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Montebello 1800

Montebello 1800 Rulebook

Table of Contents

Table of Contents

  • 0 - General
    • 0.1 - Scale
    • 0.2 - The Map
    • 0.3 - Combat Units
    • 0.4 - The Die and the Main Tests
      • 0.4.1 Cohesion Test
      • 0.4.2 Engagement Test
    • 0.5 - Abbreviations
  • 1 - Turn Sequence
  • 2 - Orders and Activation
    • 2.1 - Activation Markers
      • 2.1.1 Ordinary Activation Markers (MA)
      • 2.1.2 Combined Activation Markers (MAC)
    • 2.2 - Use of the MAs
    • 2.3 - Orders
      • 2.3.1 Formations and Tactical Groups
      • 2.3.2 Allocation of Orders
    • 2.4 - Effect of Orders and Activations
      • 2.4.1 Orders Received
      • 2.4.2 Without Orders
      • 2.4.3 Commander's Initiative
  • 3 - Strategic Initiative
  • 4 - Movement
    • 4.1 - Movement Allowance
      • 4.1.1 Normal Movement
      • 4.1.2 Reduced Movement
      • 4.1.3 Forced March
      • 4.2 - Square Formation
      • 4.3 - Movement and Terrain
        • 4.3.1 Roads and Tracks
        • 4.3.2 Impassable Terrain
      • 4.4 - Limits on Movement
        • 4.4.1 General Restrictions
        • 4.4.2 Artillery Movement
        • 4.4.3 Passing Through Friendly Units
  • 5 - Stacking and Reinforcements
    • 5.1 - Stacking
      • 5.1.1 Stacking Restrictions
      • 5.1.2 Effect of Stacking on Movement
      • 5.1.3 Effect of Stacking on Combat
    • 5.2 - Reinforcements
      • 5.2.1 Procedure
      • 5.2.2 Entry onto the Map
      • 5.2.3 Reinforcement Hex
  • 6 - Orientation and Zones of Control
    • 6.1 - Orientation
      • 6.1.1 Front and Rear
      • 6.1.2 Effects of Orientation
    • 6.2 - Zone of Control
      • 6.2.1 Definition
      • 6.2.2 Effects of ZOCs
  • 7 - Artillery Fire
    • 7.1 - Definitions of Fire
    • 7.2 - Fire Constraints
    • 7.3 - Fire Capacity and Range
    • 7.4 - Line of Sight
      • 7.4.1 Blocking Obstacles
      • 7.4.2 Effect of Hex Sides
      • 7.4.3 Obstacles and Elevation Levels
      • 7.4.4 Point-Blank LOS
    • 7.5 - Resolving Fire
  • 8 - Shock
    • 8.1 - Definition of Shock
    • 8.2 - Constraints on Shock
    • 8.3 - Determining Shocks
      • 8.3.1 Prerequisites for Shock
      • 8.3.2 Engagement Test
      • 8.3.3 Reaction Fire
    • 8.4 - Combined Shock
      • 8.4.1 Definition of Combined Shock
      • 8.4.2 Multiple Attackers
      • 8.4.3 Multiple Defenders
    • 8.5 - Result of a Shock
  • 9 - Cavalry Charge
    • 9.1 - Charge Constraints
      • Worked example: cavalry charge (from Marengo 1800)
    • 9.2 - Effects of a Charge
    • 9.3 - Square and Charge
      • 9.3.1 Forming Square
      • 9.3.2 Effects of Square
      • 9.3.3 Recall of Cavalry
    • 9.4 - Counter-Charge
    • 9.5 - Pursuit
      • 9.5.1 Definition of Pursuit
      • 9.5.2 Constraints on Pursuit
  • 10 - Disorder, Rout, Recoil and Retreat
    • 10.1 - Disorder
    • 10.2 - Rout
    • 10.3 - Recoil and Retreat After Combat
      • 10.3.1 Definition
      • 10.3.2 Orientation Constraints
      • 10.3.3 Stacking Constraints
      • 10.3.4 Terrain Constraints
      • 10.3.5 ZOC Constraints
    • 10.4 - Rout Movement
    • 10.5 - Passed-Through Units
  • 11 - Rally and Demoralization
    • 11.1 - Rally Procedure
    • 11.2 - Demoralization of Formations
  • 12 - Night and Fog
    • 12.1 - Night
    • 12.2 - Fog
  • 13 - Victory
    • 13.1 - Automatic Victory
    • 13.2 - End-of-Game Victory
  • 6 - Montebello 1800 Specific Rules
    • 0.1 - Scales
    • 0.2 - The Map
    • 0.3 - Combat Units
    • 4.3 - Movement and Terrain
      • 4.3.2 - Impassable Terrain
    • 8.6 - Explanation of the Main Modifiers
      • Other Modifiers
    • 9.1 - Charge Constraints
    • Army Commanders

0 - General

0.1 - Scale

The games of the series are at the scale of the battalion, the regiment (demi-brigade in the Republican period) or the brigade. One strength point represents about 200 infantrymen or 150 cavalrymen at regimental scale, and 400 infantrymen or 300 cavalrymen at brigade scale. One artillery strength point represents two to four guns, depending on their calibre.

0.2 - The Map

The map reproduces the historical locations of the battle. The different terrain types and their effects on play are detailed in the Terrain Table.

0.3 - Combat Units

Combat units have several characteristics:

  • a name and sometimes an order-of-battle indication (corps number);
  • a type (infantry, cavalry or artillery);
  • a specific indicator (L) for heavy cavalry;
  • a nationality;
  • a formation to which they belong (for activation);
  • a strength (firing capability for artillery), based on the number of men or guns making up the unit;
  • a cohesion, based on the unit's ability to sustain combat;
  • an engagement value, based on the unit's ability to initiate a shock combat on its own;
  • a movement allowance, expressed in movement points.

All combat units have two faces: the front for the unit in good order (full capabilities), and the back for the same unit in disorder (reduced capabilities, see 10.1).

0.4 - The Die and the Main Tests

The game uses a ten-sided die (noted 1d10). The 0 is a zero, not a 10.

0.4.1 Cohesion Test

The player rolls 1d10 and applies any applicable modifiers. If the result is less than or equal to the unit's cohesion, the test is passed. Otherwise, the test is failed.

In a stack, each unit subject to a cohesion test (TdC) must be tested individually.

0.4.2 Engagement Test

The same procedure, but using the unit's engagement value. If the engagement test (TdE) concerns a stack, it is carried out using the engagement value of the infantry or cavalry unit placed on top of the stack.

0.5 - Abbreviations

  • Hex.: Hexagon.
  • MA: Activation Marker.
  • MAC: Combined Activation Marker.
  • PM: Movement Point.
  • TdC: Cohesion Test.
  • TdE: Engagement Test.
  • ZdC: Zone of Control (ZOC).
  • LdV: Line of Sight.
  • MD: Die Modifier.
  • PV: Victory Point.

1 - Turn Sequence

There is only one turn for both players, who act alternately according to the random draw of the MAs. Each turn comprises several phases:

A. Orders phase. In order, the players place the MACs in a cup (bol), possibly remove Reinforcement markers from some of their units, and choose the formations that receive orders for this turn (see 2.3).

B. Strategic initiative phase.

  1. Each player rolls the die to gain strategic initiative (see 3).
  2. The player with the initiative chooses an MA of one of its formations, which begins the turn.

C. Rally phase. The players place in the cup the MAs of the formations present on the map, or which must enter as reinforcements this turn (except the one selected in B.2).

D. Activation phase.

  1. One of the players draws an MA at random from the cup, except for the first MA, which has already been selected by the player with the initiative in B.2. The formation corresponding to the MA is then activated.
  2. The status of the activated formation is checked by turning over its order marker: Orders Received or Without Orders (see 2.3). Optionally, the commander's initiative is tested (see 2.4.3).
  3. For an activated formation, the player may, strictly in the following order:
    • fire artillery (see 7);
    • move its units that are allowed to do so, including cavalry charging (see 4 and 9.1);
    • carry out shock combats for infantry or cavalry (see 8), and cavalry charges (see 9);
    • rally the units which have taken none of the previous actions during the current activation phase (see 11).

The activation phase is repeated until only one MA remains in the cup. That last MA is set aside, and its corresponding formation is not activated.

E. Rout and demoralization phase. The players move routed units, using their full movement allowance, in the required direction (see Rout Movement 10.4). The demoralization of each formation is checked (see 11.2).

F. Final phase. The players check the victory conditions, advance the Turn marker by one box, and remove from the map the Orders Received and Without Orders markers.

Then return to phase A.

2 - Orders and Activation

2.1 - Activation Markers

Each MA has a code (O or C) and an initiative value (a number).

