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Wagram 1809

Wagram 1809 Rulebook

Table of Contents

Table of Contents

  • 1 - Introduction
  • 2 - The Counters
    • 2.1 Combat Units
    • 2.2 Headquarters (HQ)
    • 2.3 Markers
  • 3 - The Map
  • 4 - Object of the Game
  • 5 - Game Turn
  • 6 - Initiative Phase
  • 7 - Orders Phase
    • 7.1 - Orders Table
    • 7.2 - Reaction Round
  • 8 - Activation Phase
  • 9 - Movement Phase
    • 9.1 - Unit Fatigue
    • 9.2 - Maneuver Test
    • 9.3 - Activated Units
    • 9.4 - Zone of Control - Orientation - Front - Flank
    • 9.5 - Stacking
    • 9.6 - Movement
    • 9.7 - Change of Orientation
    • 9.8 - Bombardment
  • 10 - Combat Phase
    • 10.1 Attack/Charge
    • 10.2 Refusal of Combat
    • 10.3 The French Guard
    • 10.4 - Combat Resolution
    • 10.5 - Modifiers
    • 10.6 - Combat Result
  • 11 - Continuation Phase
  • 12 - Administrative Phase
    • 12.1 Administrative Movement
    • 12.2 Rout
    • 12.3 Victory Points
    • 12.4 End of Turn
    • 12.5 Initial Administrative Phase
  • 13 - Options
    • 13.1 Detachment of Units
    • 13.2 Grand Battery
    • 13.3 Divisional Square
  • 14 - Scenarios
    • 14.1 Setup
    • 14.2 - Scenario 1 - 5 July
    • 14.3 - Scenario 2 - 6 July
    • 14.3 - Scenario 3 - The Great Battle
  • Play Aid

1 - Introduction

The map represents the sector of the Battle of Wagram, north of Vienna; it is divided into zones. Each combat unit generally represents a division or an artillery grouping. There are also HQ counters and markers. A game turn represents about 2 hours. The number of game turns varies according to the scenario. The French units are blue, the Austrians light grey. 2d6 are needed.

Note: modifiers are values that are added to and/or subtracted from the result of a die roll (or rolls).

2 - The Counters

2.1 Combat Units

Combat units are organized into army Corps distinguished by a colored band.

Each counter represents a Division, sometimes ad hoc groupings or smaller units. There are 4 types of unit: Infantry; Cavalry (Light or Heavy); Mixed (light infantry and cavalry unit); Artillery (Foot or Horse).

The most important units are represented by 2 counters: a normal unit (solid colored band) and a reduced unit (non-solid colored band).

The first value (from 4 to 1) to the left of the unit type corresponds to the number of Losses a unit can take before being eliminated.

If a second value (2 or 3) is present to the right of the unit type, this means the unit can go into Rout.

The Command Bonus (indicated by a yellow star) is given to the best division commanders.

The Combat Potential represents both the quantity of troops and their fighting ability.

One or two white dots to the right of the Combat Potential represent the unit's stacking value (1 or 2 stacking points).

The Artillery Potential represents the artillery batteries attached to the unit.

The Movement Potential represents the ability to move and to engage in combat. Two values are shown: a Tactical Potential (used near combat) and a Normal Potential (used for maneuvers).

The reverse side of the units represents the unit weakened following a loss.

NB: The French unit IT SAHUC is indeed a Light Cavalry unit; its movement values are 3/6.

2.2 Headquarters (HQ)

There are two types of HQ:

  • the 2 Army HQs (Napoleon or Karl), which have a "normal" side and an "activated" side, and are placed on the battlefield;
  • the Corps HQs, which have a "normal" side and a "national" side (FR or AU), and are placed on the Orders Table.

2.3 Markers

The "Turn", "Round FR" and "Round AU" markers are used to record on the Turn Record Track and the Activations track the progress of turns and action rounds.

The "Fatigue 1" / "Fatigue 2" markers indicate the Fatigue level of units.

The "Attack" / "Charge" and "Rout" / "Rout+1", "Isolated" markers indicate specific actions or statuses of combat units.

The "VP" / "VP+10" markers are used to keep track of Victory Points (VP).

3 - The Map

Divided into zones, it includes geographic and topographic features: village, woods, marsh, ridge line, escarpment or river, which influence Movement and Combat.

Numbers are overprinted in each zone to ease initial placement.

The red "R"s indicate the presence of a redoubt. Redoubts can only be used by the Austrians.

The letters "FR" and "AU" in blue or orange in a white circle indicate the French or Austrian Rally zone.

The stars (blue or orange) indicate the French or Austrian objectives.

The two arrows between Lobau Island and zones 210 and 211 indicate the possible crossings between this island and those zones.

NB: In zone 165, the village of Baumersdorf lies on both banks of the Russbach. A special rule applies for movement (see 9.6) and combat (see 10.5.8).

NB: The double ridge line between zones 119-146 and 147-166 is only an obstacle for Bombardment (see 9.8).

Around the map are found:

  • The Turn Record Track (one for each scenario), the activations table and the Victory Points table. NB: Scenario 2 takes place on 6 July and not on 5 July as shown on the turn record track by mistake.
  • Each player's Orders Table. Each Orders Table has 7 Boxes: "Order 1", "Order 2", "Order 3", "Available", "Activated", "Reaction", "Administrative Movement"; the Corps markers are placed on it, generally face down (national side visible).

