RulesPal
Chat
Rulebook
Marengo thumbnail

Marengo

Marengo Rulebook

Table of Contents

Table of Contents

  • Part 1: Napoleonic Brigade Series Rules, v2.1
    • Introduction
    • 1.0 Game Components
      • 1.1 The Game Map
      • 1.2 The Rules
      • 1.3 The Counters
      • 1.4 Set Up Notes
    • 2.0 Beginner’s Note
    • 3.0 Notes on Play
      • 3.1 Use of Loss Charts
      • 3.2 Playing Solitaire
    • 4.0 Scale
    • 5.0 General Game Concepts
      • 5.1 The Word “Unit”
      • 5.2 Retreat Rule
      • 5.3 11..66 Dice Rolls
    • 6.0 Units
      • 6.1 Troop Units
      • 6.2 Leaders
      • 6.3 Markers
      • 6.4 Extension and Detached Artillery Markers
      • 6.5 Fire Levels
      • 6.6 Loss Charts and Fire Level Markers
      • 6.7 Morale Markers
      • 6.8 Gun Point Markers
    • 7.0 General Course of Play
    • 8.0 Turn Sequence
      • 8.1 Outline Sequence of Play
      • 8.2 Narrative Sequence of Play
      • 8.3 Close Combat Subsequence
      • 8.4 Cavalry Charge Subsequence
      • 8.5 Square Check Subsequence
    • 9.0 Fog of War
    • 10.0 Command and Control
      • 10.1 Orders
      • 10.2 Initiative
      • 10.3 Corps Attack Stoppage
      • 10.4 Emergency Retreat
      • 10.5 Below Corps Command and Control
    • 11.0 Formations
      • 11.1 Available Formations
      • 11.2 Effects on Movement & Facing
      • 11.3 Effects on Fire Combat
      • 11.4 Effects on Morale
      • 11.5 Skirmishers
      • 11.6 Squares
    • 12.0 Stacking
      • 12.1 Restrictions on Stacking
      • 12.2 Effects on Movement
      • 12.3 Effects on Combat
      • 12.4 Effects on Morale
      • 12.5 Effects of Over-Stacking
    • 13.0 Facing
      • 13.1 Changing Facing
      • 13.2 Effects on Movement and Combat
    • 14.0 Zones of Control
    • 15.0 Opportunity Fire & Reaction Charges
      • 15.1 Opportunity Fire
      • 15.2 Reaction Charges
    • 16.0 Movement
      • 16.1 How to Move Units
      • 16.2 Terrain Effects on Movement
      • 16.3 Restrictions on Movement
      • 16.4 Reinforcements
    • 17.0 Extensions
      • 17.1 Restrictions on Extensions
      • 17.2 Effects of Extensions
    • 18.0 Forced March
    • 19.0 Line of Sight (LOS)
      • 19.1 General Rule
      • 19.2 Determining LOS—Three Cases
      • 19.3 Effects and Restrictions
      • 19.4 Visibility
    • 20.0 Fire Combat
      • 20.1 Fire Points
      • 20.2 Restrictions on Fire Combat
      • 20.3 Terrain Effects on Fire Combat
      • 20.4 Combat Results
      • 20.5 Step Losses
      • 20.6 Marking Losses and Stragglers
    • 21.0 Stragglers
      • 21.1 The Straggler Table
      • 21.2 Straggler Recovery
    • 22.0 Wrecked Brigades and Divisions
    • 23.0 Close Combat
      • 23.1 Restrictions
    • 24.0 Cavalry
      • 24.1 Cavalry Charges
      • 24.2 Blown Cavalry
    • 25.0 Morale
      • 25.1 Morale States
      • 25.2 Morale Checks
      • 25.3 Retreats and Morale State Combination
      • 25.4 Additive Effects
      • 25.5 Rally
      • 25.6 Elite Divisions
    • 26.0 Leaders
      • 26.1 Effect on Stacking
      • 26.2 Effect on Movement
      • 26.3 Effect on Fire Combat and Morale
      • 26.4 Leader Losses and Replacement
    • 27.0 Artillery
      • 27.1 Gun Points
      • 27.2 Losses
      • 27.3 Fire Combat and Artillery
      • 27.4 Morale and Artillery
    • 28.0 Night
    • Second Edition Designer’s Notes
  • Part 2: Marengo Game Rules (Napoleonic Brigade Series Game #6-02)
    • 1.0 General Special Rules
      • 1.1 Map Notes
      • 1.2 Anti-Initiatives
      • 1.4 First Player
      • Game Contents
    • 2.0 French Special Rules
      • 2.1 Attachment and Detachment
      • 2.2 The Consular Guard
      • 2.3 Napoleon’s Loss
      • 2.4 French Minor Variants
    • 3.0 Austrian Special Rules
  • Part 3: Napoleonic Brigade Series v2.1 Charts & Tables
    • Command Point Table
    • Order Costs Chart
    • Order Log
    • Order Delivery
    • Initiative Table
    • Acceptance Table
    • Corps Attack Stoppage Table
    • Movement Chart
    • Fire Point Tables
    • Cavalry Attack Table
    • Fire Table Modifiers—Regular Fires
    • Fire Table Modifiers—Exclusively Cavalry Fires
  • Errata
    • Marengo Countersheet Errata (2001)

Part 1: Napoleonic Brigade Series Rules, v2.1

v2.1 Rules: These rules are almost the same as those presented with Marengo. Known errata has been corrected and changes have been made to 15.1b, 17.0, 24.1 (see step H), and 25.3c.

Introduction

The Napoleonic Brigade Series games are playable tactical portrayals of Napoleonic battles. The series’ intent is to show how command operates on the Napoleonic battlefield using the weapons systems of the period. These rules occasionally rely on common sense and honesty. Some functions occur outside the enemy’s observation and require some trust and expect that each player will apply the spirit of the rules. We do not claim infallibility. Players should feel free to call or write for clarification if needed. We support our products fully and will be delighted to answer your questions.

1.0 Game Components

1.1 The Game Map

The map depicts the area in which the battle or campaign was fought.

1.1a The Hex Numbering System. Every hex on the game map is identified by a hex number (e.g. 29.17). The digits before the decimal point (29.xx) indicate the vertical hex column, reading along the map from left to right. The digits after the decimal point (xx.17) identify the exact hex in the column, reading from bottom to top. To reduce map clutter, hex numbers are printed only on every fifth row of hexes (xx.05, xx.10, xx.15). To find hex 29.17, for example, follow the xx.15 row until you find the 29.xx column, then count up two hexes to 29.17. If the game uses more than one map, any reference to a hex number will include the appropriate map letter, as in B29.17.

1.1b Map Edge Hexes. Edge hexes with at least half of the hex showing are playable. Tiny hex slivers are not.

1.1c Off Map Movement. Units cannot exit the game map. Destroy units forced off the map.

1.1d Turn Record Track. This track indicates the passage of time. The first and last daylight turns have one number in the time box to indicate the visibility (in hexes) for that turn. The shading on the Turn Record Track indicates night turns. Advance the Turn Record Marker one box during the Turn End Phase; advance the Day Marker at the end of the midnight turn.

1.1e Entry Hexes. These hexes show where reinforcements arrive. If enemy units block a reinforcement’s entry hex, then that unit is free to enter at any hex free of enemy units at or within 10 hexes of the scheduled entry hex along any map edge.

1.1f Casualty Tracks. These use three markers each to record casualties (not stragglers or artillery losses). The markers (x100, x10, x1) record the current losses in each army. Revise this track each time an infantry or cavalry strength point is lost.

1.2 The Rules

Every Gamers’ Brand game contains separate Series and Game rulebooks. The Series rulebook contains the rules generally applicable to all the games in the series. The Game rulebook gives the details needed for a specific game, including any special rules, scenarios, and set up information.

1.2a Organization. Section and Case numbers outline the rules. Each major rules grouping is a section; a paragraph within a rules section is a case. The number 4.2 would, for example, refer to section 4, case 2. A specific case can contain a number of related statements. Statements within a case are numbered as in 4.2a, 4.2b, etc.

1.2b Repetition. Once stated, a rule is repeated only if needed for clarification.

1.3 The Counters

The playing pieces, called “counters,” represent both the units that actually fought in the battle and “markers” which display information.

The following counter and marker types appear on the Napoleonic Brigade Series counter diagram (front / back):

  • Brigade in Line (front) / Brigade in Column (back): unit, division and corps ID; fire level; size; morale.
  • Heavy Foot Artillery, Unlimbered (front) / Heavy Foot Artillery, Limbered (back): Heavy Gun Points (black); corps attachment.
  • Light Foot Artillery, Unlimbered (front) / Light Horse Artillery, Unlimbered (back): Light Gun Points (white); corps attachment.
  • Heavy Cavalry (front; heavy indicator, unit name, fire level, size, morale) / Blown Cavalry (back).
  • Light Cavalry / Detached Artillery.
  • Leader (name, rating, rank, command) / Leader Replacement (Repl); Army Commander and Corps Commander counters; Army Commander as a casualty (RIP) on the back.
  • Turn Marker; Headquarters (HQ); Day Marker; Gun Point Marker.
  • Fire Level Marker (used for marking B and C strength units only); Casualty Track Marker (if any required).
  • Shaken Marker; Disorganized Marker; Routed Marker; Blood Lust Marker.
  • Skirmisher, Full Strength; Skirmisher, Reduced Strength; Extension; Square.

1.4 Set Up Notes

Aside from any special notes in the game rules concerning set up, the following are always true:

  1. “w/i X” means to set up a given unit at or within X hexes of the hex listed.
  2. Unless explicitly stated otherwise, leaders set up with any subordinate unit.
  3. Units set up in any desired formation and facing.
  4. Units may never start over-stacked.
  5. Units generally start at full strength.
  6. Except when explicitly stated otherwise, the French Player Turn is always first.
  7. A unit ID notation followed by a “b”—as in RWb— means an artillery battery of that ID. Furthermore, artillery is further classified by type—either heavy or light—and class— foot or horse. The type and class are given in parentheses following the notation. Thus, a RWb (Lh) would be a Right Wing light horse battery, while a RWb (Hf) would be a Right Wing heavy foot battery. In all instances, the type code (weight) precedes the class code (mobility). Each of the above refers to a 5 gun point artillery unit. Should a battery of lesser strength be called for, its notation would read: RWb (3Hh), being a Right Wing heavy horse 3 gun point battery.
  8. A hex notation of (hex 1) ex (hex 2) means the unit is in hex 1 and has an Extension in hex 2. Likewise, (hex 1) ex (hex 2), (hex 3) means that the unit in hex 1 has Extensions in both hexes 2 and 3.

2.0 Beginner’s Note

If you are new to wargames, WELCOME! This is an exciting and intellectually satisfying hobby. Each wargame, while being an enjoyable competitive activity, will also allow you a glimpse of history not possible through other formats. To learn to play, browse through the rules and components. Try to develop a good idea of what exists in the game and where it is located. Then read the rules lightly. Do not try to memorize them! Set up a few units at random and run through the procedures and examples of different play actions. As questions arise, look up the answers in the rules. Try to imagine why a rule is the way it is by applying common sense and your historical knowledge. All rules have at least some reason to exist—even if it is only to avoid conflict with other rules. Allow the game to teach itself to you. If something seems unreasonable, please call or write for clarification. After these tentative steps, play shorter game scenarios with a friend, again looking up uncertainties. Before long you will have the game system mastered. Avoid the Command Rules as you learn this system, using only “command radius” to keep things in order. Once you understand the basic structure, include the rest of the command system in your next session. All games in this series can be played without the command rules, so, if you do not find them to your taste, feel free to play without them. However, by imposing significant constraints on a player’s freedom of action with his forces, they do add a degree of realism. By the time you have mastered this game, you will be able to play any game in this series with little or no additional rules learning. Good Luck and Good Fighting!

3.0 Notes on Play

3.1 Use of Loss Charts

I recommend the encasing of Loss Charts in clear plastic report covers. Write on them with overhead projection markers.

3.2 Playing Solitaire

The Command System lends itself readily to solitaire play. In fact, its use generates a more interesting and enjoyable solitaire game. The following section gives a few guidelines for playing this system solitaire. Players who are reluctant to try the command rules in a solitaire situation can play the game completely without them. But, these players will not know what fun they are missing!

3.2a Gaming by Remote Control. Playing this system solitaire has the feeling of setting the armies into action by remote control and then letting the game play out for you—in other words, you set them into motion and enjoy the show. Since the player has little idea of when orders will take effect, for how long, or in what future context they will be set against, the interaction between the orders issued in the game will be impossible to predict and can lead to numerous interesting situations— such as when your attack is almost ready to take an objective and it fails its Corps Attack Stoppage check.

3.2b Commanding Both Sides and the Orders You Send. Send the orders to each side separately and do the best you can with each. There is no requirement to try to forget what you did with the other side— the goal of the command system isn’t limited intelligence; it is limited flexibility. The only thing you should do (for each order) is to ask yourself one question: “Did I write this order because of, or to take advantage of, an order I wrote for the other side?” If the answer is yes, do not send the order. If the answer is no, send it. An example of this is: During side A’s turn, the player orders a major flank movement. The incorrect action would be, during side B’s turn, to issue orders to counteract that flank move. It is much more fun to use only the knowledge you would expect your forces to have at any given time and issue orders accordingly. Once you master this skill, solitaire game play can be much like watching a movie or book plot unfold before you—except that you direct the action.

3.2c Order Interpretation. As a solitaire player, you have a big advantage over players who must suffer a live opponent (who has the gall to want to win!)—you know exactly what you intended to do with each order you wrote and know for sure that both sides are playing that way. Always follow your orders exactly the way they were intended.

3.2d Comments on the Workload and Number of Orders per Turn. Some players react to every change on the battlefield by issuing new orders (which indicates an inability to make comprehensive plans or a desire to retain the god-like ability given players in other games). These players end up with a huge mess of conflicting orders and writer’s cramp. There are also those who seem to think they need to record the functions of every unit in the game. Both groups are quite wrong. In most cases, one order, per side, per turn, should be more than enough. In fact, one-every-other-turn might be more like it. Your plans should be designed to last more than a few turns and to withstand a degree of situational change. In other words, make plans that are operational in level, not in the realm of minor tactics!

3.2e Minor Decisions. The handling of things like rally, fire combat, straggler recovery and the actions of units within their orders and command radii should be done in a manner that is “equivalently effective.” This means that you should play each side without bias and according to the best tactics you know. Do not endeavor to ‘set up mistakes’ to take advantage of, or play a side with less than effective play. At the lower levels, play occurs in the same manner as in most board wargames when playing solitaire—let the command system set up the ‘odd’ circumstances; handle units in a straight-forward manner.

4.0 Scale

Each hex equals 200 yards. Each daytime turn represents 30 minutes, each night turn one hour. The vertical scale between contours is 30 feet. Infantry and cavalry units are brigades or regiments. Regiments will be used as much as possible to give infantry units of around 2,000 men each. Artillery units are usually 16 gun battalions. A strength point of infantry is 150 men. A cavalry point is 100 men. A gun point of artillery is roughly 3 cannons. This game system makes some simplifications in terms of artillery. Cannons are differentiated by only two factors, size and speed. The “battalion” represents the maximum number of cannon which can deploy and fire from one hex— even if during the battle portrayed such artillery organizations did not exist. Note: Throughout these rules, the terms “Brigade” and “Regiment” can be used interchangeably. The design uses both regimental and brigade sized units depending on the raw numbers of men available in each battle simulated.

5.0 General Game Concepts

5.1 The Word “Unit”

For simplicity, the word “unit” in these rules refers to any leader, infantry, cavalry, or artillery combat unit, including Extensions and detached batteries. A “unit” represents anything which is real on the battlefield—as opposed to game informational markers which are not.

5.2 Retreat Rule

Any time a combat result calls for a retreat, the owning player must execute the retreat in a relatively straight line in a locally “to the rear” direction. Doubling back and other “game tricks” are not allowed.

5.3 11..66 Dice Rolls

These rules use “sequential” dice rolls frequently. These require two differently colored dice. Roll them and read the result as follows: The red die is the first digit, the white one the second (a red six and a white four would be 64).

6.0 Units

6.1 Troop Units

These units are combat formations of infantry, cavalry, and artillery. They have a facing and one or more formations available. They are subject to the stacking and morale rules.

6.2 Leaders

These units represent individual leaders (named on the counter) and a small staff escort. Leaders fulfill important command and morale functions. They have no facing or formation and do not count for stacking in any way. They do not add to fire combat in any way, but might become casualties if their hex receives certain fire results.

6.3 Markers

Note that markers do not have facing, formation, or stacking restriction. Markers only indicate specific unit conditions and do not suffer fire combat or morale results themselves.

6.4 Extension and Detached Artillery Markers

These represent the expansion of troop units to take up more ground space. They suffer fire combat and morale results in the same way as their parent units. Detached artillery markers allow players to divide their artillery units up into smaller gun units for specialized tasks.

6.5 Fire Levels

Infantry and cavalry units measure strength in fire levels. Use fire level markers to mark fire levels under the unit counter only when the unit is below an A fire level—any unit without a fire level marker is assumed to be at least an A fire level. The fire level markers, marked B and C, serve a function similar to numeric step markers used in other games. Artillery units use the different “gun point” system described later.

6.5a Fire levels range in order (from smallest to largest) C, B, A, AB, AA, AAB, and AAA. A unit’s starting full strength appears on its counter. In some games, specific scenarios may call for units to start with reduced strengths. In those cases, find the unit’s starting strength on the loss charts after marking off its casualties.

6.5b When deploying into Extensions, remember that one A=2Bs, one B=2Cs and one A=4Cs. Therefore, an AB that extends line into two different hexes would have a B in each of the three occupied hexes.

6.5c The lack of a marker represents the A or larger fire level. Since this is the maximum fire level which can effectively fire out of a hex, that is all the information needed for most play purposes. Check the loss charts to get exact strengths when Fire Levels are a concern (such as for stacking, and Close Combat Odds calculation, etc.).

6.6 Loss Charts and Fire Level Markers

Each player uses his Loss Charts to keep track of losses. To the left of each set of squares is the unit’s current fire level. Keep the markers (if any) under the unit current as the Loss Chart requires changes. To indicate the Fire Levels applied to Extensions, place the appropriate B or C Marker under the Extension marker, unless the parent is capable of supporting A-sized (or larger) extensions (in which case, no marker is needed).

6.7 Morale Markers

These represent a stack’s current morale state (not to be confused with the unit’s permanent morale, as printed on the counter). Place the Morale Marker atop all the units in a hex. All of the stack’s units have that marker’s morale state. A hex can have only one morale marker.

6.8 Gun Point Markers

These are numeric markers that represent the number of gun points in artillery units. Place these markers under the appropriate unit.

7.0 General Course of Play

A “game turn” is a sequence of steps outlined in “the sequence of play” (See 8.1). Each step can involve one player or the other according to the terminology “phasing” and “non-phasing.” The “phasing” player is the one whose player turn it is; the “non-phasing” player is the other. Each player has his own distinct portion of a turn, and the roles of phasing and non-phasing player switch according to the present player turn. At the sequence of play’s end, advance the turn marker. All actions must take place according to the sequence of play. In the roughest sense, play proceeds as follows: The first (phasing) player— generally the French—conducts his Command Phase. There he issues any new orders, checks orders for acceptance, and makes any initiative attempts. Next, the phasing player moves his units and can engage in “Close Combat” (infantry charges) or Cavalry Charges. After the Movement Phase ends, the Fire Phase occurs. This is divided into a Non-Phasing Player Fire Segment and a Phasing Player Fire Segment. First the non-phasing player conducts his fire combats; then the phasing player does the same. Upon the completion of the fire combats for both players, the phasing player checks his units for rally and cavalry recovery. The second player then becomes the phasing player and repeats the above. At the end of this process, the turn ends and another begins.

8.0 Turn Sequence

8.1 Outline Sequence of Play

First Player Turn

  • Command Phase
    • Order Issue
    • Corps Attack Stoppage Checks
    • Initiative Order Determination
    • Delay Reduction
    • New Order Acceptance
  • Movement Phase
  • Fire Phase
    • Cavalry Withdrawal Segment (Non-phasing player only)
    • Non-Phasing Player Fire Combat
    • Phasing Player Fire Combat
  • Rally Phase
    • Straggler Recovery
    • Rally
    • Cavalry Recovery

Second Player Turn: The Second Player Repeats the above for his units.

Game Turn End Phase

  • Game Turn Marker Advance

8.2 Narrative Sequence of Play

First Player Turn

Command Phase

  • Order Issue The phasing player generates orders, paying for each with his available Command Points. He then logs these orders on the Order Log Sheet and notes their arrival times. See 10.1.

  • Corps Attack Stoppage Checks Any of the phasing player’s corps that received small arms fire or artillery fire from a range of two hexes or less or were charged by cavalry in the previous turn, while carrying out an attack order, must check to see if the attack continues. See 10.3.

  • Initiative Order Determination, if desired. The phasing player can roll for any of his leaders to obtain initiative. Leaders who successfully obtain initiative accept orders as desired. See 10.2.

  • Delay Reduction Check any orders in delay status to see if their delay ends. See 10.1f.

  • New Order Acceptance Roll to see if orders delivered this turn are accepted, delayed or distorted.

Movement Phase

  • Movement The phasing player checks his units for correct command radius. Phasing units can now move and conduct Close Combats based on their movement abilities, formations, and order restrictions. Skirmishers can be released and reattached. Cavalry Charges are resolved. See 11.0, 16.0, 23.0, and 24.0.

Fire Phase See 20.0.

  • Cavalry Withdrawal Segment (Nonphasing player only) Non-phasing, non-Blown, cavalry adjacent to enemy units can withdraw. Withdraw the cavalry 6 hexes. The cavalry is not Blown because it performs this action. To do this, the Cavalry must be adjacent to enemy units. Design Note: The purpose of this phase is so that cavalry can retreat away from enemy infantry formations prior to being destroyed by fire.

  • Non-Phasing Player Fire Combat (Defensive Fire Phase) The non-phasing player can fire all of his eligible units.

  • Phasing Player Fire Combat (Offensive Fire Phase) The phasing player repeats the above for his units.

Rally Phase

  • Straggler Recovery Units can attempt to recover stragglers as per 21.2. Erase recovered stragglers from the Loss Chart.

  • Rally The phasing player converts all Shaken (Sh) units to normal, Disorganized (DG) units to Shaken, and checks to see if Routed (R) units recover to DG or if Blood Lusted (BL) units revert to normal. The player can choose to not rally routed units if he desires. See 25.5.

  • Cavalry Recovery Segment The Phasing player can attempt to recover cavalry which has become “blown.” “Blown” Cavalry has charged in an earlier phase and must take time to recover both its formations and horses. See 24.2c.

Second Player Turn

The Second Player repeats the above for his units.

