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Les Maréchaux: Junot 1808 – Soult 1809 thumbnail

Les Maréchaux: Junot 1808 – Soult 1809

Les Maréchaux: Junot 1808 – Soult 1809 Rulebook

Table of Contents

Table of Contents

  • 1 - Components
    • 1.1 - Counters
      • 1.1.1 - Units
      • 1.1.2 - Commanders
      • 1.1.3 - Markers
    • 1.2 - The map
    • 1.3 - Order of battle
    • 1.4 - Dice and rounding
  • 2 - Game Sequence
  • 3 - Initiative
  • 4 - Events
  • 5 - Operations
    • 5.1 - Command
    • 5.2 - Stacking
    • 5.3 - Disengagement
    • 5.4 - Moves
      • 5.4.1 - Axis of retreat
    • 5.5 - Fatigue
    • 5.6 - Combats
      • 5.6.1 - Withdrawal of the cavalry
      • 5.6.2 - Amplitude of combat
      • 5.6.3 - Melee
      • 5.6.4 - Retreat
      • 5.6.5 - Demoralization
  • 6 - Administrative Phase
  • Example of Movement and Combat
  • 7 - Special Cases
    • 7.1 - Commanders
    • 7.2 - Baggage and artillery
    • 7.3 - Garrison
    • 7.4 - Decoys
    • 7.5 - Fog of war
    • 7.6 - Back to the river and bridges
    • 7.7 - Demoralization
    • 7.8 - Recuperation
  • 8 - Scenarios
    • 8.1 - Junot - Portugal 1808
      • 8.1.1 - Length of the game
      • 8.1.2 - Set-up
      • 8.1.3 - Line of communication
      • 8.1.4 - Number of available decoys
      • 8.1.5 - Victory conditions
      • 8.1.6 - Events
      • 8.1.7 - Special rules
    • 8.2 - Soult – Portugal 1809
      • 8.2.1 - Length of the game
      • 8.2.2 - Initial placements
      • 8.2.3 - Line of communication
  • 9 - Events
  • 10 - Reference Sheets
    • 10.1 - Amplitude of combat (melee table)
    • 10.2 - Detailed game sequence
    • 10.3 - Player aid

1 - Components

1.1 - Counters

There are three types of counters: units, commanders, and markers.

1.1.1 - Units

The front of the counter indicates its affiliation and is used to simulate the fog of war. The letter "A" indicates the unit has been activated during the turn: in the upper position, it is still available for activation; in the lower position, it is no longer available for activation.

The back of the counter gives the name of the unit so as to identify it on the battle order sheet and is illustrated by an outline showing its composing force.

The black number corresponds to the unit's movement points (MP). Cavalry units also have a colored number corresponding to their morale.

1.1.2 - Commanders

The front is identical to the other units and the back identifies the commander and gives its strategic value (SV). The higher the value, the better the commander. A distinction must be made between the commanders in chief with one star and the subordinate commanders with no star.

1.1.3 - Markers

There are nine types of markers.

The "Tour" (Turn) marker is placed on the turn track and informs players of the advancement of the game.

The "Bataille" (Battle) marker is placed on the connection where a combat takes place so that players can remove the units present without forgetting their position.

The "PM" (MP) marker is placed on the movement track and informs players of the number of movement points spent by a stack.

"Événements" (Events) markers are attributed to players according to the scenarios at the beginning of the game or as players draw them at the beginning of each turn. They are played according to the specific rules for each scenario.

"Fatigue" markers determine losses incurred during troops' marches.

"A combattu" ("has combatted") markers are placed on stacks of units that just combatted.

"Dos à la rivière" ("Back to the river") indicates units that have just crossed a stream or river and that have entered a zone occupied by an opponent stack.

"Retraite" ("Retreat") markers are placed on the connections chosen by the players when two stacks are found in the same zone.

"Démoralisée" ("Demoralized") markers are placed on a stack of units having failed the morale test after losing a combat.

1.2 - The map

The map represents the region in which the campaign in question was played out and the principal paths and roads taken by the troops. The zones correspond to the stages and are of 3 types: clear, defensive or town. The units and the commanders must always be placed in a zone. The distance between two zones is approximately 10 km. On the map, the terrain table, turn counter and movement chart are also provided.

1.3 - Order of battle

Each player has his own order of battle on which his infantry units are listed. Each unit has its strength in boxes called points de force (strength steps); each box representing 1,000 infantry men. If a unit incurs losses, it crosses out boxes from right to left. If all of the boxes of a unit are crossed out, it is removed from the game. The number in the box represents the morale of the unit. The higher the value, the better the morale. Morale declines as losses are incurred.

Artillery, cavalry and baggage units are not listed in the order of battle. Each artillery or cavalry counter represents 1 artillery or cavalry strength step respectively, or approximately 500 cavaliers or a battery of artillery of 6 to 8 pieces. A baggage counter simulates the logistics of accompanying.

The nominative commanders boxes allow units accompanying a commander to be hidden from the opponent's view, thus preserving the fog of war.

The combat sheets allow players to deal more easily with combats by notating the various parameters. The order of battle can be photocopied for subsequent games.

1.4 - Dice and rounding

The game requires the use of several six-sided dice, noted as d6. In all cases in the game, decimal values are rounded up to the nearest whole number.

