A Crowning Glory: Austerlitz 1805
A Crowning Glory: Austerlitz 1805 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Components
- 3.0 Setup and Hex Control
- 4.0 How to Win
- 4.1 Allied Sudden Death Victory via West Map Edge
- 4.2 Allied Sudden Death Victory via French Demoralization
- 4.3 French End of Game Victory
- 4.4 French Sudden Death Victory
- 4.5 French Demoralization vs. French Victory
- 4.6 Capitulation
- 4.7 No Drawn Games
- 4.8 Allied Demoralization
- 4.9 French Demoralization
- 5.0 Turn Sequence
- 6.0 Stacking
- 7.0 Zones of Control
- 8.0 Movement
- 9.0 Combat
- 9.1 In General
- 9.2 Repeat Attacks
- 9.3 Indivisibility of Units
- 9.4 Attack Sequencing
- 9.5 Combat Results Tables and Procedures
- 9.6 Combat Results Table Limits
- 9.7 Combat Column Shifts
- 9.8 Clear Terrain, Forests, Marsh, Partial Pond, and All-Pond Hexes
- 9.9 Towns and Fortress Hexes
- 9.10 Stream Hexsides and Pond Hexsides
- 9.11 Hillcrest Hexsides
- 10.0 Introductory Scenario: The Allied Southern Attack
- 11.0 Regular Scenario
- 12.0 Optional Variants
- 12.1 Variant 1: Fog of War
- 12.2 Variant 2: Enhanced Morale
- 12.3 Variant 3: Training
- 12.4 Variant 4: Heat Wave
- 12.5 Variant 5: Artillery Effectiveness
- 12.6 Variant 6: Variable Reinforcements
- 12.7 Variant 7: Exhaustion
- 12.8 Variant 8: Intelligence
- 12.9 Variant 9: Resilience
- 12.10 Variant 10: Cancel Variant
1.0 Introduction
A. We hope you enjoy this game. If 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.
B. 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 A Crowning Glory discussion folders at consimworld.com.
1.1 Historical Background
This two-player grand-tactical simulation presents the battle generally considered to have been Napoleon's greatest victory. Both players have the opportunity to attack and defend, but the main burden of the offensive resides with the French (blue units). Their opponent, the Allies, command the white (Austrian and Russian) units.
1.2 Scale
A. Each hex represents 600 yards from side to side.
B. The units are brigades and divisions.
C. Each full turn represents one hour.
D. On the Turn Record Track, in a nod to the era, note that a is antemeridian (before noon), p is post-meridian (after noon), and m is meridian; hence, 12m is 12 meridian (noon).
1.3 True North and Rules North
A. The compass arrow printed on the map shows magnetic north. For rules purposes, consider the north map edge to comprise hexes 1001-1026, inclusive. Similarly, for rules purposes, the south map edge runs from 2701-2726, inclusive; the west map edge is 1026-2726, inclusive; and the east map edge is 1001-2701, inclusive.
B. Thus, all four map corner hexes are therefore simultaneously part of two map edges.
1.4 Seating
The French player should sit off the map's west edge facing east and the Allied player should sit opposite off the map's east edge facing west.
1.5 No Allied Nationality Distinctions
Though the Allied side is made up of Austrian and Russian units, for all rules purposes they effectively make up just one combined Allied nationality. There are no rules that apply only to Russian units or only to Austrian units.
1.6 Abbreviations
| Abbr | Meaning | Abbr | Meaning |
|---|---|---|---|
| CF | Combat Factor | MP | Movement Point |
| CRT | Combat Results Table | ZOC | Zone of Control |
| EZOC | Enemy ZOC |
2.0 Game Components
A. The components include the rules, map, and a sheet of 216 die-cut counters.
B. Players must provide at least one six-sided die (D6) to resolve combat and other game events.
C. If any of the supplied parts are missing or damaged, write to: LPS, Inc., 425 Steeplechase Lane, Pottstown, PA 19464 USA, Attn: A Crowning Glory.
D. Or e-mail us at: [email protected]
2.1 Game Map
A. The map illustrates the militarily significant terrain found in and around the battlefield of 1805 with an overlaid hexagonal (hex) grid to regulate the placement and movement of units. A unit is considered to be in only one hex at any one time.
B. Every hex on the map has a unique four-digit identification number printed within it. Example: The town of Austerlitz is in hex 2401.
C. The numbers are provided to help find exact locations more quickly, for setup, and to allow for the recording of unit positions if a game has to be taken down before it can be completed.
2.2 Counters
Most counters represent combat formations, while others are informational markers and memory aids. After reading through these rules at least once, carefully punch out the counters. Using a nail clipper (or a purpose-designed counter-clipping device) to remove the nub-like dog ears from their corners will facilitate the units' easy handling during play.
2.3 Sample Combat Unit
A. The front (Active) face of each combat unit displays several pieces of information: nationality (shown by factor color, 2.4), specific historical identification (the unit commander's name), unit type (shown by icon, 2.6), combat and step strength (the large numerical factor).
B. Full-strength units also show an initial setup hex number, Reserve (2.5), or Variable (2.6).
C. The reverse of each combat unit is its Passive face (2.10).
2.4 Nationality: French
A unit's nationality is shown by its color scheme. French units use a white factor on blue background.
