These Brave Fellows
These Brave Fellows Rulebook
Table of Contents
Table of Contents
1.0 Introduction
1.1 Historical Background
A. As Napoléon Bonaparte pursued the retreating Austrian and Coalition armies in 1805, he created the VII corps under Marshal Édouard Mortier to sweep the enemy along the far bank of the Danube while the rest of Napoléon's troops marched on Vienna. Due to a failure to adequately reconnaissance or ready support for Mortier by Marshal Joachim Murat, Mortier found himself hard upon the coattails of a large Coalition army supported by several Austrian regiments.
B. The force was under the command of Marshal Mikhail Kutusov. The wily Coalition leader thought that the isolated French Corps was ripe for a thrashing since it had no way of getting quick reinforcements. He conceived a complex enveloping plan and set it in motion, sending his exhausted infantry through ice-covered mountains to fall upon Mortier's flank, while another force drove directly at Mortier's defenses, based on the town of Dürenstein. On the snowy banks of the Danube, November 11, 1805, the two forces clashed in what looked like a crushing attack of annihilation for the French. Were Mortier to succeed, it would be Against the Odds.
1.2 General Information
A. We are always open to suggestions on how to improve the comprehension of our rules. Write to us (see addresses below) if you have an idea on how we can communicate better with you.
B. If any of the supplied parts are missing or damaged, write to:
Against the Odds Magazine PO Box 165 Southeastern, PA 19399-0165 USA Attn: These Brave Fellows Or e-mail us at: [email protected]
C. We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: [email protected], phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. Additionally, check out the Against the Odds and These Brave Fellows discussion folders at consimworld.com.
2.0 Components
2.1 Component List
A. These Brave Fellows comes with:
- 22" x 34" map
- 216 9/16" counters
- Two Player's Aid Charts (PACs)
- These rules
B. Also needed for play (but not included) are one 10-sided die and one 6-sided die.
2.2 Map
The map covers the area in which the various armies moved.
2.2.1 Terrain Levels
The battlefield was mountainous so some terrain features are expressed as levels to show the increasing difficulty of moving and fighting in rough, mountainous terrain in the winter.
2.2.2 Hexes With Multiple Terrain Types
The terrain of a hex for combat modifiers is determined by the terrain the center dot of the hex is located on in the hex.
Exception: If the dot is located on a non-walled road, use the terrain type that is on both sides of the center dot on the road for the hex.
Map Note: Hexes 0716 and 0816 are walled road hexes.
2.3 Game Abbreviations
| Abbr | Meaning | Abbr | Meaning |
|---|---|---|---|
| CV | Command Value | MA | Movement Allowance |
| d6 | Six-sided die | MF | Melee Factor |
| d10 | Ten-sided die | MP | Movement Point |
| DRM | Die Roll Modifier | PAC | Player's Aid Charts |
| FF | Firepower Factor | TEC | Terrain Effects Chart |
| FV | Fatigue Value | TRT | Turn Record Track |
| LOS |
2.4 Counters
A. Blue background color counters are French.
B. Green background color units are Coalition: Russian and Austrian. Austrian units also show white factors.
2.4.1 French Forces
The counter's color bar behind the values indicates the division to which the unit belongs. (Also see the Command Chart on the back of this rulebook.)
Division color bars as printed on the counters (name over division number): Dupont's (I), Gazan's (II), Dumonceau's (III), Klein's 1st Dragoons (Dragoons), Heavy Cavalry (Cavalry), Dupas' (V.2).
2.4.2 Coalition Forces
Coalition Forces are separated into historical command Columns as indicated by the Roman numeral in the center of the Battle Flag and the color bar behind the values of the units: I, II, III, IV, V, VI.
2.4.3 Combat Units
2.4.3.1 White Facing Arrow
Direction of frontal facing of unit.
2.4.3.2 Battle Flags
The battle flag is shown in the nationality colors French, Russian, and Austrian.
The interior colors of the battle flag (and text of unit names) also reflect unit type.
| Color | Type |
|---|---|
| White | Infantry |
| Yellow | Cavalry |
| Black | Artillery |
2.4.3.3 Number Inside Flag Symbol
| Side | Number Meaning |
|---|---|
| Coalition | Column Number |
| French | Brigade Number |
French units with a Roman numeral in the battle flag (and black factors) are corps troops and can be commanded by any leader in the corps.
2.4.3.4 Unit Sizes
A. The unit size is indicated above the flag.
| Symbol | Size |
|---|---|
| • | 1 gun |
| •• | 2 guns |
| I | Cavalry Squadron, or battery of 3-6 guns |
| II | Battalion |
| III | Regiment |
B. A + symbol (plus sign) after the unit size indicator means a reinforced unit and a – symbol (minus sign) after the size means components are detached from unit.
2.4.3.5 Unit Types
Unit type symbols: Infantry, Cavalry, Artillery, French Horse Artillery.
2.4.3.6 Unit ID
The Unit ID is between and just below the Battle Flag and Type symbol.
| Location | Value |
|---|---|
| Top | Battalion/Squadron Number |
| Middle | Regiment Number or Name |
| Bottom | Unit Type |
2.4.3.7 Fatigued Stripe
A unit that is fatigued (on its back) has a red stripe across the middle.
2.4.3.8 Command Color Bar
See 2.4.1 and 2.4.2.
2.4.3.9 Other Values
A. These are the bottom four values: Fatigue Value (FV), Fire Factor (FF), Melee Factor (MF), and Movement Allowance (MA).
B. FFs in red indicate they are used only with Optional Section 11.1.
C. The color of the French factors generally reflect the brigade-level command of the unit.
2.4.3.10 Counter Abbreviations
| Abbr | Meaning | Abbr | Meaning |
|---|---|---|---|
| 6 LB | 6-pounder cannon | MOS | Moscow |
| 8 LB | 8-pounder cannon | NAR | Narva |
| APS | Apsheron | NOV | Novgorod |
| AZV | Azov | POD | Podolia |
| BRY | Bryansk | SMO | Smolensk |
| BUT | Butyrsk | VTK | Vyatka |
| LIEB |
2.4.4 Leader Counters
A. A portraited leader with a white bar indicates a corps (French) or army (Coalition) commander.
B. A Battle Flag with a pole on the left indicates either a divisional or brigade leader (French) or a column leader (Coalition).
C. The symbol on top of the Battle Flag indicates the size of the force the leader commands:
| Symbol | Size |
|---|---|
| X | Brigade |
| XX | Division |
| C | Column |
D. A Roman numeral inside the Battle Flag is the Division Number (French) or Column Number (Coalition) that they command.
E. An Arabic numeral inside the Battle Flag is the Brigade number they command (French only).
F. The leader's name is in the color bar. The color of its text also reflects the brigade he commands (French).
G. The numbers to the right of the portrait or Battle Flag are the leader's Command Value (CV) and then his MA.
H. A leader that has activated (on its back side) shows a red stripe across the middle and has the letter A instead of an MA value.
