Leipzig 20
Leipzig 20 Rulebook
Table of Contents
Table of Contents
- [0.0] Using These Rules
- Part One: Napoleonic 20 Standard Rules
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Setting Up the Game
- [4.0] Sequence of Play
- [5.0] Random Events
- [6.0] Movement
- [7.0] Zones of Control
- [8.0] The Reaction Phase
- [9.0] Combat
- [10.0] Rallying
- [11.0] Reinforcements
- [12.0] Army Morale
- [13.0] Passing ("Lulls")
- [14.0] Night Turns
- [15.0] How to Win
- [16.0] Optional Rules
- Part Two: Leipzig 20 Exclusive Rules
- Exclusive Rules [0.0] Exclusive Rules
- Exclusive Rules [1.0] Introduction
- Exclusive Rules [2.0] Game Equipment
- Exclusive Rules [3.0] Setting Up the Game
- Exclusive Rules [4.0] Sequence of Play
- Exclusive Rules [5.0] Random Events
- Exclusive Rules [6.0] Movement
- Exclusive Rules [7.0] Zones of Control
- Exclusive Rules [9.0] Combat
- Exclusive Rules [11.0] Reinforcements
- Exclusive Rules [12.0] Allied Front Morale
- Exclusive Rules [14.0] Night Turns
- Exclusive Rules [15.0] How to Win
- Exclusive Rules [16.0] Optional Rules
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These rules generally explain the game's subject matter, its components, the procedures for play, the game's core systems, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a Rule's general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text. References to examples of a Rule or Case are in blue text. Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
Part One: Napoleonic 20 Standard Rules
[1.0] Introduction
Napoleonic 20 is a wargame system for recreating operational level campaigns during the Napoleonic Wars using approximately 20 pieces per game. This Standard Rules booklet applies to all games in the series, each of which also has its own Exclusive Rules sheet.
Game Scale: Each unit represents a division to a corps of troops (approximately 8,000 - 20,000 men and their equipment). Each space on the map is approximately one-half to one mile across.
[2.0] Game Equipment
The Game Maps: The 11" x 17" game boards feature maps portraying the area where various Napoleonic campaigns took place. A hexagonal grid is superimposed over it in order to regularize the movement and positioning of the pieces.
The Playing Pieces: The cardboard game pieces represent the actual military units that took part in the original campaign. These playing pieces are referred to as "units." The information on the units is read as shown below:
- Front: the Designation (e.g., "1st Corps"), the Type (e.g., Infantry), the Combat Strength, and the Movement Allowance.
- Back: the Hidden Unit side, which shows the unit's nationality (e.g., French).
- Combat Strength is the relative strength of a unit to engage in combat.
- Movement Allowance is the maximum number of open terrain hexes through which a unit may be moved in a single Movement Phase.
Game Charts, Tables, and Tracks: These are found both on the game board and on a separate Player Aid sheet.
- The Combat Results Table is used to resolve battles.
- The Morale Track indicates the current number of Morale Points an army has available.
- The Terrain Effect Chart is used to provide information about the effects of terrain on movement and combat.
- The Game Turn Record Track indicates the current Game Turn.
[3.0] Setting Up the Game
Players determine what side they will play. The French player controls all of the French units, the Anti-French player controls the other (i.e., opposing) units.
Shuffle the cards to form a Draw Pile.
Follow the game's Exclusive Rules sheet for the remainder of the setup instructions.
[4.0] Sequence of Play
General Rule
The game is played in successive Game Turns, composed of alternating Player Turns. During each Game Turn, the players maneuver their units and resolve battles in a strict sequence according to the following outline and within the limits provided by these rules. At the conclusion of the last Game Turn, the Victory Conditions are consulted and the winner is determined.
The Game Turn
A Game Turn is divided into two Player Turns, a First Player Turn and a Second Player Turn. (Who is the First Player is indicated in each game's Exclusive Rules sheet.) Each Player Turn is divided into a series of segments called "Phases." The term "Phasing Player" describes the player who is currently conducting a Phase.
The First Player Turn
- First Player Random Events Phase: The First Player draws the top card and enacts it. The French player uses the top event on the card (shaded in blue), while the Anti-French player uses the event on the bottom half of the card (5.0).
- First Player Movement Phase: The First Player may move all, some or none of his units as he desires within the limits of the rules for Movement (6.0), Zones of Control (7.0), and Terrain Effects. He may also bring reinforcements onto the map, if available (11.0).
- Second Player Reaction Phase: The Second Player may have some, none or all of his cavalry units conduct Reaction Maneuvers (8.0).
- First Player Combat Phase: In any order he desires, the First Player uses his units to attack enemy units (9.0). If he did not Force March during his Movement Phase, and was not involved in any Battles during the enemy's Reaction or his own Combat Phases, he might receive a Morale Point from rest during a "Lull" (13.0).
- First Player Night Operations: If it is a Night Game Turn, the First Player may Rally eliminated units (10.0), adjust his side's Morale based upon captured Line of Communication ("LOC") and Objective hexes; recover one Morale Point (14.0), then reconceal all of his units and add his Dummy units to the map when using the Fog of War Optional Rule (16.1).
The Second Player Turn
- Repeat Phases 1 through 5, reversing the roles of the First and Second Players. If it is a Night Turn, reshuffle the Random Event cards to form a new Draw Pile.
[5.0] Random Events
General Rule
"Random events" simulate imponderables of war that affected these campaigns. At the beginning of each Player Turn, the Phasing Player reveals the top Random Event card and immediately applies the appropriate result. "Two-tone" events affect whichever player drew that card; "monochrome" text affects its specific side.
Procedure
The deck is reshuffled at the end of each Night Game Turn. Unless otherwise specified, an individual event may take place more than once per game (i.e., each time the event is drawn from the deck).
[6.0] Movement
General Rule
During his Movement Phase, the Phasing Player may move as many or as few of his units as he desires. Units may be moved in any direction or combination of directions.
Procedure
Units are moved one at a time, tracing a path of contiguous hexes. As each unit enters a hex, the unit pays one or more Movement Points from its Movement Allowance to do so.
Restrictions and Prohibitions
[6.1] Strict Sequence: Movement never takes place out of sequence. A player's units may be voluntarily moved only during his own Movement Phase (exception: see The Reaction Phase, 8.0).
[6.2] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly Movement Phase, with the exception that a unit may always move 1 hex per friendly Movement Phase (as long as it is not into prohibited terrain or across a prohibited hexside), even if it does not have sufficient Movement Points to pay the entire cost. A unit may expend all, some or none of its Movement Points at that time, but unused Movement Points may not be accumulated from turn to turn, nor transferred to another unit.
[6.3] Enemies: A friendly unit may never enter a hex containing an enemy unit.
[6.4] No "Take Backs:" All movement is final once a player's hand is withdrawn from the unit he is moving. Players may not "change their minds" and retrace their unit's movement. This rule should be strictly enforced. During these campaigns, it was common for units to be sent in the wrong direction at key points with nearly disastrous results.
Terrain Effects
Normally, units pay one (1) Movement Point to enter each hex, regardless of its terrain type. However, the following special Cases apply:
[6.5] Rugged Terrain: Units that enter a Forest, Rough or Swamp hex must immediately stop. They may voluntarily move from there at their next opportunity, but if they enter another such hex, they must again stop, forfeiting the rest of their move. Units may not move further, even if their Movement Allowance has been increased by Forced March (see Rule 12.3).
[6.6] Roads: A unit using road movement (moving directly from road hex to another, connected road hex) does not have to stop in Rugged Terrain (as per 6.5, above). A unit which conducts its entire move along connected road hexes increases its Movement Allowance by one (+1). For example, a cavalry unit moving entirely along connected road hexes that turn would have its Movement Allowance increased to 4.
Zone of Control Effects
[6.7] Stop: Units that enter an enemy Zone of Control (see 7.0, below) must immediately cease their movement. Friendly units' Zones of Control do not affect the movement of friendly units.
[6.8] Stuck: Units may only voluntarily leave an enemy Zone of Control through Disengagement (see 8.3). The only other way to leave an enemy Zone of Control is by Advancing or Retreating after Combat (see 9.8 and 9.9).
Effects of Other Friendly Units
[6.9] No Stacking: A friendly unit may move through hexes occupied by other friendly units (at no extra Movement Point cost). They may not end the Movement Phase stacked in the same hex with another friendly unit.
[7.0] Zones of Control
A unit's "Zone of Control" ("ZOC") is constituted by the six hexes immediately surrounding it as shown in this illustration.
