Rivoli 1797
Rivoli 1797 Rulebook
Table of Contents
Table of Contents
- I. Basic Game Rules
- General Rule
- 0.1. Game Scales.
- 0.2. The Map
- 0.3. The Counters
- 0.4. Cohesion Test
- 0.5. Engagement Test
- 0.6. The Die
- 0.7. Abbreviations
- Game Sequence
- Orders and Activation
- 2.1. Activation Markers (AM)
- 2.12. Combined Activation Markers (CAM)
- 2.2. Use of AM
- 2.3. Orders
- 2.4. Effect of Orders and Activations
- 2.5. Commander Initiative:
- 2.6. Commanders in Chief
- 2.7. Elimination of the Commander-in-Chief
- 3.0. Strategic Initiative
- 4.0. Movement
- 4.1. Movement Allowance
- 4.2. Forming Square
- 4.3. Movement and Terrain
- 4.4. Movement Restrictions
- 5. Stacking and Reinforcements
- 5.1. Stacking
- 5.2. Reinforcements
- 6. Facing and ZoCs
- 6.1. Facing
- 6.2. Zones of Control
- 7. Artillery Fire
- 7.1. General Rule
- 7.2. Fire Restrictions
- 7.3. Firing Strength
- 7.4. Line of Sight (LoS)
- 7.5. Fire Resolution
- 7.6. Counter-battery Fire
- 8. Shock Combat
- 8.1. General Rule
- 8.2. Shock Combat Determination
- 8.3. Reaction Fire
- 8.4. Combined Shock
- 8.5. Shock Results
- 8.6. Shock Combat DRMs
- 8.7. Advances After Shock Combat
- 8.8 Breakthrough and Counter Shock:
- 8.9. Refusing Shock
- 8.10. Artillery and Shock Combat
- 9. Cavalry Charge
- 9.1. Charge Restrictions
- 9.2. Charge Effects
- 9.3. Square and Charge
- 9.4. Countercharge
- 9.5. Pursuit
- 10. Combat Results
- 10.1. Disorder
- 10.2. Rout
- 10.3.Recoil and Retreat after Combat
- 10.4. Rout Movement
- 10.5. Traversed Units
- 11. Rally
- 12. Night
- 13. Victory
- II. Optional Rules
- III.A. Battle-Specific Rules, Rivoli 1797
- IV. Counter Explanation
- Scenarios
- Charts and Tables
I. Basic Game Rules
General Rule
Jours de Gloire consists of the basic rules, the optional rules (a more complex game) and specific rules for each battle.
0.1. Game Scales.
According to the importance of the battles covered and of the size of the armies involved, the Jours de Gloire games may be at the brigade level (most frequently), or at the regimental level (perhaps using the demi-brigade – its equivalent during the Republican period). One strength point represents 200 infantrymen or 150 horsemen. Each artillery strength point represents approximately four cannon according to caliber.
0.2. The Map
The map displays the historical location of the battle. A hex grid is superimposed on the map to regulate counter position and movement. Different types of terrain – whose effects on the game are detailed below and in the charts – are present on the map.
0.3. The Counters
There are two types of counters in Jours de Gloire: combat units (three types - infantry, cavalry and artillery) and informational markers. Combat units are identified by a background color for nationality and with a band of color indicating their formation (see the counter examples at the end of the rules). All combat units are double sided: the front represents the unit in good order, the back the same unit disordered with lower values (this side has a white band).
Combat units have four ratings:
Strength points, based on the unit's manpower
Cohesion, or the unit's ability to survive combat
Engagement, or the unit's ability to engage in Shock Combat (2.4. 8.2.)
Movement expressed in Movement Points (hereafter MPs)
0.4. Cohesion Test
The player throws 1d10, if the result is less than or equal to the unit's cohesion then the test is successfully passed. . If the result is greater then the test has been failed.
0.5. Engagement Test
As above, but use the Engagement Value.
0.6. The Die
The game uses a ten-sided die. « 0 » is zero, not 10 as in some other games.
0.7. Abbreviations
Hex: Hexagon.
AM: Activation Marker
MP: Movement Point.
CT: Cohesion Test
ET: Engagement Test
ZoC: Zone of Control
LoS: Line of Sight
DRM: Die Roll Modifier
Game Sequence
During the Activation Phase of each turn the units move and engage in combat in a random manner determined by the drawing AMs. Every game turn consists of several Phases:
A. Order Phase.
The players choose which formations receive orders for the current turn (see 2.3.).
B. Strategic Initiative Phase.
1.Both players roll a die to determine which player gains Strategic Initiative (see 3.).
2.The player having the Initiative selects an AM from those available. This formation will then begin the turn.
C. Assembly Phase.
Place the AMs for the formations on the map and those due to enter that turn in the pool (except for that selected in Phase B2).
D. Activation Phase.
-
Activate the AM from B2 above first. After that AM randomly pick one AM from the pool. The formation corresponding to that AM is then activated.
-
On drawing the AM, check if the tactical group(s) of the activated formation are With or Without Orders (see 2.3.).
If required test for Initiative.
- An activated formation can, in the strict following order:
Fire its artillery units (see 7.)
Move all eligible units (including charging cavalry, see 4. and 9.1.)
Engage in Shock Combat (infantry, see 8.) or Cavalry Charges (see 9.)
Rally all units, which did not perform any actions during this phase (see 11)
The activation Phase is repeated until there is only one AM left in the pool. The latter is put to one side and its formation is not activated.
E. Rout Phase.
The players move all routed units their full movement allowances in the required direction (see 10.4.)
F. Final Phase
The players check victory conditions and advance the turn marker. Remove all With and Without Orders markers
Play now returns to Phase A.
Orders and Activation
2.1. Activation Markers (AM)
The AM’s are used to determine which is the active player and which among his units may perform actions in Phase D.
Each AM identifies a particular formation. A formation is a group of units (a brigade, a division, or an ad hoc formation, for example a reserve) that has an identifying band of color. All formations have two AM’s, that are placed in a pool in Phase C and drawn randomly (see 2.2.).
Special AM’s are available in some battles. Their uses are described in the specific rules for each game.
2.12. Combined Activation Markers (CAM)
The CAM are identified by a C on the counter (see counter diagram). CAM are placed in the pool (whether by choice or as required), before the strategic initiative test (Phase B.1). Their effects are described in the specific rules for each battle.
2.2. Use of AM
At the beginning of the Activation Phase (Phase D), a player draws an AM from the pool. The units of the formation designated by that AM are then activated and may perform actions. Once the player has done so, the Activation Marker is put aside and another is drawn from the Pool, repeating the process.
2.2.1. End of the Activation Phase:
When only one AM is left in the pool, the Activation Phase ends. The remaining AM is put aside without activating the relevant formation.
2.3. Orders
At the beginning of each turn (Phase A), each player selects among his formations those that can receive orders and will be With Orders from their HQ for the remainder of the turn. The number of formations receiving orders from their HQ is limited by the Order Rating of their Commander in Chief and corresponds to the number of With Orders markers provided in the game. All units that do not receive orders are considered Without Orders. To keep his decision hidden from his opponent, each player places his With Orders / Without Orders markers face down, on any unit of each formation.
Note: to receive Orders a formation must have at least one of its units within the range of the Commander-in-Chief (2.6.).
2.4. Effect of Orders and Activations
Each Order marker is flipped over to its front side only when the first AM of the formation is drawn and the formation is activated (Phase D). Once revealed, it stays in effect throughout the whole turn. A formation may therefore move and fight at full capacity (With Orders) or at reduced capacity (Without Orders).
Formations with Orders:
Units of a formation With Orders may (in the following order):
Fire their artillery pieces
Move normally, including cavalry charge (artillery units that fired move at a reduced movement rate)
Perform a forced march if allowed to do so
Engage in Shock Combat without performing an Engagement Test
Attempt to Rally
Formations without Orders:
Units of a formation Without Orders may (in the following order):
Request their commander rolls for his own initiative, and thus acquires a “With Orders” status (see below); or
Fire their artillery pieces (without an Engagement Test)
Move, including Charge movement after an ET (see 9.1) at a reduced rate (see 4.1.), except for artillery pieces, which fired and may not move, and cavalry units that failed their Engagement Test which may not move
Engage in Shock Combat after passing an Engagement Test
Attempt to Rally
2.5. Commander Initiative:
This can be used, if the player so decides, after drawing the AM (D.2.) for a formation Without Orders. To give orders on the commander's initiative, the player must check against the Initiative Rating of the involved commander (printed on the Activation Marker) by rolling a die. (roll once for each formation Without Orders). If at least one of the units in the formation is within his Command Range (see 2.5.) subtract the Commander-in-Chief's DRM from the die roll.
If the modified die roll is less or equal to that commander's Initiative Rating, the units of the formation acquire the same abilities as if With Orders, for the current activation only. (If the second MA is drawn, the initiative test must be repeated).