2 - Game Sequence

Each game turn proceeds in the following order:

  • A – Initiative Phase.
  • B – Events Phase.
  • C – Operations Phase.
  • D – Administrative Phase.

3 - Initiative

Each player rolls 1d6 and adds the strategic value of his commander in chief. The player with the higher result wins the initiative. In case of a tie, re-roll. If a commander in chief is eliminated, the player does not add his strategic value to his die roll.

4 - Events

Events markers are obtained in two ways: by allocation at the beginning of the game according to the scenario, or by drawing them during the events phase of each turn. For that, the markers are placed in an opaque container and then one marker is drawn at random per turn.

Each player receives his own container and his own markers. A player may not draw a marker from his opponent's container. Events marked with a star must be played immediately; the others can be held onto.

If there are no markers remaining in the container, the player does not draw an event for that turn.

The "événements" markers are played according to the rules for each scenario.

A player can decide to tempt fate by returning the event to the bowl at a cost of 2 victory points awarded to his opponent. There is no event for the player during that turn.

5 - Operations

Beginning with the player who won the initiative, each player alternates in conducting one of the following options:

  • Activating a stack of units by disengaging or moving.
  • Combatting.
  • Passing.

If both players pass consecutively, the operations phase for that turn is over and play continues with the administrative phase. An activated stack is pivoted to indicate that it has been activated. If a camp has activated all of its units but cannot initiate combat, it must pass. Note that combat is not considered an activation. A unit can very well combat and then disengage during the following operation, move and then combat during the following operation, combat and then combat again if a new enemy stack has penetrated the zone.

5.1 - Command

Before moving, a stack must first pass a command test. Combatting, disengaging, and passing do not require a command test. A commander in chief associated with the stack enables the stack to be activated without a command test. It will move with all of its MP. The same is true for a stack located in the same zone as the commander in chief at the beginning of its movement. A command test proceeds as follows:

  • Roll the die.

  • Add the SV to the subordinate commander, if there is one.

  • Add 1 if the stack contains only cavalry units.

  • Add 1 if it is possible to go from the commander in chief to the stack by crossing connections that are passable and are free of enemy units.

  • For a result of 5 or more, the stack can be freely activated with all of its MP.

  • For a result of 3 or 4, the stack can be freely activated, but only retains half of its MP.

  • For a result of 1 or 2, the stack is considered activated without doing anything. The opponent must conduct an operation.

5.2 - Stacking

In a zone, there is no stacking limit for units and commanders. A stack is composed of one or more commanders and/or an unlimited number of units. A player is not required to engage all units of the same zone in an operation. He can form a stack and move it and then move the remaining units during another operations phase. Opponent stacks can cohabitate the same zone.

5.3 - Disengagement

A friendly stack occupying the same zone as an enemy zone can attempt to disengage and leave the zone if it has not been activated. To do so, the player applies the following procedure:

  • Roll the die.
  • Compare the number of cavalry strength steps of the two stacks. If the stack conducting the disengagement has more cavalry strength steps, subtract 1, otherwise add 1.
  • Subtract 1 if the disengaging stack is composed only of cavalry.

If the result is 3 or less, the stack can leave the zone and carry out a normal move. Otherwise, it remains in the zone and is considered activated. It is the opposing player's turn to carry out an operation. In any case, the modifiers are only added or subtracted if the player declares them. He has the option of maintaining the fog of war. The player whose operations phase it is not is always the first to declare his cavalry strength steps. A move following a disengagement cannot take place via the retreat axis of the opponent stack occupying the zone.

5.4 - Moves

During a move, a stack must follow a succession of zones linked by connections of route, road or path. The cost in MP depends on the connection taken (see the terrain table).

MP are attributed for the turn. A unit may not spend more MP than it possesses for the turn. It can, however, spend fewer.

A stack can leave its units in a zone along the way, but cannot take other units during its move.

If a stack enters a zone occupied by an enemy stack, it must stop unless it carries out a forced passage. In this case, a combat must be resolved during the operation between the stacks of the zone – the attacker removes 2 from its Combat Strength (CS). After the combat, the stack receives an "A combattu" (has combatted) marker which it immediately converts to fatigue if it is the winner. It continues its movement normally, the movement and fatigue points added to those prior to the combat.

To keep track of spent MP, use the movement chart and the "PM" marker. Advance the marker on the chart at each connection taken.

5.4.1 - Axis of retreat

At the moment in which a stack enters a zone occupied by an enemy stack, each player must determine an axis of retreat. To do so, place a "Retraite" marker on a connection between the zone of the two stacks and an adjacent zone.

The player whose stack just entered the zone must be the first to place his marker by the connection he just crossed. No marker is placed if a stack enters a zone occupied by an enemy stack by its first connection following a disengagement.

The opponent may choose any connection except one already containing a "Retraite" marker of his enemy or in the direction of a zone occupied by an enemy stack.

If, during a later operation, an enemy stack enters the zone by the connection chosen for retreat by the friendly stack, the "Retraite" marker is removed. The stack without an axis of retreat will combat with a penalty of 2 for its combat strength.

If another friendly or enemy stack enters the zone, their axis of retreat will be the axis determined by the first stack. If the stack already in the zone has no axis of retreat, the newly entering stack will also be without an axis of retreat.