General Rule
Hexes upon which a unit exerts a Zone of Control are called "Controlled Hexes." Units that begin their Movement Phase in an Enemy ZOC cannot move. Units must cease their movement upon entering enemy Zones of Control.
- All units exert a ZOC at all times, regardless of the current Phase or Player Turn (except during Night Turns, 14.0).
- The presence of ZOCs is never affected by other units, enemy or friendly.
- ZOCs extend into all types of terrain except Fortified, Redoubt, and between adjacent Town / Fortified / Redoubt hexes (i.e., in a "built-up" area). They also extend across all types of hexsides except Major Rivers (even at bridges and fords). Important: units separated by Major River hexes (except at bridges and fords) are not considered "adjacent."
Example: The ZOC of the French unit in La Haye Saint does not extend into Mont St. Jean (where the British unit is), nor into Hougomont. It does extend out from its town into other adjacent hexes, such as where the Prussian unit is.
[7.1] Multiple Zones of Control: Both friendly and enemy units may exert their ZOCs upon the same hex. There is no additional effect if multiple units cast their ZOCs over the same hex. Thus, if a given unit is in an enemy controlled hex, the enemy unit is also in its controlled hex. The two units are equally and mutually affected and "locked" into each other's ZOCs.
[7.2] Movement Cost: Units do not pay any additional Movement Points to enter an enemy Zone of Control.
Effects on Combat
[7.3] Combat Obligation: The phasing player must attack all enemy units which exert ZOCs on friendly units during his Combat Phases. All friendly units which are in enemy Zones of Control must attack some enemy unit (see 9.1).
[7.4] Retreat Effect: Units may retreat into a hex containing an enemy ZOC, but they run the risk of Breaking for each such hex entered (see 9.8.3).
[7.5] Advance After Combat Effect: Units that Advance after Combat may freely enter enemy Zones of Control; enemy Zones of Control never affect advance after combat (see 9.9).
Night Game Turns
[7.6] No ZOCs: Zones of Control do not exist during Night Game Turns (14.0).
[8.0] The Reaction Phase
General Rule
The friendly Reaction Phase takes place during the enemy Player's Turn. During his Reaction Phase, a player may have his cavalry units Countercharge, Disengage – OR – Penetrate (see Optional Rule 16.2).
Countercharge
[8.1] Seizing the Attack Initiative: Cavalry units may make a special "Countercharge Attack" during the Reaction Phase (only; not during a player's normal Combat Phase). The reacting player is the "Attacker" in such battles.
Modifications
[8.2] Unhinging the Enemy: A Countercharge Attack follows the normal rules of combat in most ways (see 9.0), but because they are used to throw off the enemy's timing and coordination before battle, they receive the following benefits:
- [8.2.1] Selective Attacks: Unlike during regular combat (9.1 and 9.2), units conducting a Countercharge do not have to attack every unit whose Zone of Control they are in. Instead, they may attack some, none or all such adjacent enemy units, and thus make "Selective Attacks." Multiple cavalry units can combine to conduct a Selective Attack against a single enemy unit if they are all adjacent to it.
- [8.2.2] Strength Bonus: The Combat Strength of units conducting a Countercharge is doubled. Exception: Countercharging cavalry units are not doubled in strength in a battle against enemy cavalry units.
- [8.2.3] Holding Fast: If victorious, defending units cannot Advance after Combat (9.9) following a Reaction Attack. They are too busy protecting their lives by taking cover or forming squares.
Disengagement
[8.3] Cavalry "Retreat Before Combat:" A cavalry unit that starts its Reaction Phase adjacent to an enemy unit may move away via "Disengagement."
- [8.3.1] Timing: Disengagement occurs only in the friendly Reaction Phase.
- [8.3.2] Enemy Cavalry Prohibition: The disengaging cavalry unit cannot begin its Disengagement Movement in the ZOC of an enemy cavalry unit.
- [8.3.3] Distance: A cavalry unit disengages by moving one hex to an adjacent, vacant non-enemy controlled hex (but see optional exception: 16.2) and then ceasing its movement. If no other route is available, it may move through friendly occupied hexes not in any Enemy Zones of Control to reach a vacant hex. If it does so, it goes one additional hex at a time until it is no longer stacked with a friendly unit.
- [8.3.4] Non-Retreat: Disengagement is not considered "Retreat after Combat" (9.8). Thus, the enemy may not Advance after Combat (9.9) when a cavalry unit uses Disengagement.
Cavalry Penetration
[8.3] Cavalry Penetration: See Optional Rule 16.2 for this additional Cavalry Reaction Phase option.
[9.0] Combat
General Rule
The Phasing Player is termed the "attacker" and the Non-Phasing Player is the called the "defender" in a "battle" (i.e., the resolution of a single attack) regardless of the overall strategic situation.
The Phasing Player declares all his battles before conducting any of them. Then, each individual battle is resolved, one at a time, in any order the Phasing Player's chooses, by rolling a die and consulting the Combat Results Table to determine its outcome.
Procedure
Each Battle, follow these Steps in order:
A. The Phasing Player designates which of his units will be attacking which adjacent enemy unit(s). B. Total the combat strength of all the attacking units in that battle. The attacker may spend a Morale Point to "commit his reserve" troops to battle and increase his total by one (+1). C. Total the defense strength of all the defending units that are the target of the attack. Add in the single best terrain effect for defender's location. The defender may spend a Morale Point to commit his reserve troops to the battle and increase his total by one (+1). D. Subtract the total defending strength from the total attacking strength. The result is the "Combat Differential," expressed as either a positive or negative number (or 0). E. Consult the CRT and use the appropriate "Differential Column." F. Roll one die. Cross index the die roll with the Differential Column to determine the result of that battle. G. Apply this Combat Result immediately, including Retreats / Advances after Combat.
- [9.1] Mandatory Combat: All phasing units in an enemy Zone of Control (ZOC) must attack. All non-phasing units in an attacking unit's Zone of Control must be attacked.
- [9.1.1] Attacker's Prerogative: The Phasing Player determines which attacking units will attack which defending units, in any combination he desires, as long as all friendly units in an enemy ZOC participate in an attack, and all enemy units in friendly ZOCs are, themselves, attacked.
- [9.1.2] One Battle per Unit per Combat Phase: No unit may attack more than once per Friendly Combat Phase, and no enemy unit may be attacked more than once per Friendly Combat Phase.
- [9.2] Declaring All Battles First: The Phasing Player must declare which friendly units will be attacking which adjacent defending units at the beginning of each Combat Phase (to ensure that all adjacent units are attacked according to the Subcases below) before conducting any individual battles.
- [9.2.1] Multiple Unit and Multi-Hex Battles: If a phasing unit is in the ZOC of more than one enemy unit, it must attack all of those enemy units that are not assigned to battle with some other attacking unit. If you have a lone unit that is adjacent to two enemy units, it must fight them both!
- [9.2.2] Combining Units in a Battle: Attacking units in two or more hexes may combine their Combat Strengths and conduct a single battle together provided all of the attacking units are adjacent to all of the defending units. Battles may involve any number of attacking or defending units.
- [9.2.3] Adjacency: For an attack to be resolved as a single battle, all of the attacking units must be adjacent to all of the defending units.
Diversionary Attacks: When organizing a series of battles, a player may allocate his attacking units in such a way that some attacks are sacrificially made at poor differentials (a wargaming technique called "soaking off") so that other adjacent attacks may be made at more advantageous differentials.
Artillery Bonus
Artillery units represent large, unwieldy parks of cannons that were concentrated into Grand Batteries to blast a hole in the enemy's line. The Combat Strength of an Artillery unit is always doubled when attacking, but it uses its normal (printed) strength when being attacked. Artillery units never Advance after Combat.
- [9.3] Combat Strength Unity: A given unit's Combat Strength is always unitary; it may not be divided among different battles during a single Phase, either for attack or defense.
Terrain Effects on Combat
Defending units benefit from the terrain in the hex they occupy and / or that hex's perimeter hexsides it is attacked through.
- [9.4] The Terrain Effects Chart: The effect of terrain on combat is reflected by adding the Combat Strength of the hex or hexside, as indicated on the Terrain Effects Chart, to the defender's strength total.
- [9.4.1] Non-Cumulative Benefits: The terrain benefits for combat are not cumulative. A defending unit receives only the single most advantageous terrain benefit (for the defender) in a hex or through a hexside.
- [9.4.2] Multiple Benefits: When two or more defending units are involved in a single battle, and they receive different terrain benefits (i.e., different effects on the Combat Differential), then the entire attack is modified by the single most favorable benefit to the defender.