If the modified die roll is greater than that commander's Initiative Rating, the units of the tactical group may not perform any actions during the current activation, except to attempt to Rally.
2.6. Commanders in Chief
Both players have a Commander-in-Chief counter. It has the following three factors:
A DRM for the Initiative Check of his subordinates and for Strategic Initiative
An Order Rating (see 2.3.)
A Command Range expressed in hexes. (Note: this is a range which is unaffected by terrain or enemy ZoC).
The Commander-in-Chief may move by 7 movement points, only once per turn, during any friendly Activation Phase. They may not make a Forced March. Upon doing so, they are flipped over to their reverse side (marked by a white band). They cannot enter an enemy ZoC alone
2.7. Elimination of the Commander-in-Chief
If an enemy unit moves adjacent to a Commander-in-Chief, the latter may (if stacked with a friendly unit, at the owning player's choice), or must (if alone in the hex), immediately retreat two hexes. This retreat may be into or through an enemy ZoC.
If a Commander-in-Chief is stacked with a retreating or routed unit, he must follow it in its retreat. He may leave it when performing his own movement. If a Commander-in-Chief is still stacked with a routed unit at the beginning of Phase E, he must follow it in its rout movement, and is eliminated if the unit routs off the map. A Commander-in-Chief is also eliminated if he is forced to retreat through an enemy unit. In that case, all formations of his army are without orders until the end of the game.
3.0. Strategic Initiative
During the Strategic Initiative Phase (Phase B), both players roll 1d10 and add their Commander-in-Chief 's DRM. The player with the higher score wins the initiative for that turn. In case of a draw, neither player has the initiative and all the AMs are placed into the pool. The Initiative player may then select the AM of a formation to be activated before all others. This formation may be With or Without orders. The initiative player may choose not to use that advantage, in which case the Activation Phase shall begin by randomly drawing an AM from the pool.
4.0. Movement
4.1. Movement Allowance
4.1.1 Normal Movement
Each unit has a movement allowance shown in terms of MPs on the counter. This figure is the maximum number of movement points (MPs) the unit can normally move in an Activation Phase when With Orders from the HQ. All units may move fewer MPs than their allowance.
4.1.2. Reduced Movement:
A unit Without Orders has its movement allowance halved (fractions rounded up). Therefore, an infantry unit with an allowance of 4MPs that is Without Orders has a movement allowance of two MPs.
4.1.3. Forced March:
A forced march doubles the unit's movement allowance.
Only a unit With Orders may force-march, provided it starts and stays five hexes away from any enemy units for the duration of its movement. If the unit wishes to come within five hexes of an enemy unit, it must do so using its normal movement allowance. A unit may only use one type of movement for each Activation Phase. It is not possible to switch from one to the other. A unit force-marching may never move through a hex so that it exceeds the stacking limits of the hex during movement (see Rule 5.1).
4.2. Forming Square
Forming square is allowed only in clear terrain, and only for infantry and artillery units that are neither disordered nor routed. An artillery unit may form square only if stacked with an infantry unit which is also in square.
A unit or a stack of units may voluntarily form square (place a "Carré" marker) or leave square (remove the marker) during its Activation Phase. A unit can only go into square if it does not move: forming square costs the unit's whole movement allowance (whether With or Without Orders). Leaving square costs +1 MP and the unit may face freely. It is possible to go into, or come out of square, in an enemy ZOC.
A unit (With or Without Orders) may move one hex maximum in clear terrain only, providing it does not use more than 2MPs for this. A unit is square which is disordered or retreats as a result of combat immediately leaves Square formation (remove the marker). If a unit in a stack of units is disordered then the whole stack must leave Square.
4.3. Movement and Terrain
Each unit expends Movement Points for each hex it enters. The actual cost depends on the type of terrain in the hex (see the Terrain Effects Chart – hereafter TEC). Units do not expend MPs to change facing (see 6).
4.3.1. Road Movement:
A unit entering a road hex from a hex containing the same road moves at the (reduced) road movement rate indicated on the TEC. Otherwise, it expends the normal MPs required to enter that hex. A unit cannot use road movement to move adjacent to an enemy unit: it must pay the “normal” movement cost of the last hex.
4.3.2. Impassable Terrain:
Some hexes or hexsides are impassable: units cannot enter or cross them unless along a road or a trail, or through a bridge.
4.4. Movement Restrictions
A unit which moves must trace a continuous chain of adjacent hexes, paying the relevant cost in MPs as it does so. The units move independently of each other and the movement of each must be finished its before the next can start moving. The facing of a unit has no effect on movement. A unit must always have enough MPs remaining to pay the cost of the hex it enters. If it does not, it may not enter the hex. MPs may not be accumulated from one Activation Phase to the next.
4.4.1. Artillery Movement:
Artillery units With Orders, which have fired at the start of their Activation Phase (artillery fire taking place before all other actions), may then move, but their movement rate is halved (rounding up). Place a “Tir/Mouvement reduit” marker on those units after they have fired. That stays in place only for the current activation and not for the whole turn (remove the marker at the end of the Activation Phase). However, an artillery unit Without Orders that has fired may not move.
4.4.2. Movement through Friendly Units:
Movement through a hex containing one or more friendly units costs +1 MP. Entering and stopping in such hex does not have an additional cost.
Exception: no units (even in Square) may enter or pass through a hex containing a friendly unit already in Square. Conversely, no units in Square may enter a hex containing units not in Square.
5. Stacking and Reinforcements
5.1. Stacking
Markers and commanders do not count against stacking limits.
Stacking limitations per hex are as follows:
Two units of the same type (infantry, cavalry or artillery) and of the same formation
One artillery unit of any formation combined with one or two infantry units
Two artillery units of any formation(s)
Exception: the “same type” constraint does not apply to routed units.
Prohibitions:
Routed units may not stack with other units in good order or disordered status.
Units in Square may not stack with units that are not in Square.
Artillery may not stack with cavalry.
5.1.2. Effect of Stacking on Stacking and Movement:
• A unit may never enter or pass through a hex occupied by an enemy unit.
• A unit entering a hex occupied by a friendly unit is placed at the bottom of the stack.
Exception #1: Artillery units are always placed on top of the stack
The stacking order may only be modified at the beginning of the Activation Phase (before movement) of the units concerned.
• Stacking restrictions are applied at the end of movement (avoiding combat see 8.9).
Exception #2: Stacking restrictions are applied during Forced March (see 4.1) and during Retreats after Combat (see 10.5. Traversed Units), during which failure to observe the rules is forbidden or will trigger penalty Cohesion Tests.
Exception #3: another unit may never traverse another unit in Square.
At the end of movement, a routed unit must be alone in its hex, or stacked with another routed unit (see 10.2, 10.4).
A routed unit may not stack with a unit in good order or in disorganized status. During the Movement Phase, a (friendly) unit may cross the hex occupied by a routed unit without other penalties than the standard +1 MP (see 10.5. Traversed Units).
5.1.3. Effect of Stacking on Combat:
Stacking limits are applied throughout the Combat Phase (Shock and/or Fire). The effects are as follows:
Artillery stacked with infantry may always fire
Units stacked together must engage in combat together. Attacking with one unit and not with the others is not allowed (unless one is disorganized)
If units stacked together engage in Shock Combat (sum their strength points, excluding artillery and disorganized units), only the topmost unit in the stack can make the Engagement Test if required (see 8.2.). In case of failure, no unit in the stack may engage in Shock Combat; if an artillery unit is on top of the stack, the topmost infantry or cavalry unit makes the check.
Artillery fire and Shock Combat results affect all units in the stack. If a stack must make a Cohesion Test as the result of Fire or Shock, roll separately for each unit:
Reaction and counter-battery fire affects only the topmost unit in the stack. If a Cohesion Test is required, only the topmost unit is affected.
Exception: the player performing reaction fire on a mixed enemy stack (infantry and artillery) may decide, before fire, to apply possible results to the topmost infantry unit in the stack. A counter-battery fire can only affect the artillery unit that caused it.
5.2. Reinforcements
Reinforcements enter the game when their AM is drawn.
Procedure
In the turn when reinforcements are scheduled to arrive, only one of the two AMs is put into the pool. If that AM is not drawn then the reinforcements are delayed and the procedure is repeated the following turn but with two AMs this time (so that their arrival is certain).
Exception: if the units arriving, as reinforcements, are part of a formation, which has some units already on the map, both AMs are used.
All reinforcements enter the map automatically With Orders (without the Commander-in-Chief spending Order Points) and Force Marching. Place a “Renforts” marker onto the stack to indicate this. When the unit moves within five hexes of an enemy unit, or at the choice of the owning player, it loses this status and the marker is removed. The formation becomes Without Orders. The Commander-in-Chief must then spend an Order Point to place it With Orders. The owning player may as well choose to have his units enter the map under standard marching orders. In this case, the units lose their reinforcement status (and the forced march movement allowance connected to that), and the marker is removed. The unit is then placed in a Without Orders status, but it can use a normal movement allowance during the activation in which it enters the map, instead of the reduced rate a unit Without Orders would normally use.
