Battle Commander: Expansion I
Battle Commander: Expansion I Rulebook
Table of Contents
Table of Contents
- Introduction
- Game Components
- Generic Leader Cards
- Scenario Instructions
- 4.1 - Mondovi (April 21st, 1796)
- Commanders & Army Morale
- Special Rules
- Optional "Last Stand" Set-Up
- Optional "Last Stand" Timetable
- Reinforcement & Event Timetable
- Mondovi - Friction of War Table
- Mondovi - Extra Victory Conditions
- Mondovi - Gold Cube Extra Rule
- Mondovi - Gameplay Tips
- Mondovi - French Leader Cards
- Mondovi - Coalition Leader Cards
- 4.2 - Rivoli: First Clash (July 29th - 1796)
- 4.3 - First Battle of Caldiero (November 12th, 1796)
- 4.4 - Rivoli: Second Clash (November 17th, 1796)
- 4.5 - Rivoli: Third Clash (November 22nd, 1796)
- 4.6 - Second Battle of Caldiero (October 30th, 1805)
Introduction
Playbook Organization
This Playbook contains a number of abbreviations and color coded inserts in order to distinguish playing notes and points of attention from the regular text.
- FR: French
- COA: Coalition
- ADC: Aide-de-Camp
Precisions: These inserts provide details about mechanics and key concepts of the game.
Game Components
- A. 1 x Play Book.
- B. 1 x Double-sided 22" x 17" mounted game map.
- C. 5 x Army Commander/Aide-de-Camp cards.
- D. 15 x Event/Leader cards.
Generic Leader Cards
Six new "Generic" Leader cards are included in this Expansion; they don't use historical officers' names, but military rank names. Example: Card #99 Brigadier.
- (98) - COLONEL
- (99) - BRIGADIER
- (100) - CHEF DE CAVALERIE
- (106) - COMMANDER
- (107) - MAJOR GENERAL
- (108) - SENIOR OFFICER
IMPORTANT: The generic Leader cards #99, #106 & #107 can be used in Volume I's Montebello Scenario to raise the card count to the full allotment of 10 Leaders.
Scenario Instructions
Each Scenario includes the following: Historical Narrative & Gameplay tips; Leaders, Army Morale & Special Rules; Reinforcement/Event Timetables, Friction of War Table; Extra Victory Conditions & Gold Cube rule(s); Set-up Map, at start Victory Flags & Order of Battle.
Initial Victory Flag Control
Unless otherwise indicated in the Scenario, the player with the closest Block/Garrison controls the Victory Flag Zone. In case of a tie, nobody controls that Zone.
Starting Cards & Cubes
The 10 Leader cards used are specified by the scenario, with 5 cards per player. Set aside the Leader cards marked (Reinforcements). Shuffle the remaining Leaders with:
- The 30 shared cards,
- The 15 Coalition cards,
- The 15 French cards,
- The Reshuffle card.
This gives you the Event card deck.
A "Keep cards" caption means that the player will keep only his own nationality's cards at game start, discarding & redrawing the others. Reshuffle the draw and discard piles together when done.
Players may start with Cubes in their Reserve Orders Box; these Cubes can't be put in the draw cup at game start.
Scenario Reinforcements
When a Yellow Cube is drawn, apply the following rules according to the current turn's reinforcements:
- All Blocks arriving on this turn enter the map in the order shown, from left to right, using a free "In command" Move Order; Roadway Moves are allowed and the 1st Zone crossed is counted.
- Leader's cards go into their owner's hand.
- Army Commander cards are flipped to their other side (e.g. A1 becomes C1, or vice versa).
- The designated player gains a set amount of Morale.
The Golden Cube goes into the draw cup.
If no Yellow Cube is drawn, any Reinforcements from the current or previous turn will be available on the next turn.
If movement to the Entry Zone is impossible, or leads into an EBZ, Blocks may enter via the nearest unblocked map edge Zone, without crossing Impassable Terrain. Entry can be postponed until the next Yellow Cube draw.
The Green Fresh Troops marker in Reinforcement Boxes means the Blocks are Fresh Troops (Rulebook 29.4).
Scenario Play-Balance
Thus, it's recommended that you play the same scenario twice, switching sides and comparing your achievements.
Also, when playing against a less skilled opponent, I'm a strong advocate of awarding an additional card draw and/or an extra Cube in the draw cup, at each turn's start.
First Turn Card Draw
During the first turn draw, you follow a special process:
- Auto-Discards: Immediately discard any drawn cards bearing the auto-discard icon, with no effect. Continue drawing until your hand contains only cards without this icon.
- Shuffle Decks: Once the first draw process is over, reshuffle the Draw and Discard piles together.
Napoleon Bonaparte's Fate
If Napoleon Bonaparte is "Hors de Combat" at game's end, do a Fate of War Check: On a [Fate of War icon] result he's killed or badly crippled, and the French player loses the game!