The markers are removed when only units of the same camp remain in the zone.

5.5 - Fatigue

After crossing a connection, the player must draw at random a "fatigue" marker, regardless of the connection crossed. Different modifiers can apply for the draw. They are all cumulative:

  • If the stack is composed of more than 10 strength steps, draw an additional marker for each connection crossed; more than 20 strength steps, draw two markers; more than 30 strength steps, draw 3 markers; etc. Baggage is not counted in the total.
  • If it is not possible to go from the connection where the stack is to one of its lines of communication without using a zone occupied by an enemy stack or an impassable connection, draw one additional marker at each new connection crossed.
  • If the stack has received one or more "A combattu" markers, draw the same number of "fatigue" markers before moving the stack.
  • If the stack enters a zone occupied by any enemy stack – except a lone commander – draw an additional marker.

Drawn markers can be ignored in the following cases:

  • If the stack is accompanied by baggage, the player can, once and only once, return a "fatigue" marker without taking another one during the movement of the stack.
  • If the stack is accompanied by a commander, the player can, once and only once, return a "fatigue" marker without taking another one during the movement of the stack. The presence of several commanders in the stack does not allow numerous "fatigue" markers to be returned.

Tally the fatigue points accumulated by using the values noted on the counters. The drawn markers are not returned to the container after each drawing but only when the player decides to interrupt his movement. Then, all of the markers are returned to the container. If the accumulated fatigue exceeds the morale of one of the units of the stack, those units must stop their movement and the infantry units must also lose 1 strength step. The other units of the stack may continue their movement.

5.6 - Combats

A combat is initiated by a player if friendly and enemy units occupy the same zone. The player initiating the combat is called the attacker and his adversary, the defender. The attacker is free to compose his stack as he wishes and declare which units of the zone will combat. All of the defender's units in the zone are required to combat. Following the declaration of combat, the units of the two stacks are turned over. Combats proceed in the strict order as follows:

  1. Withdrawal of the cavalry
  2. Amplitude of combat
  3. Melee
  4. Retreat
  5. Demoralization
  6. Pursuit

5.6.1 - Withdrawal of the cavalry

An attacking or defending stack composed solely of cavalry and having an axis of retreat can choose to withdraw. To do so, it attempts disengagement according to 5.3. If it succeeds, it retreats one zone along its axis of retreat. It is subjected to a pursuit according to 5.6.6. The two stacks do not receive an "A combattu" marker.

5.6.2 - Amplitude of combat

The amplitude of combat corresponds to the sum of the strength steps of the two piles (both artillery and cavalry). This must be calculated first to choose the corresponding column in the melee.

5.6.3 - Melee

Calculate the combat potential (CP) of each of the stacks starting at 0, according to the following procedure:

  • add the modifiers for any "événements" markers;
  • add the bonus for artillery shots (see note 1);
  • add the strength ratio to the stronger stack (see note 2);
  • add the morale of the "head unit" (see note 3);
  • add the SV of the commander of the stack if there is one;
  • add the defensive value of the zone (see the terrain table) for the defender only;
  • subtract 2 if the stack has no axis of retreat;
  • subtract 1 if the stack has a "Dos à la rivière" marker;
  • subtract 2 if the stack carries out a forced passage;
  • subtract 2 if at least one unit of the stack is demoralized;
  • add the value of 1d6.

Note 1 – Artillery shots. Simultaneously, each player rolls as many dice as he has artillery counters in his stack. For each 4, 5 or 6, add 1 to the CP of the player.

Note 2 – Tally the number of strength steps of the two stacks by subtracting the artillery strength steps and dividing by two those of the cavalry located in a defensive zone or town. The player with the greater total calculates his strength ratio by dividing the actual strength steps by those of the enemy stack. The result is added to his CP.

Example: two stacks of 7 and 2 strength steps confront one another. The strength ratio of the stronger stack is 4 (7 divided by 2 equals 3.5, rounded to 4).

If the strength ratio is greater than ten, the player with the greater total will not have losses if he wins the combat.

Note 3 – Each player designates a "head unit" in his stack. A cavalry unit in a town zone or a defensive zone cannot be the "head unit" except if there is no infantry unit in the stack. The morale value of this unit is added to the CP.

The final CP can be a positive, negative or zero number. The player with the greater number of CP is the winner of the combat. Losses are given on the combat table by crossing the difference in CP with the amplitude of the combat.

Losses are applied freely by the concerned players except for the first loss which must be applied to the "head unit".

If the difference in CP is zero, the two stacks suffer the losses indicated, and there is no retreat phase or pursuit. Remember, if the winning side has a strength ratio greater than ten, it will not suffer losses. The stacks receive an "A combattu" marker and the combat and current operation are finished.

5.6.4 - Retreat

The retreat distance for a losing stack is indicated on the melee table.

The retreat is toward the zone containing the stack's "Retraite" marker and then continues in the direction of the choice of the player, in the case of a multi-zone retreat.

If there is no retreat zone free of enemy units, or if the stack has no axis of retreat, the stack remains in place and suffers an additional strength step loss to be attributed freely.

A defeated stack becomes automatically "activated".

5.6.5 - Demoralization

At the end of his retreat, the losing player rolls 1d6. Add to the result the value of the distance of retreat and compare this result with the morale of his "head unit". (In the case of the elimination of his "head unit" during the combat losses, he designates a new one even.)

