RulesPal
Chat
Rulebook
Napoleon at Bay: The Campaign in France, 1814 thumbnail

Napoleon at Bay: The Campaign in France, 1814

Napoleon at Bay: The Campaign in France, 1814 Rulebook

Table of Contents

Table of Contents

  • Random Number Generator
  • The Playing Pieces
  • Game Equipment
    • The Game Map
    • Game Charts, Tables and Displays
    • Game Equipment Inventory
    • Game Scale
    • Design Viewpoint
    • Game-Turn Length
  • Glossary
    • Subordination Rating: Combat Units
  • Sequence of Play
    • How to Play
    • The Game Turn
      • Movement Routine
      • Combat Routine
  • Administrative Points
    • How Admin Points Are Received
    • How to Use the Admin Point Pool
    • How to Use the Admin Point Tracks
  • Communications
    • Center of Operations
      • Movement of Center of Operations
      • Effect of Movement of Center of Opns on AP Receipt
      • Disbanding of Center of Operations
    • Dispatch Distance
      • Effects of Being Beyond Dispatch Distance (i.e. Out of Supply)
      • Communications Status of Forces
    • Displacement of Center of Operations
    • Line of Communications
    • Changing the Supply Source
    • Supply Source Garrisons
  • Movement Commands
    • Creation of Movement Commands
    • Function of Movement Commands
    • How to Issue Movement Commands
    • Expending Movement Commands for Extended March
    • Division of Command in the Allied Armies
    • Administrative March
  • March Attrition
    • Which Forces Suffer Attrition
    • How to Determine Attrition Rate
      • Attrition Quotient Procedure
      • Attrition Determination Procedure
    • Distribution of Attrition Losses
  • Leadership
    • Initiative Rating
    • Limit on Force Size: Command Span
    • Creating Major General Markers
    • Types of Major Generals
    • Subordination Rating
    • Movement of Individual Leaders
    • Leadership Bonus Points
    • The Force
      • Organic Units
      • Reorganizing Units on the Display
      • Creation of a Force
  • Initiative
    • Exiting Enemy Zones of Control
    • Pursuit (Advance After Combat)
    • Initiative Comparison Procedure
  • Organization Display
    • How to Use the Organization Display
    • Reorganizing Units on the Display
    • Eliminated Units
    • Divisions with Both Infantry and Cavalry Constituents
    • Creating and Disbanding Combat Units
    • Removing Losses from the Organization Display
    • Leaders' Organic Units — Maximum Combat Strengths
  • Morale
    • Effect of Battle Outcome on Morale
    • Effects of Morale on Attrition
    • Garrison Effects
    • Public Opinion in Paris
    • Morale and Victory Conditions
  • Movement
    • How to Move Forces
    • Movement Allowance
      • Old Guard Movement Bonus
    • Expending Movement Points
      • Movement of a Multi-Leader Force
      • Movement of a Multi-Hex Force
      • Entering Occupied Hexes
    • When Movement Takes Place
    • Extended March
    • Forced March
  • Stacking
    • Force Integrity
    • Over-Stacking Penalty
    • Stacking Effects on Combat and Retreat
  • Repulse
  • Terrain
    • Effects of Terrain on Movement
    • Variable Movement Point Costs — Effects of Terrain on Combat
  • Zones of Control
    • When Forces Exert Zones of Control
    • Effect of Zones of Control on Combat
    • Movement Out of Enemy ZOCs
      • Costs to Exit Enemy ZOCs
  • Combat
    • Which Forces Attack
    • Which Units Defend
    • Multiple Force and Multi-Hex Combat
    • Multi-Force Combat
    • Combat Casualty Procedure
    • Leadership Bonus Points in Combat
  • Retreat After Combat
    • Path of Retreat
    • Priority of Retreat Path
    • Displacement
  • Pursuit (Advance After Combat)
    • How to Determine the Extent of Pursuit
  • Replacements
    • When Replacements May Be Added
    • How to Record Accumulated Replacement Points
  • Reinforcements
    • How Reinforcements Arrive
  • French Garrisons
    • Paris Garrison
    • Intrinsic Garrison Strength
    • Supplement of Garrison Strength
    • Effect on Replacements
  • Weather
    • General Rule
    • How to Determine Weather
    • Effects of Nasty Weather
  • Special Unit Types
    • Bridges and Engineers
    • Function of Support Units
    • French Imperial Guard
  • Optional Rules
    • Austrian Statecraft
    • Disorganization and Rally
    • Drawn Games
    • Three-Player Games
    • Intelligence
    • Cavalry Attrition
  • Errata and Clarifications
    • Scenario Folder Notes

Random Number Generator

Two 6-sided dice, or the equivalent in some sort of random number generator, is required for play.

The Playing Pieces

There are three categories of Playing Pieces: Combat Units, which are placed on the Organization Display in track spaces which indicate the force they are in and their strength (while concealing their strengths from the Enemy Player); Leaders, which represent the larger formations and show their location on the map (also sometimes placed on the Organization Display); and Utility Counters, including Center of Operations, and Bridging Condition Markers.

Every combat unit has one counter, which has no Combat Strength printed on it, as this Strength is variable. The Strength of each Combat Unit is recorded by its location in one space on the Organization Display; thus, if it is currently in a space with the large numeral "3", its Strength is three Strength Points (3,000 men). To change a unit's strength, move it up or down the scale. No unit may exceed its Scenario Starting strength — in the Campaign Game, use the highest scenario strength as the maximum. If reduced to zero Strength Points (SPs) the unit is "eliminated" and removed from the display. Abbreviated names of Generals of Brigade or Division are printed on the counter for historical reference.

Game Equipment

The Game Map

The Game map shows the area of France, known as Champagne, in which the Campaign, or more accurately that part in which Napoleon was involved, took place. (Preliminary delaying actions to the east, and operations to the north and south of the map, were carried out by Napoleon's subordinates, but over these he had little control.) A field of hexagons has been superimposed upon the map to regularize the positioning of the units. Each hex is given a four-digit number; the first two digits of the number describe the North-South column the hex lies in, and the last two digits describe the zigzag West to East row in which the hex lies. In addition, each hex number referenced in the text is preceded by its map letter code: W for West and E for East. For example, Montmirail is hex W3228.

The Game Map comes in two 23" x 35" sections; the map should be placed together with the print reading the right way on each, and with section E on the right, section W on the left.

Some types of terrain are divided into sub categories of primary (abbreviated "10") and secondary ("20").

Game Charts, Tables and Displays

Various visual aids are provided for the Players in order to simplify and illustrate certain game functions. Game Record Tracks and Displays are printed on three heavy-stock sheets: the French Organization Display, the Allied Organization Display. All Charts, Tables, and Matrices are printed on two identical sheets, bound into the center of the rules folder; these chart sheets should be removed from the folder, one copy going to each Player. The chart sheets include: Communications Table, Administrative Point Pool, Attrition Quotient Matrix, March Attrition Table, Terrain Effects Chart, Weather Table, and Bridge Destruction and Repair Table. The use of these tables is explained in the text of the rules.

Game Equipment Inventory

A complete game of Napoleon at Bay includes the following parts:

  • Game Map in two 22" x 32" sections
  • Displays: French & Allied Organization
  • One Rules Folder
  • One Scenario Folder
  • One sheet of die-cut counters: 225 pieces

If any of these parts are missing or damaged, write:

The Avalon Hill Game Co., 4517 Harford Road, Baltimore, MD 21214

Rules questions will be answered, if: 1) phrased to be answered in a one-word reply, and 2) accompanied by a self-addressed stamped envelope. Send questions to the above address, marked "Rules Questions: Napoleon at Bay."

Game Scale

The scale of the map is 1:200,000. Each 16mm hex represents an area 3.2 kilometers (2 miles) across. The Combat units represent Divisions (with some Cavalry Corps, Russian and Prussian Infantry Brigades). The Manpower Strength of a unit is shown in thousands (each Strength Point equals 1000 men).

Design Viewpoint

The game is designed to demonstrate the fact that battlefield losses — casualties inflicted by enemy firepower — did not account for even half of all losses suffered by an army. For instance, the Prussian Corps of Yorck, from early Jan to late March, had an attrition of 8000 men; while during that period fewer than 2500 men of the corps were killed, wounded, or missing in action. And that an army with divided objectives, operating deep within hostile territory, whose Administrative systems are straining under the demands of its army, will suffer worse than its adversary. Thus, it is not necessary to "factor-in" to the combat strengths the qualitative differences between the armies by, for instance, making a unit of French troops worth more Points than an equal unit of Allied troops. This qualitative difference is brought out, and its workings are graphically displayed before the Players.

Game-Turn Length

Each Game-Turn represents an average of two days real time. When a battle-front heats up, and the leaders are really putting the troops through their paces, the activity which we record in the game as having taken eight days might in actuality have occurred in five or six days, while other troops languishing on inactive fronts might take more time to accomplish less strenuous tasks. The point is, troops in distinctly separate operational areas of the map are actually operating in slightly different time frames. But if we average all the days in the campaign together, we come up with something like the Time Scale used in the game. For game purposes we have distributed "languid" days throughout the game on a one-to-one basis with the "active" days.

Put another way, all March Phase Movement by a given force is considered to take place in one day. During the other half of the Game-Turn, the force would be consolidating its Administrative Situation, resting and foraging, force marching, collecting intelligence, awaiting orders, or else engaging in combat. It is significant to note that Combat never occurred on two consecutive days during this campaign, and did so only in the most exceptional cases throughout the Napoleonic Wars.

Glossary

Administrative Points (APs) are allotted to the armies on a turn-by-turn basis. Admin. Points are used to create Movement Commands, and the level of accumulated APs helps to determine the severity of march attrition suffered by forces of that army.

Bonus Point is given to some Leaders. This is indicated on the Leader's Track by a star (*). Leaders with a Bonus Point may affect the die roll for Combat and Attrition. Two stars equals two points effect.

Combat Strength is the basic, current attacking or defending power of a unit, quantified in Combat Strength Points. The units which may have a Combat Strength are known as Combat Units.

Commander or Commanding Leader is a Leader who has at least one Leader currently subordinate to him in his force, in addition to the Combat Units, which together are placed on his Track on the Organization Display. The total number of leaders which may be commanded is dependent upon the Commander's Command Span, and the Subordination Ratings of the Combat Units and of the Leaders on his Track. (Subordination Ratings of Combat Units on subordinate Leaders' Tracks count only against those Leaders' own Command Spans.) A Commander may command Leaders in any hex adjacent to his own location. Only those Leaders in the same or adjacent hexes at the beginning of any Phase or Segment may be commanded by a particular Commander.

Command Span is the second number on a Leader's Display and refers to his ability to effectively control and coordinate the activities of subordinate leaders and individual combat units — it is a numerical limit against which the subordination ratings of his force constituents are compared.

Dispatch Distance is the maximum length (in Movement Points) that a force may be from its Center of Operations and still receive a Movement Command.

Extended March is when a force receives an extra Movement Command to enable it to move up to four additional Movement Points.

Force refers to all the subordinate Leaders and all the combat units under a single Commander. A force must consist of at least one Leader plus at least one combat or support unit. A force of more than one Leader has one Leader designated as its Commander. If none of the Leaders present has an adequate Command Span, the Leaders must be treated as separate forces. A force may include Leaders in hexes adjacent to the Commander.

Forced March is simply the movement of a Player's Force during his Forced March Segment in the Enemy Player's Combat Phase. A Force may only move by its Leader's or Commander's initiative. It may not use Extended March. It may not enter an Enemy controlled hex unless one ZOC of the same enemy force is already occupied by a Friendly Force.

Formation is the historical name of the Corps which the Leader's HQ was known as. Provided for historical reference.

Initiative Rating is given to each Leader — the first number shown next to his name on the Organization Display. This is used to determine the ability of the Leader to move when the Player does not give it a Movement Command for its movement. It is also used to determine the ability of a Leader to pursue the Enemy after a successful Combat.

Leaders are represented by the named individual counters and the Tracks on the Organization Display. The units on this track represent the combat strength of the force personally led by that Leader. The number of combat units each Leader may have on his Track depends on his Command Span and the number of subordinate Leaders he has. The Leader counter always represents the combat units on the map.

Light Cavalry are all Cossacks and cavalry units designated as Light ("Lt.").

Line of Communications (LOC) is a line of Primary Road hexes traced from an Army's Center of Operations to its Supply Source.

March is a normal manner in which units move, carried out during a Friendly Movement Phase.

March Attrition is Combat Strength lost while marching and other non-combat losses (as detachments along the line of communications, losses from disease, lack of forage, physical exhaustion, equipment abandoned, deserters and stragglers.) March Attrition occurs each time a force moves, but at least once during the March Phase each turn whether it moves or not, as determined by the Attrition Quotient Matrix and the Attrition Table.

Movement Allowance is the basic, normal daily march distance of a unit quantified in Movement Points. Infantry units have a Movement Allowance of 5; French Old Guard, and Cavalry, 7; Light Cavalry and Leaders, 9.

Movement Commands can be given to individual forces to remove the chance element from their Movement; during the Movement Phase (March Phase) only; these are purchased on a one-for-one basis with Administrative Points. [Movement Command represents not only the actual order (written by the army's Chief of Staff and delivered by a courier to the force Leader), but also the Administrative support for the movement, including the procurement of transport, traffic control, liaison, etc.]

Multi-Leader Forces give rise to the need for Commanders. The Commander is used to coordinate the individual Leaders into a single force. (A Commander must have sufficient Command Span to equal the Subordination Rating of his own Organic units and another leader.) A multi-leader force uses the Initiative Rating and Combat Bonus of the Commander. The Initiative Rating and Combat Bonus of any of the subordinate Leaders are ignored as long as they remain part of that force.

Organic Units of a given Leader are those units which are on that Leader's Track.

Organization Display is the sheet containing the Tracks where units are placed, at once assigning them to individual Leaders, establishing their strength, and concealing their assignment from the Enemy Player. However, the stacking rules apply to the combat units organic to two or more Leaders in the same location, and their organic units are always considered to be in the same place. Players should be careful when stacking Leaders to avoid overstacking combat units.

Subordinate Leader is a Leader whose own force makes up part of a larger force under a Commanding Leader. A subordinate Leader may not in turn have subordinate leaders of his own; only organic units.

Subordination Rating is the third number listed next to a Leader's name. (This number may either be 1, 2, 3 or 4). This number represents a Leader's ability to subordinate himself to the authority of a Commanding Leader. The Subordination Rating is deducted from the Command Span of the Commanding Leader of the force; thus the higher a Subordinate Leader's Subordination rating, the harder he is to control and the fewer points of the Commander's Command Span which will remain to be used to control other Leaders and combat units at the same time.