2.1.1 Ordinary Activation Markers (MA)

Ordinary MAs are identified by an O on their counter. The MAs are used to determine which side plays and which units may be used during Phase D. Each MA designates one particular formation. A formation is a group of units (brigade, division or ad hoc grouping), identified by a coloured band on the counters. All formations have two MAs, except in certain scenarios or where demoralized (see 11.2). The MAs in play are placed in the cup at the start of each turn (Phase C.), to be drawn at random (2.2).

2.1.2 Combined Activation Markers (MAC)

MACs are identified by a C on their counter. MACs are placed in the cup (by choice or obligation) at the start of Phase A. Their effects are described in the specific rules of each battle. Note: they may be used, if their characteristics allow, to bring units in as reinforcements.

2.2 - Use of the MAs

At the start of the activation phase (Phase D.), a player draws an MA from the cup. The units of the formation designated by this MA are then activated and may undertake an action. When the player has carried out all the actions they wish to take with the units of that formation, the MA is set aside, and a player draws a new MA from the cup, repeating the process above.

When only one MA remains in the cup, the activation phase is over. That last MA (which may be a MAC) is set aside, without the corresponding formation being activated.

2.3 - Orders

2.3.1 Formations and Tactical Groups

If the units of a single formation are too dispersed, they form several tactical groups, and several orders will be needed to activate them fully.

Tactical groups are determined at the moment of the orders phase (Phase A.) of each turn, and for the whole turn. A tactical group gathers the units of a formation that are within two hexes of another unit of that formation (counting the hex of the unit itself), which is itself within two hexes of a third, and so on. This chain of units may extend until the tactical group includes all the units of the formation. Conversely, a unit located more than two hexes from every other unit of its formation is considered an autonomous tactical group for the allocation of orders.

Note: when the MA of a formation is drawn, all the units of all the tactical groups of that formation are activated simultaneously, in the order the player wishes.

2.3.2 Allocation of Orders

At the start of each turn (Phase A.), the two players select, from among their respective tactical groups, those which will receive orders and will remain, for the rest of the turn, in Orders Received from HQ (abbreviated Orders Received). The number of orders is limited by the order potential of each army commander (see 2.5). All tactical groups which do not receive orders are Without Orders from HQ (abbreviated Without Orders).

To choose these secretly, the players place an Orders Received or Without Orders marker, face down, on any unit of each tactical group in play.

To be placed in Orders Received, a tactical group must have at least one of its units within range of a commander (see 2.5).

Example 1: at the start of a turn, the six French units of the Milhaud formation are placed so that they form a single tactical group. One order will suffice to place them all in Orders Received. If during the turn (after the first activation) units of the Milhaud formation separate from the initial tactical group (by moving more than 2 hexes away), they nevertheless remain in Orders Received for the rest of the turn and a possible second activation.

Example 2: at the start of the turn, the six units of the Milhaud formation are deployed in two groups of adjacent units (one of 4 counters, the other of 2), more than two hexes apart. They then form two distinct tactical groups. If the French player wishes to place them in Orders Received, they must spend two orders. If only one of the two tactical groups is placed in Orders Received, the other tactical group is considered Without Orders. If during the turn (after the first activation), units of the Milhaud formation belonging to the Without Orders tactical group join those of the tactical group in Orders Received, they nevertheless remain Without Orders for the rest of the turn and a possible second activation.

2.4 - Effect of Orders and Activations

The order marker of a tactical group is turned over only when the first MA of the formation to which it belongs is drawn and the formation is activated (Phase D.2). Once revealed, it remains in force for the whole turn. The actions listed in 2.4.1, 2.4.2 and 2.4.3 are carried out, step by step, for all the tactical groups of the same formation (note: it is therefore not compulsory to make all the units of one tactical group act before making those of another tactical group act). The units of an activated formation may then undertake actions at full capacity (Orders Received) or at reduced capacity (Without Orders), depending on the order assigned to their tactical group.

2.4.1 Orders Received

Units may, in the following order:

  • fire, for artillery;
  • move normally, including charge movement (see 9), and reduced movement for artillery that has fired;
  • make a forced march, if permitted;
  • engage in a shock combat or a charge without an engagement test;
  • attempt a rally.

2.4.2 Without Orders

Units may, in the following order, either:

  • attempt to benefit, tactical group by tactical group, from a commander's initiative, with the consequences set out in 2.4.3;

or:

  • fire, for artillery (without TdE);
  • move, including charge movement after a TdE (see 9.1), with reduced movement capacity (see 4.1.2). Artillery that has fired, and cavalry units that have failed their charge TdE, may not move;
  • engage in a shock combat by testing their engagement, or a charge (TdE already carried out before movement);
  • attempt a rally.

2.4.3 Commander's Initiative

The initiative value is shown on the MA of each formation. It corresponds to the degree of initiative of its commander.

Note: two MAs of the same formation may have two different initiative values.

The initiative value may be used after an MA is drawn, to test the initiative of any tactical group Without Orders. To do so, the player tests the commander's initiative. They roll 1d10 for each tactical group Without Orders that they wish to bring into Orders Received. The player subtracts from the die the MD of the army commander, if at least one unit of the tactical group is within range of that commander (see 2.5):

  • if the modified die roll is less than or equal to the commander's initiative value, all the units of the tactical group acquire the capabilities of units in Orders Received, for the current activation only (when the second MA of the formation is drawn later, this initiative test must be repeated);
  • if the modified die roll is greater than the commander's initiative value, the units may no longer undertake any action, except attempting rallies.

2.5 - Army Commanders

2.5.1 Characteristics of an Army Commander

Each player has one or more army commanders (généraux en chef). Each army commander has three characteristics:

  • an MD for the initiative tests of commanders and for strategic initiative;
  • an order potential (see 2.3.2);
  • a command range, expressed in hexes.

This range is a radius not affected by any constraint (neither impassable terrain, nor enemy units or ZOCs).

Army commanders may move, once per turn, up to 7 PM, during the activation of any one of the formations of their army. They are then turned over to their reverse side, to show this. They may not enter an enemy ZOC alone. They may not make a forced march.

2.5.2 Elimination of an Army Commander

If an enemy unit reaches contact with an army commander, the commander may (if stacked with a friendly unit), or must (if alone), move immediately one or two hexes. This move may be made in or through an enemy ZOC.

If an army commander is stacked with a unit which recoils or retreats after combat, they must follow that unit. They may freely leave that unit when they make their next move.

If an army commander is still stacked with a routed unit during Phase E, they must follow it in its rout movement, and are eliminated if that movement takes them off the map.

An army commander may also be eliminated if forced to retreat through enemy units. In that case, all the formations of their army become Without Orders until the end of the game (unless the army has several army commanders).

3 - Strategic Initiative

During the strategic initiative phase (Phase B.), each player rolls 1d10 and adds the MD of their army commander (the one designated for this in the scenario instructions, if they have several army commanders).

The player with the best score gains the initiative for that turn. In case of a tie, no player has strategic initiative, and all the MAs are placed in the cup.

The player who has gained strategic initiative may choose an MA of one of their formations, which will begin the turn by being activated before all others (do not place this MA in the cup). That formation may be either in Orders Received or Without Orders.

The player may also decide not to choose a formation and not to use their advantage. In that case the activation phase begins with the drawing of an MA, as in the case of a tie.

4 - Movement

4.1 - Movement Allowance

4.1.1 Normal Movement

Each unit has a movement allowance, expressed in PM and shown on its counter. This figure is the maximum number of PM the unit may spend during an activation phase, when it is in Orders Received.

4.1.2 Reduced Movement

A unit Without Orders has its movement allowance halved, rounded up. Thus a unit with 7 PM has its allowance reduced to 4 PM when Without Orders.

4.1.3 Forced March

A forced march doubles the movement allowance of a unit.

Only a unit in Orders Received which is neither disordered nor routed may make a forced march, provided it does not start from, or move to within 5 hexes of, an enemy unit.

If the unit wishes to enter a hex within 5 hexes of the enemy, it must do so during a normal move. A unit may use only one type of movement during an activation. It is not possible to begin a movement as a forced march and finish it in normal mode (or vice versa).

A unit making a forced march may not enter a hex containing a friendly unit, nor pass through one.

Units in a stack may remain stacked, may separate, but may not regroup during a forced march. This also applies to reinforcement stacks (see 5.2.2).

If a unit moves along a road or track, it benefits from the reduced movement cost indicated in the Terrain Table, provided it entered that hex from another hex (of the same road or track). Otherwise, it pays the normal cost of the terrain of that hex.

A unit may not use road or track movement to place itself adjacent to an enemy unit; in that case it must pay the normal cost of the last hex, including the cost of the hex side.

Special cases: roads and tracks allow cavalry units to cross steep slopes, and artillery units to cross slopes and steep slopes. The "NA" entries in the Terrain Table are then ignored, and a surcharge of 2 is applied.

4.2 - Square Formation

Forming square is allowed only on clear terrain, and only for infantry and artillery units which are neither disordered nor routed (see 10.1 and 10.2). It is shown by a specific marker placed on the stack of units.