Exception: if an enemy unit is five hexes or less from the entry hex at the moment the reinforcements arrive, the latter still enter With Orders, for that turn only, but cannot force march and no 'Renfort' marker is applied.
Entry on the Map:
Upon activation, the reinforcements enter the map at the hex specified in the scenario, as if entering in a continuous column: they can enter stacked, the second stack paying double the cost in MPs of the entry hex the first paid, and so on (three times the cost, four times the cost).
If one or more units cannot enter the map because they lack the necessary MPs or because of stacking limits, their entry is delayed to the next draw of the formation's AM.
Reinforcement Entry Hex.:
No unit may occupy or be adjacent to enemy reinforcement entry hex until all the scheduled reinforcements have appeared on the map.
6. Facing and ZoCs
6.1. Facing
All units are oriented so that their 'top' (the side with the color band) faces a hex vertex (see diagram).
All units in the same hex must have the same facing.
Exception #1: A unit of artillery stacked with one or two infantry need not face in the same direction as them.
The two hexes facing the top of the counter are termed front hexes, the other four are rear hexes.
Exception #2: units in a town, village, or castle hex or in Square have six front hexes.
6.1.2. Effects of Facing.
Facing has no effect on movement. A unit may (without extra MP cost) change its facing during or at the end of its movement (but, see 6.2.). Units leaving Square and routed units that rally may face as desired. However, facing affects combat. A unit may fire, charge or engage in Shock Combat only through its frontal hexsides. A unit attacked from one of its rear hexes is penalised (see the Shock and Charge Table).
Units having a six-hex frontal facing (see above) may attack into any adjacent hex, but with a negative DRM of –1 (see 8.5.). Face the counter according to the desired direction of attack before resolving combat. Such units are required to attack only the units in their two standard frontal hexes (as if they had a two-hex frontage).
6.2. Zones of Control
ZoCs represent the unit's influence beyond the hex it occupies. All units exert a ZoC upon all six adjacent hexes.
ZoC exceptions:
Artillery, routed units and units in Square do not have a ZoC
ZoCs do not extend through hexsides impassable to that unit
ZoCs do not extend through bridges or fords over impassable water bodies
ZoCs do not extend into fortifications, castle, redoubt, even if a trail or a road crosses the hexside.
6.2.1. Effects of ZoCs:
All units must end their movement upon entering an enemy ZoC (exception: recoil, retreat or rout movement, see 10.3 and 10.4), but may change facing upon entering that ZoC. Entering an enemy ZoC costs no extra MPs.
Exception: disordered units expend one MP to enter an enemy ZoC).
An artillery unit may not enter an enemy ZoC unless it is negated by the presence of a friendly unit.
At the beginning of the Activation Phase, a unit in an enemy ZoC may do one of the following:
Exit the ZoC (see below);
Remain in place and rotate its front one hexside only (i.e., 60°).
A unit may leave an enemy ZoC:
By spending one extra movement point; and
Without entering another frontal enemy ZoC in the first hex it moves into; and
Without moving into another ZoC of the same enemy unit.
ZoCs have no effect on combat; they only affect refusing shock (see 8.8), retreat and enemy rout movement (see 10.3. and 10.4.).
7. Artillery Fire
7.1. General Rule
Artillery fires with its Fire Rating (printed on the counters) modified by various factors.
Two artillery units stacked together may fire separately on the same or different targets; if from the same formation, they may combine their fire upon the same target. To do so, do not add their two ratings but add +2 to the higher rating
7.2. Fire Restrictions
A unit of disordered artillery cannot fire. An artillery unit can only fire within a cone created by extending its two front hexes. Fire takes place before movement (see 4.4.). An artillery unit may change facing and then fire in the same Activation Phase. Such change of facing, limited to one hexside, is not considered movement. However, an artillery unit may not change facing before Reaction or Counter-battery Fire.
An artillery unit must fire on an enemy unit occupying one of its frontal hexes (if both frontal hexes are enemy-occupied, the player chooses). This limit applies equally to two artillery units stacked together. The facing change prior to fire resolution is still allowed.
7.3. Firing Strength
An artillery unit has, unless disordered, a firing strength printed on the counter. Artillery units have an effective range as well as a maximum firing range. These ranges are printed on the counter and represent the maximum distance between firing and target units (firing hex excluded, target hex included).
7.4. Line of Sight (LoS)
Artillery must be able to trace an LoS to the target hex. The LoS is traced from the center of the firing unit's hex into that of the target hex. Artillery may only fire though the fire cone defined by its two frontal hexes. Obstacles may block it.
7.4.1. Blocking obstructions to LoS:
Hexes at a higher elevation than both firing and target hexes;
A hex containing a Village, wood, orchard or palm grove, or any unit (enemy or friendly);
A Crest, extreme slope, redoubt or fort hexsides.
Exception: If the LoS crosses a redoubt or fort hexside, it is not blocked if the firer and/or the target are adjacent to such hexside.
7.4.2. Hexsides:
If the LoS cuts exactly along the side of a blocking hex (for example a village or wood) it is not blocked. On the other hand, if it cuts along the side of two blocking hexes, one to the left and the other to the right it is blocked. When it cuts exactly along a blocking hexside (for example a crest or steep slope), it is blocked.
7.4.3. LoS Obstructions and Elevation:
When determining LoS, ignore the obstacle if:
The Firer and target are both at a higher elevation than the obstacle;
The Firer is at a higher elevation than target, and obstacle is midway between firer and target, or closer to firer;
Target is at a higher elevation than firer is, and obstacle is midway between firer and target, or closer to target.
7.4.4. Fire at Close Range (One Hex):
This is always possible, except across a crest or extreme slope hexside.
7.5. Fire Resolution
To resolve fire, the players rolls 1d10, adds the unit's firing strength and applies the Fire Table DRMs (the modifiers are cumulative).
Fire Results:
9-12: the target unit (or stack) must make a Cohesion Test die roll (roll separately for each unit). If the die roll is failed (see 0.3), the unit is disordered;
13-14: the unit (or stack) is automatically disordered;
15 and above: the unit (or stack) is automatically routed.
7.6. Counter-battery Fire
An artillery unit fired upon by another artillery unit can perform counter-battery fire. Counter-battery fire is resolved after the originating fire and application of its results. The artillery unit must still be in good order to perform counter-battery fire. Counter-battery fire, resolved with the modifiers listed in 7.5, only affects the topmost artillery unit in a stack.
8. Shock Combat
Infantry Shock Combat is a combination of fire at short range and the bayonet charge, which would usually follow.
Cavalry Shock Combat is called Charge.
8.1. General Rule
All units, whose formation is activated, may engage in Shock Combat against an enemy unit in one of their frontal hexes (see 6.1.).
Exception #1: artillery and infantry units, which are disordered, routed, in square may not engage in Shock Combat.
Exception #2: a unit may not Shock into an hex which it could not enter; it may still Shock attack into the other frontal hex.
Exception #3: units performing Counter Shock are not required to attack all units of their frontal hexes (see 8.7.).
Cavalry may Shock only by Charging (see 9.). Adjacent units may combine in Shock attacks. (See 8.4.). Shock is voluntary, but all units that have passed a preliminary Engagement Test (8.2.) must Shock. A unit attempting Shock must engage all units in its front, unless some of those are engaged in Shock by some other friendly units. An enemy unit may never be Shock attacked more than once during one Activation Phase. A unit adjacent to an enemy unit may not exit that unit’s ZoC, about-face and attack the same unit again changing its orientation by more than a hexside (60°). In that case, it shall undergo the same limitations as would a unit re-orienting in place (see 6.2).
8.2. Shock Combat Determination
To engage in Shock Combat, including Cavalry Charge (see 9), a unit must either be With Orders, or pass an Engagement Test if Without Orders. The players must declare all Shock Combats before performing any Engagement Test s.
Place the “Choc” (if the unit is With Orders) or “Choc/Test” (if the unit has to check for Engagement) markers, as appropriate, on the attacking units.
8.2.1. Engagement Test (see 0.3.):
The Engagement Test is performed upon combat resolution, (and if stacked) by the topmost infantry unit only.
If the roll is successful, all the units in the stack participate in the ensuing combat;
If not, none can.
Since Shock Combat depends on the units' Engagement Rating, it may well happen that a unit is forced to attack two units in its two frontal hexes, because a friendly unit supposed to attack the other hex has failed its Engagement Test .