Note: the result icon for this check is a graphic in the printed playbook and is not present in the text layer; read it from the playbook.
For the battle narrative, do the same check for all "Hors de Combat" Army Commanders & Leaders.
4.1 - Mondovi (April 21st, 1796)
Bonaparte fought this battle against the army of the Kingdom of Sardinia-Piedmont, allies of the Austrian Emperor. Outnumbered general Colli, after having fought the French to a standstill the day before, decided to withdraw his army to a better position behind Mondovi. The French army caught them in the middle of that maneuver and they were soundly defeated, some Sardinian Regiments panicking and fleeing for their lives. After a vigorous pursuit, the Piedmontese were forced to sign an armistice, knocking that Kingdom out of the war.
Commanders & Army Morale
- French Commander: Bonaparte (C1)
- Army Morale: 8
- Coalition Commander: Colli (C11)
- Morale: 7 Brittle (See optional rule 29.5)
Special Rules
- First Turn Draw: The FR player keeps French cards, redraws the others; and starts with two Cubes in his Reserve Orders Box.
- French Army: FR blocks can form one Massed Column.
- Coalition Army: COA's Pink Blocks always stay in Good Morale, even if their Army is not.
- Vines Terrain: Cavalry & Horse Artillery can't Combat Move or Grand Charge Assault into Crops Zones.
- Forced Marches: When they enter, Reinforcements in Roadway Formation can move four Zones on Roads instead of two, but lose their Fresh Troops markers if any.
Optional "Last Stand" Set-Up
- Coalition Set-up: The COA Blocks in Roadway Formation and the Artillery are set-up in or adjacent to Zones West of the Corsiglia River and the Torre-Moline Stream; the Block and HQs in Mondovi are set-up in Vico; all the other Blocks stay put.
- French Set-up: Then all the FR Blocks and HQs are set-up in or adjacent to Zones East of the Corsiglia River and the Torre-Moline Stream, including all the Turn 2 and Turn 4 Reinforcements (no Fresh Troops marker).
- No Surprise: Disregard the regular Reinforcement & Event Timetable, use the Last Stand Timetable instead.
Optional "Last Stand" Timetable
- Turn 2 - Alba entry Zone: + 2 Morale (COA), 01 Block with Detached Guns.
- Turn 3 - Bastia or Seva N entry Zones: + MASSENA (52) + 2 Morale (FR) + Gold Cube.
This optional set-up can be used if both players agree. It assumes that the Piedmontese Commander decided to make a stand along the Corsiglia River instead of pulling out, waiting for promised Reinforcements; but Massena was not far away…
Reinforcement & Event Timetable
- Turn 1 - Planned March: During Turn 1, COA Blocks in Roadway Formation can't voluntarily change formation, and the Coalition HQs Marker cannot move.
- Turn 1 - Surprise Attack: During Turn 1, COA Blocks in the Town of San Michele do not get the extra + 2 CP Town Defensive Assault bonus and can be Attacked by Cavalry.
- Turn 1 - Free Attack: The FR player may do, for free, one Attack at game start (it's not a Red Cube Combat). Instead of getting (because he had the initiative) an Extra Attack Token in the attack token box of his Army mat. See 16.1 > Daylight Turn in the Rulebook.
- Turn 2 - Seva N or Seva S entry Zone: [unit block icons; see playbook]
- Turn 4 - Seva N or Seva S entry Zone > All Fresh: [unit block icons; see playbook]
-
- 2 Morale (FR)
- Fresh Troops: See optional rule 29.4.
-
Note: the Turn 2 and Turn 4 entries are given as block icons on the printed page; the text layer does not describe the blocks.
Mondovi - Friction of War Table
| Skill Check | French | Coalition |
|---|---|---|
| Flesh Wound | Flesh Wound | |
| Martial Spirit | HQs Confusion | |
| Low Ammo | Low Ammo | |
| No Effect | No Effect | |
| No Effect | Wild Firefight | |
| Battle Fatigue | Wild Firefight | |
| Battle Fatigue | Battle Fatigue |
Note: the skill-check symbols for each row are graphics in the printed playbook; rows are listed in printed order.
Mondovi - Extra Victory Conditions
- Give Them a Bloody Nose!: If the FR player's Army is in Bad Morale at the end of any turn, and the COA Army is in Good Morale, then the FR loses.
- Victory Flag Tie: If the Flag count is tied, the COA wins if their Army is in Good Morale.
Mondovi - Gold Cube Extra Rule
The FR player may use the Gold Cube to get a free Rally order, usable immediately.