Subordination Rating: Combat Units

Infantry units have a subordination rating of "one;" cavalry units and Russian Inf. Bdes. have a subordination rating of "one-half." Bridging trains cost zero.

Support Units are those units with special functions and no attack and defense capability: i.e., Engineers and Bridging Trains. These units may be assigned to a Leader at no cost to his Command Span. Note that only deployed Bridging Trains are actually placed on the game map; there are no Engineer counters.

Zone of Control is the area comprising the hex a Leader occupies and the six hexes adjacent thereto.

Sequence of Play

How to Play

One Player assumes the command of the French Armies, and the other Player assumes the command of the Allied Armies of Austria, Prussia and Russia. These armies are represented by the various command units and Leaders. After choosing sides the Players must decide whether they will play the Campaign Game or one of the Scenarios.

The cardboard Playing Pieces should be punched out of the Unit Counter Sheet. The differently colored units represent forces of the various contingents. The French Player always controls all French Army units; his opponent always controls units of the Allied nationalities.

The Game Turn

Napoleon at Bay is played in sequenced turns called Game-Turns. Each Game-Turn consists of two Player-Turns. Each Player-Turn consists of three Phases. The Player whose turn is in progress is called the Phasing Player. All action must take place in sequence as outlined below. Any action taken out of sequence is a violation of the rules. All Game-Turns are identical and follow one another until the game is ended.

A. FRENCH PLAYER TURN

I. COMMAND PHASE

a. Administrative Segment — The Phasing Player rolls two dice to determine the addition, if any, to his Administrative Point Pool for each army. The Phasing Player also adds any replacements, indicated by the Game-Turn record Track, to his Replacement Pool.

b. Organization Segment — The Phasing Player may transfer combat units between leaders in the same hex. He may also eliminate combat units and transfer the strength points from these eliminated units to any unit of the same type and nationality stacked in the same hex. Replacements may be added to combat units within Dispatch Distance of their army's active Center of Operations.

II. MOVEMENT PHASE

a. Movement Command Segment — The Phasing Player may move any of his Forces by expending one Movement Command (deducting one Administrative Point) per Force to be moved. The Player may also have a Force make an Extended March by expending an additional Movement Command and Administrative Point per Force.

b. Individual Initiative Segment — The Phasing Player may attempt to move any Force which has not been moved in the Movement Command Segment, by use of the Force Commander's Initiative Rating. The die roll must be less than or equal to the Leader's Initiative Rating for the Force to be able to move, after all modifiers have been incorporated.

Movement Routine

For each Force moved during the Movement Phase or the Forced March Segment, the procedure is similar. Note that all forces which are to receive Movement Commands must be moved before any forces move under Initiative. Then, each force to be moved under Initiative is rolled-for and moved (if possible) individually, before determining the Initiative die roll of the next force.

Step 1: Determine Movement Command Availability. Because he has a limited number of APs the Player must limit the number of Movement Commands; thus some Forces will do without. In addition, Forces in Enemy ZOCs may not be given Movement Commands; nor may units beyond Dispatch Distance of the Center of Operations receive them. All forces which do receive a Movement Command are now eligible to be moved and have their Attrition determined.

The March Phase is divided into two Segments: the first for all Movement under Movement Command, the second for all movement under Initiative. No Movement Commands may be issued after any force's Initiative die roll has been made.

Step 2. Determine Individual Initiative. This step is for Forces which failed Step 1 only (i.e., those without Movement Commands). If the Force is not in an Enemy ZOC the Player rolls a die: if the result is less than or equal to the Force Leader's Initiative Rating the Force may move. If the force is in an Enemy ZOC, its Leader Initiative Rating is compared with the Initiative of the Leader of the Force adjacent (or, if more than one, the highest). The Initiative Comparison Matrix yields a die roll modifier (which is added to weather modifiers); the modified die roll must be less than Leader Initiative for the force to be able to move. Whether it does or not, it still suffers attrition, and after all forces have been moved, all un-moved forces must also suffer attrition.

Step 3. Movement. The Force in question now moves, expending a number of Movement Points to cross each hexside into the adjacent hex. A Force may move to the limit of the Movement Allowance of its slowest component (5 MPs unless no infantry is present). Forces making Extended March move up to 9 MPs (infantry); cavalry likewise extend their March by 4 MPs. During the Forced March Phase no extended march is allowed.

Step 4. March Attrition. For all forces, find the column on the Attrition Quotient Matrix corresponding to the type of march executed and its distance. Cross-reference this with the line for the size of the force and its army's Accumulated AP total (unless out of Supply). With the resulting Attrition Quotient, resolve the Attrition Die Roll on the March Attrition Table, and assess the number of Strength Points shown against the strength of the Force. Steps one through four are repeated for each moving force (execute step four alone for non-moving forces during the Movement Phase).

c. Bridge Segment. Repair and destroy bridges. Deploy Bridging trains.

III. COMBAT PHASE

A. Forced March Segment, non-Phasing Player only. No Movement Commands are issued during this Segment; any or all Forces may move, but may do so only under their Leader's Initiative. They may enter Enemy ZOCs only if the Enemy Force concerned is already adjacent to Friendly Force, and must also be adjacent to the friendly force. For each Forced Marching Force, the non-phasing Player rolls the die, moves the Force if successful, and adjusts its strength for attrition.

b. Battle Resolution Segment. Combat occurs between all adjacent opposing forces. The forces of the Phasing Player are used to attack and the units of the non-Phasing Player defend, regardless of the overall strategic situation. Combat odds are determined by counting the opposing strengths for each combat situation and locating the simplified odds on the appropriate terrain line of the Combat Results Table. The die is rolled (modifying for Bonus Point, if any), the results are applied, and the losses are determined and deducted.

Combat Routine

For each force adjacent to the enemy during the Battle Resolution Segment, the following procedure is followed. Combat is mandatory for adjacent opposing units (except for two stacks of friendly units adjacent to the same enemy stack unable to attack that enemy stack as a single force).

Step 1. Find the Odds Column on the CRT. Only after all movement, are the strengths of the opposing forces revealed. The attacker's strength is compared with the strength of the defenders and this comparison is simplified to the nearest odds (rounding off in favor of the defender); which is then located on the line corresponding to the prevalent terrain.

Step 2. Resolve the Attack. Do this by rolling the die. The result will specify which force retreats. This retreat is now executed. The die result may be modified by the Attacking Leader's Bonus Point(s).

Step 3. Pursuit (Advance after Combat). If the non-retreating force wishes to advance along the path of retreat vacated by the retreating force, compare its Leader's Initiative with the retreating passive Leader's to determine the modifier to the Pursuit die roll (which is combined with modifiers for weather). The Active Player rolls the die on the Pursuit Table. The modified result tells the number of hexes the force may advance along the path of retreat.

Step 4. Remove Losses. If there is an advance after combat, reduce the strength of the retreating force by an amount equal to the length of the advance, in hexes, of the advancing force (only one force may advance). Reduce the strength of the victorious side by the amount shown on the CRT for the die roll obtained in Step 3. The retreating force always loses at least the same number of points as the enemy.

Steps 1 through 4 are repeated for every attacking force, after which the next Player-Turn begins.

B. ALLIED PLAYER-TURN. The Allied Player now becomes the Phasing Player and accomplishes Command, Movement and Combat functions in the manner and sequence described above.

C. GAME-TURN RECORD. The Game-Turn Marker should begin the game on the Turn Record Track in the space corresponding to the initial turn of the scenario. At the end of each Game-Turn, the Game-Turn Marker should be advanced one space to mark the passage of one Game-Turn and signal the start of another. Weather conditions for the upcoming Game-Turn are determined by a die roll referenced to the Weather Chart, unless historical (actual) conditions printed on the Turn Record Track are used.

Administrative Points

The Administrative Points, which are allotted to each of the three armies on a turn-by-turn basis, show the effects of an army's administrative and staff functions. Timetabling troop movements, insuring the time and space for bivouacking and foraging, spacing moving columns so as to avoid traffic jams, providing the necessary wheeled transport, are all examples of the administration of an army, without which it cannot function.

Much more is also represented by the APs, however. Included in these are the physical and mental conditions of the Commander-in-Chief of an army. Blucher suffered from delusions and a complete breakdown (he thought he was pregnant with an elephant...) Schwartzenberg suffered from gout, and Le Tondu himself was a manic depressive. Politics are another factor represented by the AP system: Three emperors with three very different interests were present at Schwartzenberg's headquarters, while his own government was not at all eager to topple Napoleon for the benefit of its Allies.

Further functions depicted are those of supply — the procuring and transporting of arms and food to the place they are needed — communications — if the transmission of orders is faulty or too slow, they might just as well never have been drafted — intelligence — if a commander has no news of enemy movements, he is forced to forestall his own orders until news reaches him — and strategic consumption — detachments along the LOC (reflected in the Admin effect on Attrition). All of the above factors can hamper the movement of individual forces or an entire army, or halt it altogether; and the Player will be made to function under Administrative systems which are faulty. No game on this, of all Napoleonic campaigns, could be complete, or even pretend to depict the true situation facing the commanders, without describing the workings of these Administrative functions.

Administrative Points are used to create Movement Commands, which the Player must expend for each Force if he wants to be certain it can be moved. The Level of Accumulated APs determines the severity of March Attrition. New Administrative Points are accumulated during the Administrative Segment of the Player-Turn.

How Admin Points Are Received

Admin Points are received during the Admin Segment of the Player-Turn. The Player refers to the Administrative Point Pool and rolls two dice to determine the point quantity he receives. The die is cross-referenced with the Length of the Army's Line of Communications, the date, and the nationality of the army, which is receiving Admin Points. If the Line of Communications is currently broken, or exceeds 80 hexes in length, the army may receive no new Admin Points.

How to Use the Admin Point Pool

Cross-reference a) the distance between the army's Center of Operations and its Supply Source, with b) the appropriate date column on the line corresponding to the army concerned. The Allied Player rolls twice during his Admin Segment; once for Blucher's Army of Silesia, and again for Schwartzenberg's Army of Bohemia. The number resulting from the roll of the dice tells the Player the quantity of Admin Points which are added to his accumulated total. Admin Points may be exchanged for Movement Commands on a one-for-one basis during the Admin Segment.

How to Use the Admin Point Tracks

For each army, use the two markers provided: One indicates "Ones," the other "Tens" of accumulated APs. These markers are moved back and forth along the track to record the level as it ebbs and flows.

Examples: To show "Eleven" APs, place the Tens marker in the Nr 1 space, and set the Ones marker on top of the Tens Marker. To show "Twenty," place the Tens marker in the Nr 2 space, and the Ones marker in the Zero space. Use both the Austrian and Prussian sets to show the levels for the armies of Bohemia and Silesia, respectively, on the same (Allied) AP Track.

Communications

Admin Points are considered to flow along a Line of Communications from an Army's Supply Source to its Center of Operations, and accumulated Admin Points are considered to reside with the Center of Operations. From there, Admin Points may be converted into Movement Commands, which again are considered to flow along a limited Dispatch Distance from the Center of Operations to the forces for which they are intended. In actuality, the Center of Operations was the place, in the immediate rear of an army, where the hospitals, munitions convoys, and main field parks could congregate in support of operations.

Center of Operations

In order to issue any Movement Commands (or replacements), or to receive new Admin Points, an Army's Center of Operations must be active. In order to be active, it must not have moved during the last two full Player-Turns (one friendly and one enemy), and it must have a Line of Communications. This LOC may be traced only to the appropriate army's Supply Sources (listed on the Communications Table).

An army with an inactive Center of Opns receives no new Admin Points in the Admin Segment, and may issue no Movement Commands at all in the following Movement Command Segment.

Movement of Center of Operations

The Center of Operations (represented by a unit counter) has 5 MPs, moves just like cavalry, without the option of movement under Initiative, during the Movement Command Segment of the Movement Phase (only). No Movement Commands need be expended to allow movement of the Center of Opns. Unlike all other units, it may always move automatically, every turn.

Dispatch Distance on the turn of Center of Opns movement is determined toward the initial location of the Center of Opns that turn — the Center of Opns may not be moved until all Movement Commands have been allocated. The Center of Opns may not use Extended March. It is not subject to March Attrition. It may not enter an Enemy controlled hex. It is never considered to be part of a Force, does not require a Leader, and does not count against stacking limits. Centers of Operation may be positioned anywhere on a Primary Road Hex. They have no Combat Strength or ZOC, and cannot block the enemy LOC or Dispatch Distance. Center of Opns cannot destroy bridges.

Effect of Movement of Center of Opns on AP Receipt

If the Center of Opns was moved in the previous turn, no new APs are received and no APs may be issued. However, units in Dispatch Distance of the Center of Opns still get the benefit of the Accumulated APs when determining Attrition Quotient, and use the column on the AQM corresponding to the accumulated AP total even if the Center of Opns had moved on the previous Game-Turn (i.e. they are not automatically considered out of Dispatch Distance simply because the Center of Opns has moved).

Example: Second Player moves his Center of Operations in Turn 1, and flips it over; in this turn he added APs normally and his forces received Movement Commands. In his Admin Segment of Turn 2, he adds no APs, but turns his Center of Opns back over to its "Active" side. Thus, during his Forced March Phase of turn 2 and thereafter, his Center of Opns is considered to be functioning normally.

Disbanding of Center of Operations

The Player may voluntarily disband his Center of Operations. He simply removes it from the map and places it on the Turn Record Track where it will appear as a reinforcement seven Game-Turns later at the Army's Supply Source. He may disband it only during his Administrative Segment and before rolling for any Administrative Points. While it is disbanded no new Admin Points may be rolled for and no replacements may be added to combat units. All forces use the zero column on the A.Q.M. while it is disbanded. One Admin Point is required to disband the Center of Opns.

Dispatch Distance

Dispatch Distance is the maximum distance, in Movement Points, that a Force may be away from an active Center of Operations in order to receive Movement Commands or receive replacements (see the Communications Table). The path of the Dispatch may be traced through any passable terrain at the Cavalry Movement Cost. The distance is traced from the Center of Opns to the Force Commander.

When determining attrition, worse attrition is suffered if the force is not within Dispatch Distance of the Center of Opns or a friendly Supply Source.

To determine whether a force is within dispatch distance, refer to the Communications Table. This will tell the maximum Dispatch Distance, in Movement Points, for the appropriate army. Use the starting position of the force. If the player can trace a line of Movement from the Center of Operations to the force in question (not the other way around), no longer than the distance shown — and if the Center of Operations is Active — then the Force is within Dispatch Distance and may receive a Movement Command (regardless of whether it moves out of Dispatch Distance thereafter).