It is possible to form square, or leave square, in an enemy ZOC.

A unit may form square during its activation only if it does not move: forming square costs the whole of a unit's PM, whether it is in Orders Received or Without Orders.

Two units may form square in the same hex only if both were already present in that hex at the moment of their activation.

An artillery unit may form square only if it is stacked, when activated, with an infantry unit which also forms square.

Note: it is therefore impossible for any unit (infantry or artillery) to join an existing square.

While formed in square, a unit may not move. A unit may leave square during its activation at a cost of 2 PM. The unit may then be freely oriented and move with the PM remaining to it.

A unit in square may not initiate a shock or counter-shock (see 8.), but it may defend normally against a shock or a charge (see the Shock Modifiers table for the bonuses or penalties to apply in resolving the combat).

A unit in square, disordered, or forced to retreat as the result of a combat, immediately leaves the square formation (remove the Square marker).

If an infantry unit in a stack in square becomes disordered, the whole stack leaves the square formation. It is never allowed to have, in the same hex, an infantry unit in square and another which is not.

Forming square has consequences for the orientation and ZOCs of the unit (see 6.1).

4.3 - Movement and Terrain

A unit spends PM to move. The PM cost of each hex depends on the type of unit and the terrain (see the Terrain Table). Changing orientation is not a movement, and units do not spend PM for it (see 6.).

4.3.1 Roads and Tracks

A unit using a road or track benefits from the reduced movement cost indicated in the Terrain Table, if it entered that hex from another hex.

4.3.2 Impassable Terrain

Certain hexes or hex sides are impassable. Units may not enter or cross them, unless they are crossed by a road, a track or a bridge.

4.4 - Limits on Movement

4.4.1 General Restrictions

A unit that moves must trace on the map a continuous path of adjacent hexes, paying the PM cost of each hex it enters.

Units move independently of one another, and the movement of one unit must be completed before the movement of another unit can begin.

Exception: if all the units in a stack are of the same type and make the same movement, the player may move them together to save time.

The orientation of a unit has no effect on the cost of its movement. A unit must always have enough unspent PM to pay the cost of the hex it wishes to enter. If it does not have enough PM left, it may not enter the hex. PM may not be accumulated from one activation phase to another.

Combat units (see 0.3) and army commanders (see 2.5) may not voluntarily leave the map, except as the result of a Rout Movement (see 10.4) or on specific instructions in a scenario.

4.4.2 Artillery Movement

Artillery units in Orders Received which have fired at the start of the activation phase (fire for artillery is carried out before any other action, see 2.4) may then move, but with a movement allowance halved (see 4.1.2). Place a Fire/Movement Reduced marker to remember this. This marker is valid only for the current activation and not for the whole turn (remove the marker at the end of the activation). An artillery unit Without Orders which has fired may not move.

4.4.3 Passing Through Friendly Units

Entering a hex occupied by one or more friendly units, with the aim of passing through it, costs +1 PM. Entering a hex in order to stop there incurs no surcharge.

Exceptions: a unit moving in a forced march may not enter a hex containing a friendly unit, nor pass through it.

No unit may enter, or pass through, a hex containing a friendly unit already in square.

5 - Stacking and Reinforcements

5.1 - Stacking

5.1.1 Stacking Restrictions

Army commander markers and counters are not counted for stacking restrictions.

In one hex, the following may be stacked:

  • two units of the same type (infantry, cavalry or artillery) and of the same formation;
  • one artillery unit (on foot or mounted), whatever its formation, combined with one or two infantry units;
  • one artillery unit (on foot or mounted), whatever its formation, combined with one cavalry unit;
  • two artillery units, whatever their formations.

Exceptions:

  • the same-formation requirement does not apply to routed units;
  • the limit of two infantry or cavalry units is raised to three of each if the total strength of those three counters is 6 or less.

Note: if rallying a disordered unit would take a stack above 6 strength points, the rally is not allowed (the unit would have had to be removed from the stack beforehand).

It is forbidden to stack:

  • a routed unit with a unit in good order or in disorder;
  • a unit in square with a unit that is not;
  • an infantry unit with a cavalry unit.

5.1.2 Effect of Stacking on Movement

A unit may never enter or pass through a hex occupied by an enemy unit.

A unit entering a hex occupied by another unit is placed beneath the stack.

Exception: within a stack of counters, artillery units are always placed above.

The stacking order within a stack may be changed freely at the start of the activation phase of the units concerned, before movement. The stacking restrictions apply at the end of each unit's movement, including for refused shocks (see 8.8).

However, the stacking restrictions are checked at all times during forced marches (see 4.1.3) and during recoil movements after combat (see 10.5 and 10.3.3), during which exceeding them is forbidden or may give rise to penalty TdCs.

At the end of a movement, a routed unit must be alone in its hex or, if there is no other solution, stacked with another routed unit (see 10.2 and 10.4).

A routed unit may not be stacked with a unit in good order or in disorder at the end of a movement. During the movement phase, however, another unit may pass through a hex occupied by a routed unit, with no other penalty than the +1 PM (see 4.4.3).

5.1.3 Effect of Stacking on Combat

The stacking restrictions apply for the whole duration of combat (shocks and fire). The effects are as follows:

  • artillery stacked with infantry or cavalry may fire;
  • stacked units must fight together. Attacking with one of them without engaging the other is not allowed, unless one of the two is disordered;
  • if stacked units initiate a shock combat (strength points added together, excluding artillery units and disordered units), only the unit on top must pass an engagement test, if one is required (see 8.3.2). If that test fails, no unit of the stack may carry out the shock;
  • if an artillery unit is on top of the stack, the infantry or cavalry unit immediately beneath it carries out the engagement test;
  • an artillery fire and the result of a shock affect all the units of a stack. If a stack must take a TdC as the result of a shock or of fire, a TdC and a die roll are nevertheless made for each unit;
  • reaction fire and counter-battery fire affect only the unit on top of the stack. If a TdC is required, only the unit on top of the stack takes it.

Exception: the player carrying out reaction fire against a mixed stack of units (infantry or cavalry plus artillery) may decide, before firing, to apply any results to the infantry or cavalry unit located immediately beneath the artillery.

Counter-battery fire, by contrast, may affect only the artillery unit which caused it.

5.2 - Reinforcements

Reinforcements enter play when their MA is put into play in the cup and then drawn at random.

5.2.1 Procedure

For the turn during which the arrival of a formation as reinforcements is planned by the scenario, only one of its two MAs is placed in the cup (if the two MAs have different values, the one with the higher initiative value is selected). If the MA which is to trigger the entry of the reinforcements is not drawn during the turn in which it is put into play (the last MA in the cup, see 2.2), the reinforcements are delayed and the procedure is repeated the following turn, but this time with both MAs, which makes their arrival certain.

Exception: if the reinforcing units belong to a formation (not demoralized) some of whose units are already on the map, both MAs are used, since they are already in play.

Reinforcements enter the map in Orders Received and in forced march (see 4.1.3), without the army commander having to spend an order. Place Reinforcement markers to signal this.

As soon as a unit of the formation is within 5 hexes of an enemy unit (this is an exception to 4.1.3), or on the simple decision of its owner during Phase A., it loses its reinforcement status, stops, and its Reinforcement marker is removed. The unit then becomes Without Orders. The army commander will have to spend an order to place it later, with its formation, in Orders Received.

The reinforcement status applies individually to each unit, and may be carried over to the following turn. The player may also choose to bring its units in as reinforcements at normal march. In that case the units lose their forced-march capability and are considered Without Orders. They nevertheless benefit, for the activation of their entry onto the map, from a normal movement instead of the reduced movement characteristic of units Without Orders.

Exception: if an enemy unit is within 5 hexes or less of the entry hex, the reinforcements enter the map in Orders Received, for that turn only, without forced march and without a Reinforcement marker.

5.2.2 Entry onto the Map

Reinforcement units enter the map at the hex designated in the scenario, as if they were in column, one behind the other. They may enter by stacks (see the stacking constraints in 4.4.1), the second stack of the formation paying double the cost of the entry hex, and so on (three times the cost, four times the cost, etc.).

If one or more counters of a reinforcing formation cannot enter the map during the planned turn, because of insufficient movement capacity or stacking, their entry is postponed to the following turn, when the first MA of the formation is drawn.

Note: see 4.1.3 for the constraints of forced march on stacking.

5.2.3 Reinforcement Hex

No unit may occupy an enemy reinforcement entry hex, or a hex adjacent to it, before all the scheduled reinforcements have entered the map.

6 - Orientation and Zones of Control

6.1 - Orientation

6.1.1 Front and Rear

Units are oriented so that the top of the counter (the side with the coloured band) faces a hex corner.

All infantry or cavalry units stacked in the same hex must have the same orientation.

All artillery units in the same hex must have the same orientation, but this may differ from the orientation of the infantry or cavalry units in that hex.