Errata: Hadlen's name on his counter should be in purple as shown on the Command Chart and not yellow.
2.4.5 Markers
The markers are: Strong Point, Charged, Rout!, Game Turn, Bridge Intact 2515 (Optional), and Objective (Solitaire).
2.5 Player's Aid Charts
Each side has Player's Aid Charts (PACs), containing the important charts and tables for play of the game.
2.6 Scale
A. Each infantry battalion represents 300 to 600 men.
B. Each cavalry unit represents 50 to 400 cavalry (depending on its size).
C. Each artillery unit represents between 1-6 guns (again dependent on its size). (The printed text reads "between 16 guns"; the dash is read as the range 1-6, consistent with the "3-6 guns" battery size in 2.4.3.4.)
D. Each hex is approximately 350 yards in width.
E. Each turn represents one hour.
3.0 Sequence of Play
Each turn proceeds through the phases as listed below. This sequence is also printed on the back of the rulebook for easy reference during play.
3.1 Reinforcement Phase
A. Reinforcement Segment (5.1): Each player checks to see if additional units appear and deploys them on map if required.
B. Regroup Segment (5.3): Both players may attempt to regroup an eliminated unit.
C. Mortier's Alert Segment (9.5.2): The French perform Mortier's Alert roll, if applicable.
3.2 Initiative Phase
A. Both players roll a d6. The French add 1 to their roll (+1 DRM) if Mortier is on the map. The higher result has the initiative (reroll ties).
B. The Initiative player chooses who performs the first impulse. On Turn 1, the Coalition automatically must activate first and no roll is performed.
3.3 Activation Phase
A. Player alternate performing impulses. During an impulse, the phasing player activates a command per 6.1.
B. Players continue performing impulses until all commands (leaders) have been activated or both players pass consecutively. During an impulse, when the command is activated, the owner performs these segments in order with the subordinate units of the command:
-
Movement Segment (6.2): The player may move all, some, or none of the activated leader's units as desired, subject to the limits of each unit's movement allowance, terrain costs/restrictions, morale status, and a roll on the Level 2/3 Movement Chart.
-
Defensive Fire Segment (6.3): The non-active player may conduct defensive fire at any adjacent activated units.
-
Offensive Fire Segment (6.3): The active player now conducts fire combat with activated units that are eligible and not fatigued.
-
Melee Segment (6.4): The active player performs melee attacks with active units against adjacent enemy units.
3.4 Recovery Phase
A. Players can attempt to recover their units from Fatigue or Rout status.
B. If playing solitaire, make a Coalition Column Impetus Check (12.1.4).
C. Advance the Game Turn marker to the next turn, unless it is the end of Turn 13, in which case determine victory (10.0).
4.0 Game Concepts
4.1 Stacking
4.1.1 General Rule
A. Two infantry battalions, one infantry battalion and one artillery unit, or one cavalry regiment may stack in a hex.
Exception: Coalition units in a Grand Battery hex (4.1.6).
B. Up to two artillery batteries may stack in a hex by themselves.
4.1.2 Regimental Stacking
All units belonging to a single regiment may stack in a hex.
4.1.3 Leaders
An unlimited number of leaders may stack in a hex, but only one leader's effect in the hex can be used when required.
4.1.4 Road Movement
Units using road movement may not enter a friendly-occupied hex and have a stacking of one unit per road hex.
4.1.5 Cavalry/Artillery Prohibition
Cavalry may not voluntarily stack with non-horse artillery.
4.1.6 Grand Battery Hexes
The Coalition may only stack one unit in a Grand Battery hex.
4.1.7 When Limits Apply
Stacking limits apply at the end of movement except for those units using road movement (4.1.4).
4.1.8 Retreats
A. Units may overstack due to a combat retreat.
B. Units forced to retreat from an overstack that are unable to do so due to being surrounded by enemy units or impassable terrain surrender instead (remove them from the game permanently).
4.1.9 Violation Effects
Violation of stacking limits causes each unit in the stack to make an immediate Overstack Fatigue Check when the overstack occurs.
4.1.10 Overstacking After Fatigue Check
A. If the hex remains overstacked after these Fatigue Checks, the situation must be resolved by the end of the next friendly Movement Segment when any of the units in the hex can move.
B. Units that cannot resolve an overstack situation make a Fatigue Check at the end of the owner's Activation Phase each turn they remain overstacked.
4.2 Fatigue
Fatigue is a unit's ability to keep fighting cohesively. Units that are tired and cold after a long march with no rest and no heat fatigue easily. Units locked in combat can become fatigued.
4.2.1 Fatigue Checks
Units are required to perform Fatigue Checks at various points during the game per the pertinent rules. Use the appropriate row on the Fatigue Check Table for the reason for the check.
4.2.2 Procedure
A. If a unit is required to perform a Fatigue Check, roll a d6, applying any relevant DRMs. Compare the result to the testing unit's current FV, and then consult the Fatigue Check Table for the pass or fail result.
B. The effects of a success or failure for different Fatigue Checks are detailed in the pertinent rules and summarized on the Fatigue Check Table.
C. Apply a leader's CV as a negative DRM to the roll if the leader is in or adjacent to the unit's hex and if the unit is subordinate to that leader.
Clarification: This rule is not limited to just a unit's direct leader being in or adjacent to the unit to gain that leader's CV modifiers. For example, a French brigade could also gain its division or corps leaders' CV modifiers if those leaders are in or adjacent to the unit (as long as everyone is in its chain of command). All units on both sides are subordinate to Mortier or Kutusov, they can affect any unit's Fatigue Check too if in or adjacent to the unit performing the check.
4.2.3 Charging Cavalry
A charging cavalry unit is automatically fatigued at the conclusion of its Melee Segment if not already.
4.2.4 Fatigued Status
A. Flip a unit over to its back when it becomes fatigued. The back shows a red bar across the middle and has a reduced FV.
B. Fatigued units may move but they have a reduced MA as noted on their counter.
C. Fatigued units may not conduct fire combat except for defensive fire combat into any adjacent hex, which is adversely modified.
D. A unit's MF is halved (rounded up) when fatigued.
E. Infantry and cavalry units have no frontal hexes when fatigued (4.3).
F. Fatigued cavalry may not charge (6.2.8-6.2.10).
4.2.5 Fatigue Recovery
Units may recover from fatigue during the Recovery Phase (7.0).
Exception: Cavalry units with a Charged marker on them at the start of the Recovery Phase may not attempt to recover from fatigue.
4.3 Unit Facing
A. Each non-fatigued combat unit has an arrow at the top of the counter's front (and on the back for artillery as well), indicating the front of the unit for facing purposes.