Effects of Being Beyond Dispatch Distance (i.e. Out of Supply)

A Force which is beyond Dispatch Distance must use the zero column on the Attrition Quotient Matrix, and receives no Movement Commands. A force within Dispatch Distance may use the column on the AQM appropriate to the army's accumulated AP total, and may be given a Movement Command.

Communications Status of Forces

In Communications: (1) Capable of receiving Movement Command, because (2) Dispatch Distance can be traced from Center of Opns.

In Supply: (1) Incapable of receiving Movement Command but still allowed to use column on AQM corresponding to current Army AP level, because (2) Dispatch Distance cannot be traced from Center of Opns, but can be traced to friendly Supply Source.

Displacement of Center of Operations

The enemy Player may never capture the Center of Operations (it was too small, and too mobile, to allow that). However, the Center of Operations must be moved whenever it is placed in an enemy ZOC or when Enemy Forces move into or through the hex occupied by the Center of Opns. If forced to move, the Center of Opns is picked up and moved five MPs down a primary road toward its Supply Source. This mandatory displacement is not impeded by the presence of enemy forces — for game purposes the Center of Operations is considered to "fly." If the Center of Opns is forced to "fly" it is out of order (inactive) for the next friendly and enemy Player-Turns.

Line of Communications

A Line of Communications is a line of connected, primary road hexes free of enemy units or their Zones of Control (regardless of friendly occupation), stretching from the Center of Operations to the Supply Source. It may be up to 80 hexes in length, but the longer it is, the fewer APs will be received. If the Line of Communications is broken, or exceeds 80 hexes in length, all forces use the zero column on the AQM, the army may receive no new Admin Points or reinforcements, nor may it create any Movement Commands. A Line of Communications may be traced only along primary road hexes.

Changing the Supply Source

Commentary: During the actual campaign both Allied armies changed their Lines of Communications, which was a big surprise to Napoleon. First, the Silesian Army changed its communications through Leon, after linking up with Buelow and Winzingerode. Then, at the very end of the campaign, the Austrians, with Napoleon at Chaumont, hooked up to the Prussian LOC and marched on Paris.

Allied armies may only use Supply Sources listed for them, but the Silesian Army may switch freely from one Supply Source hex to another listed on the same line on the Communications Table without delay or penalty. Allied armies may also trace through another army's Center of Opns (see below). To make this latter kind of change, and for the French and Silesian Armies to change their Supply Source, is a process which takes one or more complete Game-Turns to accomplish. To initiate, flip the Center of Opns over, to signify that the process is begun, at the beginning of the Admin Segment. During each succeeding Admin Segment, roll a die: a one or a two indicates that the procedure is complete. While the Center of Opns Marker is flipped over all forces use the zero column on the AQM, the army receives no new APs, and may issue no Movement Commands or replacements. You may attempt to change the Supply Source at any time. It is possible to initiate a change of Supply Source or to roll for the completion of this process while a Center of Operations is inactive. Once this procedure has been initiated, it must be carried through to completion. That is, it is necessary to roll a "one" or a "two" in order to make a Center of Operations operational again once the change of Supply Source process has begun, even if a player subsequently decides not to change that Army's Supply Source after all and wants to restore its connection to its former Supply Source. The initiation of a change of Supply Source does not force an Army's units to use the "0" column on the Attrition Matrix when calculating attrition.

Changing French Supply Source. The French Player may change his Supply Source to hex W0354 (if free of Enemy units or ZOCs); using the procedure outlined above.

Changing Silesian Supply Source. The Allied Player may change his Supply Source from "#2" Supply Source hexes (on the eastern map edge) to "#1" Supply Source hexes (northern map edge); attempts to do so can only be made on or after 27/28 February.

Tracing Through Friendly Army's Center of Operations. If an Allied army changes its Communications to go through the other Allied Center of Opns, the distance on the Admin Point Pool would be equal to the distance between the two Allied Centers of Opns and then onward to the other army's Supply Source. NOTE: Even though its Admin Points would be coming through the other army's Supply Source, those points are in no way associated with the Admin System of the other army: They are neither deducted from nor determined on the column of the other army.

Supply Source Garrisons

Each Supply Source hex has an intrinsic garrison of one Strength Point. These garrisons have a Zone of Control, but cannot move, nor may they attack. If attacked with no other Friendly combat units in the hex, the garrison is eliminated if forced to retreat. If the attacking force retreats the garrison remains intact. In either case the attacking force's loss may never be more than one Strength Point. If other Friendly units defend in the hex their Strength is added to that of the garrison. Friendly retreat still results in the destruction in this case; if the enemy retreats the garrison remains intact (and all losses occur normally). Garrisons receive all the normal benefits of terrain. They may not be repulsed.

Combat units stacked on Friendly Supply Source or Garrison hexes do have to attack adjacent Enemy forces. When a force is defeated in an attack on a Garrison hex or a Supply Source hex that does not contain other Enemy units, the defeated force loses the number of Strength Points that it would have lost had it been defeated by an ordinary Combat unit that did not (or could not) pursue.

Capture of Supply Sources. The Supply Source hex cannot be permanently eliminated. The Supply Source can be reactivated as soon as the enemy forces are removed.

Movement Commands

The Movement Command represents not only the actual order (written by the army's Chief of Staff and delivered by courier to the force Leader), but also the Administrative support for the movement, including procurement of transport, traffic control, liaison, etc. Movement Commands are created and issued to the individual forces of an army during the Movement Command Segment.

Creation of Movement Commands

Movement Commands are created during the Movement Command Segment. The Player deducts one Admin Point from his accumulated total for each Command created. No Movement Commands may be created if the Army currently has no Line of Communications; not even from previously accumulated APs (these remain for use after reestablishment of an LOC).

Function of Movement Commands

Forces which are allocated Movement Commands are guaranteed to be able to move during the Movement Command Segment. The only time a force may receive a Movement Command is during the Player's Movement Command Segment. At any other time the force may only move under its Leader's Initiative (cf).

How to Issue Movement Commands

In order to receive a Movement Command, a Force must start the Segment within Dispatch Distance of the Center of Operations of its Army. (In the case of a multi-hex force, only the hex occupied by the commander need be within range.) Simply announce that the force is receiving a Movement Command and immediately execute its March. One Movement Command is expended for the force, regardless of its total strength or the distance of its March. Exception: A force making an Extended March requires two Movement Commands.

Dispatch Distance (see under "Communications," above).

Expending Movement Commands for Extended March

(see "Extended March" under "Movement.") The force to make the Extended March must be within Dispatch Distance of its army's Center of Operations at the beginning of the Movement Command Segment and must be within Dispatch Distance at the end of its normal Movement. The Player must expend a Movement Command at both times — one for the normal move and one for the additional Movement Points. Thus, it would cost a total of two APs to perform Extended March. Note that the force is required to be within Dispatch Distance only at the two times APs are expended. Note also that "end of its normal movement" is when a Force wishes to enter a hex but would not be able to do so because of the terrain costs, unless it had the additional Movement Points.

Division of Command in the Allied Armies

An Army may only issue Movement Commands to a force in its own army. The breakdown is shown on the Organization Chart, but it will help to remember that the Prussian Leaders belong to the Army of Silesia, all the other German Leaders belong to the Army of Bohemia and that, in the beginning turns of the Campaign Game, the only Russian Commander who is not in the Army of Bohemia, is Sacken.

However, a Commander from one Army may lead a force of another army. When this happens the Movement Command for this force must come from the Force's Army, the Admin Level for attrition determination is that for the force (not for the Commander), and so on. If there are combat units from both armies under one commander, one Movement Command must be issued by both armies if they are to be moved under the initiative of the commander. In short, the Administration of the two armies must be kept completely separate.

The Allied Commanders Winzingerode and Buelow, who were detached from the Army of the North in Belgium effective 27/28 Feb. and their forces, may be given no Movement Commands by the Army of Silesia until that date. They may move under their own initiative.

The actual leaders of the Russian Infantry Corps and the Russian Divisions may be switched around between the two armies freely, though the higher commanders may not. And though a Commander may have organic units and subordinates of any friendly nationality, other Leaders must stick to their own nationality. Thus, you can't have a Prussian Inf Bde organic to a Russian Corps Leader.

Administrative March

A force of a single leader, only, may make an Administrative March. This is a pre-set march over two Game-Turns. It may not include Forced or Extended March.

To be eligible, the one-leader force must be seven or more hexes away from the nearest enemy force throughout its route of march. Its destination, specified in advance, cannot be changed. If it comes within seven hexes of an enemy force it must stop and its Administrative March is terminated.

Procedure: Expend one Movement Command (this covers the entire two-turn Administrative March). Write down the exact hex of destination to be reached at the end of two Marches. Move the force normally in the two March Phases. Only one Administrative March may be made at any one time.

March Attrition

March Attrition reflects the many non-combat losses suffered by an army which, in a long campaign like the present one, exceeded losses in combat. Included in these would be detachments to guard communications in hostile territory, losses from disease, lack of forage or physical exhaustion, equipment abandoned in forced marches, particularly in muddy conditions, deserters and stragglers taken in or ambushed, respectively, by the populace. Taken together, these causes are known as Strategic Consumption.

Which Forces Suffer Attrition

Each force is subject to attrition during the March Phase, whether it moves or not, and during the Forced March Phase if it attempts a Forced March, only. Attrition is determined separately for each force.

Attrition Free Movement (see "Unit Type," below.)

How to Determine Attrition Rate

This is a two-step procedure, both steps of which must be carried out to determine how many Strength Points a given force will lose in a given Movement Phase.

Attrition Quotient Procedure

After the force is moved, the Player must cross-reference the total strength of the force in SPs (excluding any Old Guard (OGde) units) with the number of APs remaining after expending one for the force in question. (If the force began its move out of Dispatch Distance, it uses the "Zero APs" column). He then cross-references this with the variety and distance of the March. This gives him the Attrition Quotient for that force. The Player needs this Attrition Quotient in the following procedure, but for now it tells him the average Attrition loss he can expect to suffer (he may decide at this point to modify the force's move). Note that marches with an attrition quotient greater than five are not allowed.

Clarification: If a force is out of Dispatch Distance at the beginning of a Friendly Movement Phase, it must use the "0" column of the Attrition Quotient Matrix when calculating its attrition, even if some development — the repulse of an Enemy force, for instance — brings it back within Dispatch Distance during that Movement Phase.

Clarification: Cavalry units that use Extended March to move 10–13 Movement Points should use the 6.9 Movement Point "March" columns when calculating attrition. No French or Allied units that are subject to attrition can force-march more than five Movement Points. [An optional alternative to these rules governing cavalry movement is given under "Optional Rules," below.]

Attrition Determination Procedure

For each force, the Attrition procedure must be resolved once during the Friendly March Phase (whether it moves or not) and again if it Force Marches at least one hex. The Player rolls the die on the die roll line corresponding to the current weather, and reduces it by one for the Bonus Point of the force Commander (if any). He then cross references the resulting die roll number with the Attrition Quotient. The result is the Attrition loss to the moving force: the number of Strength Points shown must be removed from the units of the force.

Example: An Allied force of 20 SPs in the Bohemian Army, with five accumulated APs, marching three Movement Points in each of two different March Phases, would average a 5% loss in each Phase; whereas if it marched 5 MPs in one Phase only, it would lose 15%.

Distribution of Attrition Losses

Attrition losses must be distributed as evenly as possible between the different Corps of a force, and as evenly as possible among the units of a Corps during a given phase, but within that restriction each player may single out units of his choice for attrition losses.

Morale Effect on Attrition (see "Morale," below.)

Leadership

One of the failings of the French Army was that it had only one great leader. This was not a clear handicap during the blitzkrieg campaigns of the early war years but later, with the increase in size of the theatre of war and the shifting of France onto the Strategic Defensive, entire Allied campaigns were waged on the simple precept that Napoleon was never to be fought in person, insofar as this could be avoided, and that each Allied army would maneuver relentlessly, in the absence of the Emperor, against his subordinates.

Any Leader may command a force which consists; firstly, of those units organic to him on the Organization Display (they are considered to be in the same hex as their Leader). The number of such units is limited by the Subordination Rating of the Units, which count against the Command Span of the Leader, printed on the Organization Display next to his name. Secondly, a Leader may command a number of subordinate Leaders, whose Subordination Ratings must also be deducted from the same Command Span. Subordinate Leaders must be in the same or any hex adjacent to the force Commander. However, none of these subordinates may presently have Leaders subordinate to themselves: each subordinate Leader's force must consist only of those units on his track on the Organization Display.

Initiative Rating

The first number listed next to a Leader's name is his Initiative Rating (see "Initiative," below).

Limit on Force Size: Command Span

The Command Span is the second number on a Leader's Display. The number of combat units which may be on a Leader's track, and the number of subordinate Leaders a Commander may have, is dependent on that Leader's Command Span. Each Command Span is a numerical rating which is the basic number of Organic Units the Leader may have. A subordinate Leader may count up to "four" against the Command Span. Thus, if his Command Span is "five" the Commander could have five organic units and no subordinate Leaders, or subordinates with a combined Subordination Rating of "four" plus one organic unit on his own track, etc.

Creating Major General Markers

Major General markers can be used to create an on-map force whose Leader is the individual named on a given combat unit.

If you want a Major General Marker, since he is already with the force he is to command, his counter can be instantaneously generated. If his division is eliminated or subsumed into a larger force, his counter must be done away with (it doesn't go to the Center of Operations). Creation of Major Generals is not dependent upon the limit of available markers or tracks.

Clarification: A unit may not be moved in the Movement Phase immediately following an Organization segment in which Strength Points were shifted to it from another unit.

Maj General Markers are created or removed only during the Organization Segment of a Friendly Command Phase. To create a Maj General, the Phasing Player places an unused Maj Gen on the map in the hex occupied by the force and then transfers combat units from the display of some leader in the hex to the Maj Gen's Display. Note that the Force Commander's Command Span may as a result be exceeded, because of the Higher Subordination Rating of Maj Gen.

Thus, Players should be aware of the implications of creating an additional division of command within a Force, as it may alter the structure and capabilities of the force as a whole. To remove a Maj Gen simply reverse the above procedure, replacing the units on the Organic Units Track of some Leader in the hex and removing the Maj Gen Marker from the map.

Types of Major Generals

  1. Infantry Maj Gens: If there is no other Leader on the spot, the general of division or brigade named on the combat unit Strength Marker may be pressed into service as a Leader, receiving Movement Commands and representing the location of his unit on the map. Anonymous, coded Maj Gen Markers are provided for this purpose, each of which has a corresponding track on the Organization Display.

    The names of the Major Generals are not given on the Maj Gen counter, since they would be identical to the name on his unit counter. Maj Gens have an Initiative Rating of zero; a Major General's force may not voluntarily enter or exit an enemy ZOC.