4 - Object of the Game

The French player wins at the end of a scenario if he has at least 10 VP more than the Austrian player; otherwise the Austrian player wins. Depending on the situation, each player scores a certain number of VP, which are recorded on the Turn Record Track using the "VP" markers (see 12.3).

5 - Game Turn

Each scenario has a set number of game Turns.

Each game Turn has a variable number of Rounds (A) made up of 6 Phases, performed in the order shown below. After the last Round of the Turn, an Administrative Phase (B) is performed before starting a new Turn (unless the game ends).

A - Rounds

  1. Initiative Phase (6)
  2. Orders Phase (7)
  3. Activation Phase (8)
  4. Movement Phase (9)
  5. Combat Phase (10)
  6. Continuation Phase (11)

B - Administrative Phase (12)

After the initial setup, an initial Administrative Phase is performed (see 12.5).

During each Round, one of the players obtains the Initiative; he must activate one of his corps according to his Orders Table, and have the units making up that corps act, before moving on to a new Round.

6 - Initiative Phase

The player who was not the Phase player in the previous Round may attempt a Reaction Round (see 7.2) before the initiative rolls.

Otherwise, each player rolls 1d6; the higher roll wins the Initiative; in case of a tie the Initiative goes to the French player.

Modifiers: -1 per consecutive round performed by the player who had the initiative in the previous round(s). The player who performed the last Round of the previous turn has a single modifier of -1 for the Initiative of the first Round of the new turn; -1 in case of failure of the Reaction Round (see 7.2).

Example: If the Austrian player has just performed two rounds in a row, he has a modifier of -2 to his initiative die roll. If he played only one round, the modifier is -1.

The player who wins the Initiative becomes the Phase player for the rest of the Round.

NB: Each scenario indicates the player who automatically has the Initiative during the first Round of the first Turn. There is no possibility of a Reaction Round at that time.

7 - Orders Phase

7.1 - Orders Table

The Phase player moves the "Corps" marker(s) from the "Activated" box to the "Available" box - except in the first Round of the first turn.

He reveals the "Corps" marker in the "Order 1" box and places it in the "Activated" box.

He then shifts the other two "Corps" markers to the "Order" box of lower value (3 to 2 and 2 to 1).

Finally, he secretly selects a "Corps" marker from the "Available" box and places it face down in the "Order 3" box.

NB: He may be obliged to select the "Corps" marker placed in the "Reaction" box (see 7.2).

NB: The Orders Table is filled for the first time during the initial Administrative Phase (12.5).

7.2 - Reaction Round

The player who was not the Phase player in the previous Round may attempt to immediately activate a corps for a Reaction Round. He secretly selects from the "Available" box a "Corps" marker whose Pivot unit (see 8 for selection restrictions) is located 6 zones or less from his army HQ (Napoleon or Karl) and places it in the "Reaction" box.

A Reaction Round can only be attempted if the "Reaction" box is empty.

The player rolls 2d6: on a score of 2 to 7 (58%) for Napoleon and 2 to 6 (41%) for Karl, the player succeeds in activating the corps placed in the "Reaction" box. He reveals it as if it had been placed in the "Order 1" box and places it in the "Activated" box. Play then goes directly to the Activation Phase without flipping or moving the other "Corps" markers on the Orders Table.

In case of failure, the Round continues normally with the determination of Initiative, but the player who attempted to obtain a Reaction Round has -1 on his Initiative roll.

If the corps placed in the "Reaction" box was not activated, it must be the next corps placed in "box 3" during the player's next Orders Phase.

8 - Activation Phase

The player selects a Pivot unit (except Artillery) belonging to the activated corps. This Pivot unit is automatically Commanded.

To be selected, this Pivot unit must be able to trace a continuous path of zones to its HQ without passing through a zone occupied by an enemy unit or a zone located in an enemy Zone of Control (see 9.4) that is not occupied by a friendly unit. This path may not exceed 9 zones (or 6 zones for a Reaction Round).

All units adjacent to this Pivot unit, or adjacent to a unit adjacent to this Pivot unit, are Commanded.

Likewise, Cavalry or Mixed units located 2 zones or less (without passing through a zone occupied by an enemy unit) from one of these Commanded units are also Commanded, but they cannot themselves be used to Command other units.

All the other units of this corps are Isolated. (Place an "Isolated" marker on them.)

An Isolated unit has its Tactical Movement Potential reduced by 1 and cannot become Fatigued to increase it. Isolation does not affect Regular or Administrative Movement.

The "Isolated" markers are removed at the end of the Round.

9 - Movement Phase

9.1 - Unit Fatigue

The fatigue and cohesion of units is simulated by use of a "Fatigue" marker. A unit can receive at most two levels of fatigue. When a unit receives a level of fatigue, the marker is placed on it on its "Fatigue 1" side or flipped to its "Fatigue 2" side.

9.2 - Maneuver Test

Certain actions require passing a Maneuver Test. Roll 1d6:

  • 1-3: The test fails
  • 4-6: The test succeeds

Modifiers: +1 if Command Bonus; +1 for Guard Infantry (Gd/Curial and Gd/Dorse.); +1 for Austrian grenadiers (R/Aspre and R/Prochas).