B. Units must always be oriented so that their front is facing a hexside, not into a hex vertex.
C. Units may fire into the hex directly in front of the hexside they are facing and the two adjacent hexes.
D. Fatigued units can fire into any adjacent hex but only if defensively firing and with an adverse DRM.
4.4 Line of Sight
A. Line of sight (LOS) is traced from the center dot of the active unit's hex to the center dot of the target's hex.
B. The LOS is blocked if it passes through any terrain type in hexes between the active unit and the target hex except Level 0, river, and vineyard hexes.
C. LOS can be traced into a blocking terrain hex but not through one.
D. Friendly units do not block artillery's LOS, but they do block cavalry's LOS.
E. Enemy-occupied hexes are considered blocking terrain.
F. Howitzer units can ignore LOS restrictions.
5.0 Reinforcement Phase
5.1 Reinforcement Segment
A. Each player consults the reinforcements schedule [per the scenario or optional rules and shown on the Turn Record Track (TRT)] to see if new units are available this turn and need to be rolled for.
B. Next, the Coalition rolls to activate available inactive columns. Perform the roll for the formation per the Reinforcements Section of the Game Setup (9.0) or Optional rules (11.0).
C. Place all arriving reinforcements as detailed in their pertinent rules.
5.2 Entry From Off-Board
A. Reinforcements entering the map from a board edge do so during the friendly Movement Segment of that command's activation.
B. The first units entering the map pay 1 MP to enter the first hex on the map.
C. They must observe stacking limits (4.1) as they enter the map.
D. Subsequent unit/stacks that enter expend an extra MP per unit/stack (the second unit/stack pays 2 MPs to enter, the third unit/stack pays 3 MPs to enter, etc.).
5.3 Regrouping Segment
A. This represents bits of survivors, cooks, grooms, and any other available men used to fill the ranks and have a fighting unit again.
B. If there are any eliminated (not surrendered) units, the owner may attempt to bring back one such infantry unit at this point.
C. Indicate the infantry unit to bring back from the dead pile, then roll a d6.
D. On a 1, that unit returns to play.
E. Place the returning unit within two hexes of any of its commanding leaders, but not within two hexes of an enemy unit.
F. In this segment, a regrouped unit may be placed in an overstack situation without having to make an Overstack Fatigue Check (4.1) but the overstack situation must be resolved by the end of the command's next Movement Segment.
6.0 Activation Phase
When activating a command during a friendly impulse, the activated command's units perform the segments as listed for an impulse in the Sequence of Play (3.0). The rules below detail the mechanics of activation and its segments.
6.1 Activation
A. A player may activate a command during a friendly impulse to move its units and perform combat.
B. Activation of a command is performed by activating a leader on the board.
6.1.1 French
A. When a French brigade leader is activated, all units that are part of his brigade and are within two hexes of him may be activated and perform the impulse's segments.
B. When a French division's leader is activated, he may activate all leaders subordinate to him within four hexes of his location. The subordinate leaders then may activate their units per 6.1.1.A.
C. When a French corps leader is activated, he may activate all division and brigade leaders that are subordinate to him and within six hexes of his location. When a corps leader activates a division leader in this manner, the division leader may then activate his subordinate brigade leaders as per 6.1.1.B, who may then activate their subordinate units as per 6.1.1.A.
D. French units with black factors/values can be activated by any leader of that division.
6.1.2 Coalition
A. A Coalition column leader may activate any units or subordinate leaders within four hexes of his hex.
B. If activated, Kutusov may activate any subordinate leaders within six hexes. The activated subordinate leaders may activate other leaders or units as per 6.1.2.A.
C. If a Coalition column's primary leader is no longer on the map and the column has more than one leader in it, command of the column is assigned to the next lower leader still in play below the column leader on the Command Chart.
6.1.3 Other Requirements and Restrictions
A. An activated leader also may activate a number of friendly units (equal to his CV) not directly under his command that are within four hexes of his hex.
B. When a leader has been activated, flip him over to his activated back side as a reminder that leader has activated for the turn.
C. If a player wishes to activate a unit that is not within command range of its leader and its leader is activated, the owner must make an Out of Command Fatigue Check (4.2.2). If the result is equal to or under the unit's FV, it may perform actions this turn. If not, the unit cannot move and may only fire defensively.
D. Units of a brigade or column without a leader on the map can be activated when in command range of one of their superior leaders who is activated.
E. Leaders and units may only be activated once during a turn.
6.1.4 Leaderless Commands
If a leader has been removed from the game and there are no other leaders for that command, keep the leader's unit counter near the player's map edge. That leader's command may be activated during a turn if the owner desires.
A. Designate one unit of the command on the map. The units of the command in that hex and any adjacent hex are in command and may activate normally. (A regimental leader or aide-de-camp has taken local command.) All other units of that command that are not in or adjacent to the designated hex must roll as per 6.1.3.C.
B. Once the command's activation is concluded, flip the off-map leader counter to its activated side to indicate that the command has been activated for the turn.
6.2 Movement
6.2.1 In General
Movement is from hex to adjacent hex in a continuous line. Each unit has an MA, which is the maximum number of MPs it can spend during its Movement Segment.
Exception: Level 2/3 Movement (6.2.3).
6.2.2 Terrain and Movement
A. A unit expends a number of MPs from its MA to enter a Level 0, 1, or vineyard hex, depending on the terrain of the hex being entered (or possibly the hexside being crossed between the two).
B. The MP cost and/or prohibition to enter a particular hex is detailed in the Terrain Effects Chart (TEC).
C. If a hexside between two hexes contains terrain of a higher level than either of the two hexes, movement cost or ability is guided by that hexside's higher-level terrain type.
D. If the hex to be entered has more than one level difference between the two hexes (as in 0304 to 0204, Level 1 to Level 3), movement between the hexes is prohibited in either direction.
6.2.3 Levels 2 and 3
A. At the start of a command's Movement Segment, roll on the Level 2/3 Movement Chart. The result details the number of hexes that activated units of that type (listed across the top) may move through at that level or hexside that may be crossed this turn.
B. A unit must begin in or adjacent to that terrain level at the start of its movement to move or cross that terrain level.
C. A unit that does not begin its Movement Segment adjacent to or in that terrain level may not enter that level this turn.
6.2.4 Stack Movement
A. Units may be moved as a stack (group of units moving together) or individually, as long as the MA of any unit in a stack is not exceeded. Units can be dropped off from a stack that is moving.
B. Once a unit or stack begins moving, it must finish its movement before another unit or stack moves.
6.2.5 Restrictions
A. A unit must end its movement when it enters an enemy unit's frontal hex (4.3).
B. A unit cannot move into a hex occupied by an enemy unit. Exception: Units may enter a hex containing only an enemy leader, capturing him.
C. Coalition units may not enter hexes 0107 to 0109.
6.2.6 Roads
A. When a unit moves from one hex to another hex connected by a road, it ignores the hex's other terrain, paying the road MP cost.