  2. Cavalry Maj Gens: Same as above, used for any Force consisting entirely of cavalry which hasn't already a Leader. Cav Maj Gens do have Initiative Ratings. Cav Maj Gens may enter and exit Enemy ZOCs.

Subordination Rating

The third number listed on a Leader's Display is his Subordination Rating. This number represents a Leader's ability to subordinate himself to the authority of a Commander. The Subordination Rating is deducted from the Command Span of the Commander of the force; thus the higher a subordinate Leader's Subordination Rating, the harder he is to control and the fewer Points of the Commander's Span which will remain to be used to control other Leaders and organic units at the same time.

Unit Subordination Ratings. Infantry units (Russian Inf. Bdes.) have a Subordination Rating of "one;" Cavalry units (Russian Inf. Bdes.) have a Subordination Rating of "one-half."

Movement of Individual Leaders

If a Leader wishes to move without any subordinates or organic units, he may do so without reference to the Attrition procedure and without expenditure of Movement Commands or necessity of rolling for Initiative. The Player simply moves the Leader. In this case he moves like light cavalry. That is, he has 9 MPs during the March and Forced March Phases. His movement is not impeded by enemy Zones of Control. However, if a Leader attempts to move a force under his own Initiative, whether he succeeds or fails, he may not then move independently.

Unemployed Leaders. Unemployed Leaders are Leaders who begin the Friendly Movement Phase alone in the hex. Unemployed Major Generals are removed from play. Other unemployed Leaders must move towards their Center of Operations for removal from play or they must move directly towards a designated Friendly force which will supply a detachment for them to command. The player owning such an unemployed Leader must announce that the Leader is unemployed at the moment when such a Leader gives up command of his troops, and he must specify to where that Leader will move while he is unemployed. Unemployed Leaders are eliminated if they ever fall within the ZOC of an enemy combat unit.

Elimination of Leaders. Leaders are only eliminated when all of the units with which they are stacked are eliminated in combat or pursuit. Leaders already without troops (on their way to the center of Opns.) cannot be eliminated, but cannot act as "Dummies." (Once a unit is eliminated, it may never be re-formed. You can never bring eliminated units back with the pertinent information concerning any Leader below.)

Leadership Bonus Points

The Leadership Bonus Point is shown by a star between the Initiative and Command Span on the leader Display.

In Combat. The Attacking Player may add or subtract one to the die roll, if the leader commanding his attacking force has a Bonus Point. In the case of a multi-leader attack, the bonus of only the Commander may be used.

In Attrition. A Leader's Bonus Point may be subtracted from the Attrition die roll of the force he is commanding.

The Force

A Force (represented on map by one or more Leader markers) may consist of one or more combat units, or of a number of units and Leaders, under the command of a single Commander. A force could consist, at the top, of a Leader with a Command Span of one or greater (such Leaders, when in command of the force, are termed Commanders). He would command a number of combat units organic to himself in combination with a number of Leaders subordinate to him in the same or adjacent hexes, depending upon his Command Span. These subordinate Leaders would each control only the organic units on their track. Note: In order to be considered part of a force, a unit or Leader must begin the Phase as part of that Force.

Organic Units

Clarification: The commander of a multi-leader force can move as far as the units in that force with the largest Movement Allowance can move, if the slower units in the forces are detached from his command when they reach their Movement Point limit. Thus, the commander of a mixed force of infantry and cavalry can "drop off" a subordinate who commands all of the infantry units in the force after expending five Movement Points and then go on farther with the cavalry.

Change — Initiative Comparison Procedure: "When an Active Leader is trying to exit a hex that is in the ZOC of an Enemy force during a Friendly Movement Phase or Forced-March Segment, the Initiative of the Leader in that Enemy force with the highest Initiative Rating is considered to be the Passive Leader. In Pursuit situations, the Passive Leader is considered to be the Leader in the defeated force who has the largest Command Span."

Organic Units (Combat and Support units) are always considered to be in the same hex as their Leader, and are kept on his Organic Units Track on the Organization Display. If they are not to remain with the Leader, they are placed under a new Leader and are moved to that new Leader's Organic Unit Track; this transfer may only happen when both leaders are in the same package, during the Command Phase.

Reorganizing Units on the Display

Unit assignment on the Organization Display may only be adjusted during the Organization Segment, e.g. the composition of a Leader's Organic Units Track may only be altered during the Organization Segment.

Creation of a Force

For the purpose of movement, the owning Player creates a Force just before he moves it. Each Leader is considered to be an individual Force until the Player states otherwise. Thus, if the Player wished to create a multi-Leader Force he would have to state his intention before moving any of the Leaders involved. This would be done by the Player stating that "Commander X is now moving, and subordinate Leaders include Leaders A, B and C." You can always detach a Leader or Leaders subordinate to a Commander at any point.

A Commander may "drop off" a Leader or Leaders and their organic units in the middle of his movement, and continue on to complete his movement (the detached leader would have to remain in the hex in which he was detached). No new Leaders may be "picked up" by a force in the middle of movement. They cannot detach subordinates during a pursuit. In figuring attrition, use the size of the force that began the move and the longest distance traveled by any unit that is subject to attrition.

For the purposes of combat, the Phasing Player (only) creates a Force of Friendly Leaders (only) at the instant of combat. Thus, he could move several Forces adjacent to the Enemy and within the Command Span of one Commander and have that Commander lead the attack. Players should note that the concept of the Force only comes into use during the Friendly Movement, Forced March or Combat phase, and that Forces can be re-defined at the beginning of any Phase. Only the active Player selects the units which constitute a Force, and he may do so only for his own units.

Initiative

The Initiative Rating represents the effects of troop motivation in a particular force and that force Leader's interactive effect upon it.

Initiative is the mental debate within the officer and among his immediate staff, among two courses of action in an unexpected situation when the Commander-in-Chief is not nearby. The first is to stick to the letter of the Commander's instruction; the second is to take advantage of other opportunities arising out of the unforeseen circumstances. Reason demands obedience to the former, intuition pleads an attempt at the latter. Initiative is a rating of intuition, clarity of imagination, as well as simple bravery.

Forces may attempt to move under the Initiative of their Leader. For each such Force, the Player rolls the die. If the result is equal to or less than the Leader's Initiative Rating, the Force may be moved normally. If it is higher, the Force may not move that segment. (This form of Movement is obviously less than dependable, though it does have the advantage of requiring no Movement Command expenditure.)

Exiting Enemy Zones of Control

Another instance in which a Leader will be called upon to move under his own Initiative is when he wishes to exit an Enemy ZOC. Forces in Enemy Zones of Control may attempt to exit during the March and Forced March Phases. If they are to move, Forces which begin the Movement or Forced March Phases in an Enemy ZOC must move under their own Initiative; Movement Commands may not be issued to them. Their Initiative die roll is modified for Resistance of enemy Leader and weather. Basically, the presence of an Enemy Leader tends to reduce Friendly chances of escaping (see the "Initiative Comparison Matrix"; see also "Movement out of Enemy ZOCs").

Procedure: The Leader's Initiative Rating must be compared with the Enemy Leader's to obtain a die roll modifier known as the "Resistance Modifier." To this, the weather modifier is added or subtracted, and this combined modifier is added to or subtracted from the die roll. If the modified die roll is less than the moving ("Active") Leader's Initiative, the force may move.

Pursuit (Advance After Combat)

In a combat situation in which an enemy Force has been forced to retreat, the friendly Leader's Initiative Rating is cross-referenced with the length of that retreat, on the Pursuit Table. The die is rolled on that column, and modified for Resistance Modifier and weather, and the result is the number of hexes the Friendly force may advance (see "Combat — Pursuit.") Note that a force may never advance farther than the enemy force retreated, and that even if the pursuit places the opposing forces adjacent, another attack is not possible.

Initiative Comparison Procedure

The Active Leader is the Leader of the Force which is attempting to exit an Enemy ZOC or pursue. The Passive Leader must be the Enemy Leader in the hex. To determine the Active Leader's Initiative Modifier, simply cross-reference his printed Initiative with that of the opposing (Passive) Leader. The result is the Resistance Modifier.

Change — Movement of a Multi-Leader Force and Movement of a Multi-Hex Force: Note that it is possible for a player to move different Leaders from the same force into different Enemy-controlled hexes, if the Movement Allowances of the units concerned permit. It is also possible for a player to move a subordinate Leader into a hex controlled by an Enemy unit without moving the commander or that subordinate into the ZOC of that Enemy unit. Example: Napoleon begins a French Movement Phase stacked with Marmont and Mortier on E2133. Bluecher is on E2434. By issuing just one Movement Command or by rolling for Initiative successfully once, the French Player can move Napoleon to E2334 and his subordinates to E2335 and E2433. He could also move Napoleon and Marmont to E2233 and Mortier to E2334; in this second case, Napoleon and Marmont could not participate in the resulting battle between Bluecher and Mortier.

Organization Display

All the pertinent information concerning any Leader or Commander is printed on an individual space on the Organization Display: The name of his command, his Initiative Rating, Command Span and Subordination Rating. Below this information is a track on which the combat units (and support units) organic to that Leader's formation are placed. Only the Leader is actually ever deployed on the map (although there may be instances when an individual bridging train is deployed directly on the map). The Organization Displays for each Player are printed on separate sheets. The actual strength of a Leader's units as recorded on their Organic Units Track is concealed from the Enemy Player until revealed during combat. Note that not all Leaders begin the game on the map (see "Reinforcements"). All units in place on a Leader's Track are considered to occupy the same hex as the Leader's Marker.

In addition to the stacking limit, each Leader has a personal maximum number of units which can be placed on his Track, which varies depending on his Command Span and the number of Leaders subordinate to him (see "Leadership").

How to Use the Organization Display

Set the Organization Chart up on the opposite side of the map from the opposing player (names and strengths cannot be read from a couple of yards' distance). At the beginning of the game place all combat units in the boxes indicated for them on the Army Unit Manifest column for the start-date being used. The number preceding the Leader name indicates the current strength (in Strength Points) of the unit.

Reorganizing Units on the Display

During a Friendly Organization Segment a unit may be transferred to the Organic Units Track of another Leader currently stacked in the same hex (see "Division of Command in the Allied Armies"). There are no restrictions concerning placement of the French Player's units.

Eliminated Units

Once a unit is eliminated, it may never be re-formed. You can never bring eliminated units back with the pertinent information concerning any Leader.

Divisions with Both Infantry and Cavalry Constituents

In many cases a unit has both Infantry and Cavalry strength, and thus many units have both Infantry and Cavalry markers. Cavalry Strength is shown by a number next to the name; infantry by "i." If the unit has no cavalry strength to start, put the Cavalry Marker aside. Cavalry Replacements could be used to bring the unit's Cavalry Marker onto the track.

Clarification: The infantry and cavalry constituents of the four units that fall into this category cannot be split up into independent forces. The cavalry constituent of one of these units can only be assigned to a Cavalry Major-General if its infantry counterpart is eliminated. The two constituents of each of these units, taken together, have a Subordination Rating of "one" when they are placed on a Leader's Organization Track. If these constituents are assigned to an Infantry Major-General, however, that Infantry Major-General still has a Subordination Rate of "two."

Creating and Disbanding Combat Units

Strength may be transferred between units on the Display. The Combat Strength of two or more units of the same type may be amalgamated into a single combat unit, eliminating the others, so long as no unit exceeds its strength at the beginning of the scenario (except in the Campaign Game — see "When Replacements may be Added") or "three" Strength Points, whichever is greater. The Combat Strength of a single unit may be divided, part going into another Combat Unit. The Strength of any unit may be increased via the introduction of Replacement Points.

Clarification: A unit may not be moved in the Movement Phase immediately following an Organization segment in which Strength Points were shifted to it from another unit.

Removing Losses from the Organization Display

Losses called for either in March Attrition or Combat must be distributed throughout the component units in a force as evenly as possible, beginning with the Leader in Command of the force, and proceeding to each Subordinate Leader in turn, each losing one Strength Point, until the specified number has been removed. If Strength has been removed from every leader in the force and the quota has not been fulfilled, begin the procedure again with the commander, taking a strength point from another unit on his track (if any), and from the Subordinates.

Clarification: Attrition and combat losses must be distributed evenly within a force. In both cases, the first Strength Point loss must come from a unit organic to the Leader of the forces in question (if there is such a unit).

Leaders' Organic Units — Maximum Combat Strengths

Leaders with abbreviated tracks (with spaces numbered "1–4" only) may not have organic units stronger than "4" Strength Points. Other Leaders (with spaces from one to 8), may have organic units up to a strength of "8".

Morale

Morale of the French Army is recorded on the Morale Track. The Morale may either be positive/neutral (which has no effect) or negative. The effect of negative morale is to cause an increase in March Attrition. Morale is affected by the outcome of all battles in which a force commanded by Napoleon is involved.

Effect of Battle Outcome on Morale

For each battle in which a force commanded by Napoleon is involved, there will be a change of one space, either positive or negative, on the Morale Track. If the Allied force is defeated and loses at least two Strength Points more than the French force involved in that specific combat, Morale rises. If the Allied force retreats and is then wiped out, but does not lose two SPs more than the French force, Morale does not change. Any other result forces Morale to fall. The size of the force is immaterial.

Effects of Morale on Attrition

If the current Army Morale is minus one or less, the French Player must make an alteration in his Attrition Quotient Procedure. For each force, after the line of the AQT is found, the Player must shift down to the next line below, and then read across to find the Attrition Quotient on that line. There is no effect on Allied Attrition.

Garrison Effects

French Morale is reduced by one each time a Garrison Town is occupied by an Enemy Force. The occupying Allied units need not remain in the hex thereafter, but a blank marker should be placed in the hex to denote its status. If a Garrison Town is subsequently recaptured from the Allies by the French, French Morale goes up one.

Clarification: If a garrison is forced to retreat after an Allied attack, but the victorious Allied force does not pursue into the garrison hex, the garrison immediately "comes back" and French Morale does not change. French Morale automatically increases after a garrison "comes back" following the withdrawal of an occupying Allied force from the garrison hex.

Public Opinion in Paris

Public Opinion can have an effect on the Morale Level. For the first Allied force to move within 7 MPs of Paris (ignore the presence of French units), the effect is to reduce Morale by one. If an Allied force moves adjacent to Paris (either hex), the effect is to reduce Morale by two additional (there is no further effect if both hexes of Paris are moved adjacent to). Chances are this will end the game (see below). However, if it does not, these morale effects are temporary and cease to modify the Morale Level when the condition causing them is removed. For instance, if an Allied force which approached within seven MPs of Paris was subsequently forced back beyond 7 MPs, the Morale Level would be shifted back one space. In this case another expedition toward the capital could again reduce Morale by one.