Mondovi - Gameplay Tips
The Piedmontese are caught in the middle of a withdrawal and will suffer greatly at first. You have one chance to rally your troops and try to make a stand around the second line of hills where your Artillery is placed. You have a few good units, including the pink Special Blocks, use these to delay the French advance while your (bad) troops rally behind them. The extra Victory Conditions are your friend, and if you decide to risk the "Last Stand" set-up, watch out for Massena's troops on Turn 3, they are a very strong force.
The French have all the advantages, but for time. Don't let the Enemy withdraw in order, you have to be extremely aggressive to be able to capture enough Victory Flags. An Army Morale victory is also a good possibility, given that a good number of the Enemy troops are of very bad quality: pounce these mercilessly! If the Piedmontese decide to do a "Last Stand", pin and outflank the lot with your cavalry and Massena's boys.
Historical outcome: French victory. The Piedmontese lost 2000 troops, 8 cannon and numerous prisoners, the French around 600.
Mondovi - French Leader Cards
- (52) - MASSENA (Optional Reinforcement)
- (57) - KILMAINE
- (59) - DESPINOIS
- (60) - FIORELLA
- (98) - COLONEL (Generic Leader)
- (99) - BRIGADIER (Generic Leader)
Mondovi - Coalition Leader Cards
- (101) - DICHAT
- (102) - VITALE
- (103) - DALMAS
- (106) - COMMANDER (Generic Leader)
- (108) - SENIOR OFFICER (Generic Leader)
Deployment and Order of Battle for Mondovi are printed as graphic diagrams on playbook pages 6 and 7 and are not reproduced in text.
4.2 - Rivoli: First Clash (July 29th - 1796)
Marching down from the Tyrol to lift the Siege of Mantua, Count Wurmser's Army encountered Massena's smallish blocking corps around Rivoli, a place that will see many more pitched battles before the end of the war. Attacked constantly by the more numerous Austrian columns, the French withdrew in disorder after a very intense fight for the wooden hills surrounding the plateau, losing many guns and prisoners.
Leaders & Army Morale
- French Commander: MASSENA (C8).
- Army Morale: 5. Note that Maximum Morale on the track are higher than at start Army Morale values.
- Coalition Commander: WURMSER (C7)
- Army Morale: 7
Special Rules
- Late Start: The game starts on Turn 2.
- Summer Time: Contrary to what is indicated on the Turn Track, all game turns are "Daylight" turns; there are no "Night", "Dawn" or "Dusk" turns.
- First Turn Draw: Both players keep cards only from their own side and redraw the others; both start with 2 Cubes in their Reserve Orders Box.
- Coalition Army: COA Grand Charges can't have a 2nd Line Support Block.
- Extensive Vines Terrain: All Blocks in Clear terrain get the Crop zone benefits when attacked by Cavalry.
- Ford: The Ford on the map is treated as a Stream.
- Pontoon Bridge: There is a Bridge built adjacent to Dolce, represented by a Pontoon Bridge marker. The other Bridge is inactive and treated as a river.
Reinforcement & Event Timetable
The Reinforcements icons on the Turn Track are not correct for this Clash, pay close attention to the schedule below.
IMPORTANT: Since the game starts on Turn 2, the first batch of three reinforcements below will enter on the very first turn of the scenario.
- Turn 2 - Verona entry Zone: [unit block icon; see playbook]
- Turn 2 - Villafranca E or W entry Zone: [unit block icon; see playbook] + RAMPON (58).
- Turn 2 - Corona and/or Trento W entry Zones: [unit block icons; see playbook]
- Turn 3 - Villafranca E entry Zone: [unit block icons; see playbook] + VICTOR (49) + 1 Morale (FR).
- Turn 3 - Corona entry Zone: [unit block icon; see playbook]
- Turn 3 - Trento E entry Zone: [unit block icons; see playbook] + DAVIDOVICH (86) + 1 Morale (COA).
Rivoli 1st - Friction of War Table
| Skill Check | French | Coalition |
|---|---|---|
| Flesh Wound | Flesh Wound | |
| No Effect | HQs Confusion | |
| Martial Spirit | Reserves | |
| No Effect | No Effect | |
| Low Ammo | Wild Firefight | |
| Wild Firefight | Wild Firefight | |
| Battle Fatigue | Battle Fatigue |
Note: the skill-check symbols for each row are graphics in the printed playbook; rows are listed in printed order.
Rivoli 1st - Leaders Cards
French Leader Cards
- (49) - VICTOR (Reinforcement)
- (52) - MASSENA
- (53) - JOUBERT
- (58) - RAMPON (Reinforcement)
- (99) - BRIGADIER (Generic Leader)
Coalition Leader Cards
- (84) - OCSKAY
- (86) - DAVIDOVICH (Reinforcement)
- (88) - SEBOTTENDORF
- (106) - COMMANDER (Generic Leader)
- (107) - MAJOR GENERAL (Generic Leader)
Rivoli 1st - Extra Victory Conditions
- Give Them a Bloody Nose!: If the COA player's Army is in Bad Morale at the end of any turn, and the FR Army is in Good Morale, then the COA loses.
