lost battle.

At the beginning of an activation, the leader can attempt to rally his supplied demoralised units by rolling 1D6, modified by the leader’s combat value and spending half the movement factor.

  • If the die roll is lower than or equal to the present army morale (apply -1 because of demoralisation and possibly -1 if the capital city is lost), the force rallies. Failing that, its state does not change.

  • The player can execute as many rally attempts as the movement factor allows.

For example, an Austrian army, led by Charles (combat value 2) has a basic morale of 3, which is lowered to 1 because the army is demoralised and Vienna is occupied. This army will rally on a die roll of 1, 2 or 3 (morale 1 + Charles’ combat value 2).

If a country surrenders, all demoralised armies automatically remove their demoralisation markers.

7.0 SUPPLY:

7.1 General Rule

7.1.1 In the realm of naval rules, fleets are always in supply.

7.1.2 Supply is assessed:

  • at the beginning of each leader activation,

  • each time a combat is resolved,

  • during the final attrition phase, for leaders that were not activated, besieged units, units that were not activated and demoralised units.

7.1.3 Out of supply units receive a marker showing their status at the time supply is checked and they keep it until the next check.

The effects of being out of supply are:

  • Mandatory attrition at the end of the movement segment.

  • Artillery is unavailable for combats.

  • Die roll penalty for combats and sieges and engineers unavailable.

  • Unsupplied demoralised units cannot be rallied.

7.2 Conditions:

7.2.1 To be in supply, a leader or unit must be able to draw a supply line to one of:

  • an active controlled fortress in the national territory,

  • a capital city from the unit’s country

  • the capital city of an allied minor if this capital contains an active fortress.

A besieged fortress cannot be used as a supply link or supply source. Besieged units will check attrition either when they are activated or at the end of the action phase. A besieged fortress with units inside receives an out-ofsupply penalty during combats. However, if the fortress contains only its permanent fortress points, the out-ofsupply penalty does not apply.

7.2.2 The supply links are:

  • An allied (major or minor) unbesieged fortress,

  • A captured and reactivated enemy fortress,

  • An active and controlled fortress from the national territory,

  • A static depot,

  • A detachment (corps and armies not eligible) can be part of a supply chain, replacing static depots.

The distance between two supply links is 4 movement points. The distance is computed starting from the unit (which does not count) to the source or link.

A supply line cannot cross:

  • The area of influence of an enemy army, even if friendly units or fortresses are present.

  • The area of contact of an enemy army, even if friendly units or fortresses are present.

  • The main hex of a leader with no army. The two adjacent hexes do not block supply.

  • Enemy combat units.

  • Enemy partisans, cossacks and static depots.

  • Unbesieged enemy fortresses.

  • Forbidden terrain such as an unbridged river with no pontoons except if you have supply links on each side of the river hexside.

Effect of an engineer on its reverse side (pontoons) : if an engineer unit on its back side is adjacent to a river, you can consider that ONE river hexside is bridged. For this, the engineer unit must be in supply and it must stay on its reverse side during the activation segment.

7.2.3 Supply Units Supply units are either static or mobile. Only a static depot can be part of a supply line.

A mobile depot can be flipped to the static side at any moment during its activation.

A static depot can be flipped back to mobile mode when a leader integrates it into his force, either at the beginning of his activation or during his activation.

During an attrition check, a stack can spend (and eliminate) a static or mobile depot and benefit of a die roll bonus. Only one depot can be spent per stack activation.

A static depot in a controlled harbour can be used as a supply source if this harbour is linked to another supply source by sea areas which are not under the exclusive control of enemy fleets.

Straits do not block supply, but the sea area must not be under the exclusive control of enemy fleets and a supply source or link must exist on each side of the strait.

For example, the British cross the Channel and land in Boulogne. If they place a supply unit in Boulogne and convert it to a depot, they are supplied because there is a depot in Dover in England.

7.3 Attrition:

7.3.1 The attrition phase is executed at the end of a leader’s movement phase.

Partisans, engineers, static and mobile depots and permanent fortress points never check supply and are not counted when computing the hex occupation.

The movements for combat avoidance, interception, marching to the sound of the gun and retreat after combat never trigger an attrition check.

7.3.2 An attrition check is required in the following cases:

  • A unit is out of supply when it is activated.

  • A unit is activated for the second time in the current turn. If it is out of supply, a die roll penalty will apply to the attrition check.

  • Use of extended movement: if a leader drops units during his movement, all these units, even if they did not benefit of the movement extension, will check for attrition, with one separate check per hex.

  • For demoralised units and for the out-of-supply units that were not activated during the current turn, attrition is checked after all activations has been resolved.

  • Besieged units check attrition at the end of the activation phase.

7.3.3 Effects Of Attrition:

The attrition check depends on the number of combat points involved and the result is a number of step losses. If, after the column shifts to the left, the result is “Aucun test” (no check), no step losses will occur.

Only the activated leader suffer the effects of attrition, but the number of combat points used for the check includes all units in the hex, even units currently not activated. The units that were dropped behind during movement check attrition separately.

If corps/leaders from a moving army end their movement in different hexes, one attrition check per hex will be executed. The same applies to a combined movement by several armies.

Terrain penalties apply when the unit has entered this terrain type at least once during the movement.

Bonuses due to the presence of some nationalities are available when at least 1/2 of involved steps belong to these nationalities. If some losses occur, every odd-numbered loss will apply to units belonging to these countries.

For example, a Russian army contains 5 Russian steps and 4 Austrian steps. The Russian -1 bonus is available. If the result is the loss of a single step, this loss will apply to a Russian unit. If the result is the loss of two steps, the player can choose between losing two Russian steps or losing one Russian step and one Austrian step.

8.0 THE BATTLE:

A battle takes place in an hex where troops from both sides are present and when the defending player could not avoid combat or did not want to.

The phasing player is the attacker, while his opponent is the defender.

An overrun is not a battle, even if the committed forces match the required criteria for a minor or major battle. If, when the battle is resolved, the players find that the conditions for an overrun apply, the weaker player’s force is considered captured and no combat is resolved. There are three types of battles: skirmishes, minor battles and major battles. They differ by the size of committed forces.

A major battle involves at least 10 corps, with at least 4 corps from the weaker side.

A minor battle occurs when 3 to 9.5 corps are committed. Other cases are skirmishes, when no more than 2.5 corps participate in the combat.

For example, if a side has 3 corps and the other has 4 corps, this is a minor battle, because the total number is 7, in the 3 to

9.5 range.

For this computations, detachments, corps on their reverse sides, cossacks and partisans are worth 1/2 corps.

Army markers, engineers and supply units are not taken into account.

The size of the battle determines which combat result table will be used and how many losses will result.

8.1 Preliminary Phase:

8.1.1 Marching to the Sound of the Gun:

First, the leaders allied to the attacker can attempt to join the battle by “Marching to the Sound of the Gun” if they are adjacent to the battle hex and if they succeed a 2D6 check by rolling 10 or more.

The 2D6 roll is modified as below:

  • Leader combat bonus = + #

  • Army commander combat bonus if an army is present in the battle hex, and provided the commanding capability is not exceeded = + # (if several armies are stacked, use the overall commander’s bonus)

  • Crossing an unbridged river = -4 (only -2 if engineers are present)

  • Demoralisation = -4

  • Out of supply = -4

Then the defender checks his own March to the Sound of the Gun.

These movements do not trigger attrition checks.

8.1.2 Army Morale:

Each side computes the weighted average morale of his force by adding individual morale values times the number of combat points and dividing the result by the number of combat points involved.

The morale is rounded to the nearest integer. 0.5 is rounded up.

For example, an army of 3 units with 3 steps each (morale 3) and a one step unit with 1 morale give an army morale of 3 = (3x9) + (1x1) = 28 /10 = 2.8 rounded to 3.

The army morale influences the effects of the battle.

Remember: if a nation lost its capital city, each unit morale is lowered by 1 point!

For the major powers with two capital cities, the morale loss occurs with the loss of the first one.

8.1.3 Choosing Tactics (Optional):

8.1.3.1 Each player, starting with the attacker, can pick tactical markers from the tactical pool.

The number of drawn markers is:

  • 1 marker no matter the circumstances,

  • plus the overall commander’s combat value,

  • plus 1 if the commander’s nation has accomplished its military reform. In 1800, only France, Great Britain and Russia have accomplished their military reform. The allied minor powers benefit of the military reform of their major allies.

Unless triggered by a prior event, Prussia and Austria reform their armies during the Winter 1813.