9.3 - Activated Units

The player has the units belonging to the activated corps act one by one. He must finish making one unit act before moving to the next. For an acting unit, he may choose either to:

  • Reduce its fatigue by 1; if the unit is in the Front of an enemy unit it must first pass a Maneuver Test; or
  • Move it and possibly engage in an Attack or a Charge. Artillery units may also Bombard.

9.4 - Zone of Control - Orientation - Front - Flank

Each unit (except Artillery, HQs and units in Rout) exerts a Zone of Control (ZoC) over all the zones surrounding the zone where it is located. The presence of a friendly ZoC or a friendly unit does not cancel an enemy ZoC (except when selecting a Pivot unit, see 8).

Each unit must be oriented toward a zone and has a Front on that zone and on each of the two adjacent zones. A Front is thus formed of 3 zones; the other zones form its Flank.

An HQ has no orientation.

9.5 - Stacking

Up to 5 Stacking points can be stacked per zone (except at initial setup - see 14.1). Units are worth 1 or 2 Stacking points. HQs and markers do not count.

All stacked units must belong to the same corps (exceptions: Detachment and Grand Battery, see 13.1 and 13.2).

Stacked units always adopt the same orientation (see 9.7).

A unit may pass through a zone while temporarily exceeding the stacking limit during its movement.

9.6 - Movement

A unit uses its Normal Movement Potential (the higher one) when it performs its entire movement more than 3 zones from an enemy unit. Otherwise it uses its Tactical Movement Potential.

The Movement Potential provides its equivalent in Movement Points (MP).

A unit (except Artillery and HQs) that is not yet marked "Fatigue 2" may increase its MP by 1 for Infantry, Mixed units or Heavy cavalry, and by 2 for the rest of the Cavalry, by receiving a level of Fatigue (only) at the end of its movement; the choice is made after having spent its normal MP.

The orientation of units does not influence movement.

Moving from one zone to another costs 1 MP.

Entering a zone by climbing through an escarpment (Steep slope) and/or by crossing the Russbach (only) and/or into a Marsh zone and/or a woods costs 1 additional MP each time.

Exception: Baumersdorf (165): +1 MP for the Russbach only, from or to zones 166, 167 or 191.

Being the last unit to leave an enemy ZoC costs 1 additional MP.

A unit that does not have enough MP can always move at least one zone provided that: 1) it has increased its MP, as far as possible, by receiving a level of fatigue; 2) this move does not cause a Loss; 3) it passes a Maneuver Test.

A unit cannot enter a zone occupied by an enemy unit.

A unit that enters an enemy ZoC must stop its movement; it may however orient itself and decide to attack if it has enough MP left; in the case of a Retreat/Rout movement (see 10.6) it may continue its movement.

A unit that leaves an enemy ZoC at the start of its movement to enter directly into the Front of an enemy unit immediately suffers a loss, unless another friendly unit is present in each of the two zones.

If a unit comes into contact with the enemy HQ, the latter is moved one or two zones (at its owner's choice) so as to no longer be in contact with the enemy unit.

An HQ has 4 MP and can move once per game turn, during any Round where its side has the initiative. It is then flipped to its "activated" side.

Engaging in combat against an adjacent zone located in its front and containing one or more enemy units costs 1 MP. An "Attack" marker is placed on the attacking unit.

A Cavalry unit that is not fatigued may decide to charge an adjacent zone located in its Front containing one or more enemy units; this costs it 2 MP (without being able to increase its MP through Fatigue); a "Charge" marker is placed on the unit. Only one unit per zone may charge. The charge gives a bonus of +1 or +2 (if Heavy) for the combat. The cavalry unit cannot charge a unit located in a village, a redoubt, behind a river or an escarpment, nor use its artillery potential during the charge. At the end of the combat a unit that has charged receives a level of fatigue.

9.7 - Change of Orientation

A unit may change orientation during its Movement Phase, by moving, by fighting, by successfully reducing its Fatigue, or simply by pivoting in place without moving.

In a zone, the first unit that engages an attack/charge forces the other units already present, or those that arrive later, to take the same orientation as it.

When a unit comes into contact with an enemy unit, the latter may reorient as it wishes; if it is already in the Front of a unit it must first pass a Maneuver Test. If several units are present, a single Maneuver Test is made with the unit having the best modifier. The other units automatically orient like the unit that has just passed the Maneuver Test.

9.8 - Bombardment

An activated Artillery unit may perform a Bombardment at the start (before moves) or at the end (after moves) of the Movement Phase.

If an Artillery unit performs a Bombardment before moving, it can no longer move.

The Phase player designates a target located in one of the permitted Bombardment zones.

The permitted Bombardment zones are:

  • the 3 zones forming the unit's Front. (Zones located in the Flank are forbidden.)
  • the zones located two zones away that are in contact with one of the 3 previous zones while not being in contact with one of the zones forming the unit's Flank. (Zones in contact with one of the zones forming the Flank are forbidden.)

In addition, the following are forbidden:

  • zones located beyond a zone containing an obstacle - forest, village, ridge line/escarpment and/or combat unit(s) - situated at the same height as or higher than the bombarding artillery unit.

NB: In case of doubt, a virtual line is drawn between the centers of the zones. If this line cuts the zone containing the obstacle by more than 1 mm, the bombardment is forbidden.