If the result is greater than its morale, the stack becomes demoralized (7.7). A "Démoralisée" marker is placed on top.

5.6.6 - Pursuit

To carry out a pursuit, compare the number of strength steps of the cavalry of the stacks. Pursuit is only effective if the number of strength steps of the winner's cavalry is greater than or equal to the number of cavalry strength steps of the loser.

If the winner has no cavalry or if the combat zone is a zone of defensive terrain, there is no pursuit either. If the pursuit is effective, the loser rolls 2d6 and adds the number of strength steps of the cavalry of his stack.

The winner only rolls 1d6, adds the number of cavalry strength steps of his stack and 2 more if the losing stack contains a demoralized unit.

The difference between the total of the winner and that of the loser gives the number of additional losses to be suffered for the stack. Losses are first applied to baggage units and artillery units, and then freely thereafter.

At the end of a pursuit, stacks with a "Non activated" status receive an "A combattu" marker. Turn all the stacks back to their front side.

6 - Administrative Phase

At the end of turn, remove all the remaining "A combattu" and "Dos à la rivière" markers, test any necessary recuperation of units, test any necessary rallying of demoralized units, turn the units to their "available" side, and move the turn marker forward one space.

Example of Movement and Combat

It is the Anglo-Allied player's turn to conduct an operation. He decides to activate the stack comprised of the Beresford commander, units of the Infantries Tilson (2 strength steps), Silveira (3 strength steps), Lopes de Sousa (3 strength steps), a Portuguese cavalry unit, and a Portuguese artillery unit. 10 strength steps total. The player wants to attempt to cross the Douro to attack the French stack beyond the bridge. He tests his command with a +2 DRM (+1 for the SV of Beresford and +1 because the stack has a clear path to Wellesley). With a 3 on the die, modified to 5, the stack can move all of its MP. To arrive at the first zone, the stack spends 1 MP and draws a fatigue marker of 1, same for the 2nd zone. For the 3rd MP, he draws a fatigue marker of 3 points. The player decides to return it to the container with the bonus of his commander. For the final zone, two fatigue markers must be drawn because the zone is occupied by an enemy stack. The total fatigue is now 4 and exceeds the morale of units Lopes de Sousa and Silveira who lose 1 strength step each, leaving only 2. The two players place their axis of retreat markers: the Anglo-Allied player toward the zone from which he came, the French player toward Amaranthe. The stack that just crossed a bridge receives a "Dos à la rivière" marker. The Anglo-Allied player doesn't try to force passage. The stack becomes "activated", the Beresford counter is pivoted 180°. The French player can then conduct an operation. He attempts a disengagement with his whole stack. The stack is comprised of the Heudelet infantry unit (4 strength steps) and a dragon cavalry unit. There is a +1 DRM because the cavalry's strength steps are equal. With a 3, modified to 4, the disengagement is a failure and the French units become activated. The Anglo-Allied player regains control and decides to combat in the zone. The two stacks are turned over. Neither player decides to withdraw his cavalry. The amplitude is determined to be 13: French 5, Anglo-Allies 8 due to the losses suffered by Lopes de Sousa and Silveira. Each player determines his CP.

  • French: no events, no artillery shots, +4 for the morale of unit Heudelet designated "head unit" and +5 for the die, total 9.
  • Anglo-Allies: no events, the artillery shot is a failure with a 2 on the die, +2 for the strength ratio (8 divided by 5 equals 1.6, rounded to 2), +4 for the morale of unit Tilson designated "head unit", +1 for Beresford, -1 for the marker "Dos à la rivière" and +2 for the die, total 8.

The French player wins the combat with a difference of 1 in CP. By crossing this result with the amplitude of combat, the melee table gives a result of 1/1. Units Heudelet and Tilson each lose 1 strength step. The stack of Beresford must retreat one zone. It recrosses the bridge and suffers a new loss which it attributes to Lopes de Sousa. It then tests its demoralization with +1 on the die because it has retreated one zone. Unit Tilson only has a morale of 3 with a die roll of 4. Modified to 5, the stack becomes demoralized. The pursuit is effective because the cavalry strength steps of the two stacks are equal. The Anglo-Allied player rolls 2d6 and adds 1 for his cavalry's strength steps. He gets a 6 and a 1 for a total of 8. The French player rolls 1d6 and adds not only 1 for his cavalry's strength steps but also 2 because the enemy stack is demoralized. With a 6, he gets a modified result of 9. With a total of 1 more than his opponent, the Anglo-Allied stack must lose one more strength step to attribute first to the artillery. Lastly, the elimination of Beresford is tested by rolling 2d6. With a total of 9, Beresford survives. Neither stack receives the "A combattu" marker since they both have an "activated" status. The attack of Beresford is a bitter defeat. Between the losses due to fatigue, the combat, and the pursuit, Beresford loses 5 strength steps compared to just one for the French.

7 - Special Cases

7.1 - Commanders

A commander can be eliminated at the end of a combat if the stack he is in has lost at least 1 strength step. Roll 2d6. For an 11 or 12, the commander is eliminated.

All commanders have 10 MP per turn. They move without testing for fatigue.