8.3. Reaction Fire
General Rule:
All artillery units that are the target of a Shock Combat may make a reaction fire against any attacking enemy unit in its frontal hexes. Units may not combine their fire, but fire individually with their own ETs. Reaction fire takes place before Shock resolution, and after any possible Engagement Tests. If the unit engaging in Shock Combat fails its Engagement Test , artillery reaction fire is not allowed. Fire is resolved using the modifiers listed in 7.5. Reaction fire only affects the topmost unit in the stack (see 5), but if that unit is artillery, the topmost infantry unit may be chosen as a target in its stead. If Reaction Fire disorders a unit, that unit may not make its Shock attack. In the case of a stack, if the topmost unit is disordered, the other must Shock alone.
Reaction and Counter-battery Fire (7.6.):
During an enemy Activation Phase, an artillery unit may not perform a Counter-battery AND a Reaction fire. Only one is allowed (owning player's choice), and only once per Activation Phase.
8.4. Combined Shock
Friendly units in adjacent hexes may combine their strength in one Shock Combat. If the owning player does not wish to do so, the combats are resolved separately for each in the order chosen by the owning player, and against different units. Units combining their attacks add up their strength points and use the higher Engagement Rating of the two if a test is necessary.
Multiple Attackers:
If the attacking units are situated in two different terrain types, which would give different combat DRMs, proceed as follows:
If the defender is in clear terrain, apply the terrain DRM of the attacker's choice;
Otherwise, apply the terrain DRM of the defender's choice.
Multiple Defenders:
If a unit attacks units in different hexes, the defender picks the most advantageous terrain DRM.
8.5. Shock Results
Procedure
The attacker rolls 1d10 and applies the cumulative DRMs listed on the Shock Combat and Charge Resolution Table (see explanation at 8.6.).
Shock Combat Results:
If the adjusted die roll is:
10 or more, the defender must retreat one hex and is automatically disordered. A Breakthrough Shock Combat (see 8.7.) may occur;
From 5 to 9, the defender must retreat one hex and undergo a Cohesion Test. If it fails, it is disordered;
From 0 to 4, the attacker is automatically disordered and must undergo a Cohesion Test. If it fails, it must retreat one hex;
Less than 0, the attacker is automatically disordered and must undergo a Cohesion Test. If it fails, it must retreat one hex, and a Counter-attack may ensue (8.7.).
See 0.3. for Cohesion Tests. For Cavalry Pursuit see 9.5. and the Shock Results Table.
Apply the indicated effects to all units in the combat hex (roll separately for each unit that undergo a Cohesion Test). Apply in the order given above (plus any further effects, for example, rout on a second disorder result). A routed unit which should undergo a Cohesion Test performs a Rout movement instead (see10.2.). An artillery unit alone in a hex, or stacked only with other artillery, which is engaged in Shock Combat by an enemy unit is automatically eliminated.
8.6. Shock Combat DRMs
8.6.1. Strength Ratio:
Total each side's strength points and compare the attacker's to the defender's in the form of a ratio rounded off in the latter's favor. Thus, an 8-strength point unit attacking a 3-strength point unit has a Strength Ratio of 2:1. If it has 5 strength points against 6, the strength ratio should be 1:1 1/2. See the Strength Ratio Chart for the application of the relevant DRM.
8.6.2. Cohesion Differential:
Subtract the highest Cohesion Rating of the defending units involved in the combat from the highest Cohesion Rating of the attacking units and the result is the Cohesion Differential DRM.
8.6.3. Other DRMs:
See the Shock and cavalry Charge Table
8.7. Advances After Shock Combat
If the defender vacates his hex as a result of Shock Combat (recoil retreat or elimination) the attacking unit with the highest Cohesion Rating, and that unit only (or the stack containing such unit if more than one stack is attacking) must advance into the defender's hex. In case more than one unit (or stack) is eligible, the attacker picks the unit (or stack). The unit (or stack) may rotate its facing by one vertex (60°) at the moment of the advance. Two units from different stacks may not be chosen to advance together after combat. Artillery may never advance after Shock Combat.
If the advance would occur into a hex or through a hexside, which would cause the advancing unit to be disorganized, the unit suffers the disorganization (example: infantry crossing a steep slope hexside).
8.8 Breakthrough and Counter Shock:
A unit may perform only one Breakthrough Shock or Counter Shock, per Activation Phase (no chain of Shock combats are allowed).
If the result allows a Breakthrough Shock Combat, an attacking unit (or stack if several stacks attack) may advance without changing facing and engage in a second Shock Combat. An Engagement Test is not necessary (automatic Shock Combat), but the unit (or stack) must attack all units in its frontal hexes;
If the result allows a Counter Shock Combat by the defender, the defender may advance into the hex vacated by the attacker without changing facing and engage any of the enemy units in its frontal hexes in Shock Combat.
Breakthrough Shocks and Counter Shocks are resolved immediately, before the next combat. No Engagement Test is necessary.
Exception #1: when determining which unit must advance after Shock, cavalry has always priority over infantry, even if the latter has a better Cohesion rating.
Exception #2: when an enemy artillery unit is eliminated (automatically) following Shock, no Breakthrough is possible.
8.9. Refusing Shock
Cavalry, even if disorganized, may evade one or two hexes before being attacked in Shock Combat by infantry if it has not already done so in the current Activation Phase (i.e., if it has not already retreated before a unit activated by the same AM). The decision to retreat must be taken before the enemy Engagement Test. The retreat is subjected to the limitations listed in 6.2, Effects of ZoCs.
Example: A cavalry unit may refuse shock into an enemy ZoC, but it can neither do so into a frontal enemy ZoC, nor deplacing within the ZoC of the same enemy unit (attacking unit included).
If the cavalry unit refuses shock into a hex whose entry cost is equal to or higher than 3 MPs, the cavalry unit undergoes a further level of disorganization.
In that case, the infantry unit may advance (8.7.) into the vacated hex. An artillery unit stacked with the infantry that advances may advance into the vacated hex as well (exception to 8.10.—artillery may not advance after combat). There are no constraints as to the retreat path of the cavalry, but all possible effects of terrain or ZoC apply. For example, the retreat into an enemy ZoC causes an additional disorganization.
Example: retreat into an enemy front ZOC hex will cause a further disorganisation (see 10.3).
Exception: non-Heavy Cavalry may retreat before Shock Combat if engaged by one or more Heavy Cavalry units (marked with an “L” on the counter) only. The decision must be taken at the end of the charging movement.
8.10. Artillery and Shock Combat
Artillery never participates in Shock Combat as the attacker. It does not have a Shock Rating and never undergoes an Engagement Test:
If an artillery unit is stacked with an attacking unit, which loses a Shock Combat, it is disordered and retreats, if all other units in the stack do so. If the attacker wins, it may never advance after combat;
If an artillery unit is stacked with a defending unit which loses the combat, it must retreat one hex and undergo a Cohesion Test (and become disordered if it fails);
An artillery unit alone in a hex (or stacked with other artillery) is attacked in Shock Combat then it is automatically eliminated;
If an attack is made against two hexes, one of which contains only artillery, that unit is not eliminated unless the attack against the other hex is successful.
9. Cavalry Charge
9.1. Charge Restrictions
Cavalry charge is the only way for a cavalry unit to engage in Shock Combat. The target unit must be in the LoS (see 7.4) of the frontal hexes of the attacking unit before the latter starts its movement.
Procedure:
Charges are declared during the movement of the current Activation Phase (place a Charge marker). The charging unit must be in good order and move one or two hexes, but not more, to perform Shock. A cavalry unit in contact with the enemy may exit its ZoC, about-face and charge in the same turn, but it must then charge following the same orientation it had before the start of the charge. Any possible Engagement Tests (for units Without Orders) shall take place before the charge begins. If the tests fail, the unit stays in place and no charge is allowed.
A charge is allowed if the total cost for each hex entered (including that of the target unit) does not exceed 2 MPs, including any additional costs incurred for hexsides. Note: this makes it impossible to charge into or through a town hex (3 MPs), a slope hexside (+2 MPs, 3 with the hex cost) or a redoubt hexside (+3 MPs). A charge is not allowed into a woods hex, but it can take place into a woods hex along a road hex (1 MP).
A charge into a rough or fort hex is not allowed.
Terrain often determines whether a cavalry unit can charge or not:
Cavalry cannot charge a unit in a swamp, village, city, fortification or castle hex
Cavalry units that move more than two hexes may not charge
During the charge movement, or to complete the attack, cavalry must not enter a hex whose total cost exceeds 2 MPs
9.2. Charge Effects
Charge Resolution DRMs:
+3: if a heavy cavalry unit (marked with an “L” on the counter) participates in a Cavalry Charge
+1: if one or more light cavalry units (but no heavy cavalry) participates in the charge
The DRMs are cumulative and apply even if the defender is attacked at the same time by infantry. (Exception: if the defender is in Square, see the relevant DRMs).
At the end of a charge, all participating cavalry units suffer disorder, in addition to any disorder results caused by combat.