Game Turn End Phase

  • Game Turn Marker Advance

8.3 Close Combat Subsequence

A) Attacker enters the enemy occupied hex at the cost of movement into the hex plus an additional 2 MP cost.

B) Defender Fires, apply losses and stragglers to the attacking units.

C) Attacker Fires, apply losses and stragglers to the defending units.

D) Attacker Checks Morale, if required to retreat combat ends.

E) Defender checks morale, if required to retreat combat ends.

F) Use the Odds Table if the above does not end the combat. The loser from this table must retreat one hex.

8.4 Cavalry Charge Subsequence

A) Attacker announces charging stack and target hex.

B) Square formation attempts.

C) Recall Attempt (if desired)

D) Move the charging cavalry toward and into the combat hex (execute a Reaction Charge if it triggers one along the way)

E) First the defender rolls for fire combat or cavalry attack. Apply losses. Then the Attacker does the same against the defender.

F) The Defending hex checks morale, if forced to retreat, execute the retreat and the charge continues with step H. Otherwise, go to step G.

G) The Attacking stack checks morale, if forced to retreat, the charge ends. Go to step I.

H) Follow-on Attack, if any. (See 24.1, step H)

I) Cavalry units involved in a Cavalry Charge (as attacker (in any case) or defender (if a DG or worse morale result occurs)) must become blown and withdraw 6 to 12 hexes (owning player’s choice of distance).

8.5 Square Check Subsequence

The hex’s top infantry unit makes a morale check applying all appropriate morale modifiers. If the unit passes the check (i.e. the result is normal or Blood Lust), all the eligible units in the hex enter square formation. If the check fails, execute the Morale Table result. If the Morale Table result is Blood Lust, the stack forms square and is also Blood Lusted.

9.0 Fog of War

To increase the simulation’s reality, keep the following secret: a. Casualties, stragglers and wrecked conditions. b. Orders, order delivery, or plans. Players can examine enemy stacks. OR, Optional: Players can only examine enemy stacks at or within 12 hexes of a friendly leader and within that leader’s LOS.

10.0 Command and Control

These rules strive to be realistic but not overpowering. They embody simple concepts and make the game play in a way that simulates reality. Players can play these games without the command rules (Exception: always use Command Radius, see 10.5a).

10.0a HQ Units and Leader Positioning. Corps HQ units are corps’ administrative hubs. More specific HQ rules follow, but a few points must be given first. Divisional leaders must be stacked with a unit of their division at the end of every friendly Movement Phase. Corps leaders have no such requirement. To implement a newly accepted order (even those from initiative), the corps leader must at least momentarily enter his corps HQ’s hex. The instant the leader “touches base,” implement the order—in other words a leader with a new order could “touch base” as the first thing in movement and this would allow the corps to function on its new orders in that turn. Note: Upon accepting an order, the leader must make his way to his HQ to implement it. Army commanders send orders from themselves to the Corps HQ unit, not to the leader, except when the sender and receiver are in the same hex. The receiver can accept such “In-Person Verbal” orders (using the Acceptance Table) right away, but that leader’s units cannot begin acting on the order until the leader enters the hex of his own HQ. The army commander is, of course, completely free to do what he wants (he is in charge, after all!). The army HQ has no real function other than to mark its location.

Example: Council of War

To illustrate the above rule, let’s say that the player moves all of his corps commanders to the hex containing the army commander. This action does not require any orders. Once his subordinates are there (i.e. in the player’s next Command Phase), the army commander begins belting out orders as fast as his Command Points allow. These orders are all “in-person, verbal” in nature and subject to the best chance at acceptance (given the order type). The orders are delivered at the instant they are written. In the subsequent New Order Acceptance Phase, the corps commanders attempt to accept their orders. For the sake of argument, assume all of them but one do so. The commanders who have accepted their orders then ride back to their commands. Even though the orders have been accepted, each corps will not function until the corps commander enters his HQ’s hex. Note that he need not stay longer than move through the HQ’s hex. What about the guy who got a delay? As he rides back to his corps HQ, assuming it takes a turn or more to make the trip, he can attempt to reduce the delay. Even if he reduces it while en route, the orders still do not take effect until he enters the HQ’s hex.

10.0b Command Methods. In general, the command system works as follows: The army commander uses his Command Points to generate orders. The player writes these on scratch paper and records them on the Order Log. The orders take time to arrive at the receiving corps HQ. Upon arrival, the player checks for their acceptance. The orders could be delayed, distorted, or accepted. Once accepted they must be acted on in good faith, even if game conditions change. At the corps and divisional levels, leaders can cancel or self-issue orders using Initiative. Over-use of initiative invites the “loose cannon” rule which could cause a disaster, so use initiative sparingly, and never as a substitute for the regular order system.

10.0c HQ Units. HQ units share characteristics of markers and combat units. They have the same movement characteristics as leaders, do not count for stacking, have no combat ability (they are not capable of being fired upon or in taking step losses), and remain unaffected by morale results (HQs in a stack which retreats can do so with it at the owning player’s discretion). They never check morale on their own. HQs which are overrun (have enemy units enter their hex) are not destroyed, but displace to the nearest friendly stack. In the following turn, the displaced HQ’s entire command must execute an Emergency Corps Retreat and do a Straggler Check. (Emergency Corps Retreat does not apply to Army HQ units.) HQ movement is dependent on their corps’ orders. HQs cannot move without orders to move. If a corps has orders, the HQ can move freely within them—orders covering the HQ itself are not necessary. Army HQs are not constrained by orders.

10.1 Orders

Orders are the command system’s heart. Players prepare orders as instructions to the corps as to what they are to do. An order is not a hex by hex movement record. Its wording is the same as that of historical orders.

Example: Order Writing

The following are acceptable orders. Each was written with the minimum required detail: “Take your corps and move down the Battery Road to the Walled Farm. Then set up a defensive line facing north.” (Non-Attack) “Move via the Chateau on the Green Road to attack the enemy in the vicinity of the Big Hill. Attack to capture the Big Hill.” (Attack) “Move across the ford to the area south of the Big Hill, report to 2nd Corps HQ and await further orders.” (Non-Attack) “Attack along the Red Road toward the Big Hill. Assist 3rd Corps in capturing the Big Hill.” (Attack) “Move into position alongside 3rd Corps, advance with them to cover their flank.” (Attack) “When 2nd Corps attacks, attack to capture the Blue House and cut the Big Road from enemy use. When you get there, set up a defense straddling the Big Road facing north.” (Attack)

The general sequence of events is as follows: The player has a number of Command Points available based upon his Army Commander’s Leader Rating. The player uses these points to pay for orders he produces. Orders cost points depending on their structure and delivery method. Write the order on scratch paper (the order sheet) and record it on the order log (a sheet of lined notebook paper). The player calculates the arrival turn, according to the distance from the army commander to the receiving corps HQ, and records it on the order log. On the arrival turn, he checks the order for acceptance. Once accepted, the order is implemented the instant the corps commander re-enters his HQ’s hex. Leaders without HQs (such as divisional leaders) implement orders instantly upon acceptance.

10.1a Order Structure—Type and Method. Each order must be classified as either Attack or Non-Attack. An Attack order is one requiring movement to, into, or around areas of enemy control or tacit control (e.g. a gap) EVEN IF it will NOT require combat. An Attack order allows offensive combat. A Non-Attack order is one that does not fit the conditions of an Attack order and does not allow for offensive combat. Be sure to remember 10.1h: Actions which do not require orders. Method refers to the order’s physical structure, i.e. either written or oral and to be delivered either by an aide or in person. All game orders are written on paper, but the player can choose to issue “oral” orders so as to expend fewer Command Points. Players can assemble their orders as desired, as long as they assign each of the above elements. In person orders are always oral. Aides can deliver oral or written orders. In addition to affecting the order’s cost, these factors also influence the speed of acceptance.

10.1b Order Costs. Players write orders using Command Points. Each army commander possess a certain number of Command Points based on his leader rating which are given on the Command Point Table. Order costs appear on the Order Costs Chart. Determine an order’s cost by the point total of its selections from the two categories (Method and Type). Each category must have only one selection. The full allocation of Command Points is available each turn. Command Points cannot be saved from turn to turn and are wasted if unused. Order costs must be payable with the player’s remaining Command Points. A player can write any number of orders in a turn provided he has sufficient Command Points available.

10.1c Order Format and Writing. Write your orders in any manner with which you are comfortable and understand. The order’s written content can be as detailed, or as brief, as desired provided the player can interpret his own orders. On the order log, all orders must have an order number (their line on the order log) and information giving the sender, receiver, order type and time sent. Attack orders also require a start time or signal, a general movement direction or path, and a reasonable limit to the operation. The player can skip writing the start time or signal for such orders—if no such specific detail exists in the order, the order must begin immediately upon acceptance and implementation. “Open-ended orders” (Attack west!) are not allowed: they are too vague.

10.1d Order Records. Record orders on the Order Log (lined notebook paper). The Order Log’s function is to remind the player when to check for acceptance and to give a concise listing of that order’s acceptance variables. The order log should be a well-organized and efficient order record which can tell at a glance what orders are accepted, delayed, canceled, or are on the way.

10.1e Order Delivery. Orders can be delivered by an aide or in person. In-person delivery can only occur if the sender and receiver are in the same hex. In-person orders are received the same turn they are sent. For orders to be delivered by an aide, do the following. Calculate the number of movement points a leader would expend traveling between the sender and the receiver’s corps HQ. Divide this number by 10 and round up any fractions. The result is the number of turns the order will take in transit. Add this number of turns to the current turn to determine the time the order will arrive and record it on the order log.

10.1f Order Acceptance. Acceptance is a measure of how quickly the receiving leader reacts to the new orders. Upon receipt, orders may be accepted, delayed for a period, or distorted. The Acceptance process is as follows: Using the Acceptance Table, calculate the Acceptance Number according to the line above the table. Use this Acceptance Number to determine the table column used. Roll two dice as an 11..66 roll. The result is the order’s acceptance state; record this on the order log. Note that even if the order is instantly accepted, it does not become implemented and usable until the receiving corps commander touches base in his HQ’s hex. Do not make the Acceptance Table dice roll for an order until the order is delivered. Delay. A delayed order is subject to some foot-dragging or preparation before action. Once delayed, an order becomes accepted by rolling one die per turn. The phasing player makes this “Delay Reduction Roll” during subsequent Command Phases starting on the turn after the Acceptance Table produces the delay result. Alternatively, initiative or the receipt of another, different order can cancel a delayed order. The receipt of any new order (accepted or delayed) automatically cancels any pending orders (D4, D5, D6), but leaves a previously accepted order in place until the new one is accepted. Three types of delay are possible: D4, D5, and

D6. Each requires a successful roll on one die to remove. Remove the delay on a roll equal to or greater than the number of the delay. Once the delay is lifted, the order is accepted. Distortion. Distorted orders are completely misunderstood and are eliminated.

10.1g Following Orders. It cannot be overstated that orders must be followed as originally intended, even though game circumstances may change. These represent wartime orders in a society influenced by notions of glory and honor which seem quaint today. Players should never rethink their orders to find loopholes which allow them to “get away with” something. Orders can be followed with a modified degree of enthusiasm (so as to avoid disaster), but their intention, scope, or original purpose should not be altered. Players unable to cope with the responsibility and honesty this rule requires should play without these command rules.

10.1h Actions which do not require orders. Many game functions do not require, or need be mentioned in, orders. These are: 1. Officer movement and functions 2. Fire, Close Combat, Straggler Recovery, and Rally 3. Artillery functions 4. Movement, facing and formation functions not requiring the movement of a corps HQ 5. Cavalry Charges (regular or Reaction) 6. Skirmisher release, movement, and reattachment. Note: Once a corps HQ is in position, it is literally “bolted to the ground” and cannot be moved without new orders, initiative, or an emergency retreat. HQs can move along freely during the execution of an attack order or other orders which require movement—but are again bolted to the ground when those orders are fulfilled.

10.1i Pre-Set Orders. These orders represent the commander’s initial plan of action for the battle. They are not required, but an excellent player could win the battle with these orders alone. The player writes and logs these orders before the game begins and can make any number of them without regard to Command Points. These orders are accepted before the game begins. Most scenarios give historical pre-set orders players can use to recreate the actual battle—these can be used as is or modified before play as players desire.

10.2 Initiative

Unless specifically prohibited, leaders can use initiative to cancel existing orders and/or acquire new orders. The player handles initiative orders like any other, except that they do not cost Command Points to create, do not need to be delivered, and are automatically accepted. Corps leaders must make a trip to their HQ to implement these orders as well. In the case of loose cannon, the enemy player moves the corps leader into the HQ’s hex, so that no foot dragging occurs.

10.2a A leader’s successful initiative roll simultaneously cancels old orders and issues new ones.

10.2b Initiative orders must be followed like any other order.

10.2c Only Wing, Corps, and Divisional leaders can use initiative. The Army Commander can only issue formal orders. Furthermore, in one turn, only one leader can attempt to get initiative for a given formation. Therefore, if a divisional leader rolls for initiative, the corps commander can roll only for his other divisions. If the Corps Commander rolls first, divisional commanders under him cannot roll at all.

10.2d Getting Initiative. First, determine the number of Initiative Points a leader has available. IPs equal the Leader’s Rating + any Anti-Initiative Ratings which affect that leader. Use this total to determine which column to use on the Initiative Table. Roll two dice as an 11..66 roll. The table result will classify the roll as No Effect, Initiative or Loose Cannon. If a leader becomes a “loose cannon,” see 10.2g below.

10.2e Anti-initiative. Corps and army leaders can be given anti-initiative ratings in the game rules to limit initiative use. If none are given, the assumed value for all leaders is 0. A leader’s anti-initiatives remain in effect even if he becomes a casualty (his replacement “inheriets” it) or is off map.

10.2f Initiative-Based Orders. Initiative only bypasses the normal acceptance procedure. Players must still record and faithfully follow initiative-based orders. Leaders can assign themselves Divisional Goals in this way. Initiative cannot be used to issue orders which have not yet arrived or which are in a delay status—only for different orders. An “iron-clad” rule to cover all potential variations on this theme would be impossible to write, and players are advised to look into the rule’s “spirit” as opposed to its literal interpretation. A player must sometimes look into himself to determine the purpose of the order he desires.

Example: Order Logging and Acceptance

The player made the following entry into his Order Log:

Order NumberArrival TimeReceiverSenderTypeMethodStatus
110:00DavoutGrouchyAttackAW

This order will arrive at Davout’s HQ at 10:00, from Grouchy, and is an aide-written Attack order. Such an order costs 10 Command Points to write. In the New Order Acceptance Segment of the 10:00 turn, the player notes that order number one arrives and can be checked for acceptance. Davout is rated a 4 and Grouchy is a 1. The dice roll on the Acceptance Table will be made on the 3 column. Two dice are rolled. The roll of 25 gives a result of D5. The player marks “D5” under the status column for order number 1. In the next turn’s Delay Reduction Phase, the player rolls one die for this order. He rolls a 6 which means the delay has been reduced and the order is accepted. The “D5” under status is erased and an “A” for accepted is written in. As the first thing during movement, Davout makes a quick trip to move through his HQ’s hex and implements the newly accepted order. Davout’s command can now execute this order.

10.2g Loose Cannon. The “Loose Cannon” concept recreates the historical tendency to avoid excessive initiative. Whenever a leader rolls for initiative and the result falls into the Loose Cannon range, he becomes a Loose Cannon. Upon the leader’s becoming a loose cannon, the owning player must notify his opponent of the fact. The opposing player now issues an order to the affected force for them to move for one turn in the direction of his choosing. The owning player conducts the actual movement, but must follow the order issued by the enemy. This order cancels any orders the force might have had. The movement can be an attack, retreat, or any other type of activity. The owning player must follow this order with a reasonable amount of gusto. This does not mean the command must wreck itself in futile Close Combats, etc., only that a reasonable amount of force be applied in execution. The opposing player cannot order the unit to attack other friendly units.

Example: Getting Initiative

Let’s say Ney wants to get initiative. He has a rating of 2 which gives him 2 initiative points. Napoleon has an anti-initiative of 1 which reduces the initiative points to a 1. To get initiative, Ney must roll an 65 or 66 on two dice. If he manages to roll a 21 or less, he becomes a loose cannon. In another situation, assume Ney blows his roll (he rolls a 63). St. Hilaire, one of his division commanders, now wants to get initiative for his division. However, according to 10.2c, St. Hilaire is unable to try this turn (since Ney tried for the entire corps) and must wait until next turn. If we assume the player tries St. Hilaire on that turn, and he blows it, the player would be unable to use Ney to get initiative for St. Hilaire’s division.

10.3 Corps Attack Stoppage

Corps Attack Stoppage represents an attack’s failure in the attacking commander’s mind. He is, much more than the player, reluctant to push the attack to the last man.

10.3a For any command executing an Attack order, beginning with the Command Phase following the first turn in which any attacking units were fired on by infantry or artillery from two hexes or less, or charged by cavalry; the command must make a Corps Attack Stoppage check. A player can never voluntarily fail a Corps Attack Stoppage roll. Procedure: Make this check on the Corps Attack Stoppage Table. Cross index the number of wrecked divisions in the corps against the total number of divisions currently in it (i.e., count attached divisions). The original corps commander, if killed, wounded, or reassigned to a higher command during the game, counts as an additional wrecked division. This number indicates the next table column. Cross index this number with the current corps leader’s rating. The number then found is the minimum roll on two dice needed to pass the check.

Example: Corps Attack Stoppage Procedure

After its first turn in combat with infantry or artillery at two hexes, an attacking corps must check for stoppage. The corps has 3 divisions and none of them are wrecked. The corps commander is fine. He is rated as a 3. Checking the Corps Attack Stoppage Table, the player determines that he must roll on the 1 column of the second table by crossindexing 3 divisions in corps with 0 wrecked divisions. Since the leader is a 3, the second table tells him that he must roll a 3 or more to pass. He does this handily. Several turns of blood bath later, we find the same corps with all three of its divisions wrecked and the corps commander on his way to discover the miracles of Napoleonic medicine. This time the first table generates a column 4 for the corps (3 wrecked divisions, plus 1 for the commander, cross-indexed with 3 divisions in the corps). The second table generates a required dice roll of 11 or more (Column 4, the new corps commander is a 1), which the player fails. Had this roll been required at night, he would have had to roll no less than a 14 on two dice—in other words, he wouldn’t stand a chance.

10.3b Results of Corps Attack Stoppage Checks. If its commander passes the check, the corps continues to attack. If he fails, the corps must stop the attack and await new orders. The owning player must retreat the corps HQ a minimum of 6 hexes from its current location. After this retreat, the corps HQ cannot move again until it receives new orders or executes an emergency retreat. Regardless of whether the corps HQ retreats, all the corps’ units must move to at least three hexes from all enemy units at the end of the turn during which the Attack Stoppage occurs. The Corps units begin to function normally after these initial conditions are met.

10.3c If wing formations exist in the game, check the game rules for any special conditions which apply Corps Attack Stoppage to these command structures.

10.3d Divisions of a corps operating on the map before the arrival of their corps HQ make Corps Attack Stoppage checks normally except that corps size is determined using only those divisions actually on the map.

10.3e Divisions acting on Divisional Goals or which do not have corps affiliation must roll as outlined in 10.3d, as a corps consisting of one wrecked or not wrecked division. Any Corps Attack Stoppage by the parent corps has no effect on divisions acting on Divisional Goals—they continue their attack and roll separately.

10.4 Emergency Retreat

Without orders or initiative, a corps or wing can execute an “emergency retreat.” The formation must be under a threat of being surrounded or destroyed, or a command might have an emergency retreat forced on it by having its HQ overrun. The judgment of when this is appropriate is in the owning player’s hands (except in the latter case). Units doing so immediately accept orders to retreat one turn’s movement to the rear—that is, the corps HQ must retreat from 6 to 14 MPs, with other units following as they are able. The exact number of MPs retreated by the HQ is in the owning player’s hands; other units need only move so as to remain within command radius— which might mean little or no retreat for some units. The player can use (or not use) roads, etc. as he wishes. Remember, this retreat is a controlled command event, not a rout. Upon completion of this one turn’s movement, the formation is without orders: any it had (accepted or in delay) when the retreat was called are lost. Further Emergency Retreats can be conducted if the formation’s safety is again threatened. The same emergency corps retreat rules and conditions also apply to independent units or those under Divisional Goals. All infantry units within the retreating formation must roll on the Straggler Table at the conclusion of the move. Cavalry units are exempt from this requirement. The direction of an emergency corps retreat is not affected by the standard retreat rule (5.2) since it is a voluntary movement. Army HQs are exempt from Emergency Retreat.

10.5 Below Corps Command and Control

Two methods exist for controlling units below the corps level. First, units must generally remain within the command radius of their division commander and/or corps HQ, in which case they can move and fight as desired as long as they do not violate the spirit of the current corps orders. The second is the use of Divisional Goals which frees units from command radius.

Command Radii diagram (the correct way to interpret the relationships between the parts): The Army Commander sends orders to the Corps HQ (orders are not issued from the corps HQ; once orders are accepted by the corps, units within radii may begin to function). The Corps Commander may be anywhere on the map, but he must enter his HQ’s hex before any newly accepted orders (including initiative) can be implemented. Divisions are at or within 4 MPs of the Division Commander (stacked with one of his brigades); Corps Artillery is at or within 8 MPs of the Corps HQ. Note that a given brigade may be up to 12 MPs away from the corps HQ.

10.5a Command Radius. Check command radius at the beginning of the Movement Phase. No unit can move intentionally (with the exceptions noted below) outside this range. Calculate command radius distances in leader movement points. In counting movement points, use only those hexes a friendly leader could move through. The points involved depend on the echelon of command involved. Units that are expected to be within command radius, but are not, must expend all their available movement points to reenter radius each turn until they do so. A. Brigade to Division Radius. Brigades must always be at or within 4 MPs of their division commander. For a brigade with Extensions, only one hex of the brigade line need be within range. B. Division Leaders, Artillery Units to Corps HQ Radius. At a range of 8 MPs or less from their corps HQ, these units and their subordinates function normally. The command radius can extend a maximum distance of 8 MPs between a corps HQ to a divisional leader and then a further 4 MPs to a brigade from that division leader—this also applies to artillery units of the same corps as the division commander. Units need not be within any required range from the army HQ. Important: Artillery units in a corps are in the proper command radius if they can trace 8 MPs back to the Corps HQ OR if they can trace the 4 MPs back to one of the division commanders of their corps—even if on a Divisional Goal. If the artillery meets one or both of these requirements, it is within command radius and functions normally. C. Command Radius and Order Acceptance. When a corps implements orders, divisions and other corps units within the HQ’s radius must immediately act upon the orders which the corps received. If a division is out on a Divisional Goal or is coming on as a reinforcement, it must maintain its current orders until it is within the Command Radius of its Corps HQ— unless the orders are changed using initiative or an order is accepted from the Army Commander.