A lone commander in a zone with an enemy stack must test his elimination as a loss of strength steps. If he survives, he is moved to a contiguous zone of his owner's choice. The enemy stack can continue its movement freely.

If a stack is comprised of several commanders, the SV of the commander in chief is used if he is present. Otherwise, the player uses the SV of the commander of his choice.

7.2 - Baggage and artillery

These units are not tested for fatigue and cannot use a path "sentier" connection. If these units are alone in a zone (without friendly infantry or cavalry units), they are eliminated without combat as soon as an enemy infantry or cavalry unit penetrates the zone.

7.3 - Garrison

At the beginning or end of a movement in a town zone free of enemy units (the printed text reads "beginning of end of a movement"; "beginning or end" is read here), a player can create a garrison from an infantry unit – based on the available counters. The infantry unit loses 1 strength step and the garrison counter is placed in the zone.

Garrisons are immobile and cannot leave the zones in which they are created.

In the same manner, any infantry unit can recover a garrison by erasing a loss of 1 strength step. A unit with no losses cannot recover a garrison.

The colored value indicates the morale of the garrison.

If the garrison suffers a loss, it is eliminated.

A garrison can be designated as the head unit.

A garrison cannot leave the zone it occupies; if it must retreat following combat, it is eliminated.

7.4 - Decoys

Decoys are used to enlarge the stack on the map so as to unsettle the opponent. A decoy can never be alone in a zone; it will be automatically removed from the map.

The player is free to remove or add decoys at any moment to any stack on the map, even a lone commander, within the limits of his available counters indicated for each scenario.

Decoy counters turned over during a combat are removed.

7.5 - Fog of war

To maintain uncertainty in one's opponent, it is important to use all of the procedures proposed by the game: counters on their reverse side, order of battle hidden from the opponent, decoys. It is important during movement to draw "fatigue" markers, even if they have no bearing on the particular counter – a lone commander, for example.

7.6 - Back to the river and bridges

If a stack crosses any connection across a stream or a river, a "Dos à la rivière" marker is placed on it, and the stack will have a penalty of -1 on its Combat Potential. The marker is removed after the combat, even if the stack remains in the zone. A stack that retreats for its first connection of retreat only – across a bridge on a stream or a river – suffers an additional loss to be attributed freely by the stack's owner.

7.7 - Demoralization

A stack containing at least one demoralized unit removes 2 from its CP. It moves normally but only toward one of its lines of communication – the distance in MP from the arrival zone to the chosen line of communication must be less than or equal to the starting distance. Demoralized units of the same stack cannot be separated. Separate demoralized units can combine but must then remain together.

During the administrative phase, test the rallying of the demoralized units individually. To do so, they must not be in the same zone as an enemy stack. Roll 1d6 and if the result is less than or equal to the morale of the unit, remove the marker.

7.8 - Recuperation

A unit that has not been activated during the turn, is not demoralized, doesn't have an "A combattu" marker, and has no enemy stack in its zone can test its recuperation. Roll 1d6. If the result is less than or equal to the morale of the unit, subtract one loss from the unit. Losses due to the creation of garrisons cannot be salvaged.

8 - Scenarios

8.1 - Junot - Portugal 1808

8.1.1 - Length of the game

The scenario begins August 16 and finishes at the end of August 23, except if the Burrard event has been drawn – see the description of the event.

8.1.2 - Set-up

  • Anglo-Allies
    • Obidos: Wellesley, 1st/2nd, 3rd/4th, 5th/6th, Trant, 20th dragon, Portuguese cavalry, Artillery (3), Baggage
    • Peniche: Flotte (fleet)
  • French
    • Zone A: Delaborde, Chasseurs, Artillerie (1)
    • Zone B: Loison (chef), Loison, 4th dragon, 5th dragon, Artillery (1)
    • Lisbonne: Junot, Charlot, 3rd dragon, Artillery (1), Horse Artillery (1), Baggage, Garrison (2)

8.1.3 - Line of communication

  • Anglo-Allies: Port in which the counter "Flotte" is found.
  • French: Lisbonne

8.1.4 - Number of available decoys

  • Anglo-Allies: 3
  • French: 2

8.1.5 - Victory conditions

Victory is awarded to the player who has received more victory points (VP). If both players obtain the same number of VP, the game is a tie.

  • For the two players at the end of the game
    • Control of Lisbon*: 6 VP
    • For each enemy infantry unit eliminated (the garrisons do not count): 2 VP
    • For each enemy cavalry unit eliminated: 1 VP
    • For each enemy artillery unit eliminated: 1 VP
    • For the elimination of enemy baggage: 2 VP
    • For each enemy commander eliminated: SV of the commander in VP
    • For each event marker the opponent has put back in the container: 2 VP
    • *If Lisbon is free of French units, the town is automatically controlled by the Anglo-Allies. If the two opposing stacks occupy the zone, no point is attributed.
  • For the Anglo-Allied player only
    • For each complete turn without combat: 1 VP

8.1.6 - Events

  • Anglo-Allies: 9, all placed in the container – Génie (Engineering), Burrard, Rifles, Initiative, Contre (Counter) Batterie, Guérilla (Guerrilla), Canicule (Heatwave), Feu (Fire), Débarquement (Landing)
  • French: 9, all placed in the container – Lisbonne, Charge Incontrôlée (Uncontrolled), Génie (Engineering), Impétuosité, Initiative, Contre (Counter) Batterie, Canicule (Heatwave), Elan (Impetus), Kellermann

8.1.7 - Special rules

The British fleet counter represents the Anglo-Allied line of communication. It has no influence on movement or combat and cannot be eliminated. During the first operation of each turn, the Anglo-Allied player decides if he wants to leave the fleet in this port or freely move it to another port.

