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Solferino 1859

Solferino 1859 Rulebook

Table of Contents

Table of Contents

  • 0 General Rules
    • 0.1 Abbreviations
    • 0.2 Game Scale
    • 0.3 Counter Types
    • 0.4 Die Roll Checks
    • 0.5 Morale Check
  • 1 Combat Units
  • 2 Facing (Figure 2 - note, rules mistakenly refer to Figure 1)
  • 3 Stacking
  • 4 Sequence of Play
    • A. Weather Roll
    • B. Command Check
    • C. Operations Phase
    • D. Rally Phase
  • 5 Corps Activation
  • 6 Zone of Control (Figure 2)
    • 6.1 Properties of ZOC
    • 6.2 Properties of Flank Hexes
  • 7 Movement (Figure 2)
    • 7.1 General Rules
    • 7.2 Commander in Chief Movement
    • 7.3 Changing Facing
    • 7.4 Arrival of Reinforcements
  • 8 Commanders in Chief
    • 8.1 General Rules
    • 8.2 Command
    • 8.3 Out of Command Formations
    • 8.4 Death of CiC
    • 8.5 Piedmontese Special Rules
    • 8.6 Austrian Special Rules
    • 8.7 French Special Rules
  • 9 Formation Leaders
    • 9.1 Command of Units
    • 9.2 Out of Command Units
    • 9.3 Death of Formation Leaders
    • 9.4 Formation Demoralization
  • 10 Artillery
    • 10.1 Artillery Fire
    • 10.2 Procedure
  • 11 Combat
    • 11.1 Combat with Multiple Attackers
    • 11.2 Combat Sequence
    • 11.3 Combat results
    • 11.4 Retreat before combat
    • 11.5 Cavalry charges
  • 12 Rally
  • 13 Special Rules
    • 13.1 Weather conditions: the heat and thunderstorm of the afternoon
  • 14 The Battle of Solferino
    • 14.1 Initial Set-up
    • 14.2 Reinforcements
    • 14.3 Victory Conditions
  • Charts and Tables
    • Combat and Artillery Fire Table
    • Terrain protection values
    • Column shifts
    • Die roll modifiers
    • Defensive combat modifiers
    • Modifiers for Morale and Rally Checks
    • Weather Table
    • Terrain Effects Chart

0 General Rules

One player controls the Franco-Piedmontese Army of Napoleon III and Victor Emmanuel, the other the Austrian Army of Franz Joseph.

0.1 Abbreviations

The term "hex" is used to refer to hexagons in the rules.

The game requires one six-sided die (1d6 or d6).

0.2 Game Scale

One game turn represents one hour of real time, with the game lasting 10-14 turns depending on the weather. A map hex is equivalent to 600 meters, and one level of elevation is worth 30 meters. A military unit represents a brigade. Each combat point is equivalent to 500-800 men.

0.3 Counter Types

  1. HQ (QG or Quartier General in French; also referred to as formation leaders in the rules): with a combat bonus, a command rating and a movement allowance/command range in movement points. The reverse side indicates that the leader has been eliminated and a replacement has taken command.
  2. Commander in Chief (CiC): with an initiative bonus, an inertia rating and a movement allowance/command range in movement points.
  3. Combat Unit: with a unit type (infantry or cavalry), a combat value, a step value (that represents its level of morale/cohesion) and a movement allowance. The reverse side indicates that the unit is disorganized. The "L" on certain cavalry units indicates they are heavy cavalry ("heavy" in French is "lourde").
  4. Artillery Unit: with a combat value, a step value, a movement allowance and a range value.
  5. Activation Marker: for each formation.

0.4 Die Roll Checks

Generally speaking, whenever a die roll check is called for by the game (for morale, activation, coordination, inertia, etc), the player rolls 1d6. To succeed, the roll must equal or exceed 6, adding or subtracting applicable die-roll modifiers. If the result is less than 6, the check has failed.

0.5 Morale Check

All combat units have a morale rating. In a morale check, the player performs a die roll check as indicated in 0.4 against the morale/cohesion rating on the unit's counter, applying any modifiers. If the result is less than 6, the unit has failed its check and is disorganized, or loses a step if it is already disorganized. If the result is 6 or higher, the check has succeeded and the unit is unaffected.