9.3. Square and Charge
Infantry units in clear terrain, alone or stacked together, which are the target of a cavalry charge and are neither disordered nor routed, may attempt to form square to protect themselves, even if they are in an enemy ZoC. Artillery may not from square unless stacked with infantry; in that case, it conforms to the formation of the infantry. The owning player rolls a die just prior to charge resolution:
If the die roll is less than or equal to the Cohesion Rating of the unit, or of all the units in the stack, the stack may form square. Place a Square marker on top of the stack
If the die roll is higher than the Cohesion Rating of the unit, or of any unit in the stack, the stack may not form square. Furthermore, the units that failed their Cohesion Test are disordered.
9.3.1. Effects of Square:
Charging cavalry receives no benefits (i.e., favorable DRMs) when charging against a square. On the contrary, a –2 DRM is applied to combat resolution
Artillery reaction firing while stacked with units in square receives a –1 DRM (reaction fire taking place after the attempt to form square), on top of the usual –1 for reaction fire (see 8.3.).
9.3.2. Recall of Cavalry:
If the target unit has successfully formed square, the cavalry unit may attempt to halt the charge. The owning player rolls a die for the unit (or stack of units):
If the die roll is lower than or equal to the unit's Cohesion Rating, the unit is recalled and does not charge any more. Instead, it retreats one hex away from the target and changes facing as desired. However, it may not retreat into an enemy frontal hex;
If the die roll is higher than the unit's Cohesion Rating, the unit, the unit must charge.
9.4. Countercharge
If the target of a charge is a cavalry unit which is neither disordered nor routed, and which is charged in its front hexes, that unit may attempt a countercharge. The defender makes an Engagement Test before the resolution of the originating charge and adds +2 if the defenders unit is non-heavy cavalry countercharging heavy cavalry (and only in that case):
If the die roll is lower than or equal to the unit's Engagement Rating, the countercharge succeeds and the attacker does not benefit from any favorable DRMs of the original charge;
If the die roll is higher than the unit's Engagement Rating, no countercharge takes place, and the charge is resolved normally as per 9.2.
In case of a stack of units countercharging, the topmost unit rolls for the whole stack.
If the countercharge succeeds and the original attacking unit retreats after combat, pursuit is allowed. A unit that counter-charges does not suffer an automatic disorganization, unless engaging in pursuit.
9.5. Pursuit
If a hex is vacated as a result of a cavalry charge, pursuit shall automatically follow, even if the retreating unit is no longer in the LoS of the pursuing cavalry:
The restrictions of pursuit are the same as those for a charge (except the difference of 1 or two hexes, see Rule 9.1).
If several stacks of cavalry charge, only one stack pursues (the whole stack advances not just the unit with the best Cohesion).
If the defender retreats or routs, the cavalry unit charging pursues without changing facing following the retreat path, until it moves adjacent to the pursued enemy unit or until it enters an enemy ZoC (whichever happens first);
if the defender is eliminated the charging cavalry move into the abandoned hex, they may change facing by one hexside and then attack enemy units in their front hex.
The attacking unit with the highest Cohesion Rating (or the stack containing that unit, if several stacks are attacking) is the pursuer. Ties are resolved at the owning player's choice.
Exception: heavy cavalry has priority of pursuit even if it does not have the highest Cohesion rating; then ties are resolved according to the highest Cohesion Rating.
Two units from two different stack may not be chosen to pursue together.
A pursuing cavalry unit may change facing by one hexside per hex traversed, in the direction of the unit being pursued. A cavalry unit that pursues must charge all enemy units situated in its front hex, if this is a terrain type allowed for pursuit, in addition to the unit that retreated. A prohibited terrain hex for cavalry, or which has a cost in excess of 2 MPs, halts the pursuit. Unlike Breakthrough Shock, there is no limit to the number of pursuits which may occur in a single turn; however, apply an additional –1 DRM to the Shock die roll for each further charge made by the pursuing unit after the initial charge.
It is possible to voluntarily stop a charge when an enemy unit occupies one frontal hex of the pursuing cavalry, and is not the unit being pursued. Automatic disorder (9.2.) is applied when all pursuits are resolved.
An attacked cavalry unit is allowed to pursue when:
The combat result allows a Counter-attack
The attacker retreats (without a Counter-attack result) and the countercharge is successful (see 9.4.).
10. Combat Results
Possible combat results are as follows:
Disorder (10.1) or Rout (10.2.)
Recoil (‘recul’): one-hex backward movement of a good order or disordered unit
Retreat (‘retraite’): two- (infantry) or three- (cavalry) hex backward movement of a Routed unit (10.3.)
Rout movement: as per Phase E (10.4.).
10.1. Disorder
The counter of a disordered unit is flipped over to its Disordered side with the white band. If the unit is already disordered, it routs. If already routed, it is eliminated. The counter of an eliminated unit is removed from play and may not return.
Disordered units:
May not force march,
Expend +1 MP to enter an enemy ZoC,
May not engage in Shock Combat or charge,
May not form square or countercharge.
10.2. Rout
A disordered unit that is disordered again routs (a unit may also rout directly, as a result of combat). Place a Routed marker on the unit’s counter to indicate its status.
Exception: if the unit is artillery, it is eliminated instead.
A disordered unit which routs as a result of combat is routed, and not eliminated. When a unit routs, it must immediately retreat two (if infantry) or three hexes (if cavalry). If it cannot retreat fully, it is eliminated.
A routed unit:
May not move (except in the Rout Phase [E]), fire or engage in Shock Combat.
Does not have a ZoC,
May not form square or countercharge,
Has no front, but must face in the direction it is routing ( to show that direction)
If attacked in Shock Combat, gives the attacker a +2 DRM modifier;
If disordered again, is eliminated,
If required to take a Cohesion Test, immediately performs a Rout movement instead,
If attempting a Cohesion test for rally it receives a +1 penalty,
If routs off the map, is eliminated.
10.3.Recoil and Retreat after Combat
Some combat results require units to recoil one hex, and/or, in case of Rout, to retreat two or three hexes (see 10.2.).
That movement is performed away from the unit, which caused it, as the only directional constraint. A unit, which cannot retreat fully, is eliminated. Recoils and retreats are counted in hexes, not MPs, and the extra +1 MP (see 4.4) to cross a friendly unit is not applied.
10.3.1 Orientation Constraints:
If a unit is not routing, it maintains its initial facing. It may not change facing, unless at the end of the retreat it is forced to stack with a unit with a different facing (to observe 6.1 it must face the same way as the unit which did not undergo the retreat).
10.3.2. Stacking Constraint:
Two units stacked together, which recoil or retreat simultaneously, are not obliged to end their movement in the same hex. A retreating unit may not stack with another in violation of the stacking limits, if there is no other option. (See 10.5.).
10.3.3. Terrain Constraints:
A retreating/recoiling unit may not cross a river unless at a bridge or ford. If it has to retreat/recoil across an extreme slope, it automatically disorders in addition to any other disorders.
Exception: This additional disorder result is ignored for rout movement across bridge and ford - see 10.4. It is not ignored for steep slope, but rout movement of the unit can be done around the obstacle to avoid it. - Exception #2 of
10.4.).
10.3.4. ZoC Constraints:
A unit may recoil or retreat into an enemy ZoC without being required to stop there as per normal movement. If it recoils or retreats into an enemy frontal hex it automatically undergoes an additional Disorder result for each such hex entered. Accordingly, a routed unit moving into an enemy frontal ZoC is eliminated.
10.4. Rout Movement
For MP expenditures, the Rout movement is like normal movement.
Exception 1: the +1 MP (see 4.4.) cost to traverse a friendly unit does not apply.
Stacking and ZoC constraints as per 10.3 do apply.
Procedure:
During the Rout Phase (Phase E), routed units must move their full movement allowance.(as indicated on their disordered side) towards the nearest exit hex indicated in the scenario, through the straightest possible path and observing the rules on traversed units (see 10.5.) - “straightest possible path” means the shortest route leading to the map edge.
A unit may choose to end its rout movement if it enters a town, village or chateau hex. It may remain there without any need to make any further rout movement, even if it fails rally attempts. The player may subsequently decide to continue the rout movement in a later Phase E..
Exception #2: If an obstacle is encountered which would cause a further disorganisation and thus the elimination of the unit, then the unit may move over one or more hex columns, if possible, to continue the rout movement.
Exception #3: Two routed units stacked together may separate during the Rout Phase, by sidestepping one hexrow, or by one unit moving one hex less than the other does.
10.5. Traversed Units
If the only path of retreat or rout movement crosses, or ends in, a hex occupied by one or more friendly units, with which stacking is prohibited, the retreating unit may retreat farther away, even if that exceeds the retreat requirements. The traversed unit(s) must undergo a Cohesion Test:
If the unit fails the Cohesion Test, it becomes Disordered.
If the unit is Disordered and fails the Cohesion test, it is Routed.
If the traversed unit is routed, it must undergo a rout movement instead of a Cohesion Test.
This procedure may be repeated several times, until the recoiling/retreating unit moves into a hex in which it may stack in accordance with stacking limits.