Morale and Victory Conditions

Victory Conditions are in terms of Morale. The game ends if the Morale Marker moves off the track. If it moves off the negative end, the Allies win; if off the positive end, the French win. Morale at the beginning of the Campaign Game and the Scenario is shown in the schedule in the Scenario Folder.

Movement

Movement takes place during the Friendly March Phase and the Friendly Forced March Phase. The rules of Movement Command and Initiative govern which forces may be moved — all combat units move as part of a force, whose location is denoted by the presence on the map of a Leader. Combat units are never placed on the map. A force may be moved in any direction or combination of directions.

Forces are moved one at a time, tracing a path of contiguous hexes through the hex grid. As a force enters each hex, it must pay one or more Movement Points. Upon completing its move, each force is subject to the Attrition Procedure (cf).

The number of Movement Points which may be expended by a force during a single Phase may not exceed the different Movement Allowances of the different units in the force (except when given an extra Movement Command for an Extended March — cf). Unused Movement Points may not be accumulated from segment to segment or transferred from unit to unit.

How to Move Forces

During the Movement Segments, only the Forces belonging to the Player whose Segment it is may be moved; all, some or none of his Forces may be moved (depending upon the Movement Command and Initiative procedures). No Enemy movement and no combat may occur during a Movement Segment (but see "Repulse").

Movement is calculated in terms of Movement Points. The basic cost in MPs to enter a hex is one Movement Point; the cost varies with the type of terrain in the hex and the type(s) of units in the force. The terrain costs are fully described on the Terrain Effects Chart.

Movement Allowance

A Force may continue to move until any unit in the Force has expended its full Movement Allowance. The full Movement Allowance may be expended during both the March Phase and the Forced March Phase. A Force may add an Extended March of 4 MPs. A Force may never enter a hex unless every unit in the Force has sufficient MPs remaining to pay the full entry cost of the terrain in the hex (plus any additional cost for leaving an Enemy Controlled Hex).

The Movement Allowances of the various unit types are as follows: Regular and Heavy Cavalry = 7 MPs, Light Cavalry and Leaders = 9 MPs, All other = 5 MPs.

Old Guard Movement Bonus

A force composed entirely of Old Guard infantry (plus engineers and cavalry, if any) receives a Movement Bonus of 2 MPs; it may thus move up to 7 MPs in one Phase, without resorting to the extended march procedure (which would allow the Old Gde force to expend another 4 MPs; i.e. up to Eleven).

Expending Movement Points

A Force expends Movement Points in order to move from hex to hex on the game map. A Force would normally expend one Movement Point to enter a hex. This might be altered depending on the terrain of the hex or the hexside crossed to enter that hex.

A Force is moved by displacing the Leader from hex to hex, paying the terrain cost for each hex from the Movement Allowance of each unit type in the Force. When a Force includes both infantry and cavalry and it enters a hex which requires a different expenditure of Movement Points for each, the Player must make the appropriate expenditure from each type and make a mental note as to the number of Movement Points remaining to each type.

Movement of a Multi-Leader Force

Movement of such a Force is in the same manner as explained above. Simply move the stack of Leaders through the path of hexes to be taken, expending Movement Points for each hex.

Clarification — Forced March: A force that force-marches into a hex controlled by an Enemy force that is already in the Zone of Control of another Friendly force does not have to end the Forced March Segment stacked with or adjacent to that other friendly force. A force can never force-march into a hex that is controlled by an Enemy force that is not already adjacent to another friendly force. Example: Victor is on E2532, Mortier is on E2533, Yorck is on E2632 and Bluecher is on E2635. Bluecher can force-march to E2433, E2534 or E2633. He cannot force-march to E2432 or E2632 because Victor is not adjacent to an Allied force.

Clarification — Entering Occupied Hexes: A force may not retreat off the map if it can retreat through an Enemy ZOC or displace a Friendly unit instead. A force that has retreated off the map must reenter the map during the next Friendly Movement Phase at the map-edge hex free of Enemy control that is nearest to its point of exit. (If more than one hex qualifies, choose the one closer to the nearest Friendly Supply Source.) Such a force reenters the game in the same manner as Reinforcements enter it. That is, it reenters during the Individual Initiative Segment, without a Movement Command being issued or an Administrative Point being expended and without the ability to make an Extended March. For the purpose of calculating Attrition, such a force traces Dispatch Distance from its Center of Operations or nearest Friendly Supply Source to the hex at which it reenters the map.

Change — Force Integrity: Two or more Leaders may stack in a single hex even if neither is capable of commanding the entire stack and they are not under the command of another Leader in an adjacent hex. In this case, however, the troops under the command of such Leaders cannot form one force for the purpose of movement or combat. They can be together, but they cannot act together. They may not move together under one Movement Command. They may not combine strength in a single attack. If they themselves are attacked, the opposing Player may choose which of these forces he wishes to fight, after first learning the strength of each force. (He may not choose to attack a force that does not contain a combat unit, however.) The force that is not attacked may not add its strength to the defense, but if the force that is attacked is compelled to retreat, the force that has not fought must retreat as well, and is subject to strength loss if the elimination of the force that fought does not satisfy the final combat result. Forces that are stacked together under different Leaders are considered combined when calculating Attrition if they do not move during a Friendly Movement Phase. The limit of 7½ Subordination Points per hex remains in effect at all times.

Movement of a Multi-Hex Force

It is not necessary that each stack enter the same hex as the Commander's stack; neither need each stack remain within one hex of the path taken by the Commander. The only requirement on units which begin the March Phase as part of a single force is that they all be adjacent at the end of their march. Thus each stack is moved, and its Movement Point expenditure is calculated separately. Consider the number of MPs expended by the Force as a whole to be equal to the larger amount expended by any one stack in the force (again keeping separate track of cavalry and infantry expenditure), even if you "drop off" one stack along the way. The dropped-off force is considered together with the rest of the force for attrition purposes.

Entering Occupied Hexes

A Force may never enter a hex occupied by an Enemy combat unit unless it first repulses the enemy. A Force which enters a hex containing no enemy combat units may displace any occupying enemy Leaders to an adjacent hex of the non-moving player's choice. If a bridging train is in such a hex (deployed or not), it is not displaced; but is automatically captured by the entering Force and may be placed on a present Leader's Organic Units Track.

A Force may freely enter (see "Force Integrity") and/or move through hexes containing other Friendly Forces. A Force does not expend any additional movement to enter or leave Friendly-occupied hexes. A Force may never be moved off the map edge, unless required to retreat off the map. In the latter case, the Force re-enters the map in its following Movement Phase at the nearest possible map edge hex. Pursuit of such retreating Forces must end at the map edge hex.

When Movement Takes Place

A Player's Forces may be moved only during his own Movement or Forced March Phases. The one exception to this is when, during the Combat Phase, a Force involved in combat may be called upon to advance or retreat after combat. Once a Force has been moved, and the Attrition it suffers has been determined, it may move no farther that Phase, nor may it take back or change its move.

Extended March

Extended March occurs when the owning Player wishes to increase the Movement Allowance of his Force by as many as four additional Movement Points for each unit. In order to do this, the Force in question must be within Dispatch Distance at the end of the normal march (see "Expending Movement Commands for Extended March"). If it can receive the mandatory additional Movement Command, the Force may continue another four Movement Points along the way — note that the Movement Allowances of both Infantry and Cavalry are increased by 4 MPs during Extended March. Attrition for the force is determined only once, at the end of Extended March. Forces moving under Initiative may not make an Extended March.

Forced March

Forced March is simply movement of a Player's Force during his Forced March Segment, which occurs within the Enemy Player's Combat Phase. A Force may only move by its Leader's Initiative during Forced March. It may not use Extended March. It may not enter an Enemy Controlled hex unless the Enemy Force controlling that hex is already in a Friendly ZOC. In this case it needn't be adjacent to the Friendly Force already there.

Stacking

A maximum of seven and one-half (7½) Subordination Points worth of combat units, no more than 5½ of which may be infantry, may be stacked in the same hex at the end of a segment, regardless of the number of Leaders to which they are organic. Leaders, engineers, and other markers do not count against the stacking limitations.

There is no limit to the number of Friendly units which may pass through a single hex in one Phase. There is no additional cost for entering a Friendly occupied hex or exiting a Friendly controlled hex. Suggestion: Leaders stacked together may be removed to the Organization Display of their Force Commander off map; they should be placed in the space on his track corresponding to their Subordination Rating. Thus, the Player can tell at a glance, by counting the Subordinates and Combat units on the track together, how much of the Commander's Span remains unused.

Force Integrity

Two Leaders may not be stacked in a single hex unless one of them is a Commander capable of commanding the other, or a third Commander/Leader is in the hex or adjacent, and actually in command of both Leaders stacked together. Exception: Two Forces without a capable Commander may end the Movement Phase in the same hex if organic unit reorganization in the following Reorganization Segment removes all organic units from one of the Leaders. (Players must be careful to insure that a Commander's Command Span is not exceeded.) Further, a Leader stacked with the Commander of one Force may not be subordinate to another Commander in another hex. Thus, two Forces may not end the Phase in the same hex (see exception above). Therefore, all the Leaders in a hex will always belong to the same Force, unless the two forces can be consolidated in the next phase. Two separate and distinct forces which begin the phase in the same hex may not remain stacked together — this applies during Combat Phases as well as movement. In this case the excess Leaders unable to be combined under a single Commander's Span are displaced to an adjacent hex.

Over-Stacking Penalty

The Owning Player must choose, in the case of over-stacking units, from the over-stacked hex to be displaced in the direction they entered the hex from, and must displace units until the stack is in conformity with the stacking limit. This must be done at the beginning of any combat phase; during Movement, the over-stacked forces must simply separate.

Change — Stacking Effects on Combat and Retreat: Units stacked in a single hex always defend with combined strength if they are all under the control of a single Leader (either directly, as his organic units, or indirectly, as the organic units of his subordinates). Units stacked in the same hex may never attack different hexes.

Stacking Effects on Combat and Retreat

Units stacked in a single hex always defend as a combined strength. Units stacked in the same hex may never attack different hexes. Units in a Force must all attack the same hexes. Units may not retreat into or through Friendly-occupied hexes: if such a hex is the only alternative to a Force retreating after combat, the non-retreating Force must be Displaced (cf.) to an adjacent hex, and then the retreating Force may pass into the vacated hex.

Repulse

During the Movement Phase (only) the Phasing Player may attempt to Repulse the Enemy Forces in the path of any Friendly Force or Forces. The Phasing Player may exercise this option for any Force which he suspects has the necessary overwhelming odds. He must state which enemy Forces are being repulsed. In order to be excluded from the Repulse attempt, all other Enemy Forces adjacent to the Repulsing Force must be attacked or repulsed by other Friendly Forces during that same Player-Turn.

A successful Repulse requires seven-to-one odds or greater. The Repulsed Force simply retreats two hexes and neither Force takes any casualties.

Repulse attempts may be announced during the course of Movement. Simply move adjacent to the object Force (do not yet determine attrition for the moving Force). When the attempt is announced, the opposing strengths are revealed immediately. The two hex retreat is carried out if the odds are sufficient. If odds are six-to-one or less, the confrontation is resolved during the battle segment, with the die rolled on the column two columns to the left of the actual odds. If the Repulse attempt is successful, the Repulsing Force is entitled to march into the hex vacated by the Repulsed Force, and continue its march in any direction. There is no extra MP cost for Repulse. This march is considered a continuation of the Force's march, and hence it must afterward determine the attrition for the total of all Movement Points expended before and after the Repulse.

The Repulsing Force may march adjacent to other Enemy Forces after the successful Repulse, and may participate in or undertake attacks against any Enemy Force(s) to which it moves adjacent; it may even attack the Repulsed Force, or Repulse it again.

Clarification and change — Repulse: A successful Repulse in Non-Affecting Terrain requires seven-to-one odds, but a successful Repulse in Affecting Terrain requires odds of ten-to-one. In addition, each Repulse undertaken (whether successful or not) requires the expenditure of one extra Movement Point. If the Repulsing force enters the hex vacated by the force that has been repulsed, it must also pay the Movement Point cost for entering that hex, but it does not have to enter that hex before continuing its march. A force that moves adjacent to two or more Enemy forces simultaneously must either end its move or repulse all of those Enemy forces (defending with combined strength) at once. The player who owns a unit that has been repulsed may choose to destroy it rather than have it retreat (and, perhaps, displace another Friendly force).

Terrain

Effects of Terrain on Movement

The basic Movement Point cost is one Movement Point per Clear Terrain hex. The cost to enter certain non-clear terrain hexes and/or cross certain hexsides may be more or less than one MP, as shown on the Terrain Effects Chart. Terrain costs are cumulative.

Roads and Rivers. A Force which moves along a road across a road hexside pays the rate for that type of road (primary or secondary), regardless of other terrain in the hex. A Force may cross a primary River hexside only through a Bridge hexside (for which there is no additional MP cost). Secondary River hexsides may be crossed at the MP cost noted on the Terrain Effects Chart.

Some Movement Costs, shown on the TEC, are different for cavalry and infantry. Cavalry costs are applicable only to cavalry units, Centers of Opns, Leaders moving independently, and when calculating Dispatch Distance.

Variable Movement Point Costs — Effects of Terrain on Combat

When a force is defending in "Affecting" Terrain and/or attacked exclusively across River hexsides, the Combat odds are located on the "Affecting" Terrain Line on the Combat Results Table. Units may attack across Primary River hexsides only if bridged on the hexside.

Garrison Towns (see "French Garrisons," below.)

Affecting Terrain. Affecting Terrain includes all Primary Town, Hill and Marsh hexes when the defender is in the hex, or secondary River, and Bridge hexsides attacked across. Use the "Affecting" line on the CRT. Non-affecting Terrain includes Clear and Secondary Towns. There is no cumulative benefit for hex and hexside Affecting Terrain.

Marsh Effect on Combat Strength. The Strength of units attacking out of such terrain is halved (rounding fractions up). The Strength of units defending in Marsh hexes is not affected (exception: see Cavalry Effects below).

Effects of Terrain on Cavalry Strength. Cavalry Strength is halved when defending in (or attacking out of) Marsh hexes. When halving Strengths, round fractions down when attacking, up when defending. The Combat Strength of Cavalry units is also halved when attacking into, or defending in, Woods hexes.

Clarification and addition: The Combat Strength of cavalry units is also halved when they are attacking into or defending in Primary Town hexes. Again, when calculating the strength of cavalry units defending in Woods and Primary Town hexes, round fractions up. When calculating the strength of cavalry units attacking into such hexes, round fractions down. If a cavalry unit is part of a force that is attacking more than one hex and if only one of the hexes under attack is a Woods or Primary Town hex, you still halve the strength of the cavalry unit. When halving strength, halve the strength of each individual unit (not of all of the units of that type in a force combined). The Combat Strength of a cavalry unit with only one Strength Point is not halved when it attacks into Marsh, Woods, or Primary Town hexes.