- Victory Flag Tie: If the count is tied, the FR wins.
- Fort Chiusa: The FR player gets one extra Victory Flag as long as they have a Garrison in Fort Chiusa.
Rivoli 1st - Gameplay Tips
The Austrians have a bigger Army but many troops are yet to enter the map, and you are split in two. An aggressive French player could cause trouble in the first few turns, so maneuver carefully at first. After turn 3, you should be able to push away the foe from your objectives, or surround part of his force, for the win. But don't be complacent: time is enemy #1, then your Army's morale: you'll probably lose if you fall in Bad Morale.
The French has a decent, well-balanced, but small Army, and good defensive terrain. As with your foe, a lot of units have yet to come on the map, but contrary to the Kaiserlicks you can afford to take some bold risks. From your central position, try to unhinge the enemy army, isolating the parts and defeating them in detail, especially early in the game. Your right Flank is problematic, you only have a Regiment of Conscripts to defend that exposed position: boldly advancing them against the enemy Column near Dolce might be a good gamble, French corpses for time… And try to hold Rivoli!
Historical outcome: Austrian victory. French losses were 1200 troops, 1600 prisoners and 9 guns, Austrians 800.
Deployment and Order of Battle for Rivoli 1st are printed as graphic diagrams on playbook pages 10 and 11 and are not reproduced in text.
4.3 - First Battle of Caldiero (November 12th, 1796)
After Wurmser defeat at Castiglione and being locked-up in Mantua, Alvinczy led a relief column against Napoleon main army, while Davidovich engaged Vaubois around Rivoli (see next scenario). The offensive ended up a meeting engagement around Caldiero, in awful rain, sleet and snow weather. After a lengthy drawn-out fight and heavy casualties all along the line, with some fortified villages changing hands many times, the French could not make much headway against the enemy, who was being constantly reinforced by fresh troops. Napoleon had to withdraw his battered army towards Verona, having lost his first battle ever. The two foes will meet again a few days later at Arcole, and Bonaparte will get his revenge.
Leaders & Army Morale
- French Commander: MASSENA (C8). Massena is removed when BONAPARTE (C1) enters.
- Army Morale: 7
- Coalition Commander: QUASDANOVICH (A4). Historically the AC's name should be Hohenzollern.
- Army Morale: 6
Special Rules
- First Turn Draw: Both players keep cards only from their own side and redraw the others; both start with 1 Cube in their Reserve Orders Box.
- Coalition Army: COA Grand Charges can't have a 2nd Line Support Block. One COA Foot Artillery Block may be detached before game start, see 28.7 in the Rulebook.
- No Garrisons: No new Garrison Blocks can be built.
- Stormy Weather: Starting Turn 4, apply these effects.
- The Initiative player does not get a bonus Cube and Token at the Start of the turn, see 13.2 in the Rulebook.
- All Attacks suffer a one Shift left penalty.
- Artillery Blocks can only Move/Retreat along Roads/Lanes, Roadway paths must be followed; no Bombardments or Grand Battery allowed.
- No Grand Charges, Combat Moves or Skirmisher Abilities allowed.
Reinforcement Timetable
- Turn 1 - Free Move: The FR player may perform, for free, one Move Order instead of getting the extra Cube in the draw cup for having Initiative. See 16.1 > Daylight Turn in the Rulebook.
- Turn 1 - Vicenza or Arcole entry Zone: [unit block icons; see playbook]
- Turn 2 - Verona entry Zone: [unit block icons; see playbook] + DUMAS (95).
- Turn 2 - Vicenza entry Zone: [unit block icons; see playbook] + ALVINCZY (C4).
- Turn 3 - Verona entry Zone: [unit block icons; see playbook] + BONAPARTE (C1) + VERDIER (96).
- Turn 3 - Vicenza entry Zone: [unit block icons; see playbook] + REUSS (85) + SCHUBIRZ (87).
- Turn 4 - Verona or San Martino entry Zone (Stormy Weather start): [unit block icons; see playbook] + 1 Morale (FR).
- Turn 4 - Vicenza entry Zone: [unit block icons; see playbook] + 1 Morale (COA).
"We should always go before our enemies with confidence, otherwise our apparent uneasiness inspires them with greater boldness." Napoleon
1st Caldiero - Friction of War Table
| Skill Check | French | Coalition |
|---|---|---|
| Flesh Wound | Flesh Wound | |
| HQs Confusion | Reserves | |
| Special Event | Special Event | |
| Special Event | Special Event | |
| Special Event | Special Event | |
| Battle Fatigue | Wild Firefight | |
| Battle Fatigue | Battle Fatigue |
Note: the skill-check symbols for each row are graphics in the printed playbook; rows are listed in printed order.