8.2 - Soult – Portugal 1809

8.2.1 - Length of the game

The scenario begins May 8 and ends May 19.

8.2.2 - Initial placements

  • Anglo-Allies
    • All of the Anglo-Allied units, except Silveira, are placed freely on the three zones marked A, B, and C: Wellesley, Beresford, Sheerbrooke, Paget, Hill, Tilson, Lopes de Sousa, artillery (3), Portuguese artillery (1), 16th dragon, 14th dragon, 20th dragon, Portuguese cavalry, Baggage.
    • Lamego: Silveira
    • To play the scenario according to the positioning of Wellesley, use the following placement:
      • Zone C: Hill
      • Zone A, Viseu: Beresford, Tilson, Lopes de Sousa, Portuguese cavalry, Portuguese artillery (1).
      • Zone B: Wellesley, Beresford, Sheerbrooke, Paget, Artillery (3), 16th dragon, 14th dragon, 20th dragon, Baggage. (Beresford is listed under both Zone A and Zone B in the printed text; transcribed as printed.)
  • French
    • Oporto: Soult, Reynaud, Foy, Artillery (2), Horse Artillery (1), Baggage
    • Amarante: Loison, Sarrut, Heudelet, 17th/18th dragon, 19th/27th dragon, Artillery (2)
    • Braga: 13th dragon, 22th dragon
    • Zone D: Mermet, 8th dragon
    • Zone E: Chasseurs
    • Zone F: 1st hussards
    • Zone G: Delaborde

8.2.3 - Line of communication

  • Anglo-Allies: zones A (Viseu) and B
  • French: all the exits of the map toward Spain

8.2.4 - Number of available decoys

  • Anglo-Allies: 3
  • French: 2

8.2.5 - Victory conditions

Victory is granted to the player receiving the most victory points (VP). If both players obtain the same number of VP, the game is a tie.

  • For the two players at the end of the game
    • Control of Oporto*: 2 VP
    • For each enemy infantry unit eliminated (garrisons do not count): 2 VP
    • For each enemy cavalry unit eliminated: 1 VP
    • For each enemy artillery unit eliminated: 1 VP
    • For the elimination of enemy baggage: 2 VP
    • For each enemy commander eliminated: SV of the commander in VP
    • For each event marker that the opponent has put back in his container: 2 VP
    • *If Oporto is free of French units, the town is automatically controlled by the Anglo-Allies. If two enemy stacks occupy the zone, no points are attributed.
  • For the French player only at the end of the game
    • If at least one French infantry unit is in a zone south of Douro and has a path of connections free of enemy units and all passable to one of its lines of communication: 6 VP
    • For each French infantry unit, regardless of strength steps remaining, having left the map by an exit toward Spain beginning with the turn of May 18: 1 VP

8.2.5 - Events

(Numbered 8.2.5 in the printed rulebook, as in the source; the following 8.2.6 is numbered as printed.)

  • Anglo-Allies: 2 available: Douro and Argenton. 13 in the container – Génie (x 3), Rifles, Initiative, Contre Batterie, Guerrilla (x 3), Rain, Fire, Désorientés, Fuite
  • French: 12, all placed in the container – Inactivity (x 2), Charge Incontrôlée, Génie (x 3), Major Dulong, Initiative, Contre Batterie, Rain, Elan, Withdrawal.

8.2.6 - Special rules

  1. The initiative goes automatically to the Anglo-Allies on the 1st turn.
  2. The French player can exit his units from the map by the "Vers Espagne" (Toward Spain) connections. This movement can follow a retreat. Any losses from pursuit or fatigue are tallied. Infantry units that exit before the turn of May 18 do not bring in VP.
  3. The connection by small boats can only be used by one unit per operation phase at a cost of half of the unit's MP. Tally the fatigue normally after this move. This connection is available only to the Anglo-Allied player. If an enemy stack occupies the opposite zone, the unit receives a "Dos à la rivière" marker and cannot place an "Axe de retraite" marker.
  4. Connections by ferry can only be used by one unit per operation phase at the cost of half of the unit's MP plus the value of the connection. Tally the fatigue normally after this move. This connection is available only to the Anglo-Allied player. If an enemy stack occupies the opposite zone, the unit receives a "Dos à la rivière" marker and cannot place an "Axe de retraite" marker.

9 - Events

All markers are discarded after being played. Markers with a * are to be played right away; the others can be kept secretly. The effects of several markers can be combined except when otherwise stated in the event's description.

  • (AA): Event played by the Anglo-Allied player.

  • (F): Event played by the French player.

  • In italics are the phase where the marker must be played and any necessary conditions.

  • Argenton (AA) 1809 – anytime – The Anglo-Allied player can turn over all the enemy units hidden in two zones anywhere on the map. The units are then hidden again.

  • Burrard (AA) 1808 – Phase B right away – The game ends at the end of the turn in play.