The two hexes facing the top of the counter are called front hexes; the four other hexes adjacent to the unit are called rear hexes.

Exception: units in a town, village or castle hex, and units in square, are considered to have six front hexes.

6.1.2 Effects of Orientation

Orientation has no effect on movement. A unit is free to change orientation, at no cost, during or at the end of its movement. Units leaving a square, and units in disorder or rout which rally, may freely choose their orientation.

Orientation does have an effect on combat. A unit may fire, charge or engage in a shock combat only in or through its two front hexes. A unit attacked through one of its rear hexes is penalized (see the Shock and Charge Table).

Units considered to have six front hexes, except squares (see 4.2), may attack through any of those six hexes, but with a MD of -1 (see 8.2). It is enough to orient the counter in the direction of the desired attack, before resolving the combat. The units in question are then obliged to attack only the enemy units located in the two usual front hexes, as if they had only 2 front hexes.

6.2 - Zone of Control

6.2.1 Definition

A zone of control (ZOC) represents the influence exerted by a unit beyond the hex where it is located. All units exert a ZOC into the six adjacent hexes.

Exceptions:

  • artillery units, units in square and routed units do not exert a ZOC;
  • ZOCs do not extend beyond hex sides that are impassable for the unit;
  • ZOCs do not extend beyond bridges and fords over impassable rivers;
  • ZOCs do not extend from outside into the interior of a fortification, a castle or a redoubt/wall, even if that hex side is crossed by a track or road.

6.2.2 Effects of ZOCs

A unit must stop its movement as soon as it enters an enemy ZOC, even though it may still change orientation on entering the hex.

Exception 1: recoil, retreat or rout movement (see 10.3 and 10.4).

Exception 2: cavalry pursuit (see 9.5.2).

Entering an enemy ZOC costs no additional PM. Exception: a unit in disorder must spend +1 PM to enter an enemy ZOC (see 10.1).

An artillery unit may enter an enemy ZOC hex only if that hex is occupied by at least one friendly infantry or cavalry unit.

A unit located in an enemy ZOC at the start of the activation phase may:

  • leave the ZOC (see below);
  • or remain in place, and possibly change orientation by at most one hex corner (60°).

A unit may leave an enemy ZOC:

  • by spending 1 PM in addition to the cost of the first hex;
  • without being able to immediately enter a ZOC located in a front hex of an enemy unit;
  • without moving directly or indirectly from one ZOC hex to another ZOC hex of the same enemy unit.

Exception: charge by a cavalry unit already in an enemy ZOC (see 9.1).

ZOCs have no effect on recoils and retreats after combat other than those described in 10.3.5 (Constraints linked to ZOCs), but only on refused shocks (see 8.8), or on the rout movements of opponents (see 10.4).

7 - Artillery Fire

7.1 - Definitions of Fire

There are three types of artillery fire:

  • Normal fire: an artillery unit may fire when its formation is activated. Normal fire affects all the units in the target hex.
  • Counter-battery fire: an artillery unit which is the target of fire from an enemy artillery unit may carry out counter-battery fire. Counter-battery fire is resolved immediately after the initial enemy fire and the application of its results. The artillery unit must therefore still be in good order in order to carry it out. Counter-battery fire affects only the artillery unit on top of the enemy stack. The fire is resolved taking into account all applicable modifiers, except the massed-target modifier.
  • Reaction fire: an artillery unit which is the target of a shock or a charge by one or more enemy units may carry out reaction fire against an attacking unit located in one of its front hexes (see 8.3.3). Reaction fire affects only the unit on top of an attacking stack. However, if an artillery unit is on top of the attacking stack, the unit immediately beneath it may be chosen as the target (see 5.1.3). Furthermore, the fire is resolved taking into account all applicable modifiers except the massed-target modifier.

During an opposing activation phase, an artillery unit may not carry out both counter-battery fire AND reaction fire. It may carry out only one of the two (its choice), and only once, during that activation phase.

7.2 - Fire Constraints

  • an artillery unit in disorder may not fire;
  • fire takes place before movement (see 4.4.2);
  • artillery may fire only into the cone defined by the extension of its two front hexes (see diagram);
  • an artillery unit may, however, change its orientation, remaining in its hex, and fire during the same activation phase. This change of orientation, limited to one hex side, is not considered a movement. However, an artillery unit may not change orientation before a reaction or counter-battery fire;
  • an artillery unit having an enemy unit in one of its front hexes must necessarily fire at that unit (if there are two in two different hexes, the player chooses the target). The constraint is the same for two artillery units stacked together, and applies both before and after any possible change of orientation.

Exception: an artillery unit with the opportunity to carry out counter-battery fire against a non-adjacent artillery unit is, in that case, not obliged to fire at a unit which would be adjacent.

7.3 - Fire Capacity and Range

An artillery unit which is not in disorder fires using its fire capacity, possibly modified by various factors. Two artillery units in different hexes may fire independently at the same target, but they may not combine their fire.

Two artillery units stacked in one hex may either fire independently at the same target or at different targets, or combine their fire on the same target if they are of the same formation. To combine fire, their individual fire capacities are not added together. Instead, the higher of the two fire capacities is taken, to which a +2 MD is added to the fire resolution die roll.

Artillery units also have an effective range and a maximum range. The ranges are defined as the number of hexes separating the hex of the firing artillery (excluded) from the hex of the target unit (included). The effects of these ranges are set out in the table of Modifiers to the Die Roll for Artillery Fire.

Special case: if several artillery units fire together on the same target but have different ranges, the least favourable modifier is applied.

7.4 - Line of Sight

An artillery unit must be able to trace a line of sight (LOS) to the target unit. The LOS is traced from the centre of the artillery unit's hex to the centre of the target unit's hex. It may be blocked by obstacles.

7.4.1 Blocking Obstacles

  • hexes at a higher level than both the firer and the target;
  • hexes containing a village, woods, orchards, palm groves, or a unit (friendly or enemy);
  • hex sides of a crest, a steep slope, a redoubt or a fortification.

Exception: if the LOS crosses a redoubt or fortification hex side, the LOS is not blocked if the firer and/or the target is/are adjacent to that hex side.

7.4.2 Effect of Hex Sides

When the LOS passes exactly along the side of a blocking hex (village, woods, etc.), it is not blocked. However, if it passes along two blocking hex sides, one on the left and one on the right, the LOS is blocked.

When the LOS passes exactly along a blocking side (crest, steep slope, etc.) of a hex, it is blocked.

7.4.3 Obstacles and Elevation Levels

Ignore the obstacle, when determining the LOS, if:

  • the firer and the target are both at a higher level than the obstacle;
  • the firer is at a higher level than both the target and the obstacle, and the obstacle is midway between the firer and the target or closer to the firer;
  • the target is at a higher level than both the firer and the obstacle, and the obstacle is midway between the firer and the target or closer to the target.

7.4.4 Point-Blank LOS

Fire is always possible at point-blank range (firer and target adjacent), except through a crest or steep-slope hex side.

7.5 - Resolving Fire

To resolve an artillery fire, the player rolls 1d10 and adds the unit's fire capacity. They take into account the list of Modifiers to the Die Roll for Artillery Fire (cumulative) and consult the result in the Fire Table.

Note: for a TdC result, an individual test must be made for each unit affected by the fire result.

8 - Shock

8.1 - Definition of Shock

Shock, carried out by infantry, is a combination of short-range fire and a bayonet charge, which allows it to engage in combat and then in melee.

Cavalry may also carry out a shock like infantry, or conduct a charge, with other constraints and advantages (see 9.).

In the rest of this chapter, the term shock is used for both infantry shock and cavalry shock, but does not include cavalry charge.

8.2 - Constraints on Shock

Any infantry or cavalry unit whose formation is activated may engage in a shock against any enemy unit located in one of its front hexes (see 6.1.1).

Exceptions:

  • units in disorder, in rout, in square, and artillery units may not engage in shock;
  • a unit may not attack a hex it could not enter (in that case it may possibly engage in a shock with its other front hex);
  • units carrying out a counter-shock are not obliged to attack all the enemy units located in their front hexes (see 8.7.2).

Adjacent units may combine their attacks (see 8.4).

A unit announcing a combat must attack all enemy units located in its front hexes, unless one or more of those enemy units are attacked in shock combat by another friendly unit.

An enemy unit may be attacked in shock only once during the same activation phase. Exception: breakthrough shock and pursuit (see 8.7.2 and 9.5).

8.3 - Determining Shocks

8.3.1 Prerequisites for Shock

Shock is not compulsory (except as stated below). To engage in a shock combat, a unit must be in Orders Received, or be Without Orders but have then passed a TdE.

Players must announce and designate all shock combats before the units' TdEs are carried out. They place Shock markers (if the unit is in Orders Received) on the attacking units.

Exception: any unit which has attempted and passed the TdE must necessarily fight in shock.