Example: In this illustration, the single French infantry unit must attack the Prussian cavalry unit, and may attack the Prussian infantry unit (9.1, the Prussian infantry unit's ZOC does not extend across the bridged river hexside, so the Phasing French unit is not obligated to attack it). The French situation is desperate, so the French Player declares that he will attack both units, initiating a single Battle against them. The Prussian cavalry unit is in Open terrain, so the Prussian infantry unit's benefits will apply for the defender (9.4.2). The Prussian infantry is in Jena, a Town hex located across the Saale River at a Bridge hexside. Each of these terrain advantages for the defender (Town and Bridge) is worth 1 additional Combat Value, but their benefits are non-cumulative (9.4.1), so only the single best (i.e., 1) is added. Prior to commitment of Reserves by either side, this Battle stands at 4 vs. 4 (2 + 1 + 1) and will be resolved on the '0' Differential column of the Combat Results Table (CRT).
- [9.4.3] Attacker Consideration: Terrain in hexes occupied by the attacker has no effect on combat. Note that Fortified, Redoubt, and adjacent Town/Fortified/Redoubt hexes do not have Enemy ZOCs extending into them, nor do ZOCs extend across Major River hexsides (even at Bridges or Fords). Thus, units in these hexes or across these hexsides need not attack out of or across them. However, if they do, Rule 9.1 fully applies.
- [9.5] Voluntary Differential Reduction: The Phasing Player may reduce the Combat Differential of any given battle during Step 'E' in the Battle Procedure, resolving it at a lower differential.
Explanation of Combat Results
Once determined, combat results are applied immediately, including any Retreat and /or Advance after Combat, before resolving the next battle that Phase.
- [9.6] Combat Results: The different battle outcomes and listed are explained below:
- [9.6.1] AB: Attacker Breaks. Break all attacking units in this battle. The defender conducts any Advance after Combat (9.9).
- [9.6.2] AR: Attacker Routed. The defender rolls one die for each Routed unit. The attacker retreats each attacking unit in this battle the indicated number of hexes. The defender conducts any Advance after Combat (9.9). See Optional Rule 16.5.
- [9.6.3] AW: Attacker Withdraws. All attacking units in this battle are retreated one hex (9.8) by the attacker. The defender conducts any Advance after Combat (9.9).
- [9.6.4] DB: Defender Breaks. Break all defending units in this battle. The attacker conducts any Advance after Combat (9.9).
- [9.6.5] DR: Defender Routed. The attacker rolls one die for each Routed unit. The defender retreats each defending unit in this battle the indicated number of hexes. The attacker conducts any Advance after Combat (9.9). See Optional Rule 16.5.
- [9.6.6] DW: Defender Withdraws. All defending units in this battle are retreated one hex (9.8) by the defender. The attacker conducts any Advance after Combat (9.9).
- [9.6.7] EX: Exchange. First, break all defending units, and then the attacker must break from among his units in that battle an amount of Combat Strength Points at least equal to the defender's Combat Strength total. Use only the printed Combat Strength values on the units, unmodified by terrain, Events, etc. Note that if the defending side's morale was not reduced to '0' (i.e., the attacker won the game, as per 15.0), the attacker may be forced to break units whose strength is greater than the defender's if there is no other alternative – i.e., you can't 'make change.' The attacker may also choose to break a stronger unit than necessary if he so desires – this might occur if a weaker unit is deemed more valuable to the attacker for some reason. If there are any surviving attacking units, the attacker conducts any Advance after Combat (9.9).
Broken Units
A unit that is "Broken" through combat is removed from the map, but set aside because it can be "Rallied" (see 10.0).
Routed Units
Important: When an Elite Force (i.e., one with a red Combat Strength, as shown here) Routs, subtract two (-2) from the Rout die roll. If the modified result is less than one (<1), the outcome is changed to "Withdraws" (i.e., a 1-hex retreat and no Rout effects).
Retreating After Combat
When a combat result requires a player's unit(s) to retreat (either by Withdrawal or Rout), the owning player must immediately move each such unit the indicated number of hexes away from the hex it occupied during the battle (i.e., its "battle hex"). This is called "Retreat after Combat."
- [9.7] No Movement Point Cost: Retreat is not considered normal movement; retreating units pay one Movement Point per hex entered regardless of terrain (including rough, forest, etc. where they need not stop during a retreat).
- [9.8] Retreat Restrictions: If a unit is unable to retreat within the following restrictions, it is broken instead:
- [9.8.1] Terrain Effects: Units may not retreat off the map or into prohibited hexes or across Major Rivers (except across bridge or ford hexsides). Units in a Fortified or Redoubt hex may always retreat one fewer hex, at the owning player's option. Thus, units can ignore any Withdraw results that they suffer and Rout one hex fewer; on a Rout die roll of '1,' such a unit is still technically Routed and suffers Rout effects, but it may opt to 'hold its ground.' For Elite Forces, subtract three (-3) from their Rout die rolls when they defend in a Fortified or Redoubt hex.
- [9.8.2] Retreat Hex Priority: Whenever and wherever possible, a retreating unit must retreat into and through vacant hexes not containing an enemy ZOC.
- [9.8.3] Hazardous Retreat Path #1 – Enemy ZOCs: If that is not possible, a unit may retreat into an enemy ZOC. If it does so, however, it must roll one die for each enemy ZOC hex entered. On a roll of !, @, or #, the unit breaks; on a roll of $, %, or ^, it retreats normally. Friendly units do not negate enemy Zones of Control for purposes of retreat.
- [9.8.4] Hazardous Retreat Path #2 – Crossing Rivers: When retreating across a Minor River, or a Major River via a bridge or ford, that unit must roll one die. On a roll of !, @, or #, the unit breaks; on a roll of $, %, or ^, it retreats normally. If retreating through multiple hazards at a single hex, the player must make a separate die roll for each of them!
- [9.8.5] Friendly Units: If no other route is available, a retreating unit may move through friendly occupied hexes. If its retreat would end in a friendly occupied hex, it retreats one additional hex at a time until it is no longer stacked with a friendly unit. This means additional die rolls if these hexes are in Enemy ZOCs or across bridges!
Victorious attacking or defending units can usually Advance after Combat.
- [9.9] Advance after Combat Cases: Units must adhere to the following cases when conducting Advance after Combat:
- [9.9.1] The "Retreat Path:" When an enemy unit retreats as a result of combat, it will leave a specific path of vacant hexes behind it called the "Retreat Path." If this path went through a hex containing another unit friendly to the retreating unit (9.8.4), the Retreat Path ends at the unit retreated through. If a unit breaks, then the hex it occupied at the instant of breaking is the termination point for its Retreat Path.
- [9.9.2] Who is Eligible to Advance? Any or all surviving friendly victorious non-Artillery units that participated in the battle can Advance after Combat along the enemy Retreat Path (only). Units cannot stray from the Retreat Path while advancing.
- [9.9.3] Which Units May and Must Advance: If any victorious Cavalry units were involved in that battle, at least one of them must Advance after Combat into the defeated unit's vacated hex. That Cavalry unit may then advance further, up to the full number of hexes allowed along the Retreat Path (9.9.5). After any mandatory Cavalry unit Advance after Combat has been conducted, if the defeated unit's hex is still vacant, one attacking non-Artillery unit involved in that battle may (at the owning player's discretion) Advance after Combat into that hex (only). Artillery units can never Advance after Combat and Infantry units can never advance beyond the hex occupied by the defender at the start of that Battle.
- [9.9.4] Enemy ZOCs: Advancing units always ignore enemy Zones of Control.
- [9.9.5] Advance Limit: As when Retreating, units do not expend Movement Points nor stop for terrain considerations when Advancing after Combat (9.7). However, under no circumstances, may a Cavalry unit advance a number of hexes greater than its Movement Allowance.
- [9.9.6] Terrain Effects: Units may not Advance after Combat into prohibited hexes (i.e., hexes that they could not enter through normal movement) or across Major Rivers (except across Bridge or Ford hexsides).