Morale check modifiers:

  • +1 if the unit occupies terrain with level 2 protection or greater (see Terrain Effects Chart)
  • +1 if the unit is stacked with its HQ or Commander in Chief
  • -1 if an enemy unit is in a flank hex of the unit, even if that unit is not attacking
  • -1 for each step lost
  • -1 if out of command
  • -1 if "heat" is in effect (see 13.1)
  • -1 if the unit's formation is demoralized
  • +1 if the HQ or CiC is adjacent (for rally only; not cumulative with stacking bonus above)
  • -1 if within range of enemy artillery (for rally only)

1 Combat Units

Infantry and cavalry units are grouped in formations according to their command. The formations are identified by a colored stripe on the unit's counter and are led by an HQ, except for detached French cavalry and certain Austrian army units. Formation organization is important for the rules on activation, as the units of the same formation will all act together (see 5).

Following a combat result, the units of a formation can become disorganized, indicated by flipping them to their other side. Units with two or more steps can also suffer step losses: place a -1 or -2 loss marker under those units.

2 Facing (Figure 2 - note, rules mistakenly refer to Figure 1)

All infantry, cavalry and artillery units must obey facing rules, which affects movement and combat. Units have 3 front hexes and 3 flank hexes. The exception is for units in a city or village, in which case their front facing extends to all 6 hexes. Commanders in Chief and formation leaders do not have facing.

3 Stacking

Stacking of units in a hex is limited to one cavalry or infantry unit and one artillery unit, or two artillery units. It is possible to exceed stacking limits during movement. An Austrian detachment is considered a normal unit for these purposes. If a unit retreats through a friendly unit after combat, that friendly unit is disorganized (but if it is already disorganized it does not suffer a step loss). Leaders do not count toward stacking limits.

4 Sequence of Play

Solferino 1859 is played in 10-14 turns, with each turn consisting of the following phases:

A. Weather Roll

The players refer to the weather table, with the French player rolling a die when called for by the table.

B. Command Check

Commanders in Chief on the map may move prior to the command check, if they pass their inertia check. This is the only point in the turn they may move. Each player then checks to see if formation leaders are in command. Out of command leaders have an "out of command" marker placed on them (the picture of the burning orders) (see 8.3). Each formation's step losses are then counted to check for possible demoralization (see 9.4).

C. Operations Phase

The players alternate operations segments, up to the limit of available activation markers. During each operation segment, one of the players blindly picks an activation marker from those remaining in a cup, except for the first activation, which is chosen by the side that won initiative. When all leaders have been activated, the operations phase is over.

Initiative determination: Each player rolls 1d6 and adds the initiative bonus of his Commander in Chief: Napoleon III (+2) or Franz Joseph (+0). The player with the higher result wins initiative for that turn; ties go to the French. The winner chooses a formation that is immediately activated, and that formation's activation marker is put to the side and not into the cup. The other activation markers from both sides are put into the cup and will be picked randomly one after the other (note: the activation markers for formations that will enter as reinforcements are not put into the cup until the turn of their arrival). Formations are activated as their markers are pulled from the cup.

Note: A player can decide to do nothing with his activated formation; however, that formation is then done for the turn.

When a formation is activated, its artillery units can fire, its units can move and then have combat (including its leader).

D. Rally Phase

"Out of command" markers are removed from leader counters. Disorganized units not in an enemy zone of control (ZOC, ZdC in French) check to see if they retain this status or not.

The turn is then over and the Turn marker is advanced one hour.

5 Corps Activation

Each formation (i.e., French and Austrian corps, Piedmontese divisions, and detached or army units for both sides) has its own activation marker (AM). At the start of the operations phase, both sides roll for initiative with the winner selecting an AM that he then immediately plays. The other AMs are placed in a cup and will all be picked, one by one, over the course of the operations phase. An HQ and the units it commands are activated when that leader's AM is picked during the operations segment. After checking the HQ's initiative as needed (see 9.1), that formation's units may then act. Formation actions are divided into three steps: 1) barrage fire; 2) movement; then 3) combat.

A formation may be activated only once per turn, and a unit may only move and attack once per turn (except for artillery defensive fire).

The French have an AM that covers all detached cavalry units. These cavalry units are from the I, III and Guard Corps. The Austrian player has an AM for artillery and cavalry units of his two armies. For both sides, the units of these formations do not have their own HQ. They check to see if they are in command in relation to the command range of the closest HQ or CiC. If that HQ is not itself in command, then those units are also not in command. There is no activation check to make as there is no HQ associated with the activated units.