  • plus 1 if stated by a played random event.

The markers drawn by the attacker are no longer available to the defender, who draws from the remaining tactical markers.

The markers are secretly chosen by each player. Following that, the attacker and then the defender reveal their markers.

8.1.3.2 Each player can use one marker, except leaders with a combat value 2 or more, who can use an additional marker.

This second marker requires another leader not commanding an army.

This leader will be able to use this marker by rolling 1D6 modified by his combat value and getting a nett result equal to or greater than 5.

If this check is successful, the leader will be allowed to use this tactical marker, which might in turn require another check specific to this tactic.

If the leader has used his tactic, he will submit to a wound check, no matter the result of the battle.

8.1.3.3 Some markers are not automatically successful, but they depend on a die roll check and on the contents of the army. Read the tactical options table for specific details.

Example: in 1805, the Austrian leader Charles has a tactical capability of 2. He picks 3 markers from the pool (basic 1, plus 2 for his combat value).

But he will play only 2, that is the minimal 1, plus another 1 with a subordinate leader, because of his combat value 2.

In 1809, if Austria reforms its army, Charles would have picked 4 markers, but he would still play only 2.

8.1.3.4 Playing tactical options occurs in the phase specified on the play aid. Thus, some tactical markers give a bonus during cavalry charges, others give a bonus for artillery, etc.

8.1.4 Computing the Combat Ratio:

Each side computes its combat value by adding the combat points of all units, possibly modified by terrain effects. Artillery points are added too, but the player can use no more artillery points than combat points.

The combat ratio is rounded toward the nearest entry on the table. For example, 2.25 / 1 gives 5/2 and 2.24 / 1 gives 2/1.

The combat ratio gives a die roll modifier to the attacker.

8.1.5 Artillery Superiority:

The side with the most artillery points receives a +1 combat die roll modifier. The limitation stated above for the combat ratio does not apply to the determination of artillery superiority.

If a side has twice as many artillery points as the opposite side, the bonus is +2.

8.1.6 Cavalry Superiority:

The side with the most cavalry points receives a +1 combat die roll modifier.

If a side has twice as many cavalry points as the opposite side, the bonus is +2.

For this computation, double the Reserve Cavalry points (Cr) and the Guard cavalry points.

Permanent cavalry does not apply to this rule.

8.2 Battle Resolution:

8.2.1 Heavy Cavalry Charges (Optional):

Each side, starting with the attacker, may decide to charge with its heavy cavalry and Guard cavalry. Read the proper table which gives or not a combat die roll modifier, as well as possible cavalry step losses and cavalry leader losses.

8.2.2 Terrain Effects:

Depending on the defender’s terrain, each side is given a bonus or penalty.

8.2.3 Leader Effects:

Each overall commander uses his combat value as a combat die roll bonus.

8.2.4 Troop Quality Modifier:

If the majority of committed combat points (at least 50 %) share a common combat modifier, this modifier must apply to the combat die roll and at least half the combat losses will apply to these troops (round up).

For example, the French player has 2 corps with 2 combat points each. The first one has no modifier, but the second has +2. Since the number of combat points for each modifier is the same, the French player will decide to apply either +2 or +0 to the die roll. If he chooses the +2 modifier, at least half the losses (round up) will apply to the +2 corps.

Alternately, each player with an Army marker can designate a corps as the spearhead so this corps’ modifier will apply to the battle, overriding the rule above.

This corps must be led by a leader or by the overall commander.

The downside is that all losses will apply to this corps first. If the combat results in more losses than the corps size, the remaining losses are shared among the other units.

In addition, the leader will submit to a wound check.

For example, a French army consists of a 2-point corps with no modifier and a 1-point Guard cavalry corps with a +3 modifier. Because of the 2-point majority, the French player has no troop quality modifier but he chooses to spearhead the attack with his cavalry. He is therefore entitled to the +3 modifier. The combat result is a victory with 2 step losses. The first loss applies to the 1-point cavalry and the remaining loss applies to the infantry corps.

If the battle is a siege battle, for the two cases described in this rule, the cavalry modifier does not apply. Treat cavalries as having a 0 modifier for the purposes of this rule.

8.2.5 Battle Resolution:

Once all these modifiers are computed, they are added together to obtain the final die roll modifier. Each side computes its modifier separately.

Each side simultaneously rolls 2D6 on the proper combat table, depending on the size of the battle, to determine how many losses to the enemy will result and to know if leaders will be affected.

The result is the number of enemy combat points eliminated. Which combat points will be eliminated will be chosen by the owning player, provided that:

  • at least half the losses (rounded up) must have the troop quality modifier that was used for this combat,

  • if a “C” is obtained, at least one cavalry step must be lost for the main result if cavalry is present. Cossacks are considered as cavalry.

A side cannot inflict more casualties than its current combat point size.

For example, if the defender, with 2 combat points obtains a result «3», the attacker will lose only 2 steps.

If a unit is destroyed, its leader is placed back into the reserve pool, except if the leader belongs to an army and this army includes a leaderless corps. In this case, the leader takes command of this corps.

8.2.6 Leader Wounds:

The wound table must be consulted in the following cases:

  • Leader commanding the spearhead corps,

  • Leader using a second tactical marker,

  • The result from the combat table includes “L” for a corps leader or “LA” for the overall commander.

If several conditions apply to the same leader, this leader will check for wounds as many times as required.

If a side has a 3/1 or more superiority, no wound checks will be resolved for this side.

If a «L» result is obtained, the leader who will check for wound is chosen randomly among all present leaders, except the overall commander.

If a «LA» result is obtained, the overall commander is the only one concerned. If there is no army, the «LA» result is converted into a standard «L» result. The «wounded» result is converted into «nothing» for «LA».

8.2.6.1 If the leader is wounded, he will be brought back into the reserve pool two game turns later, during the reinforcement phase.

A replacement leader can be picked from the reserve pool if there are any.

8.2.6.2 If the leader is killed, he is removed from the game and a replacement leader can be immediately picked from the reserve pool if there are any.

8.2.6.3 If the army commander is killed or wounded, the player should pick a replacement leader from the pool and designate a new army commander.

8.3 Combat Result:

8.3.1 Victory:

The winning side is the side which inflicts the most step losses to its enemy. Use the result from the table, not the real number of eliminated steps.

If the numbers of steps are equal, a side wins if its result is printed in boldface and its enemy’s result is not.

If still tied, the attacker decides to fight for a second round or to retreat. If he opts to fight, the defender decides to fight or to retreat.

If a second round is resolved, and if, following this round, the defender has not been forced to retreat, the attacker has lost the battle and must retreat.

The retreating side is the loser of the battle.

The second round is resolved exactly as the first, with the same phases, including marching to the sound of the gun, morale, combat ratio, tactics, etc.

8.3.2 Retreat:

The retreating player can choose to retreat one or two hexes.

The retreat cannot occur through the hex from which the opponent arrived.

The phasing player must retreat into the hex from which he entered the battle hex. Same thing for an intercepting force.

The non-phasing player must retreat in hexes with the following priority order:

  • An hex with no enemies and neither in the opponent’s contact area, not in an enemy area of influence.

  • An hex outside the opponent’s contact area and outside an enemy area of influence, yet, occupied by a friendly unit of fortress. In this case, the retreating force loses 1 step in addition to the combat result.

  • An hex outside the opponent’s contact area, yet occupied by the enemy, provided the retreating force can overrun the enemy in the retreat hex. In this case, the retreating force loses 1 combat point for each captured enemy combat point.

  • An empty hex outside the opponent’s contact area, but within an enemy area of influence. In this case, the retreating force loses two additional combat points.

  • An hex outside the opponent’s contact area, but within an enemy area of influence and occupied by an enemy force, provided the retreating force can overrun the enemy in the retreat hex. In this case, the retreating force loses 1 combat point for each captured enemy combat point, plus 2 additional combat points.

  • An hex within the opponent’s contact area, occupied by a friendly unit or an unbesieged friendly fortress. In this case, the retreating force suffers an additional step loss.

  • An empty hex within the opponent’s contact area, with neither friendly nor enemy units. In this case, the retreating force suffers an additional step loss.

  • An hex within the opponent’s contact area, with an enemy unit, but only if the retreating force can overrun this enemy unit. In this case, the retreating force loses one step for each overrun combat point, plus one step.

Important note: if this rule, as in the combat avoidance rule, disregard the influence area of the enemy forces which took part in the combat. Use only the area of influence of nearby armies which did not take part in this fight. On the other hand, the area of contact applied only to the force (or forces) which took part in this combat.