Example: Three French units (the 4-strength Imperial Guard, 2-strength III Corps, and 1-strength IV Cavalry Corps) attack one Prussian unit (the 3-strength I Corps) which is defending in a Forest hex. The attacker (French) has a total of 7 Strength Points, and the French player declines to spend a Morale Point to increase his strength. The defender (Prussian) has a total of 4 Strength Points (3 for the unit plus 1 for the Forest hex it is defending in), and opts to spend 1 Morale Point to increase his total to 5. Therefore, the Combat Differential is 7 – 5 = +2. The French player rolls a die. Looking at the Combat Results Table, the French player's die roll of ^ is cross-indexed with the +2 Column to yield a result of DR (Defender Routs). This requires a roll to determine the Rout distance. A result of @ isn't bad, requiring the unit to retreat only two hexes back toward its Line of Communication (LOC) off to the right – and no loss of Morale for Routing more hexes than its Movement Allowance. Unfortunately, the first hex it must retreat through is in an Enemy ZOC (i.e., "hazardous"), so another die roll must be made to see if the Retreating Prussian unit Breaks (as per 9.8.3). This time, the die roll is a %, so the Prussian unit survives and continues its Retreat along its Retreat Path as shown above. Now the French have to deal with Advance After Combat. First, the French Cavalry unit must advance into the Forest hex. The French player then exercises his option to continue to advance his Cavalry unit along the Retreat Path and takes a second hex (which is where the Retreat Path ends). Next, the French player also exercises his option to advance an Infantry unit into the defender's vacated hex, moving the 2-strength III Corps into the Forest.
[10.0] Rallying
General Rule
At certain times (e.g., Night), a player may attempt to "Rally" his broken units.
Procedure
For each Broken unit attempting to Rally, roll one die (applying any appropriate die roll modifiers; note that the decision to spend a Morale Point, 12.0, must be made before rolling the die), consult the Rally Table, and apply the result. Also see the Unit Reduction Optional Rule, 16.6.
Placement of Rallied Units
Newly Rallied units are placed on empty friendly Line of Communications hexes. If none are available, or you do not desire to place on there at this time, then the unit simply remains Broken; it is possible to try to Rally it again at a later time. (Also see Rule 16.4 for additional Rally locations.)
[11.0] Reinforcements
General Rule
Players may receive additional units over the course of play. These units are called "reinforcements."
Reinforcements appear in the owning player's Movement Phase on the Game Turn indicated by the setup instruction in that game's Exclusive Rules.
Procedure
A player places his reinforcement units during his friendly Movement Phase next to the colored map edge hexsides indicated in that game's Exclusive Rules.
Important: The notion of reinforcements being poised directly at the map edge is strictly a concept. Until they enter the map, reinforcements have no effect on play. Off map units have no Zones of Control, may not attack enemy units, etc.
- [11.1] Initial Movement: Reinforcements are presumed to be poised next to the map. When entering its first hex on the map, a reinforcing unit expends its Movement Points normally according to the Terrain Effects Chart. Units entering along a road pay the road movement cost.
- [11.2] March Order: When there is more than one reinforcement unit scheduled to appear at the exact same hex during the same Game Turn, they are lined up off map, one behind the other, with the "lead" unit poised next to the map entry hex itself. To simulate this "march order" column of troops, each such unit spends one more Movement Point than its predecessor did to enter the map.
- [11.3] Timing: Reinforcements may arrive at any time during the friendly Movement Phase of the scheduled Game Turn. Once on the map, reinforcements are treated as normal units for all purposes.
- [11.4] Blocked Entry: Reinforcements may not enter a hex that is, at that moment, occupied by an enemy unit. A reinforcing unit may enter a hex in an enemy ZOC, but must cease movement normally.
- [11.5] Delaying Arrival: A player may voluntarily delay reinforcements from Game Turn to Game Turn, bringing them into play on some later turn (if at all). This is what a player must do when a reinforcement's entry location is blocked by another unit. Whether a reinforcement is brought into play on its scheduled turn or later, it must appear at its scheduled entry location.
[12.0] Army Morale
General Rule
Each side starts the game with a number of Morale Points as indicated in its game's Exclusive Rules. Morale Points represent a side's level of motivation and command skill during that campaign. Players may expend Morale Points to enhance their movement, combat and rally operations.
Keeping Track of Morale Points
Morale Points are recorded on the Morale Track using the Morale markers.
- [12.1] Gaining / Losing Morale Points: See the Morale Chart for specific in-game actions that raise and lower Morale Points. If two or more events occur simultaneously that would change a player's Morale Value, first add and then subtract all Morale Point changes that must be applied.
- [12.1.1] Maximum Morale: A side's Morale Value may never exceed ten (10), with any excess being lost.
- [12.1.2] Morale Destroyed: If a side's Morale Value ever reaches zero (0), then that side immediately loses the game. If this occurs to both side simultaneously, the game is a draw.
- [12.2] Committing the Guard: Certain units, often referred to as "Guards" (i.e., ones with a red Movement Allowance as shown here) were typically held back and committed only at critical times.
- [12.2.1] Forward: A player must spend a Morale Point to "commit a Guard unit" (i.e., to move it from a hex that is not previously able to attack an enemy unit into one where it may now do so – even when it does not, such as at Night).
- Exceptions:
- There is no cost to commit a Guard unit if either side has only 1 Morale Point remaining. This would be the critical moment in a battle when the Guard was expected to join the fray.
- There is no Morale cost for a Guard unit to Advance After Combat (9.9). At that point, that Guard unit is already assumed to be committed.
- [12.2.2] Le Garde Recule: If an attacking Guard unit in a battle could not conceivably Advance After Combat (9.9.2), either because it was not victorious or did not survive an EX outcome, that side loses one (-1) Morale Point. That Guard unit does not have to actually advance, it simply must be capable of doing so. This Guard unit morale adjustment is in addition to other morale-adjusting factors.
- [12.2.1] Forward: A player must spend a Morale Point to "commit a Guard unit" (i.e., to move it from a hex that is not previously able to attack an enemy unit into one where it may now do so – even when it does not, such as at Night).
Example: The French Guard unit pays 1 Morale Point (MP) to move adjacent to an enemy unit that is across a bridge hexside, setting up a very important attack. It Routs (DR) that enemy unit: The enemy = -1 MP for Routing. That unit then Breaks in a prohibited retreat: France = +1 Morale (for breaking the enemy unit). When Routed units Break, there is no additional MP loss.
Spending Morale Points
A player may only ever spend a single Morale Point at a time for these purposes:
- [12.3] Forced Marching: During your Movement Phase, you may spend a Morale Point to increase the Movement Allowance of all your units by one (+1).
- [12.4] To Rally: When you attempt to rally units, you may spend a Morale Point for a plus one (+1) die roll modifier to all your rally die rolls conducted at that time.
- [12.5] Committing Reserve Troops to Battle: During a Battle's Steps B and C, the attacker and defender respectively may each spend a Morale Point to add one (+1) to their side's total battle strength in that particular Battle.
- [12.6] Committing the Guard: During your Movement Phase, you must spend a Morale Point to move your Guard unit into a hex from where it was not previously able to attack an enemy unit into one where it may now do so (12.2.1), unless either side has only 1 Morale Point.
[13.0] Passing ("Lulls")
General Rule
After the first Night Game Turn occurs, during any subsequent Day Turn where both players have units on the map, if a player does NOT Force March his army, nor do any Battle die rolls (9.0) occur during his opponent's Reaction Phase or his own Combat Phase, that player gains one (+1) Morale Point at the end of his Player Turn if either one of these applies:
- A) He has fewer than 6 Morale Points, – OR –
- B) His side does not have more Morale Points than his opponent's.
[14.0] Night Turns
General Rule
During Night Game Turns, the following rules apply:
- No ZOCs: All units lose their ZOCs. This is a way to exit enemy ZOCs. In effect, all units can disengage at night.
- Speed Limit: All Movement Allowances are reduced to one (1) MP. This may be increased as usual by Roads and/or Forced Marching.
- No Battles: No combat occurs at night.
Additional Activities
The following "Night Operations" are skipped during non-Night Turns. They are only performed during the Night Operations Phase of a player's Night Turn and must be conducted in order.
- Rally: You may Rally friendly units.
- Morale Loss due to Captured Terrain: If you have units physically occupying enemy LOC and / or Objective hexes (i.e., one in the opposing side's color), their morale loss effects are now applied according to the Morale Chart.
- Morale Recovery from Rest: Your side increases its Morale Value by one (+1) point from a night's recuperation.
- Reconcealment: If the Fog of War Optional Rule (16.1) is being used, reconceal (i.e., flip face-down) and place your side's Dummy units on the map.
- Reshuffle: At the end of the Second Player's Night Turn, reshuffle the cards to create a fresh Draw Pile.
[15.0] How to Win
General Rule
Each side has its own victory conditions based upon Morale Values:
- A French Decisive Victory is achieved if, at any time, the Anti-French side's Morale is reduced to zero (0) and French Morale is one (1) or more.