1st Caldiero - Special Events
French/Coalition Special Event - Violent Squalls: If the FR/COA player draws this Friction of War Event apply the following:
- If the Weather is Stormy, all Attacks directed against an Eastern, North Eastern or South Eastern Zone suffer an extra one Shift left penalty for the rest of the turn. This is cumulative with the Stormy Weather penalty, or with another Violent Squalls Event (up to two: one FR and one COA). Otherwise, No effect.
- The French Block suffers a 1 Shift left penalty when attacking in the directions shown.
Special Event Follow-up - French Reserves: That follow-up Friction of War Event happens only if a FR Friction of War Event is already in effect and is drawn again.
- The FR player gets the two Blocks below (once); they enter using a free Move Order, from the Verona or San Martino entry Zones.
1st Caldiero - Lines of Communication and Victory
- Heavy Losses: At the instant any Army has taken seven step losses, their owner loses the game.
- Lines of Communication: If a friendly Infantry/Cavalry Block exits the map in Steady order, from the Verona/San Martino (for COA) or Vicenza/Arcole/Soave (FR) zones, it awards one Victory Flag, once for each location.*
- *So you can score just once for each zone, even if more than one Block exits. And don't forget that there is a set limit of five Victory Flag tokens for each side; you can't go over that total. See 17.0 in the Rulebook.
- Exhausted Troops: If the Enemy Army is in Bad Morale at the end of the game, gain 1 extra Victory Flag.
1st Caldiero - Leader Cards
French Leader Cards
- (52) - MASSENA / (58) - RAMPON / (61) - AUGEREAU / (95) - DUMAS (Reinforc.) / (96) - VERDIER (Reinforc.)
Coalition Leader Cards
- (83) - LIPTAY / (87) - SCHUBIRZ (Reinforc.) / (85) - REUSS (Reinforc.) / (90) - PIACSEK / (92) - HOHENZOLLERN
1st Caldiero - Gameplay Tips
The Austrians have a good defensive posture and position, but their troops are less experienced, and their excellent Cavalry will find the going difficult because of the bad weather. Once your main reinforcements enter on Turn 4, you should be able to do some serious counter-attacks. Watch your Army's morale, and don't let the enemy exit the map on your mapboard side, racking up easy Victory Flags. The Squalls event is your friend, and should put a serious crimp in Bonaparte's attack plans.
The French has a good all-arms force, but only a small portion is available at start, but still be very aggressive and make the best of it before Stormy weather and Squall Friction Events come in to ruin your day. Bonaparte arrives into the fight pretty late, but Massena is a very able commander already, so this should not be a problem. If the enemy gets complacent and does not cover all the lines of approach, pull a fast one and exit the map with some units to rack up victory flags, especially in bad weather, and make sure he doesn't do the same to you!
Historical outcome: Austrian victory. French losses were 1,000 troops, 800 prisoners and 2 guns, Austrians 1300.
Deployment and Order of Battle for 1st Caldiero are printed as graphic diagrams on playbook pages 14 and 15 and are not reproduced in text.
4.4 - Rivoli: Second Clash (November 17th, 1796)
While Bonaparte was battling at Caldiero and Arcole, General Vaubois' troops were tasked to defend northern approaches, at the Rivoli Adige Valley chokepoint against Quasdanovich's soldiers. The attacking Austrian Corps outnumbered the French by a large measure and were thus able to engage them from three different directions. After a successful initial fight, the defenders were in danger of being completely surrounded and cut off, Vaubois called a withdrawal and it turned into a rout.
Leaders & Army Morale
- French Commander: VAUBOIS (C9).
- Army Morale: 4 * BRITTLE (See optional rule 29.5)
- Coalition Commander: DAVIDOVICH (C10).
- Army Morale: 6*
- * Note that Maximum Morale on the track are higher than at start Army Morale values.
Special Rules
- Late Start: The game starts on Turn 2.
- Turn Preparation: Players draw only three cards at the start of each turn, instead of four.
- First Turn Draw: Both players keep cards only from their own side and redraw the others. Both also start with one Cube in their Reserve Orders Box.
- Coalition Army: COA Grand Charges can't have a 2nd Line Support Block.
- French Army: The FR SHQ Marker is used as the regular HQ, with the same abilities; the FR player controls all Flag Victory zones at start.
- Extensive Vines Terrain: All Blocks in Clear terrain get the Crop zone benefits when attacked by Cavalry.
- Ford: The Ford on the map is treated as a Stream.
- Pontoon Bridge: There is another seasonal Ford, and a smallish Bridge built adjacent to Dolce, represented by a Pontoon Bridge marker; treat it as a Brook. The other Bridge is inactive and treated as a river.
- No Garrisons: No new Garrison Blocks can be built.
Reinforcement & Event Timetable
The Reinforcements icons on the Turn Track are not correct for this Clash, pay close attention to the schedule below.