6 Zone of Control (Figure 2)

Each combat unit, including artillery but not HQ, exerts a Zone of Control (ZOC) in its three front hexes in all terrain it can enter.

6.1 Properties of ZOC

A unit must end its movement upon entering a ZOC, but it is not forced to attack.

It is forbidden to move directly from one enemy ZOC to another. Therefore, a unit surrounded by enemy ZOCs cannot move.

A unit's ZOC does not extend into terrain it cannot enter (e.g. steep slope).

Leaving an enemy ZOC costs half the movement points of a non-disorganized/in-command unit and all of the movement points of a disorganized or out of command unit: the unit is retreated one hex which is not in a ZOC.

A disorganized cavalry unit cannot enter an enemy ZOC.

The presence of a friendly unit in an enemy ZOC nullifies that ZOC for purposes of tracing command and leader movement, but not for retreats.

A unit which retreats into an enemy ZOC as a result of combat can become disorganized and lose a step (see 11.4).

6.2 Properties of Flank Hexes

As the 3 flank hexes of a unit do not exert a ZOC, they do not interdict movement and a unit retreating into them does not suffer any penalty.

7 Movement (Figure 2)

7.1 General Rules

An activated unit or HQ can expend some or all of its movement points, according to its command state (see 8.3 and 9.1). Entering a hex costs a certain number of movement points (MP). Terrain costs are indicated on the Terrain Effects Chart (TEC) in the rules.

MP do not accumulate from turn to turn. A unit must finish its movement before another unit in that formation may begin its movement.

Commanders in Chief have their own movement rules.

7.2 Commander in Chief Movement

Commanders in Chief may move during the command verification phase if they pass an inertia check. They cannot enter a hex adjacent to an enemy unit unless that hex is occupied by a friendly unit.

An inertia check consists of rolling a die and adding the Commander in Chief's inertia rating; on a result of 6 or more, the Commander may move.

If an enemy unit is present in one of the three [front?] hexes of a Commander in Chief during the command verification phase, then the Commander may move normally without checking for inertia.

7.3 Changing Facing

Changing facing is free and may be performed at any time during a unit's movement phase, but not during enemy movement or before defensive fire. It is permitted in certain limited circumstances during advance after combat, and retreat before or after combat.

7.4 Arrival of Reinforcements

Portions of both sides' troops arrive as reinforcements. On the turn of their arrival, they may be activated normally as an available formation, but they are not in command and must therefore perform an initiative check with their HQ to enter the map (in this case, do not apply to -1 penalty due to the absence of Franz Joseph for the Austrians). If the formation does not enter because it failed its initiative check, it will check again the following turn with a cumulative +1 bonus added to the die roll for each previous failed attempt.

To simulate arrival in road column, each unit after the first must pay the cost of the terrain (1/2 for road, 1 for clear) multiplied by the number of units already entered.

Example: if 4 units enter via the same road, the first pays 1/2 MP, the second 1 MP, the third 1.5 MP and the fourth 2 MP for the first map hex entered.

8 Commanders in Chief

Emperor Napoleon III commands the French corps (I-IV and the Guard) and detached cavalry, and King Victor Emmanuel commands the Piedmontese divisions (1,2,3 and 5). Emperor Franz Joseph commands the corps of the two Austrian armies and the artillery and cavalry of the two armies.

Note: the commanders of the two Austrian armies are not used in this game.

8.1 General Rules

Each CiC has a command range (expressed in MP) that represents its ability to exert control over the HQs of its army corps. This range is the same as its movement value: 8 MP.

8.2 Command

To be in command, an HQ must be in the line of command of its CiC. This line of hexes is traced from the Cic to the HQ, up to a maximum of 8 MP, using the costs for cavalry on the TEC. The line may not enter a hex in an enemy ZOC unless it is occupied by a friendly unit.

If the CiC is in a city hex, 2 MP may be added to his command range, for a total of 10 MP.

The CiC may directly command a number of units (not formations) equal to its inertia value: 4 for the French, 1 for the Piedmontese and 0 for the Austrians. These units must be within command range of the CiC, without need to be within command range of their own HQ (if they have one). The unit will be activated with its formation when its marker is picked from the cup and may activate normally no matter the status of its own HQ (if it has one).

8.3 Out of Command Formations

An HQ that is out of command at the start of the turn has an "out of command" marker placed on it. When its marker is picked from the cup during the operations phase, the units of that formation may not activate normally unless the leader passes an activation check.