- An Anti-French Decisive Victory is achieved if, at any time, the French side's Morale is reduced to zero (0) and Anti-French Morale is one (1) or more.
- An Anti-French Marginal Victory is obtained if, at the end of the game (i.e., at the conclusion of the last Game Turn) the Anti-French side's Morale Value is at least 1 higher than the French side's Morale Value.
- A Draw Occurs with any other result.
[16.0] Optional Rules
Players can use these Optional Rules in any combination desired.
[16.1] The Fog of War: Hidden Units
Players place their units face-down at all times (including during setup). Units may be inspected freely by their owner but remain hidden (i.e., face-down) to the enemy until revealed. Face-down units function normally in all other respects.
- [16.1.1] Revealing Hidden Units: Face-down (i.e., hidden) units are revealed (flipped face-up) thus:
- At any time the owning player desires.
- When paying a Morale Point to "Commit the Guard" (12.2), that Guard unit, if hidden, must be revealed.
- At the end of each non-Night Turn's Movement Phase, if there is a friendly, face-up, cavalry unit adjacent to a hex containing face-down enemy units, reveal all those enemy units.
- When an enemy cavalry unit attempts to move during its Reaction Phase via Disengagement (8.3) or Penetration (16.2), and you wish to prevent that maneuver with a hidden friendly cavalry unit, that hidden friendly cavalry unit is revealed.
- After all battles are declared during a Combat Phase (i.e., which friendly units are attacking which other, possibly hidden, enemy units), all units involved in combat are revealed.
- No Advance After Combat occurs when only a hidden Dummy unit is revealed in Battle. (No combat; no advance.)
- [16.1.2] Reconcealing Units: Face-up units remain revealed until the end of each player's Night Turn, at which point all of that player's face up-units are turned face-down to begin the new day.
- [16.1.3] Dummy Units: Each side receives one or more 'Dummy' units in their counter mix.
- Unless specified, no Dummy units are deployed on the map during setup.
- One Dummy unit per turn may be placed on the map, if available, with the arrival of any newly Rallied or Reinforcement unit. It is stacked with that unit and one of them must be moved from that hex so that they are not stacked together by the end of their owner's Movement Phase (6.9).
- Dummy units are also placed on the map when units are reconcealed, usually at Night (14.0). When available, they are placed in hexes containing a friendly unit that is not adjacent to an enemy unit. After placement, the owner must immediately relocate one of those two stacked units (real or Dummy) to an adjacent hex that is also not adjacent to an enemy unit. The hex used for a Dummy must meet all of the following:
During your Reaction Phase, friendly cavalry units may move through enemy ZOCs under certain circumstances.
Procedure
Cavalry Penetration occurs only during the friendly Reaction Phase as a cavalry unit's single action. The cavalry unit must begin its Reaction phase adjacent to an enemy unit. It can then move into another hex that is also adjacent to an enemy unit (even moving from one hex in an enemy ZOC to another), but then it must cease its movement for that Phase and cannot conduct a Countercharge attack.
- The Penetrating cavalry unit cannot begin in or enter the ZOC of an enemy cavalry unit.
This move is, in effect, the opposite of Disengagement (8.3).
[16.3] Artillery Support
Individual batteries of artillery were often detached from parks to nearby formations to help shore up threatened parts of the line.
- [16.3.1] Defensive Support: If no attack has been declared (9.2) against an Artillery unit, it adds one (+1) to the strength of all friendly defending units in its Zone of Control (if it currently has one). This benefit has no Morale Point cost and applies during Enemy Combat and Reaction Phases.
- [16.3.2] Bombardment: Artillery units can attack across Major Rivers or other prohibited terrain hexside by Bombardment. Bombarding Artillery units may attack, either alone or combined with other friendly attacking units, using their normal (printed; not doubled as per 9.2) Combat Strength. When Bombarding, Artillery units enjoy a limited immunity to adverse combat results, treating all AB or AR results as AW. If an EX result occurs, Bombarding Artillery can never be Broken to satisfy Case 9.6.7; if the Artillery unit is attacking alone via Bombardment, treat any EX results as eNgaged instead.
[16.4] Additional Rally Locations
In addition to vacant LOC hexes, you may also place Rallied units (10.0) in a 'Rally hex' that meet all of these conditions:
- It must be an empty Town, Fortified, Redoubt or same-side's Objective hex (i.e., a 'natural rallying point').
- It must be 'a safe distance' of at least 4 hexes away from the nearest enemy unit and closer to the nearest friendly LOC hex than the nearest enemy unit is to that LOC hex (i.e., 'behind friendly lines').
- It must be able to trace a path of hexes to the closest friendly LOC that is not occupied by an enemy unit; this path may be of any length, but cannot pass through any hex containing or adjacent to an enemy unit, or across impassable (e.g., unbridged or unforded) major river hexsides (i.e. 'not isolated behind enemy lines').
[16.5] Routed Units
Units that Rout receive additional restrictions.
- [16.5.1] Indicated Routed Status: Place a 'Routed' marker on routed units after they complete their Rout Movement.
- [16.5.2] Rout Effects: Are as follows:
- Routed units may only move if they continue to retreat. That is, any Movement Points they spend must be in accordance with Rule 9.8. They may elect to simply stay in place.
- Routed units lose their ZOCs.
- Routed units have their combat strengths reduced by 50% (round fractions up) when both attacking and defending. This does not affect a defender's Terrain Strength benefits.
- If all of the units of one side participating in a battle are already marked as Routed, they may not have a Morale Point spent to commit their reserves to battle (12.5).
- Routed units cannot Advance after Combat.
- Routed units Retreat and Rout again normally if compelled to do so.
- [16.5.3] Rout Recovery: Every routed unit (even one that just suffered an AR result) recovers automatically at the end of that Player's turn if it is not in an enemy Zone of Control.
[16.6] Unit Reduction
Broken units can return to play as smaller formation, reduced-strength units called 'Cadres.'
- [16.6.1] Partial Rallying: When you conduct a Rally Check for an Infantry unit, you may treat a 'No Effect' outcome as a 'Partial Rally' result.
- Eliminate the Infantry unit that you were rolling for (i.e., it is permanently removed from play), and
- Receive ('Rally') one of the generic, 1-strength Cadre units instead.
- [16.6.2] Cadre Units: Cadre units function as normal Infantry units except, if they are ever Broken, they themselves cannot be Rallied. When Broken, they are returned to their owner's available pile instead and are available for future reuse.
[16.7] Unit Breakdown and Buildup
General Rule
Before it moves during its owner's Movement Phase, a 'large' (i.e., having a Combat Strength of 2 or more) infantry-type unit (only; other types are not eligible) can be exchanged for (i.e., 'broken down into') two Cadre units, if available, at the cost of 1 Morale Point. Conversely, at the end of their owner's Movement Phase, two Cadre units may be stacked together and then be exchanged for (i.e., 'combined into') an eliminated large infantry unit and 1 Morale Point recovered.
- [16.7.1] Breaking Down: A player must have two available Cadre units in order to break down a large infantry unit. Remove the large infantry-type unit being broken down from the map and place it among your eliminated units (i.e., it cannot be Rallied). Replace it in its hex with two Cadre units. These newly placed Cadre units are free to move and engage in combat this turn.
- There is a minus one (-1) Morale Point cost to break down a unit thus.
- If an unrevealed large infantry unit breaks down, one Dummy unit, if available, can also be added to that stack when it is formed.
- [16.7.2] Combining: Any two Cadre units of the same nationality can end their owner's Movement Phase stacked together (an exception to Rule 6.9). When they do so, they are removed from the map and replaced in that hex by their owner's weakest eliminated large infantry unit of that same nationality, which is then free to participate in combat that turn.
- There is a plus one (+1) Morale Point gain when building up a large infantry unit thus.
Part Two: Leipzig 20 Exclusive Rules
Exclusive Rules [0.0] Exclusive Rules
This is the Exclusive Rules set for Leipzig 20, a game that also uses the Napoleonic 20 Standard Rules. When combined, these two rules documents form the entirety of the rules needed to play Leipzig 20.
These Exclusive Rules supersede the Standard Rules when there is a conflict.
Exclusive Rules [1.0] Introduction
Leipzig 20 is based on a huge battle occurring during Napoleon's final campaign in Germany, on 14-19 October, 1813. One player commands the various Coalition armies (under Schwarzenberg, Bennigsen, Bernadotte and Blücher) while the other player commands the French army under Emperor Napoleon.
Exclusive Rules [2.0] Game Equipment
The Game Map: The 17" x 22" game board features a map portraying the portions of Saxony and Thuringia where the battle occurred.