IMPORTANT: Since the game starts on Turn 2, the first batch of three reinforcements below will enter on the very first turn of the scenario.
- Turn 2 - Daylight: There are no "Dawn" rules this turn.
- Turn 2 - Free Move: The COA player may perform, for free, one Move Order instead of getting the extra Cube in the draw cup for having Initiative. See 16.1 > Daylight Turn in the Rulebook.
- Turn 2 - Trento E entry Zone: [unit block icons; see playbook]
- Turn 3 - La Corona and/or Trento W entry Zone: [unit block icons; see playbook] 01 Block with Detached Guns.
- Turn 4 - Trento E entry Zone: [unit block icons; see playbook] + 1 Morale (COA)
- Turn 7 - Dusk: Two Black Cubes in the draw cup.
Rivoli 2nd - Friction of War Table
| Skill Check | French | Coalition |
|---|---|---|
| Flesh Wound | Flesh Wound | |
| Martial Spirit | HQs Confusion | |
| No Effect | No Effect | |
| Wild Firefight | Wild Firefight | |
| Special Event | No Effect | |
| Special Event | Low Ammo | |
| No Effect | Reserves |
Note: the skill-check symbols for each row are graphics in the printed playbook; rows are listed in printed order.
Rivoli 2nd - Leader Cards
French Leader Cards
- (53) - JOUBERT
- (60) - FIORELLA
- (94) - VAUBOIS
- (98) - COLONEL (Generic Leader)
- (99) - BRIGADIER (Generic Leader)
Coalition Leader Cards
- (84) - OCSKAY
- (86) - DAVIDOVICH
- (93) - VUKASSOVICH
- (106) - COMMANDER (Generic Leader)
- (107) - MAJOR GENERAL (Generic Leader)
Rivoli 2nd - Special Events
Special Event - Bonaparte's Misgivings:
- Remove from the game the FR Rivoli Garrison.
- The FR player gets the two Blocks below (once); they enter using a free Move Order, from the Verona or Villafranca E entry Zones.
Happens only once, no effect thereafter.
Rivoli 2nd - Extra Victory Conditions
- Give Them a Bloody Nose!: If the COA player's Army is in Bad Morale at the end of any turn, and the FR Army is in Good Morale, then the COA loses.
- Victory Flag Tie: If the count is tied, the FR wins.
- Fort Chiusa: The FR player gets one extra Victory Flag as long as they have a Garrison in Fort Chiusa.
- Rivoli: The FR player gets one extra Victory Flag as long as they have a Garrison in Rivoli.
Rivoli 2nd - Gameplay Tips
This smallish Meeting Engagement is another ideal learning scenario due to the low Block numbers. The Austrians have the more numerous troops, but most have yet to enter the map or are a bit out of position. You'll need a few turns to gather all your forces & smash these arrogant Frenchmen. Try to outmaneuver your foe, a frontal attack is probably not the solution. Vaubois will need to watch out his Brittle Army's morale closely, so he'll likely play conservatively, take advantage of this fact, but don't be complacent, they could bite back!
The French player must make good use of his defensive position, and pin the Austrians in choke-points near the edge of the map if at all possible. Use your initial superiority, gather your forces as fast as possible, and watch your Morale. After the first few turns you'll probably have to play possum and mainly react to the enemy moves; watch out for any mistakes Quasdanovich makes and take decisive action! If by chance you get the special event early, you should do good.
Historical outcome: Austrian victory. The French Army's losses totalled 800 killed/wounded and 1,000 captured, including General Fiorella and 8 guns. The Austrian Army lost 300 killed/wounded and 300 captured.
Deployment and Order of Battle for Rivoli 2nd are printed as graphic diagrams on playbook pages 18 and 19 and are not reproduced in text.
4.5 - Rivoli: Third Clash (November 22nd, 1796)
After hearing of Vaubois defeat a few days earlier, and having captured an Austrian officer carrying the enemy battle plans, showing the dangerous separation of both Austrian Corps, Bonaparte decided at once to strike towards Rivoli, leaving most of his cavalry to cover the rear of the army. Davidovich, after his victory against Vaubois, had already withdrawn North towards Vicenza; but learning that Alvinczy was supposedly marching to his aid, he tried to reoccupy Rivoli. Alas, the French were already there, and in superior numbers: his Tyrollean Corps being very hotly pursued up the Adige valley.
This "what if" scenario assumes the Austrians occupied parts of the Rivoli position in the nick of time and made a stand for it, waiting for reinforcements that never came.
Leaders & Army Morale
- French Commander: BONAPARTE (C1).
- Army Morale: 8
- Coalition Commander: DAVIDOVICH (C10).
- Army Morale: 7
Special Rules
- First Turn Draw: Both players keep cards only from their own side and redraw the others. Both also start with one Cube in their Reserve Orders Box.
- French Army: One Massed Column allowed.