Roll 1d6 applying the following modifiers: +1 if firing at 2 zones; +X if the Artillery unit moved during this Movement Phase (X = MP spent before firing; X is reduced by 1 for Horse Artillery (C); X=1 if orientation changed without moving); -1 if Grand Battery (see 15.1); +1 if the target zone contains a redoubt or a village, or the target is on a ridge/escarpment/marsh/woods; +1 if the target zone is in contact with a friendly unit that attacks or charges; +1 if counter-battery fire.

If the result is less than or equal to the Artillery Potential of the artillery unit, the bombardment is effective.

If there are multiple targets in the zone, the target hit is determined randomly.

The effects are as follows:

  • On an artillery unit, a Maneuver test, and on failure: 1 hit.
  • On a combat unit: 1 level of Fatigue.

Counter-battery fire: if the targeted zone contains an Artillery unit, the targeted player may in turn perform a bombardment against the Artillery unit that Bombarded him. The latter cannot itself reply with counter-battery fire. The bombardment rules apply but the initial Artillery unit is automatically the target.

Combat: During the Combat Phase the Artillery units present may take part in combat as Artillery Support (see 10.5.5).

10 - Combat Phase

10.1 Attack/Charge

A unit fights (mandatorily) if an "Attack" or "Charge" marker was placed on it (by spending 1 MP for an Attack or 2 MP for a Charge) during the Movement Phase. An Artillery unit does not need an "Attack" marker to take part in a combat.

The attacker chooses the order of combats.

A unit can attack only one zone at a time.

A zone can be attacked/charged only once per Combat Phase.

Several units in different zones may fight together against the same zone provided they are in adjacent zones.

There may be at most 2 stacking points of combat units (of all types) and 1 stacking point of Artillery per zone fighting in attack or in defense.

After the attacker has designated the unit(s) that will attack, the defender in turn designates the unit(s) that will defend.

10.2 Refusal of Combat

Before the resolution of a combat, Light Cavalry and/or Mixed units that are in a zone that is not charged but only attacked, and that are not yet marked "Fatigue 2", may refuse combat. They then retreat one or two zones, respecting the stacking and retreat rules after combat (see 10.6), and immediately receive a level of fatigue from it. The attacker may advance as after a combat if the zone is completely vacated.

10.3 The French Guard

The first time the French player engages a Guard unit (other than Artillery) in a combat - in attack or in defense - he immediately loses 2 VP. A Guard unit engaged in a combat gives an additional penalty to the Austrian player (see 14.6).

10.4 - Combat Resolution

Each player calculates his combat modifiers according to the balance of forces and the situation before rolling a die to determine the result of the combat.

10.5 - Modifiers

All modifiers are cumulative. Modifiers are determined in the order shown below.

10.5.1 - Force ratio: +1 or +3. The attacker adds up the Combat Potentials of the attacking units, the defender adds up the Combat Potentials of the defending units.

An artillery unit defending with no unit other than Artillery has a Combat Potential of 1. Otherwise it has a combat potential of 0.

The side with the higher total Combat Potential obtains a modifier of +1, or +3 if it has more than double the total Combat Potential of its opponent. In case of a tie, nobody gets the modifier.

Example: The French player has engaged the units Legrand and Molitor in zone A and St Cyr in zone B in attack against zone C. The defender designates the division Hohenfeld in defense. The attacker has a total of 17 (5+4+8), the defender has a total combat potential of 7. As the attacker has more than double the defender he obtains a modifier of +3. If the attacker had engaged only two of his 3 divisions, he would only have had a modifier of +1.

10.5.2 - Defensive option: The defender must choose one of three defensive options and obtains a modifier:

  • Hold the ground (Tenir le terrain): -1
  • Be reactive (Etre réactif): 0
  • Retreat in order (Reculer en ordre): +1

A defender that already has a rout value shown on all the units (except Artillery) that fight cannot choose the "Hold the ground" option.

A defender that is already marked "Fatigue 2" on all the units (except Artillery) that fight cannot choose the "Retreat in order" option.

An Artillery unit alone must choose "Retreat in order".

10.5.3 - Offensive option: the attacker may choose to Force the Decision (Forcer la Décision): +2 per attacking Infantry unit that commits itself further and that will suffer 1 automatic loss at the end of the combat.

A unit already marked "Fatigue 2" or already having a rout value shown on the unit cannot Force the Decision.

10.5.4 - Cavalry: +1 (Light Cavalry) or +2 (Heavy Cavalry) per Cavalry unit that charges (only one unit charging per zone) - the unit will suffer a level of fatigue at the end of the combat; +1 for the attacker if the defending units are composed solely of Cavalry and/or Mixed.

10.5.5 - Artillery Support: +1 for the side that has the better Artillery Support. Each player adds up the Artillery Potentials of his engaged units, including that of the artillery units present. In case of a tie, nobody gets the modifier.

A defending unit can take part in Artillery Support only if one of the attacking units is in its Front.

Example: An Infantry unit with an Artillery Potential of 3 attacks. The defender chooses to engage an Infantry unit with an Artillery Potential of 2 and an Artillery unit with an Artillery Potential of 3. The attacker will have an Artillery Support of 3 and the defender an Artillery Support of 5 (2+3); it is therefore the defender who benefits from the +1 modifier.

10.5.6 - Fatigue: -1 or -2 for the Fatigue of each zone in attack and in defense. In case of multiple attackers or defenders, in each zone the fighting unit with the highest Fatigue is taken into account.

10.5.7 - Command: +1 for the Command bonus of each zone in attack and in defense. In case of multiple attackers or defenders, in each zone the fighting unit with the best command is taken into account.