10.5b Divisional Goals. A Divisional Goal is an order to conduct a task or mission given a division (or cavalry brigade) which allows it to function beyond normal command radius. A unit following a Divisional Goal is exempt from normal command radius (distance to corps HQ for divisions, distance to division commander for cavalry brigades). Division, corps, wing, and army commanders can assign Divisional Goals. Commanders can assign goals to their cavalry brigades or artillery units. You can assign goals when the appropriate leader (i.e. one that is in the unit’s chain of command) stacks with the division commander (or actual unit, in the case of a cavalry brigade or artillery unit). Divisional Goals are usually assigned using initiative. The army commander, however, can send them directly to a division commander like any other order. A division’s own commander can “self-assign” a Divisional Goal using initiative. Lastly, Divisional Goals can be assigned as a part of orders accepted by the corps from the army commander. Divisional Goals created by initiative are automatically accepted when given and can be acted on immediately. Those sent as orders from the army commander must undergo normal order acceptance. Goals sent as orders to individual cavalry brigades or artillery units use a receiver rating of 2. Jot down Divisional Goals so they can be properly followed. A Divisional Goal must be followed until: A) the division reenters command radius and the player wishes to remove the Divisional Goal and revert back to normal corps orders, B) the Divisional Goal is changed by initiative, C) the division is issued another Divisional Goal by an appropriate source, OR D) the division fails an attack stoppage check. Units attacking under Divisional Goals must always check for Corps Attack Stoppage as “corps of one division” with the divisional commander counting as a corps commander would if he becomes a casualty. Artillery units can be given independent Divisional Goals OR they can “tag along” with any division of their corps which has Divisional Goals of its own.

10.5c Independent and Detached Units. Certain units in the game are listed as “independent.” Independent units are never bound by radius restrictions, and never need orders. Detached units, on the other hand, have their status determined by the player. A player can detach divisions to the control of other corps. The army commander must issue an order to the owning corps commander to detach a division (with instructions about which corps the division will become assigned to). Once detached, these units function normally as part of the new corps to which they are assigned. Generally, only divisions can be detached and they must be detached as a whole. Cavalry brigades can be detached from their parent divisions and reassigned.

10.5d Cavalry Charges and Command Radii. Cavalry Charges are exempt from command radius restrictions. Note that this is a difference from infantry Close Combat, where attacking units are required to remain within radius restrictions at all times. Cavalry units can exit command radius during their movement to a charge.

11.0 Formations

Combat units can adopt one of several formations, each with its own unique advantages and drawbacks. Infantry has three different formations of its own and can also detach Skirmishers. Artillery has two. Cavalry has one voluntary formation, but is also subject to an involuntary formation—Blown. Leaders and HQs have no particular formation. No unit can ever have more than one formation at a time. Voluntary formation change occurs only during the Movement Phase.

11.0a Formation change costs, movement allowances, and terrain movement costs are different for various formations. The Movement Chart gives the specifics. When units have different movement allowances in different formations, count expended points proportionally.

Example: Proportional Movement Costs

An infantry unit moves along in column formation (which has an MA of 8) expending five MPs as it does so. It then changes to Line (which costs another MP). This unit has expended 6 MPs of its 8 (leaving 2 or 25%). In its new formation, it has a MA of 5. 25% of 5 is 1.25 which rounds to 1, so the unit has one MP remaining in its new formation.

11.0b Most formations are shown by the side of the unit counter facing up (Column vs. Line, Limbered vs. Unlimbered, Cavalry Combat Formation vs. Blown, etc.). Some formations require an additional marker to designate them. All units under such a marker (such as Square) are in that formation.

11.0c National Effects. There are a number of “National effects” listed among the various Charts & Tables. Specifically, these are the French and Non-French versions of Skirmisher and Column formations. These are meant to bring out the superiority of French tactical doctrine. A further increase in this detail is listed in 17.0b, regarding the mixing of formations between a parent and its Extensions, and in 11.5h, where French Skirmisher doctrine gives some advantages.

11.1 Available Formations

Infantry units can adopt Line, Column, and Square formations. Infantry can detach Skirmishers. Skirmish units are always in “Skirmish” formation. Cavalry has one voluntary formation, their “Combat” formation. Cavalry also has an involuntary Blown status. Artillery can be limbered or unlimbered. Routed units have no formation at all. Columns: Note that French Infantry always uses Mixed Column Formation as its column and other nations always use regular column. This difference affects Firepower and target mods only, both types of column move the same.

11.2 Effects on Movement & Facing

Each formation type has its own Movement Allowance on the Movement Chart. Line formations cannot use bridges, but can use fords. Units in Column, Skirmish, or Limbered formations and all cavalry can use bridges at no additional cost. Unlimbered batteries and units in Square cannot move, and can expend MPs only to change formation or facing. When a unit changes formation, it must do so with the same facing (Exceptions, Limbering and Unlimbering Artillery can freely rotate facing 180 degrees at no additional MP cost, also see 11.6e).

11.3 Effects on Fire Combat

Certain formations cannot conduct fire combat and others are limited in their abilities to do so. These restrictions are given on the Formation Effects Chart.

11.4 Effects on Morale

As recorded on the Morale Table, certain formations receive morale modifiers.

11.5 Skirmishers

Infantry units in any formation can release skirmishers. Routed and DG’d units cannot release Skirmishers. Except when routed, Skirmishers are always in ‘Skirmish’ formation. Skirmisher morales are given on the Generic Morale Values Chart (French Skirmishers are Bs, all others are Cs). Skirmishers have a full-strength and reduced-strength side.

11.5a Releasing Skirmishers. Units with unmarked boxes on their loss charts under “Skirmisher” can release Skirmishers. Release Skirmishers during the Movement Phase. Some units have more than one Skirmish box. To create a Skirmisher, place a Skirmish unit in the same hex as the releasing unit (at the bottom of the stack), and “X” off one Skirmisher Box. Once placed, the Skirmish unit can move freely with its remaining MA. Skirmisher release does not cost MPs.

Design Note. The strength of a unit devoted to skirmishers has already been taken out of it. Essentially, the skirmisher box itself represents these men. That way, release of a units skirmishers does not move a unit closer to becoming wrecked simply because it exercised its training.

11.5b Skirmisher Restrictions. Skirmish units can never move further than 2 hexes away from a friendly unit (which need not be the Skirmisher’s original parent). Should a Skirmisher end up outside this range (through morale results), it must move back within range during the next friendly Movement Phase. Skirmishers are unhindered by Command Radius limits. Skirmishers can never conduct a Close Combat attack unless stacked with a non-Skirmish infantry unit. (See also 11.5h for Specialized Skirmisher restrictions.) Important: Skirmisher fires cannot generate the flank/rear fire and morale modifiers themselves. In other words, to acquire the benefits of a “flank shot,” a non-Skirmish unit must provide the actual flank fires.

11.5c Skirmisher Losses. Skirmishers take only casualty losses from the Fire Table. They never suffer stragglers. If a Skirmisher takes a step loss, flip the counter over to its reduced strength side. If already reduced, eliminate it.

11.5d Recovering Skirmishers. At the end of any friendly Movement Phase, a unit can recover any Full-Strength Skirmisher stacked with it, provided the recovering unit has at least one marked Skirmisher box. Reduced Strength Skirmishers cannot be recovered directly— they must combine with another Reduced Strength Skirmisher first (so as to become Full Strength). On recovery, remove the Skirmish unit and erase the mark in the unit’s Skirmisher box.

11.5e Retreat Before Close Combat or Cavalry Charge. Skirmish units which are not stacked with other unit types can retreat before Close Combat. Retreat is not required. When the Phasing player moves adjacent to a Skirmisher, he announces his intention to Close Combat and enters the Skirmisher’s hex normally, paying the +2 MP cost. The Skirmisher can then retreat 1 hex. The Skirmisher can retreat into any adjacent hex which is neither enemy occupied, nor the one from which the enemy unit entered. A Skirmisher can make any number of these retreats in a phase. Skirmishers can also retreat one hex to escape from a Cavalry Charge (regular or Reaction: see 15.2g for Reaction Charges)—the charging cavalry must then change its target hex to that hex (it dose not matter if this hex is further than the normal charge limits (three hexes) but it does matter if the terrain precludes cavalry charges—in that case, the charging player can select any hex adjacent to the original target hex as the target of the charge). Such a retreat ends the Skirmish unit’s movement if it occurs during the players Movement Phase. Design Note: The ability of Skirmishers to retreat one hex in an attempt to “out run” a cavalry charge allows them the chance to dive into a hex protected by terrain or units capable of forming square. They need this ability if safety is close—otherwise it is too easy to dice them up. If a Skirmisher is not alone in the hex, but is stacked with other unit types, all defending units must accept the Close Combat or Cavalry Charge normally.

11.5f Skirmishers on top of a stack of non-Skirmish units. If a player places any Skirmishers atop a stack of other units, the following apply: A hex containing Skirmishers never receive the Fire Table column shift modifier for Skirmishers unless the hex contains only Skirmishers. The top non-Skirmisher, non-artillery unit in the hex takes any required straggler losses and makes the hex’s morale check. The owning player distributes the required casualties between the units present in the hex. (See also 11.5h for Specialized Skirmisher stacking rules.)

11.5g Combining Skirmisher Units. Skirmishers can freely combine and break down at any time during the Movement Phase, with no movement point penalty. Two reduced Skirmishers combine into a full strength unit, and one full strength Skirmisher breaks down into two reduced strength Skirmishers. In all cases, the affected units must be in the same hex.

11.5h Special Skirmisher Restrictions. The following special restrictions control the use of Skirmishers with respect to stacking: A) Stack Positioning. A Skirmisher can only be at the very top of its stack OR the very bottom. When released, Skirmishers begin stacked at the bottom of their stack. While moving, Skirmishers always enter each new hex as the bottom unit and can only restack if rule B allows them. (The concepts of top and bottom apply only in hexes that contain other, nonskirmisher units.) Optional: Players can refine the “always go to the bottom” movement requirement to be “bottom when advancing” or “top when retreating” if they desire and feel comfortable with the definitions. B) Changing Stack Position. Skirmishers can freely change their stacking position from the top to the bottom of their stack during the friendly Movement Phase, but are restricted in their ability to move from the bottom to the top. A Skirmisher cannot change from the bottom of its stack to the top when adjacent to one or more enemy units. C) Effect of Position on Fires. Only Skirmishers at the top of their stack can use their Fire Points. Skirmishers at the bottom of a hex can only fire if there is no non-Skirmisher infantry units in their hex OR the infantry which is there has only a C Fire Level to use. While occupying the top position of their stack, the Skirmishers can be the only infantry to fire from their stack. EXCEPTIONS: French infantry in Column can fire in addition to any Skirmishers in their hex. Also, Skirmishers can fire in addition to other infantry units in their hex if they occupy a walled farm, town, or Redoubt hex. D) Position and Close Combats or Cavalry Charges. At the instant a Close Combat’s or Cavalry Charge’s target hex combat is to be resolved, move any Skirmishers in either the attacking or defending stacks to the bottom of their respective stacks. While Skirmishers might not be able to fire (according to rule C), they do count for Odds Table strength determination regardless of their position in their stack.

11.6 Squares

Infantry units form squares to protect themselves against cavalry.

11.6a Units which may form Square. Only infantry units in Line, Column, or Extension can form Square. DG and Routed units cannot form Square. Cavalry may neither form square nor shelter in another unit’s square. Artillery and Skirmishers cannot form square, but can shelter inside a square in their hex. Extensions form square independently of their parent. When the stack’s top unit successfully forms square, all infantry units in the stack enter square.

11.6b How to form Square. Units can form Square when either targeted by an announced Cavalry Charge (regular or Reaction), whenever enemy cavalry moves at or within 3 hexes (given a clear LOS) even if a charge is not declared AND/OR during regular movement as a normal formation change. In the case of Square formation changes not during regular movement, each hex makes a Square Check independently—the top “Square capable” unit makes a check according to 8.5. Square formation changes occurring as part of a unit’s regular movement do not require a Square Check, but are instead handled like any other normal formation change.

11.6c Squares and Morale Results. Squares ignore any one-hex retreat result applied to them. Squares must execute two-hex retreats normally, and must change from Square to Column formation when they do so. If an Extension is forced to retreat, it “drags” its parent normally (or vice-versa.) Any unit so “dragged” leaves Square, enters Column, and becomes DG.

11.6d Units protected in Squares. When a hex forms square, all Skirmisher and artillery units in the hex are protected by that square. Skirmishers drop to the bottom of the hex’s stack. Protected artillery fires normally, but is considered to be in the Square. Skirmishers fire as per the restrictions in 11.5h.

11.6e Changing Back from Square. When a unit returns to Line or Column formation from Square, it can be placed in any facing position after the formation change cost is paid—with no additional facing change MP costs to do so.

12.0 Stacking

Stacking is placing more than one unit in a hex. Stacking limits are enforced at the end of any phase containing movement or retreats and at the instant of a Close Combat or Cavalry Charge resolution. Units may temporarily over-stack during their movement. Stacking is enforced for each side independently during the conduct of Close Combat and Cavalry Charges, i.e. each side can stack up to the stacking limits in the hex.

12.1 Restrictions on Stacking

No more than three A fire levels and 10 gun points, plus one full strength Skirmisher can be in a hex at one time. (See also 11.5h for Specialized Skirmisher handling rules.)

12.2 Effects on Movement

Units may move as a stack as long as each unit’s movement allowance and points spent remain independent of others in the stack. Stacking and unstacking have no effect on movement or MP costs. Stacks can be rearranged at any time during a player’s Movement Phase.

12.3 Effects on Combat

One A fire level OR one full strength (or two reduced strength) Skirmish unit AND 5 Gun Points can fire out of one hex (given the additional rules about Skirmishers in 11.5h part C). Also, the maximum number of Fire Points that can be generated by infantry from a single hex is the value given for an A fire level (in otherwords, B+C cannot be greater than A due to unit frontage). This total includes all hexsides through which fire takes place. The same limit applies to Close Combats. Only the hex’s top unit is the target of fire combat (Exception: artillery units can engage enemy artillery selectively regardless of the target’s position in a stack.) The top target unit provides any applicable modifiers to the fire combat for the target stack. Cavalry can affect combat with up to an AB strength.

12.4 Effects on Morale

The top non-artillery, non-Skirmisher unit (if any) in a stack provides the morale for that stack’s Morale Checks. If no such unit occupies the hex, use the actual top unit. The top unit is also the basis for the assorted morale modifiers affecting the stack. Stacks can have but one morale state marked with a morale marker atop it. When units in different morale states stack at the end of movement, or anytime during a retreat, they adopt the worst morale state of the new stack—this rule does not apply to momentary stacks created during movement.

12.5 Effects of Over-Stacking

When discovered, an over-stacked hex is treated as follows: The stack automatically becomes DG’d. If already DG’d, it is routed. Overstacked hexes must be broken up in the next available friendly Movement Phase. Routed units may move one hex to accomplish this. Repeat as needed.

13.0 Facing

All units must be aligned so as to “face” a hexside or hex corner. All units in a hex must face the same hexside. Facing defines the stack’s front and Flank/Rear.

13.0a Formation affects facing in the following ways:

  • The following have the standard facing: Line, Column, Skirmishers (when stacked with other unit types), Cavalry (Combat Formation and Blown), and Unlimbered artillery.

  • The following have all around frontal facing (facing of counter still shows center hexside for movement purposes): Skirmishers (when not stacked with other unit types), Any units (not routed) in a walled farm, town, or Redoubt hex, and Squares.

  • The following have all around flank/rear facing (facing of counter still shows center hexside for movement purposes): Limbered artillery, and Routed units.

  • The following have no facing and do not pay the facing change MP costs: Leaders (including HQs), and All Markers

13.0b Apply the flank fire modifiers to the Fire and Morale Tables if at least one non-Skirmisher attacking unit has its fire entering via a flank or rear hex or along the hexside dividing front from the flank/rear hexes.

Facing diagrams: A shot is determined to be either Frontal or Flank/Rear depending on the hexside crossed to enter the hex according to the diagrams (Facing, Frontal and Flank Hexes for three hex facing units when facing a hexside, and when facing a hexcorner). Note that fires along the boundary between the front and the Flank/Rear hexes, say from hex A or B, are considered to be Flank/Rear shots.

13.1 Changing Facing

13.1a General. All units (even Skirmishers) must pay 1 MP per hexside of facing change (see exceptions in 13.1b and 13.1d). Facing can be altered at will at the end of any required retreat with no MP cost. Otherwise, facing can only be changed by expending the necessary number of MPs (EXCEPTION: See the Road Movement rule in 13.2c) during the friendly Movement Phase. Given the needed MPs, a stack can re-face any number of hexsides in one hex. EXCEPTION: Units of both players executing a Close Combat or a Cavalry Charge can readjust facing freely at the end of that action.

13.1b Artillery Special Rules. At the moment of formation change, Artillery can freely change facing 180 degrees without additional MP costs. Furthermore, unlimbered artillery can expend MPs to change facing.

13.1c Hexside vs. Hex Corner. A unit can change from a hexside to a hex corner facing at no Movement Point cost (provided the hex corner is at one of the two ends of the hexside the unit is currently facing). It costs 1 MP to switch from a hex corner facing to either hexside facing attached to that hex corner.

13.1d About Face. A unit (any type or formation) can rotate 180 degrees at the cost of 1 MP. See also 13.1b which allows artillery, at the instant of formation change, to do this for free.

13.2 Effects on Movement and Combat

13.2a Units can normally move only into hexes through their center-front hexside (i.e. the hex directly above the counter’s top side when it faces a hexside). A unit facing a hex corner can move into either frontal hex as desired. A stack could move into a non-center-front hexside (no facing change is allowed when doing this) but the hex’s MP cost is doubled (e.g. a hex normally costing 1 MP would cost 2 MPs to enter). Retreats are not affected by the facing of the stack and a stack can freely reface at the end of a retreat.

13.2b A unit or stack cannot move into a hex in which it does not have the MPs needed to reface the same direction as the rest of the units there. Either the player must reface the final stack so as to make sure all units face the same way, or he cannot finish building the stack in one phase—he will have to wait until he has enough MPs to move into the hex and reface properly.

13.2c When moving along a road, ignore facing change costs. When the unit finishes moving along a road (either because it is finished moving or it is to beginning off-road movement), automatically face the unit directly forward along the road down which it was moving with its center frontal hexside being the next road hex it would be able to move into while moving along the road. In the case of road junctions, this may mean the player has his choice of facings. This automatic facing change occurs without cost and the unit can then expend MPs to change facing further or to continue to move as the player desires. When a stack first enters a road hex, it must spend MPs to reface along the road in the direction it wants to move to take advantage of the above, if not already facing along the road. Units can never start or end road movement when facing a hex corner, such units must face a hexside.

13.2d Except in the case where combat is occurring within a hex (as in Close Combat or Cavalry Charge resolution), units can only fire through their frontal hexsides.

14.0 Zones of Control

No unit in this series has a Zone of Control. There are no effects, special fires, or restrictions of any type for being adjacent to enemy units. See also Opportunity Fire, 15.0.

15.0 Opportunity Fire & Reaction Charges

15.1 Opportunity Fire

15.1a Each artillery unit has a “Close Fire Zone” that consists of those hexes in the unit’s fire arc which are at or within 3 hexes. Naturally, the establishment of a Close Fire Zone hex requires that facing, formation and Line of Sight allow fires.

15.1b Whenever a moving or charging unit attempts to exit a “Close Fire Zone” OR attempts to change formation within a Close Fire Zone, the artillery units making up that Zone can fire at the violating unit or stack. Important: These fires occur when a unit attempts to move (or charge) out of a Close Fire Zone—NOT movement from one hex to another within a given Close Fire Zone. Formation change attempts within a Close Fire Zone incur Opportunity Fire. Involuntary retreats are exempt from these fires entirely. Movement out of LOS within a Close Fire Zone is also counted as “exiting” the zone for this purpose. Resolve these fires as they happen. Resolve the fires before the stack is allowed to leave the Close Fire Zone or before the formation change is completed. Fires are generated normally even if the moving units are trying to enter a Close Combat or a Cavalry Charge target hex. The movement or formation change activities of a unit and its Extensions generate Opportunity fire separately.

15.1c Units are fired upon with the facing and formation they have at the instant the fire is generated—before OR after formation change whichever the firer prefers. Furthermore, a withdrawing unit can avoid presenting its rear as a target when pulling back out of a zone by applying the “double the MPs” cost to move via a non-center front hexside (see 13.2a). Otherwise, the exit attempt will cause a flank-shot as well!

15.1d Only those guns whose Close Fire Zone is being violated can fire—but a gun can fire any number of times based on what zone violations occur. Resolve the fire normally—to include Morale Checks. Moving stacks which become DG’d or Routed execute their required retreat and must cease movement for the phase—even if they had MPs remaining. If these units were attempting to change formation, the formation change still occurs.

15.1e Opportunity Fire has no effect on a unit’s ability to fire in a later Fire Phase.

15.1f Units executing required retreats never trigger opportunity fire. Only voluntary movement out of a Close Fire Zone (etc.) generates these fires.

15.1g Square formation during a Cavalry Charge or Reaction Charge sequence will generate Opportunity fires. If this occurs, momentarily interrupt the charge sequence, execute the Opportunity fire, then follow through with the charge’s completion. Design Note: If you set all this up so that it works right, the poor slobs trying to form Square will get sliced by artillery fires (with the Square target modifiers...) and then be shattered by the coming cavalry— welcome to the world of Napoleonic combined arms!

15.1h Facing change, alone, never generates Opportunity fires.

15.2 Reaction Charges

15.2a Reaction Charges occur when units (including moving units, charging cavalry, retreating units, etc.) attempt to leave the “Reaction Charge Zone” of unBlown enemy Cavalry. The Reaction Charge Zone of a cavalry unit includes all hexes 1 to 3 hexes from the unit which are in any direction AND in the LOS of the cavalry’s hex. A reaction charge can occur (at the charging player’s discretion) whenever an enemy unit attempts to exit any of these hexes (whether to leave the zone OR to move from hex to hex within it). Execute the Reaction Charge in the hex the unit is attempting to leave—not in its destination. However, regardless of the number of applicable hexes triggering Reaction Charges exited during a Cavalry Charge execution, only one hex of the charge which fulfills the above can trigger a Reaction Charge. (In other words, a Cavalry Charge can only have one Reaction Charge made against it during its run in.) A Reaction Charge cannot be launched against an enemy Reaction Charge.

15.2b Units and leaders which wish to conduct a Reaction Charge together must be stacked together when the trigger occurs. The Reaction Charging stack must pass a Morale Check (normal result or better, using the top Reaction Charging unit’s morale) if it is to conduct a Reaction Charge outside its frontal arc. No such Morale Check is required if the Reaction Charge is in the stack’s frontal arc.