- Coalition Army: Grand Charges can't have a 2nd Line Support Block.
- Extensive Vines Terrain: All Blocks in Clear terrain get the Crop zone benefits when attacked by Cavalry.
- Ford: The Ford on the map is treated as a Stream.
- Pontoon Bridge: There is a Bridge built adjacent to Dolce, represented by a Pontoon Bridge marker. The other Bridge is inactive and treated as a river.
- No Garrisons: No new Garrison Blocks can be built.
Reinforcement & Event Timetable
The Reinforcements icons on the Turn Track are not correct for this Clash, pay close attention to the schedule below.
IMPORTANT: Since the game starts on Turn 2, the first batch of three reinforcements below will enter on the very first turn of the scenario.
- Turn 2 - Daylight: There are no "Dawn" rules this turn.
- Turn 2 - Free Move/Attack: The French player may do, for free, one Move Order, then one Attack (it's not a Red Cube Combat) at game start. Instead of getting (because he had the initiative) an Extra Cube into the draw cup, plus an Extra Attack Token on his Army mat. See 16.1 > Daylight Turn in the Rulebook.
- Turn 3 - Villafranca E and/or W entry Zone: [unit block icons; see playbook]
- Turn 4 - Verona entry Zone: [unit block icons; see playbook] + 1 Morale (FR).
- Turn 7 - Dusk: Two Black Cubes in the draw cup.
Rivoli 3rd - Friction of War Table
| Skill Check | French | Coalition |
|---|---|---|
| Flesh Wound | Flesh Wound | |
| Martial Spirit | No Effect | |
| No Effect | HQs Confusion | |
| Wild Firefight | Wild Firefight | |
| Low Ammo | Wild Firefight | |
| Low Ammo | Reserves | |
| Battle Fatigue | Battle Fatigue |
Note: the skill-check symbols for each row are graphics in the printed playbook; rows are listed in printed order.
Rivoli 3rd - Leader Cards
French Leader Cards
- (52) - MASSENA
- (53) - JOUBERT
- (60) - FIORELLA
- (61) - AUGEREAU
- (95) - DUMAS
Coalition Leader Cards
- (84) - OCSKAY
- (86) - DAVIDOVICH
- (93) - VUKASSOVICH
- (106) - COMMANDER (Generic Leader)
- (107) - MAJOR GENERAL (Generic Leader)
Rivoli 3rd - Extra Victory Conditions
- Give Them a Bloody Nose!: If the FR player's Army is in Bad Morale at the end of any turn, and the COA Army is in Good Morale, then the FR loses.
- Victory Flag Tie: If the count is tied, the COA wins.
- Dolce: The COA player gets one extra Victory Flag as long as they have a Garrison in Dolce.
- San Marco: The COA player gets one extra Victory Flag as long as they have a Garrison in San Marco.
Rivoli 3rd - Gameplay Tips
The Austrians are facing what was probably the best Army of the time, the infernal trio of Bonaparte, Massena and Augereau. The early game is the best it'll get, so try to make up your mind fast about bringing back west of the Adige River some or all of your troops: you'll need them against the French onslaught! The victory conditions are pretty lenient, give ground slowly, hold the last ridge line, and you have a decent chance of winning.
Now is the time to take revenge for the previous French disaster at Rivoli! Be aggressive from the get-go and don't let the foe disengage. You'll get some more Blocks as reinforcements later, use them to reinforce promising avenues of attack. An early crossing of the Adige at the Ford could be useful if you can spare the troops. Leverage your strong artillery and skirmishers and bash in these foolish Austrians, don't give them time to recover!
Historical outcome: French major victory. The Austrians lost 1500 troops and 7000 prisoners, the French lost 400.
Deployment and Order of Battle for Rivoli 3rd are printed as graphic diagrams on playbook pages 22 and 23 and are not reproduced in text.
4.6 - Second Battle of Caldiero (October 30th, 1805)
In the same location as in 1796, this was a very hard-fought battle. Archduke Charles, on receipt of the news of the catastrophic Mack's surrender at Ulm in Bavaria, decided to fight a spoiling action in order to win time to organize a withdrawal in good order. Massena was waiting for Verdier's abortive cross-river flank maneuver before engaging his forces, but Charles pre-empted him with attacks on both flanks. After some furious hand-to-hand combat all along the line, neither side got the upper hand, but Massena's soldiers slept on the field of battle. After disengaging, the Austrians retreated towards Austria during the night.
Leaders & Army Morale
- French Commander: MASSENA (C8)
- Army Morale: 7
- Coalition Commander: CHARLES (C12)
- Army Morale: 6
Special Rules
- Large Battle: Lone Short Infantry Blocks are allowed to do "Ordre Mixte" Assaults (see 27.6 in the Rulebook).