Retreat is not allowed on an unbesieged enemy fortress. If no retreat is possible, the retreating unit is captured by the winner. Use the prisoner rules.

When retreating across an unbridged river, the step losses are doubled except if an engineer unit or an army marker is present. In this case, the retreating unit loses just one step for the river crossing.

If units in a harbour must retreat, and if there is a sufficient number of fleets in the hex to carry these units, the force can redeploy into a friendly harbour bordering the same sea area or an adjacent sea area. This redeployment can be subject to interception and naval combat.

If no such friendly harbour exists, the retreat must be a land retreat using the rules above.

A sea retreat cannot take place if the harbour is blockaded.

8.3.3 Demoralisation Check

8.3.3.1 The losing side executes a demoralisation check by rolling 1D6. The army is demoralised if the modified result is greater than the army morale.

8.3.3.2 The die roll modifiers are:

  • Overall commander’s combat bonus = - #

  • The overall commander is wounded = +1

  • The overall commander is killed = + tactical value

  • Another leader with a combat value 2+ is killed = +1.

  • Difference between the loser’s losses and the winner’s losses = +1 for each combat point. This difference takes into account the losses during the last round only. If the battle has ended after the second round, only the losses from the second round are subtracted, the losses during the first round do not balance or increase the difference. For example, a Prussian army, with a morale 3 and led by Blucher (combat value 1) has sustained 2 more step losses than its enemy. It is demoralised if it rolls a die greater than 3 + 1

  • 2 = 2.

8.3.3.3 Demoralisation Effects:

  • Cavalry pursuit: if the enemy cavalry is not demoralised, it can pursue the vanquished demoralised units.

The demoralised force loses one step or one supply unit for:

  • each pursuing light cavalry step,

  • each pursuing Guard cavalry step,

  • each odd-numbered reserve cavalry combat point.

For example, 3 reserve cavalry points and 1 light cavalry point pursue. The demoralised force loses 3 steps.

The owning player freely dispatches the pursuit loss steps.

The pursuit loss steps are considered as prisoners, with a ratio of 1 prisoner point per loss step. These losses are doubled if the player retreats across an unbridged river with no engineers.

  • The army receives a «démoralisation T+1» marker.

A demoralised army can automatically avoid combat if attacked again.

  • The army morale is lowered by 1 point while demoralised. This penalty applies to subsequent rally checks.

  • The army can no longer intercept enemy forces and loses its influence area.

  • If involved in another combat and demoralised again, the army is destroyed completely. All combat points are considered as prisoners!

  • Demoralisation effects duration:

Demoralisation is in effect until the end of the operation phase of the following turn (unless the overall commander rallies the army during a subsequent rally phase). The unit will therefore suffer from attrition during the final attrition phase of the current and following turns.

When demoralisation occurs, place a «démoralisation T+1» marker on the army. At the end of the turn, if the army is still demoralised, flip this marker to the «T» side and on the next turn, remove the marker.

For example, a unit demoralised during the Summer 1805 turn may stay demoralised until the end of the Autumn 1805 operations phase.

  • If units in good order integrate a demoralised force, these units are demoralised upon the integration.

If a major or minor country surrenders, the vanquished demoralised troops immediately remove their demoralisation markers.

8.4 Prisoners:

When the rules mention that combat points are prisoners, the winner’s play aid must receive a number of prisoner points, without regard to the nature of the troops.

If all combat points from a corps or detachment are prisoners, this corps / detachment counter is removed. The same thing applies to army markers.

For example, a corps loses a battle and is taken prisoner. The corps consists of 2 infantry steps. The corps counter is removed and the winner receives two prisoner points.

9.0 SIEGES:

9.1 Prerequisites for a Siege:

9.1.1 To lay siege to a fortress, the attacking player must have as many corps / detachments as the fortress value, OR an army marker. In addition, in the hex, all the units allied to the fortress must be inside the fortress.

9.1.2 In addition, the leader must spend as many MPs per siege attempt as the fortress value.

Exceptions:

  • If the phasing player has won a battle in the fortress hex, he can immediately lay siege at no MP cost.

  • If, at the end of the besieger’s movement, the siege has been laid without a preliminary battle, a siege attempt can be executed.

For example, a Spanish army spends its 6th movement point to enter a Portuguese fortress hex with 2 fortress points. The army can attempt to besiege the fortress without spending 2 MPs, because the fortress contains only its permanent points.

9.1.3 If a siege is laid during a forced march, the attrition check must occur after the movement, after the siege attempts and remaining moves and before the battle if any.

For example, the Spanish player has laid siege to a Portuguese fortress during his first activation. During his second activation (forced march), he continues the siege and execute 2 attempts which cost him 2x2MPs (this is a level-2 fortress). After the second attempt, the fortress surrenders. The Spanish player decides to move his units with the remaining 2 MPs to attack a Portuguese unit which cannot avoid combat. Before resolving combat, the Spanish player will have to check attrition with the penalty for having spent 5+ MPs.

9.1.4 A siege is not a battle and the phasing player can resume his movement after the siege if there are remaining MPs.

A player can execute several siege attempts during the same activation if he has enough movement points.

9.2 Siege Attempt Resolution:

9.2.1 The besieging phasing player reads the proper table, with the relevant modifiers (notably the engineers, if supplied) to determine the result.

A fortress with no troops has a combat value and artillery value equal to its level and a morale value equal to line infantry. If no line infantry is available, use a morale value of 2.

If troops are within the fortress, the computation must include the permanent value as shown above.

9.2.2 When resolving the combat after a Breach or Assault result, the following special cases apply:

  • Terrain has no effect.

  • No heavy cavalry charge or pursuit are possible. The cavalry modifiers cannot be used.

  • No tactic is available.

  • Only the skirmish column is used.

  • The besieged side cannot cause more casualties than its remaining permanent fortress points plus the combat points of the units within the fortress.

  • The besieged side benefits of a leader’s combat bonus if this leader is within the fortress.

  • Only one combat round is resolved.

  • The losing side does not retreat after combat.

9.2.3 Results:

If the result is tied, the besieging units are repulsed.

For an assault, if at the end of the first round, the besieged units lose the battle and are demoralised, the troops (corps and detachments only) surrender and are put into the prisoners box. Permanent fortress points are never demoralised.

Surrender can also occur if all besieged units, including the permanent fortress points, are eliminated. The players should keep track of the number of eliminated permanent points, while keeping in mind that this does not reduce the fortress level (siege table).

For a breach combat, the besieged units are automatically put into the prisoners box at the end of the round.

If the fortress is captured, it immediately becomes the property of the besieger with the printed value, provided the winner assigns a combat point from a unit in the hex, or from another unit later during the reinforcement phase. In this case, put a «Forteresse vide» (empty fortress) marker on the fortress until a combat point is assigned to the fortress. As long as this reinforcement is not achieved, the fortress is considered as a simple city.

The permanent fortress points are never subject to attrition and they never demoralise.

The besieging units never check morale during siege attacks.

9.3 Raising the Siege:

If the number of units necessary to maintain the siege is not met, the siege is raised and the besieging units must redeploy into adjacent hexes, using retreat rules and, whenever possible, as close as possible to their supply sources.

If a force friendly to the besieged fortress enters the hex, the besieged units do not take part in the battle.

10.0 NAVAL WARFARE

10.1 General Rule:

When enemy fleets has detected each other and either have failed to avoid combat or have opted not to avoid combat, a naval battle occurs.

This naval battle is resolved as simultaneous fire volleys between the fleet points.

Roll 1D6 for each fleet point, and modify the result with the admiral’s tactical bonus. If several allied fleets take part in the battle, each admiral applies his bonus to the fleet points he commands.

If the modifier die result is 6 or more, an enemy fleet point is destroyed.

The losses are applied in the following way: each oddnumbered loss is applied by the owning side, each evennumbered loss is applied by the firing side. Yet, the rule

5.3.2.5 about naval transport has precedence over the present rule.

For example, a group consists of two British fleets, the first one with 2 points and a +0 admiral, the second one with 2 points and a +1 admiral. This group attacks a 3-point French fleet with a +0 admiral.

The British player rolls twice 1D6 with no modifiers and twice 1D6 each with a +1 modifier. The modified results are 2, 6 and 4, 5, which yield 2 step losses. The first loss will be chosen by the French player and the second one by the British player. The French player rolls 3D6 with no modifier, which gives 2, 3 and 6. One British fleet, chosen by the English player, suffers a step loss.