  • Canicule (Heatwave) (AA et F) 1808 – Phase B right away – At the beginning of a movement, all stacks must draw an additional fatigue marker. This marker cannot be removed by the presence of baggage or a commander. If the two players draw this event at the same time, there is no cumulative effect, but the two markers are discarded.

  • Charge Incontrôlée (Uncontrolled) (F) 1808 et 1809 – Phase C before the allocation of losses due to the melee – If the Anglo-Allied stack contains at least one British cavalry unit (not the Portuguese cavalry), the first loss suffered must be a British cavalry unit as a replacement for the head unit.

  • Counter Battery (AA et F) 1808 et 1809 – Phase C after the artillery shots – A successful enemy artillery shot is not counted.

  • Débarquement (Landing) (AA) 1808 – Phase C at the beginning of an operation – Place the British 7th/8th brigade counter with the activated status on the bridge where the British fleet is located. The zone must be free of enemy stacks. This landing counts as a complete operation.

10 - Reference Sheets

10.1 - Amplitude of combat (melee table)

The amplitude of combat corresponds to the sum of the strength steps of the two stacks (artillery and cavalry). If the amplitude is greater than 30, the results of the column of the remaining strength steps are added. For example, if the amplitude of the combat is 37 strength steps for a difference of 6 in CP, the combat result is 2/4 (2/3 for the column 25 to 30 strength steps and 0/1 for the column 6 to 10 strength steps).

The winner's result is on the left, the loser's on the right. For a 0 difference, each player loses the number of strength steps indicated and there is no winner.

CP difference1-56-1011-1516-2021-2526-30Retreat in number of zones
0011123–
1-20/00/01/11/11/12/21
3-40/00/10/10/11/21/22

10.2 - Detailed game sequence

  • A - Initiative (3.0)
  • B - Events (4.0)
  • C - Operations (5.0)
    • Activate a stack through disengagement (5.3) and/or movement (5.4). If through movement, verify the command (5.1).
    • Combat (5.6)
      • Turn the concerned units over.
      • Potentially withdraw the cavalry; attacker first (5.6.1)
      • Determine the amplitude of the combat (5.6.2)
      • Play any events ("événements") markers; attacker first
      • Carry out any artillery shots (5.6.3)
      • Calculate the strength ratio of the stronger stack (5.6.3)
      • Determine the "head unit" – attacker first (5.6.3)
      • List the other CP modifiers: Back to the river ("Dos à la rivière"), Forced passage, Demoralization, Terrain, Commander, Without axis of retreat (5.6.3)
      • Roll 1d6 for each stack and determine the CP (5.6.3)
      • Resolve the melee (5.6.3)
      • Apply losses; first loss goes to the head unit (5.6.3)
      • Carry out any retreats (5.6.4)
      • Test the demoralization of the stack if there is a retreat (5.6.5)
      • Carry out a potential pursuit (5.6.6)
      • Place the markers "A combattu" on any stacks with a Non activated ("Non activé") status (5.6.6)
      • Turn the units back to the front side.

10.3 - Player aid

  • Fatigue – modifiers
    • +1 marker for each connection for a stack of more than 10 strength steps; +2 for more than 20 strength steps, etc.
    • +1 marker for each "A Combattu" marker on the stack at the beginning of its movement.
    • +1 marker if the stack enters a zone occupied by an enemy stack.
    • +1 marker for each connection if the stack does not have a clear route from the connection where it is located to one of its lines of communication.
    • Put back one marker if the baggage or a commander accompanies the stack (cumulative).
  • Demoralization test
    • Roll 1d6 and add the distance of retreat. If the result is greater than the morale of the head unit, the stack becomes demoralized.
  • Command test
    • Roll 1d6 – add the SV for any subordinate commander.
    • Add 1 if the stack contains only cavalry units.
    • Add 1 if it is possible to go from the commander in chief to the stack by crossing connections free of enemy units and crossable by a cavalry unit.
    • Total 5 or more: all of the MP.
    • Total 3 or 4: half of the MP (sup).
    • Total 1 or 2: stack is activated.
  • Disengagement test
    • Roll 1d6.
  • 5.6.6 - Pursuit
  • 8.2.4 - Number of available decoys
  • 8.2.5 - Victory conditions
  • 8.2.5 - Events
  • 8.2.6 - Special rules
  • Disoriented (AA) 1809 – Phase C at the moment at which the French player must carry out his retreat – Move the French "Retraite" marker to another connection. The zone linked to this new connection must be free of Anglo-Allied units.

  • Douro (A) 1809 – Phase C at the beginning of an operation if the bridge to Oporto is destroyed – The event is valid for the whole turn. For each operation, the British player can have an infantry unit cross the Douro to Oporto from the opposite bank. The unit is then considered activated. If it is attacked, it receives a defensive bonus of 2 instead of 1. No fatigue marker is drawn following this movement. It does not receive a "Dos à la rivière" marker and is not penalized for having no axis of retreat. If it must retreat following combat, it remains in place and loses 1 additional strength step. Furthermore, for all combats in Oporto, the artillery units in the zone on the other bank of the destroyed bridge can fire shots as if they were in the Oporto zone.

  • Elan (Impetus) (F) 1808 et 1809 – Phase C during a combat if an infantry unit is part of the stack – Add 1 to the French CP.