10.5.8 - Terrain: +X for terrain in favor of the defender (+1 if ridge line, river, woods, marsh; +2 if village, redoubt, escarpment), except for Artillery alone, which benefits only from terrain for ridge line, escarpment and river. Terrains are cumulative. Baumersdorf (165): +1 for the Russbach only if the attack comes from zones 166, 167 and/or 191.

10.5.9 - Tactical situation:

  • -2 for the defender per zone of his flank from which an Attack or a Charge comes against him.
  • -1 for the defender per zone of his flank that does not make an Attack or a Charge against him, containing at least one enemy combat unit presenting its Front.
  • -2 for the attacker per zone of his flank that is not attacked or charged this round, containing at least one enemy combat unit presenting its Front.
  • -1 for the attacker per zone of his flank Attacked or Charged this round, containing at least one enemy combat unit presenting its Front.
  • -1 for the attacker per zone of his Front that is not Attacked or Charged this Round, containing at least one enemy combat unit presenting its Front.
  • -1 for the Austrian if a Guard unit takes part in the combat.

Tactical situations are cumulative.

Each player rolls a die and adds all his modifiers to obtain a final result (ATT for the attacker and DEF for the defender). A final result lower than 1 can never be obtained.

The results are then compared.

  • If DEF is strictly greater than twice ATT then "Fatigue" and "Hit" for the attacker.
  • If DEF is strictly greater than ATT then "Fatigue" for the attacker.
  • If ATT is equal to DEF then "Fatigue" for both the attacker and the defender.
  • If ATT is strictly greater than DEF then "Fatigue" for the defender.
  • If ATT is strictly greater than twice DEF then "Fatigue" and "Hit" for the defender.

All engaged units suffer the result. For Artillery see below.

Units that were not engaged suffer nothing unless the engaged units retreat or rout. In that case, they receive a level of fatigue and are forced to retreat.

Fatigue: Each engaged unit (except Artillery) receives a level of fatigue.

Additional fatigue: a unit already marked "Fatigue 2" that receives additional fatigue must retreat 2 zones instead of 1 zone if it has to retreat.

Hit: Each engaged unit (except Artillery) suffers 1 Loss. However, Artillery alone in a zone is eliminated.

Losses: Losses are shown by flipping the unit to its reverse side or by replacing the unit with its reduced counter. If a unit suffers a loss when it has only one Loss left to absorb, it is eliminated.

Retreat: Depending on the defensive option chosen, the defender may have to retreat if he loses the combat.

Retreat in orderReactiveHold the ground
ATT>DEFR--
ATT>2xDEFRR-

On an R, the defender retreats all his units present by one zone (or two zones if it was already "fatigue 2" before the combat), moving away from the attacker. The attacker never retreats except in case of rout.

Artillery that retreats makes a Maneuver Test. On a failure, it also suffers 1 loss.

10.6 - Combat Result

Retreat/rout priority: A unit that retreats or routs must move one or two zones away from the zone where it was. Units that rout must head as much as possible toward the fallback zone (zone 1 for the Austrian player (except 260 for Johan), zone 214 for the French player).

Retreat/Rout constraints: A unit that retreats or routs and enters a zone in the Front of at least one enemy unit, without a friendly unit already present in that zone, automatically suffers 1 loss.

A unit that retreats or routs must respect the stacking constraints at the end of the Retreat or Rout movement or else move one additional zone; it may reorient except if it arrives in a zone already occupied by a friendly unit - it then takes the orientation of the units present; it cannot leave the map; it does not necessarily stop in enemy ZoCs.

Advance after combat: A combat zone abandoned by the defending units may be immediately occupied by attacking units that won the combat, up to 2 stacking points; they may reorient on arriving in the zone.

Rout: If at the end of a combat a unit has suffered a hit (directly or by retreating into the Front of an enemy unit) and a Rout Value is shown on its counter (superscript 2 or 3), then the player rolls a die. If the result is less than or equal to the Rout Value, the unit routs.

An attacker who chose to Force the Decision can only go into Rout if he loses the combat (ATT strictly lower than DEF).

A unit that Routs retreats 2 zones. It ends its movement with a "Rout" marker placed on it.

A unit in Rout, as long as it is not Rallied (see 12.2), can neither move nor subsequently attack. It is always considered "Fatigue 2" when attacked.

11 - Continuation Phase

The "Round" marker of the side that has just acted is advanced one box on the Turn Record Track:

  • If this marker has not reached box "7", the turn continues and a new Round begins;
  • If this "Round" marker reaches or exceeds box "7", the player rolls 2d6 for a Continuation roll; if the result is greater than or equal to the value of the box in which this "Round" marker is located, the turn continues and a new Round begins; if it is lower, the Administrative Phase is performed and the Turn ends.

The scenarios indicate a modifier to the continuation roll for one of the two sides.

Example: The "Round FR" marker is in box "8" and the "Round AU" marker is in box "5" of the Turn Record Track. If the French player has just acted, the "Round FR" marker is moved to box "9"; roll 2d6, add any Continuation roll modifier; if the result is 9 or more, a new Round begins, otherwise the Turn ends. If on the contrary it is the Austrian player who has just acted, the "Round AU" marker is moved to box "6" and, without a continuation roll, a new Round begins.