The blue units are French and French Allies. The Anti-French Coalition units include Austrian (yellow), Bavarian (light blue), Russian (green), Prussians (gray), Swedish (blue and yellow), and Anglo-Prussian (red and gray) units.
Unit abbreviations include:
- Au = Austrian
- Pr = Prussian
- Ru = Russian
- Swe = Swedish
- Bav = Bavarian
- Dn = Danish
- Cuir = Cuirassier
- Czern = Czernichev
- Duct = Ducturov
- Firm = Frimont
- G&R = Guard & Reserve
- GC = Guard Cavalry
- LO = Leipzig Observation
- OG = Old Guard
- O-T = Ostermann-Tolstoy
- Res = Reserve
- Tscha = Tschaplitz
- YG = Young Guard
Elite Forces
- The Russian III Corps is considered Elite units for purposes of Retreating and Rallying only (see Cases 9.6.8 and 10.0) as noted by its red Combat Strength.
- The French Old Guard and the Austro-Russian Guard & Reserve are considered both Guard units for purposes of Morale fluctuation when committing them to battle (Rule 12.2) and Elite units for purposes of Retreating and Rallying as noted by their red Combat Strengths and Movement Allowances.
- The Swedish Corps (and its Cadre unit) is considered a Guard unit for purposes of committing it to battle (12.2) but is not affected by the "La Garde Recule" Rule (see 12.2.2) as noted by its red Movement Allowance.
[2.1] Allied Army Assignments: All Allied units are assigned to a specific army, each of which is comprised of units from several different nationalities. Each unit's assignment appears as a color-coded letter next to the unit's designation. These are the Armies abbreviations:
- B: Schwarzenberg's Army of Bohemia
- N: Bernadotte's Army of the North
- P: Bennigsen's Army of Poland
- S: Blücher's Army of Silesia
Army assignment is important in determining which direction individual Allied units Retreat (9.8.6), how their Morale is tracked (12.3), and when they can Force March or Rally (12.2 and 12.4).
Exclusive Rules [3.0] Setting Up the Game
After sides have been determined (i.e., who will play the French and Anti-French side), the French player is seated along the south edge of the map and the Allied player along the north edge. Then set up the standard game as follows.
Note that set up instructions highlighted thus are only required if using the Optional Leader Rules (see 16.12).
- The Game Turn marker is placed on the 'October 14 Morning' space, Turn 1.
- Place the two Dresden 20 Player Aid mats alongside the map next to the Turn track so that they abut and face the players.
- Place the Imperial Dispatches marker in the Inactive circle of its display.
- Both sides place their two "Strong" Dresden Garrison units in their respective Holding boxes as pictured there. The French Player will soon have a decision to make concerning this (see #5, below).
- Place the Napoleonic 20 Player Aid mat along the west edge of the map. The Allied South Front Morale marker goes in the '7' space, and the French Morale marker goes in the '5' space of the Morale Track. The Allied North Front Morale marker is not placed on the Morale Track until Turn 7.
- Place the units on the map as listed here:
French
- Hex 0705: VI
- Hex 1020: V
- Hex 1116: IX
- Hex 1218: II, Murat
- Hex 1119: Vc
- Hex 1313: LO
- Hex 1319: Cadre
- Hex 1412: Napoleon
- Hex 1418: IVc
- Set aside: VIII*
- This unit begins the game available for recombining as per Case 16.7.2.
- Turn 2: YG (Area A)
- Turn 4: OG (Area B)
- Turn 5: Res Art (Area B)
- Turn 6: GC (Area B)
- Turn 7: IV (Area A)
- Turn 8: Ic (Area A); Ney (Area B)
- Turn 9: III and IIIc (Area A)
- Turn 10: IIc (Area B)
- Turn 11: XI (Area B)
- Turn 12: Cadre (Area A)
- Turn 19: VII (Area B)
Allied
- Hex 0822: Au IV
- Hex 1321: Pr Pirch
- Hex 1022: Ru Ic
- Hex 1420: Ru I
- Hex 1221: Ru II, de Tolly
After setting up his on-map forces, the Allied Player should sort his units according to their Army assignments (below) and place them into the appropriate Army displays on his Player Aid mat, placing only that Army's Leader unit (even if not using that Optional Rule) on the Game Turn Track to represent the entire group.
- Turn 7 – North Front Morale marker (it begins at '7' on the Morale Track)
- Turn 8 - Army of Bohemia (Group B): Schwarzenberg, Au II, Au III, Au Cuir Cav, Au 1Lt, Au/Ru G&R, Ru III, Ru IIc, Ru Res Art, Pr Kleist
- Turn 10 - Army of Silesia (Group S): Blücher, Pr I, Ru L, Ru VIII, Ru XI, Ru IIIc, Ru IVc
- Turn 16: Au I (Area X)
- Turn 18 - Army of Poland (Group P): Bennigsen, Au 2Lt, Ru Duct, Ru Tscha Cav
- Turn 20 - Army of the North (Group N): Bernadotte, Swe, Pr III, Ru XII, Ru Czern
Optional (set aside these units): Pr II can be recombined from its divisions (16.7.3). The Pr IV, Au F and Bav B units are included only when using with the Alternate Scenario Rules (see 17.1 and 17.2).
- The French Player decides whether he will abandon or defend Dresden (and to what degree) with the following set up consequences:
- Strongly Defended (historical choice): Leave the two French and two Allied units on their respective Player Aid mats. They remain at Dresden and do not enter play.
- Lightly Defended: Lower French starting Morale to 4 (adjust the French Morale marker) and the French receive this unit: Turn 16: I (Area B). Leave the other French and two Allied units on their respective Player Aid mats. They remain at Dresden.
- Abandoned: Lower French starting Morale to 4 (adjust the French Morale marker) and the French receive these units: Turn 16: I and XIV (Area B)*. *Place the Dresden Abandoned marker in either player's Dresden Holding box as a reminder. And apply a permanent minus one (-1) die roll modifier to all French Unreliable Troops die rolls (see Optional Rule 16.8). Increase Allied starting Morale to 8 (adjust the Allied South Front Morale marker) and the Allies receive these units: Turn 18: Ru O-T, Ru Cadre (Area X; part of group P).
Napoleon left Marshall St. Cyr and some 27,000 men behind to hold the Dresden. Invested by some 20,000 Allied troops, the city remained besieged until finally surrendering in mid-November.
- Prepare the Event card deck as follows:
- Sort out the cards by the color of the "Leipzig 20" titles on their faces. Set aside the 8 red-titled Substitute Event cards. They will be added to the deck as per Case 5.1.
- Turn over the 10 black-titled cards. These form the core of the starting deck.
- The French Player takes the three blue-titled French Strategy cards and the Allied player the three green-titled Allied Strategy cards. Both players examine and choose one of their Strategy cards to contribute, face-down (i.e., unknown to the other player) to the black-titled starting deck (bringing it up to a total of 12 cards). Thus, both players "seed" one card of their choice into the starting deck.
- The remaining Strategy cards are set aside, face-down, permanently removed from play and unrevealed.
- Shuffle the (now) 12 cards in the starting deck, face-down, to form a Draw Pile.
- Set aside the remaining markers (e.g., Routed, Bridge Destroyed, Fatigue, etc).
Exclusive Rules [4.0] Sequence of Play
The Allied Player is the First Player.
Exclusive Rules [5.0] Random Events
Skip the Allied Player's Random Events Phase on the first Game Turn.
- [5.1] "Remove and Replace" Cards: After performing an Event that ends with the "Remove and replace…," that card is set aside (with the permanently removed Strategy cards from Step 6 of the Set Up). It is then immediately replaced with a random, unknown red-titled Substitute Event card (i.e., one of the 8 set aside during Set Up) and shuffled into the Draw Pile (only; do not reshuffle the discards back into the Draw Pile at this time).
- [5.1.1] The Other Shoe: If the other player draws this card (whose Event does not have the "Remove and replace…" text), that card is placed in the Discard Pile normally and remains in play until its "Remove and replace…" Event eventually occurs.
- [5.1.2] A Hot Meal: In the case of the A Hot Meal and a Brief Respite card, do not remove it from play unless that Event actually occurs (i.e., the drawing player must actually receive additional Morale Point from the "rest").
Exclusive Rules [6.0] Movement
See Exclusive Rule 12.3 concerning the Forced Marching of Allied units.
- [6.7] Leipzig Observation Corps: The French LO infantry unit is prohibited from ever moving more than five hexes away from the Leipzig city center (hex 1412). If forced to do so by a required retreat, that unit is Broken instead.