8.3.2 Engagement Test

The TdE (see 0.4.2) is carried out at the moment of resolving the combat. In the case of stacked units, only the unit on top carries out the TdE (see 5.1.3):

  • if the TdE is passed, it may take part in the shock combat with all the units present in the same hex;
  • if the TdE is failed, it may not engage in shock combat, nor may any unit present in the same hex.

Note: where the shock depends on the willingness of units to engage, a unit may be obliged to attack two enemy units or stacks simultaneously, located in its two front hexes, because a neighbouring friendly unit which must carry out another attack has failed its TdE.

8.3.3 Reaction Fire

An artillery unit which is the target of a shock by one or more enemy units, including against enemy cavalry carrying out a charge or a pursuit (see 9.5), may carry out reaction fire (see 7.1) against an attacking unit located in one of its front hexes.

Several artillery units may not combine their reaction fire; they fire individually, possibly at different targets.

Reaction fire takes place before the resolution of shock combats, after any engagement tests. If the attacking unit must carry out a TdE and fails it, the artillery's reaction fire does not take place. A unit disordered by reaction fire may no longer carry out its shock attack. In the case of a stack, if the unit on top is disordered by reaction fire, the other unit must therefore attack alone.

8.4 - Combined Shock

8.4.1 Definition of Combined Shock

Friendly units located in two adjacent hexes, or more, may combine their strength to engage in a shock combat against the same defender.

Units combined for an attack add their strengths together. If they are Without Orders, each must carry out its own TdE (one TdE per stack, as defined in 8.3.2). A combined attack may thus be made impossible by the failure of one of the necessary TdEs.

8.4.2 Multiple Attackers

If the attacking units are located in terrain hexes which could bring different advantages to the shock combat, resolution is as follows:

  • if the defender is in a clear-terrain hex, the attacker chooses the terrain modifier it wishes to apply;
  • otherwise, the defender chooses the terrain modifier it wishes the attacker to apply.

8.4.3 Multiple Defenders

If a unit attacks several units located in different hexes, the defender chooses, for the calculation of terrain modifiers, the hex which gives it the most advantage.

8.5 - Result of a Shock

The attacking player rolls 1d10 and applies the modifiers listed in the Terrain Table, the Strength Ratio Table and the table of Modifiers to the Shock or Charge Die Roll (cumulative, except where stated). The result of the combat is given by the Shock and Charge Table.

The results of a shock apply to every unit in the hex. The owning player rolls 1d10 for each of its units which must take a TdC. Each result indicated in the table and its possible induced effects must be applied in order, one after the other.

A routed unit which must take a TdC immediately carries out a rout movement instead (see 10.4).

An artillery unit alone in a hex, or stacked with another artillery unit, which is attacked in shock by an enemy unit after its reaction fire, is automatically eliminated.

See 8.9 for the special case of artillery in shock, and see 10 for the application of results.

8.6 - Explanation of the Main Modifiers

8.6.1 Strength Ratio

Each player totals the strength of all their units involved in the shock. The attacker compares the strength of its units with that of the defender's units.

The result is rounded in favour of the defender.

Example: a unit of 8 strength points attacking an enemy with 3 strength points engages in shock with a strength ratio of 2 to 1. If there had been 5 strength points attacking 6 defending, the ratio would have been rounded to 1 to 1.5.

The Strength Ratio Table gives the corresponding modifiers.

8.6.2 Cohesion Differential

The attacker subtracts the highest cohesion level among the defender's units from the highest cohesion level among its own units. The difference obtained is the modifier to the die roll.

8.7 - Advance After Shock

8.7.1 Advance as the Result of a Shock

If the defender abandons its hex (recoil, retreat or elimination) as a result of a shock combat, the attacking unit with the highest cohesion level (and only that unit), or the stack containing that unit if several stacks attacked, must advance into the abandoned hex. In case of a tie, the attacker chooses the unit (or stack). The unit (or stack) may change its orientation by one hex corner during its advance.

Two units from two different stacks which took part in the same combat may not be chosen simultaneously to advance after a shock. An artillery unit may not advance after a shock.

Exception: in case of a refused shock (see 8.8).

If the advance after shock is made into, or through, a terrain hex which disorganizes it, the unit must suffer that disorganization (example: infantry crossing a hex side of steep slope).

8.7.2 Breakthrough Shock and Counter-Shock

A unit may carry out only one breakthrough shock or counter-shock per activation phase. Breakthrough shock and counter-shock are resolved immediately, before resolving any other combat.

The procedure is as follows:

  • if the result allows a breakthrough shock, an attacking unit (or a stack, if several stacks attack) must advance without changing orientation, and may then carry out a second shock combat. No TdE is needed (automatic shock combat), but the attacker must attack all the enemy units present in its front hexes;
  • if the result allows a counter-shock by the defender, the defender may carry out a shock combat against any of the units of the phasing player located in one of its front hexes. If the attacker retreated after the initial shock, the defender may advance into the freed hex without changing orientation and carry out a shock combat in the same way. In both cases no TdE is needed (automatic shock combat), and the defender may choose to engage in shock only against the enemy units present in just one of its front hexes, ignoring the others.

Special case: if an artillery unit alone in its hex is eliminated (automatically) as a result of a shock combat, no breakthrough shock is possible.

8.7.3 Priority of Advance After Shock

When determining which unit must advance after a shock, a breakthrough shock or a counter-shock:

  • cavalry which charges always has priority over other units which carry out a shock, even if those have a better cohesion. It then carries out a pursuit (see 9.5.2);
  • cavalry, even if it has not charged, always has priority over infantry, even if the infantry has a better cohesion;
  • in all cases, heavy cavalry has priority over non-heavy cavalry, even if the latter has a better cohesion.

8.8 - Refused Shock

8.8.1 Refusing Shock Against Infantry

A cavalry unit, in good order or in disorder, may evade the infantry unit which attacks it in shock by a movement of one or two hexes, if this has not already been done during the current activation phase (i.e. if it has not already retreated before a unit activated by the same MA). The decision must be taken before the opponent's possible TdE.

Note: a two-hex refusal must necessarily result in the unit moving two hexes away from the unit which provoked it.

The constraints and effects of a refused shock are as follows:

  • if a cavalry unit evades by a one-hex move, it takes a TdC with a MD of +1. If this TdC fails, it suffers one additional disorder;
  • if a cavalry unit evades by a two-hex move, it takes a TdC with a MD of -2. If this TdC fails, it suffers one additional disorder;

Note: in both cases the TdC is carried out as soon as the evasion is declared, and before the application of any other effect induced by the coming recoil (for example, before a disorder for a recoil into an enemy front ZOC). Whatever the result of the TdC, the evasion movement is allowed.

Precision: for a stack, a TdC is carried out for each unit of the stack.

  • if a cavalry unit makes its evasion movement towards a hex for which the entry cost is equal to or greater than 3 PM (the +1 for leaving a ZOC not counted), it suffers one additional level of disorder;
  • the evasion movement is subject to all the constraints of a normal movement (possible reorientation, effects of terrain), and to the constraints set out in 6.2.2, with the exception that evasion is possible towards a front ZOC of another enemy unit, at the price of an additional disorder (see 10.3.5).

Note: a cavalry unit may refuse the shock and evade towards an enemy ZOC, but it may not make this evasion by moving within the ZOC of the same enemy unit (including that of the attacking unit).

In all cases, infantry may advance into the abandoned hex as described in 8.7.1. An artillery unit stacked with the infantry which caused the refusal of shock may also advance into the abandoned hex (exception to 8.9 and 8.7.1).

8.8.2 Refusing Shock Against Heavy Cavalry

A non-heavy cavalry unit may also refuse a shock (but not a charge) from one or more heavy cavalry units only. The refusal of shock against cavalry is carried out exactly as the procedure indicated for refusal of shock against infantry, except that it gives rise to no TdC.

Note: a refusal of shock against a combined attack of infantry and heavy cavalry is treated as a refusal of shock against infantry alone (and therefore with a TdC).

8.9 - Artillery in Shock

Artillery never takes part in a shock. It has no shock strength, its cohesion is never taken into account for a shock, and it has no engagement value.

If an artillery unit is stacked with an attacker which loses a shock combat, the artillery unit is disordered and must retreat with the attacker, if all the units of the stack concerned retreat. If the attacker wins, it may not advance after combat.

If an artillery unit is stacked with a defending unit and that unit loses a shock combat, the artillery unit must retreat one hex and take a TdC (disordered if the TdC is failed).

If an artillery unit alone in a hex (or stacked with other artillery) is attacked in shock after its reaction fire, it is automatically eliminated. No breakthrough shock or pursuit is then possible.

If an attack targets two hexes, one of which contains only artillery, the artillery is eliminated only if the combat against the other stack is a success.

9 - Cavalry Charge

A charge is the most effective way for a cavalry unit to engage in melee combat.