Clarification and addition — Effects of Terrain on Combat: When a force is attacking Enemy units stacked in two or more hexes, use the "Affecting Terrain" column of the Combat Results Table if any one of the defending forces began the preceding Force-March Segment in Affecting Terrain. However, a player cannot force his opponent to shift from the "Non-Affecting Terrain" column to the "Affecting Terrain" column by force-marching a unit into an Affecting Terrain hex adjacent to an attacking Enemy force. Example: Mortier is on E1843 and Wrede is on E1944 at the end of the French Movement Phase. Allied Cavalry Major-General One moves to E1744 during the Allied Forced-March Segment. Mortier does not have to resolve the attack on the "Affecting Terrain" column of the Combat Results Table, even though Cavalry Major-General One is on the far side of the bridge at E1744/E1843. (Note, however, that if the French Player had placed Marmont on E1943 intending to use both Mortier and Marmont in a joint attack on Wrede, the Allied player could break up that attack by force-marching Cavalry Major-General One to E1744. In this case, Marmont would now have to attack Wrede alone, using the "Non-Affecting Terrain" column, while Mortier would have to attack Cavalry Major-Gen One, using the "Affecting Terrain" column.)

Zones of Control

A hexagon and six hexagons immediately surrounding it constitute the Zone of Control of any units therein. Hexes upon which a Force exerts a Zone of Control are called controlled hexes. ZOCs halt enemy movement. Enemy Forces are compelled to attack when in a Friendly ZOC at the beginning of their own Battle Resolution Segment. Depending upon his individual initiative, a Leader and his Force may exit an Enemy Controlled hex during either the March or Forced March Phases. A unit or Force may be compelled to retreat or advance out of an Enemy ZOC during the Combat Phase. Zones of Control do not extend across non-bridged Primary River hexsides.

When Forces Exert Zones of Control

All Forces exert a Zone of Control at all times during the game unless the Force has no combat units in it.

Effect on Infantry Maj Gens. A Force led by an infantry Maj Gen (e.g. a Leader with no initiative) may not enter an Enemy ZOC (even a Friendly-occupied one). If this force finds itself in an Enemy ZOC during an Enemy Combat Phase, it must stay put; having no initiative of its own, it may never voluntarily exit an Enemy ZOC.

Extent of ZOC Influence. The presence of Enemy ZOCs is never negated due to the presence of Friendly units or their ZOCs, and it endures throughout the Game-Turn. Adjacent Enemy units are equally and mutually affected by each other's ZOC. There is no additional effect from having more than one Force exerting its ZOC into a single hex.

Repulse. An Enemy Force may be Repulsed (cf) during the Friendly Movement Phase. The effect of Repulse is that the Repulsed Force in no way impedes the Friendly March.

ZOCs and Terrain. The only terrain feature which blocks the Zones of Control of a Force is non-Bridged Primary River hexsides.

ZOCs and Command. A Line of Communications or Dispatch Distance may never be traced into or out of an Enemy Controlled hex, regardless of presence of other friendly forces in ZOC. (This means that forces in enemy ZOCs may only move by Initiative.)

Effect of Zones of Control on Combat

A Force in an Enemy Controlled hex at the start of the Battle Segment must attack at least one Enemy Occupied hex. All enemy forces in Friendly ZOCs must be attacked by a Friendly Force.

Retreat into Enemy ZOCs. A Force may retreat into an Enemy Controlled hex (if permitted by the priorities under the Path of Retreat rules). A Force does not have to cease retreating upon entering an Enemy Controlled hex. However, such a Force must double its total losses caused by Enemy Pursuit, or double the minimum if not pursued.

Pursuit Effects. A Force entitled to advance after combat may ignore any and all ZOCs along its path of advance.

Movement Out of Enemy ZOCs

A unit is required to stop expending Movement Points upon entering an Enemy Zone of Control during the March and Forced March Phases, and remain in that enemy controlled hex for the remainder of that Movement Segment. It may leave in a subsequent Segment. There is a Movement Penalty for exiting Enemy ZOCs — there is no extra cost to enter. To exit an Enemy ZOC costs two additional Movement Points beyond the cost of entering the adjacent hex (exception: see below). A Force may never move directly from one Enemy Controlled hex to another (unless advancing or retreating after combat).

Initiative for Purposes of ZOC Exit. A Force in an Enemy controlled hex may move only under the Initiative of its Leader — it may not be issued a Movement Command. Its Commander need not be in the same hex. In addition, the Leader's Initiative Die Roll may be adversely affected by the Initiative of the adjacent enemy Leader. To determine the Initiative die modifier which the exiting Leader has, use the Initiative Comparison Matrix. If more than one enemy Force controls any hex occupied by the friendly force, use the enemy Leader with the highest Initiative Rating for reference.

Exceptions to Enemy ZOC Movement Penalty.

  1. Tiny Forces: A Force of only one Combat Strength Point does not compel an Enemy Force exiting its ZOC to expend any additional MPs for that purpose. A Force of two Combat Strength Points requires an additional MP cost of one MP (only) to exit its ZOC (exception: below).
  2. Cavalry: Cavalry units never pay any additional MP cost to exit an Enemy ZOC unless there is enemy cavalry (any amount) in the controlled hex. If there is any amount of cavalry (even one or two Strength Points) in a hex, all units must pay the full two additional MPs to exit its ZOC.

Costs to Exit Enemy ZOCs

Enemy SPs1 (Any)2, cav <12, cav 1 or 23, cav <13, cav 1+
Infantry exiting+0+1+1+2+2
Cavalry exiting+0+0+1+0+2

Combat

All Enemy forces that have Friendly forces in their Zones of Control must be attacked by the Friendly (Phasing) Player's units in the Combat Phase. The Phasing Player is termed the attacker; the other Player is the Defender, regardless of the overall strategic situation. All the adjacent Enemy forces must be attacked and all the Friendly units adjacent to the Enemy must attack at least one Enemy occupied hex. To execute an attack, the attacker totals the Combat Strengths of all the units attacking a given hex and compares the total to the total Combat Strengths of the defending units in the hex under attack. The comparison is expressed as a ratio between attacking and defending Strength Point totals (attacking Strength Points divided by Defending Strength Points) and is simplified by rounding off (in favor of the defender) to one of the odds ratios on the Combat Results Table. Example: If thirteen Strength Points were attacking four, the combat odds ratio would be 3.25 to 1, rounded off to three to one.

Having determined the actual combat odds, the Player locates the corresponding odds heading on the line for the governing terrain, and rolls the die, modifying the result for the attacking Leader's Bonus Points (if any). The resulting number indicates a line on the Combat Results Table, which is cross-indexed with the column representing the combat odds. The intersection of line and column yields a Combat Result, consisting of a distance of retreat for one force and a Strength Point loss for the other. This result should be applied, and the Pursuit Procedure implemented, before going on to resolve any other combat. Separate combats may be resolved in any order that the attacker wishes, so long as all combats are resolved during that Combat Phase.

Clarification: The Attacking Player decides whether he will use his Bonus Points to affect a Combat Result and whether he will add them to or subtract them from the die roll after seeing what that Combat Result die roll is.

Which Forces Attack

No force may make more than one attack per Combat Phase, and no Enemy force may be attacked more than once per Combat Phase (exception: Repulse). Combat is mandatory between adjacent opposing units. A Force in an Enemy ZOC at the beginning of the Battle Resolution Segment must attack at least one enemy occupied hex. All Enemy forces adjacent to Friendly Forces must be attacked by a Friendly Force. The Phasing Player may choose which attacking units will attack each defending force, as long as all adjacent opposing forces are engaged by some friendly Force, and as long as all Battling Forces are adjacent to each other.

All units which are attacking a given hex must belong to the same Force at the beginning of that Battle Segment. And every unit in the Force must be adjacent to the Enemy hex being attacked — non-adjacent units may not participate.

Clarification — Which Forces Attack and Multiple Force and Multi-Hex Combat: There is no contradiction between these two sections. Note that while all Leaders who are in an Enemy ZOC at the beginning of a Friendly Battle Segment must "attack" an Enemy force (and must suffer the consequences of defeat of the attack), not all of these "attacking" Leaders may be able to add their strength to the attack or participate in Pursuit. They may be excluded from these parts of the combat process because they are not adjacent to the Leader commanding the force making the attack or because that Leader's Command Span is not large enough to control them.

Which Units Defend

Enemy units stacked in a hex always defend together, regardless of what Force they belonged to in their movement phase. Individual units in a stack may never be attacked separately.

Multiple Force and Multi-Hex Combat

A Force must combine in a single attack; the Strength of all units in the Force is totaled. Even if the Force occupies two or more hexes, it may not attack piecemeal, one hex at a time; the units in each hex may not separately engage the same Enemy-occupied hexes. If the attacking units in the different hexes are subordinate to a single Commander, he is considered in Command of each hex. A Defending Commander can only apply his initiative for pursuit to one combat, involving his own hex.

A single combat may involve attacking or defending units in any number of different hexes, so long as all of the attacking units are part of a single force. To be resolved as a single combat, all of the attacking force must be adjacent to all of the defending force. Two separate forces may not make one combined attack; these attacks, on separate hexes, must be resolved separately. Two or more separate defending forces may be attacked simultaneously, in one combined combat, by an enemy force which occupies a hex adjacent to both enemy Forces.

Multi-Force Combat

Often a Player will have more than one Force adjacent to an Enemy occupied hex. The additional forces may not add their Strength in an attack against the defender; although the additional forces would suffer any adverse results along with the force actually attacking. In other words, a Player may have more than one Force adjacent to the defender, but only one Force may use its Combat Strength for the calculation of the Combat Odds (see "Which Units Attack," above).

Different units on a hex may not be attacked separately. If the Phasing Player's Force is in the Zone of Control of more than one Enemy occupied hex, it must attack all those adjacent enemy units which are not engaged by some other attacking force. A Player may attack only those hexes to which his own forces are actually adjacent.

Note: The word "adjacent" as applied herein, does not refer to units across an unbridged primary river hexside from each other — attacks are not allowed across such hexsides.

Clarification — Combat Casualty Procedure: Note that in cases where a defending force has fewer than four Strength Points, the attacker may lose more Strength Points than the defender loses.

Combat Casualty Procedure

After rolling the die on the CRT, remove the losses of the non-retreating side, and execute the retreat (removing no losses for now) of the retreating side. Then go through the pursuit procedure, and determine whether the advance will extend the same distance as the retreat. If it does, the retreating force loses the full amount shown on the CRT (the number equal to the length of its retreat). If it does not, the retreater's losses are equal to the actual advance of the enemy force, but they must at least equal the loss taken by the enemy. Put another way, the retreating force takes the full loss shown on the CRT only when at least one enemy force involved advances the full distance of retreat along the path of retreat. If this does not occur, the retreating force loses either the same number of Points as the enemy or a number of SPs equal to the actual advance, whichever is greater.

Order of Losses (see "Removing Losses from the Organization Display," above.)

Design Viewpoint: The Combat Strength loss which units take is the net effect of a series of events which would occur immediately after the battle and throughout the next day. First, many battalions, regiments and even entire brigades would have been "broken" in shock — hand to hand — combat and lost any cohesion or effectiveness. The Leaders would spend the next day attempting to rally the individual troops from these broken formations and reorganize them; the retreating army could only undertake this procedure beyond the limit of pursuit by enemy forces. But the farther away from the battlefield it takes place, the fewer men will eventually find their way back to their units. Inevitably, even for the side which retains possession of the battlefield, numbers of troops will be hopelessly and permanently lost, not only due to reorganization problems but, of course, also due to casualties resulting from enemy fire. But of the two types of strength loss (i.e. disintegration due to shock combat and wounds inflicted on individuals due to fire combat) the former is the more significant.

Leadership Bonus Points in Combat

The Attacking Player may add or subtract one to the die roll for each of the Leader's Bonus Points. He does not have to decide whether to add or subtract until after the die is rolled. This bonus is not applicable in defense. In the case of a multi-force attack, the bonus of only one Leader may be used, and only if he is the commander of the force.

Retreat After Combat

When the Combat Result requires that a Player's units retreat, he must move them the full number of hexes shown. Units stacked together must remain together. Retreat is in terms of hexes (not Movement Points), but in terms of Movement Points to their Supply Source (not the Center of Operations).

Path of Retreat

Whenever an Enemy unit is forced to retreat, it will leave a path of vacant hexes behind it called the Path of Retreat. This path must be as straight as possible; no hex in the path may be adjacent to more than one hex already retreated through by the retreating force, nor may one hex be passed through more than once. The Path of the retreating force may not pass through prohibited terrain. If no such path is available, the retreating force retreats as far as it can; if the enemy pursuit would carry the pursuing force into the final hex in which the retreat came to a halt, the retreating force is entirely eliminated. If there are two or more equally nice retreat paths to choose from, the retreating force must incline in the general direction of its Supply Source.

Retreat of a Multi-Hex Force. Leaders in adjacent hexes may not retreat in different directions if they participated in a single combat. (Leaders in the same hex must always retreat together.) They must end the retreat adjacent. In this case the Path of Retreat is considered to be the path taken by the Leader with the higher initiative and for casualty determination purposes the Enemy pursuit is counted along his path.

Change — Retreat of a Multi-Hex Force: The Path of Retreat is considered to be the path taken by the Leader in the defeated force who has the largest Command Span, and for casualty determination purposes the Enemy Pursuit follows this path. When two separate, non-adjacent forces are compelled to retreat by a single Combat Result, the Path of Retreat of each one is calculated separately (though they may conceivably end their retreats stacked together, if their retreat priorities send them to the same hex). In this case, the victorious player may choose which retreating force he will pursue.

Retreat Through Enemy ZOC. If a force is completely surrounded by enemy forces or ZOCs, that force may retreat through an enemy-controlled hex (never through an enemy-occupied hex). However, forces which do retreat through enemy-controlled hexes have their losses due to pursuit doubled (see "Zones of Control — Retreating Through Enemy ZOCs").

Retreat Through Garrisons. Units may retreat through friendly Garrisons without displacing them, but pursuing forces may not move through enemy Garrisons. If a retreating force passes through a Garrison, the force pursuing it must either move around the Garrison, returning to the path of retreat by the shortest route possible (measured in hexes) or else it must stop its pursuit at the point where the retreating force entered the Garrison hex.

Retreat Into Friendly Occupied Hexes. A retreat into such hexes is allowed. Units in these hexes, however, must be displaced (cf).