Exclusive Rules [7.0] Zones of Control
- [7.7] French Command Limitations: Important: Ignore this Case when using the Optional Leader Rule (see 16.12). The French player is limited in the number of infantry and/or artillery units that can enter enemy ZOCs each turn. Cavalry units and infantry/artillery units that begin the turn already in an enemy ZOC are unaffected by this Case.
- Beginning on Game Turn 1: only one French infantry and/or artillery unit can enter an enemy ZOC each French Movement Phase.
- Beginning on Game Turn 10: this limit is increased to two such units per turn.
- Beginning on Game Turn 14: this restriction is completely lifted and all French infantry/artillery units can enter enemy ZOCs normally.
- On any Game Turn prior to Game Turn 14: The French Player can voluntarily end these restrictions by declaring that he is "Activating Napoleon" and moving the Imperial Dispatches marker to the circle corresponding to the Turn that this occurs. This decision affects the arrival of future French Reinforcements (see 11.7).
During the early phases of the battle, Napoleon focused on coordinating the concentration of his army, precluding him from being able to take personal command of the preliminary engagements.
Exclusive Rules [9.0] Combat
- [9.8.6] Retreat Direction Priority: The direction an Allied unit retreats depends upon which Army it belongs to.
- Units in the Army of Bohemia (B) and Army of Poland (P) retreat towards the Allied LOC in hex 1726 which is always active. Starting on Turn 8, hex 2426 also becomes an active LOC for these Armies, as does hex 2126 starting on Turn 18, when the B and P Groups arrive, respectively (see map).
- Units in the Army of the North (N) or the Army of Silesia (S) retreat towards hex 1901 starting on Turn 10, and also hex 0109 on Turn 20 when the S and N Groups arrive, respectively (see map).
- An Allied LOC becomes active after its associated Allied reinforcement group has entered play. From then on, that Allied LOC functions normally.
- The direction a French unit retreats depends upon which bank of the Elster River it is on. Units to the north or east of the Elster retreat towards the French LOC in Leipzig (1412). Units to the south or west of the Elster, or in the Leipzig LOC itself, must retreat towards the French LOC hex indicated on the western map edge at hex 2511.
Exclusive Rules [11.0] Reinforcements
- [11.6] Unit Arrival Locations: Reinforcement units arrive in the following Locations (color-coded along the map edge for your convenience).
- French units: Enter along the northern and eastern map edge in the entry areas designated A and B.
- Allied units: Enter along the various map edges in the entry areas marked S, T, U, V, W, X, Y, and Z.
- [11.7] Entry of French Reinforcements: Normally, French reinforcements enter play on their scheduled Turn of Arrival. However, if the French player Activates Napoleon (7.7) before Turn 14, then the following restriction applies for the remainder of the game: The French Player must roll a die on the Imperial Dispatches Table on the French Player Aid mat for each reinforcement unit on the turn it is to enter play to determine if its arrival is delayed. Use the column under the Imperial Dispatches marker (see 7.7) to obtain the result. Place a delayed unit one Turn ahead on the Game Turn track and roll for it again on the following Turn; keep rolling each Turn until that unit finally enters play.
- [11.8] Entry of Allied Reinforcements: Each arriving Army (a.k.a. "Reinforcement Group") enters play via one of three possible Entry Areas (with delays for choosing alternate approaches to the battlefield). On an Army's Game Turn of entry, the Allied Player has the option of either bringing the group onto the map via its historical Entry Area on that Turn or advancing that Army's Leader unit ahead an additional number of turns (as on its section of the Allied Player Aid mat) to have that Army arrive via a particular alternate Entry Area.
Example: As shown, the Army of Bohemia normally (i.e., historically) arrives on Game Turn 8 at Area Y. (The Schwarzenberg Leader unit sets up on the Turn Track in the Turn 8 box to indicated this.) If the Allied Player prefers the Army to arrive on the scene via Area X instead, he would move the Schwarzenberg Leader unit to the Game Turn 9 box and it would arrive then. If he prefers to have this Army arrive via Area Z, the Schwarzenberg Leader unit is placed ahead on the track to Game Turn 11.
- Important: When an Army arrives its associated LOC immediately becomes "active" (see 9.8.6).
- [11.8.1] Accelerating Army Entry: Each turn, the Allied player may spend a maximum of one Morale Point from each Front (i.e., North or South) to, in effect, "Force March" one of its associated Reinforcing Armies (Armies N and S are with the North Front, and Armies B and P are with the South Front) or a single associated Detachment unit (see 11.8.3). This is symbolized by moving that Reinforcing Army's Leader or Detachment unit on the Game Turn Track to arrive one Turn sooner. Prior to the North Front Morale marker's arrival on Game Turn 7, the Allied Player cannot spend Morale points to accelerate the entry of Armies N or S.
- [11.8.2] Delayed Entry: Conversely, the Allied Player may freely delay the entry of any Army and/or Detachment unit (in effect, holding those forces off map until he desires to bring them in).
- [11.8.3] Arrival Groups: When Allied units in an Army enter play, they do so as either part of that Army's Main Body or as a Detachment from it.
- An Allied Army's Main Body: Each Reinforcing Army can have only one Main Body which must consist of at least half of the units (excluding its Leader) in that Army (and must also include its Leader unit, if that Optional Rule is used). All units in the Main Body must arrive together (no die roll is necessary to see if the Main Body arrives on time), via the same Entry Area and on the same Turn.
- Morale Boost: During the Allied Movement Phase that an Army's Main Body arrives, its associated Front's Morale is immediately increased by one (+1).
- Detachments From the Main Body: The Allied Player may choose to have individual units from a Reinforcing Army arrive as Detachments, bringing them into play via different Entry Areas than the Main Body. To detach a unit from a Reinforcing Army, remove it from its Army holding box and place it the appropriate number of Turns ahead on the Turn track corresponding with its Entry Area destination. When it is scheduled to enter play, each Detachment unit must roll on the Detachment Unit Arrival Table on the Allied Player Aid mat to determine if it arrives that Turn or is delayed. If it is delayed, keep rolling each Turn until that Detachment unit enters play. (And be sure to remember its Entry Area!) There is no morale boost for the arrival of Detachment units.
Exclusive Rules [12.0] Allied Front Morale
The four Allied Armies (B, P, N and S) are divided into two distinct Fronts, each tracking their morale separately. The Northern Front consists of Armies N and S, and the Southern Front consists of Armies B and P. The gain, loss or expenditure of Morale Points is based upon which specific Front the affected individual unit(s) is assigned to.
Example: The Prussian I unit is assigned to the Army of Silesia (S) and is therefore part of the Northern Front. If it is routed by a French attack and forced to Retreat 4 hexes, only the Morale marker for the Allied Northern Front would be lowered one box on the Morale Track. The Morale marker for the Southern Front would be completely unaffected.
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[12.1.2] Allied Morale Collapse: The first time each Allied Front's Morale Value reaches zero (0), the game does not immediately end in defeat for the Allied side (an exception to this Standard Rule). Instead, a General Retreat is immediately commenced (see 12.7). The second time this occurs to the same Allied Front, it is shattered and the game immediately ends in a French victory.
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[12.3] Forced Marching: Each Allied Army (B, N, P, or S) consumes one Morale Point from its associated Front's Morale marker to Forced March, and only units of that specific Army receive the +1 increase to their Movement Allowance that turn. The Allied Player can expend more than one Morale Point during a turn in order to Force March more than one Army. Allied units that are not assigned to a specific Army (e.g., Cadre units) cannot be Force Marched.
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[12.4] To Rally: Each Allied Army (B, N, P, or S) consumes one Morale Point from its associated Front's Morale marker to their Rally die rolls, and only units of that specific Army receive the +1 die roll modifier to their Rally rolls at that time. The Allied Player can expend more than one Morale Point during a turn in order to improve the Rally die rolls of more than one Army. Allied units that are not assigned to a specific Army (e.g., Cadre units) cannot have their Rally die rolls improved.
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[12.7] General Retreat: The instant an Allied Front's Morale marker drops to zero (0), play is suspended and the Allied Player performs these Steps:
- Remove its Morale marker from the Morale Track, flip it to its General Retreat side, and set it one full day (i.e., six turns) ahead on the Turn track.
- Keep its round General Retreat marker on the map amid the morass of that Front's units as a visual reminder of their current state.
- Increase French Morale by 1.