B. Units using road movement may not enter an occupied hex and may only stack one unit per hex even during movement.
6.2.7 Walled Road
The two walled road hexes can be entered or exited only along the road.
6.2.8 Cavalry Charge Movement
A. Non-fatigued cavalry units may attempt to conduct a cavalry charge once per Movement Segment if they still have half (fractions rounded down) of their printed MA remaining to use and sufficient MPs to enter the target's hex at the point the charge is declared.
B. A charging unit may only start, move through, and end in Level 0, Level 1, or vineyard terrain hexes/hexsides during a charge.
C. The target hex must be declared, in the cavalry unit's frontal arc, in LOS (4.4), and at least three hexes (two intervening hexes) in a straight line (as depicted by the charge lines in 6.2.11) away from the front of the charging unit's hex.
D. A charging unit must make an Attempting to Charge Fatigue Check (4.2.2) before it charges. If it is a success, it may charge, otherwise it may not attempt to charge for the rest of the segment, but it may continue moving normally.
E. If the cavalry does charge, any units in the target hex must make a Being Charged Fatigue Check (4.2.2) next. If they fail, they Rout (6.7), otherwise they stand and fight. Exception: Counter Charge (6.2.9).
F. Routed target units suffer a +2 DRM for this check. If they pass, they stand and fight at half MF (round up). If they fail, they surrender.
G. If the enemy unit(s) in the target hex rout away, the charging cavalry unit must move into the hex they vacated (expending the MPs for the hex's cost) and may continue its charge into another eligible adjacent hex within its frontal facing if it still has MA remaining. It does not need to perform another Fatigue Check if an eligible target is adjacent but the new target unit must make a Being Charged Fatigue Check (4.2.2).
H. A cavalry unit can continue charging until it no longer has MA remaining or it comes adjacent to a defending unit that stands and fights.
I. If it is able to end up adjacent to units that routed from its charge, the routing units immediately surrender, removed from the game permanently.
J. At the end of this impulse's Melee Segment, flip all charging cavalry units (if not already) to their Fatigued side. They may not attempt to rally during this turn's Recovery Phase.
K. A charging cavalry unit that becomes fatigued from defensive fire ends its charge immediately and cannot melee.
L. Once the charging units movement is ended, mark the unit with a Charged marker.
6.2.9 Counter Charge
A. A cavalry unit may perform a Counter Charge against charging enemy cavalry:
- If the target of the charge is a friendly non-activated, non-fatigued, or routed cavalry unit,
- The enemy cavalry unit begins or enters into the friendly cavalry unit's frontal charge arc (6.2.11), and
- The friendly unit passes its Being Charged Fatigue Check.
B. Perform the steps below:
- Compare the two unit's MAs. The unit with the higher MA moves one hex directly toward the opponent's charging unit. Then the lower MA unit moves one hex directly toward the opponent's charging unit. Continue alternating one hex movements until the two units are adjacent to each other and can perform melee during the Melee Phase.
- Do not double the MA of any unit of either side for any reason.
- The original unit that charged is considered the attacker for the melee combat.
- Mark all units that charged with Charged markers at the end of their movements.
6.2.10 Reaction Charge
A. If a charging enemy cavalry unit moves within two hexes of the frontal facing charge arc (6.2.11) of a friendly, non-activated, non-fatigued, or non-routed cavalry unit that is not the target of the charge, it may possibly perform a Reaction Charge.
B. If eligible, first perform an Attempting to Charge Fatigue Check (4.2.2) for the unit wishing to Reaction Charge. If this check is successful, the unit will Reaction Charge, not allowing the enemy charging unit to attack its original target, even if adjacent to it.
- If not successful, it may not Reaction Charge and the enemy charging unit continues toward its target.
- If successful, move the friendly unit adjacent to the charging enemy unit, which halts the enemy's charge immediately. The cavalry units will perform melee during the Melee Segment of the Impulse.
C. Neither unit's MF is doubled for their melee combat.
D. Melee is resolved with the originally charging cavalry unit being the attacker and the reaction charging unit(s) being the defender(s).
E. Mark both units with a Charged marker after finishing movement.
6.2.11 Cavalry Charge Diagram
The diagram shows the only paths a cavalry unit may take to charge opposing units. (Figure: a cavalry unit at the bottom of the diagram, with charge lines fanning out to the TARGET HEX positions above it. The diagram itself is not reproduced here.)
6.3 Fire Combat
Fire combat may be performed during the Fire Segments whenever friendly units are adjacent to enemy units or when artillery units have an LOS and range to an enemy unit during their activation.
6.3.1 In General
A. The non-phasing side performs fire attacks in the Defensive Fire Segment with eligible units adjacent to enemy units.
B. The phasing side performs fire attacks during the Offensive Fire Segment with any eligible units adjacent to enemy units and with artillery units in range and LOS of enemy units.
C. During a friendly Fire Segment, the player announces and executes fire combat in whatever desired order until all eligible units have fired that the player wishes to use.
6.3.2 Restrictions
A. Units with an FF may only fire at enemy units that are in their front facing (4.3). Exception: 4.2.4.C.
B. A unit may only fire once per Fire Segment and only at one target hex.
C. Routed units and units with a 0 FF may not conduct any fire combat.
D. Cavalry units may not fire in any segment and may only melee. Exception: Cavalry Fire Ability (Optional Rule 11.1).
6.3.3 Artillery
Artillery fires like infantry except that it may fire at targets up to four hexes away (including the target's hex, but excluding the firing unit's hex). They can combine together with other units firing.
6.3.4 Line of Sight
A. An artillery unit firing at range must have an LOS (4.4) to its target hex.
B. Non-howitzer artillery firing at four-hex range is halved (round fractions down).
C. Howitzer artillery are halved firing at targets 3-4 hexes away, and if they roll a natural 1, they miss completely, regardless of what the Fire Combat Table shows.
6.3.5 Leaders
Leader units may fire only if alone in a hex and then only defensively at an FF of 1. Immediately after they have defensively fired, the leader must retreat two hexes. If unable to retreat, he is captured; remove him from the map.
6.3.6 Defensive Fire
Defensive fire may only be performed against adjacent hexes (so, non-phasing artillery may only fire defensively at adjacent units and receive the positive modifier for firing point blank).
6.3.7 Fire Combat Resolution
A. All units firing at a target hex have their FFs combined together for a total fire strength against the target hex. Find the rightmost column across the top of the Fire Combat Table in which the firing total is equal to or less than the value of that column.
B. FF totals of greater than 13 are resolved on the 13+ column, unless modified down.
C. Next determine all DRMs applicable to the fire combat by consulting the list below the Fire Combat Table. Sum the DRMs to yield a net DRM for the combat.