A charge can never be evaded. The only possible reactions to a charge are forming square for infantry (see 9.3), or a counter-charge for cavalry (see 9.4).

The different steps of a charge are carried out in the following order:

Charge movement

  • declaration of the charge (see 9.1);
  • possible TdE for units Without Orders (see 9.1);
  • charge movement (see 9.1);
  • possible attempt by the defender to form square (see 9.3.1);
  • possible attempt to recall the charging cavalry (see 9.3.3).

Resolution of the charge

  • possible counter-charge attempt (see 9.4);
  • possible reaction fire (same procedure as 8.3.3);
  • resolution of the charge (see 9.2);
  • possible pursuit (see 9.5);
  • end-of-charge TdC (see 9.5 and 9.2).

9.1 - Charge Constraints

The attacked unit must be within the LOS (see 7.4) of the front hexes of the charging unit, before its movement.

The charging unit must not be in disorder or in rout.

Charges are declared during the movements of the current activation (place a Charge marker).

The possible TdE (for a unit Without Orders) takes place before the charge movement. If it is failed, the unit remains in place and may not fight.

A charging unit must move at least one hex. The charging unit may move at most its reduced movement allowance (as described in 4.1.2).

A cavalry unit in contact with an enemy unit may leave its ZOC (spending +1 PM, see 6.2.2), turn about and charge, but in that case it must attack in the same orientation it had before the charge movement.

The charging unit must not cross, or stop in, a hex containing a friendly artillery unit during its charge movement.

The terrain types which block charges are listed in the Terrain Table. It is forbidden to charge from one of these terrain types, to cross them during the charge movement, or to charge a unit located in these same terrain types. Likewise, it is not possible to cross a hex side of a bridge over a river, a slope, a steep slope, a crest, a redoubt or a fortification during a charge movement, or to charge a unit located on the other side of this type of hex side.

Note: the charge constraints do not apply to cavalry shock. A cavalry unit may, for example, carry out a shock, without charging, against a village with a -3 modifier (-2 for cavalry shock and -1 for the village).

Worked example: cavalry charge (from Marengo 1800)

Declaration of the charge (see 9.1). The O'Reilly formation is activated; only Nauendorff (0812) and Hussar 5 (0911) may charge. Württemberg (1011) may not, because it is located in a village. The Austrian player decides to charge the 11th Hussars (0913) with Nauendorff, and the 6th Dragoons (1112) with Hussar 5.

Possible TdE for units Without Orders (see 9.1). The whole O'Reilly formation is Without Orders. Hussar 5 therefore makes a TdE before charging; the d10 result is 8, so the TdE is failed (8 is higher than the unit's engagement value of 5). It remains in place and does not charge. Nauendorff does the same and rolls a 4. It may charge.

Charge movement (see 9.1). Nauendorff moves to 0813 to attack the 11th Hussars, and can do so only frontally, given its movement allowance and the ZOC constraints. As the target is a cavalry unit, there is no attempt by the defender to form square (see 9.3.1) and no attempt to recall the charging cavalry (see 9.3.3).

Counter-charge (see 9.4). The 11th Hussars may attempt a counter-charge by carrying out a TdE without modifier (since neither unit is heavy cavalry), in order to try to cancel the +1 charge bonus. The d10 result is 7, so the counter-charge is failed (7 is higher than the unit's engagement value of 6).

Resolution of the charge (see 9.2). The cavalry charge is resolved with a modifier of +3 (+1 for the 3-to-2 ratio, +1 for clear terrain, 0 for the cohesion differential, +1 for the light cavalry charge). The d10 result is 7, for a modified total of 10, which gives a 1+D result. The 11th Hussars recoils one hex to 0914 and is disordered (the counter is flipped to its reverse side).

Pursuit (see 9.5). Pursuit is mandatory. Nauendorff advances one hex (to 0913), following the recoil path of the 11th Hussars, and attacks again. The counter-charge is no longer allowed (the defending unit is disordered). The pursuit is resolved with a modifier of +6 (+3 for the 3-to-1 ratio, +1 for clear terrain, +1 for the cohesion differential, +1 for the light cavalry charge, and 0 penalty as it is the first pursuit). The d10 result is 2, for a modified total of 8, which gives a 1+TdC. The 11th Hussars recoils one hex (to 0915). The d10 result is 6, which fails the TdC of the 11th Hussars, its cohesion being 5 while already disordered. The 11th Hussars receives a rout marker, then performs a retreat of 3 hexes.

First choice: the 11th Hussars therefore retreats 3 hexes and positions itself at 0717 (cut terrain hex), after passing through hexes 0816 and 0716. Nauendorff engages a second pursuit but must stop at 0716, because it may not charge a unit located in a cut-terrain hex. The pursuit is over. It carries out an end-of-charge TdC (see 9.5 and 9.2); the result is 4. The TdC is passed, because Nauendorff's cohesion is 6.

Second choice: the 11th Hussars retreats 3 hexes and positions itself at 1117. Nauendorff engages a second pursuit. The second pursuit is resolved with a modifier of +7 (+3 for the 3-to-1 ratio, +1 for clear terrain, +1 for the cohesion differential, +1 for the light cavalry charge, +2 for attacking a routed unit, -1 penalty for the second pursuit). The d10 result is 5, for a modified total of 12, which gives a 1+D result. The 11th Hussars recoils one hex (to 1118) and suffers an additional disorder which eliminates it. Nauendorff advances into the freed hex (1117). The pursuit is over.

Eliminated.

End-of-charge TdC (see 9.5 and 9.2). Nauendorff carries out an end-of-charge TdC; the d10 result is 8. The TdC is failed, Nauendorff's cohesion being 6, and Nauendorff is therefore disordered (the counter is flipped to its reverse side).

9.2 - Effects of a Charge

Combat is resolved between the charging cavalry and any enemy unit located in one of its front hexes (see 6.1.1).

The attacking player rolls 1d10 and applies the modifiers listed in the Terrain Table, the Strength Ratio Table and the table of Modifiers to the Shock or Charge Die Roll (cumulative, unless exceptions apply). The result of the combat is given by the Shock and Charge Table.

The modifiers are cumulative with any modifiers which may come from a combined attack with infantry.

Exception: there is no cumulation if the defender is in square; only the -2 for the charge then applies.

At the end of a charge, all participating cavalry units individually carry out a TdC. If they fail, they are disordered, in addition to any other disorder which may have occurred in resolving the combat.

9.3 - Square and Charge

9.3.1 Forming Square

Infantry units placed on clear terrain, which are the targets of a charge and are neither disordered nor routed, may attempt to form square to protect themselves, even if they are located in an enemy ZOC.

Exception: a unit in square which retreats after a charge and loses its square formation (see 4.2) may not attempt to re-form square for the resolution of the pursuit which follows.

Artillery may not form square, unless it is stacked with infantry; in that case it follows what the infantry does. The owning player rolls one die before the resolution of the charge:

  • if the die roll is equal to or less than the cohesion of the infantry unit (or equal to or less than all the cohesions of all the infantry units of the stack), the unit (or stack) manages to form square. Place a Square marker;
  • if the die roll is higher than the cohesion of the infantry unit (or higher than at least one cohesion of an infantry unit of the stack), the unit (or stack) may not form square. Moreover, the infantry unit which failed the TdC is disordered (all the infantry units are disordered in the case of a stack).

9.3.2 Effects of Square

Cavalry gains none of the benefits of a charge against a square. On the contrary, a -2 modifier is applied to the combat.

The reaction fire of an artillery unit stacked with infantry which has previously formed square is penalized by -1 on the fire die roll (it necessarily takes place after the attempt to form square), in addition to the usual -1 for reaction fire.

9.3.3 Recall of Cavalry

If the target unit has managed to form square, the cavalry may attempt to stop its charge. The owning player carries out one TdE per unit or stack of units:

  • if the TdE is passed, the unit is recalled. It does not charge and instead retreats one hex away from its target, changing orientation as it wishes. It may not, however, retreat into a front hex of an enemy unit (it then remains in place without charging);
  • if the TdE is failed, it must charge.

In the case of stacked units, only the unit on top carries out the TdE, and the result applies to the stack.

Note: in the case of a successful recall, there is no charge, and therefore no end-of-charge TdC (see 9.5 and 9.2).

9.4 - Counter-Charge

If the target of a charge (or of a pursuit) is a cavalry unit which is not in disorder or rout, and it is charged through one of its front hexes, it may attempt a counter-charge. The unit carries out a TdE before the resolution of the original charge, and adds a MD of +2 if it is non-heavy cavalry counter-charging heavy cavalry (and only in that case):

  • if the TdE is passed, the counter-charge succeeds, and the attacker resolves the combat without benefiting from the bonus of the initial charge;
  • if the TdE is failed, there is no counter-charge, and the charge is resolved as described in 9.2.