10.2 Victory:

The winner is the side which inflicts more losses than its enemy. If tied, the defender decides to retreat or to stay. If the defender retreats, he is considered the loser.

If the defender stays, the attacker decides to retreat or to stay.

If the attacker decides to retreat, he is considered the loser. If both stay, a second round is fought.

Enemy ship capture:

If, at the conclusion of a naval battle, the losing side has lost 4 or more steps, the winner captures a fleet step, which he can immediately assign to a fleet that took part in the battle.

10.3 Retreat:

The destination of the retreat can be:

  • A harbour in the same sea are (both sides), which ends the phasing fleet’s activation.

  • An adjacent sea area (non-phasing player).

  • The sea area from which the fleet entered the battle area (phasing player).

If the losing side retreats into a harbour, the winner can pursue the loser and blockade this harbour. This pursuit spends no MP if the winner is the defender, or 1 MP is the winner is the attacker.

Retreating into a harbour or establishing a blockade ends the movement of the activated fleet.

If the activated fleet loses the combat, but does not retreat into a harbour, if can resume its movement and spend MPs, after having spent 1 MP for the lost naval battle. If the fleet has no remaining MPs, its movement ends.

10.4 Naval Combat in a Harbour:

A naval combat can take place in a harbour if the phasing player decides to attack the enemy fleets sheltered in this harbour; you don’t need to spend MP’s to detect these enemy fleets.

In this case, the fleets at port cannot avoid combat. On the other side, they benefit of the protection by coastal batteries:

  • A harbour with no fortress has no coastal batteries.

  • Each permanent fortress point equates two naval combat points.

Coastal batteries strike the enemy fleet before the volley exchange. If there are several enemy fleets, the coastal battery player decides which fleet is shot at. Ships are sunk on a 1D6 result of 5 or 6.

If the attacker loses the battle, he retreats as explained above, except if he has attacked from the blockade box. In this case, he can retreat into the blockade box and resume the blockade.

If the attacker wins the battle and the fleets from the harbour have retreated, the attacker can pursue them by spending MPs.

If the defender loses the battle, he can retreat out of the harbour and into the adjacent sea area, where he may be subject to interceptions by enemy fleets others than the fleets which has just attacked.

The defender can choose to remain in the harbour; a second round of combat starts immediately up to the phasing player’s choice.

10.5 Losing Naval Leaders:

Only named admirals can be killed. During each battle, roll 2D6 for each named leader. On a 12, the admiral is killed. In this case, pick an available admiral. If no admiral is available, pick at random an admiral scheduled for a later entry and failing that, an admiral killed in a previous battle. The naval points from the fleet are assigned to the fleet of the picked admiral.

10.6 Dummy Fleets:

Some fleets are nothing more than dummies. They move like other fleets but they have no maneuver modifiers. If a dummy fleet suffers a loss, it is immediately destroyed.

10.7 Corsairs:

Corsairs move individually when they want, when a naval marker of their side is drawn. They can attack or be attacked only during the budget phase of a winter turn. They cannot be intercepted during their movement.

11.0 DIPLOMACY PHASE

The diplomacy phase occurs at the beginning of each turn.

When some action requires the players to play in a specific order, use the following sequence: Spain, Turkey, Prussia, Austria, Russia, France and Great Britain.

Unless specified otherwise, a «block» means the Empire or the Coalition, plus the major allies that are not played by a physical player.

11.1 Events

This phase occurs each turn in the following order:

11.1.1 New events are drawn: one for Great Britain and France, +1 per allied major power at war, except Spain and Turkey.

Note: in a multi-player game, Spain and Turkey can draw an event only during the budget phase of a spring turn. Drawing an event consists of rolling 2D6 on the event table, and then randomly picking an event counter from the indicated category.

For example, France rolls 2D6 and gets a 5, that is, «Diplomacy». The French player draws a random diplomatic marker and obtains the «Talleyrand» event.

11.1.2 There are two types of events: public events which must be played immediately and openly and secret events which can be secretly kept by the player, and played at the moment he sees the most relevant.

The event table applies to all countries. If a player draws an event specific to a major power, he must play it if it is a public event. If it is a secret event, he may withhold this event, to prevent the major power from benefiting from it.

Allied major powers can combine their events by playing them together if they opt to do so.

The nature of the events differs. Some events have a military nature and can be played during the action phase (strategical movement, automatic success for a tactical check, etc), others allow the entry of new units or the declaration of a war by some countries (Tyrol rebellion, war between USA and Great Britain, etc).

The event glossary in the events booklet explains during which phase each event can be played.

Some events require a die roll check to be in effect. The precise procedure is also explained in the events booklet. Some events have a unique occurrence. If they are drawn a second time, they must be treated as «no event» but the drawn procedure is done for this turn.

11.1.3 Playing Public Events (P):

These events are played by the French block first and by the Coalition block second.

In multi-player scenarios, the order of play is the diplomacy order shown above.

There is also a public event marker “Remise” (remix) which requires that both sides put back all their event markers into the event pool.

In addition, at the beginning of the diplomacy phase of each spring turn, all secret events not played by the players are forfeit.

11.1.4 Playing Other Events:

The player who has drawn the event plays it at the moment he thinks most convenient.

Secret events are represented by specific markers to prevent cheating.

11.2 Diplomatic Actions and Minor Countries

11.2.1 Mechanism:

During each turn, each block (or each power played by a player) can attempt to influence ONE minor country not allied with another power, by spending 2 £.

In a 2-player game, it is possible to execute an attempt by each major power allied to a block that is, Prussia, Austria, Russia, Spain and Turkey. These attempts must be made on this power’s behalf and the cost must be payed from their budget, if possible.

In addition, each side may pay for an embassy which will perform an additional attempt. This embassy costs 10 £. For example, an embassy on a minor will cost 12 £.

This second attempt is performed after the first diplomacy round and in the same order as above. Each player will state only at this moment whether he wants to declare an embassy and pay the cost.

Attempts on minors are performed before attempts on major powers.

11.2.2 Diplomatic Track:

The play aid includes a track with the name of each major power and an “alliée» (allied) box, an «influencée» (influenced) box and a «neutre» (neutral) box.

In 2-player games, the diplomatic markers for the major powers, except France and Great Britain are placed in the allied box of either France or Great Britain, but the markers of countries influenced by these powers or allied to them are still placed in the major power’s track.

11.2.2.1 A minor country can have 3 different statuses:

Neutral: no effect. If attacked by another power, the country immediately enters war allied to the other block and its marker is placed in France’s or Great Britain’s allied box. Its units are controlled by France or Great Britain.

Influenced: same as neutral, but with a -1 penalty when any power except the influencing one performs an attempt on the diplomacy track.

Allied: the minor country immediately enters war allied to the controlling power and its troops set up on the map. Only this status allows the minor country to produce its own troops during a peace or war period and it allows allied troops to halt within its territory, during peace as well as during war against another minor or major power.

The minor country may also receives subsidies to build units during the winter budget phase.

Last, a minor ally can only leave this allied status if conquered by another power or through a random event. A -1 penalty applies to diplomatic attempts by other powers during the current diplomacy phase.

11.2.2.2 Diplomatic Check Resolution The player rolls 2D6, modified by his political bonus. If the modified result is 10 or more, the check succeeds and the minor country moves one box on the diplomatic track toward the checking major power.

The players must wait until the last dice roll to know the final statuses of the minor countries.

A power can influence the dice roll by spending 5 £ per +1 modifier, for a maximum of +2. The money is spent as bribes to various people not represented in the game. Therefore, the target country does not receive any £.

Example: Sweden is in France’s influenced box and France performs an attempt on Sweden. This attempt succeeds. The Swedish marker is moved to the «French Temporary Ally». The diplomatic turn goes on and the British player performs his attempts. He targets Sweden and succeeds, despite the -1 dice roll penalty. The Swedish marker goes back to the «Influenced» box. Had Great Britain failed the check, Sweden would have become a permanent French ally and no further attempts would have been allowed.

11.3 Two-Player Games And Unplayed Major Powers:

In a two-player game, each block can attempt to influence still neutral major powers (Spain, Turkey, Russia, Prussia and Austria), with one attempt per turn and per major power. Each attempt costs 10 £. Embassies are allowed with the same 10 £ cost.

As long as they are neutral, the units of these countries are played by one block in the following way:

  • France: Spain and Turkey.

  • Great Britain: Prussia, Austria and Russia.

Same thing for budget and production.