D. Roll one d10, applying the net DRM.
E. Cross reference the modified result with the column on the Fire Combat Table for a result.
F. Apply the result to the units in the target hex.
6.3.8 Advance
If a hex is vacated as a result of the phasing player's fire combat result, the phasing player has the option to advance any firing non-artillery units into the hex up to stacking limits.
Clarification: If a defending unit retreats from a Fire Combat attack, the attacking unit can advance and then continue into Melee Combat against the now adjacent defending unit.
6.3.9 Leader Casualty Check
If a leader is in a target hex where a unit was eliminated, the leader must perform a Leader Casualty Check (6.4).
6.4 Melee Combat
A. Once the Offensive Fire Segment is completed, the phasing player may conduct melee attacks with any eligible units during the friendly Melee Segment.
B. Units wishing to melee must be adjacent to the units they wish to attack.
C. Cavalry and infantry may not combine to melee the same enemy hex.
D. All attacking units must make an Attacker to Perform Melee Fatigue Check (4.2.2) before conducting a melee attack unless they are charging cavalry.
- Perform the check, consulting the Results section to see if the unit can perform the attack.
- Attacking units whose roll is less than half their FV (round down) double their MF for this combat.
E. Successful attacking units performing their melee attack through a non-front hexside of the defender's unit(s) have their MF doubled if they are not already doubled due to the Attacker to Perform Melee Fatigue Check.
F. Defending units must also make a Defender Prior to Melee Fatigue Check if the initial Melee odds are 2-1 or greater, unless it is the target of a cavalry charge (as they already have checked). Perform the check and apply the success/fail result.
G. Determine the final odds ratio by comparing the sum of all the attacking units modified MF versus the total sum of the modified defending units MF still in the hex being attacked.
H. Once the final odds ratio is determined, the attacker consults the Melee Combat Table to find a matching odds column, applies any column shift modifiers (and rolls a d10, applying any applicable DRMs.
I. If there are any leaders in either the defending or attacking hexes, a Leader Casualty Check must be made for each of those leaders (6.5).
J. If a defending hex is vacated, then the attacker must advance at least one attacking infantry or cavalry unit into the hex up to stacking limits.
K. Melee attacks may continue as long as the phasing player has eligible units that have not melee attacked yet.
6.5 Leader Casualty
A. If a leader is in a hex in which at least one unit is eliminated as a result of fire combat, or a leader is in a hex that is involved in melee (attacking or defending), after the combat is resolved make a DR for the leader.
- On a 6, then roll again.
- If the second roll is a 5, the leader is wounded and removed from play for a number of turns equal to a roll of two d6, which could mean he is out for the rest of the game.
- If the second roll is a 6, the leader is killed and removed permanently from play (with VP awards to his opponent).
B. If a leader is killed, any remaining subordinate units in the hex or adjacent must make a leader Loss Fatigue Check (4.2.2), applying the result.
C. If a leader is alone in a hex and an enemy unit enters the hex during movement or advance after combat, that leader is captured. All subordinate units in an adjacent hex must make a leader Loss Fatigue Check (4.2.2).
D. A leader unit may move with a retreating or routing unit.
6.6 Retreats
A. A retreating stack or unit moves toward the closest friendly-controlled (friendly-occupied or last to occupy) town or board entry hex if able to.
B. If a stack or unit cannot retreat in that direction, it must retreat per the following order of priorities:
- An empty or friendly-occupied hex not in an enemy's frontal hexes (4.3).
- A friendly-occupied hex in an enemy's frontal hex (4.3).
- An empty hex in an enemy's frontal hex (4.3).
C. A unit that is unable to retreat into one of the above locations immediately becomes fatigued and must make an Unable to Retreat Fatigue Check (4.2.2). If it fails this Fatigue Check, it surrenders and is removed from the game permanently.
D. A stack or unit that retreats into an enemy's frontal hex must make a Retreat Into Enemy Frontal Hex Fatigue Check (4.2.2) to see if it fatigues, or if already fatigued, if it routs.
6.7 Rout
A. A fatigued unit that fails any Fatigue Check other than a Remove Fatigue attempt routs. Exception: Surrender (6.6.C).
B. A routing unit is marked with a Rout marker.
C. A unit that has just routed immediately moves twice its MA toward a friendly-controlled town or friendly board entry road hex, whichever is closer.
D. Routing units may not enter a hex in the frontal arc of an enemy unit. If they have no other option, they are eliminated.
E. The routing unit must attempt to be farther from the opponent's units each hex it Rout Moves into.
F. If a unit is in Rout at the start of its Movement Segment, it will continue to move toward the nearest friendly-controlled town or board entry hex at its regular movement rate.
G. A routing unit that arrives adjacent to a friendly-controlled town hex no longer has to Rout Move.
H. A routing unit that reaches the board entry hex exits the map. Routing units that exit the map are considered eliminated.
I. Players attempt to rally routed units during the Recovery Phase (7.0).
J. A routed unit that is melee attacked by enemy units immediately performs a Defender Prior to Melee Fatigue Check (4.2.2) with a +1 DRM without regard to the odds restriction. If it passes, it stands and fights at half MF (round up). If it fails, it surrenders and is removed from the game permanently.
K. If a routing unit enters a hex with friendly units, those units must make a Hex Entered by Routing Unit Fatigue Check. If this also caused an overstack situation, perform this check first and then the overstack check if still required.
Clarification: Units that rout in Level 2 or 3 terrain only double the movement distance that was rolled for that terrain and unit type. If the distance rolled was 0 hexes, they rout 1 hex. Units that must rout into Level 2 terrain when beginning rout movement not adjacent to it, end their rout move in the first hex of that terrain.
7.0 Recovery Phase
A. During this phase, both players perform their end of turn functions.
B. Both players roll to recover units from fatigue or rally from Rout status to Fatigued status first.
C. Cavalry units that charged this turn and have a Charge marker on them may not roll for fatigue recovery (although they can roll to recover from rout). Remove the Charge markers from the cavalry units at the end of this phase.
D. Make a Remove Fatigue or Rally from Rout Fatigue Check (4.2.2) for each unit in that state, applying the result as shown on the Fatigue Check Table.
E. If successful, a routed unit removes the Rout marker but remains fatigued.
F. A unit that rolls a successful Remove Fatigue check is flipped to its front side indicating it is no longer fatigued (Normal status).
G. Routed units cannot recover from Rout if adjacent to an enemy unit.
H. Once all units on both sides have made all their recovery attempts, the turn ends and players move the turn marker to the next turn box on the TRT starting a new turn. Exception: Coalition Column's Impetus (Optional 11.3).