Activation check: an out of command formation leader is activated if the player rolls 6 or above on 1d6, adding the leader's command rating.

If the check is successful, all the units of this formation may activate normally. If it fails, the HQ may not move but artillery barrages are allowed, as well as defensive support during an enemy activation. The units of the formation will behave as out of command units (see 9.2). If the HQ is in an enemy ZOC, it may still retreat one hex, out of an enemy ZOC.

The independent formations of French detached cavalry and Austrian army units are in command if they are within the command range of either their CiC, or an HQ which is itself in command. If not, the units are considered out of command.

8.4 Death of CiC

A CiC is eliminated (for purposes of the game) when the units with which it is stacked are completely eliminated in combat; otherwise, it retreats with other units. If, during enemy movement, a CiC becomes adjacent to an enemy unit without being stacked with a friendly unit, it is immediately placed with the closest friendly unit. As a CiC provides no combat bonus, there is no reason to have it participate in an attack. None of the CiC are replaced if they die (see 14.3).

8.5 Piedmontese Special Rules

Historically, the Piedmontese troops were organized in two columns of two divisions each, but they fought independently according to their arrival on the battlefield. In the game, there are four formations for activation that must follow the command rules. To be in command, they must be within range of their CiC Victor Emmanuel; if not, they check for activation per 8.3. In addition, Victor Emmanuel, even though present on the map, may not move before 8:00 am, thereafter checking for movement per 7.2. However, all units within his range (extended due to his initially being in a city) are in command normally.

Historical note: Apparently Victor Emmanuel was not very active during the battle, which led to a certain inefficiency in his troops.

8.6 Austrian Special Rules

Franz Joseph enters as a reinforcement at 10:00 am. Before his arrival, no Austrian formation on the map or entering as a reinforcement is in command. All activated Austrian formations must therefore pass an activation check, with a -1 penalty to its command value (except for reinforcements). In the case of failure, follow normally the rules in 9.2. In addition, as Franz Joseph spent the better part of the battle in Cavriana without moving, he has a very heavy inertia value like Victor Emmanuel and checks for movement as in 7.2. However, on his turn of entry, he may move without checking and has a one-time movement allowance of 10 MP.

8.7 French Special Rules

Napoleon III is present on the map at the start of the game and may therefore move in the command verification phase of the first game turn. Historically, Napoleon III did not arrive on the battlefield until 9:00 am; the counter on the map at the start of the game simulates the precise initial orders issued to French corps.

9 Formation Leaders

The HQs represent the different corps commanders of each army. They each command several brigades.

An HQ is activated according to the activation rules (see 5) and command (see 8). A leader can be activated only once per turn and moves as a cavalry unit.

9.1 Command of Units

When activated, a formation leader allows all units in its formation and in command at the beginning of the activation to perform actions. To be in command, a unit must be within the line of command of its HQ, according to the same principles as in 8.2, but using 6 MP of cavalry movement (the +2 city bonus applies).

The verification of command of units takes place at the start of the formation's activation, before any movement, which is to say that a unit that begins the activation out of command will remain out of command for the entire phase, even if its formation leader moves within range.

A formation leader does not need to be stacked with a unit in its formation in order to command.

9.2 Out of Command Units

A unit that is out of command at the time of its formation's activation may not enter an enemy ZOC and therefore may not attack. It may nevertheless move, but at half its movement allowance (rounded down). This movement may in no case put it beyond the command range of its HQ. If it is already out of range, it must end its movement closer to its HQ in number of hexes if it moves. If it is already in an enemy ZOC, it may either disengage or take part in a possible coordinated attack (see 11.1).

A unit which is OOC and disengaging from an enemy ZOC expends its whole movement allowance to retreat out of such EZoC by one hex.

9.3 Death of Formation Leaders

An HQ is eliminated when the units with which it is stacked are completely eliminated in combat or as a result of a casualty check caused by a combat in which it participated.

The casualty check is made at the time of the combat, with the player rolling two dice (2d12). On an unmodified 12, the leader is killed. For HQs, participating in combat means to coordinate an attack or to provide an offensive or defensive bonus. It is enough that the HQ is present and the player says he is participating (huh?).

An eliminated HQ is flipped to its reverse side, indicating its replacement by an aide-de-camp (denoted by a stripe on the counter), which the player places on a unit in the formation. A killed aide-de-camp is replaced in the same manner.

If a leader is stacked with units that retreat, he retreats with them (assuming he is not killed).