11. Rally
Disordered units, which did not move or fire and all routed units may attempt to rally at the end of their Activation Phase. Units adjacent to enemy units may not attempt rally. Rally is never influenced by the formation’s Order status.
To rally a unit, the owning player rolls a 1d10, adding a +1 DRM if the unit is routed.
If the die roll is lower than or equal to the unit's reduced (disordered) Cohesion Rating, the unit rallies with the following effects:
If the unit was disordered, flip it over to its normal (good order) side and face it as desired;
If the unit was routed, remove the Routed marker, rally to its disordered side, and face it as desired.
If the die roll is higher than the unit's Cohesion Rating, the unit remains in the current status and may again attempt rally upon the next activation.
12. Night
During night turns, the following changes are in effect:
No force march is allowed (unless for reinforcements)
Entering an enemy ZoC costs an extra 2 MPs
Movement adjacent to enemy units is prohibited for disordered units (they may leave an enemy ZoC)
Artillery may only fire at close range (one hex)
Add +2 to all Cohesion Tests
Cavalry charges are not allowed.
Disordered units which do not undertake any actions and are not adjacent to enemy units are automatically rallied during their Rally Phase;
The rally DRM for routed units is –3 and no longer +1.
13. Victory
Automatic Victory: an automatic victory is scored at the end of the turn when it occurs. The game halts even if there are a number of turns waiting to be played. The conditions are defined in the relevant scenarios.
Victory at the end of the game: This is achieved by scoring more Victory Points than one's enemy. The Victory Points are listed in each scenario.
II. Optional Rules
The paragraph numbers below are references to the basic rule set. These optional rules replace and/or complete the basic rules. Players should feel free to decide which to use.
Game Turn
A new Phase D(bis) is inserted between Phases D and E:
D(bis): Reserve Activation Phase
Each player may activate one formation of his choice. The player with Strategic Initiative decides which side goes first.
If neither player has Strategic Initiative, no Reserve Activation is allowed.
In the Reserve Activation Phase, each player activates one of his formations. This means that one formation may be activated three times in a turn.
Constraints:
The formation activated in Phase D(bis) must have at least one of his units within the radius of its CinC;
Only the units of that formation that are not adjacent to enemy units may be activated;
The formation activated in Phase D(bis), no matter what its previous Order Status, shall act as if Without Orders (without testing for the Commander's Initiative), with the following additional constraints: units activated in Phase D2 may not Rally; and must undergo a Cohesion Test at the end of their movement (disordered if they fail).
Phase D(bis) may not be used to activate a formation whose AM was not placed in the Pool at the beginning of the turn.
2.3. Orders and Tactical Groups
This rule allows a finer and more historical use of combat formations. If the units of a formation are dispersed, then more than one order will be required to activate them fully.
Tactical groups are determined at the beginning of the Order Phase (1.A.) of each turn, and for that whole turn. A tactical group comprises units of the same formation (same colour band) which are within two hexes or less of another unit of the same formation (its hex included), which may itself be within two hexes or less of a third unit, etc. This tactical group may well comprise all units of the formation. Conversely, a unit farther than two hexes away from an enemy unit is considered as an independent Tactical Group for Orders purposes.
At the beginning of each turn (A, Order Phase), the two players decide which of their respective tactical Groups those which shall receive Orders, and therefore be With Orders that turn. The number of orders available is limited to the Order Rating of the Commander-in-Chief and corresponds to the “With Orders” markers available. All those Tactical Groups that do not receive orders are Without Orders.
To indicate either status, during the Order Phase (A) the players secretly place a With Orders or a Without Orders marker, face down, on any unit of each tactical Group.
Note: for a Tactical Group to be With Orders, at least one of its units must be within range of the Commander-in-Chief (2.5.).
Throughout Rule 2 of the base rules., “tactical Group” replaces “formation” for order issue, including the Initiative Check for the Commander-in-Chief (a different test is needed for each Tactical Group).
Examples:
A. At the beginning of a turn, the ten French units of Mortier's formation are positioned so as to form one Tactical Group. One order will suffice to place all units With Orders. If, in the course of the turn, some units become separated from the initial Tactical Group (i.e., move farther away than two hexes), they shall nonetheless remain With Orders for the duration of the turn and a second possible activation.
B. At the beginning of a turn, the ten French units of Mortier's formation are positioned in two groups of adjacent units (one of six, the other of four units) more than two hexes distant. Therefore, they form two separate Tactical Groups. If the French player wishes to place them With Orders, he shall then expend two Orders of Massena's allowance of three. If he places only one Tactical Group With Orders, the other is considered as Without Orders. If, in the course of the turn (after the first activation), units of the Tactical Group Without Orders rejoin those With Orders, the former shall nonetheless remain Without Orders for the duration of the turn and a second possible activation.
7. Misguided Friendly Fire
A unit positioned between firer and target does not block the LoS if the target is at a higher elevation. If the unit is adjacent to the target instead, there is a chance that the fire – even if friendly – may affect that unit rather than the target:
If the unmodified fire die roll is less than or equal to 2, the unit adjacent to the target must undergo a Cohesion Test with a –2 DRM (in case of a stack, roll separately for each unit). The intended target is not affected.
8.3. Reaction Fire
Infantry:
All infantry units which are not Disordered or Routed that are targeted in a Shock Combat may Reaction Fire against any attacking units in their frontal hexes. Units may perform Reaction Fire only once per Activation Phase. Units may not combine their fire, but shall fire individually. Fire is resolved on the Fire Table with 1d10, solely with the DRMs listed below in addition to any terrain modifiers:
Line infantry: -1
Units with Cohesion Rating 7 or more or units with more than 7 SPs (non-cumulative): +1
Therefore, the final DRM ranges from –1 to +1.
NB: to save time, there is no point in performing Reaction Fire with a Line infantry unit with a Cohesion Rating lower than 7, or with fewer than 7 Strength Points – no chance of rolling a modified 9.
Specific matters.
If several infantry units are stacked together, only the topmost unit in the stack may Reaction Fire, unless all units are in Square (in which case, all may Reaction Fire),
An infantry unit may not Reaction Fire in the Activation Phase in which it has formed Square; conversely, if it has just performed Reaction Fire, it may not form Square;
Unlike artillery, there is no default –1 DRM applied to infantry Reaction Fire.
11. Rally
Demoralized Formations:
The demoralisation of formations is checked during the Rout Phase (phase E.) of each turn, and apply to all the units of that formation on the map (not to units of this formation appearing as reinforcements). When two thirds of a formation's infantry or cavalry units present on the map at that very moment are either routed or eliminated, all other units of the same formation are automatically disordered, which can cause further routs for units already Disordered. Until the end of the game, the units of the formation may not revert to good order and shall stay Disordered at best.
III.A. Battle-Specific Rules, Rivoli 1797
Rivoli 1797 is a demi-brigade simulation of the battle, which fought between the French army of General Bonaparte and the Austrian army of Marshal Alvinczy on the14th of January 1797.
0.1- Game Scale
Each turns covers 1h15 of real time. Map scale is about 300 m per hex.
0.3 - The Counters
The abbreviations on the Austrian counters are the following: Gr. for Austrian Grenadiers, Grh. for Hungarian Grenadiers, Cro. for Croats, Lg. for Light Cavalry, Dr. for Dragoons, and Cu. for Cuirassiers.
2.2 - Use of AMs
During the first two turns (night) each formation has only one AM.
When the Massena AM is not available Leclerc's 1st Cavalry unit may be activated with the Reserve AM.
Special AMs
AM Furia Franchese: once each game, the French Player places in the pool during the Chit Phase the Furia Franchese AM. When the marker is drawn in the Activation Phase the French Player may activate With Orders (even if they have no markers) two infantry units with the same name (for example, Monnier) and one cavalry unit of his choice (any formation). These units may thus activate three times during this game Turn (two times with their MAs and once with the Furia Franchese AM).
2.3 _ Orders
The Eagle's Eye: to reflect the exceptional capability of Bonaparte to anticipate the enemy's plans, the French player may, once in the game, at the end of the Order Phase look at all the Orders Markers which his opponent has placed face-down.
Lusignan's Column had orders to move to Mont Pipolo (hex 1821, 1921 and 2022). All the units belonging to Lusignan must move using all their movement allowance to the west of the River Tasso moving towards Affi (following the route Boi, Pesina, Alliare, Affi by tracks) and the two southern hexes of the board. Lusignan is Without Orders but may move at full capability. He may test for initiative. These limitations cease on the first combat between a unit of this formation and the French (Fire or Melee) or when Lusignan is With Orders from Alvinczy.
Note: Even though Lusignan will have a reinforcement marker he may not force march.
4.2 _ Forming Square
Forming square is forbidden even in reaction to a Cavalry charge.
4.3 - Movement and Terrain
Impassable Terrain
Adige crossing:
Wukassovitch's column may build a pontoon bridge across the Adige (which is otherwise uncrossable). The conditions for the placement of the "Bridge under construction" marker in an Activation Phase are listed below.