12 - Administrative Phase

12.1 Administrative Movement

Each player - the Austrian first - reveals the "Corps" marker(s) he placed in the "Administrative Movement" box and performs a normal activation (Tactical or regular movement) for each of them.

However, the activated units can neither begin nor end this Administrative movement in an enemy ZoC.

Units performing an Administrative movement may benefit from the MP increase without increasing their fatigue.

Once the Administrative movements of both sides are done, the "Corps" markers are put back in the "Available" box and the players - the Austrian first - may place up to 2 corps, face down, from among all the corps present in the "Available" box, into the "Administrative Movement" box.

12.2 Rout

Units in Rout - the Austrian first - perform an additional Rout movement of 2 zones (see 10.6 Rout).

The units in rout are then tested by rolling 1d6 for each of them:

  • 1-3: The unit remains in rout (it goes to "Rout +1" if it is not already)
  • 4-6: The unit is Rallied

Modifiers: +1 if "Rout +1" marker; +1 if a French Guard (Gd) unit other than artillery is 2 zones or less away; +1 if Karl is 2 zones or less away.

The "Rout"/"Rout+1" markers are removed from Rallied units.

12.3 Victory Points

The victory points (VP) won or lost by the players are totaled and the "VP" markers adjusted.

  • 1 VP is won per enemy unit under a "Rout" marker that goes under a "Rout+1" marker during the Administrative Phase of this turn. A unit already under a "Rout+1" marker does not count.
  • 2 VP are won per enemy unit eliminated during this turn whose initial Combat Potential is greater than 3 - that is, those that have a reduced unit.
  • 1 VP is won per enemy Artillery unit eliminated this turn. (2 VP for Guard Artillery)
  • The French player loses 2 VP if he engages the Guard in a combat (see 14.4).
  • Players gain VP when their opponent uses Options (see scenarios).
  • Players gain VP when they occupy certain zones (see 13 and 14); a player who no longer occupies a zone with a unit loses the corresponding VP.

12.4 End of Turn

The "Round FR" and "Round AU" markers are put back in box "0" of the Activations table. The "Turn" marker is advanced one box if the scenario is not over. If it is over, the winner of the scenario is determined.

12.5 Initial Administrative Phase

Before the start of the game, after placing the units on the map, each player places one "Corps" marker face down in each "Order" box and 0 to 2 "Corps" markers face down in the "Administrative Movement" box; the other "Corps" markers are placed face down in the "Available" box.

The "Round" markers, the "VP" markers and the "Turn" marker are placed as indicated by the scenario.

13 - Options

Players have certain options to take during the scenarios, some in exchange for VP. The choice to take one or more options is made during an Administrative Phase or during a Movement Phase.

Note: historically the Grand Battery was formed with the two Guard Artillery units and the artillery of the Army of Italy.

13.1 Detachment of Units

Certain units may be detached from a corps to be assigned to another corps.

A unit may be detached if its original corps is activated. Afterwards, and until the end of the scenario, it will be activated normally by its corps of attachment.

13.2 Grand Battery

The French player may form a Grand Battery from at least one Guard Artillery and one Artillery of another corps.

When the Guard is activated, the French player announces that he is forming a Grand Battery. During the Movement Phase, the French player designates up to 4 Artillery units (including at least one Guard Artillery) and moves them (as if they had been activated) to form the Grand Battery in 2 contiguous zones. The grand battery comprises at most 2 Artillery units per zone and must respect the stacking rules. The "Batterie" markers are placed on them.

The Grand Battery cannot move and ends as soon as the player decides. It can only be formed once in the game. All the units composing it may bombard normally each time the Guard or the original corps of the other artillery units are activated.

13.3 Divisional Square

The French player may designate a corps and have some of its Infantry units adopt an ad-hoc formation called a Divisional Square (Carré divisionnaire). It costs each unit all its remaining MP to form/join the Square. The "Carré" marker is placed in the zone concerned. Units placed under Divisional Square will have only 1 MP in the following Rounds, without being able to become fatigued to increase it, but up to 3 stacking points of Infantry may take part in a combat; the Divisional Square provides a +1 modifier in defense and all zones are considered Fronts for the determination of the tactical situation.

Once formed, the divisional square remains together; units cannot be added to or removed from it.

The divisional square ends as soon as the player decides. It can only be formed once in the game.

Note: Historically it was the Army of Italy around Macdonald that formed the Divisional Square.

14 - Scenarios

14.1 Setup

The units of the Corps are placed in the indicated zones. All zones must contain at least one unit of the corps (that is not an Artillery unit). Some units may have mandatory placements. Some units may start with losses indicated by a negative value in parentheses (-1 means the unit is flipped, -2 means the unit is replaced by its reduced counter). Some corps can intervene only as an option.

The garrison of Lobau Island consists of the unit Reynier and a powerful artillery grouping. These two units do not move, except as an exception, see below. The Artillery unit may perform two Bombardments (against one or two targets) once per game turn during a French activation (a "Fatigue" marker is placed on it to remember its activation). These bombardments follow the normal rules except that the Front is formed of the 6 zones surrounding Lobau Island. The unit Reynier (only) may leave Lobau Island provided that the French player gives 2 VP to the Austrian.

Then place the "Corps" markers as indicated in 12.5.