During the Minor Influence Phase, the block playing the neutral power must always defend the influenced minors against the opponent’s attempts. More precisely, if the marker leaves the Influenced box, the block must attempt to bring back the marker into this box, using the neutral’s budget. If this counter-attempt fails, or if the price cannot be paid, this defence requirement is cancelled.

11.3.1 General Rule:

Each side can seek the alliance of other powers from the continent : Austria, Russia, Prussia, Spain and Turkey. These attempts occur after the diplomatic round for minor powers, starting with France and then Great Britain, for a cost of 10 £ per attempt, spent from Great Britain’s or France’s budget.

The mechanism for these attempts is similar to the mechanism for minor powers.

11.3.2 Modifiers:

  • Russia: +2 Great Britain / -1 France

  • Austria: -1 France

  • Prussia: nothing

  • Turkey: +1 France

  • Spain: +1 France

  • Major power vanquished by the block during a prior war: -1

  • Financial support: +1/10 £ spent each turn (maximum +2). These amounts are not added to the target power’s budget. They find their way into the chests of various personalities involved in the negotiations.

  • The power is influenced: -1 against the other block.

  • Diplomatic aggression by a block against a minor power influenced by the target major power: +1 for the opposite block, no matter how many aggressions occurred.

11.3.3 Possible Statuses:

11.3.3.1 Neutral Status The power can produce units as described in the production rules while obeying to possible peace clauses that could have been dictated to this power previously.

During the diplomacy phase, the neutral major power can only defend the minor power it influences.

Land units can move within the borders of the national territory. Fleets can move anywhere on the map, but they must end their movement in a harbour from their country or from an allied minor.

11.3.3.2 Influenced Status The effects are the same as for the neutral status.

In addition, each diplomatic attempt on the influenced major power by the other side is penalised by -1.

11.3.3.3 Allied Status The diplomatic marker can no longer be moved, except if a random event mandates it or if the marker was moved into the «Allied» box because of the «Mandatory Alliance» peace clause.

The major power immediately declares war on the opposite block.

11.3.3.4 Optional Rule for Two-Player Games:

On the instant when a major power joins a block , the player should compute the “Alliance Credit” for this power, which measures how much the power is committed to this alliance.

As soon as this credit is spent (0 box), the power leaves the alliance and becomes neutral again. Yet, the power is still subject to the peace clauses imposed by the other side. Alliance Credit

  • Basic value: 7 points, plus 1 point per minor country allied to this power.

  • For each 20 £ paid, add 1 point to the alliance credit, for a maximum of 3. This can happen only when the power joins the alliance. The power does not receive the money, which is picked by political personalities.

  • The capital city of a allied minor is lost: -1

  • Major defeat (see the conditions to classify a battle as major) with a demoralised army: -2

  • Loss of the capital city: -3

  • The capital city of an allied major country is lost: -1

  • The capital city of an enemy major power is captured: +3

  • The capital city of an enemy minor country is captured: +1

  • Major victory (see the conditions to classify a battle as major) which demoralise the enemy army: +2

  • Major victory/defeat in which the power did not actually take part: +1 / -1

  • Destruction / loss of army marker: +1 / -1

  • 20 £ given to various officials (i.e. not the major power): +1. This can happen only once per subsequent winter turn diplomacy phase.

As soon as the alliance credit falls to 0, the power must sign the peace with its enemies at the end of the turn.

11.4 Declaration of War Phase

Each power, following the diplomacy order printed above, can declare war to some powers and ally with other powers.

A power cannot invade a neutral country before declaring war to it.

12.0 ECONOMICAL PHASE

All the budget sub-phases are simultaneous, except the reinforcement sub-phase which is performed sequentially according to the diplomacy phase order.

12.1 General Rule

12.1.1 Each power can use a budget fuelled by resources from the controlled provinces, trade, subsidies from allies and war indemnities.

During the winter turn, the major and minor powers compute their resources as pounds (£) and recruit points (Pr). They can build units, support them, pay back their debts or spare some cash to allow diplomatic actions during the following turns.

The recruit points which are not used before the next winter budget phase are lost.

Exception: recruit points obtained when prisoners are released can be added immediately to recruit points and used anytime up to and including the next winter budget phase.

12.1.2 Minor countries, Spain and Turkey cannot spare £ beyond the next autumn turn.

Great Britain can spare any amount from one year to the next.

The other major powers, France, Russia, Prussia and Austria can spare no more than 25 £ from one year to the other. The excess is lost at the beginning of the winter turn production phase.

12.2 Special Rule: French Conscripts

France can raise conscripts by anticipation. Conscripts from a future year (or class) can be called to arms as long as the total number of classes called by anticipation is lower than or equal to 3.

During a given winter turn, no more than one class can be called by anticipation. This process cannot be used before winter 1808.

The second time France calls a class by anticipation, use the following penalties:

  • Infantry corps I to VI lower their combat modifiers to +1 instead of the printed +2.

  • France loses her attrition bonus (the one shared with Russia).

  • France loses all diplomatic bonuses towards minor countries.

For example, in 1809, Napoleon calls one class by anticipation. In 1812, he calls again a class by anticipation; from this time on, France suffers the penalties printed above. Napoleon still has the possibility to call one class by anticipation once, for example in winter 1814.

12.3 Collecting Resources:

12.3.1 Provinces:

During the winter budget phase only, each province gives £ and recruit points (Pr) to its owner. The amounts are printed on the resource play aid.

To collect the resources, the player must control the capital city of the province.

12.3.2 Allied and Conquered Minor Countries:

12.3.2.1 Each conquered minor country gives its £ and Pr to the conquering major power similarly as a province. The Pr will be used to produce troops from the major power, not the minor country.

If the minor country is not adjacent to the major power territory, or to another conquered or allied minor adjacent to the major power, the minor country gives only its £ to the major power, not the Pr.

If, at the beginning of the conflict, a minor country or a power was allied to or belonging to the enemy, the country or province gives only £ to the conquering major power until the peace is signed with the enemy power.

Example: France and Austria are at war with each other. France conquers Innsbruck, the capital of Austrian Tyrol. During the following winter turn, France receives only £ from Tyrol, because at the beginning of the war this province was Austrian. On the other side, Austria receives neither £ nor Pr because Innsbruck is no longer in Austrian control.

If at least one partisan unit is present in the province (in Spain or in Portugal), the province gives neither £ nor Pr to the invader.

12.3.2.2 Each minor country allied to a major power can produce its own troops using its own resources. The allied major power can give £ to the minor country but not Pr. The minors cannot spare Pr or £ beyond the next autumn turn. During the next winter budget phase, any remaining Pr or £ are lost.

A minor country allied to no major power does not produce anything.

If the capital city of a minor is occupied by the enemy, the minor produces nothing, even if it does not surrender yet. This is the case when, for example, the minor still controls its fortresses.

The occupier of the capital city receives only the £ resources.

12.3.3 Trade Each harbour has a trade value printed in the corresponding blockade box. This value is the number of £ the harbour gives to both the harbour owner and Great Britain.

An enemy-controlled harbour provides nothing to Great Britain and to its owner if they are at war.

All the harbours bordering the same sea area constitute a trade area. This area can be subject to attacks by the French corsairs.

12.3.3.1 The number of trade points collected during the winter budget phase depends on the political situation between Great Britain and the countries that control the harbours in the area:

→ Alliance between the country and Great Britain Great Britain and the country receive the printed amount. Exceptions:

  • The harbour is enemy-controlled or blockaded.

  • The area is attacked by the corsairs.

Limit: if there is a general peace in the area, the £ amount Great Britain receives is lowered by 50%, rounded down, for this trade area.

→ War between the country and Great Britain No trade points are received by either side. But if Great Britain occupies the harbour, she will receive the trade points unless the area is attacked by corsairs.

→ The country takes part in the Continental Blockade This can be the result of a peace treaty.

Example: France crushes Prussia and compels her to establish the blockade of trade with Great Britain, even if Prussia neither declares war to Great Britain nor signs an alliance with France.

The continental blockade can also be decided by France or her allies and dictated upon allied minor countries during the diplomacy phase. In this case, the diplomatic attempts by enemy powers (through a random event) receive a +2 die roll bonus.

Effect of the blockade: no country receives any points, except France which receives 1 £ per harbour which has a basic value of 4 or more.

12.3.2.2 Corsairs Once the various countries have computed how many trade points they receive, Great Britain computes how many trade points each sea area will give her, by adding the trade points provided by the harbours bordering the sea area. Then, for each area in which corsairs are present, the player determines their influence on trade with the following procedure:

  • Attack of the corsairs by British and allied ships-of-theline.