An undisordered infantry unit adjacent to the Adige has not moved during the Activation Phase. The two hexes between which the bridge is to be constructed must be at the same height and not separated by a slope hexside.
There must not be an undisordered French infantry unit in the opposite hex.
The "Built Bridge" marker is placed in an Activation Phase in the Turn after the conditions are met.
When built the bridge may be used in the next Activation Phase.
8.3. Reaction Fire
Infantry (Optional Rule)
Only French Light demi-brigades are considered as Light Infantry and do not suffer the -1 penalty for reaction fire. All the other units, French or Austrian are considered as Line Infantry (-1 modifier for reaction fire).
Errata Rivoli 1797
Four Rivoli counters had some wrong information on them. Four replacement counters can be found in Vae Victis #23.
Fire Table on the map: Artillery in square fire : -1 instead of +1 (see 8.3)
Terrain Effects table on the map: Ignore the footnote and apply 8.4. If a single unit attacks several defenders placed on different terrain, the most advantageous for the defender is taken account.
Turn track on the map: The mention (option) of the 16H30 turn should be placed in the 15H15 turn (time of reinforcement arrival for the "optional reinforcement scenario").
IV. Counter Explanation
Combat Units (Infantry and cavalry):
Bottom left is the strength point number.
Bottom middle is the Cohesion rating.
Bottom right is the movement allowance.
The top right is the Engagement Test number.
The reverse side with the white band shows disorder.
(L) Signifies a Heavy Cavalry unit
Artillery:
Top left is the effective range. Top right is the maximum range.
Bottom left is the strength points (as this is in brackets it means that the unit can not shock as the Attacker)
Bottom middle Cohesion
Bottom right movement
Commanders:
Bottom left DRM for Strategic Initiative and for Commander initiative.
Bottom middle the number of orders a commander can issue.
Bottom right command range.
All commanders move 7 MPs and are flipped to the white-banded side when they move.
AMs
C is special see eg Zurich
O is normal.
The number on the bottom right is the die roll needed for the commander to put himself under orders.
Informational Counters:
Flags are used to show ownership of victory hexes.
Orders if in flames units are without orders, if intact then the are under orders.
Square marks squares. (Carre)
Artillery marks artillery that have fired but which may move later.
Renforts marks reinforcements and allows them to have the benefits of rule 5.2
Deroute is used to show routed units
Choc is used to denote Shock attacks.
Cavalry is used to show charging cavalry.
Ra +1 is used to mark Routed units that require a + 1 DRM when attempting to Rally.
Choc +2 is used to denote a unit that attacks a Routed unit in Shock Combat gains a +2 DRM.
Choc + T is used to denote shock attacks where an engagement test is required
Scenarios
(English translation of the French Vae Victis no. 18 scenario text.)
Rivoli, 14 January 1797
Duration of the Game
The battle begins at 4 a.m. and ends at 7 p.m. The game lasts 13 turns, unless the automatic victory conditions are met earlier. The first three turns and the last turn are night turns.
French
Initial deployment (free facing). Counters are placed in the designated hex or in one of the six adjacent hexes.
- Bonaparte: 1715
Reserve:
- 39th demi-brigade: 1715
- Artillery: 2015
Joubert:
- Lebley (two counters): 1511
- Sandos (three counters): 1710/1810
- Vial (two counters): 2109
- Lassalle: 1617
- artillery: stacked with any infantry unit of the Joubert division.
Masséna:
- Leclerc: 1618
AMs available at the start of the game: Joubert and Reserve.
Reinforcements
- 9:00 - Masséna AM + Masséna: Rampon (two counters) and artillery: 1722
- 10:15 - Masséna: Monnier (two counters) and Brune (two counters): 1722
- 14:00 - Rey AM + Rey: Baraguey d'Hilliers (two counters): 0321
- 16:30 - Rey: Murat (two counters): 0105
Austrians
Initial deployment (free facing). Alvinczy: adjacent or stacked with any Austrian unit on the map.
Ocskay:
- one counter: 2408
- two counters: 2305 and adjacent
Köblös:
- one counter: 2007
- one counter: 2005
- one counter: 2103
- one counter: 2003
Liptay:
- one counter: 1304
- one counter: 1406
- one counter: 1408
- one counter: 1607
AMs available at the start of the game: Ocskay, Köblös and Liptay.
Reinforcements
- 7:45 - Quasdanovitch AM + Quasdanovitch (ten counters): 3101
- 7:45 - Lusignan AM + Lusignan (four counters): 0901
- 9:00 - Wukassovitch AM + Wukassovitch (five counters): 3401
Initiative
On the first turn, the French player automatically has the initiative.
Special Rules
- During the first two turns (night), each formation has only one AM. (See also the Rivoli special rules above.)
- As long as the Masséna AM is not available, Leclerc's 1st cavalry unit may be activated with the Reserve AM.
- Stacking of units having the same name (same formation) is limited to two counters.
- Lusignan's column has orders to move to Mont Pipolo (hexes 1821, 1921 and 2022). All units of Lusignan must move using their whole movement allowance, west of the Tasso as far as Affi (itinerary Boi, Pesina, Alliare, Affi by the tracks) and to two hexes from the south edge of the map after that. Lusignan is Without Orders from HQ but may move at full movement capacity. He may test for initiative. These restrictions are lifted as soon as a unit of this formation first fights the French (fire or shock) or as soon as Lusignan is placed With Orders from Alvinczy's HQ.
- Wukassovitch's column may build a pontoon bridge across the Adige (which is otherwise uncrossable). The conditions for placing the "Bridge under construction" marker in an activation phase are: an undisordered infantry unit adjacent to the river which did not move during the activation phase; the two hexes between which the bridge is built must be at the same level and not separated by a slope hexside; there must be no undisordered French infantry unit in the opposite hex. The "Built Bridge" marker is placed in an activation phase of a following turn under the same conditions. As soon as it is built, the counter is usable in the next activation phase.
- The Eagle's Eye: to reflect Bonaparte's exceptional capacity to anticipate the enemy's plans, the French player may, once in the game, at the end of the Order Phase, look at all the Order markers placed face down by his opponent.
Special AM
- Furia Francese: once in the game, the French player places the Furia Francese AM in the pool (during the Assembly Phase). When this marker is drawn in the following Activation Phase, the French player may activate With Orders from HQ (even with no Order markers) two infantry units bearing the same name (e.g. Monnier) and one cavalry unit of his choice (of any formation). These units are thus activated three times during that game turn (twice with their formation's AM and once with the Furia Francese AM).
Retreat Directions
French: south edge of the map. Austrians: north edge of the map.
Victory Conditions
Automatic victory (applicable immediately). The Austrian player gains an automatic victory if he exits two columns (of which at least half of the counters are neither disordered, nor routed, nor eliminated) by the Verona road (hex 1722).
The French player gains an automatic victory if at least three Austrian formations are destroyed (all counters are disordered, routed or eliminated).
Victory at the end of the game. At the end of the game, victory points are obtained for:
- the destruction of units: one point per routed counter (in that state at the end of the game), two points per eliminated counter;
- and, for the Austrian only, control of geographical objectives (if occupied by a counter or the last to have passed through it): hex 1722 (5 points), Zoanne (5 points), Affi (3 points), Rivoli (3 points), Chapelle San Marco (2409 - 2 points).
The winner is the player with the most victory points. In case of a tie, the Austrian wins.
Scenario "Free Deployment"
This scenario is a variant of the historical scenario. What would have happened if, in the same context, the two commanders-in-chief had made different deployment decisions?
Only the initial deployment and the special rule concerning the Lusignan column change relative to the historical scenario.
Free Deployment
French: The French player places the Bonaparte counter, the Joubert counters, the Reserve and the Masséna formation (as well as the Leclerc counter of the Masséna formation) anywhere on the map within the quadrilateral formed by the hexes 1122 to 1112; 1112 to 2008; 2008 to 2209; 2209 to 2215, then the bank of the Adige up to the south edge of the map.
AMs available at the start of the game: Joubert and Reserve.
Austrians: The Austrian player places the Alvinczy counter and the counters of the Ocskay, Köblös and Liptay formations anywhere on the map north of the hex line 0104 to 1009; 1009 to 1904; 1904 to 2608; 2609 to 3503.
AMs available at the start of the game: Ocskay, Köblös and Liptay.
The Lusignan column: in this scenario, the Lusignan formation, once arrived as reinforcement, is not subject to any constraint.
Scenario "Optional Arrival of Reinforcements"
This scenario is a variant of the historical scenario. What would have happened if, in the same context, the two commanders-in-chief had taken different options as to the arrival of reinforcements, or if these had been delayed?
Only the arrival of reinforcements and the special rule concerning the Lusignan column change relative to the historical scenario.