- The Allied Player, in whatever order he desires, Retreats (9.8) every on-map unit in the affected Front's Armies a number of hexes equal to that unit's full, printed Movement Allowance (regardless of normal reductions for Weather, Night, etc.) as follows:
Example: Allied North Front (N and S Armies) morale falls to 0 during the French Player Turn portion of Game Turn 16. This triggers an instant General Retreat of the North Front (12.7). The Allied Player takes the North Front's Morale Marker from the Morale Track, flips it to its General Retreat side, and places on the Game Turn 22 space on Turn Track (i.e., six turns ahead from the current turn). He also places the round General Retreat marker on the map amid that Front's units as a mnemonic. The Allied Player then Retreats all of his surviving North Front units, each a distance in hexes equal to its printed Movement Allowance. Afterward, the French Turn 16 Combat Phase and Player Turn are completed. Then begins Allied turn 17 with the Allied player following all of the restrictions for his North Front units as per 12.7.2. During the French Player Turn on turn 17, only French cavalry units can enter the ZOCs of Allied North Front units.
- [12.7.4] Shattering a Front: A Demoralized Allied Front (i.e., one that has previously conducted a General Withdrawal; see 12.7.1) that is again reduced to zero (0) Morale is Shattered. This immediately ends the game in a French victory.
Exclusive Rules [14.0] Night Turns
Morale Recovery from Rest: If the French Morale level is four (4) or higher, then the French recover two (2) Morale Points at night from Resting; if their Morale level is three (3) or less, they only recover one (1) Morale Point.
Both Allied Fronts recover one (1) Morale Point each at Night providing:
- A. There are units on the map assigned to that front, and
- B. The Allies on that front are not currently conducting a General Retreat.
Objective Hexes
- French Objective Hex: Lindenau (1611)
- Allied Objective Hexes: none
Exclusive Rules [15.0] How to Win
Because the strategic onus was on the Allied side during this battle, modify the standard victory conditions as follows:
- The Allies achieve a Decisive Victory if, at any time, the French side's Morale is reduced to zero (0) and either Allied Morale marker's value is at one (1) or more.
- The Allies achieve a Marginal Victory if, at the end of the game (i.e. the conclusion of the last Game Turn), neither Allied Morale marker is on its Demoralized side and either Allied Morale marker's value is at least 1 higher than the French Morale marker.
- The French achieve a Marginal Victory if, at the end of the game (i.e. the conclusion of the last Game Turn) either one of the Allied Morale markers is on its Demoralized side and French Morale is greater than each Allied Front.
- The French achieve a Decisive Victory if, at any time, both Allied Morale markers are on their Demoralized sides, or one Allied front is Shattered (12.7.4).
- A Draw occurs with any other result.
Exclusive Rules [16.0] Optional Rules
[16.7.3] The Prussian II Corps: This unit is set aside during set up as this corps begins the game split into a pair of strong 2-2 divisions, Pirch and Kleist (the former division starting on the map and the latter arriving on Turn 8). If the Allied Player ends his Movement Phase with these two units stacked together (an exception to Case 6.9), they are removed from play and replaced in that same hex with the stronger 4-2 Prussian II corps unit (which could then participate in combat that turn). This unit cannot be broken down again into those divisions once combined.
[16.8] Unreliable Troops: French units with their Combat Strengths in yellow (VII and XI) are Unreliable and subject to wavering during Battles.
- Procedure: When an Unreliable unit is in a Battle, after Reserves are committed (if any; see 12.5) but before the Battle itself is resolved, the French Player rolls a die on the Unreliable Troops table on the French Player Aid mat. One is subtracted (-1) from this wavering die roll if Dresden was abandoned during set up (3.0, #5) and/or if French Morale is lower than the Morale of the Allied Front associated with the Allied units in that Battle (or either Front if units from both are participating). If the result is:
- Greater than 1, there is no effect.
- Equal to 1, that Unreliable unit wavers and its Combat Strength is reduced by one (-1) for that Battle only.
- Less than 1, major desertion occurs; immediately reduce French Morale by one (-1) and that Unreliable unit is permanently eliminated and replaced with a Cadre unit, if available, and the Battle continues.
Many troops in the Grand Armée were from French client states and their enthusiasm for Napoleon's cause had waned. Some were even engaged in secret negotiations with the Allies to change sides or arrange a separate peace.
[16.9] Light Infantry: The two Austrian Light Division units (with their green Movement Allowances) function as infantry units in all respects except that they can also Disengage (exactly as per Case 8.3).
[16.10] Bridge Demolition: The French prepared the Lindenau bridge (between hexes 1412/1512) for demolition. It can be destroyed voluntarily by the French Player or set off accidentally (as the result of Allied action) as follows:
- Procedure: The French Player voluntarily destroys the bridge at the end of any French Movement Phase by simply stating he is doing so. Check to see if the bridge is accidentally blown up at the end of each Allied Movement Phase and during every Allied Combat Phase after resolving each Battle, but only if one or more Allied units physically occupy or are in adjacent to or any of the four Leipzig hexes (these hexes have distinctive yellow hexsides around them). The Allied Player consults the Leipzig Bridge Demolition Table on his Player Aid mat and rolls a die, subtracting one (-1) from for each of these hexes currently occupied by an Allied unit. On a result of 1 or less, the bridge is destroyed.
- If and when the bridge is destroyed, place the Bridge Destroyed marker near Leipzig (1412) to indicate the 1412/1512 hexside is an unbridged Major River for the remainder of the game.
Responsibility for firing the demolition charges was delegated downwards until eventually a frightened corporal was left in charge of this critical task. Hearing Allied troops attacking the outskirts of the city, he panicked, blowing up the bridge and drowning hundreds of troops while stranding a large part of the Grand Armée on the eastern bank where they were soon forced to surrender.
[16.11] Fatigue: To reflect the gradual degradation of a unit's readiness during sustained combat, use the round Fatigue markers as follows. The Fatigue markers are shown in increasing levels from left-to-right.
- Procedure
- Exhaustion: When a unit participates in a Battle (whether as Attacker or Defender), increase its Fatigue Level by one (e.g., from having no fatigue to placing a Committed marker on it; from Committed to a Tired marker; from Tired to Weary or Weary to Spent). If the unit is already Spent, there is no effect.
- Recovery: At the end of a player's own Combat Phase, each of his units that has a Fatigue marker and is not adjacent to an enemy unit has its Fatigue Level reduced by one (even during a Night Turn). A unit with a Committed marker on it simply removes it.
- Effects of Fatigue: While fatigued (i.e., marked with a Fatigue marker), that unit suffers the following effects:
- Committed: that unit is unaffected.
- Tired: that unit receives no movement benefit if its side conducts a Forced March (12.3).
- Weary: that unit suffers the Tired penalty and a -1 penalty to its Movement Allowance.
- Spent: that unit suffers the Tired and Weary penalties and is prohibited from voluntarily entering Enemy Zones of Control.
[16.12] Leaders: Leader units represent the command structure necessary to effectively coordinate offensive action on a sprawling battlefield like Leipzig. They have a purple banner and Combat Strength to symbolize their command authority.
- General Rule: In general, if any of the Attacker's units in a Battle are within the Command Span of one of that side's Leader units, the Battle is resolved normally. If none of the Attacker's units are within a friendly Leader's Command Span, then the final Combat Differential of that attack is reduced by one (-1).
- Leader Set Up: Leader units are listed in the normal set up instructions highlighted in purple.
- Command Span: A Leader unit's Command Span is the radius in hexes over which it can exert control over friendly attacking units. Terrain features and/or the presence of enemy units or enemy ZOCs have no impact on a Leader's Command Span. The French Leader Murat is unique, having two Command Span ratings. His span for cavalry units is 2, but only 1 for infantry and/or artillery units.
- Leader Movement: Leaders move like cavalry units, with the following exceptions:
- Leaders move through all Rugged Terrain (6.5) as if it were Clear.
- Leaders may voluntarily leave enemy Zones of Control (6.8) providing they do not move directly from one enemy Zone of Control into another when doing so.
- A Leader can end the Movement Phase stacked in the same hex with a friendly unit and/or any number of other friendly Leaders (i.e., Leaders are "stack free").
- Leader Zone of Control: Leaders units do not exert ZOCs. Leaders units, by themselves, are not obligated to attack enemy units (7.3).
- Leader Discretion: If a Leader is in an enemy ZOC and it is not stacked with a friendly unit at any time during the owning player's Combat Phase OR during the enemy Movement Phase, then that Leader unit must immediately be Retreated one hex by the owning player. If that Leader is still in an enemy ZOC and not stacked with a friendly unit after this mandatory one hex Retreat, then that Leader unit is Broken (see below).