  • Feu (Fire) (A) 1808 et 1809 – Phase C during a combat if a British infantry unit is part of the stack – Add 1 to the Anglo-Allied CP. Non-cumulative with the "Rifles" event for the same combat.

  • Fuite (Escape) (AA) 1809 – Phase C at the moment at which the French player withdraws his cavalry – The retreat of the French cavalry stack measures two zones instead of one.

  • Guérilla (A) 1808 et 1809 – Phase C at the beginning of an operation of the Anglo-Allied player – Place the marker on the map in a zone free of all friendly and enemy units. If the French stack penetrates this zone, the marker is removed, but the French stack must stop its movement. During a retreat, if a French stack penetrates a zone occupied by a guerrilla, the marker is removed, but if the French stack contains artillery or baggage units, it must eliminate one of them of his choosing. A Guerrilla marker placed in a zone at the edge of a connection with a destroyed bridge prevents its repair. A zone with a Guerrilla marker cannot be crossed when testing command or fatigue.

  • Génie (Engineering) (AA et F) 1808 et 1809 – The "génie" marker has two possible uses.

    1. Destruction of a bridge – Phase C if an infantry unit in a zone connected to a bridge is activated for the movement. If the two zones connecting the bridge are free of enemy units, place the marker on the side "pont détruit" (destroyed bridge) on the concerned bridge. No unit may use this connection until the bridge is repaired. The unit is then considered activated.
    2. Repairing a bridge – To be played in the same conditions as for the destruction of a bridge. Remove the marker. The bridge is only useable by other units starting with the following turn.
  • Impetuosity (F) 1808 – Phase C before the allocation of losses due to the melee – Add one loss to the head unit of the Anglo-Allies if it is a British infantry unit.

  • Inactivity (F) 1809 – Phase B right away – For the whole turn, when he must carry out an operation, the French player must pass unless he has units in the same zone as enemy units. He can decide to combat or disengage the concerned units.

  • Initiative (AA et F) 1808 et 1809 – Phase A after the determination of the initiative – The player without an initiative gets the one for this turn. His opponent can then play his own initiative marker and recover the initiative.

  • Kellermann (F) 1808 – Phase C at the beginning of an operation – If the units Loison and Delaborde are in the same zone and are not activated, place the Kellermann unit in the same non-activated zone. Units Loison and Delaborde each lose 1 strength step. The French player is then free to resume his activation by carrying out the action of his choice, not necessarily with Loison, Delaborde or Kellermann.

  • Lisbonne (F) 1808 – Phase C at the beginning of an operation – One of the garrison units of Lisbon now has a value of 8 MP. It can move about normally. If it is stacked with any other French unit, it can integrate it as described in 7.3.

  • Major Dulong (F) 1809 – Phase C during an operation or a retreat – If a stack containing a French infantry unit enters a zone occupied by a guerrilla marker, the marker is removed. The effects of the guerrilla marker are canceled.

  • Pluie (Rain) (AA et F) 1809 – Phase B right away – All MP costs of connections are increased by 1 for the whole turn. If the two players draw this event at the same time, there is no cumulative effect, but the two markers are discarded.

  • Repli (Withdrawal) (F) 1809 – Phase C during the first French operation if Oporto is not controlled by the French player – All French units are awarded an additional movement point for the turn.

  • Rifles (AA) 1808 et 1809 – Phase C during a combat if a British infantry unit is part of the stack – Add 1 to the Anglo-Allied CP. Non-cumulative with the event "Feu" for the same combat.

  • 5-60/10/11/21/21/22/32
    7-80/10/11/21/21/31/33
    9-100/10/21/31/31/32/43
    +100/20/21/41/42/51/43
  • Pass.
  • D - Administrative (6.0)
    • Remove any remaining "Dos à la rivière" and "A Combattu" markers.
    • Test their recuperation: non-activated, non-demoralized units with no enemy stack in the zone.
    • Test their rallying: demoralized unit without an enemy stack in the zone.
    • Advance the turn marker one day.
  • Compare the number of strength steps of the cavalry of the two stacks. If the disengaging stack has more cavalry strength steps, subtract 1; otherwise add 1.
  • Subtract 1 if the disengaging stack is only composed of cavalry.
  • If the result is 3 or less, the stack can leave the zone and move normally. Otherwise, it remains in the zone and is considered activated.
  • Combat modifiers (CP)
    • Add the modifiers of any events ("événements") markers.
    • Add the bonus for artillery shots: for each artillery unit, add 1 for each result of 4, 5 or 6 on the die.
    • Add the value of the strength ratio to the stronger stack. Tally the number of strength steps of the two stacks by subtracting the artillery strength steps and dividing by two those of the cavalry in a defensive zone or town. The player with the greater total calculates the strength ratio by dividing the actual strength steps by those of the enemy stack.
    • Add the morale of the "head unit".
    • Add the SV of any commander of the stack.
    • Add the defensive value of the zone (see the terrain table) for the defender only.
    • Subtract 2 if the stack has no axis of retreat.
    • Subtract 1 if the stack has a "Dos à la rivière" marker.
    • Subtract 2 if the stack carries out a forced passage.
    • Subtract 2 if at least one unit of the stack is demoralized.
    • Add the value of 1d6.