9.4 Formation Demoralization

A formation that loses more than 50% of its steps becomes demoralized at the start of the next turn. Count the steps lost by units making up the formation. A table is provided that indicates for each formation the number of step losses needed for demoralization (see table in French rules).

Units of a demoralized formation may not voluntarily enter a hex adjacent to an enemy unit; if that is impossible, the unit may not move. In addition, they suffer a -1 penalty to their morale checks. Finally, they must move at least one hex toward a friendly map edge (west for the Franco-Piedmontese, east for the Austrians) each turn, in other words if they move they must end up closer to the map edge than when they started. A leader who fails his activation check and thus cannot move must still move one hex toward his map edge if demoralized.

10 Artillery

Artillery directly attached to a brigade is already included in its values and is not represented by a counter. Only army or army corps artillery is represented by a counter. Each artillery unit has:

  • a firepower value that indicates which column is used on the combat table to resolve barrage or defensive support fire, and which also serves for self-defense if the unit's hex is attacked.
  • a step value (morale/cohesion rating) like other combat units. The majority of artillery units have only one step, but they may be disorganized and rallied like other units. The French Guard artillery unit has two steps and thus can suffer one step loss before being destroyed.
  • a movement allowance for moving according to the normal rules.
  • a range that is used to determine which enemy units are eligible to be attacked during the barrage fire phase. This range is traced from the artillery unit and must be in its line of sight.

10.1 Artillery Fire

Artillery units may fire at different times during the operations phase, but only once per each activation phase. They may act:

  • during the barrage fire phase of the activated formation.
  • in response to an enemy attack against its own hex, or a hex in range as defensive support.

Barrage Fire

The barrage fire phase takes place when a formation is activated, but before movement. All enemy units in range may be attacked following the normal rules of combat (see 11.3), but retreats called for by combat results are not carried out. An artillery unit may change facing by one hexside before firing. An artillery unit that fires on a hex containing an artillery and one other unit chooses its target before firing. The result applies only to the chosen target.

It is not possible to combine fire from different units in the same formation, but the same target can be attacked several times in succession. An artillery unit that barrage fires can move normally after. Artillery may not fire in the assault phase and thus does not participate in combat at the same time as infantry and cavalry. It fires only at the start of its activation phase. It thus does not advance after combat, even if it is stacked with units that do advance.

Defensive support

The fire value of an artillery unit can be added to a unit of its formation that defends, on the condition that the artillery unit has an attacking unit in its range and its line of sight. This value is added to the defender and can be divided among attackers as in normal defensive combat (see 11.2). An artillery unit can provide only one defensive support per activation, whether in self-defense or as defensive support to another unit being attacked. An artillery unit that is attacked while alone in a hex may not change facing before firing, and is automatically eliminated if the enemy unit survives defensive fire.

10.2 Procedure

Fire Range and Zone (Figure 3)

The maximum range of an artillery unit is indicated in hexes and has different values for the two sides. Its fire zone extends from its three front hexes. When artillery fire take places against an adjacent hex, a +1 is added to the die roll, for both offense and defense, to simulate the use of canister and close range.

Line of Sight

To be attacked, a target must be in the line of sight (LOS) of the artillery unit. This LOS is blocked by all friendly and enemy units, and all obstacle hexes (city, village, woods), excluding hex borders, situated between the artillery unit and its target.

These terrain features block the LOS if they are situated at the same or higher elevation level. If they are situated on a lower level, they block the sight if they are adjacent to the target.

When an artillery unit is on a higher elevation than its target, the LOS must go downslope, otherwise it is blocked. In other words, every hex between the artillery unit and its target must be on a strictly lower elevation than the firing artillery.

Fire is always allowed against an adjacent target or if it passes through a hexside of two hexes, one of which is not blocking, even if there is more than one level of elevation in difference (e.g., steep slope).

11 Combat

Combat takes place after movement, at the discretion of the attacker. If he decides to attack an adjacent enemy, then all enemies adjacent to attacking units must be attacked. At the start of the combat phase, he indicates his attacks keeping in mind that only units of the currently activated formation may fight. Combat takes place in two steps: the defender first tries to repulse the attacker, and if he succeeds the combat ends; if he fails, then the attacker carries out his assault.

11.1 Combat with Multiple Attackers

When multiple attackers are adjacent to the same defender, then it is possible either to coordinate their assault if a leader is stacked with one of them (see 11.2), or to attack one by one with the attacking player deciding the order. Each combat must be completely resolved before proceeding to the next. If an attack forces the defender to retreat, any remaining attacks against that defender will not take place.