15.2c All other regular Cavalry Charge rules apply to Reaction Charges as well— including the full Cavalry Charge Procedure (24.1) (with the exception of Recall attempts—Reaction charges cannot be recalled). The facing restrictions for charges are loosened up so that every hex in the Normal Charge Zone can have a Reaction Charge applied against it.

15.2d Opportunity Fires (15.1) can be applied against a Reaction Charge.

15.2e After resolving a Reaction Charge, the originally moving unit can continue to move or charge (if able to do so) with any remaining MPs it might have. The resolution of the charge does not expend any of the moving unit’s MA—except that points might need to be expended to change formation back from Square... Important: While the execution of a Reaction Charge uses the full Cavalry Charge Procedure (as per 15.2c), the following is true: The Reaction Charging Cavalry must become blown at the end of the procedure, but if the target is regularly charging cavalry, the target becomes blown only if it has a morale result of DG (or worse) applied to it because of the Reaction Charge—otherwise, the original charge continues. Note that even during the resolution of a Reaction Charge against a charging cavalry target, the Reaction Cavalry is the “attacker.” The original charging cavalry becomes the “attacker” once more after the conclusion of the Reaction Charge—provided the charge did not end.

15.2f Facing change, alone, never generates a Reaction Charge.

15.2g Cavalry which conducts a Reaction Charge vs. a Skirmisher unit which retreats as per 11.5e is placed back into its original hex and is not blown. A cavalry unit can execute any number of Reaction Charges of this sort in a single phase and never become blown because of them.

Reaction Charge Zone of a Cavalry Unit (diagram): In the Shaded hexes, no Morale Check is required to launch a Reaction Charge. In the White hexes, a Morale Check must be passed before a Reaction Charge can occur.

16.0 Movement

During each Movement Phase, the phasing player can move his units. Each unit can move as many or as few hexes as desired within the unit’s movement allowance and other restrictions. Procedure: Move each unit individually or as part of a stack maintaining its running movement point allowance as it expends movement points. Movement must follow a contiguous path through the hex grid. Units may move in any direction or set of directions, but must always be in only one hex at a time.

16.1 How to Move Units

16.1a During his Movement Phase, a player can move all, some, or none of his units as desired.

16.1b Use Movement Points to calculate movement. Each unit expends movement points for each hex entered or hexside crossed according to the Movement Chart. Keep a running total of movement points a unit expends while moving. If a unit’s movement allowance changes according to formation, calculate movement point expenditures proportionally and round fractions of .5 or more up, round fractions of .49 or less down.

16.1c Each unit has a Movement Allowance (MA), based on unit type and formation, given on the Movement Chart. This is the number of movement points available to the unit in one phase. EXCEPTION: Cavalry units can expend their entire MA and still complete a three hex Cavalry Charge.

16.1d Movement allowances are completely independent of each other and expenditures of one unit do not affect others. Movement points and allowances cannot be transferred from unit to unit or saved for future use.

16.1e A unit starting the movement phase with movement points but having insufficient MPs to enter any adjacent hex can always move one hex. This move must not be into or through prohibitive terrain, or into a Close Combat.

16.2 Terrain Effects on Movement

As per the Movement Chart, each hex and hexside feature in the game costs a varying number of movement points. A moving unit must pay the total cost unless using the “one hex movement” exception in 16.1e.

16.2a A moving unit can use roads only when following the road’s path. The unit pays the road movement cost and ignores other features in the hex or hexside crossed.

16.2b A hexside feature that must be crossed adds its cost to that of the hex being entered.

16.2c Units cannot enter or cross prohibited hexes or hexsides. Units forced to do so are destroyed.

16.2d Forest hexes affect movement if they contain forest symbols any part of the hex.

16.2e A unit crossing a hexside which is both an elevation change and a slope or extreme slope pays the movement point cost of the most expensive of these features. They are not cumulative.

16.2f Tree Borders have no effect on movement costs. They exist only for LOS purposes.

16.3 Restrictions on Movement

16.3a Units may not enter enemy-occupied hexes except to resolve Close Combats or Cavalry Charges.

16.3b Only friendly units may move during the friendly Movement Phase. Enemy units could be forced to retreat as a combat result or might conduct a Reaction Charge; this is not movement per se and is resolved immediately.

16.3c See 13.2 for the effects of Facing on Movement.

16.4 Reinforcements

Reinforcements arrive at the time and entry area listed in the arrival schedule during the player’s Movement Phase. Players cannot delay, ignore, or redirect reinforcements in any way. They can arrive in any formation. Move reinforcements onto the map as if they were in a long column extending off the map from the entry hex out. Should an entry hex be blocked by enemy units, reinforcements enter according to 1.1e.

17.0 Extensions

“Extension” enables large infantry units to bring more firepower to bear by deploying battalions into adjacent hexes. Extension markers literally move out from their parent unit (or back again). Extensions behave exactly as any other combat unit except that at the end of every phase they must be adjacent to their parent with their arrow identifying the parent.

17.0a Extensions have the same facing, formation, movement, morale, rally, combat ability and target characteristics of any other unit. An Extension has the same Morale Rating and Wrecked status as its parent. As long as both players understand which Extension belongs to which parent, the “arrow restriction” does not affect the facing of an Extension in any way.

17.0b Extensions must have the same formation as the parent (exception: each part of a multiple hex unit can indpendently be in Square). Extensions are created with the same facing and remaining MA as the parent, but thereafter keep track of these items independently.

17.0c Generate Extensions at any time during the Movement Phase and do so within the parent’s hex—it is up to the Extension to have enough MPs remaining to be able to move out from that hex.

Diagram: A few extended line possibilities—all of these are legal. These are not all the possible ones, only some food for thought.

17.1 Restrictions on Extensions

Only infantry units with at least a B fire level can generate Extensions. Skirmish, Cavalry, and Artillery units cannot do so. Large units can generate two Extensions. No unit can ever have more than two. Extension markers can never extend or stack with other Extensions. Fire levels must be evenly divided between the parent and any Extensions—with any excess in the parent’s hex. No Extension marker may ever exist without at least a C fire level. With the exception of Squares, Extensions must have the same formation as the parent.

17.2 Effects of Extensions

17.2a Morale results affect only the unit or Extension actually checking morale. If any part of an extended unit is routed, the entire unit must collapse into the parent’s hex and the entire stack is routed. When Extensions are reabsorbed, follow the usual rules regarding stacking of units with different morale states (see 12.4).

17.2b When two-hex retreat results separate an Extension from its parent, the unit’s non-retreating portion (to include all units in that stack) must also displace far enough (usually one hex) to maintain contact with the retreating part. The displaced unit has its morale state worsened by one level. The Extension cannot “circle” the parent to avoid causing displacement. Artillery under the unit forced to displace has no effect on this requirement. Artillery in the displacing unit’s original hex must Limber and displace with the rest of the stack.

17.2c After subtracting losses, apply any required reduction in fire levels to the unit as a whole, and divide remaining fire levels evenly among the parent and its Extensions. If the unit no longer has enough strength to support the Extensions it has, eliminate one or more Extensions until the unit can support the remainder.

18.0 Forced March

Forced March is a method of increasing unit speeds; the cost is in additional stragglers.

18.0a Only infantry in column and not DG’d or Routed can Force March. Units must follow roads for the entire Movement Phase in which they use this rule.

18.0b For one set of three (3) extra movement points, make one roll on the Straggler Table. After taking any straggler losses, the brigade can use the extra MPs.

18.0c To gain a second set of three MPs, roll on the Straggler Table again. No unit may gain more than this total of six MPs by Forced Marching.

19.0 Line of Sight (LOS)

Line of Sight (LOS) determines whether two units can see one another. In response to player feedback, the LOS rules presented here are both very simple and very abstract. For that reason, if you prefer a more detailed LOS rule, feel free to embellish these rules as desired.

19.1 General Rule

The map’s hexes are color coded by elevation level. A hex’s level represents the hex’s center elevation. Determine LOS from one hex’s center to that of another. Features under this line could block LOS; features not under it will not. The elevation of a hexside is midway between that of the hexes it connects, if they are different.

19.2 Determining LOS—Three Cases

19.2a Case 1: Always UnBlocked. If all terrain between the firer and target hexes is at the same or lower elevations than the higher of the two—and the qualifications for Shadows (19.2c) are not met—then the LOS is UnBlocked.

19.2b Case 2: Always Blocked. If any terrain between the firer and target hexes is at a higher elevation than the higher of the two, then the LOS is Blocked.

19.2c Case 3: LOS Shadows. This case only exists when the conditions in the diagram on page 16 are met. It is the case which occurs when a high endpoint attempts to pear over an intervening obstacle in order to see a lower hex (or the inverse). Note that the elevation level must drop to a lower level (than the obstacle, that is) between the obstacle and the high end point for these conditions to exist. If these conditions exist, use the effects listed in 19.2d. Otherwise the LOS is UnBlocked.

19.2d Effects of Shadows. Each obstacle gives a LOS Shadow of three hexes. If the lower end point hex is at or within three hexes of the obstacle (count hexes begining with the first hex after the obstacle which would be the first hex of elevation drop connected to the obstacle— as per the Shadows Diagram, below), then that hex is within the Shadow and the LOS is Blocked (regardless of the direction of the LOS).

Line of Sight diagram—When Shadows are in effect and how to apply them. Shadow in effect (if any) as indicated in these cross-sections. • Each stack represents one hex. • Each Verticle Box represents one level. • Cross-hatched Lines represent hexes in Shadow from an observer in the far left hex. • “X” indicates actual obstacle hexes. Where no Shadow is indicated, there is none. Remember, these are represenative examples of the concept, not the only examples which work. The three hex Shadow distance may only have a portion of its length shown here. • Note the effect of ridges rising out of Shadows.

Design Note: This is an admitted simplification. Players can make use of the two endpoint elevations, the obstacle elevation, and the distances involved to generate a more accurate Shadow distance. The above is an easy-to-use approximation, but given different elevation differences and assorted distances it might be too small or large for a specific circumstance.

19.3 Effects and Restrictions

19.3a LOS is always either blocked or not. Blocked LOSs do not allow fire combat to occur between the endpoint hexes. Unblocked LOSs allow fire combat in both directions. LOS has no other effects.

19.3b Units are always considered to be at the unmodified “ground” level. Modifications (as per 19.3c) only affect potential LOS blockages.

19.3c Certain terrain features add 1/2 to the hex’s level. These are Forest, Vineyard, Orchard, Walled Farm, and Town/Village hexes. In the case of forest or orchard, the symbol itself must lie under the LOS trace. Town/Village and Walled Farm hexes add if the LOS crosses any part of the hex (including its hexsides). These do not add to the unit elevations in a hex. Individual buildings and other minor features of historical interest never affect LOS.

19.3d Units can always fire into or out of—but not through—Forest, Orchard, and Town/Village/Walled Farm hexes.

19.3e Units them-selves add 1/2 to the level of their hex and hexsides.

19.3f Units always have an unblocked LOS into adjacent hexes.

19.4 Visibility

Visibility is given on the Turn Record Track. It is in effect for that turn only and is the maximum range in hexes any LOS can extend. If no number is given, visibility is unlimited. Visibility numbers are inclusive: a five hex visibility allows ranges up to and including five hexes.

20.0 Fire Combat

Fire combat recreates battle between opposing units. Fire occurs during the Fire Phases and can be initiated during movement by Close Combats, Cavalry Charges, or Opportunity Fires. In your Fire Phase, you can fire any of your units, individually or in groups, as permitted by the fire combat, range, formation, unit type, morale, and LOS rules. Procedure: For each target hex, identify all firing units. On the Fire Point Tables (above the Fire Table), cross reference each firing unit’s current fire level or gun points with the range to the target using the table applicable to the unit’s formation to find the fire points each firing unit generates individually. Total the fire points for all units firing onto the same target. Locate this fire point total along the Fire Table’s top and modify it based on the Combat Table Modifiers list (total all modifiers before applying them). The net modifier adjusts the Fire Table column used, not the dice roll. The table is restricted to the columns shown—fires shifted beyond the table are resolved on the last available column. Resolve the fire combat on the resulting column. Roll two dice. The cross-index between this column and the dice roll is the combat result. Execute this result and make any required Morale checks. Detailed Procedure Steps: 1. Total the Fire Points applied to the target using the Small Arms and/or Artillery range tables. 2. Find the Fire Table’s column containing the resulting fire point total. Modify this column according to any applicable Fire Table modifiers. 3. Roll two dice as an 11..66 roll. 4. Determine the result by cross-indexing the dice roll with the final column. 5. Mark the unit’s Loss Chart for losses or stragglers incurred. 6. On a roll of 55 or 66, one leader in the target stack must be killed. No leader is killed if there are none in the hex; randomly determine the casualty if there is more than one leader present in the hex. 7. Make any required Morale Check on the Morale Table. Execute the result. 8. Change the target’s fire level, if necessary, based on casualties and stragglers incurred.

20.1 Fire Points

Fire points represent the volume of fire generated. Determine a unit’s fire points using the Small Arms and Artillery Fire Point Tables located with the Fire Table. Total the points for all units firing at a given target. Disorganized units fire at half strength. Halve the total fire points of all disorganized firers and round them down.

20.2 Restrictions on Fire Combat

20.2a You can split fire from a hex into as many targets as desired provided no more than one A level (Or one full-strength Skirmisher), and 5 gun points fire out of each hex.

20.2b Each of a unit’s fire levels can fire only once per Fire Phase. Any number of eligible units can fire in one phase. There is no limit on the number of units or fire levels that can engage one hex, given 20.2a above. Units which fire in the resolution of Close Combats or Cavalry Charges can fire normally in the regular Fire Phases as well.

20.2c Units can fire freely out to their maximum range, given LOS and visibility. The max range is 1 hex for small arms and 8 hexes for artillery.

20.2d A given hex can be targeted up to twice in one fire phase—once against its artillery (if any) and once against the top non-artillery unit (if any).

20.2e Units can split their fires into more than one combat, but splitting must occur along fire level and gun point lines. For instance, an A could split fire as two B’s.

20.2f Resolve fractional fire point values on the “Less than 1” column even if they would technically round to zero. Fires of zero fire points (before rounding) have no effect.

20.2g Artillery units can selectively target artillery units regardless of the target’s position in its stack. Important: Artillery which selectively fires upon enemy artillery (which is not on the top of its stack) has its fire points halved.

20.3 Terrain Effects on Fire Combat

20.3a Those terrain types affecting combat are shown on the Combat Table Modifiers list.

20.3b A single line of the Combat Table Modifiers list can apply only once per combat.

20.3c A slope affects a combat if all fires in that combat cross slope hexsides. If any fire comes into the target hex via a non-slope hexside, do not apply the slope benefit. This rule also applies to extreme slopes, sunken road hexsides, and redoubts.

20.4 Combat Results

After determining the fire points and applying modifiers, roll two dice (11..66 roll) to determine the combat result.

20.4a Morale Checks. Certain results call for a Morale Check only (no casualties or stragglers). Roll on the Morale Table for the top unit. “Up One” or “Up Two” specifies additional Morale Table shifts required.

20.4b Straggler Losses. Some combat results give step losses due to stragglers. Apply these only to units which can incur stragglers (namely infantry units). Record these on the Loss Charts.

20.4c Step Losses. Some combat results give hard casualty step losses. These losses are permanent and (except for artillery losses) must be recorded on the Loss Charts.

20.4d Leader Losses. On a roll of 55 or 66, one leader in the target hex (if any) must become a casualty. If more than one leader is present in the target hex, select the unlucky one at random.

Example: Use of Fire Points and the Fire Table

In this first example, two Infantry brigades in line are firing from two separate hexes at the same target at range 1. All infantry brigades have a strength greater than the A fire level, so the fire can be calculated as two As firing at range 1. The Small Arms Chart tells us that an A at range 1 provides 2 fire points, or a total of 4 for the two firers. Identify the 4 fire point column on the Fire Table. Read down the list of Fire Table Modifiers— Regular Firers and determine if any apply. None of the modifiers apply. On the 4 column, the firing player rolls two dice and gets a 46 which gives a “1, (1)” result. He records one casualty and one straggler on his Loss Chart, and makes a Morale Check. That ends this fire combat. In the second example, a French player is firing the following: From hex #1, an A in line formation at range one; from hex #2, an A in column and 4 gun points (any type) at range 1; from hex #3, a battery of 5 heavy gun points at range 6; and from hex #4 a battery of 5 light gun points at range 8. The player gets the following fire points for each of these: 2, 6, 1, and 1/2 respectively for a total of 9 1/2 or 10 (after rounding). This places the initial Fire Table column at the 10 column. In this case, however, one of the firers has a flank shot. This adds +3 to the fire combat. The combat is resolved on the 13 column. The player rolls 2 dice getting an 65. The result is a “3, (2)”, giving three casualties and 2 stragglers. The player then moves on to conduct the Morale Check against the stack, ending this fire combat.

20.5 Step Losses

Record infantry and cavalry step losses on the Loss Charts. Mark off these losses as they occur and adjust fire levels accordingly. Artillery units have no loss charts, but instead use gun point markers under the unit counter. For artillery, a given casualty loss is the number of gun points destroyed.

20.6 Marking Losses and Stragglers

Each brigade has a row on the Loss Chart. Mark casualties with X’s and stragglers with /’s. Keep casualties to the left of stragglers. Remember, only infantry units lose steps to stragglers—other unit types ignore these losses.

20.6a When all the squares to the left of the “wrecked mark” are filled with casualties and stragglers, the unit is wrecked. Mark a line through the unit’s identification on the Loss Chart and mark one of the Division’s squares.

20.6b When all the squares to the left of a division’s wrecked line are marked, the division is wrecked. Circle the division’s identification on the chart.

Example: Use of Loss Charts

The following example shows the use of Loss charts. Below is an example brigade and division set of Loss Chart boxes. At full strength, the brigade is an A fire level unit.

Brigade   A ❏      B ❏❏✓❏    C ❏❏❏
Division  ❏✓❏

After a turn of combat, the brigade takes one casualty and one straggler. This is marked as:

Brigade   A ✚      B ❚ ❏✓❏   C ❏❏❏
Division  ❏✓❏

Note that the casualty (the cross) is placed to the left, the straggler (the bar) is placed to the right. The brigade is now a B fire level unit and should be marked as such on the game map. In the following turn, the brigade suffers another casualty. This is marked as:

Brigade   A ✚      B ✚ ❚ ✓❏  C ❏❏❏
Division  ❏✓❏

Note that the casualty forces the straggler to shift to the right. The combination of casualties and stragglers touches the brigade’s wrecked mark. The brigade is now wrecked and a box is to be marked off the division’s set, which causes the division to become wrecked as well. This is shown as:

Brigade   A ✚      B ✚ ❚✓❏   C ❏❏❏
Division  ✚ ✓❏

The additional marks are made to alert the player as to the wrecked condition of this unit.

21.0 Stragglers

Stragglers are troops temporarily lost from their units through combat stress and exertion. Unlike permanent battle casualties, stragglers can be recovered to rebuild a unit’s strength.

21.0a IMPORTANT: Only Infantry units suffer straggler losses. Artillery, Cavalry, and Skirmisher units never suffer loss due to stragglers. When a stack uses a top unit which is not susceptible to stragglers to absorb casualties in a fire combat result, the topmost infantry unit in the stack (if any) must take the straggler losses called for in the result.

21.0b Stragglers incurred during a Cavalry Charge resolution are recorded as permanent casualties.

21.1 The Straggler Table

The Straggler Table is only used for Forced March attempts and Emergency Corps Retreats—the Fire and Morale Tables inflict their own straggler losses directly and do not require a roll on this table. To use the table, make one modified roll on one die for each unit according to its morale. Mark any straggler losses.

21.2 Straggler Recovery

Units can attempt to recover stragglers on any turn. Units that fulfill the following conditions can attempt to do so: a. The unit is at least 4 hexes away from all enemy units. At night, two hexes is sufficient. b. The unit must have a morale state of normal or Blood Lust. c. The unit must be within command radius. Divisional Goals do not negate this requirement. d. The unit must both be capable of losing stragglers and have lost one or more of them. e. The unit has not expended any MPs in the current turn. f. The unit has not fired or been fired upon. Eliminated units can re-enter play through straggler recovery. Roll for recovery and if the unit returns to play, place it in any hex which fulfills the above.. Procedure: Roll on the Straggler Recovery Table using the row applicable to the unit’s morale rating. Erase recovered stragglers from the loss chart. Brigades may only recover stragglers they themselves have lost. Stragglers cannot be combined between brigades.

22.0 Wrecked Brigades and Divisions

Losses (casualty and straggler) can cause a unit to reach or surpass its Loss Chart’s wrecked limit. A unit can become un-wrecked by the recovery of stragglers. Divisions become wrecked because of wrecked units in them. Recovery of brigades can eventually un-wreck their division. A wrecked brigade differs from other units in that additional modifiers apply to it. Wrecked brigades cannot make Cavalry Charge Attacks (Reaction or regular). Wrecked divisions affect Corps Attack Stoppage.

23.0 Close Combat

Close Combat is combined fire and movement. Units desiring to conduct Close Combat move adjacent to their target, expend two MPs plus the target hex’s cost, enter that hex, and then resolve the combat as follows.

Procedure:

A) Attacker enters the enemy occupied hex at the cost of movement into the hex plus an additional 2 MP cost.

B) Defender Fires, apply losses and stragglers to the attacking units. Make no Morale Checks now and ignore morale modifiers from the Fire Table result.

C) Attacker Fires, apply losses and stragglers to the defending units. Make no Morale Checks now and ignore morale modifiers from the Fire Table result.

D) Attacker Checks Morale, if required to retreat combat ends.

E) Defender checks morale, if required to retreat combat ends.

F) Use the Odds Table if the above does not end the combat. The loser from this table must retreat one hex.

One side or the other will always end up alone in the hex. Regardless of any remaining MPs, the Attacking unit must cease movement after conducting a Close Combat. Retreats caused by Close Combat do not expend movement points.

23.1 Restrictions

A unit can only conduct one Close Combat in a given phase given the conditions below.

23.1a Attacking units must be either in BL or Normal Morale. They must enter their target hex via the attacking stack’s center frontal hexside.

23.1b Attackers cannot violate command radius (including the target hex). Close Combats cannot be conducted into hexes which have a terrain MP cost of “all” (but see 23.1n regarding the use of bridges).

23.1c Close Combat attackers cannot be Cavalry, Artillery, or consist entirely of Skirmish units. Wrecked infantry units can conduct Close Combat.

23.1d Any number of Close Combats can be inflicted upon a defending hex or unit during a phase. The defender must accept Close Combat attacks (Exception: see 11.5e).

23.1e Resolve each Close Combat before conducting other movement. Units wishing to conduct a Close Combat together must start the phase stacked together (except for leaders, who can come from anywhere).