I. If this is the last turn of the game, determine the winner (10.0).
8.0 Special Rules
8.1 Night
Starting with Turn 11 (5:00 PM) and onward, all fire combat is adversely affected:
A. Shift all fire into adjacent hexes one column to the left.
B. Artillery firing at targets 2-4 hexes away is shifted two columns to the left.
8.2 Coalition Grand Battery
A. Printed on the map are three hexes representing the Grand Battery of 162 guns that Kutusov defensively placed to cover the river and the approaches to Krems, and thus did not participate in the battle.
B. The Coalition can stack one unit only in a Grand Battery hex.
C. The Coalition can fire with an FF of 20 out of each hexside with a gun.
D. The hex defends with an MF of 20.
E. The hex has an FV of 5. They are never fatigued, but if they rout, the guns are considered eliminated in the hex.
F. If mandated to retreat and the French are able advance into a Grand Battery hex, the guns in that hex are considered eliminated. Place a blank counter into the hex to represent the guns elimination.
8.3 French Elite Battalion
General Gazan took the best troops from the 100th and 103rd Regiments to form this battalion.
A. Until this unit is disbanded and removed from the game, the units of the 100th and 103rd Regiments have their FF reduced by 1 and their MF reduced by 2.
B. Any turn during the Reinforcement Phase, the French can declare the Elite unit disbanded (permanently removed from the game), then all units of the 100th and 103rd Regiments fight with their printed values.
C. If this unit is eliminated, the 100th and 103rd regiments fight with their lowered FF and MF until the Elite battalion is regrouped. When the French regroup this unit, it is not brought onto the map; instead, the two regiments will be able to fight at full printed values. It is still considered one unit eliminated for the Coalition Victory conditions.
8.4 French Strong Point
A. Only the French Elite Battalion may occupy the Strong Point hex while it is on the map.
B. The Elite unit has frontal hexes in all six surrounding hexes when it occupies the Strong Point. See the TEC on the PAC for its combat effects.
C. If the Elite unit moves out of or is forced to retreat from the Strong Point, the Strong Point is permanently removed from the game.
9.0 Scenario Setup
The Historical game starts on the 1st Coalition Impulse (French General Gaindorge has already activated with the 4th Légère Regiment) of the 7 AM turn (Turn 1) and ends at the 7 PM Turn (Turn 13).
9.1 Coalition
The Coalition sets up first.
A. The Coalition begins in control or all towns and villages except those noted in the French setup (9.3.1).
B. The Coalition initially sets up Columns I and V. Column II and III units should be set aside ready to be placed on the map once they muster.
Game Play Note: Column IV units are not used in the regular game.
C. Column I units can set up in hexes 2411-12 and 2511-13.
D. Column V's units and Kutusov are set up on or within two hexes of its column number printed on the map (2810), but not west of the 28XX hex row.
E. At the start of the game, only Column I's units may activate.
9.2 Coalition Mustering
A. Starting Turn 2, the Coalition begins rolling to have units of Columns II and III muster and become available to be activated.
B. Starting Turn 2 during the Reinforcement Phase, make an individual d6 roll for each of these columns. If the result is within the range of values printed below their box on the II and III Columns row of the current turn on the TRT, the column musters and is available to activate this turn.
C. When Column II musters, deploy its units on the map within two hexes of its column number printed on the map (0805) in any Level 1 or town hexes.
D. When Column III musters, deploy its units on the map within two hexes of its column number printed on the map (1307) in Level 2 terrain hexes only.
E. When Column II musters, the Coalition must also decide on the size of the Rear Guard to leave behind.
F. If the Coalition leaves four infantry battalions and two cavalry squadrons, there is no change to the Victory Conditions.
G. If fewer units are assigned to Rear Guard duty, increase the number of battalions the Coalition needs to eliminate for each Victory Level by one per unit that the Coalition removes from Rear Guard duty.
- Leaving more behind has no Victory Level benefits for the Coalition.
- These units may only operate in the hexes of XX01 to XX06.
H. Column V's units are not released unless a French unit comes within three hexes of any one of their setup hexes, at which point they are all released and can move and fight normally.
I. Column VI units are automatically deployed on or adjacent to their setup hex (3309) if the French come within three hexes of that hex. These units, once deployed, cannot move unless forced to retreat by combat. These units are directly under the command of General Kutusov.
9.3 French
A. The French set up second.
B. The French start the game controlling Dürenstein, Oberloiben, Unterloiben, and Rothenhof. All units listed below are to be set up oriented as the French desire:
| Hex(es) | Unit(s) |
|---|---|
| 0715 | 2nd and 3rd Battalions/103rd Regiment (2 units) |
| 1119 | 1st Battalion/103rd Regiment (1 unit) |
| 1418 | Marshal Mortier, General Gazan (2 leaders) |
| 1214, 1314, 1914 | 3 x Dragoon Squadrons* |
| 1518 | Strong Point + Elite Battalion |
| 1615, 1616, 1617 | 100th Regiment, 3 x Artillery units, General Campana (7 units)** |
| 2014, 2015 | 4th Légère Regiment, General Gaindorge (4 units)*** |
* one squadron in each hex
** one battalion and one battery in each hex
*** All of these units are already activated for the 1st turn (leader flipped).
9.4 French Activation
A. The only French units that can activate from the start are the 4th Légère Regiment, the Dragoon Squadron in hex 1914, and General Gaindorge.
B. The Elite unit in the Strong Point cannot move until an impulse after either of these occurs:
- A Coalition unit moves next to it.
- It is Turn 6 or later and Marshal Mortier or General Gazan is in the hex with or adjacent to the unit.
C. The balance of General Gazan's Division (General Campana, his 2nd Brigade, and the two Dragoon Squadrons) and Marshal Mortier are eligible to activate after one of these conditions occurs:
- Coalition Column I units move into or west of hex row 18XX.
- It is Turn 4.
9.5 French Movement Restrictions
9.5.1 In General
All units of the French at-start forces are restricted in their movement. They are unable to move north of the dark blue hexside line on the map (0816-1912) until Mortier has successfully made his Alert roll. The possible turns for this are noted as red Turn boxes on the TRT.
9.5.2 Alert Roll
On the turn after the first unit of Coalition Column II crosses the light blue line on hexsides from 0406-0710, the French make a d6 Alert roll during the Reinforcement Phase.
A. If the result is 4+, Mortier has become aware of the threat behind him and can now begin moving his troops north of the dark blue line.
B. For each turn following the first turn an Alert roll is made, a +1 DRM applies.
Game Play Note: This means that the third turn following the first turn of this roll will be an automatic success and these movement restrictions will be negated.
C. This movement restriction is immediately canceled if a Coalition Column II unit comes within four hexes of a French at-start unit noted above or if Dupont's Division arrives on the map.
9.6 Reinforcements
9.6.1 Coalition
The Coalition receives no reinforcements in the game.
9.6.2 French
A. At the start of the Reinforcement Phase of Turn 6 (12 Noon), the French roll one d6 for the arrival of Dupont's Division. They do so each subsequent turn until it arrives.