To coordinate an attack, a leader must be stacked with one of the attacking units and must pass a coordination check (rolling 6 or more on a die, adding the leader's command rating). If he succeeds, then the attackers combine their attack values and there is only one defensive combat; if he fails, each attacker assaults individually.

11.2 Combat Sequence

Defensive Combat

The defending unit may attack each adjacent enemy unit that is assaulting following the normal combat procedure, dividing its combat value among attackers. The terrain protection value of the attacker is always 1. The defender may also retreat before combat instead of fighting (see 11.4).

Against an enemy on its flank, the defender's combat value is divided by 2, rounding down to a minimum value of 0. If there are multiple attackers, the defender may split up his combat value as he wishes, keeping in mind that the value applied against any attacker in a flank hex is divided by 2 and rounded down, and that he may attack with a power of 0 against any enemies he did not apply his combat value to.

A combat with a value of 0 or less, after modifications, is still resolved on the 0 column.

Defensive combat example: a defender in clear terrain has a combat value of 5 and is attacked by three enemy units, one of which is in a flank hex, and which are making a coordinated assault (a leader is present and passed his check). During his defensive combat, he may concentrate all 5 combat points against one of the enemies in his front, or attack one with 3 and one with 2, or attack one with 1, one with 2 and the flank hex attacker with 2 which becomes 1; in addition, he would attack all others on the 0 column.

If the leader had failed his coordination check, then the attacker would have to choose a combat unit for first attack, with defensive combat applied against it alone, then if it survived it could assault (see example below).

Assault

If the attacking units assault individually, after defensive combat, in an order of the attacker's choosing, then the result are accumulated normally. If the presence of a leader allows the attacker to make a coordinated assault by multiple units against the same defender, the combat values are accumulated for a single result. The leader must pass a coordination check per 11.1.

The attacker is not obliged to combine his attacks but may resolve them individually at his discretion, which he decides at the moment he announces all his attacks.

If the defender retreats, then a unit of the attacker's choice (which must be cavalry if present) must advance. The attacker may reface this unit by one hexside.

If the attacker retreats, the defender may not occupy his place; he may however change facing by one hexside, unless this was a combined attack and there are other attackers remaining.

An artillery unit, even if present in the attack, may not advance after combat.

At the end of combat, do not forget to check for leader casualties if they participated through coordination or bonuses (see 9.3).

Assault example: following the defensive combat example. After defensive combat, two attackers remain with combat values of 6 and 7, attacking from front hexes. As already indicated, a leader is present (+2 combat bonus) and he succeeded in his coordination die roll. The two attackers combine their combat values 6 + 7 = 13. This value is divided by the terrain protection value of clear, which is 1, which makes 13, beyond the maximum column of 8. As 13 is 5 columns greater than 8, 5 will be added to the die, plus another 2 is added due to the leader bonus. With a +7 die roll modifier on the 8 column, the result is automatically D+1. The defender's counter is flipped over and a -1 loss marker is placed under it. If the defender had been in a town with a terrain protection value of 2, the combat value would have been 13 divided by 2 to give 6, plus 2 to the die roll for leader bonus.

11.3 Combat results

Each unit uses its combat value divided by the terrain protection value (which is always 1 in defensive combat), rounding down. This value is used on the combat table with the roll a die that can be modified by the level of step losses, flank attack, leader bonus, etc. If there are two units being attacked, the defender chooses which suffers any adverse result (exception: in barrage fire, the attacker must choose a single target).

Combat results are: -, D, T, and D+1.

  • -: No effect. The fighting continues.
  • D: Disorganized. The counter is flipped to its reverse side or suffers a step loss if is already flipped. If the maximum step level is reached (e.g., the 2nd step loss for a 2-step unit), then the unit is eliminated from the game. A unit which is not in terrain with a protection value of 2 or more immediately retreats one hex. If the hex is already occupied by a friendly unit, then that friendly unit is disorganized (if it already was, there is no further effect) and the retreating unit retreats an additional hex. If it is impossible to retreat due to the presence of enemy units or impassable terrain, then the unit suffers an additional step loss and remains in place. If the retreat hex is in an enemy ZOC, then the unit may still retreat but suffers an additional step loss. An artillery unit stacked with a friendly unit that must retreat is immediately eliminated. A leader accompanies the retreating unit.