23.1f No unit can participate in a Close Combat unless it is actually in the combat’s hex.

23.1g Calculate stacking and fire limits for each side separately.

23.1h Calculate fire points in Close Combats using the “Close Combat” range on the Firepower Tables.

23.1i When the attacker enters Close Combat through a unit’s rear or flank hexsides, the defender fires with an additional modifier.

23.1j Unit size greater than “AA” has no additional effect on the Close Combat Odds Table.

23.1k If the attacker must retreat, the first retreat hex must be the one from which the attack began. The defender’s first retreat hex must be opposite the attacker’s entry point, or as close as possible given any enemy units or prohibited terrain.

23.1L If fire combat in the Close Combat procedure eliminates the defending units, the attacker must still conduct his Morale Check (with the Close Combat modifiers).

23.1m BL units are not required to make Close Combat attacks.

23.1n Units in column can conduct Close Combat into an enemy hex by attack across a bridge. Resolve the combat normally, except that the attacking column cannot fire and will automatically lose the combat should the Odds Table be used. Even though the attacker doesn’t fire during the combat resolution, the defender’s morale check occurs normally.

23.1o Both the attacker and defender can freely adjust the facing of units involved in a Close Combat after the completion of the combat.

Example: Close Combat Sequence

This example narrates a Close Combat to show the procedure. The details of fire combat and morale checks have been omitted. The attacker announces the Close Combat, pays the defender’s hex movement point cost plus two, and enters the defender’s hex. Any Skirmishers in either stack drop to the bottom of their respective stacks. The Defender fires first, then the Attacker. While the attacker is unable to bring any artillery along, the defender can use his (assuming it is unlimbered). The losses and stragglers are marked on both side’s Loss Charts as each side fires. The attacker then checks his morale. If he is forced to retreat, the combat ends and there are no other effects—the defender even manages to avoid the Morale Table.

Assuming the attacker survives his morale check, the defender must check morale. If he is forced to retreat, the combat ends and the attacking units can continue to move. While that attacking unit can no longer Close Combat (this or any other defender), other units of that side are free to Close Combat this hex as well. Now let’s assume the defender also survives. The combat is completed using the Odds Table. Convert the unit strength for each side using the Point Value Chart, keeping in mind that strength over the AA fire level is irrelevant, and determine the odds. Roll one die on the table making any applicable die roll modifiers. The Odds Table result will generate a winner and a loser. Execute the result. The loser from the Odds Table result must retreat one hex.

24.0 Cavalry

Unlike its cousin 50 years later in the American Civil War, Napoleonic cavalry was a potent combat arm, albeit one that was fragile and easy to misuse.

Cavalry does not “fire” in the normal sense. Cavalry attacks using Cavalry Charges: the mounted equivalent of Close Combat. When using cavalry defenders in addition to regular firers, use the Regular Fire Modifiers for the Fire Table. Unless negated by a road, certain terrain features (listed on the Movement Chart) cause cavalry to automatically become DG. If a unit is already DG, there is no additional effect.

24.0a Heavy vs. Light Cavalry. Cavalry is differentiated into Light and Heavy classes. The class of a cavalry unit is shown on the counter. These are indicated on the counter with the same symbology as Light vs. Heavy artillery (one or two triangles respectively) and have assorted movement, combat, and morale modifiers and effects. For owners of the game Austerlitz, here are the Heavy Cavalry units for that game (all others are considered Light):

French: 1-1HC-C, 2-1HC-C, 3-1HC-C, 1-2HCC, 2-2HC-C, 1c-IG

Allied: 2b-Gd, 3-Rgt, 1,2-1-Cv

24.1 Cavalry Charges

Cavalry Charges occur during the Movement Phase and can be integrated into the Movement Phase at any time the player chooses. Specialized Cavalry Charges (Reaction Charges) can also occur during the enemy’s Movement Phase.

  • In the following rules, the term “Cavalry Charge” refers to both regular Cavalry Charges as well as Reaction Charges.
  • Remember, Cavalry units do not suffer Straggler losses.

Cavalry Charge Procedure:

A) Attacker announces charging stack and target hex.

B) Units in or adjacent to the target hex can attempt to form Square as desired. If the target hex’s stack must retreat because of a failed Morale Check, shift the Target hex of the charge automatically to the new hex (ignore distance issues).

C) Recall Attempt: If the charging player decides to attempt to call off the charge, he can attempt to do so at this point using the Recall Attempt Table. If successful, end the charge and go to step I, otherwise the charge continues with step D.

D) Move the charging cavalry one hex at a time until it enters the target’s hex. Execute any Reaction Charge that occurs on the way before moving on—go to step E when and if the Charging Cavalry makes it to the original target hex.

E) First the defender rolls for fire combat or cavalry attack. Apply losses. Then the Attacker does the same against the defender.

F) The Defending hex checks morale, if forced to retreat, execute the retreat and the charge continues with step H. Otherwise, go to step G.

G) The Attacking stack checks morale, if forced to retreat, the charge ends. Go to step I.

H) Follow-on Attack: If any enemy occupied hex is at or within 2 hexes of the Charging Cavalry’s current hex (whose terrain allows Cavalry charges), the attacker can decide to attack that hex as well (even if it contains the original target unit). Place the Charging Cavalry into that hex. The whole attacking stack must “Follow-on Attack” together—they cannot split up. The attacking stack can have its stacking order altered before making the Follow-on Attack. Repeat the steps from E through G again against the desired hex, if step F is again successful, repeat the Follow-on Attack process, which can be done up to three times. If the charging player chooses not to continue the attack, go to step I automatically.

I) Cavalry units involved in a Cavalry Charge (as attacker (in any case) or defender (if a DG or worse morale result occurs)) must become blown and withdraw 6 to 12 hexes (owning player’s choice of distance).

Permissible Charge Forms diagram: these are the only patterns of Cavalry Charges which are possible. The mirror image of these as well as any orientation of the form on the hex grid are all OK. In the “Cross-Grain” forms, the charging player chooses the desired path from the two available. Facing is allowed to either the hex corner (as shown) or the appropriate hexside.

24.1a Blown, Wrecked, or Cavalry in a morale state other than Blood Lust or Normal cannot initiate Cavalry Charges.

24.1b All charges must be one, two, or three hexes long—inclusive of the target hex— at the time the charge is announced (the charge’s length can increase due to retreats made by the target and these extra lengths are allowed) and be in one of the permissible charge forms as shown in the diagram on this page. The charge’s route and target hex must contain only hexes which cost 1 MP to enter. During the actual charge movement, the Cavalry cannot use roads or bridges. The hexes of a Cavalry Charge need not be within the cavalry unit’s MA—a cavalry unit can move its full MA and then announce a charge. Cavalry units cannot move further after the charge’s completion (after the required withdrawal of 6 to 12 hexes) regardless of the number of MPs they have remaining (with the exception of any Follow-On Attack, see the Procedure above, step H).

24.1c There are two LOS conditions which must both be fulfilled to conduct a Cavalry Charge (only requirement B applies to Reaction Charges):

A) The Charging stack must either have an unblocked LOS to its target at the beginning of the Movement Phase OR it must be able to move through a hex 4 hexes from the intended target which does have an unblocked LOS into the target hex.

B) An unblocked LOS must also exist between the charging stack and the target hex when the charge itself is announced.

24.1d The hexes between the charging stack and the combat hex must be empty of all units—friendly and enemy.

24.1e To charge as a stack, cavalry units must begin the phase stacked together.

24.1f Wrecked Cavalry units cannot Charge.

24.1g Cavalry units can ignore command radius restrictions after announcing a charge.

24.1h A hex or unit can be charged any number of times in a phase.

24.1i No unit may add its fires to a Cavalry Charge combat resolution unless it is actually in the resolution hex. Combat in Cavalry Charges occurs at Close Combat range.

24.1j Record any straggler losses inflicted by a Cavalry Charge’s resolution as casualties instead. These include all stragglers from both the Morale and Fire Tables, including those resulting from Square Check attempts.

24.1k Leaders can accompany a charge. Unlike Close Combat, leaders must start the phase with the charging units to be able to participate.

24.1L When cavalry must execute a Morale Table result during a cavalry charge resolution, execute that result first and then conduct the 6 to 12 hex and become Blown withdrawal.

24.1m Note that unless the attacking cavalry falls out of the charge due to a Morale Table result requiring a retreat, one follow-on attack is allowed. That is even if the attacking cavalry has become Shaken or wrecked.

Example: Cavalry Charge Sequence

This example narrates a Cavalry Charge to demonstrate the procedure involved. The details of the fire combats, straggler checks and morale checks have been omitted except where helpful to illustrate the effects of the charge. A stack of cavalry is moving along. At a point four hexes from an potential target, the moving player announces his ability to spot a particular hex (which allows him to think about charging that hex, but does not commit him to that action). He continues to move the cavalry until he is in a possible charge location 3 hexes or less away from the target. The moving player then announces a charge against the hex. The units in that hex (and those adjacent to it) can attempt to form square—he chooses not to bother. The charging player announces that he is not going to attempt to recall the charge. The charging cavalry is moved one hex at a time toward the target (to give the defending player a chance to do his one Reaction Charge, if he can). In this case, if a reaction charge does occur, execute that charge immediately at this point.

If no Reaction Charge occurs or the one that does fails to give the charging cavalry a DG or worse morale result, place the attacking cavalry into the target hex and exchange fires as one would in a close combat. Have the defending hex check morale followed by the attacking cavalry morale check. If the attacker succeeds, he can conduct up to three Follow-On attacks against any hex at or within 2 of the original target. After the Follow-on attack (if any), the attacking cavalry must withdraw and become Blown.

24.2 Blown Cavalry

Once committed, cavalry units need time to regain their composure (one does need to be properly composed to bring dignity to what would otherwise be an unsightly brawl...) and organization. Cavalry completing a Charge as the attacker (regular or Reaction) or as the defender (when a DG or worse Morale result is inflicted on them) automatically becomes Blown. Cavalry which successfully recalls from a charge ALSO becomes Blown.

24.2a Converting to Blown Status. When a unit becomes Blown, flip the unit (so the Blown side is face-up), and retreat the unit 6 to 12 hexes (not movement points). This retreat cannot pass through or cross impassable hexes or hexsides. Bridges are usable.

24.2b Restrictions on Blown Units. Blown Cavalry cannot Charge, and has a different movement allowance. Blown Cavalry cannot execute a Cavalry Withdrawal.

24.2c Recovery from Blown Status. Blown cavalry units with a normal or better Morale State can attempt to recover during the Rally Phase’s Cavalry Recovery Segment. Even Cavalry which became Blown in the same turn as the Rally Phase can attempt to recover. Only Phasing cavalry units may attempt recovery. Individually roll one die for each Blown unit on the Blown Recovery Table. If the unit recovers, flip it back to its non-Blown side. Otherwise, there is no effect and the unit remains Blown.

25.0 Morale

Morale determines how well a unit withstands the shock of combat. Each unit has a morale rating printed on it. This rating is permanent and does not change during the game. Units are rated A through E, from best to worst.

25.1 Morale States

Unlike morale ratings, morale states represent temporary conditions of confusion, fear, or anger. A stack can have only one morale state at a time. A morale state inflicted on a stack affects all units in it. Place a Morale Marker atop a stack to show its morale state (normal has no marker). Morale states are, in order of increasingly poor performance:

  • Blood Lust—A temporary state of high excitement.
  • Normal—The unit’s usual state.
  • Shaken—A mild increase in confusion and increased caution.
  • Disorganized—A partial command breakdown.
  • Rout—A collapse of command.

25.1a Each morale state has its own effects, as given on the Morale Effects Table.

25.1b Routed units cannot move voluntarily during the Movement Phase. They must retreat, however, if they fail to rally (or if the player chooses not to try to Rally them) during the friendly Rally Phase and are less than 6 hexes from an enemy unit. Retreat the unit immediately until it is 6 or more hexes away from all enemy units. If a routed unit is unable to do so because of impassable terrain or enemy units, mark off all remaining strength as casualties (not stragglers) and eliminate the unit. This “rout movement” is not inhibited by command radius restrictions.

25.2 Morale Checks

Make morale checks when called for by the Fire Table, during the Close Combat sequence, and during a Square Check. Follow this procedure for making the check (see 25.2c for Blood Lust units):

A. Find the unit’s morale level on the Morale Table’s left side.

B. Total all applicable modifiers.

C. Modify the row by the total modifier, with “+” being up and “-” being down.

D. Roll two dice as an 11..66 roll. Find the column along the modified row which contains the dice roll and read up to the result.

E. Apply the column heading result.

25.2a The top non-Skirmisher, non-artillery unit in a stack (if any) gives the stack’s morale rating. Also if artillery units are selectively fired upon in the hex, the top non-Skirmisher, non-artillery unit still makes the morale check.

25.2b Artillery and Skirmisher units are given morale ratings on the Generic Morale Values Chart. (Use these ratings only when such units are alone in their hex.)

25.2c Units that are in Blood Lust do not make morale checks like other units. Instead, roll two dice on the Blood Lust Morale Check Table. The only possible results are no effect and removal of blood lust. No modifiers apply to this roll.

25.2d Remove units destroyed due to the Morale Table result from play before executing any retreat.

25.2e All losses from the Morale Table come in the form of stragglers, which are applicable only to infantry units (record these as casualties during Cavalry Charges).

Example: Complete Fire Combat Procedure

What follows is a complete fire combat. An A-stength non-French column firer takes a shot at our brigade in square formation from range one. This is resolved on the 4 Fire Table column because of the applicable +3 modifier. An 12 is rolled which generates an Morale Check result, requiring a morale check. Our brigade is a C morale unit and gets a +1 modifier for being in Square. The B row is used (C row shifted up one) and a 56 is rolled. Our brigade is now shaken. The Shaken is removed in the owning player’s subsequent Rally Phase. In the next fire phase, the enemies of our brigade have become more numerous. A total of 7 fire points are applied against the brigade, now in line formation, which includes a flank shot. The fire is resolved on the 10 column of the Fire Table. The firing player rolls a 44 which generates a 2, (1) result. This generates two casualties and one straggler and is marked as follows:

Brigade   A ✚      B ✚ ❚ ✓❏  C ❏❏❏
Division  ✚ ✓❏

Note that the brigade and the division are now wrecked and that the brigade has a fire level strength of B. The owning player moves to the Morale Table. This time he begins at the C morale row and makes the following adjustments: -3 for being a flank target and -3 for being a wrecked brigade of a wrecked division. Dropping 6 rows from the C row gives the table’s bottom row. To top off what has already been a very bad day, the player rolls a 66 for his morale roll which gives a result of Routed, retreat 2, lose 4 SPs to stragglers. This is marked as follows, destroying the unit.

Brigade   A ✚      B ✚ ❚✓❚    C ❚ ❚ ❚
Division  ✚ ✓❏

25.3 Retreats and Morale State Combination

25.3a The Morale Table gives retreats in hexes, not movement points. If a unit cannot retreat the required hexes, due to the enemy or terrain, the unit is automatically Routed. (For units unable to execute required Rout Movement, see 25.1b.)

25.3b All units in a stack suffering a retreat must retreat the same number of hexes. The owning player can retreat the stack as a whole or split it up as desired.

25.3c At the end of its movement or retreat (including momentary stacks generated while units move or retreat), a stack adopts the worst morale state in it. If such a stack then splits up, each portion of the stack carries the new morale state with it. Stacks cannot “sidestep” or displace out of the way of retreating units, they must share the morale state of any units which retreat and end up stacked with them (however momentarily).

25.3d If a stack formed by a retreat exceeds the stacking limit, automatically rout all units in the stack. The stack must be broken up in the first Movement Phase after it rallies to DG.

25.4 Additive Effects

Whenever a stack receives another morale result, the effects accumulate as follows: A. DG + DG = R B. DG + BL = Normal C. R + BL = SH D. SH + BL = BL E. On all other results, the stack is the worse of the two if the morale states are different (such as DG + SH = DG), OR there is no additional effect if both morale states are the same (as in SH + SH = SH). Additive effects never cause additional retreat or straggler loss.

25.5 Rally

During the player’s Rally Phase, his units must attempt to rally if in any morale state other than normal. Use this sequence:

A. Remove BL from all units not adjacent to the enemy.

B. Roll for remaining BLs on the Blood Lust Morale Check Table and remove any BLs which fail the check.

C. Remove all Shaken markers.

D. Convert all Disorganized stacks to Shaken.

E. Roll for Routed units, if desired. Roll one die for each stack; add the rating of any one leader in the hex to this roll. On a five or more, the stack becomes DG. Otherwise there is no effect. If any remaining Routed stacks are within 6 hexes of the enemy, retreat as in 25.1b.

Rally Diagram—Rally occurs along the arrows as indicated during a player’s Rally Phase: Routed (R) to Disorganized (DG): roll 5 or more on one die, adding the Leader rating (if stacked) to the die. DG to Shaken (Sh): automatic. Shaken (Sh) to Normal: automatic. Blood Lust (BL) to Normal: automatic if not adjacent to the enemy; otherwise make a BL Morale Check.

25.6 Elite Divisions

Certain divisions (marked on the Loss Charts) are Elite divisions. Elite Divisions receive a number of Morale Table benefits. The player can use elite divisions as desired, but they are subject to the following should they become wrecked. Each elite division has a morale value assigned to it in the Game rules. If the division is wrecked, all Morale Checks made by any friendly unit (including the elite division’s units) have this morale value used as a Morale Table Modifier. The morale values of all wrecked elite divisions in an army are cumulative.

26.0 Leaders

Leaders represent divisional commanders and above. Leaders provide centers for command and a morale benefit for their stacks. Leaders move as any other unit, but have no fire combat ability. Leaders, while not the target of fire combat, can become casualties when their hex receives fire. A player could fire upon a hex containing only leaders in an attempt to generate leader casualties. Leader units have a leader rating. Use it for command, initiative, morale, and rally.

26.1 Effect on Stacking

Leaders do not count for stacking and any number can occupy a hex.

26.2 Effect on Movement

Leaders move as any unit. They have no facing or formation.

26.3 Effect on Fire Combat and Morale

Leaders have no effect on friendly fire combat and do not have a fire combat ability. Leaders do not suffer from morale effects or make morale checks.

26.3a Morale Table Effect. Use the leader rating in the checking hex as follows. Only the most senior leader in the hex (by rank, not rating) affects morale checks (owning player’s choice when tied). No more than one leader ever affects one hex. Modify the Morale Check by adding (going up) rows equal to the leader’s rating minus one. A zero leader gives a one row down modifier.

26.4 Leader Losses and Replacement

When a hex containing one or more leaders receives enemy fire and a 55 or 66 is rolled, one leader in the hex becomes a casualty. If more than one leader is in the hex, select the casualty at random. Remove leaders who become casualties from play permanently.

26.4a Replace all leader losses immediately. Replace Army and Corps commanders with their senior subordinate (owning player’s choice in ties).

26.4b The backs of division commanders are printed with their generic replacements. Corps leaders have generic backs. If you promote a division commander to fill a vacancy, use the generic repl back of the corps leader to fill the divisional position.

26.4c When a division commander becomes a casualty, the divisional repl must appear in another stack of the division (i.e. not in the same hex). If no such hex is available, the repl appears where the leader was lost.

26.4d If a leader’s stack is destroyed, but he escapes unharmed, place him in the nearest stack of his command. If no such stack exists, remove the leader from play.

26.4e If enemy units enter a hex containing only leaders, those leaders automatically displace to the nearest stack of their commands. Enemy units never eliminate leaders by entering their hexes.

27.0 Artillery

There are two criteria to distinguish artillery: Light vs. Heavy firepower Types, and Foot vs. Horse mobility Classes. Type: Light vs. Heavy. This designation only determines which Artillery Fire Point Table to use. Heavy guns are in the 12 Lbr (or more) category. Light guns are smaller. Light guns are shown with one white triangle with a red outline and a grey box around the Gun Point number. Heavy guns have a yellow triangle in addition to the white triangle and also have their Gun Points encased in a black box. Class: Foot vs. Horse. This designation determines the unit’s movement characteristics. Horse artillery has enough mounts for the entire crew to ride, foot artillery does not. Horse artillery is marked on their counter with the horsehead, foot artillery is not. Beyond this level of detail, cannon are abstracted. Exact weapon and ammo concerns have been factored into the conversion from guns to fire points.

27.1 Gun Points

Artillery units have a number of “gun points” printed on them. Gun points are completely interchangeable within their Type and Class. The owning player can form detached batteries of up to 5 gun points by using detached markers and numeric gun point markers (placed below the detached battery marker). Detachment and reattachment of gun points does not cost MPs. These player-made artillery units function as any other and can reattach with any artillery unit of the same type and class, as long as the resulting battery contains no more than 5 gun points. Detached Unit counters are not designated by type and class; players should make some kind of note of the kinds they make to avoid confusion. Suggestion: Face the numeric Gun Point marker toward the front of the unit top to show Light, back 180 degrees to show Heavy (Heavy Points “lie down”). Also, left can be used for Light-Horse and right for Heavy-Horse.

27.2 Losses

When the Fire Table calls for losses, artillery units lose gun points as steps given on the Fire Table. Place under the artillery unit a gun point marker equal to the number of gun points remaining in the unit. Artillery never loses strength to stragglers.

27.3 Fire Combat and Artillery

Calculate gun points firing at a hex by totaling the number of points firing from each stack by type and applying the Artillery Fire Point Table. Total the results from all firing stacks to determine the final Fire Point total. Example: If three batteries of 3 Heavy gun points each fire at a target 3 hexes away, the resulting fire point total is 6. Two batteries of 4 Heavy gun points firing at range 3 would be 4. Three Heavy gun points firing at range 4 and three Light gun points at range 5 would total only 1 point.

27.4 Morale and Artillery

Artillery must limber to retreat even one hex. Limbering during a Close Combat or Cavalry Charge requires a roll on the Gun Loss Table. The Gun Loss Table only affects artillery.

28.0 Night

Night actions, while rare, did occur. This series allows night actions but restricts them.

28.0a Turns at night represent one hour, instead of thirty minutes, giving away half the night to sleep behind the player’s back.

28.0b Visibility at night is always one hex.

28.0c Cavalry cannot charge at night.

28.0d Several tables have night modifiers.

Second Edition Designer’s Notes

These second edition revisions were made based upon player feedback after Austerlitz came out in 1993. Players expressed several common themes—generally the earlier (and very involved) cavalry charge and countercharge procedures were taken to task for being too cumbersome in use; others suggested that they would prefer more detail in the cavalry units themselves (specifically to differentiate between light and heavy cavalry). Personally, I wanted to streamline many of the systems in the first edition. I could see that the fire combat system could be tightened up, that the length of the rules suffered from some wordiness, and numerous minor procedures could be eliminated or streamlined. I shall try to address many of the items where work was done, but certainly be unable to address them all.