Note: in case of pursuit (see 9.5), the unit may again attempt counter-charges as long as it remains in good order and is charged through one of its front hexes.

In the case of stacked units, only the unit on top carries out the TdE, and the result applies to the stack.

If the counter-charge succeeds and the attacking unit recoils or retreats after combat, a pursuit by that unit is allowed. A unit which pursues following a counter-charge suffers the same effects as in a charge (see 9.2).

9.5 - Pursuit

9.5.1 Definition of Pursuit

If the cavalry charge results in the defender abandoning its hex (recoil, retreat or elimination), a pursuit is mandatory, even if the fleeing unit is no longer within the LOS of the pursuing cavalry. The effects of pursuit are the same as those of a charge (see 9.2 to 9.4).

An attacked cavalry unit is allowed to pursue the attacking unit in the following cases (see the Shock and Charge Table):

  • the result of the combat allows a pursuit;
  • the attacker recoils or retreats and the counter-charge is successful (see 9.4).

9.5.2 Constraints on Pursuit

The constraints of pursuit are the same as those of a charge (see 9.1), except that a TdE is no longer needed for a unit Without Orders, and reduced movement is no longer a limit:

  • if only one stack of units carries out the charge, the player may choose either to pursue with the unit of best cohesion in the stack (the owner choosing in case of a tie), or with the whole stack;
  • if several stacks of units carry out the charge, only the stack containing the unit of best cohesion must carry out the pursuit (the owner choosing the stack in case of a tie). Two units from two different stacks which took part in the same combat may not be chosen simultaneously to carry out a pursuit;
  • exception: the heavy cavalry unit (or the stack containing at least one heavy cavalry unit), even if it does not have the highest cohesion level, has priority for the pursuit;
  • if a stack of units carries out the pursuit, it takes it to the end (the units must remain stacked until the pursuit stops);
  • a pursuing cavalry unit may change orientation by at most one hex side per hex traversed, in the direction of the pursued unit; if it makes this rotation, it must have, in one of its front hexes, the recoil or retreat hex of the pursued unit;
  • if the defender recoils or retreats (rout), the charging cavalry pursues it, following the recoil or retreat path and ignoring the ZOC effects relating to movement (see 6.2.2), until it becomes adjacent to the pursued unit or has an enemy unit in its front hexes, whichever happens first;
  • if the defender is eliminated, the charging cavalry advances into the abandoned hex, may reorient by one hex side, and continue to charge the enemy units present in its front hexes (unless the eliminated unit was an artillery unit);
  • the cavalry must pursue the last unit charged (at its choice if several), even if it is no longer the unit which initially retreated;
  • a hex containing terrain which is impassable for cavalry, or terrain forbidden for charges (even if crossed by a track or road), stops the pursuit;
  • unlike breakthrough shock, there is no limit to the number of times pursuit and a new charge may occur during the same activation. However, each time a pursuing unit charges again, a -1 modifier applies cumulatively to the shock die roll from the second pursuit charge onward. Precision: initial charge and 1st pursuit charge: no modifier; 2nd pursuit: -1; 3rd pursuit: -2; 4th pursuit: -3; and so on;
  • a pursuing cavalry unit must charge every enemy unit located in its front hexes after the pursuit movement, and located in terrain permitted for charges, in addition to the unit which retreated;

10 - Disorder, Rout, Recoil and Retreat

The results of a combat or of fire are:

  • disorder (10.1) or rout (10.2);
  • recoil: a one-hex recoil of a unit in good order or in disorder;
  • retreat: a retreat of 2 hexes (infantry) or 3 hexes (cavalry) of a routed unit (10.3);
  • rout movement: as during Phase E. (10.4).

10.1 - Disorder

The counter of a unit in good order which is disordered is turned over to its side marked with a white band.

A unit in disorder which suffers a further disorder, or a direct rout following fire, is routed (see 10.2).

Exception: artillery follows the same disorder/rout rules as other units, with one exception. If an artillery unit, already in disorder, suffers a further disorder or a direct rout following fire, it is eliminated.

A unit in disorder:

  • may not make a forced march;
  • spends 1 additional PM to enter an enemy ZOC;
  • may not engage in shock combat or charge;
  • may not form square or counter-charge.

10.2 - Rout

A unit may be routed:

  • either directly, following the result of fire;
  • or, for a unit in disorder, following a further disorder (result of combat or fire, effect of a recoil, effect of a retreat, or result of a failed TdC).

A Rout marker is placed on the counter to indicate its status.

If a routed unit suffers a further disorder, it is eliminated.

The counter of an eliminated unit is removed from the map and may not return to play.

When a unit routs, it must immediately make a retreat of 2 hexes (infantry and artillery) or 3 hexes (cavalry), in accordance with the diagram in 10.3.1. If it cannot carry out this movement in full, it is eliminated.

A routed unit:

  • may not move (except during Phase E.), nor fight in shock or fire;
  • has no ZOC;
  • may not form square or counter-charge;
  • no longer has a front or rear, but must orient itself towards the retreat direction assigned to it, to show this clearly;
  • if it is attacked in shock, the attacker adds +2 to its die roll;
  • if it suffers a further disorder, it is eliminated;
  • if it must take a TdC (except for a rally attempt, see 11.1), it immediately carries out a rout movement instead (see 10.4);
  • if it attempts a rally TdC, it is penalized by +1;
  • if its retreat movement takes it off the map, it is eliminated.

10.3 - Recoil and Retreat After Combat

10.3.1 Definition

The result of a combat, or of a failed cohesion test, may cause a unit to recoil one hex and/or, in the case of rout, to make a retreat of two or three hexes (see 10.2). Following a combat, this movement must be carried out with the following directional constraints:

  • move away from all the attackers which caused this result, at the first hex of recoil/retreat;
  • then move away from the initial hex where the defender was located, for the following retreat hexes;
  • if it has a choice between several recoil hexes, always choose a hex which avoids its elimination.

A unit which cannot complete its recoil and/or retreat in full, respecting these constraints, is eliminated.

Exception: it is possible, without penalty, to recoil after combat to a hex adjacent to the attacker, without moving away from it, but to which the attacker exerts no ZOC (examples: castle, on the other side of a bridge...).

As recoil or retreat is counted in number of hexes, and not in PM, the +1 PM surcharge (see 4.4.3) for passing through a friendly unit does not apply.

10.3.2 Orientation Constraints

If the unit is not routed, it keeps its initial orientation. It may not change orientation, unless at the end of the recoil it is obliged to stack with another friendly unit oriented differently (obligation to respect 6.1, taking the same orientation as the immobile unit which did not suffer the retreat or recoil).

10.3.3 Stacking Constraints

Two stacked units which recoil or retreat simultaneously are not obliged to end their movement in the same hex.

A unit which recoils or retreats may, if its owner wishes, enter a hex occupied by a friendly unit with which it could not stack under the stacking rules (see 10.5).

10.3.4 Terrain Constraints

A unit which recoils or retreats may not cross a river, except at a ford or a bridge. If it must recoil or retreat through a steep slope, a ford or a bridge, it is automatically disordered, in addition to any other disorder already required.

Exception: recoil or retreat after combat in or through a castle is allowed only if the unit has PM available to do so.

10.3.5 ZOC Constraints

ZOCs have no effect on recoils or retreats. Exception: if a unit recoils or retreats into a front hex (and therefore a ZOC) of an enemy unit, it suffers an additional disorder for each such hex it enters.

A routed unit which retreats into a front ZOC of an enemy unit is therefore eliminated.

10.4 - Rout Movement

It occurs in Phase D. when a routed unit must carry out a TdC, or systematically, for each routed unit, during Phase E.

The procedure is as follows:

  • during a rout movement, routed units must move their full movement allowance, indicated on the disordered side of the unit, in the direction indicated by the scenario, by the most direct path and respecting the rules on passing through units (see 10.5). "Most direct" means in a straight line towards the map edge or the hex indicated (and not the least costly in PM);
  • if the unit cannot move at least 1 hex, it is eliminated (examples: a move from one enemy ZOC to another ZOC of the same enemy unit is forbidden, the cost of adjacent hexes is too high, etc.);
  • for spending PM, rout movement is handled as a normal movement (see 4.1.1).

Exceptions: the +1 PM surcharge (see 4.4.3) for passing through a friendly unit does not apply, and the disorder due to a ford or a bridge is ignored for a rout movement.

  • the stacking constraints (see 5.1) and those linked to ZOCs in 10.3.5 also apply;
  • a unit may choose to stop its rout movement when it passes through a town, village or castle hex. It then remains in the hex and is no longer obliged to make further rout movements, even if it later fails its rally attempts. The player may, however, decide to have it resume a rout movement during a later Phase E.;
  • if any obstacle, including an enemy front ZOC, is liable to cause further disorganization and therefore the elimination of the unit, the unit may shift one or more columns of hexes, if possible, in order to continue its rout movement.