B. On a result within the range printed below the Dupont box of the current turn (on the TRT), all units of the division begin to arrive.
C. Dupont's units enter on or adjacent to the road hex 0109. The first unit/stack arrives with its full MA. All those behind it enter the same hex with one fewer MP than the unit/stack that just entered ahead of it (e.g., 2nd unit/stack entering same hex has -1 MP, 3rd unit/stack entering same hex has -2 MPs, 4th unit/stack entering same hex has -3 MPs, etc.).
D. For players wishing to use the historical arrival order, here is the order:
| Turn | Unit(s) |
|---|---|
| 1st Turn Available | 9th Légère, 32nd Ligne, General Dupont and General Rouyer (6 units) |
| 1-3 Turns Later* | 96th Ligne, Divisional Artillery, Divisional Cavalry, General Marchand (8 units) |
* After all units of the first group have entered, roll a die to determine when the second group arrives: 1-2: one turn, 3-4: two turns, 5-6: three turns.
10.0 Victory
The winner and Victory Level are determined at the end of Turn 13 unless an Automatic Victory is achieved.
10.1 Automatic Victory
A. At any point during the game, if Marshal Mortier or Murat is killed or captured, the Coalition automatically win a Strategic Victory.
B. At any point during the game, if General Kutusov is killed or captured, the French automatically win a Strategic Victory.
10.2 Victory Levels
At the end of Turn 13, both players assess the situation on the map and compare French losses to the levels listed below to determine who has won the game and at what level. Compare the two levels to determine victory.
10.2.1 French Victory Levels
10.2.1.1 Strategic French
A. Control Dürenstein, Unterloiben, and Oberloiben with at least two battalions in Dürenstein and at least one each in the other towns.
B. The road from Unterloiben to the west edge of the map (0109) is free (not enemy-occupied) of Coalition units.
10.2.1.2 Tactical French
A. Control Dürenstein and Oberloiben with at least one battalion in each.
B. The road from Oberloiben to the west edge of the map (0109) is free (not enemy-occupied) of Coalition units.
10.2.2 Battalion Equivalents
A. The three at-start French dragoon cavalry squadrons equal one battalion.
B. The three artillery units of the French in Gazan's Division equal one battalion.
C. The two artillery units of Dupont's Division equal one battalion.
D. Each French General killed or captured equals one battalion.
10.2.3 Coalition Victory Levels
10.2.3.1 Strategic Coalition
Eliminate 10 battalions or their equivalent of French units from Gazan's Division or 16 battalions or equivalent total from all French forces.
10.2.3.2 Tactical Coalition
Eliminate six battalions or their equivalent of French units from Gazan's Division or nine battalions or their equivalent from all French forces.
10.2.4 Comparing Victory Levels
A. The player achieving a higher level of victory than the other player wins the game.
B. If both players achieve the same level of victory, then the Coalition wins.
10.2.5 Draw
(This is the historical result.) The game is a draw if neither the French nor the Coalition achieves a Tactical Victory.
10.2.6 Eliminated Units Returned to the Map
A unit that is regrouped and returned to the map is still considered eliminated for Coalition VP purposes. If it is eliminated again, it is considered as an additional unit eliminated.
11.0 Optional Rules
Both players must agree to have any of the following rules in effect for their game. The TRT has reminders for these rules noted where appropriate.
| Rule | Favors |
|---|---|
| 11.1 | Neither (neutral) |
| 11.2 | Coalition |
| 11.3 | French |
| 11.4 | Coalition |
| 11.5 | French |
| 11.6 | Neither (neutral) |
| 11.7 | Coalition (slightly) |
| 11.8 | French (slightly) |
11.1 Cavalry Fire Ability
A. Dragoons/Carabiniers may perform fire combat when using this option.
B. These units may fire at an adjacent enemy hex with their red printed FF value.
C. If the unit moves at all during its Movement Segment, a -1 DRM applies to the Fire Combat roll due to them moving and firing.
11.2 French Ammunition Shortage
A. Any time from Turn 6 onward that the Coalition blocks the road from Dürenstein to the west map edge, the French roll a die prior to resolving each fire combat. (Those turns are marked with Ammo in the turn box.)
B. On a 3-6, all infantry units firing have their FF value halved (round fractions down).
Clarification: This rule applies only to the units of Gazan's Division.
11.3 Coalition Column's Impetus
The Coalition must use the Coalition Column Impetus rule per the Solitaire rules (12.4).
11.3.1 Changes to Solitaire Rules
The results are changed to as follows:
11.3.1.1 Continue
The Coalition may perform actions with the Column's units as desired.
11.3.1.2 Hold
The Coalition column's units may not move closer to French units unless there is another unit already closer to the French. In that case, they can move so that they are equal to or more than the range that unit is from the French.
11.3.1.3 Withdraw
The Coalition column's units must withdraw to within two hexes of their Roman numeral setup hex. If that hex is enemy-occupied, they must exit the map per the Solitaire game's rule.
11.3.2 Determining Column State for Next Turn
Each turn the in which the Coalition Column has units on the map and it is on Hold or Withdraw, the Coalition rolls at the end of the Recovery Phase (7.0) to determine the column's state for the next turn, with the loss modifier as per the table, and an additional -1 DRM if the column suffered no losses or routs this turn.
Designer's Note: Both sides had forces that did not participate in the actual battle and are reflected in the following optional rules.
11.4 Bagration's IV Column
Bagration's large command sat idle during the battle, watching to see if the French cavalry forces tried to outflank the Coalition-which did not happen. The French cavalry took what they thought was an easier route and saw no action, except for the units in the game.
11.4.1 Rolling for Release
Bagration's Column IV rolls for release starting on Turn 6's Reinforcement Phase and each turn's Reinforcement Phase thereafter (shown on the TRT). If the roll is within the range printed below that turn's box of the IV Column's row, they muster and are deployed onto the map immediately on or within one hex of their Roman numeral printed on the map (3001). They may be used in the game from that point forward. (Auto means they automatically muster that turn.)
Designer's Note: This assumes Bagration got tired of waiting for the French and decided to pile on.
11.4.2 Victory Changes
If these Optional Forces are brought into play, increase by two the required number of French battalions the Coalition needs to eliminate for each Victory Level.
11.5 Dumonceau's Dutch 3rd Division
For the French, the excellent Dutch 3rd Division under Dumonceau was unaware of the problem, but may have made it with added drive.
11.5.1 Rolling for Entry
Dumonceau's Division starts to roll to enter the turn after both of the two conditions below are valid:
A. It is Turn 8 or later.
B. All of Dupont's 1st Division has fully entered the map (after all, he was in front).
Example: Dupont's Division's units are all on by the end of Turn 9. That means that the French can start rolling for Dumonceau's Division on Turn 10.