Orders System Generally the Command system is as you have seen in v1.0 and in the CWB series. The changes here are more cosmetic than anything else (making Complex and Simple orders Attack and Non-Attack, for instance). I deleted the Force Level of orders (everyone I knew used max Force all the time and I could no longer see the point of worrying about it). The new Initiative Table came about to give more variability between leaders of different caliber— as well as to allow weaker leaders an even greater chance to become Loose Cannon. The largest change to the Command system isn’t really a change at all—the optional Defensive Orders rules are gone. I have seen too many players get into too many wasteful arguments with their opponents concerning what they could or could not do with a “defensive” order for me to think that the rules were adding all that much to the game. The system was originally designed to work with the “if you are within radius, do what you want” rule, and that is the way I think it plays best. Remember that a defensive order consists of something like “move to Hill X and function within radius” and that will work fine. I’d rather see players spend their time playing than arguing over whether a “defensive force” is allowed to counterattack to retake the hill they were defending, etc.

Movement, Facing and Formations The Movement system itself is unchanged, but things like facing change costs and hex-corner facing have been added. Road column no longer exists as a formation (Napoleonic roads were none too good—relative to the flat ground around them—units moving along a road are freed from some facing change costs, and units rarely entered actual road column on the field of battle where the games occur. Extensions replace Extended Lines (to eliminate the implied Line formation of the title). Non-French units can only adopt one formation for a unit and its Extensions, whereas French units can mix and match— this brings out a bit of the superior French tactical doctrine. Infantry can change formation at any time during movement (not just before expending MPs), but might incur the wrath of Opportunity Fire in the process. A hex can be hit any number of times during a phase with Close Combat (as before), but a given attacking stack can only engage in one Close Combat per turn. Skirmisher and stack handling rules (courtesy of John Lynch) show some of the tactical issues involved in Skirmisher use. Skirmisher strength is “taken off the top” of infantry units (so that they are no longer punished for exercising their doctrine by moving closer to wrecked status when Skirmishers are sent out). Skirmishers recover only if full strength to eliminate some manpower handling problems. Stacks no longer automatically share Morale effects when one stack retreats through another (they share only when the retreating stack ends its retreat) so as to clean up the Retreat rules. Because of this change, the rules for rout through displacement were no longer needed.

Fire Combat & LOS The most major change to the Fire Combat system is the elimination of the Straggler Table and check from the combat routine. These have been integrated into the new Fire Combat and Morale Tables. Likewise the new Leader loss method eliminates another potential die roll from the combat process. Fire point values for the different formations have been revised to take into account frontages and some nationality effects. Some will note the lack of a British Two-Rank line table. The two-rank line will be dealt with separately in games which need that formation. Opportunity Fire and Reaction Charges have been added to allow units to attack enemy units attempting to waltz across their field of fire. Reaction Charges also allowed the old Countercharge system to be dropped (as it did the same job). All LOS formulas and algorithms have been dumped in favor of a much simplified abstract Shadow mechanic of three cases. If you want more accurate LOS calculations, be my guest—but remember, LOS is generally unblocked (in all games) more often than it should be. Straggler recovery is every turn and is handled in a way that eliminates the need for Straggler Recover Markers. The 2 SP minimum is gone—a unit with one straggler to recover can come back from the dead pile (although I can’t say as to why anyone would bother...) The simultaneous fire system in Close Combat and Cavalry Combat resolution has been eliminated in favor of a defender fires first system. Generally, this makes little actual difference, but it does keep players from wasting time deciding who will do their shots first and the fight to remember that soand-so still fires as an AB. The “additional” morale checks for the defender in Close Combat are gone. Wrecked units can do Close Combats (these are better trained units than those in the CWB, remember) and Odds Table retreats are always one hex. Lastly, supply is no longer a concern for either small arms or artillery. We have yet to uncover a Napoleonic battle where ammunition supply was a concern of anything more than a strictly local level. While armies had to continuously forage for food off the land, they habitually brought the ammunition with them needed for the entire campaign. Making players keep track of ammunition during the single day or so of battle did not seem worth it.

Cavalry Aside from the differentiation of cavalry into Heavy and Light, the significant change to the game’s cavalry is in where in the Turn Sequence charges occur. Instead of being in their own phase, they now occur during movement. This allows a more fluid look a Napoleonic combined arms. It is now possible to assault enemy infantry with infantry Close Combat and force them to break so that cavalry can storm down on the disrupted troops. Also cavalry can be used to force the enemy into square so that infantry and artillery can shred them. One last point, for those looking for Lancer effects, these will be added on a battle by battle basis as Lancer units large enough to have an effect on the game are found.

Conclusion I hope you enjoy this game as much as we did in playtesting. May many excellent Napoleonic grand tactical engagements await you in the future! Enjoy!

Part 2: Marengo Game Rules (Napoleonic Brigade Series Game #6-02)

Marengo: The Battle of Marengo, June 14th, 1800. A Napoleonic Brigade Series Game.

1.0 General Special Rules

1.1 Map Notes

1.1a The Tête de Pont. This is the Austrian fortified bridgehead. Its hexsides act as a trench. Cavalry and artillery can only cross these hexsides while moving along a road. Infantry must expend all of its MA to cross such a hexside.

1.1b Elevations. The game map has no elevation levels. The color variation has no line of sight effect.

1.1c Casualty Tracks. This game does not use any on-map track to keep a record of total losses as this information is not needed for victory determination purposes.

1.2 Anti-Initiatives

There are none for either side.

1.4 First Player

Unlike the usual NBS game, in all scenarios in Marengo the AUSTRIAN player turn is always first.

Game Contents

A Complete Copy of Marengo includes: 1x Box; 1x NBS Series Rulebook (v2.0); 1x Game Specific Rulebook; 2x NBS v2.0 Charts & Tables Booklets; 2x Dice (one red, one white); 1x 22x34” Map; 1x 280-counter countersheet; 1x Registration Card; 1x Current Price List; Assorted Advertising Flyers (which our collaters love to hate...). If you are missing something, contact us. If you have something extra, Merry Christmas!

2.0 French Special Rules

2.1 Attachment and Detachment

No unit assigned to a corps can be detached to another corps (EXCEPTION: M-D can be assigned to any desired French Corps). The Cavalry Division, Consular Guard, and the optional artillery units can be attached to a corps, if desired.

2.2 The Consular Guard

The Consular Guard consists of one infantry, one cavalry, and one artillery unit. These units never need to be within any particular Command Radius and are completely independent—both of themselves and any other unit or leader. They are, of course, Elite units and the full-Elite Division effects come into play only when both the Infantry and Cavalry units are wrecked (the artillery does not matter for this). The Elite value of the Consular Guard for Morale purposes is 1.

2.3 Napoleon’s Loss

Replace the Little Guy with any Corps Commander. Regardless of other results, the French player loses the battle.

2.4 French Minor Variants

2.4a Moncey’s Corps. Allow Moncey’s Corps (La-M, Lo-M, 2x Mb) to arrive at Entry Areas B or C upon a successful dice roll. Roll two dice each turn beginning with the 11:00am turn during the French Command Phase. In the first turn in which a roll of 9 or more occurs, allow these units to enter. This option gives the Austrian player 3 Victory Points (VPs).

More than half of Napoleon’s Army of the Reserve was scattered about Northern Italy in an attempt to prevent Melas’ escape. Unfortunately, the First Counsul was so worried about this possibility, he neglected to prepare for the other eventuality: an Austrian attack. The morning Melas crossed the Bormida, Napoleon had given orders to both Moncey and Desaix to move further away from the field. Better communication and additional foresight might well have given Napoleon a superior concentration at Marengo.

2.4b Earlier Arrival of Desaix. Allow Desaix, Boudet’s Division (all units of B-D), and the D Corps artillery to enter with their rolls beginning at 10:00am, and not 2:00pm as normally in scenario 5.4. The dice roll required and position of entry remain the same. This option gives the Austrian player 1 VP.

2.4c Use of both of the Above. Using both 2.4a and 2.4b will swing the game’s balance heavily in the favor of the French. For that reason, the VP cost for the two combined is 6 VPs, not 4.

2.4d More French Artillery. Allow the two optional French Army artillery units (ARes) to enter play with the Guard. If the Guard is already set up at start in the scenario being played, set the two artillery units up anywhere within at or within six hexes of either Guard unit. Once in play, these two artillery units can trace command radius to any French Corps HQ. This option gives the Austrian player 2 VPs.

3.0 Austrian Special Rules

3.1 Attachment and Detachment

None are allowed, expect those enforced by scenario information (and these mandated ones cannot be changed later). The Austrian command situation is murky enough, no sense in making it worse. See also the development of the Left Wing, 3.3.

3.2 No Corps Structure & Order of Succession

The Austrian Army is composed of divisions, with no corps structure. Handle all orders as Divisional Goals. Remember, this means each divisional commander is “bolted to the ground” when he has no orders. To avoid having the Divisional Commander retain a full brigade as a body guard when he is so “bolted”, the regular stacking requirement (which requires division commanders to stack with one of their brigades) is waived here for the Austrians—all Austrian leaders can stack with (and affect the morale of) any friendly unit or none as the player choses. In an exception to the usual Straggler Recovery rules, these divisions can recover stragglers even while on divisional goals.

The commander of the Right Wing (O’Reilly) is the functional commander of the “Right” units—which act as a division. These units are Cav-Right, Right Artillery, and Infantry (Right).

Zachs, the commander of the Center Wing, only enters play if 3.4a is used or when he has been appointed to army command. When he enters play because Melas has become a casualty, place him instantly in the hex where Melas died. Place him there after the hex makes any required Morale Check.

Ott (Left Wing) is a free leader (he can apply his morale modifiers to any stack) in every scenario. He can set up with any troops. (See also 3.3).

Should Melas become a casualty, the following is the order of officers to take command: Zachs, Ott, O’Reilly, Hadik, Schellenberg and then Vogelsang. If you find you must go beyond Vogelsang...give up and try again another day.

3.3 The Left Wing

In any order issued to Ott from the Army Commander or when Ott gets initiative, up to four divisions can be assigned to a nominal Left Wing. Once assigned, place the Left HQ anywhere which allows these divisions to be in command and they effectively form a corps. When this Wing already exists when play begins, set it up with the Wing HQ acting as a Corps HQ according to the standard rules.

3.4 Austrian Minor Variants

3.4a Wing Command Works. Allow the Austrian player to set up three Corps HQs (Center, Right, and Left Wing HQs). These can be set up anywhere on the game map provided the following rules are applied and the assigned divisions are within normal Command Radius. This option gives the French player 3 VPs.

  • All divisions must be assigned to a Wing before play begins.
  • AG-L must be assigned to the Left Wing. AG-C must be assigned to the Center Wing. AG-R must be assigned to the Right Wing.
  • No more than four of the remaining divisions can be assigned to a single Wing.
  • Divisions need not be assigned to any Wing if so desired.
  • Ott commands the Left Wing and Zachs commands the Center Wing.
  • The special rules in 3.2 and 3.3 do not apply to divisions assigned to a Wing.
  • Once assigned, Wing designations cannot be changed during play.
  • Wings and all units assigned to them apply all the usual series rules regarding Corps.

Perhaps Napoleon’s greatest contribution to military science is his adoption of a standardized corps structure. Divisions were common enough in continental armies, but the concept of a permanent army corps—with a permanent staff—was non-existent. Armies relied on ad-hoc wing structures, which were usually established the night before a battle, to control masses of troops. It usually didn’t work.

3.4b More Cavalry. When Elsnitz’ Cavalry Division enters play or sets up, allow 7 Hus-E and Er Hus-E to set up or enter also. This option gives the French player 1 VP.

These units comprise Nimsch’s Cavalry Brigade (2,500 men) that Melas sent to guard against an imaginary threat to his line of communications. Their use in the battle would have exacerbated Napoleon’s weakness in cavalry.

4.0 Victory Conditions

These victory conditions are used in all scenarios except scenario 5.1 (which has its own). Victory is determined on a point total basis. Each side earns VPs based on wrecked formations and terrain features controlled.

4.1 Victory Points Awarded for Wrecked Formations

Each player gets 1 VP for each enemy division wrecked counting both stragglers and casualties as they exist at the end of play.

4.2 Victory Points Awarded for Geographic Objectives

The player who either occupies at the end of play or was the last to move through a feature is awarded the VPs for it. A single player must control all hexes of a multi-hex feature to be awarded the points for it.

FeatureVPs
Tête de Pont (1.23, 1.24, 1.25)5
Marengo (17.14, 18.13, 18.14)3
Castel Ceriolo (all w/i 1 28.27)2
Spinetta (22.06 through 22.09)1
Villanova (39.23, 40.23, 41.23)1
Cassina Grossa (43.05, 44.05, 44.04)1
St. G. Vecchio (61.12, 62.12, 63.12)5

4.3 Levels of Victory

Total Victory Points for each side. Subtract the French total from the Austrian total and compare to the chart below.

Austrian total minus French totalResult
-20 or lessFrench Massive
-19 to -10French Major
-9 to -2French Minor
-1 to 1Draw
2 to 10Austrian Minor
11 to 21Austrian Major
22 or moreAustrian Massive

5.0 Scenarios

5.1 Frontal Assault

The Battle of Marengo opened with an Austrian artillery barrage, followed by the forward movement of Kaim’s and Hadik’s Divisions against Victor’s French Corps. The initial Austrian objective was to clear the French from the banks of the Fantanone and to capture the bridges at Marengo and Stortigliona.

General Information

  • First Turn: 9:00 am
  • Last Turn: 11:00 am
  • Total Game Length: 5 Turns
  • First Player: Austrian

French Information

Set Up: (All French units must set up east of the Bormida River)

  • G-V (all), Vb (3Lf), 2x Full Strength Skirmishers: w/i 3 of 11.17 Mark the Skirmisher Box from each infantry regiment.
  • C-V (all), Vb (2Hf), 2-Cav: w/i 5 of 14.12
  • V Corps HQ: 22.12

Reinforcements: None

Orders: Victor’s Corps is to defend the banks of the Fantanone River and Marengo. 2-Cav is attached to Victor’s Corps.

Austrian Information

Set Up:

  • Right (all) (forming a provisional R Div under O’Reilly): w/i 1 of 7.17
  • K Div (all): w/i 1 of 7.18
  • H Div (all): w/i 1 of 7.19
  • AG-C (all): w/i 1 of 8.19

Reinforcements: None

Orders:

Right is to move south, via Stortigliona, to attack and capture the bridge across the Fantanone there. It must then attack to capture Marengo.

Other Divisions are to attack eastwards to capture Marengo and the bridge across the Fantanone.

Victory

  • Major Austrian: Capture both bridges and all three hexes of Marengo.
  • Minor Austrian: Fulfill two of the following: Capture at least one bridge, the town of Marengo, and/or wreck at least 3 French Brigades.
  • Minor French: Avoid the Austrian victory conditions.
  • Major French: Only available as per the shifts below.

Shift: One level of victory in the favor of the French if either H Div or K Div are wrecked at the end of play.

5.2 Ott Turns the French Right

By early afternoon, Field Marshall Ott (commanding the Left Column) had taken Castel Ceriolo with surprisingly little opposition. Observing the battle still raging to the southwest, Ott put his troops into motion to flank Watrin’s Division of Lannes’ Corps—which had filled in on Victor’s right earlier. This turning movement (combined with the collapse of the French center) sent the Army of the Reserve retreating back to St. Giuliano Vecchio. Only the commitment of Monnier’s Division and the Consular Guard prevented a French disaster.

General Information

  • First Turn: 1:00 pm
  • Last Turn: 4:00 pm
  • Total Game Length: 7 Turns
  • First Player: Austrian

For the Pre-Game losses, these are given as #(#) where the first # is casualties and the one in the parenthesis is stragglers. Wreck units as appropriate according to these losses.

French Information

Set Up:

  • C-V (all), Vb (2Hf): anywhere between 9.xx and 18.xx, south of xx.12 (inclusive)
  • G-V (all), Vb (3Lf): w/i 2 of 18.13 (east and/or south of the Fantanone)
  • Cav Division (less 1-Cav): w/i 3 of 19.13 (east and/or south of the Fantanone)
  • V Corps HQ: 22.11
  • W-L (all), 1-Cav: w/i 3 of 21.17 (east of the Fantanone)
  • L Corps HQ: 22.15
  • Army HQ, Consular Guard (all): w/i 2 of 34.15
  • M-D (all): w/i 2 of 38.10 (in column along the road, no more than one non-leader counter per hex)

Reinforcements: None

Orders:

V Corps is to defend the line of the Fantanone River including the crossing points and the town of Marengo.

The Cavalry Division (less 1-Cav) is attached to V Corps.

1-Cav is attached to L Corps.

L Corps is to defend the line of the Fantanone River and the right flank of V Corps.

M-D is to attack and capture Castel Ceriolo.

Pre-Game Losses:

  • 44 Line (G-V): 4(2)
  • 101 Line (G-V): 4(2)
  • 24 Light (C-V): 4(2)
  • 43 Line (C-V): 4(3)
  • 96 Line (C-V): 4(4)
  • 2-Cav: 2(0)

Austrian Information

Set Up:

  • Right (all): w/i 1 of 10.15
  • AG-C (all): w/i 1 of 13.15
  • M Div (all): w/i 1 of 15.16
  • H Div (all): w/i 1 of 16.16
  • K Div (all, Kaim is a casualty, use his Repl for the divisional commander): w/i 2 of 17.20
  • Army HQ: 11.17
  • ** All of the above must set up north and/or west of the Fantanone River.
  • S Div (all), V Div (all), AG-L (all), Left HQ: w/i 3 of 27.28
  • E Div (all): w/i 1 of 32.30

Reinforcements: None

Orders:

Right is to attack and capture Stortigliona and the bridge over the Fantanone near 12.10.

AG-C is to attack across the Fantanone and then attack south to capture the Stortigliona Bridge.

M Div and H Div are to attack and capture Marengo.

K Div is to capture La Barbolla and turn V Corps’ right flank.

S Div, V Div, and AG-L are to attack south against the exposed flank of L Corps in order to capture La Barbolla and Marengo.

E Div has no orders.

S Div, V Div, E Div, and AG-L comprise the Left Wing for purposes of rule 3.3.

Pre-Game Losses:

  • Infantry (AG-C): 1(0)
  • Pilati (H Div): 8(0)
  • Bellegarde (H Div): 2(2)
  • St. Julien (H Div): 1(1)
  • de Briey (K Div): 2(2)
  • Knesevich (K Div): 4(5)
  • Lmrslle (K Div): 1(1)
  • Infantry (Right): 1(1)
  • Cav-Right: 1(0)

Victory: As per 4.0

5.3 Desaix’s Counterattack

As evening approached, Melas—slightly wounded and satisfied he had won a great victory—retired to Alexandria and left his chief of staff to organize a pursuit. Colonel Zachs was preparing to do this when Desaix’s Frenchmen burst upon the scene. Desaix—a combat leader if there ever was one—made his famous observation: “This battle is lost, sire, but there is time to win another” and preceded to do just that. With his unblooded troops, he hurled the Austrians back from Marengo. The end result was a complete reversal of the day’s fortunes.

General Information

  • First Turn: 5:00 pm
  • Last Turn: 9:00 pm
  • Total Game Length: 9 Turns

For the Pre-Game losses, these are given as #(#) where the first # is casualties and the one in the parenthesis is stragglers. Wreck units as appropriate according to these losses.

French Information

Set Up:

  • L Corps (all), Cnslr Gd: w/i 4 of 56.17
  • G-V (all), Vb (2Hf), Gdb (2Hf): w/i 1 of 54.10
  • C-V (all): w/i 1 of 55.11
  • M-D (all): w/i 2 of 49.20
  • Cav Div, Cav-Gd: w/i 1 of 57.09
  • V Corps HQ: 58.11
  • D Corps (all, less M-D): w/i 2 of 62.12
  • Army HQ: 61.12

Reinforcements: None

Orders:

L Corps is to advance via La Ventolina (47.13) to attack the flank of the Austrians advancing along the Tortone Road.

V Corps is to defend the Tortone Road and the town of St. Giuliano Vecchio.

D Corps (less M-D) is to attack along the Tortone Road to recapture Marengo.

The Cavalry Division is attached to D Corps.

M-D has a divisional goal to defend L Corps’ flank.

Pre-Game Losses:

  • 44 Line (G-V): 6(2)
  • 101 Line (G-V): 5(3)
  • 24 Light (C-V): 6(3)
  • 43 Line (C-V): 6(5)
  • 96 Line (C-V): 5(4)
  • 6 Light (W-L): 3(3)
  • 40 Line (W-L): 3(2)
  • 22 Line (W-L): 2(1)
  • 28 Line (W-L): 3(2)
  • 19 Light (M-D): 2(2)
  • 70 Line (M-D): 2(2)
  • 72 Line (M-D): 1(1)
  • 1-Cav: 3(0)
  • 2-Cav: 4(0)
  • 3-Cav: 1(0)
  • Cnslr Gd: 2(1)
  • Cav-Gd: 1(0)
  • Vb (3Lf) is dead

Austrian Information

Set Up:

  • M Div (all), LDr-E: w/i 1 of 48.09
  • H Div (all): w/i 1 of 45.09
  • Army HQ: 41.10
  • K Div (all): w/i 1 of 37.14
  • AG-C (all): w/i 1 of 35.17
  • Right (all): w/i 1 of 37.04
  • Ott, AG-L (all), S Div (all), V Div (all), Left HQ: w/i 3 of 38.23
  • E Div (all, less LDr-E): w/i 1 of 32.30

Reinforcements: None

Orders:

M Div is to attack east to capture St. Giuliano Vecchio.

LDr-E is considered to actually be a part of M Div (as opposed to being “attached”). (This is an exception to the usual rules regarding attachment. In all cases dealing with attack stoppage, M Div is considered to have three brigades. E Div, meanwhile, has but one brigade and is wrecked when that brigade becomes wrecked.)

H Div is to attack east to capture St. Giuliano Vecchio.

S Div, V Div, and AG-L comprise the Left Wing for purposes of rule 3.3. Each Division of the wing has a separate Divisional Goal order to attack south to capture La Ventolina and La Buschetta. These orders each have a D5 status. Handle these as individual Divisional Goal orders so that they become implemented in an uncoordinated fashion.

E Div is to defend Castel Ceriolo.

Right is to move to Cassina Grossa and defend the flank of the force attacking St. Giuliano Vecchio.

AG-C is to advance with the first element of the Left Wing that does and to maintain contact between Left’s leading forces and M Div and H Div.

K Div has no orders.