Constraint: during a given rout movement, an infantry unit may shift at most two columns, and a cavalry or artillery unit at most three columns.

  • two stacked routed units must, if possible, separate during their rout movement, either by an additional one-column shift or by a movement one hex shorter for one of the two. Two routed units stacked in the same hex are not allowed to attempt a rally;
  • if its rout movement takes the unit off the map, it is eliminated.

10.5 - Passed-Through Units

If the recoil, retreat or rout movement path of a unit passes through, or ends in, a hex occupied by one or more friendly units with which its stacking is impossible, the unit may nevertheless pass through it, even if this obliges it to end its movement further away than required. The unit(s) passed through must carry out a TdC. This manoeuvre may be repeated until the recoiling or retreating unit finds a hex in which it may stop while respecting the stacking rules. If the unit passed through is a routed unit, it must carry out a rout movement in place of the TdC.

The passed-through unit carries out its rout movement after the unit which caused it has completed its own. If, for this, it passes through the routed unit which has just passed through it and caused its rout, the latter does not carry out a new rout movement but remains in place.

Precision: if a unit in a stack, in any hex, routs as a result of a failed TdC, the units with which it is stacked at the moment of the TdC are not considered passed through, and do not themselves have to take a TdC.

11 - Rally and Demoralization

11.1 - Rally Procedure

Units in disorder which have neither moved, pivoted nor fired, and routed units, may attempt to rally at the end of their activation phase. Units adjacent to an enemy unit may not attempt to rally. Rallying in no case depends on the order status of the formation to which the unit belongs.

To rally a unit, the owning player rolls 1d10, with +1 if the unit is routed:

  • if the die roll is equal to or less than the unit's reduced cohesion (the counter is on its disordered side, with reduced values), the unit is rallied, with the following effects:
    • if the unit was in disorder, turn it over to its front side (good order), keeping its orientation. It may then be freely reoriented;
    • if the unit was routed, remove the Rout marker and leave it on its disordered side. It may then be freely oriented;
  • if the die roll is higher than the unit's reduced cohesion, the unit stays as it is and may attempt a new rally during its next activation.

11.2 - Demoralization of Formations

The demoralization of each formation is checked during the rout phase (Phase E.) of each turn. If all the infantry and cavalry units in play of a given formation are, at that precise moment, either in disorder, routed, or eliminated, the formation is demoralized.

Effects of demoralization:

  • the units of a demoralized formation may no longer enter an enemy ZOC (but they may remain in an enemy ZOC if they are already there);
  • immediately remove from play one of the two MAs of each demoralized formation, for the following turn (it is no longer available).

Notes:

  • if the two MAs do not have the same characteristics, the one with the higher initiative value is removed;
  • if the formation is already demoralized, or has only one MA available, the only MA it has left stays in play;
  • if a demoralized formation is no longer demoralized during Phase E. of a given turn, its second MA is put back into play for the following turn.

12 - Night and Fog

12.1 - Night

During night turns, the following changes apply:

  • no forced march (except for units arriving as reinforcements);
  • entering an enemy ZOC costs 2 additional PM (+2 PM);
  • movement into contact with enemy units is forbidden for units in disorder (they may nevertheless leave enemy ZOCs);
  • artillery fire at point-blank range only;
  • cavalry charges are forbidden;
  • +2 modifier to the die roll for all TdCs;
  • disordered units which take no action and are not adjacent to an enemy unit are automatically rallied;
  • rally tests for routed units: -3 modifier to the die roll instead of +1.

12.2 - Fog

During fog turns, the following changes apply:

  • no forced march (except for units arriving as reinforcements);
  • entering an enemy ZOC costs 1 additional PM (+1 PM);
  • artillery fire at point-blank range only;
  • cavalry charges are forbidden;
  • +1 modifier to the die roll for all TdCs.

Note: rally tests are not modified by fog.

13 - Victory

13.1 - Automatic Victory

An automatic victory is applied at the end of the turn in which it is established. The game then stops, whatever the number of turns remaining. The conditions are defined in certain scenarios.

13.2 - End-of-Game Victory

The aim is to obtain more Victory Points (PV) than one's opponent. The PV are defined in each scenario.

6 - Montebello 1800 Specific Rules

The numbering of this section is that of the source document. The Terrain Table, the Strength Ratio table, the Shock and Charge table, the Fire table and the modifier tables referred to throughout are not reproduced in the source text and are not included here.

Montebello 1800 simulates, at demi-brigade scale, the battle fought on 9 June 1800 between the French army of General Jean Lannes and the Austrian army of FML Karl Peter Ott Freiherr von Batorzek.

0.1 - Scales

Each turn covers 1 hour and 20 minutes of real time. The map scale is about 330 metres per hex.

One strength point represents 200 infantrymen or 150 cavalrymen. One artillery strength point represents about four guns (somewhat more or less, depending on their calibre).

0.2 - The Map

On the map, the vegetation along the streams is purely decorative and has no effect on movement or combat.

All watercourses on the map are streams. The Coppa, which is more important, is shown by a slightly thicker line, but for purely decorative reasons.

Bridges over streams are taken into account for movement (removal of the +1 for the stream, see the Terrain Table), but are ignored for combat (see the Terrain Tables). Only the -1 for the stream is therefore taken into account when resolving shocks.

The castle (castello) of Casteggio is treated as a cassina.

0.3 - Combat Units

The counters of the Vae Victis no. 35 sheet intended only for Montebello were printed, at the time, with an orange rectangle under the number at the bottom left (PF for combat units, or MD for army commanders). They replace the counters of the same name but of lower strength, used for Marengo (which, for their part, take account of the losses suffered at Montebello). Lannes and Ott replace, at Montebello, Bonaparte and Mélas, who is absent from the battlefield.

The original unique counters of the "collector" version may of course be substituted for those of Vae Victis no. 35.

Abbreviations:

  • Lég. = Légère (light)
  • Hu. = Hussards (hussars)
  • Ch. = Chasseurs
  • Dr. = Dragons
  • Art. = Artillerie (artillery)

4.3 - Movement and Terrain

Hexes containing a cassina (fortified farm), see the map legend, are treated as clear-terrain hexes, except for the shock combat modifier (see 8.6 of the specific rules).

4.3.2 - Impassable Terrain

The Terrain Table introduces new prohibitions. For example, moving directly from one hex to a neighbouring hex two or more levels of elevation higher or lower, across a slope, is impossible for cavalry and artillery.

Note: these clarifications also apply to the other games of the series.

8.6 - Explanation of the Main Modifiers

Other Modifiers

Hex containing a cassina: to mark the defensive support provided by cassinas (fortified farms), the +1 bonus for attacking in clear terrain is removed when the defenders in the hex containing a cassina are infantry units, or artillery units stacked with infantry. There is no change if the unit present in the hex containing a cassina is a cavalry unit.

Note: the castle (castello) of Casteggio is treated as a cassina in the game.

Bridge: see above (0.2) for the clarification about bridges over streams. It is now included in the Terrain Table.

9.1 - Charge Constraints

To take account of the particular layout of the village of Casteggio, a long "corridor" street bordered by houses, cavalry may charge into hexes 1210, 1310 and 1311, provided it follows the line of the road or track. Example: a charge is possible from 1409 towards 1310, but impossible from 1309 towards 1310.

For the counting of PM, the normal costs shown in the Terrain Table are kept, and the limit of 2 PM maximum per hex during a charge is therefore ignored here.

Historical note: at the battle of Montebello, the 12th Hussars carried out a memorable charge in the street of the village of Casteggio, which drove back light infantry and enemy cavalry detachments.

Army Commanders

Additional specific rule: Army commanders: if Ott is eliminated (see 2.5), he is replaced by Zach, if the latter has already entered play. Otherwise, it is enough to wait for his arrival as reinforcements for him to take command of the army. If Lannes is eliminated, or if Zach is in turn eliminated, the standard rule applies (2.5).

As long as Ott is alive, the Zach counter remains on the map, but without any influence on play.

  • 2.5 - Army Commanders
    • 2.5.1 Characteristics of an Army Commander
    • 2.5.2 Elimination of an Army Commander
  • 8.6 - Explanation of the Main Modifiers
    • 8.6.1 Strength Ratio
    • 8.6.2 Cohesion Differential
  • 8.7 - Advance After Shock
    • 8.7.1 Advance as the Result of a Shock
    • 8.7.2 Breakthrough Shock and Counter-Shock
    • 8.7.3 Priority of Advance After Shock
  • 8.8 - Refused Shock
    • 8.8.1 Refusing Shock Against Infantry
    • 8.8.2 Refusing Shock Against Heavy Cavalry
  • 8.9 - Artillery in Shock
  • however, voluntary stopping of the charge is possible as soon as a unit other than the pursued unit is located in a front hex of the pursuing cavalry;
  • the end-of-charge TdC (9.2) is applied once the pursuit is over.