Priority of Retreat Path

The following is a listing of the parameters in order of priority within which Forces may retreat.

  1. The Forces must retreat the total number of hexes indicated. They must end their retreat that number of hexes (as indicated by the Combat Result) away from the hex in which they suffered the result.

  2. They may not retreat into or through any hex they have already retreated through during this retreat. They may not retreat into an Enemy occupied hex. If any of these conditions cannot be met the force in question is eliminated in the last hex of the retreat path which did meet these conditions, if the Enemy Force advances into that hex.

  3. The path should be through hexes vacant of Friendly Forces. If the path must traverse Friendly occupied hexes, they should be those hexes containing the fewest Strength Points, and the other units are displaced.

  4. The Path may only include Enemy Controlled hexes as a last resort, and then must include the fewest number of them possible. If any are included; strength lost by the force due to ensuing enemy pursuit is doubled.

  5. All other things being equal, the units must choose the path which places them closest (in terms of Movement Points) to their Supply Source (not the Center of Operations).

Change: Switch the positions of Retreat Priority "Three" and Retreat Priority "Five" — that is, the Movement Point priority is applied before the priority of avoiding Friendly-occupied hexes.

  1. The Path must work out to be the one with the lowest Movement Point cost, as if the units were making a normal move along it — although the retreat execution is in terms of hexes.

Displacement

If the only hex available to the retreating force (outside enemy ZOC) is one which is occupied by a Friendly Force, then the Friendly Force is displaced. The displaced unit is moved out of the way one hex (as if it were retreating as a result of Combat), and the path of retreat proceeds into or through the hex it vacated.

If the displacement would cause a move into prohibited terrain or enemy ZOC(s), the retreating unit is instead eliminated. Displaced units can themselves displace other Friendly units in a sort of chain reaction of displacement, if that is the only alternative.

Clarification: A force cannot be displaced if it is already in an Enemy ZOC. A retreating force must stop if there is no path open and displacement would force a displaced unit to move into prohibited terrain or into an Enemy ZOC. If the pursuit then carries into its hex, the retreating force is eliminated.

Pursuit (Advance After Combat)

The Friendly Force which participated in the combat is allowed to pursue the Enemy, advancing along the Path of Retreat. Pursuing Forces may not stray from this Path. They may cease advancing in any hex along the Path of Retreat, short of or equal to the length of advance specified on the Pursuit Table. Pursuing units may advance from one Enemy controlled hex to another. A Pursuing Force may never move into the hex occupied by the retreating Force. If the retreating Force did not retreat its full allotment (cf. "Priority of Retreat Path," #2) and the Pursuing Force would be able to Pursue into the hex occupied by the retreating Force, the latter is eliminated and the Pursuit carries on into the last location of the retreating force. A Force may not advance farther than the number of hexes shown on the Pursuit Table, nor beyond the retreating force's position. The Pursuit Procedure must be carried out immediately, before any other combat resolution. Units are never forced to pursue. After advancing, units may not attack any more that Phase, even if their advance places them adjacent to Enemy forces whose battles are yet to be resolved, or who were not in a battle situation.

How to Determine the Extent of Pursuit

To determine the permissible length of advance after combat, take the advancing Leader's Initiative Rating, cross-reference it with the length of retreat of the enemy force (determined by the Combat Results Table), roll the die and modify it for Resistance and weather. The result is the length of advance permissible: the Player may opt to advance a shorter distance, or not at all.

If a force is entirely eliminated in retreat, the Pursuit may not go beyond the hex in which the force was eliminated. You may never advance beyond the hex in which the Enemy Force was eliminated.

If no Leader in a defeated stack has a Command Span large enough to command all of the units in the stack, use the Initiative Rating of the defeated Leader with the largest Command Span when calculating the Resistance Modifier of the Leader of the Pursuing force. If the Command Spans of all the Leaders in the defeated stack are equal, use the highest of their Initiative Ratings when calculating the Resistance Modifier.

Pursuit Bonus. Add one hex to the Length of Advance shown on the Pursuit Table for a Force of exclusively Cavalry and/or Old Guard. If a retreating force retreats its full allotment, but the pursuit bonus of a pursuing force composed of cavalry/Old Guard units could carry that pursuing force into the hex occupied by the retreating force, the pursuers halt their pursuit adjacent to the defeated force, which loses one extra SP.

Clarification: A pursuing force cannot receive a Pursuit Bonus if it contains a Bridging Train, but it can receive a Pursuit Bonus if it contains an Engineer unit.

Which Forces May Pursue. The entire Force actually involved in the Combat may pursue. However, a Player may wish to compose a Force consisting of only one or more of the participating Leaders, and their organic units, to make the Pursuit, while the remaining Leaders hold in place. He may not, however, create any new Maj Gens or juggle the units organic to the Leaders: this can only take place during the Organization Phase. Only one Force may make Pursuit. The Pursuing Force must be equal in Strength Points to the length of advance which it makes. And when determining the length of advance, only the advancing Leader's Initiative Rating is compared against the Enemy Leader's to get the Initiative Modifier for the Pursuing Force.

Clarification: The pursuing force must be at least equal in Strength Points to the length of advance that it makes.

Only a Force actually engaged in combat with the Retreating Force may advance in its Path of Retreat. Forces adjacent to the Pursuing Force which are engaged with other Enemy forces may pursue only as a result of their own combat action.

Replacements

The Armies receive a limited number of Combat Strength Points which may be accumulated or distributed among any units of the specified type during the Organization Segment of the Player-Turn in which the replacements are listed. Replacements may be accumulated for distribution on later turns. The specific number of Strength Points of new replacements available on a given turn for each army and unit type is shown on the Turn Record Track.

When Replacements May Be Added

Replacements may only be added to units of their own nationality and unit type which are within Dispatch Distance of the Center of Operations. Units in an Enemy ZOC during the Organization Segment may not receive replacements. Units may not be increased in strength beyond their strength at the start of the scenario. For the Campaign Game, use their highest scenario strength as the maximum. Previously eliminated units may not be brought back into the game with replacements (except divisions with both infantry and cavalry).

Clarification and addition: A unit cannot move in the Movement Phase immediately following the Organization Segment in which it receives Replacement Strength Points. A player cannot add Replacements to the units of an army on the Game-Turn after that Army's Center of Operations moves or while that Army's Center of Operations is inactive. Replacement Strength Points may be used to build a unit's strength up to "three", even if its scenario maximum strength is "one" or "two".

How to Record Accumulated Replacement Points

Just use any combat unit marker of the proper nationality and type, which is currently not in play, to mark the level of accumulated replacements of that type and nationality. Example: An Austrian infantry unit in the Nr. 4 space would indicate four Points of Austrian Infantry Replacement Points available. Slide the combat unit marker along the track to reflect increases and decreases in accumulated Points. Obviously you may not accumulate more than 10 Points of a given type and nationality, since the track only goes that high. Make a written note of replacements which you do not have a counter available to record.

Reinforcements

Each Player receives a limited quantity of Forces during the course of the game as reinforcements. The exact composition of each reinforcement Force and its turn of arrival are set forth on the Game-Turn Record Track; the combat unit's set-up shown on the unit manifest start-date following most nearly the turn of arrival applies to the units at the time of their arrival. Reinforcements enter the game during the Friendly March Phase. The reinforcement force is considered, for one turn only, to enter the map under its own initiative (i.e. initiative is already built into its arrival date). They may not perform extended march on their turn of arrival.

Clarification: For the purpose of calculating Attrition, a force entering the game as a Reinforcement traces Dispatch Distance from its Center of Operations or the nearest Friendly Supply Source to the hex at which they enter.

How Reinforcements Arrive

Reinforcements arrive on the road hex listed and pay the normal terrain cost for the entry hex (including the road bonus). Reinforcements may arrive stacked so long as the stacking and command rules are not violated. Reinforcements may not be reorganized on the Organization Display before entering the game.

Change: A player may delay the entry of Reinforcements indefinitely, even if a designated entry hex is free of Enemy occupation or control.

The owning player may delay the entry of any reinforcements beyond the Game-Turn indicated on the Game-Turn Record Track, only if the entry hex is occupied by an Enemy Force or is controlled by an Enemy Force. If either condition exists, the Player may withhold the reinforcements until the removal of the Enemy presence, or he may bring the reinforcements on in any subsequent turn, at the nearest map edge hex unblocked by Enemy presence. Note that the owning Player has the option to enter into an enemy controlled hex but is not required to do so.

For the purposes of calculating attrition and plotting movement, combat units commanded by Lieutenant Generals and Major Generals enter the game as part of a force led by a Commander (if one is scheduled to arrive at the same time as they are). Instead of withholding units whose entrance hex is blocked by an Enemy presence, a Player may instead choose to have them enter the map on the nearest road hex free of Enemy control.

Strength and Communications. Any group of reinforcements without a strength shown for the scenario in which they enter the game, should use their strength for the following scenario.

In addition, any reinforcements which enter the map beyond their assigned army's communications, may be assigned to another Allied army. Such reinforcements are not limited to the army assignment shown on the Organization Display.

French Garrisons

Paris Garrison

Units on the Game-Turn Record Track listed as such are the Paris Garrison (actually representing Depot Troops — troops "in the pipeline" on their way to regiments in the field, as well as officers, sergeants, instructors, drummers and corporals responsible for processing recruits). These units' strength may be depleted for use as regular replacements at the rate of one Strength Point per turn (total) beginning on or after 10 March. If they retain any strength, they appear as reinforcement units in Paris when, from any enemy force, a path may be traced to Paris that is 7 MPs or less (counting at the Inf cost) in length.

Intrinsic Garrison Strength

Each of the towns listed below has an intrinsic Defense Strength of "One," with a Zone of Control. When these hexes are attacked with no other Friendly units in the hex, any retreat results in the elimination of the garrison. If, however, the enemy force retreats, the garrison takes no loss. Garrisons in primary towns defend on the affecting terrain line on the CRT. Once a garrison is eliminated, if the garrison hex is vacated by the enemy, the garrison immediately "comes back." Garrisons can't be Repulsed; can destroy bridges. Garrison towns can block Dispatch Distance and Lines of Communications. They are never required to attack adjacent enemy units.

Clarification: If French units stack in a garrison hex and attack adjacent Enemy units, the strength of the garrison is added to the attacking units. The garrison is considered destroyed if the attacking force is compelled to retreat by the Combat Result.

Garrison Towns (see terrain key). The following towns have intrinsic Garrison Strength: Pont-sur-Yonne, Nemours, Meaux, Reims — all National Guards. Fontainebleau, Soissons — Regulars. St. Maur, Charenton, Vincennes, Paris (both hexes) — Depot Troops.

Supplement of Garrison Strength

If other friendly units defend in the hex, their strength is added to the Garrison Strength of One. Friendly retreat still results in garrison strength elimination; if enemy retreats, garrison still suffers no loss (although other units in the hex may).

Effect on Replacements

At such time, and for the duration, that the Paris Garrison is on the map (and either all or none of the units will be so), replacements may be accumulated, but not incorporated into the strength of any unit. The Paris Garrison may be returned to the Garrison spaces on the display to renew the replacement process.

Weather

Commentary: Weather played an important role in this campaign. Alternately freezing and thawing, the roads became hopeless quagmires, hindering not only the march of troops but particularly the movement of artillery and supply wagons. Much of the attrition in the game is the result of large quantities of men and material which would have to be left behind in the mud in any rapid march.

General Rule

There are basically two weather conditions, either one of which may apply during a given Game-Turn. These are Thawing (Mud), and Freezing (or Fair — the effect is the same as Freezing). In addition, a Freezing turn may also be snow, or a Mud turn rain. That is, where "Snow" is the weather, "Freeze" effects apply in addition to snow; with rain, "Mud" effects also apply.

How to Determine Weather

Players may agree to use the historical (actual) weather conditions printed on the Turn Record Track, or they may determine weather at the start of each turn on the Weather Table, rolling the die on the line appropriate to the current date.

Effects of Nasty Weather

Mud and Snow affect the severity of March Attrition: the Player must use a separate die roll column on the Attrition Table for Mud and Snow. In addition, the effect of snow and rain is to increase the Modified (only) Initiative Die Roll of the active Leader by one. Thus, if an active "3" were opposed by a passive "4", his Initiative modifier would be three instead of two.

Commentary: The effect here is to facilitate retreats after combat by hampering pursuits; but similarly to allow a force more easily to "sneak-up" on an unsuspecting enemy force, by reducing the possibility of that force's being able to force march away from battle.

Special Unit Types

Bridges and Engineers

Repair of Blown Bridges. There are no Engineer counters per se in the game. However, each Leader on the Organization Display except Cavalry Major Generals (only) is considered to have one organic Engineer unit. The appropriate Leader is moved into the hex adjacent to either end of the Blown Bridge. There must be no enemy units adjacent to the leader counter (regardless of ZOCs). In the following Friendly Movement Phase, the Player rolls the die, finding the right line for type of engineer unit and bridge. There are two types of bridges, primary and secondary, which bridge primary and secondary rivers respectively. The bridge is repaired if the die roll is less than or equal to the number shown. Remove the blown bridge marker when the bridge repair die roll succeeds.

Clarification: In order to attempt to repair a blown bridge, a force containing an Engineer unit must first spend a complete Friendly Movement Phase in one of the hexes into which the bridge extends. At no time during this Movement Phase may the Engineer unit be within the ZOC of an Enemy unit. At no time may an Enemy Combat unit be on the far side of the bridge under repair.

Clarification: If a force carrying an undeployed Bridging Train is wiped out in combat, that Bridging Train is considered destroyed, not captured. Once a Bridging Train has been placed on the map, it automatically becomes usable at the beginning of the next Friendly Player-Turn. It may only be removed from the map and returned to its undeployed state during the Bridge Segment of a Movement Phase. A deployed Bridging Train may not be returned to its undeployed state if an Enemy unit occupies a hex into which it extends.

Destruction of Bridges. A bridge may only be blown if a Player has a unit (of any kind) in a hex into which the bridge enters. If there is an Enemy unit at the other end of the bridge when a Friendly unit is attempting to destroy it, he must increase the die by one. The procedure for determining whether the bridge is destroyed is the same as for repair. If the bridge is blown a Blown Bridge Marker is placed adjacent to the bridge.

A unit may attempt to blow a bridge at the end of the same Friendly Movement Phase in which it moved into one of the hexes into which the bridge extends. Bridges may not be destroyed at the end of a Forced March Segment.

Change: Delete the sentence, "It may be moved out of the hex in the same turn it is crossed by units," concerning Bridging Trains.