Pre-Game Losses:

  • Infantry (AG-C): 1(1)
  • Cav-AG-C: 1(0)
  • Pilati (H Div): 8(0)
  • Bellegrade (H Div): 3(4)
  • St. Julien (H Div): 3(3)
  • de Briey (K Div): 3(2)
  • Knesevich (K Div): 5(7)
  • Lmrslle (K Div): 3(3)
  • 1 Grendr (M Div): 3(2)
  • 2 Grendr (M Div): 1(0)
  • Jhn Drgn-E: 1(0)
  • LDr-E: 2(0)
  • Infantry (AG-L): 2(2)
  • Retz (S Div): 3(3)
  • Sticher (S Div): 3(5)
  • Stuart (V Div): 1(1)
  • Hohnlhe (V Div): 1(1)
  • Infantry (Right): 3(3)
  • Cav-Right: 2(0)
  • Kaim and Melas are wounded. Zachs commands the army.

Victory: As per 4.0

5.4 The Battle of Marengo

On June 14th, the Austrian commander in Italy—Melas—decided to risk everything on an attack against Bonaparte’s scattered Army of the Reserve. As the Austrians crossed the Bormida, the French were taken by surprise and were pushed back throughout the day. Finally, as the French seemed on the brink of total defeat, Desaix led a surprise counterattack which redeemed French fortunes and won the battle.

General Information

  • First Turn: 6:00 am
  • Last Turn: 9:00 pm
  • Total Game Length: 31 Turns
  • First Player: Austrian

French Information

Set Up: (All French units must set up east of the Bormida River)

  • G-V (all), Vb (3Lf), 2x Full Strength Skirmishers: w/i 3 of 11.17 Mark the Skirmisher Box from each infantry regiment.
  • C-V (all), Vb (2Hf), 2-Cav: w/i 5 of 14.12
  • V Corps HQ: 22.12
  • L Corps (all), Cav (all, less 2-Cav): w/i 5 of 61.12

Reinforcements:

  • At Noon, Entry Area C: M-D (all), Napoleon, Army HQ, Gd (all)

Variable: Beginning at 2:00pm, roll two dice each Hour turn during the French Command Phase. On a 9 or more allow the remainder of D Corps (all, less M-D) to enter at Entry Area C.

Orders:

V Corps is to defend the area near Marengo and the crossings over the Fantanone River near there.

2-Cav is attached to V Corps.

L Corps and Cav Div have no orders.

M-D arrives with a Divisional Goal to be assigned to any French Corps on arrival. When M-D enters play, the French player decides which corps he wants to assign M-D and from that point on, the division behaves as part of that Corps.

D Corps is to move to the Army HQ when it arrives and await further orders.

Austrian Information

Set Up:

  • Right (all): in any hex or hexes of the Tête de Pont

Reinforcements:

  • At 6:00am, Entry Area A: All remaining Austrian units.

Orders:

Right is to advance toward Stortigliona and capture the bridge across the Fantanone there and to then pivot and support the attack on Marengo.

K Div, H Div, and AG-C are to deploy in front of Pedre Bona and then to attack to capture Marengo.

M Div, and E Div are to advance to the vicinity of Pedre Bona and await further orders.

AG-L, S Div, and V Div are to capture Castel Ceriolo and await further orders. These units comprise the Left Wing as per rule 3.3.

Victory: As per 4.0

Historical Notes

Marengo stands as one of Napoleon’s more desperate victories— won by the timely arrival of Desaix—as well as his final triumph in Italy. It proved to be a decisive victory over the Austrians, and paved the way for Bonaparte to move from the status of First Consul to that of Emperor. As such, the battles impact was far greater than a glance at its size would suggest.

Upon his return from Egypt, Bonaparte found French fortunes at a low ebb. France’s frontiers were threatened and internal revolt continued in Vendee. The Austrians recouped many of the losses they had suffered in Northern Italy in 1796-97. Seeing Italy as the decisive theater, Bonaparte chose to return to the front there after being elected First Consul of France in December.

In the midst of political intrigues and domestic reforms, Napoleon began forming a new army with which to take to the field in the spring. Berthier was given nominal control of the force—called the “Army of the Reserve” to avoid telegraphing Napoleon’s intentions to a specific theater. Over the winter, this army grew to over 40,000 men from both new drafts as well as careful gathering of men who were missed in earlier calls.

General Melas, the Austrian commander in Italy, had done quite well for himself. He had managed to drive the French virtually out of the region. He was still besieging Genoa. However, because of his success, Melas’ army was now depleted from combat and scattered among various screening and occupation duties. Despite still having 100,000 men in the region, Melas’ main body barely numbered 30,000 troops.

Napoleon chose to take advantage of this dispersal. Early in May he left Paris to join Berthier and take command of the Army of Reserve. By the 14th, the army was ready and it began its march to Northern Italy via the passes in the Alps. The target was to debauch into the Valley of the Po—behind Melas. The plan was daring—even desperate. To succeed, Napoleon needed to move fast and defeat Melas before his army could concentrate. In the meantime, the French would have no safe line of retreat or supply in case of misfortune.

By the 20th, the French were through the still-snowbound passes and standing at the head of the valley of the Aosta. There, a minute Austrian garrison at Fort Bard almost wrecked Bonaparte’s scheme. The fort resisted all attempts to capture it and the Army of the Reserve was forced to sneak past it in the dead of night. The greatest difficulty was that few wagons and artillery could manage to get past the Austrians—Napoleon would be critically short of cannon and supply in any forthcoming engagement.

By May 22nd, Melas knew that the French Army of the Reserve—which he heretofore ignored as a figment of French deception—was a real force and was in his rear. 16,000 men garrisoned the town of Alessandria along the Tanaro River. Other forces—primarily 17,000 under Elsnitz—were directed to converge there.

Elsnitz ran into difficulties. His troops had been busy screening 14,000 French under Suchet. When the pressure abated, Suchet attacked Elsnitz on the march, inflicted 9,000 casualties, and delayed Elsnitz’s arrival at Alessandria until the second week of June. When he did limp into the town, he did so with only half his original command.

Unfortunately for the French, a reciprocal misfortune had derailed French plans. Genoa, besieged by 25,000 Austrians under General Ott, surrendered on June 6th. The surrender freed up Ott’s force to operate against Napoleon directly. Despite repeated please from Napoleon, Genoa’s commander, Massena, could hold out no longer.

Bonaparte moved to occupy Milan—directly astride Melas’ line of communications and tried to provoke an attack by Melas. Melas refused to take the bait. As time passed, Napoleon became worried that the Austrians would try to slip by him without giving battle. He chose to force the issue.

On June 13th, the French moved on to the Marengo Plain—the flat ground between the Bormido and Scrivio Rivers—and drove off the small Austrian garrison there. This force promptly retreated to Alessandria and alerted Melas to the French presence.

Within Alessandira, Melas had assembled 30,000 troops for the battle: 23,000 infantry, 6,000 cavalry, and 92 cannon. Opposing him, Napoleon had 24,000 infantry, 3,200 cavalry, and a mere 40 guns. More significantly, Napoleon’s troops were widely dispersed. Only Victor’s divisions (9,000 infantry and 1,000 cavalry under Kellerman) face Melas at Marengo. The Austrians outnumbered the French 2:1 in both cavalry and artillery.

Finally, Melas decided to attack. The tables were turned on the French—now it was the French who were dispersed in the face of a concentrated foe. The Austrians endeavored to bring their weight to bear on Victor in order to crush them before the French army could concentrate.

Melas organized into three columns: the Left, under Ott; the Right, a much smaller force under O’Reilly; and the Center column—comprised of about half the Austrian army—remained directly under Melas. The plan called for all three columns to cross the Bormida at dawn and attack Victor. Ott’s Left Column was to move via the north to flank the French around Castel Ceriolo, while O’Reilly’s troops were to menace the southern flank. The Center (or Main) Column was to attack frontally.

Two flaws detracted from the soundness of this plan. First, the entire Austrian army would have to cross the Bormida over two small bridges which would slow the advance. Second, Melas sent almost half his cavalry to defend his rear against a supposed threat by Suchet. This threat proved to be non-existent and Melas’ move to counter it negated his cavalry superiority.

Marengo: The Battle At dawn on June 14th, the Austrians began to cross the Bromida. O’Reilly’s force cleared the enemy pickets making room for the main force to deploy for the attack. It wasn’t, however, until 8:00am that these troops (Hadik and Kaim) were ready to advance. Ott began his flanking move marching behind these lead troops.

Victor rapidly realized what was up. He massed his small force and sent word to the First Consul that the Austrians were attacking. Controversy surrounds the timing of that warning. The sun rose at 4:36 am, but Victor’s dispatch was not sent until between 8 and 9 am. Victor had waited until he was sure the Austrians had crossed in force and were preparing to attack before sending word to Napoleon. Unfortunately, this prudent wait also delayed the message so that Bonaparte did not receive word of the advance until after the battle had begun— and he could hear the cannonade in the distance.

To make matters worse, Napoleon seemed to discount the initial reports of a full-scale attack. He had watched Melas hide in Alessandria for several days and seemed convinced that Melas planned to run rather than fight.. Even as late as 10:00am, Napoleon sent orders further dispersing his army in order to block a potential sideslip by the Austrians. Finally around 11:00am, Napoleon became convinced of the seriousness of the growing engagement. Immediately he countermanded the orders for further dispersal he had sent and set out for the field himself.

Victor was acquitting himself well. Compensating for any damage done by the late report, he conducted a superb defensive stand. After a substantial cannonade, the Austrian infantry advanced at 9:00am and crossed the Fontanone in several places only to be driven back. Piloti’s cavalry suffered an especially severe reverse—they crossed the stream to turn the French flank only to be mauled by Kellerman’s excellent cavalry and be flung back.

The Fontanone itself proved to be an invaluable defensive asset. The stream had risen because of the previous night’s rain and had become difficult for men and impassable for artillery. Additionally, the stream swung sharply to the west at Marengo creating a convex field of fire. Austrian troops advancing on the village not only took fire from the front, but also from the flanks. Attacks here were rendered very difficult.

Still, the Austrian numbers began to tell. Victor had to defend a substantial length of the stream and was pressed not only at Marengo itself but above and below the tow as well. Watrin’s Division of Lannes’ Corps arrived around 11:00am to reinforce the French right— but this could only be a temporary measure given the unopposed advance by Ott on Castel Ceriolo.

Nonetheless, the Austrians were not exactly pressing home their advantages. The Austrian attacks were lethargic, methodical, and uncoordinated. Melas did not realize the weakness of his opponents. Ott’s flanking march was slow and even after perching on the French right-rear, his force had yet to engage the enemy.

At 1:00pm, the Austrians renewed their attacks. Again they led with cannon and followed with frontal attacks on the Fontanone—but this time Ott’s men joined in. The attacks gained a foothold on the French side of the stream and five battalions of Austrian Grenadiers stormed Marengo itself briefly taking the village. The French 43rd Line counterattacked and retook the village. The Austrian foothold over the Fontanone remained.

At this time, Ott on his initiative changed his orders to pivot to take Lannes’ Corps in the flank. Given this pressure, Lannes and Victor retired in some disorder—giving up Marengo for the final time. Only Kellerman’s cavalry managed to keep the Austrian center at bay during the withdrawal. Napoleon, who had just arrived on the field, was forced to commit his Consular Guard to slow Ott’s pursuit.

The Guard (a mere 800 men) formed square and stood off Elsnitz’s cavalry. Then they slowly retired in the face of enemy infantry and cavalry. In doing so they allowed the French to reform around Giuliano Vecchio. As Lannes and Victor were reforming, the lead elements of Desaix’s Corps began to arrive. While complete disaster had been avoided, it was clear the French had lost the morning’s fight.

At this time, Melas (who had been slightly wounded earlier) elected to retire to Alessandria and let his chief of staff, Col. Zachs, assume command of what he thought would be the pursuit of the beaten French.

With the arrival of Desaix, the ever aggressive Napoleon chose to counterattack to redeem the day’s fortunes. Rapidly he put together a French attack. Fourteen French cannon were concentrated near the Tortona Road. Desaix’s entire corps had arrived and Kellerman’s ever-present cavalry was in support.

Zachs had sent forward two brigades of Grenadiers to lead the pursuit. The Grenadiers, more mindful of speed than the tactical situation, massed in column astride Tortona Road. French artillery blasted them severely as they attempted to deploy. As the French infantry advanced to the Grenadier’s front, Kellerman’s cavalry sliced into their flank.

Once the Grenadiers broke, the rest of the Center Column fell back in disorder. Other Austrian infantry was too exhausted and bled white to stand for long under the pressure of the French advance.

Still commanding a sizable force near Castel Ceriolo, Ott contemplated a counterattack toward the French flank—in effect, a repeat of the tactics which had worked so well earlier in the day. He rejected that idea as events outpaced his ability to organize such an assault. Instead, Ott chose to screen the retreat of Zach’s troops by retiring along Zach’s flank to the Bormida. His concern was to prevent a French seizure of Alessandria itself.

The battle ended with both sides occupying the same positions with which they began the battle. However, Melas’ army had suffered a severe mauling—a clear defeat of the Austrians. Melas’ defeat was a severe setback to Austrian morale. In almost one blow, Napoleon had recovered northern Italy for France.

Success did not come cheaply. In all, the French lost about 7,000 killed and wounded and a further 1,000 prisoners. One casualty in particular was a severe blow—Desaix was killed leading a charge. Desaix would have definitely received a marshal’s baton in 1803 and given his already proven skills would have been a key commander during the life of the French Empire.

The commanders of both sides committed errors in judgment during the course of the campaign and battle. Melas’ proved more disastrous, but Napoleon hovered on the brink of catastrophe as well.

Chief among the Austrian mistakes was the failure to concentrate superior forces against Bonaparte—not just once, but repeatedly. Once Genoa had fallen, Melas left almost 10,000 men there to hold the city—even though the British had offered to assume the defense of the city to free up the Kaiser’s men for other purposes. On the field of Marengo, Melas squandered an important Austrian advantage—cavalry—by detaching a large force to counter an imagined French move. The cavalry remaining with the attacking army was unaggressively handled and contributed little to the battle.

Napoleon’s greatest error in the campaign was to underestimate his opponent. He was convinced Melas would not come out to fight and dangerously scattered his forces to intercept any Austrian end run. Because of this, when Melas did attack, he did so against less than half of the French army.

Once on the field, Napoleon displayed his customary grasp of the battle. He committed a few reserves to delay the Austrian pursuit and proved willing to revert to the offensive when Desaix arrived. A lesser commander might have cut his losses and retired with an intact army—but Napoleon knew the value of boldness and struck back immediately. This counterattack proved to be the decisive shock that crushed the Austrian will to continue and ended the war in almost a single stroke.

French Loss Chart—Marengo

Each unit row lists its morale rating, its Skirmisher boxes (❏), and its Fire Level boxes. Casualties and stragglers are marked in these boxes (see 20.6 of the Series Rules); ✓ marks the wrecked point of the row. The division row gives the division’s own boxes (a box is marked when one of its brigades is wrecked). The Consular Guard is an Elite division. The published chart is printed repeatedly for photocopying; one copy is reproduced here.

UnitMoraleSkirmisher boxesFire levels (✓ = wrecked mark)
24 LightA❏❏AB ❏ ; A ❏❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
43 LineB❏AB ❏ ; A ❏❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
96 LineB-A ❏❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
C-V Chambarlhac (division)❏❏✓❏
44 LineA❏AB ❏ ; A ❏❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
101 LineB❏AB ❏ ; A ❏❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏

Austrian Loss Chart—Marengo

UnitMoraleSkirmisher boxesFire levels (✓ = wrecked mark)
InfantryB❏B ❏ ; C ❏✓❏❏
Cav-AG-CB-B ❏❏✓ ; C ❏❏❏
AG-C Frimont (division)❏❏✓
InfantryB❏B ❏ ; C ❏✓❏❏
Cav-AG-LB-C ❏❏✓❏
AG-L Gottesheim (division)

Designer’s Notes (Marengo)

Marengo was chosen as the second release in this series in order to provide a quick, playable, introductory vehicle for the series. As such, I beleive it is about the smallest size battle the NBS system can handle and still provide enough excitement to maintain player interest. Moreover, as an excitement builder, the situation is first rate. All of this makes Marengo an ideal quick-playing volume for the series.

The series itself has been changed somewhat and that has been covered in the series rules themselves. The perceptive player will be quick to note that the “Brigade” in the name of the series is something of a misnomer. The standard infantry unit for each army is much more likely to be a regiment than a brigade. Virtually all the Russian units in Austerlitz were regiments already, so formalizing the change was not a great philosophical leap.

Because of this unit scalke change, sometimes a command level will be subsumed. For example, in Marengo, the French Brigade commanders disappear. Not all units will be regiments. The cavalry will remain in brigade structure and British infantry will deploy in brigades (since a British infantry “regiment” is actually a battalion). The key thing to remember is that army organization is much more diverse in this time period than in later wars, so compromises will always have to be made.

Researching Marengo was easier than I expected. First of all, I was greatly aided by one of our Italian customers who produced modern topographical maps of the area. These maps, when overlaid with the map produced by Berthier in 1805 proved how little the terrain had changed. Most strikingly, there are no elevations in this game. There were a total of four countour lines on the original map—the closest separation being almost 1/2 mile apart. Since a 30 foot change over a half mile (or more) hardley warrents slope effects, I dropped the gentle slope of the ground as it appeared on the base maps.

Unit strengths and placements came readily to hand as well. One useful source was the magazine Empires, Eagles & Lions (issue #3 which came out while I was working on this project) which had an article on the battle. The article featured copiues of Berthier’s maps (of which I had been working from hard-to-read photocopies supplied by Bill Gray). Since I could not obtain Berthier’s little tome by hook, cook, or interlibrary loan, having legible copies of his maps was an unexpected pleasure.

Two items proved to be problems. First, the information on French artillery was spotty and contradictory. Returns credit the French with up to 40 guns, but apparently some of these were not actually present. Furse credits Napoleon with only 15-20 guns at the start of the battle—a number which excludes the artillery of the Guard and Desaix’s Corps. But what of Lannes’ Corps and Murat’s Cavalry? All of my sources claimed the artillery was spread evenly among the divisions of the army—except for the guns accompanying the Guard. It is not clear if the 15-20 gun figure is just for Victor (who began the action) or if it includes the guns attached to Lannes and Murat (who arrived later in the morning).

In the end, I compromised. Victor got 5 gun points (16 cannon). Lannes got no gun points, while Murat and the Guard got 2 gun points each. The end result is that the French have some 32 cannon available.

The second snag was losses. The loss numbers manufactured for the Ott’s Flank Attack and Desaix’s Counterattack scenarios are just that—manufactured. None of the sources I tracked down provided anything resembleing detailed loss data to work with. I was forced to extrapolate heavily from the final totals I had. Unfortunately, this will be a common problem for Napoleonic games, since most of these figures do not exist outside of various national archieves. Until Dean gives me the research advances adequate for me to jet around the world doing archieval work, I will have to rely on published sources.

Some of my sources list the Austrian Advanced Guard as commanded by Marshal Quasdanovich, others say it was commanded by Colonel Frimont. I went with Frimont since my best textual account gave him the nod. Marshal Q. will have to sit on the bench unless someone musters up conclusive proof that he was actually there.

A number of comments have been sent my way on the need to recreate the departure of Melas from the battle. Some expressed fear that some sort of “idiot” rule would be needed and thus diminish the fun-factor for the Austrian player. In the end I decided this issue wasn’t nearly as big as a problem as it looked and certainly did not require a bunch of special rules. Why? Simply because Melas was wounded (admittedly only slightly) and that is why he left the field. Additionally, he left his Chief of Staff (Colonel Zachs) in charge to organize the pursuit. Zachs knew as much about the situation as Melas did, and, in fact, much of the original battleplan was his work. The end result was that it would have mattered little if Melas had stayed—the Austrian reaction to the counterattack would have been the same. The Austrians fell apart because they were tired, had lost heavily, and were expecting to pursue a beaten foe. The shock of the unexpected attack by Desaix’s fresh troops was too much for them.

The one aspect of this drama I cannot control is hindsight. The Austrian gamer, unlike his historical counterpart, will be looking for this reposte, and will pay closer attention to details in order to prevent it from becoming a disaster. On the other hand, success with the Austrians will only come if they drive the French all but off the map. To do so will require exactly the kind of hard-charging that will bring on the heavy losses and stragglers needed to generate the needed fragility. I feel that the need to drive forward, coupled with the uncertainty of Desaix’s arrival, compensates somewhat for the benefits of hindsight.

Unit Manifest and Order of Battle

French Army of the Reserve (A Res)

  • Napoleon
  • A.Res HQ
  • A. Res Artillery (5x Light, 5x Heavy Foot Gun Points) (Optional)
  • Guard Division
    • Cnslr Gd Infantry Regiment
    • Cav-Gd Heavy Cavalry Regiment
    • Gd Artillery (2x Heavy Foot Gun Points)
  • Cavalry Division
    • Murat
    • 1-Cav Light Cavalry Brigade
    • 2-Cav Heavy Cavalry Brigade
    • 3-Cav Light Cavalry Brigade
    • Cav Artillery (2x Light Horse Gun Points)

Victor’s Corps (V Corps)

  • Victor
  • V Corps HQ
  • V Corps Artillery (3x Light, 2x Heavy Foot Gun Points)
  • G-V Division
    • Gardanne
    • 44 Line Infantry Regiment
    • 101 Line Infantry Regiment
  • C-V Division
    • Chambarlhc
    • 24 Light Infantry Regiment
    • 43 Line Infantry Regiment
    • 96 Line Infantry Regiment

Lannes’ Corps (L Corps)

  • Lannes
  • L Corps HQ
  • W-L Division
    • Watrin
    • 6 Light Infantry Regiment
    • 22 Line Infantry Regiment
    • 28 Line Infantry Regiment
    • 40 Line Infantry Regiment

Desaix’ Corps (D Corps)

  • Desaix
  • D Corps HQ
  • D Corps Artillery (2x Heavy Foot Gun Points)
  • M-D Division
    • Monnier
    • 19 Light Infantry Regiment
    • 70 Line Infantry Regiment
    • 72 Line Infantry Regiment
  • B-D Division
    • Boudet
    • 9 Light Infantry Regiment
    • 30 Line Infantry Regiment
    • 59 Line Infantry Regiment

Moncey’s Corps (M Corps) (Optional)

  • Moncey
  • M Corps HQ
  • M Corps Artillery (2x Heavy, 2x Light Foot Gun Points)
  • La-M Division
    • Lapoype
    • 1 Light Infantry Regiment
    • 9 Line Infantry Regiment
    • 29 Line Infantry Regiment
  • Lo-M Division
    • Lorge
    • Ital Legn Infantry Regiment
    • 12 Light Infantry Regiment
    • 1 Line Infantry Regiment
    • 67 Line Infantry Regiment

Austrian Army

  • Melas
  • Army HQ
  • Left Wing
    • Ott
    • Left Wing HQ
  • Center Wing (Optional)
    • Zachs
    • Center Wing HQ
  • Right Wing
    • O’Reilly (Right Wing and/or Right Division commander)
    • Right Wing HQ (Optional)
  • Right Division
    • Infantry Regiment
    • Cavalry Regiment
    • Right Wing (Division) Artillery (3x Light Horse Gun Points)
  • Advanced Guard of the Center (AG-C)
    • Frimont
    • Infantry Regiment
    • Cavalry Regiment
  • Advanced Guard of the Left (AG-L)
    • Gottesheim
    • Infantry Regiment
    • Cavalry Regiment
    • AG-L Artillery (2x Light Foot Gun Points, 3x Light Horse Gun Points)

Part 3: Napoleonic Brigade Series v2.1 Charts & Tables

These are the Charts & Tables for the series rules (v2.1). Tables are reproduced from the published charts sheet; "P" in the Movement Chart means prohibited.