Retreats are carried out by the player owning the unit, following these rules:

The retreat must be toward a friendly map edge (west for Franco-Piedmontese, east for Austrians). It must avoid enemy ZOCs and friendly units if possible, and be towards terrain with the lowest MP cost. If all these rules are followed and there is still a choice of possible retreat hexes, then the owner can freely choose.

  • T: Disorganization check ("T" is for "test"): The unit checks its morale with 1d6, with applicable modifiers (see 0.5). If it succeeds, nothing happens. If it fails, then it is the same as a "D" result.
  • D+1: The unit automatically loses a step and then also suffers a "D" result as explained above.

11.4 Retreat before combat

It is possible to retreat before each combat in place of defensive combat if the unit has a movement allowance equal to or greater than those of its attackers. The unit retreats one hex. It also becomes disorganized, or loses a step if it was already disorganized, if it does not have a movement allowance that is greater than at least one of the attackers. Thus, cavalry facing infantry will retreat without problem, while cavalry facing cavalry or infantry facing infantry or cavalry will become disorganized. The attacker may occupy the vacated hex. Cavalry retreating from infantry may retreat a second hex. Retreat must be outside of enemy ZOCs, even if occupied by friendly units, and the retreating unit may reface by one hexside.

11.5 Cavalry charges

Cavalry units attack and defend only by charging, which is similar to an infantry attack as in 11.2, defensive combat being called a defensive counter-charge and assault combat being called a charge. These additional modifiers are applied:

  • a charge is forbidden against a unit in terrain cavalry may not enter.
  • to charge, a cavalry unit may not have spent more than half its movement allowance (i.e., a maximum of 3 MP).
  • cavalry that charges (not counter-charges) is automatically disorganized at the end of combat if not already in that state. If it is already disorganized as a result of the charge, it does not suffer an additional step loss. If it charges an enemy cavalry unit that retreats before combat, it is not disorganized.
  • disorganized cavalry may not charge offensively but it may counter-charge defensively. Disorganized cavalry may not enter an enemy ZOC.
  • cavalry with an "L" on its counter is heavy cavalry, which benefits from a +1 to the die roll in a charge or counter-charge.

12 Rally

During the rally phase, all disorganized units may try to recover, that is, be flipped over to their front side, but they may never recover step losses. The unit must not be adjacent to an enemy unit, and must pass a morale check as appropriately modified. There is an additional -1 modifier if the unit is within range (and line of sight?) of enemy artillery. Also, there is a -1 modifier for being out of command, and +1 for being adjacent to its formation leader or CiC. If the check is failed, the unit remains disorganized but does not suffer any step losses.

13 Special Rules

13.1 Weather conditions: the heat and thunderstorm of the afternoon

Weather conditions were not ideal for a battle of this magnitude. To show these effects in a manner that is not completely mechanistic, a table is consulted at the start of each turn and a die rolled, with the following effects.

Heat: infantry loses 1 MP and cavalry 2 MP. Morale checks have an additional penalty of -1.

Thunderstorm: the game end immediately. The players check the victory conditions.

14 The Battle of Solferino

The battle begins at 5:00 am and continues through the day until a thunderstorm occurs or the 6:00 pm turn ends.

14.1 Initial Set-up

[as in the French rules, but note that the IV Corps cavalry set up in 2719 should be Rochefort, not Richepance, and that the 1/3 IV Corps infantry brigade entering on turn 1 should be Richepance, not O'Farrel]

14.2 Reinforcements

(Note: the game turn track on the map lists turn number, not time of day, so I've added turn number in parentheses)

5:00 am (Turn 1)

French IV Corps units Charriere, Richepance, Saurin, Artillery 1 and 2 at 2722

7:00 am (Turn 3)

French III Corps (minus Verge and Ducrot brigades and Artillery 2) at 3522. Note: Verge, Ducrot and Artillery 2 never enter the game, as they were guarding the French right flank. Their counters are provided for future optional scenarios.

8:00 am (Turn 4)

Victor Emmanuel may move.

French Guard Corps at 1623

French cavalry units Cassaignolles, de Champeron and Marion at 1623. They arrive automatically and do not need to check for activation, but they are considered out of command units.

Austrian VII Corps at 3101

9:00 am (Turn 5)

Austrian XI Corps (minus 3/2 Host) at 3603

10:00 am (Turn 6)

Franz Joseph at 3101. End of the -1 activation penalty for Austrian formation leaders. For this turn only, Franz Joseph has 10 MP and does not need to make an inertia check.