- Coalition Army: One COA Massed Column and one COA Detached Artillery allowed; COA Grand Charges can't have a 2nd Line Support Block.
- French Army: Two FR Massed Columns allowed. FR player draws 5 Cards, instead of the usual 4, at the start of every turn.
- Foggy Weather: On Turns 1 & 2, apply these effects.
- The Initiative player does not get a bonus Order Cube at the Start of the turn, see 13.2 in the Rulebook.
- All Attacks suffer a one Shift left penalty.
- No Grand Charges, Combat Moves or Skirmisher Abilities allowed.
- No Bombardments or Wing Supports Allowed.
Reinforcement & Event Timetable
The Reinforcements icons on the map are not correct for this Clash, pay close attention to the schedule below.
- Turn 1 & 2 - Foggy Weather: See special rules.
- Turn 3 - 1805 Landing entry Zone: [unit block icons; see playbook] + VERDIER (96).
- Turn 3 - Vicenza entry Zone: [unit block icons; see playbook]
- Turn 7 - Dusk: Two Black Cubes in the draw cup.
Pontoon Boats: On Turn 3, FR Reinforcements enter by the 1805 Landing Zone; the FR Blocks can also exit the map from that Zone the usual way. If Enemies are in the Zone, the Reinforcements are delayed until it's not enemy-occupied; or until the FR can enter the game by Special Event L.
This is one of the first "Napoleonic Bloodbaths" simulated in this series and a straight-on frontal fight by a large number of maneuver elements. You'll have your hands full when the fog lifts and cannon roar! Note that winning the fight in a decisive manner will be a daunting task for the French player, without getting the "French Reserves" Special Event.
2nd Caldiero - Friction of War Table (FOW Table)
| Skill Check | French | Coalition |
|---|---|---|
| Flesh Wound | Flesh Wound | |
| Special Event L | HQs Confusion | |
| Special Event R | No Effect | |
| Wild Firefight | Reserves | |
| No Effect | No Effect | |
| Low Ammo | Wild Firefight | |
| Battle Fatigue | Battle Fatigue |
Note: the skill-check symbols for each row are graphics in the printed playbook; rows are listed in printed order.
2nd Caldiero - Special Events
Special Event L: When the FR player draws this Friction of War Event, if the FR Turn 3 Reinforcement has not yet arrived in the 1805 Landing Zone, it'll arrive instead at the other 1805 Landing (optional) entry Zone. Otherwise, no effect.
Special Event R: If the FR player draws this Friction of War Event, he may get the 2 Blocks below (once); they enter using a free Move Order, from the Verona and/or San Marco entry Zones.
-
- 2 Morale (FR).
- If the Reinforcements are taken, the COA player gains one extra Victory Flag.
2nd Caldiero - Extra Victory Conditions
- Exhausted Troops: If the Enemy is in Bad Morale at the end of the game, gain one extra Victory Flag.
- Victory Flag Tie: If the Flag count is tied, the FR player wins if in Good Morale & have the Highest Morale.
- Still Tied: If the Flag count is tied and the FR did not win, play two Night turns (using Vol I's 3.3 - Battle of Arcole scenario's Night Turns rules) then continue the battle for one day, 7 turns, once only, no more refights if still tied.
2nd Caldiero - Leader Cards
French Leader Cards
- (52) - MASSENA
- (96) - VERDIER (Reinforcement)
- (97) - GARDANNE
- (99) - BRIGADIER (Generic Leader)
- (99) - CHEF DE CAVALERIE (Generic Leader)
Coalition Leader Cards
- (79) - O'REILLY
- (85) - REUSS
- (104) - LINDENAU
- (105) - VOGELSANG
- (108) - SENIOR OFFICER (Generic Leader)
2nd Caldiero - Gameplay Tips
The Austrians have the best army up to now in this game series, and their best commander. It's also the largest "traditional" set-piece battle yet. You have two Fog turns to sort out your troops and plan your offensive; the French are a bit out of kilter and weak in the south, try to leverage your advantageous position, but if they get their Special Event reinforcements, you'll be up for a very rough fight. For the Kaiser!
The French have a decent Army but the foe is formidable and has good defensive positions. Situation is in doubt in the south and the enemy is more numerous, try to form a couple of "killer stacks" to burst open their solid front-line. You might get lucky with the Planned Landings and French Reserves Events, this might help; but don't be surprised if the fight goes into a second day of battle. The numerous Artillery will take an important role and is critical to help breaking the enemy lines; sadly, Napoleon is not there to save the day anymore, no Grand Batteries!
Historical outcome: Draw. The French lost 6300 soldiers and 1700 more captured, the Austrians lost 5700 troops. The French 5th Line Regiment lost its eagle & flag, now on display in the Vienna town hall.
Deployment and Order of Battle for 2nd Caldiero are printed as graphic diagrams on playbook pages 26 and 27 and are not reproduced in text.