Command Point Table

Leader Rating4, 32, 10
Command Points Available15107

Order Costs Chart

Method: Oral 2; Written 5.

Plus Type: Attack 5; Non-Attack 1.

Order cost is the Method cost plus the Type cost.

Order Log

On any blank sheet of paper, preferably lined, make the following column headings: Order Number, Arrival Time, Receiver, Sender, Type & Method, Acceptance Status. Allow one line per order and enough room per column to record the required information (about one inch will do.)

Order Delivery

(# of Leader Movement Points) / 10 = # of Turns (round up, always). Check for acceptance on the turn the above number of turns from now.

Initiative Table

Initiative Points0 or less1234 or more
Loose Cannon11..2511..2111..1411..1211
No Effect26..6522..6415..6313..5312..43
Initiative6665..6664..6654..6644..66

Acceptance Table

Acceptance Number = Sender’s Leader Rating + Receiver’s Leader Rating + Method (AO -1, AW 0, IPO +1) + Type (Attack -2, Non-Attack 0).

Result-3 or less-2-1012345678910 or more
Dt11..2611..2211..1611..1411..1311..1211..1211..121111
D6
  • A—Order is Accepted.
  • D4—Die roll each turn for acceptance: 4 or more on one die to accept.
  • D5—Die roll each turn for acceptance: 5 or more on one die to accept.
  • D6—Die roll each turn for acceptance: 6 on one die to accept.
  • Dt—Order is distorted and thrown away.

Corps Attack Stoppage Table

First table: cross-index the number of wrecked divisions (add 1 if the Corps Commander is lost) with the number of divisions in the corps to find the column (1–4) of the second table.

Wrecked Divisions \ Divisions in Corps10987654321
01111111111
1111111222

Second table: cross-index the column found above with the leader’s rating for the minimum roll needed.

Leader RatingColumn 1Column 2Column 3Column 4
4, 335810
2, 136911
0471012

Notes: -3 from dice for rolls made at night. Roll # or greater to pass check, otherwise corps attack stoppage occurs.

Movement Chart

Unit / FormationMAForm chgClearPri RdSec RdForestElevation¹SlopeFord, StreamCreek, River, LakeTributaryExt SlopeWalled Farm or TownSwampOrchard/Vineyard
Infantry, Line511NANA3+1+2+1PallAll2

* Automatic DG if cavalry enters such a hex and the hex is not negated by moving along a road.

¹ Elevation and Slope costs are regardless of the direction of the movement—up or down hill.

² Charging is not possible FROM such a hex.

Fire Point Tables

Values are by Fire Level (A, B, C) for infantry; "1 Hex" is range 1.

FormationRangeABC
LineClose Combat663
Line1 Hex221
French “Mixed” ColumnClose Combat542
French “Mixed” Column1 Hex211
Non-French ColumnClose Combat422
SkirmishersRangeFullReduced
French SkirmishersClose Combat32
French Skirmishers1 Hex21
Non-French SkirmishersClose Combat21
Non-French Skirmishers1 Hex11/2

Heavy Artillery (fire points by range in hexes)

Gun PointsClose Combat12345-67-8
5 Gun Points10543211/2
4 Gun Points8432211/2
3 Gun Points633211/21/2

Light Artillery (fire points by range in hexes)

Gun PointsClose Combat12345-67-8
5 Gun Points10542111/2
4 Gun Points843111/20
3 Gun Points63211/200

Light or Heavy Artillery selective fire at enemy artillery (which is not on the top of its stack) is x1/2.

Cavalry Attack Table

All are at Close Combat Range.

Target TypeAB+ABC
Square3211/2
Cavalry6421
Inf Column9642
Inf Line12863
Other17171410

Other includes: DG, Routed, Flank Targets, Artillery & Skirmishers not protected by squares.

Blown or Stationary Cavalry are x 1/2. Routed Cavalry has no attack value.

Fire Table Modifiers—Regular Fires

**Terrain Modifiers are applicable to only the Defender in Close Combats.

ModifierCondition
-1Up Slope or Extreme Slope
-2Target is Skirmisher (only) or in Protected Terrain¹
-3Target is Skirmisher (only) and in Protected Terrain¹ or Target is Skirmisher (only) in Forest
-2Sunken Road or Trench for Line or Skirmisher
-3Night
-4Target is Infantry, Skirmishers, and/or Artillery in a Redoubt
-5Defender’s Fire in Close Combat or Cavalry Charge when struck in the flank
+3Target is Limbered, Flank Target, Routed or Disorganized
+3Target is Cavalry, in Column, Massed (AA or more in hex), or in Square

¹ Protected Terrain refers to: Town, City, or Walled Farm.

Fire Table Modifiers—Exclusively Cavalry Fires

ModifierCondition
-5Defender’s Fire when struck in the flank
-3Target is excusively Heavy Cavalry
+1Firer is Heavy Cavalry or a mix of Heavy and Light Cavalry

Fire Combat Table

Fire Points across the top.

Result1 or less234567891011121314151617+
No Effect11..3311..2411

Bold numbers indicate casualties inflicted, parenthetical number is stragglers inflicted. All numerical results also require a Morale Check. Any dice roll of 55 or 66 requires a leader in the target hex to be killed.

Generic Morale Values Chart

Unit & TypeMorale
Horse ArtilleryB
Guard Artillery (Foot or Horse)A
Other ArtilleryC
French SkirmishersB
Non-French SkirmishersC

Apply these only when other units are not present in the hex to conduct the Morale Check for these units.

Blood Lust Morale Check

DiceResult
11..43No Effect
44..66Remove Blood Lust

There are no modifiers to this roll.

Rally Diagram

Rally occurs along the arrows as indicated during a player’s Rally Phase: Routed (R) to Disorganized (DG): roll 5 or more on one die, adding the Leader rating (if stacked) to the die. DG to Shaken (Sh): automatic. Shaken (Sh) to Normal: automatic. Blood Lust (BL) to Normal: automatic if not adjacent to the enemy; otherwise make a BL Morale Check.

Morale State Effects

TypeFireMovementClose Combat
Blood LustNENEYes
NormalNENEYes
ShakenNENENo
Disorganized1/2, Round Down1/2, Round UpNo
RoutedNoSpecial, see 25.1bNo

Morale Table

Find the unit’s morale row (A–E), shift it up for positive modifiers and down for negative modifiers, then read the 11..66 roll across the modified row. The unlabeled rows are the rows between and beyond the rated rows. Retreat is in hexes; stragglers apply to infantry only.

Morale rowBLNEShShShShDGDGDGRR
Retreat hexes----1112222
Stragglers---11

Straggler Recovery Table

Unit Morale row0 strength points recovered12
(3 rows above A)11..1415..4651..66
(2 rows above A)11..2223..5253..66
(1 row above A)11..3334..5661..66
A11..4344..6465..66
B11..5354..66
C11..6364..66
D or E

Shifts: +(rating - 1) rows for Leaders; -1 row if NOT stacked with a leader; +2 rows if attempted at NIGHT.

Morale Modifiers—Standard

ModifierCondition
+(rating-1)Leaders
+2Checking unit is a Skirmisher in Protective Terrain
+1Checking unit is an Elite Division Unit
+1Checking unit is in Square Formation
+1Checking unit is in Protective Terrain but is not a Skirmisher
-1Checking unit is Shaken
-2Checking unit is Disorganized
-2Night
-2Checking unit is Blown Cavalry
-2Checking unit is a Wrecked Brigade
-3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)

Morale Modifiers—Charge Resolution (Attacker or Defender)

ModifierCondition
+2Checking unit is an Elite Division Unit
+2Defender in Square
+2Attacking Heavy Cavalry
+(rating-1)Leaders
-1Checking unit is Shaken
-1Checking unit is in Line Formation
-2Checking unit is Disorganized
-2Checking unit is Blown Cavalry
-2Checking unit is a Wrecked Brigade
-2Defender (except Square)
-3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)

Morale Modifiers—Close Combat

ModifierCondition
+2Checking unit is an Elite Division Unit
+2Checking unit is a Skirmisher in Protective Terrain
+1Checking unit is a French Column in the attack
+1Checking unit is in Protective Terrain but is not a Skirmisher
+(rating-1)Leaders
-1Checking unit is Shaken
-1Checking unit is in Line Formation
-1Checking unit is an attacker in Close Combat (not applied to attackers in Column)
-2Checking unit is Disorganized
-2Night
-2Checking unit is Blown Cavalry

Morale Modifiers—Square Check

ModifierCondition
+(rating-1)Leaders
+1Checking unit is an Elite Division Unit
+1Square check is being made because of a Cavalry Charge declared at 3 or more hexes away from checking unit
-1Checking unit is Shaken
-1Checking unit is in Line Formation
-2Checking unit is attempting Square formation due to a REACTION CHARGE
-2Checking unit is a Wrecked Brigade
-3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)
-Elite ValueFor each Wrecked Elite Division in the checking unit’s Army

Gun Loss Table

Roll for any artillery unit that must limber in Close Combat or during a Cavalry Charge Resolution. Note that whenever unlimbered guns must retreat, they must limber to do so.

DieGun Points Lost
1-30
41
52
63

Straggler Table

Only for use for Emergency Corps Retreat and Forced Marching. Roll one die and add the following modifiers (if applicable). Cross index the result with the table.

Unit Morale0 stragglers123
A5 or less6-9
B3 or less4-78-9
C2 or less3-67-9
D5 or less6-89
E3 or less4-67-9

Modifiers: +1 if DG; +2 if Routed, Wrecked, or at Night.

Recall Attempt Table

Unit MoraleBest Leader in Stack: 0 or None1-234
A3322
B4332
C5443
D6554

Roll # or greater on one die to be successful. -1 to the die roll if the Cavalry attempting to recall is British and not the King’s German Legion.

Blown Cavalry Recovery Table

Roll one die and add the following modifiers (if applicable). Cross index the result with the table.

Unit MoraleRecovery: NoYes
A1 or less2 or more
B2 or less3 or more
C3 or less4 or more
D4 or less5 or more
E5 or less6 or more

Modifiers: +1 if stacked with a 2-3-rated Leader; +2 if stacked with a 4-rated Leader; -1 if Wrecked.

Odds Table Strength Determination

FormationAA or MoreABABC
Line65421
Column1210842
Square43211

Skirmishers: Full = 2, Reduced = 1. Artillery: Unlimbered = 1/4, Limbered = 1/8.

Defender is x2 in Sunken Road, Redoubt, Walled Farm, Town, or Trench. Strength over AA is of no additional effect.

Odds Table

Die1:21:12:13:14:1+
1-----1/2
2---1/2A
3--1/2AA
4-1/2AAA
51/2

1/2—Roll one die: 4-6 Attacker wins, 1-3 Defender wins. A—Attacker wins. "-"—Defender wins.

Die Roll Modifiers: +1 Defender is wrecked Bde; +2 Defender is wrecked Bde of a wrecked Div; -2 Attacker is a wrecked Bde.

Errata

Marengo Countersheet Errata (2001)

The 2001 Marengo errata is a one-page replacement countersheet (front side), made by Stefan Ekström for The Gamers Inc. to go with the rules in Ops #42. It contains corrected counter graphics only and no rules text. Replacement counters are provided for: Kellermann, Chambarlhac, L Corps artillery, Keller-Cav, Cham-Cav, Rivau-Cav, 91 Line (La-M), Ind-L, 28 Line, S Div (Sticher), Ind (St. Julien) and the Blown side of three cavalry counters; the leaders Latterman, Widenfeld, Hardegg, Melas, Hadik, Kaim, Morzin, Elsnitz, Ott, Schellenberg, Vogelsang, O’Reilly, Zachs, Gottesheim and Frimont; and a set of Repl (leader replacement) counters, including a Melas RIP and a Kellermann RIP counter.

  • 3.1 Attachment and Detachment
  • 3.2 No Corps Structure & Order of Succession
  • 3.3 The Left Wing
  • 3.4 Austrian Minor Variants
  • 4.0 Victory Conditions
    • 4.1 Victory Points Awarded for Wrecked Formations
    • 4.2 Victory Points Awarded for Geographic Objectives
    • 4.3 Levels of Victory
  • 5.0 Scenarios
    • 5.1 Frontal Assault
    • 5.2 Ott Turns the French Right
    • 5.3 Desaix’s Counterattack
    • 5.4 The Battle of Marengo
  • Historical Notes
    • Marengo: The Battle At dawn on June 14th, the Austrians began to cross the Bromida. O’Reilly’s force cleared the enemy pickets making room for the main force to deploy for the attack. It wasn’t, however, until 8:00am that these troops (Hadik and Kaim) were ready to advance. Ott began his flanking move marching behind these lead troops.
  • French Loss Chart—Marengo
  • Austrian Loss Chart—Marengo
  • Designer’s Notes (Marengo)
  • Unit Manifest and Order of Battle
  • Fire Combat Table
  • Generic Morale Values Chart
  • Blood Lust Morale Check
  • Rally Diagram
  • Morale State Effects
  • Morale Table
  • Straggler Recovery Table
  • Morale Modifiers—Standard
  • Morale Modifiers—Charge Resolution (Attacker or Defender)
  • Morale Modifiers—Close Combat
  • Morale Modifiers—Square Check
  • Gun Loss Table
  • Straggler Table
  • Recall Attempt Table
  • Blown Cavalry Recovery Table
  • Odds Table Strength Determination
  • Odds Table
  • G-V Gardanne (division)❏❏✓
    6 LightB❏A ❏ ; B ❏❏✓❏ ; C ❏❏❏
    22 LineC-A ❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    28 LineB-A ❏ ; B ❏❏❏✓ ; C ❏❏❏
    40 LineB❏AB ❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    W-L Watrin (division)❏❏❏✓❏
    9 LightA❏❏AB ❏ ; A ❏❏❏❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    30 LineA-A ❏❏❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    59 LineB❏AB ❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    B-D Boudet (division)❏❏❏✓
    19 LightB❏B ❏❏ ; C ❏✓❏❏
    70 LineC❏A ❏❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    72 LineB-A ❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    M-D Monnier (division)❏❏✓❏
    1-CavB-AB ❏ ; A ❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
    2-CavA-A ❏❏❏❏ ; B ❏❏❏✓ ; C ❏❏❏
    3-CavB-B ❏❏ ; C ❏✓❏❏
    Cav Murat (division)❏❏✓❏
    Cnslr GdA❏B ❏❏ ; C ❏❏✓❏
    Cav-GdA-B ❏ ; C ❏❏✓❏
    Consular Guard (Elite) (division)❏❏✓
    *Optional Divisions: *
    1 LightA❏B ❏❏ ; C ❏❏✓❏
    9 LineB-A ❏ ; B ❏❏❏✓ ; C ❏❏❏
    29 LineB❏A ❏❏❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    La-M Lapoype (division)❏❏✓❏
    Ital. LegnC❏AA ❏ ; AB ❏❏❏❏❏ ; A ❏❏✓❏❏❏ ; B ❏❏❏ ; C ❏❏❏
    12 LightA-C ❏❏❏✓
    1 LineB❏AB ❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    67 LineB❏AB ❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    Lo-M Lorge (division)❏❏❏✓❏
    ❏❏✓
    Jhn Drgn-EC-A ❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
    LDr-E LiechtensteinB-A ❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
    *Optionals for E Div: *
    7 Hus-EC-AB ❏❏❏ ; A ❏❏❏✓❏ ; B ❏❏❏ ; C ❏❏❏
    Er Hus-EC-A ❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
    E Div Elsnitz (division)❏✓❏
    E Div with Optionals (division)❏❏✓❏❏
    PilatiC-AB ❏❏❏❏ ; A ❏❏❏✓❏ ; B ❏❏❏ ; C ❏❏❏
    BellgrardeC-A ❏❏❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
    St.JulienC❏AB ❏❏❏ ; A ❏❏❏❏✓❏ ; B ❏❏❏ ; C ❏❏❏
    H Div Hadik (division)❏❏✓❏
    de BrieyB❏A ❏❏❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    KnesevichC❏AB ❏❏❏ ; A ❏❏❏❏✓❏ ; B ❏❏❏ ; C ❏❏❏
    LmrslleB-A ❏ ; B ❏❏❏✓ ; C ❏❏❏
    K Div Kaim (division)❏❏✓❏
    1 GrendrB-AB ❏❏❏ ; A ❏❏❏❏✓❏ ; B ❏❏❏ ; C ❏❏❏
    2 GrendrA-AB ❏❏❏❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    M Div Morzin (division)❏❏✓
    InfantryB❏❏AB ❏❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    Cav-RightB-A ❏❏ ; B ❏❏✓❏ ; C ❏❏❏
    Right O’Reilly (division)❏❏✓
    RetzC❏AB ❏ ; A ❏❏❏❏❏✓ ; B ❏❏❏ ; C ❏❏❏
    SticherD-AB ❏❏❏ ; A ❏❏❏✓❏❏ ; B ❏❏❏ ; C ❏❏❏
    Lo Drgn-SC-B ❏❏✓ ; C ❏❏❏
    S Div Schellenberg (division)❏✓❏❏
    StuartC-A ❏❏❏ ; B ❏✓❏❏ ; C ❏❏❏
    HohnlheD-B ❏❏✓❏ ; C ❏❏❏
    V Div Vogelsang (division)❏✓❏
  • E Division
    • Elsnitz
    • E Div Artillery (3x Light Horse Gun Points)
    • 7 Hus Cavalry Regiment (Optional)
    • Er Hus Cavalry Regiment (Optional)
    • Jhn Drgn Cavalry Regiment
    • L Drgn Cavalry Regiment
  • H Division
    • Hadik
    • H Div Artillery (4x Light Foot Gun Points)
    • Pilati Cavalry Regiment
    • Bellegarde Infantry Regiment
    • St. Julien Infantry Regiment
  • K Division
    • Kaim
    • K Div Artillery (4x Light Foot Gun Points)
    • de Briey Infantry Regiment
    • Knesevich Infantry Regiment
    • Lmrslle Infantry Regiment
  • M Division
    • Morzin
    • M Div Artillery (4x Heavy Foot Gun Points)
    • 1 Grendr Infantry Regiment
    • 2 Grendr Infantry Regiment
  • S Division
    • Schellenberg
    • S Div Artillery (4x Heavy Foot Gun Points)
    • Lo Drgn Cavalry Regiment
    • Retz Infantry Regiment
    • Sticher Infantry Regiment
  • V Division
    • Vogelsang
    • V Div Artillery (2x Light Foot Gun Points)
    • Hohnlhe Infantry Regiment
    • Stuart Infantry Regiment
  • 31..51
    23..42
    21..34
    15..31
    14..25
    13..23
    13..22
    13..22
    12..16
    12..16
    11..14
    11..12
    11..12
    11
    D552..6443..6335..6132..5626..5224..4423..4223..3621..3421..3115..2513..2213..2212..15
    D465..6664..6662..6561..6553..6445..6343..6141..5635..5432..5226..4623..4423..4216..31
    A666665..6664..6662..6661..6655..6653..6651..6645..6643..6632..66
    3
    21122222234
    3222222234
    422222334
    52222334
    6222334
    723334
    83334
    9334
    1034
    114
    P
    2
    Infantry, Column811112--+1Pall+4242
    Infantry, Square51May only expend MPs to change formation or facing
    Skirmishers8-1111---Pall+2131
    Artillery, Foot, Limbered6311/21/24+1+2+1PP+42P3
    Artillery, Horse, Limbered10311/21/26-+1+1PP+83P3
    Artillery, Foot, Unlimbered63May only expend MPs to change formation or facing
    Artillery, Horse, Unlimbered103May only expend MPs to change formation or facing
    Light Cavalry1411114*²-+1+1PallP3*²62
    Heavy Cavalry1211114*²-+2+1PallP3*²62
    Blown Cavalry (all)611114*-+1+1PPP3*42
    Leaders & HQs14-11/21/22---Pall+21/221
    Non-French Column1 Hex11/21/2
    Square vs Inf/ArtyClose Combat211/2
    Square vs Inf/Arty1 Hex11/20
    Square vs CavClose Combat742
    Square vs Cav1 Hex11/21/4
    2 Gun Points42211/21/20
    1 Gun Point2111/21/200
    2 Gun Points4211/21/200
    1 Gun Point2111/2000
    Morale Check Up 134..4325..3312..1611
    Morale Check44..6134..5321..3412..2211..1411..1211..1211
    Morale Check, (1)62..6354..5535..4123..2615..2113..1413..1412..1311..1211111111
    164..6556..6342..5431..4522..4215..3415..3414..2613..2412..2212..1512..1312111111
    1, (1)6664..6655..6546..6243..5635..5335..4631..4425..4323..4216..3614..3513..3412..3312..2612..2511..24
    26663..6461..6254..5651..5345..5144..464341
    2, (1)65..6663..6661..6654..6552..6551..6444..6442..6436..6435..6334..5631..5326..4625..43
    2, (2)61..6254..6251..6144..56
    3, (2)666665..6665..6665..6665..6664..6663..6663..6662..6661..65
    4, (3)66
    2
    2
    2
    3
    3
    4
    (above A)11..2425..6162..6566
    A11..2122..5556..6364..6566
    B11..1621..5556..6364..6566
    C11..1415..4651..545556..6263..646566
    (between C and D)11..1213..4142..4445..5152..5455..6162..6364..6566
    D1112..3132..3334..3536..4243..5455..5661..6263..6465..66
    (between D and E)11..232425..3233..4651..5253..6162..6364..6566
    E11..121314..1621..3641..4344..5152..6263..6465..66
    (below E)1112..1314..2631..3435..4344..5556..6263..66
    (bottom row)1112..2223..2631..3641..5253..6263..66
    11..65
    66
    -3Checking unit is Routed, Limbered or a Flank Target
    -Elite ValueFor each Wrecked Elite Division in the checking unit’s Army
    -3Checking unit is Routed, Limbered or a Flank Target
    -Elite ValueFor each Wrecked Elite Division in the checking unit’s Army
    -2Checking unit is a Wrecked Brigade
    -2Checking unit is a Defender in a Close Combat
    -3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)
    -3Checking unit is Routed, Limbered or a Flank Target
    -Elite ValueFor each Wrecked Elite Division in the checking unit’s Army
    A
    A
    A
    A
    6+AAAAA