12:00 noon (Turn 8)

Begin rolling on weather table

14.3 Victory Conditions

Each of the following cities is worth 1 victory point (VP):

  • Castiglione
  • Medone
  • Soferino
  • Pozzolengo
  • Cavriana
  • Rebecco
  • Guidizzolo

A city is friendly toward the side whose units last occupied it and it is not in the unoccupied ZOC of an enemy unit. A city that occupies multiple hexes must be held entirely, or else it counts toward neither player.

In addition, every two demoralized enemy formations count as 1 VP.

The smaller VP total is subtracted from the larger to produce the victory level:

  • 6+ VP: major victory
  • 3-5 VP: minor victory
  • 2 or fewer: draw

Finally, the game ends immediately if Napoleon III or Franz Joseph is killed. The other side wins a major victory.

If Victor Emmanuel is killed, the Franco-Piedmontese player loses a level of victory, or adds one to the Austrian player.

Charts and Tables

Combat and Artillery Fire Table

The combat table is flattened to plain text in the source document and its column layout cannot be recovered reliably, so it is given as printed:

Die roll0 -12345678+1-----TTTD2----TTTDD3---TTTDDD4--TTTDDDD+15-TTTDDDD+1D+16TTTDDDD+1D+1D+1
    • no effect
  • T morale check
  • D disorganized
  • D+1 disorganized and step loss

Terrain protection values

  • clear (level 1-3), farmland: 1
  • woods, village, clear (level 4-5): 2
  • city: 3

Note: for defensive combat, the terrain protection value is always 1.

Column shifts

  • -1 for each step lost
  • -2 if at least one flank is attacked
  • -1 if the enemy is on higher terrain than at least attacker
  • +1 if the enemy is on lower terrain than at least one attacker
  • -1 if the defender is in a hillock (see French rules for picture) hex
  • -1 if at least one attacker crosses a stream, canal or tree line hexside

Die roll modifiers

  • +1 for each column greater than 8
  • +? for leader combat bonus (not for artillery combat)
  • +1 if artillery is adjacent to target
  • +1 if at least one cavalry is heavy

Defensive combat modifiers

  • combat value divided by 2 (rounded down) against an enemy in flank hex

Modifiers for Morale and Rally Checks

  • +1 terrain protection value of 2 or more
  • +1 stacked with formation leader or CiC
  • -1 for each step lost
  • -1 if out of command
  • -1 if an enemy unit in flank hex
  • -1 if heat is in effect
  • -1 if formation is demoralized
  • +1 if formation leader or CiC is adjacent (rally only)
  • -1 if within range of opposing artillery (rally only)

Weather Table

HourDie roll and effects
5-11 amnormal, no roll needed
12 noon1-5 normal; 6 heat
1-2 pm1-3 normal; 4+ heat
3 pm1-2 normal; 3-5 heat; 6 thunderstorm
4 pm1 normal; 2-4 heat; 5+ thunderstorm
5 pm1-3 heat; 4+ thunderstorm
6 pm1 heat; 2+ thunderstorm

Add +1 to die roll if previous turn was heat.

Terrain Effects Chart

Terrain TypeMovement EffectsBlocks LOS?Combat Effects (Terrain Protection Value)
Clear, level 0StandardNoNone(1)
Clear, level 1StandardNoNone(1)
Clear, level 2StandardNoNone(1)
Clear, level 3StandardNoNone(2)
Clear, level 4StandardNoNone(2)
Change level (up or down)+1MPNo-1 up/+1 down
Steep slope; change of 2 levelsMovement prohibited; no ZOC acrossNoCombat prohibited
Crest+1 MPYes-1 column
VillageOther terrain; treat as road if entered by roadYesFaces all hexes(2)
CityOther terrain; treat as road if entered by roadYesFaces all hexes(3)
Isolated buildingNoneNoNone(other terrain)
FarmlandNoneNoNone(1)
WoodsCav disorganized; Cav, art: +2 MP; inf: +1 MPYesNone(2)
PathCancels MP cost for level changesNoNone
Minor roadno terrain effects; 1 MP per hexNoNone
Major roadno terrain effects; 1/2 MP per hexNoNone
Railroadno terrain effects; 1 MP per hexNoNone
Stream/canal+1 MPNo-1 column if at least one attacker crosses
Line of trees+1 MPYes-1 column if at least one attacker crosses