Reinforcements
With the historical arrival of reinforcements as a basis, the following rule is applied in addition to the normal reinforcement rules: the players, French or Austrian, may choose between bringing in their reinforcements at the historical hex and time, or changing the entry hex, at the risk of a delay, under the following constraints.
French: the Masséna formation may enter by any of the hexes of the south edge of the map, the Rey formation by any of the hexes of the south or west edges of the map. To change the entry hex, the player announces his intention to his opponent during the Rally Phase of the turn in which those reinforcements historically arrive, and he rolls 1d10:
- if the result is 0 or 1, the formation's AM is placed in the pool and when it is drawn, the reinforcements immediately enter the map by the hex chosen by the French player.
- if the result is between 2 and 6, the AM is only placed in the pool on the following turn and the reinforcements enter the map by the hex chosen by the French player with a one-turn delay.
- if the result is 7 or 8, the AM is only placed in the pool two turns later and the reinforcements enter the map by the hex chosen by the French player with a two-turn delay.
- if the result is 9, a formation AM is placed in the pool and when it is drawn, the reinforcements immediately enter the map by a hex chosen by the Austrian player...
Additional reinforcements: in this scenario, the French player has additional reinforcements. They are the reserve of the Masséna division, historically left at Bussolengo (south of Rivoli) during the battle, and a demi-brigade of the Rey division, historically arrived late on the battlefield.
Concretely, these are the three Motte counters (18th light demi-brigade, 25th line demi-brigade and 5th dragoons, of the Masséna formation) and the 11th light demi-brigade counter (Baraguey d'Hilliers, of the Rey formation).
These counters enter the map by hex 1722 (the three Motte counters) and 0321 (the 11th light, Baraguey d'Hilliers counters) on the 15:15 turn and are subject to the preceding rule if the French player wishes to change their arrival hex.
Austrians: the Austrian reinforcements must enter by a road or track hex of the north edge of the map. To change the entry hex, the player announces his intention to his opponent during the Rally Phase of the turn in which those reinforcements historically arrive. He then rolls 1d10: the effects are the same as for the French player (reversed for a roll of 9).
The Lusignan column: in this scenario, the Lusignan formation, once arrived as reinforcement, is not subject to any constraint, unlike in the historical scenario.
Charts and Tables
(Community English translation of the series charts, last updated 13 October 2002. Items in blue in the original apply to Classic only. French terrain names: Difficile/Coupe = Difficult/Rough; Verger/Palmeraie = Orchard/Palms; Bois = Woods; Marais = Marsh; Route = Road; Chemin = Track; Clair = Clear; Ruisseau = Stream; Rivière = River; Ville = City; Pente = Slope; Pente raide = Steep Slope; Mer = Sea; Ruines = Ruins; Lac asséché = Dry Lake; Gué = Ford.)
Terrain Effects Chart
Columns General, Infantry, Cavalry, Artillery are movement point costs. Fire and Shock are die roll modifiers.
| Terrain Type | General | Infantry | Cavalry | Artillery | Fire [a] | Shock [a] |
|---|---|---|---|---|---|---|
| Clear | 1 | 1 | 1 | 2 | NE | +1 |
| Difficult / Rough / Dry lake | 1 | 1 | 2 | 2 | NE | +1 [j] |
| Orchard / Palms | 1 | 1 | 3 | 2 | -1 / NE [f] | -1 / -2 [e] |
| Woods | 2 | 2 |
UAT = Use other terrain in hex / NE = No effect / NA = Not allowed / D = Automatic disorder
- [a] Applies to a unit in this type of terrain, target of a shock attack, charge or fire.
- [b] Units in such a hex have 6 front hexes and are penalized -1 when they attack.
- [c] Roads and tracks avoid the extra cost for crossing a stream, redoubt or a fortification; roads (only) avoid the extra costs for level changes. The costs of slopes and steep slopes cannot be avoided but the D result for a steep slope is disregarded.
- [d] Disordered units pay +1 MP to enter an enemy ZOC.
- [e] The first number refers to infantry shock attacks and the second to cavalry charges.
- [f] The (-1) applies to infantry reaction fire and the NE to artillery fire.
- [g] Artillery cannot fire at an adjacent enemy unit across a steep slope hex.
- [h] Crests block the LOS, and cavalry charges may not be made over a crest.
- [i] The first figure is for units attacking into such a hex, the second for attacking out. A modifier for the terrain in the redoubt/fortification or of the attacking hex cannot be cumulated with the redoubt/fortification modifier.
- [j] Charges are forbidden against units in this hex (or behind such hexsides).
- [k] Applies only to infantry and artillery. The cavalry units use the values of the hex terrain. This modifier is taken into account only if the bridge spans a river. It is ignored if the bridge crosses a brook.
- * The dice modifiers for fire or shock relate to a difference in level; they are the same for two or more levels.
Fire Table
| Dice Result | Effect on Target |
|---|---|
| 15 and more | R |
| 13 to 14 | D |
| 9 to 12 | CT |
CT = Cohesion Test, if failed D. D = disordered. R = routed.
Dice modifiers for artillery fire
| Type of modifier | Situation | Effect |
|---|---|---|
| Firer | Firer one artillery unit | + the strength points of the unit |
| Firer is 2 artillery units of the same formation stacked in the same hex | +2 and the strength points of highest value unit | |
| Firer having six frontal hexes (square/city/village) | -1 | |
| Reaction fire (8.3) or counter battery fire (7.6) | -1 | |
| Target | Terrain in the target's hex | See the TEC |
| Target is two units in the same hex (excluding artillery) | +1 | |
| Target in square | +1 | |
| Range | Fire at adjacent infantry or cavalry |
* The DRM is -2 for each hex beyond the efficient range.
Shock and Charge Table
| Modified dice score | Defender | Attacker |
|---|---|---|
| 10 and greater | 1 + D | Breakthrough (8.8) or pursuit (9.5) |
| 5 to 9 | 1 + CT | Pursuit (9.5) |
| 0 to 4 | Pursuit or Counter-charge | Attacker is recoiled (9.4 and 9.5): D + CT/1 |
| Less than 0 | Counter charge (8.8) or Pursuit (9.5) | D + CT/1 |
1 = retreat one hex. D = disordered. CT = Cohesion Test, if failed D. CT/1 = Cohesion Test, if failed retreat one hex. The notes in italic apply to cavalry only.
Odds Table
| Odds | Dice modifier |
|---|---|
| 4/1 and more | +4 |
| 3/1 | +3 |
| 2/1 | +2 |
| 1 ½ : 1 | +1 |
| 1/1 | 0 |
| 1 : 1 ½ | -1 |
| 1/2 | -2 |
| 1/3 | -3 |
| 1/4 and less | -4 |
Dice modifiers for shock and charge
| Type of modifier | Situation | Effect |
|---|---|---|
| Odds | Odds ratio (8.6) | See Odds table |
| Cohesion Differential | A difference between the cohesion value of attacker's best unit and the defender's best unit (8.6) | Best attacker Cohesion minus best Defender Cohesion |
| Terrain | Defender's terrain, the hex side and the effect of a unit with 6 hexes of front | See the Terrain Effects Chart |
| Routed | Defender routed (not cumulative with the next 2 modifiers) | +2 |
| Position | Defender attacked from one of its rear hexes | +2 |
| Defender attacked from at least one of its frontal hexes AND at least one of its rear hexes (not cumulative with the preceding item). Note: the attacking units have to be adjacent | +3* | |
| Attacker having one of its rear hexes located in a front hex of one or more enemy units not taking part in the combat (cumulative with the two preceding modifiers) |
* The +3 applies only in the case of a "front/rear" or "rear/front" (the "front/front" gives no modifier, "rear/rear" gives +2).
Stacking Table and ZOC Effects
| Is stacking possible? | Effect of entering a ZOC | |
|---|---|---|
| Normal movement and avoiding Shock (4.1 and 8.8) | During movement: NO, +1 MP to cross friendly hexes (4.4.2). At the end of movement: YES | Must stop. +1 MP if in disorder. A further disorganisation if in a front ZOC when avoiding Shock. |
| Forced March (4.1) | A unit (or stack) which is Forced Marching cannot enter a friendly occupied hex. The marching force must remain more than 5 hexes from enemy units. | |
| Retreat after combat (10.3) / Rout movement (10.4) | YES if the only route available goes through a friendly unit in violation of the stacking rules. In this case the unit overrun takes a CT (or routs if already in rout). | A further disorganisation in a front ZOC (eliminated if already in rout). No obligatory stopping in ZOCs. |
Night Effects Table
| Effect on | Description |
|---|---|
| Movement | No Forced March (except for reinforcements). Entering an enemy ZOC: +2 MP. Disordered units cannot enter a hex adjacent to an enemy unit. |
| Fire and Shock | Artillery can only fire on adjacent units. No charges are allowed. Cohesion test: +2. |
| Rallying | Disordered units automatically rally. The DRM to rally routed units is -3 (instead of the usual +1). |