To attack corsairs, the British and allied fleets must first detect them. Each fleet can attempt to detect each corsair in the sea are by rolling 1D6 and obtaining 5 or more. The die roll is modified by the admiral’s maneuver value (bonus) and the corsair value (penalty).

Detected corsairs can be attacked by the fleets. Each fleet (each counter, not each step) fires once at the corsair, by rolling 1D6 and modifying the result with the admiral’s maneuver value. The corsair is sunk on a result of 5 or more.

  • The surviving corsairs roll dice to determine how much £ they rob from Great Britain, as shown on the corsairs table.

Example: the Baltic area contains a British fleet with a 2-1 admiral and 2 French corsairs, with the values 0 and -1 respectively. Only the first corsair is detected. The die roll is 4 modified to 5 by the admiral, so the corsair is sunk. But the second corsair can use the table to hinder Great Britain’s trade.

12.3.3 Spanish Gold Each winter, Spain can receive gold from the New World, for a total of 15 £, provided she has a unblockaded fleet and a free harbour west of Gibraltar (included).

A random event can cancel this resource.

12.3.4 Gifts and Loans No matter their respective statuses, the major powers can give £ to each other.

The decision and the amount are chosen during the winter budget phase and they are declared and paid at this instant.

Such a decision must always be applied, but the total sum of all gifts for a budget phase and for a power cannot be greater than 25% of the power’s resources, rounded up. Great Britain has no such limit.

Each major or minor country cannot receive a total gifts amount greater than its self-produced budget. In other words, the budget can at most be doubled by gifts.

12.3.5 War Indemnities War indemnities can be imposed on a power as a peace clause by the winner and they are paid during the next winter budget phase.

12.4 Expenses:

12.4.1 Support Phase Before producing new units, each power must allocate resources to the various items printed in their budget sheet and the item order must be strictly followed.

Some units need maintenance to stay on the map. If the proper amount to maintain a unit is not spent, the unit is removed immediately.

If the maintenance amount for a supplied army is not spent, the army marker is removed. The combat points must be dispatched in the other units in the same hex. Failing that, the combat points are eliminated.

12.4.2 Production To create new units, the power must have both Pr and £ available, according to the schedule printed on the production play aid.

The new units are available as soon as the reinforcement phase of the turn during which they were created, except for fleet steps which are available with a 4-turn delay.

Each major and minor power has a maximum number of units that can be produced. This limit is simply the number of counters provided in the game.

The production of new units mostly takes place during the winter budget phase.

As an exception, a power can produce land units during the exceptional budget phase of each turn, but in this case the £ cost is doubled. Another exception is Great Britain (and only Great Britain) which can produce fleets during this exceptional budget phase.

Unspent Pr remaining after the Autumn budget phase are lost, except Pr received when prisoners were released. No more than ONE QUARTER of the Pr, rounded down, can be used during a single year to produce cavalry units.

Corps can be produced with 1 or 2 step losses. They set up flipped or with a loss marker.

Fleets can receive new naval units during the winter turn, provided they are in a harbour with dockyards.

Each dockyard can produce only one fleet point per budget turn.

During each budget phase, combat points can be added to units within each supplied army. The limit is 2 combat points per army marker and the Guard units can receive no combat points in this fashion.

The Guard corps can receive combat points when they are stationed in the capital city of their country.

All other units cannot receive replacements, except during the reinforcement phase if they are located in a reinforcement site. In this case, if the player wants to reinforce corps, he must disband some units for the benefit of other units (detachments are very useful for this purpose).

12.5 Reinforcement Phase

12.5.1 New Units Deployment:

The new units are the loss steps produced as explained above and which become available.

They set up in the capital of the country, in the capital of provinces or in the unbesieged fortresses of provinces or conquered minor controlled by the power. Stacking rules are in effect.

At this moment, corps and detachments are created to include these new units. If units already exist in the reinforcement places, they can use reinforcements to recover lost steps.

Fleet or ship reinforcements can be assigned to existing fleets if, during the reinforcement phase, these fleets are stationed in a harbour with dockyards in the national territory.

To create an army, a player must have at least two corps in the same supplied hex, anywhere on the map, and randomly draw an additional leader. The ranking leader in the hex assumes command of the army.

If the leaders currently stacked with the corps have no reverse side, randomly draw a leader from the pool until the drawn leader has a printed reverse side. If the pool contains no leader with army-commanding capability, the army cannot be created.

An army can be created during any activation, without spending any MP.

12.5.2 New Leaders Deployment:

When a new leader is scheduled as a reinforcement, his counter is put in the leader pool during the winter turn of the year printed on the counter.

The player can set up new leaders on the map. The leaders are randomly picked and set up on the reinforcement locations, but the player chooses how these leaders will be dispatched in the combat units.

The leaders that arrive as reinforcements set up in any national fortress or any provincial capital with no stacking limits, or stacked with units in the reinforcement locations.

The leaders that replace other leaders appear in the hex where the replaced leader was.

13.0 CONQUESTS AND PEACE

The peace clauses and effects of a conquest differ when they apply to a minor country or a major power.

The conquests and peace phase is performed at the end of each turn.

13.1 Minor Countries:

13.1.1 General Rule:

A minor country is conquered if, during the conquest phase:

  • its capital city is occupied by a supplied enemy combat unit,

  • all its fortresses have been captured by the enemy (they can be reactivated or still inactive).

Some minors span several provinces. In this case, consider that the capital city of the country is the capital city of the province that provides the most recruit points.

13.1.2 Effects of the Conquest:

The country is conquered by the major power and becomes part of its empire. The troops from this country that are stacked with units from the former alliance are considered prisoners by the formerly allied block.

The land units that are not stacked with units from a different nation perform a 1D6 check per corps / detachment. On a 5 or 6, they are controlled by the conquering power. On a 1 to 4, they are eliminated.

Exception: Polish units stay under France’s control but they cannot be rebuilt.

As for fleets, the player rolls 1D6 for each fleet point. On a 1 to 3, the fleet point scuttles itself and is destroyed. On a 4 to 6, the fleet point is assigned to the nearest unblockaded fleet belonging to the conquering power. If no fleet is available, the fleet points are lost.

The units still in play cannot be rebuilt until the time when the minor country is reinstated by the conquering power. If units from different allied powers simultaneously occupy the capital city, the power with the most combat points assumes control of the conquered country.

If tied, control is given to the power with the best diplomatic bonus towards the minor country. If still tied, each tied power rolls 1D6 and the highest roller prevails.

13.1.3 Reinstating a Minor Country:

Starting with the conquest and peace phase of the following turn and under condition no enemy forces are present inside the minor state, the major power can “reinstate” the minor, which becomes an ally of this power. The diplomatic marker of the minor country is placed in the major power’s allied box and the minor can produce troops again.

The power can also reinstate the minor and immediately integrate it into a new state, like the Rhine Confederation or the Kingdom of Italy.

In addition, when a major power reinstates a minor country with several provinces, it can take apart some provinces except the province with the nation’s capital to build a new state.

The fortresses of a reinstated minor are immediately reactivated free.

13.2 Special Case, Minor Country with Several Provinces:

When their capital city is taken as explained above, these minors are not conquered, but they surrender.

A minor loses one province, chosen by the conquering power, except the province with the capital city (if this is the last province available, this is a minor with only one province, so it should use the rules in 13.1). The diplomatic marker is placed in the neutral box. The minor country and the major power cannot declare war to each other for the next four game turns.

In addition, the major power that controls the minor country can propose peace to the invading major power as soon as the invader controls a province. The invading major power must accept and this ends the conflict. The province becomes part of the invading major power and the vanquished power’s diplomatic marker moves to the neutral box. The minor country and the victorious major power cannot declare war to each other for the next four game turns.

Diplomatic actions are allowed as soon as the turn following the signing of peace, with no restrictions. They can occur during the 4 turns of mandatory peace.

For example, Russia declares war to Sweden. The Russian forces take Finland but not Stockholm. Sweden decides to sue for peace and gives Finland to Russia. It may happen that, in the following turns, Russia will bring Sweden among her allies through diplomatic actions.

13.3 Major Powers:

Conquering a major power does not aim at annexing it, but at dictating peace clauses which benefit at most as possible the victorious block.

13.3.1 Conditions for Peace:

13.3.1.1 General Rule:

If all the “criteria cities” of a major power are occupied by supplied enemy units, or if the corresponding fortress has been reactivated by the enemy, the power must sue for peace.