Clarification — Function of Support Units: When a Support unit is left in a hex unaccompanied by a Combat unit, the Player owning the force containing that Support unit must announce that no Combat unit is present in the hex.

Effect of Destroyed Bridges. A destroyed bridge is ignored for all purposes; the hexside it bridged is treated as a normal river of whichever type.

Bridging Trains (Pontoons). Bridging Trains may be used to bridge any river hexside. Each Allied Army-Corps (i.e. Blucher, Barclay, Langeron, Wittgenstein, Winzingerode, Wrede, Sacken and Schwartzenberg) is given one bridging train. Napoleon receives only one bridging train. The only way the French Player may get other bridging trains is to capture them (he can also lose them this way). This can only be done by moving a friendly unit into the hex containing the enemy bridging train, either during the March Phase or as a result of advance after combat. Bridging trains which are deployed do not retreat after combat when combat units in their hex suffer that result. They remain behind and may be captured by advancing enemy units. They may not be destroyed. Only bridging trains which are currently deployed (i.e. on the map as opposed to the Organization Display) can be captured. Bridging Trains can only be deployed or undeployed during the Bridging Segment of the Friendly Player-Turn. To use a bridging train, simply place it adjacent to the river hexside to be bridged. In the following turn it is usable if it has remained in that hex, and units may move over it as if it were a normal bridge. When using a bridging train to cross a river it does not matter if there are enemy units in the hex across the river, and one can attack across it as a normal bridge. A bridging train can be used without an engineer unit present. A bridging train can be captured and moved by a cavalry unit, and can make an extended or forced march.

Commentary: Before attempting to place the bridge, if necessary the boats could be used to cross a landing party to seize the bridgehead. A bridge could be swung into position in under five minutes, so that its installation could not be prevented by enemy troops on the opposite bank.

Function of Support Units

Engineers are, and Bridging Trains can be, assigned to Major Generals, and they move like normal units, but only if these Support Units are to be employed in tasks suitable to their special properties, i.e., creating or removing bridges. They are powerless to capture anything, harm anyone, or block any path (and this goes for capture of Center of Operations, too). Bridging Trains may be allocated to a Leader's Organization Display.

Support units have no Combat Strength, for either attack or defense. They move as if they were infantry units, but do not suffer attrition of any kind.

French Imperial Guard

A Force of exclusively Old Guard (OGde) Infantry suffers no attrition and OGde do not count toward attrition in any force to which they belong. When moving in a Force which also includes other unit types, the Player may choose to remove attrition losses from the OGde units in a Force but he is not required to do so, even if there are not sufficient SPs of other types to absorb the losses.

A force of exclusively OGde and/or Cavalry has a Pursuit Bonus of one hex. Such a force also has a movement bonus of 2 MPs during the march segments (see "Movement Allowance").

Optional Rules

Any or all of the following rules may be used at the Players' option. These rules reflect the influence of factors which the designer feels were not decisive to the campaign's outcome, but which Players may run across in reading. Players seeking additional complexity or minor modifications to play balance should study the following rules. These rules are included to show Players why they were not made a functional part of the game design, rather than because their use would add anything essential to it. They are not recommended for tournament-style play between two opponents.

Austrian Statecraft

Austria's own territorial gains were already secured by early 1814, so the Austrian command was reluctant to commit its forces to battle, preferring to let the Russian, Wurttemberg and Bavarian contingents of the Army of Bohemia do most of the fighting, while its own Corps moved off toward its communications to the south.

General Rule. Each turn, during the Admin Phase, the Allied Player rolls to see if there will be an intervention of Austrian Statecraft. If he rolls a one, any force that Phase to receive a "one" in its Attrition Determination die roll is affected. The die is rolled again to determine a compass point from its original starting position, to which the force must return, and then move the same number of MPs, ending as near to that compass point as road hexes (1° if possible) will permit. The force may enter enemy ZOC.

Disorganization and Rally

A third Segment — "c" — follows the Battle Segment of each Combat Phase — a "Disorganization and Rally Segment". In this Segment, for each of his forces compelled to retreat during the preceding Battle Segment, the owning Player rolls one die. If the die roll is greater than the force Leader's Initiative Rating, the force in question is immediately "disorganized". Any other result has no effect. Both Players may also attempt to rally forces that were disorganized in previous Combat Phases. If the die roll is less than or equal to the force Leader's Initiative Rating, the force in question immediately ceases to be "disorganized". In the case of a multi-leader force the owning player may choose to have the entire force make one die roll using the initiative of the force commander, or have some or all of the Leaders involved make separate die rolls, each using his own Initiative.

Effects of "Disorganization". "Disorganized" Leaders may not use Forced March or attempt to move under initiative. When moved using a Movement Command, they must end their march closer (in terms of Movement Points) to their Center of Operations. Disorganized forces may not attack voluntarily, but they defend themselves normally. If a "disorganized" force is compelled to attack, this attack is automatically made at the worst possible odds. "Disorganized" forces that are compelled to retreat again do not roll for additional "disorganization". "Disorganized" forces can destroy bridges. (Option for this option: "Disorganized" forces must shift down one line when they use the Attrition Quotient Matrix to determine Attrition during the Friendly Movement Phase.)

Note: "Disorganization and Rally" is used in other games that employ the Napoleon at Bay game-system. Players who want to master the system may wish to use this option in order to familiarize themselves with a concept that they will encounter again. It also adds an interesting dimension to Napoleon at Bay itself. At the same time, however, players should realize that use of this option will usually reduce the Allied chances of winning the game — for the same reasons that adoption of the rules governing Austrian Statecraft offset part of its effect: this rule penalizes Players who prefer "safe", conservative lines of play.

Drawn Games

Players who want to better simulate the desperate political problems confronted by Napoleon during the 1814 Campaign may modify the Victory Conditions in the following way: If the Morale Marker moves off the negative end of the Morale Track before the end of the 29/30 March Game-Turn, the Allies win the game. If it moves off the positive end before that point is reached, or if French Morale is positive at the end of the 29/30 March Game-Turn, the French win. If French Morale at the end of the 29/30 March Game-Turn is "−3", "−2", "−1", or "0", the game is considered a draw. The game ends immediately when the Marker moves off the end of the Morale Track.

Note: This rule puts great pressure on the French Player and reduces his chance of winning the game considerably.

Three-Player Games

If three people want to play Napoleon at Bay simultaneously and are interested in simulating some of the coordination problems that confronted the Allied commanders in 1814, they can split command of the Allied side. Players may adapt any rules regarding communications between Allied army commanders that they wish, but they might consider limiting the two Allied Players to one exchange of written notes per Game-Turn, at the end of each Allied Movement Phase. (They could also make an exception to this rule by allowing unlimited discussion between the two Allied Players whenever Bluecher is stacked with either Schwarzenberg or Barclay.) Players should realize that any restriction on communications between Allied Players will reduce their ability to coordinate operations against the French Player. Players who are interested in increasing the historical accuracy of Napoleon at Bay still more may want to try to devise different Victory Conditions for the two Allied armies.

Intelligence

Procedural Secrecy. Players who have a good grasp of the mechanics of Napoleon at Bay and who trust their opponents can add an interesting dimension to the game by limiting the amount of information available to the other. If they wish to increase uncertainty, players can agree to keep secret: 1) The arrangement of units on the Organization Displays. 2) The result of Initiative die rolls. 3) The result of Attrition die rolls. 4) The result of die rolls for Administrative Points and total number of Administrative Points accumulated. 5) The addition of Replacement Points to Combat units and the total number of Replacement Points accumulated. 6) The position of subordinate Leaders who are present in a hex "underneath" a force commander with a sufficiently large Command Span, so long as that force is not adjacent to an Enemy force. That is, subordinate leaders who are stacked with a force commander can be removed from the map until that force makes contact with the Enemy (see "Stacking: Suggestion"). Use of some or all of these rules makes Napoleon at Bay considerably more challenging; it is obvious that they should not be used by people who play "for blood" unless a moderator of some sort is present.

Leader Identity. Leader counters moving across the map stay inverted, and their identity hidden from the Enemy Player, until adjacent to Enemy units. They must be turned face-up for as long as they remain adjacent to Enemy units. If an enemy force moves through their ZOC, or vice-versa, their identity is revealed and again immediately concealed.

Dummy Counters. The Allied Player may place one Dummy force on the map for every two actual forces he has on the map. Note that, to be convincing, a dummy force should be made up of two or three counters; but that if subordinate leaders are being placed on the Organization Display instead, a corresponding number of dummies must be withheld from the map. The French Player may place one dummy force for each actual force he has on the map. Dummy forces are moved and in every way behave like real forces until their identity is revealed; at this point they are removed from the map (but may be replaced in the following turn). If the number of forces a Player has is reduced, he must reduce his number of dummies. Dummies can be placed anywhere within dispatch distance.

Cavalry Screening. If a Player wishes to protect the identity of his Leaders from probing bands of enemy cavalry, he must place his own cavalry in a blocking position, to take advantage of the rule which requires enemy cavalry to pay the Movement Point cost to exit the ZOC of friendly cavalry, and the higher initiative of a Cav Maj Gen (which can be exploited only by a force of pure cavalry).

Dispatch Interception. Cavalry units may, under certain circumstances, intercept enemy Movement Commands. If this occurs, there are two effects: 1) The Movement Command is lost to the Enemy Player, and cannot be given to any force. The force for which it was intended may still attempt Initiative Movement. 2) The Strength of the force for which the Command was intended is revealed to the Enemy Player.

Conditions. A Dispatch may be considered intercepted only if: 1) The path counted from the Center of Opns issuing the Movement Command, to the Leader for whom the Command is intended, has no alternative but to pass within 4 hexes of an Enemy cavalry unit; and that being the case, 2) the Enemy Player rolls a one, two or three.

Cavalry Attrition

For those who prefer a more complex treatment of cavalry Attrition, calculate Attrition for cavalry units separately, even when they move in forces which also contain infantry units, using a separate table. Allow cavalry units to move more than five Movement Points, up to the limit imposed by their Movement Allowances.

Errata and Clarifications

The following corrections and clarifications to the miscellaneous tables and matrices were issued after publication.

Initiative Comparison Matrix. If the Active Leader's Initiative Rating is "zero", use the "one" column on the Initiative Comparison Matrix. The Die Roll Modifier for an Active Leader with an Initiative Rating of "four" should be "plus two" (not "plus one").

Pursuit Table. When the modified Pursuit die roll is "nine" use the "eight/seven" line. If the result obtained on the "Length of Advance" table is "1", no advance can be made at all, even if the pursuing force is entitled to a Pursuit Bonus.

Attrition Quotient Matrix. The fourth category in the "1-3 APs Accumulated" column should be "8-10" (not "11-15").

ZOC and Command (clarification): For the purpose of calculating Attrition, it is possible to trace Dispatch Distance into a hex that is in an Enemy ZOC, but not out of it.

Entering Occupied Hexes (change): Allied forces may move off the eastern, northern, and southern map-edges in both the Forced-March Segment and the Movement Phase. Such Forces may return as Reinforcements during the Allied Movement Phase two full Game-Turns after they leave the map, or during any Allied Movement Phase thereafter. They reenter the map at the hex closest to their point of exit that is free of Enemy control.

Changing the Supply Source (clarification): The initiation of a change of Supply Source does force an Army's units to use the "0" column on the Attrition Quotient Matrix when tracing Dispatch Distance from the Center of Operations for the purpose of calculating attrition.

Scenario Folder Notes

How to Use the Deployment Charts (clarification): During the set-up process, units may be switched from one Leader to another in the same hex if that is necessary to accommodate Command Spans.

Scenarios (clarifications and changes):

  1. The French Player is the "First Player" in all scenarios.
  2. All Centers of Operations are active at the beginning of each scenario.
  3. At the beginning of each scenario the Allied Player does not have to state whether an army is tracing its communications to its own Supply Sources or to the other Allied Army's Center of Operations until the beginning of the first Allied Administrative Segment.
  4. In each scenario both players have the option of moving their Center(s) of Operations from the position(s) assigned by the Map Set-Up. A Center of Operations may be placed on any Primary Road hex that is closer to its Supply Source than is the designated hex.
  5. At the beginning of the 15 February, 23 February, and 3 March scenarios, the French Player has three unexpended Old Guard Infantry Replacement Points accumulated.
  6. At the beginning of the 11 March and 21 March scenarios, the Paris Garrison still has all of its Strength Points.

Scenarios, Morale (change): Increase French Morale by "one" for the scenarios starting on 23 February, 3 March, and 21 March.

Garrisons Removed (change): Delete this rule. Garrisons are never considered "removed."

Second Player's Pre-Game Forced March Phase, Procedure (clarification): All of the Second Player's forces have the same Pre-Game Forced March Limit. Calculate that limit by finding the two opposing forces that are closest to each other (in Movement Points) and halve the distance between them, rounding all fractions up to the nearest whole number.

Map Set-Up (changes):

  1. Units marked with the appropriate symbol may also be placed on the Organization Track of any Leader who has room for them, or within three hexes of a Friendly Center of Operations. At the beginning of the 15 February scenario and all subsequent scenarios, the Bohemian Center of Operations must be placed within three hexes of the Center of Operations of the Army of Bohemia or on the most direct route between the Center of Operations of the Army of Bohemia and Chaumont; in the latter case it need not be within three hexes of another Allied force, but it cannot be within three hexes of a French force.
  2. Add a Major-General Marker (Tschernis) to the Allied Set-Up. He should be marked "(reinforcement)" on 28 January and should be listed with the relevant unit manifest in all other scenario columns. Note that on 21 March a Cavalry Major-General may be substituted for an Infantry Major-General.

Army Unit Manifests (assorted date-by-date corrections): a number of individual leaders and units listed on the 28 January, 9 February, 15 February, and 23 February start dates should be re-marked as "(Reinforcement)" rather than as an initial set-up unit, several leaders should be reassigned to a different Commander's Organization Track than originally printed (for example Hardegg to Frimont rather than Wittgenstein, and Karpow to Cavalry Major-General Four rather than Sacken on and after 15 February), and a small number of unit strengths are corrected (Gurgalow to strength "eight", Pr. Adam to strength "two"). On 21 March, add a Bridging Train to the French set-up, to be placed on the Organization Track of Napoleon or Ney.

Organizational Displays. Assume that all Leaders have eight-space tracks. Strogonoff should have a Command Span of "three" (not "two").

Reinforcement Tracks (corrections to entry hexes and dates): a number of the Allied reinforcement entries have corrected entry hexes, dates, or attachments — for example Gartchakov and Eugen enter as Wittgenstein's subordinates, Lambert and Yermolov enter as Barclay's subordinates, Leval enters on Oudinot's Organization Track, and Kleist enters with Tschernis on his Organization Track and Kaptsevitch as his subordinate.