11.5.2 Procedure
A. Entry rolls are performed in the same progression manner as how it is performed for Dupont's Division (9.6.2), i.e., a 6 on the first two turns available, a 5-6 on the third turn available etc.
B. The TRT shows Dumonceau boxes to remind players of this.
11.5.3 Victory Changes
If this force enters the battle, reduce the Coalition eliminated French battalions requirement by one for each level of victory.
11.6 Klein's 1st Dragoon Division
Klein's Division took the long way around the Coalition flank, thinking the terrain more suited to cavalry. Klein was wrong. This option assumes he changes his mind and turns back to the meet up with Mortier.
11.6.1 Procedure
A. Begin rolling a d6 for Klein on Turn 5's Reinforcement Phase and each turn's Reinforcement Phase thereafter until his force arrives. The TRT has boxes to remind players of this.
- On a 6, then roll 1d6 again.
- On a 1-4, his division enters the game on a board edge hex (paying that hex's movement cost) on or within two hexes of Entry hex A (0801) one turn after the successful roll.
- On a 5-6, he enters the game on a board edge hex (paying that hex's movement cost) on or within two hexes of entry hex B (1901) two turns after the successful roll.
B. If Klein's forces enter the game, Bagration's IV Coalition Column is set up by the Coalition during the Reinforcement Phase one turn after Klein's forces have entered. They are deployed in or adjacent to setup number IV hex on the map (3001) and are available to activate from that point on in the game.
11.6.2 Victory Changes
If this force is brought into the game, the following victory changes are in effect:
A. At the end of the game, increase by one the French Victory Level if they control (they are the only occupants or the last to occupy all hexes of) Scheibenhof (0705) or Egelsee (1902).
B. If both towns are controlled, increase by two the French Victory Levels. This increase cannot take the French above a Strategic Victory.
11.7 Murat's Relief Force
This assumes that Murat followed Napoleon's orders to support Mortier instead of charging on to take Vienna. The Marshal himself takes the field, leading the First Heavy Cavalry Division and the Second Infantry Brigade from Lannes' V Corps.
11.7.1 Procedure
On Turn 6, begin rolling 1d6 for Murat's force to arrive. On a 6, his command enters the map on the road leading off the east edge from Mautern (3620). The force enters in road march column (one unit per hex and one unit behind another). There are reminder boxes on the TRT for this.
Game Play Note: This means it takes more than one turn for the force to enter play.
11.7.2 Bridge Counter Placement
Place the bridge counters in hexes 2413, 2514, and 2515 to indicate that the bridge is not destroyed, and those hexes are treated as road terrain only along its connected hexes for movement purposes.
11.7.3 Bagration's IV Column
Bagration's IV Column is available and deployed within one hex of their setup hex on the map (3001) on the turn after the one that Murat's forces enter the map.
11.7.4 Coalition VI Column
The Coalition VI Column (Krem's garrison) forces are released and are deployed on or adjacent to their setup hex (3309) and may normally activate immediately after any French forces come within three hexes of them. They are directly under the command of Kutusov.
11.7.5 Murat's Forces
Murat's forces consist of the Heavy Cavalry Division and Dupas' Brigade of the V Corps. Murat trades glory for duty!
11.8 Cavalry Retreat Before Combat
A. This rule must be used if using 11.6 and/or 11.7.
B. At the start of the Defensive Fire Segment, the non-phasing player may retreat their cavalry units two hexes if:
- They are in Level 0 or 1, village/town, or vineyard terrain, and
- They are in an adjacent frontal hex of an enemy infantry and/or artillery unit.
C. Cavalry units on roads in Level 2 terrain may perform this retreat but only into a connected road hex.
D. Any cavalry performing this retreat must also observe the retreat conditions of 6.6.
12.0 Solitaire Rules
All the regular rules are in effect for a solitaire game except as modified or added to by the rules below.
12.1 In General
In the solitaire game, you play the French and you move and fight with the Coalition per the orders that you roll for at the start of the game and during each turn (12.2) for each of the Coalition columns.
12.2 Determining Objectives
Roll a die for each Coalition column on the Column Objective Table. That becomes the objective for that Coalition Column. Follow and apply the instructions for the objective in the table.
12.3 Column II Mobilization Restrictions
When the Coalition's Column II mobilizes, roll on the Coalition Column II Rear Guard Force Table. The result is the number and type of its forces that must remain north of hex row XX05 and any additional effects on the Victory Levels for the game.
12.4 Coalition Column's Impetus
A. As the last part of the Recovery Phase of each turn in which a Coalition Column has had units eliminated, roll on the Impetus Table to determine the actions the Column can perform in the following turn. Apply the Column's DRMs listed below the results for the column based on the total number of units currently routed or eliminated from that Column. A leader equals two eliminated units if captured/killed.
B. During a Recovery Phase in which units of a column are still on the map, and that column is on Hold or Withdraw status and did not have a unit eliminated that turn, perform an Impetus DR for the column, applying a -1 DRM in addition to the current loss DRM if no units of the column routed during the turn. The column follows the new Impetus result in the next turn.
12.5 Coalition Cavalry
Coalition cavalry units will always attempt to Counter Charge (6.2.9) or Reaction Charge (6.2.10) when eligible.
13.0 Designer's Notes
A. Designing a Napoleonic battle game for magazine format turned out to be a daunting task and took me a year longer than I anticipated to feel good about what I was turning out. Unlike my previous designs, I was barging into an era full of wonderful systems for simulating Napoleonic era battles. Dürenstein, additionally, by the nature of the terrain, climate, and situation, added more layers of design challenges.
B. I love the era and remain a huge fan of the original Martial Enterprises/GDW La Bataille de la Moscowa. However, this could not be anything like that game, nor its descendants, nor any other grand tactical game. First, in order to scale the map for magazine format, the hex size ballooned to over 300 yards per hex, losing a lot of fine detail of line, column, etc. Still, a Napoleonic game at battalion level needs facing, and artillery still has a range. Terrain was very interesting due to the mountainous surroundings and the presence of vineyards along the slopes.
C. Balance was a challenge because if the Coalition player can move the entire army at once, the French are doomed. So, I had to simulate the poor coordination by allowing the columns to start approximately where they were at 7:00 that morning and start rolling to move units after the first few turns, which simulates Miloradovitch's attempt at frontal assault. The French relief division's appearance needed to be uncertain also. The battle went on in the dark, which added more fun.
D. The victory conditions are based on the Coalition doing better than they did historically. They took Dürenstein, but got tossed out of Dürenstein and were unable to stop the relief column from arriving. Fatigue is very fragile for the Coalition because they were already worn out and marching under awful weather conditions after having to mainly sleep out in the open with little food. The French, on the other hand, were fully rested, fed, and kept warm by burning vineyard stakes. The Coalition, freezing, fought in their greatcoats, which slowed them down while the French took theirs off.
Credits (section 14.0) omitted per house convention.