For each power, the criteria cities are:

  • Austria (2): loss of VIENNE and BUDAPEST or PRAGUE.
  • France (2): loss of PARIS and BORDEAUX or LYON.
  • Great Britain (2): loss of LONDRES and EDIMBOURGH or LIVERPOOL or DUBLIN.
  • Prussia (2): loss of BERLIN and KOENIGSBERG.
  • Russia (2): loss of MOSCOU and SAINT-PETERSBOURG.
  • Spain (1): loss of MADRID.
  • Turkey (1): loss of CONSTANTINOPLE.

13.3.1.2 Alternative:

If the capital city of a major power is enemy-controlled and if all armies are demoralised or destroyed at the end of a turn, the power must also sue for peace.

Beware, for the purpose of this rule, Russia has two capital cities and both must be enemy-controlled to apply the present rule.

13.3.1.3 Voluntary Peace Proposal:

A major power can always propose peace at the end of a turn, even if the conditions above are not met.

The opposing major power or block can freely accept or refuse and the clauses are negotiated as the players sees fit.

If the opposing block refuses the peace proposal, the alliance credit is raised by 1 point (optional rule) with a maximum of +2 per war.

13.3.1.4 Continuation of War:

Theoretically, a major power fulfilling the conditions above must sue for peace.

Yet, the major power can opt to refuse to sue for peace and continue the fight one more turn. If, at the end of this additional turn, the surrender conditions are still fulfilled, the major power will have to sue for peace and will be subject to 8 peace clauses instead of just 4.

13.3.2 Effects of Peace:

13.3.2.1 Exchange of Prisoners:

The involved nations exchange their prisoners. The prisoner points are converted into recruit points from their original nation. These are the only recruit points that can be spared until the next winter budget phase.

13.3.2.2 Control of Minor Countries during the Conflict: All the minor countries conquered from the opponent and not reinstated switch to the permanent control of the major power that has conquered them.

Beware, a former minor conquered by a major power is a province from this major power, not an allied minor.

Example: Venetia for Austria in 1805.

13.3.2.3 Diplomatic Status of Vanquished Major Powers: The diplomatic marker of the vanquished power is placed in the neutral box in two-player games.

In multi-player games, the major power becomes a neutral power.

13.3.2.4 Mandatory Peace:

The vanquished major power and the victorious major power cannot declare war to each other during a number of turns equal to the result of a 3D6 dice roll, with a minimum of 6 turns.

For example, France has won against Austria in winter 1809. They roll 3D6 and obtain a 9. There will be a mandatory peace between these two powers which will last for nine turns, until the end of spring 1812. If the dice roll result had been a 4, the mandatory peace would still have lasted 6 turns.

If the vanquished power’s territory contains units from its former allies, these units must immediately leave the territory. Just move these units to the nearest province controlled by the owning block. If several provinces are eligible, the owning player dispatches the units between the provinces as he sees fit. A demoralised unit stays demoralised.

The vanquished power’s former allies can no longer enter the vanquished power’s territory, except by declaring war to it or concluding a new alliance at the end of the mandatory peace period.

The vanquished power’s fortresses are reactivated.

During the mandatory peace, the victor’s units can cross the vanquished power’s and its minor allies’ territories and even stop within. Stacking of units belonging to the two nations is possible, each country must separately obey the stacking rules.

For example, two Austrian corps and two French corps can be stacked in the same hex.

At the end of the mandatory peace period, in a two-player game, the diplomatic marker of the vanquished power is placed in the neutral box. The units of the victorious major power must leave the vanquished’s territory before the end of the mandatory peace. Failing that, they are immediately destroyed.

In a multi-player game, the vanquished recovers his whole freedom of action.

In some cases, a mandatory alliance may be proposed to the vanquished power. In a two-player game, the diplomatic marker is placed in the allied box.

13.3.2.5 Choosing the Peace Clauses:

The victorious block or major power can choose 4 peace clauses. It can choose 8 clauses if the vanquished major power has opted to continue the war while the conditions were met to sue for peace.

The victor chooses two clauses, then the vanquished chooses two clauses and so on.

If several major powers have vanquished the same enemy, the choice of clauses is performed using the reverse diplomacy order.

For example, Russia and Austria have conquered Turkey. Russia will choose the first peace clause, Austria will choose the second one, and Turkey will choose the last two clauses.

The possible clauses are:

  • One province or one minor country allied to the vanquished (or just one province from an allied minor if the minor country has several provinces), with the following criteria:
  • adjacent to the victor’s territory. If this clause is selected several times, it is not possible to choose a second province adjacent to only the first selected province. All provinces must be adjacent to the victor’s territory at the time when the conflict began.

  • or adjacent to a minor allied to the victor, * or a province that can be reached by naval movement. If an allied minor country is chosen, this country simply becomes a minor country allied to the victorious power. The chosen province must not contain the capital city or a criterion city of the major power, unless there is no other possible choice.

This clause can be chosen at most 3 times, even if the total number is 8.

Each province can be replaced by a province from a minor still allied to the vanquished major power if this minor country has several provinces (for example, Bavaria, Sweden, Denmark) even if not adjacent, at the rate of one province per clause.

  • The victor may opt to receive war indemnities, which count as 2 peace clauses. The amount of the war indemnities is equal to half the power’s budget, after the maintenance cost has been paid for all units present on the map. This amount will be paid during the next winter budget phase.

  • The victor can choose a military aid from the vanquished power, which counts as 1 peace clause. This military aid will last for the duration of the mandatory peace and the vanquished power will provide one infantry corps plus one cavalry corps, neither of which can be Guards. These units will use the allied minor rules and their maintenance cost will be paid from the victor’s own resources, not the vanquished’s resources.

At the end of the mandatory peace, the vanquished’s troops are automatically moved to their own country through the shortest path, unless the owner concedes the control of the units as a token of goodwill to its former conqueror. Anyhow, these units are moved by the power that controls them.

  • Establishment of the Continental Blockade by the vanquished major power and its minor allies. This counts as 1 peace clause.

  • In multi-player games, for 1 peace clause, the vanquished power can choose or offer an imperial wedding which will give the victor one victory point (see the scenario booklet) that cannot be given back.

  • The victor can also propose a mandatory alliance which will take effect at the end of the mandatory peace explained above. This counts as 2 peace clauses. This choice is available only if the vanquished power has opted to continue fighting.

For example: France wins over Prussia which had decided to go on fighting. Prussia is allied to Sweden and Saxony. France occupies Anspach, one of Prussia’s two Polish provinces, Saxony and the swedish Pomerania. Saxony has been reinstated by France. Peace is concluded by choosing 8 peace clauses and France chooses the first two clauses.

Napoleon chooses to annex the Magdebourg province, which is adjacent to French Hanover. He chooses also to establish the Continental Blockade. Prussia offers war indemnities to France. Then, France dictates an alliance which will take effect at the end of the mandatory peace. Lastly, Prussia offers the Swedish Pomerania and the Polish province still under her control.

France creates the Grand Duchy of Warsaw and confirms the annexation of Anspach.

14.0 SPECIAL RULES

14.1 External Wars

Some events are wars occurring outside the game map (USA, Persia, India, etc).

Only one external war can start during a calendar year. The minimum duration of an external war is printed in the play aid and a turn counting track is printed on the map. The events can require that an expeditionary corps must be dispatched to this war and placed in the «guerres extérieures» (external wars) box.

If a player fails to sustain the proper expeditionary corps, the player loses 1 victory point per turn during which the condition is not fulfilled. As an exception, the player can build the missing units, including ships, during the budget phase.

The troops are placed directly into the external wars box. They need no maintenance.

Starting with the economical phase of each turn following the minimal duration of the war, the player can attempt to end the war by rolling 2D6. The war ends on a result of 10 or more.

Each turn provides a +1 die roll bonus.

When the war ends, the player rolls 1D6 to check how many losses were suffered during the war. This check takes place during the reinforcement phase.

The die roll is modified by +1 for each complete war year and the result is the number of combat points the expeditionary corps lost. The cavalry troops are the first eliminated. If the corps contains no longer any combat points, it is destroyed.

In addition, each leader performs a wound check.

The surviving units can be repatriated to the game map by paying 10 £ per external war. They are deployed in the power’s capital city or in one of its harbours.

During the winter budget phase, each external war costs 20 £ to the involved power.