14.2 - Scenario 1 - 5 July

Duration: T7-T11 (5 turns) Initiative: FR Continuation roll: +1 FR

French objective VP: Florisdorf, Leopoldau, Süssenbrunn, Aderklaa, Deutsch-Wagram, Baumersdorf, Neusiedel (presence of a blue star): 2 VP each. At least 2 French Infantry units on the Wagram plateau (131-145-204-215): 4 VP.

Austrian objective VP: Aspern, Essling, Rutzendorf (presence of an orange star): 3 VP each.

Historically the Austrians are the victors.

FR setup: Napo (248); IV/Massena (173, 176) except IV/Legrand (158); II/Oudinot (209, 210) except II/Colbert (Lobau); III/Davout (225, 244, 272); D/Marmont (213); R/Bessière (214); IX/Bernadotte (227, 247); Gd/Walther (248, 283); It/Beauharnais (280, 281) except It/Pacthod and It/Broussier (Lobau); VII/Wredre (Lobau); Lobau Garrison [Reynier and Art] (Lobau)

AU setup: Karl (145); R/Liechtenstein (80, 82, 83, 98) except R/Nostitz (145); I/Bellegarde (149, 148); II/Hohenzollern (165, 191); IV/Rozenberg (205, 221); AG/Nordmann (154, 174) including Riese (-1); VI/Klenau (107, 127); III/Kollowitz (25, 36); V/Reuss-P (19, 29) without activation marker.

Special rules:

The units placed on Lobau Island (except the Garrison) can leave the island only if one of zones 213 or 214 no longer contains any units.

The "Corps" marker of Wrede (VII) is automatically placed in Administrative Movement (in addition to the normal capabilities of this rule, see 12.1), until it is removed from the game. Wrede's division is obliged to join the Guard (adjacent zone) as quickly as possible to be attached to it and then act normally with it; its "corps" marker is then removed.

The last game turn (T11) being a twilight turn, the "Round" marker of both players is placed in box "2" during the Administrative Phase of T10.

AU Option: the Activation of Reuss (+1 VP for the FR); the marker is added to the "Available" box (Historically the Reuss Corps was not engaged on 5 July).

AU Option: The R/Nostizt cavalry may be detached to Rozenberg's IV Corps.

FR Option: The two Guard Artillery units may be detached together to another Corps. This does not cause the Guard to be engaged in combat (see 10.3). (Historically the Guard artillery was detached to the Army of Italy).

14.3 - Scenario 2 - 6 July

Duration: T4-T10 (7 turns) Initiative: AU Continuation roll: +1 AU T4-T5; +1 FR from T6

French objective VP: Florisdorf, Leopoldau, Süssenbrunn, Aderklaa, Deutsch-Wagram, Baumersdorf, Neusiedel (presence of a blue star): 2 VP each (the FR player starts with 2 VP for the occupation of A) At least 4 French infantry units belonging to 2 different corps on the Wagram plateau: 4 VP.

Austrian objective VP: Aspern, Essling, Rutzendorf (presence of an orange star): 3 VP each.

Historically the French are the victors.

FR setup: Napo (169); IV/Massena (122b, 123) except IV/Boudet (157), IV/Lasalle (125) and IV/Marulaz (124); II/Oudinot (166, 196) including II/Grandjean (-1), II/Tharreau (-1) and II/Frère (-1); III/Davout (204, 220) except the 2 Cavalries (242, 270); D/Marmont (172); R/Bessière (206); IX/Bernardotte (121) including IX/Dupas (-2), IX/Zerch (-1) and IX/Polenz (-1); Gd/Walther (149, 169); It/Beauharnais (146, 165) including It/Lamarq (-1) and It/Seras (-1); VII/Wredre (170) without activation marker; Lobau Garrison [Reynier and Art] (Lobau).

AU setup: Karl (136); R/Liechtenstein (96, 98, 93, 94) except R/Nostitz (235); I/Bellegarde (118, 136, 144) including I/Dedovitch (-1) and I/Fresnel (-1); II/Hohenzollern (163, 182b, 188) including II/Brady (-1) and II/Ulm (-1); IV/Rozenberg (194, 202, 203); AG/Nordmann (201) including AG/Riese (-1) without activation marker; VI/Klenau (60, 64); III/Kollowitz (57, 81); V/Reuss-P (19, 29) without activation marker.

Special rules:

The Austrian surprise attack: +1 to all initiative rolls and a +1 modifier in attack (not in defense) in favor of the Austrian on the first turn (T4).

The first turn (T4) being a dawn turn, the "Round" markers of both players start in box "2"; they will be put back in box "0" during the Administrative Phase of T4.

Nordmann's Corps and Nostitz's cavalry are detached to Rozenberg's corps: Nordmann's corps marker is removed.

Bernadotte reacts badly: As soon as an Austrian unit enters the ZoC of a unit of Bernadotte for the first time, the French player rolls a die; on a score of 1-4, the units of the IX corps retreat immediately as after a combat. (Historically Bernadotte's corps reacted badly).

The arrival of Johan: From the Administrative Phase of T7, a die is rolled. On a score of 1, Johan arrives. The marker is added to the "Available" box; the units enter through zones 258, 260, 263 and/or 266 when the corps is activated; they are all considered commanded for their first Round. (Historically Johan never arrived).

AU Option: Arrival of Johan (+2 VP for the French); Johan's corps arrives on a score of 1-3.

AU Option: Activation of Reuss (+1 VP for the French); the marker is added to the "Available" box (Historically the Reuss Corps was not engaged on 6 July).