14.2 Turkish Instability:

In 1800, Selim III reigns over Turkey. In spring 1807, Mustapha IV succeeds him to the throne and in summer 1808 Mahmud II succeeds him until the end of 1815.

Each time a succession occurs, during the diplomacy phase of the next turn, the Turkish sovereign is removed from the map or from the leader pool and replaced by his successor.

When this occurs, the Turkish player rolls 1D6. If the result is 4 to 6, Turkey immediately reverts to neutrality if at war with another major power. Her units are immediately moved to the Turkish territory and the Feudal units are disbanded. Prisoners are exchanged at this moment too. In games in which Turkey is played by a physical player, alliances are immediately broken at no victory point cost and Turkey is neutral again.

14.3 Spanish Instability

14.3.1 Spain is an ally proud of her glorious past and quick to take offense.

During each diplomacy phase, Spain’s commitment to her alliance must be checked if units from an allied major power are present in Spain’s original territory.

Exception: if a liberation war is in effect, no check occurs. To check Spain’s commitment, roll 2D6. If the result is 12, Spain breaks at once her alliance with the allied major power at no victory point cost and immediately joins the opposite block. In multi-player games, Spain just reverts to neutral.

The dice roll is modified by +1 for each foreign corps or for every three detachments beyond the first, currently deployed in the Spanish territory.

For example, in summer 1808, France and Spain are allied and three French corps are deployed in Spain. The Spanish player rolls 2D6 modified by +2 (two corps in addition to the first one). The dice roll is 10, modified to 12 and Spain breaks the alliance.

The units of the former ally are immediately redeployed into the nearest province in its national territory.

If the former ally refuses this shift of alliance, he can immediately declare war to Spain, which triggers a liberation war.

Note: this automatic in 2-player games.

14.3.2 Liberation War:

Spanish partisans can be produced only if a liberation war has been declared.

Portuguese partisans can be produced only if a Spanish liberation war has been declared and enemy units are present in Portugal.

They are deployed the same turn they are raised. They deploy anywhere in Spain or Portugal depending on their nationality, but not adjacent to an enemy counter or an active enemy fortress and they cannot stack.

As an exception, they need no leader to move (initiative 1) or to attack (use a notional leader 0/0 for the combat). If all Spanish provinces are conquered but some fortresses remain, the Spanish player can deploy 1 partisan unit per turn for free.

During the liberation war, the Spanish player can still produce units if Pr and £ are available. As long as the enemy player does not control the capital city and all the fortresses of a province, the Spanish player receives the resources from the province.

When no fortresses and no province capitals remain under Spanish or allied control, Spain is conquered and must accept the peace proposed by the victor.

14.4 Provincial Troubles:

This situation results from a random event. Place the corresponding marker in the capital city of the province. Every province with a provincial trouble marker provides a “+1 col” penalty for attrition checks.

The province provides no Pr or £.

A revolt ends either when the «Troubles» event is removed because of another random event or when the capital city of the province is occupied by a supplied corps and depending on a 1D6 check at the end of the activation phase:

  • On 4, 5 or 6, the revolt ends.

  • On 2 or 3, the revolt ends and the corps loses 1 step.

  • On 1, the revolt goes on and the corps loses 1 step.

14.5 National Revolts:

As printed on the play aid, some major powers check for national uprisings which may be triggered by random events.

The national insurgent units cannot leave the national territory, except if stated otherwise on the play aid. They are always in supply.

As long as an insurgent is present in a province, neither £ nor Pr can be collected from this province by the owning major power. The insurgents can use the minor country rules to replenish their strength.

14.6 Special Units:

14.6.1 Austrian Borderer Corps Austria has two border corps which appear automatically each time war is declared with Turkey. They appear in a province adjacent to Turkey.

The strength of a borderer corps cannot be replenished and the borderer corps cannot be rebuilt before peace is signed. When peace is signed, they are removed from the map.

If a new war is declared, they appear again with full strength.

The units from this corps can move and fight only within the Austrian and Turkish provinces on the border between these two countries.

14.6.2 Turkish Feudals The Turkish player can use feudal troops in his whole empire. He can raise these troops anytime during war, within the following limits:

  • If Turkey is attacked by another major power, all the feudals can be raised until peace.

  • If Turkey declares war to a major or minor power, only the feudals from a province adjacent to the enemy territory can be raised.

  • If Turkey declares war to a major or minor power in Asia or Africa, only the feudals from Anatolia and the units from the allied minors in Africa and Asia can be raised. The Turkish player must announce this during the declaration of war phase.

The feudal corps are deployed in the capital city of their province. The counter represents both the troops and the leader.

The feudal troops are not produced like other units, but the feudal corps are replenished during the winter production phase if the corps is within its province of origin.

From the moment Turkey is at peace, the feudal corps are disbanded. If Turkey declares war again, the feudal corps can be raised again with full manpower.

Example: the Romanian feudal corps, with a basic manpower of 2 combat points, is currently reduced to 1 point. During the winter turn, if the Romanian leader is in Bucarest, he can recover the missing combat point for free.

14.6.3 Austrian and Prussian Landwehr:

When the “Landwehr” random event is drawn, the corresponding power receives for free 4 infantry steps per winter budget phase.

14.6.4 Wellesley:

Before being replaced by the Wellington counter, this leader can only be used to fulfil the requirements for external wars. He can intervene on the European map only if the leader pool is empty.

15.0 OPTIONAL RULES:

15.1 Heavy Cavalry Charges:

This option is strongly advised. It is explained in chapter 8.2.1.

15.2 Alliance Credit:

This option is explained in rule 11.3.3.4.

15.3 Anvers Harbour:

This harbour provides special bonuses to France as long as it is controlled and not besieged.

The fleets within the harbour cannot be attacked by enemy fleets.

Each year, during the winter budget phase, the French player rolls a die. If the result is 4 or more, a fleet point is built for free and is assigned to a fleet if any is harboured in Anvers.

15.4 Imperial Guard:

The infantry of the Imperial Guard was the most dreaded unit during the Napoleonic wars, but it was seldom committed to battle by Napoleon I.

If the French player decides to use Guard as a spearhead, and if the combat result calls for a French demoralisation check, the French morale is reduced by 1 point for each Guard step loss.

Detailed Sequence of Play

1.0 Event and Diplomacy Phase:

(Order: Spain, Turkey, Prussia, Austria, Russia, France and Great Britain.)

1.1 Events Phase:

Complete remix of the events the players still hold (spring turn).

Then for each player in turn:

Drawing new events (if the «remix» marker is played, all events are cancelled)

Playing public events; if external war, set up the expeditionary corps in the external war box.

Playing other events.

1.2 Diplomacy Phase:

Postmail (optional)

Spanish and Turkish Instability (spring 1807 and summer 1808)

Discussion between players (spring)

Declaring and breaking alliances, with victory point adjustments.

Influencing minor countries.

Influencing major countries and computing the alliance credit if necessary; this is also the phase when alliance credits can be increased.

Declaring war to minor and major powers.

2.0 Operations Phase:

2.1 Initiative Pool.

Purchase of additional naval markers.

Putting the markers into the pool, including winter quarters if necessary.

2.2 Activation and Action Phase

Each marker allows the following actions:

Supply.

Rally.

Land or naval movement.

Attrition

Combat

  • Marching to the sound of the gun by adjacent corps and armies under a leader’s command
  • Computing the army morale
  • Drawing and choosing tactics
  • Computing the combat ratio
  • artillery and cavalry superiority
  • heavy cavalry charge
  • troop combat value
  • computing losses
  • combat victory or undertaking a second round (resume at 1)
  • Demoralisation, retreat and pursuits.

Siege

  • Siege check
  • Siege combat

2.3 Final attrition phase (demoralised units, besieged units, unsupplied units that were not activated).

3.0 Conquest Phase:

Conquest of minor powers.

Conquest of major powers.

Redeployment of the conqueror’s units into the countries he controls without spending movement points.

Reinstating minor and exchanging provinces.

Creation of new states.

4.0 Budget Phase:

4.1 Economical Phase:

Ending external wars.

Collecting resources: £, recruit points and trade (winter). Unit maintenance (winter).

Gifts to allies (winter).

Production phase (cost are doubled in spring, summer and autumn).

4.2 Reinforcements and replacements Phase:

Deploying new units.

Deploying partisans.

In winter turns, put new leaders and leader previously wounded into the leader pool.

New leader deployment and reorganisation after leader dismissal.

Returning units from external wars.

5.0 Victory Phase:

Automatic victory determination.

Victory points adjustment.

Non automatic victory determination.