FR Option: The Grand Battery (+1 VP for the Austrian).

FR Option: The Divisional Square (+1 VP for the Austrian).

FR Option: Bernadotte holds better (+1 VP for the Austrian): The IX Corps retreats only on a score of 1-2 (see the scenario special rule).

FR Option: The French may detach a Reserve cavalry unit (Bessière) to another corps. (Historically the Arrighi Division was assigned to Davout's corps).

FR Option: Wrede's division is assigned to the Guard but may be detached to another corps.

14.3 - Scenario 3 - The Great Battle

(Numbered "14.3" a second time in the original.)

This scenario takes place over the two days. The setup is that of Scenario 1, the victory conditions are those of Scenario 2. The Special Rules are those of Scenario 1 on the first day and those of Scenario 2 on the second day.

If at the end of Turn 5 of the first day the French are not the winner, the units stop fighting, the players perform the night turn "6" and restart normally with turn "7".

During the night turn, the following rules apply:

  1. Enemy units in contact retreat one zone each from one another; if they occupy a village, a redoubt or an escarpment, this retreat is not mandatory.
  2. The "Fatigue" and "Rout" markers are removed from all units.
  3. Units that have suffered at least two losses roll a die. On a score of 1-4, they recover 1.
  4. Each player secretly chooses two corps. In turn, starting with the French player, each player alternately reveals a "Corps" marker and performs an administrative movement for that corps. However, it cannot move closer to an enemy unit located three zones or less away.

NB: Some names are misspelled on the counters: Lasalle (not Lassalle); Nostitz (not Nositz); Kollowrat (not Kolowrat).

Play Aid

Rounds

  1. Initiative Phase (6)
  2. Orders Phase (7)
  3. Activation Phase (8)
  4. Movement Phase (9)
  5. Combat Phase (10)
  6. Continuation Phase (11)

B - Administrative Phase (12)

Initiative: 1d6, highest wins; to the French if tied. Modifier: -1 per consecutive round (-1 on the first round of the new turn).

Reserve (Reaction): 2d6: success on a score of 2 to 7 for Napo and 2 to 6 for Karl.

Movement

  • reduce Fatigue by 1 (Maneuver test possible)
  • move and/or attack/charge.

Bombardment: 1d6 <= Art.: +1 if firing at 2 zones; +X if the Artillery moved (Horse Art X-1); -1 if Grand Battery (see 15.1); +1 if redoubt or village or height, marsh, woods; +1 if friendly unit in contact that Attacks/Charges; +1 if counter-battery. Result: vs Art: Test and Hit; vs other: Fatigue.

Maneuver Test: 1d6

  • 1-3: The test fails
  • 4-6: The test succeeds Modifiers: +1 if command bonus; +1 for Guard or Grenadier.

Rout: 1d6

  • 1-3: The unit remains in Rout (goes to "Rout +1" if applicable)
  • 4-6: The unit is Rallied Modifiers: +1 if "Rout +1"; +1 if a Guard unit other than artillery is within 2 zones; +1 if Karl is within 2 zones.

Combat: 1d6/player + modifiers

  • Force ratio: +1 or +3 (ATT or DEF)
  • Command: +1 per zone (ATT and DEF)
  • Terrain: +1 (ridge line, river, woods, marsh), +2 (village, redoubt, escarpment) (DEF)
  • Defensive option (DEF): +1 if retreat in order *; 0 if reactive; -1 if hold the ground **.
    • except if fatigue 2. ** Except if rout possible.
  • Offensive option (ATT): +2/unit if Force the decision *. * except if fatigue 2 or rout possible.
  • Tactical situation ATT and DEF:
    • -2 for the defender per zone of his flank from which an Attack or a Charge comes against him.
    • -1 for the defender per zone of his flank that does not make an Attack or a Charge against him, containing at least one enemy combat unit presenting its Front.
    • -2 for the attacker per zone of his flank that is not attacked or charged this round, containing at least one enemy combat unit presenting its Front.
    • -1 for the attacker per zone of his flank Attacked or Charged this round, containing at least one enemy combat unit presenting its Front.
    • -1 for the attacker per zone of his Front that is not Attacked or Charged this Round, containing at least one enemy combat unit presenting its Front.
    • -1 for the Austrian if a Guard unit takes part in the combat.
  • Artillery: +1 for the Art Support (ATT or DEF).
  • Cavalry: charge +1 or +2 (H) per Cav that charges (one per zone); +1 vs Cav or Mixed alone (ATT).
  • Fatigue: -1 or -2 per zone (ATT and DEF).

Results (X vs Y):

  • If X equals Y then "Fatigue" for X and Y.
  • If X is strictly greater than Y then "Fatigue" for Y.
  • If X is strictly greater than twice Y then "Fatigue" and "Hit" for Y.

All units that fight suffer the result. Non-combatant units suffer nothing unless retreat/rout, in which case they retreat and take fatigue.

Fatigue: +1 fatigue level. Never exceed level "Fatigue 2". Hit: The unit suffers 1 loss. Art alone eliminated. Additional fatigue: if "fatigue 2" with new fatigue, retreat 2 zones if retreating.

Retreat in orderReactiveHold the ground
ATT>DEFR--
ATT>2xDEFRR-

Retreat: The unit retreats one (or two zones). Advance after combat. Rout: 1d6; if result is less than the rout value (2 or 3) then rout; movement 2 zones.