2.5 Nationality: Allied
Austrian and Russian units are Allied. Austrian units use a black factor on white background. Russian units use a green factor on white background.
2.6 Unit Types
A. The icons on each counter distinguish the three combat arms: infantry (musketman), cavalry (horseman), and artillery (explosion).
B. Terrain affects infantry and cavalry movement points (MPs).
C. Artillery is not moved on the map, but assigned during combat.
2.7 Movement Points
A. This number is a measure of a unit's ability to move across the hex grid printed on the map. Units pay movement costs to enter different hexes, depending on the terrain in each and any water barriers along the hexsides around them.
B. Each unit's maximum MPs (Movement Allowances) are based on its type and nationality as follows:
| MPs | Nationality | Type |
|---|---|---|
| 5 | French | Infantry |
| 7 | French | Cavalry |
| 4 | Allied | Infantry |
| 6 | Allied | Cavalry |
2.8 Combat Factors and Step Strengths
Combat factors (CF) are the measure of each unit's ability to conduct offensive and defensive combat operations. A unit's CF is also its step strength.
2.9 Step Strength and Step Reduction
A. All infantry and cavalry units in the game possess a number of steps representing the unit's ability to absorb losses before being eliminated. If a unit loses a step, the owner removes the counter from the map, replacing it with a counter with the same name and at one lower combat strength.
Example: If the Olsusiev unit (strength 6) loses a step due to combat, the Allies will remove the Olsusiev 6 counter from the map and replace it with the Olsusiev 5 counter from the display.
B. All units start the game at their highest strength value. In general, units only lose steps, but the French have a once per game Regroup exception (5.5).
C. Each formation's full-step strength is easily recognized by the fact it has a four-digit set-up hex coordinate number, the word Reserve, or the word Variable.
D. Each unit's current step strength is shown by the large number (which is also its current CF).
E. If a two-step unit suffers a one-step loss, its 2-CF counter is removed and its 1-CF substitute counter is placed in the hex formerly occupied by the two-step counter.
F. If a one-step unit suffers a step loss, it is eliminated and removed from the map.
G. All units use only one of its associated counters on the map at any given time.
2.10 Counter Faces: Active and Passive
A. For game purposes, a counter consists of two sides: an Active face and a Passive face. During the game, units are flipped between Active and Passive faces per the rules.
B. The Active face shows the unit type, unit ID, and a large CF. The Active face indicates a unit is ready to perform movement or combat (depending on the phase).
C. The Passive face shows only the national flag. The Passive face indicates a unit has already performed its movement or combat (depending on the phase). Units showing their Passive face retain their zones of control (ZOCs, 7.0) and defend normally, but they may not move or attack.
D. Units change from Passive face to Active face during Phase C and Phase E in the Turn Sequence (5.0).
E. Substitute counters from combat step losses are always be placed on the map on their Passive face.
2.11 Marker Counters
The uses of the following counters are explained at the appropriate points throughout the rest of the rules.
A. Artillery Bombardment Markers (9.13)
B. Turn Marker (5.0)
C. x1 and x10 Steps Lost Markers (3.2)
D. Variant Markers (11.0)
3.0 Setup and Hex Control
A. The players should first decide which side each will control. After that, they each sort out their own units.
B. If playing with variants (12.0), each player secretly draws a Variant marker.
C. See also Regular Scenario (11.0).
3.1 Unit and Artillery Bombardment Marker Setup
A. Both players place the starting counters on the map in the four-digit setup hex number marked on the counter. All units set up with their Active side faceup.
B. The French set aside counters marked Reserve and Variable for later deployment.
C. One French Artillery Bombardment marker is listed as Variable and should be included with the other Variable counters.
D. Both sides place the step-loss counters in the appropriate boxes on the organizational charts printed on the side of the map.
E. Artillery Bombardment markers are placed in their respective boxes on the map.
3.2 Turn and Steps Lost Marker Setup
A. Place the Turn marker in the number 1 box of the Turn Track printed on the map.
B. Both sides place their respective x1 and x10 Steps Lost markers in the 0 (zero) boxes of the Allied and French Steps Lost Tracks printed on the map.
Design Note. Use the track printed on the map, and the Steps Lost x1 and Steps Lost x10 markers provided in the counter-mix, to keep a constant and open record of step losses.
3.3 Hex Control
A. The idea of hex control is important for judging victory. Those critical hexes are the Town and Fortress hexes lying west of the initial front line printed across the map. At the start of play, the French control all hexes west of the initial front line while the Allies control all hexes east of that same line.
B. Control of a hex switches from one side to the other whenever a unit from the other side enters it. Control switching is immediate, and may potentially occur at any time during play. The unit that last occupied a hex retains control of that hex for its side even if it leaves the hex.
C. The projection of a ZOC into an enemy-controlled hex never switches hex control, even if the hex is unoccupied. Only units being in or the last one moving through a hex qualifies as obtaining hex control.
4.0 How to Win
Both sides have the opportunity to go on the attack and win the game offensively. The Allies may also win by preventing a French victory. As in the historical battle, the burden of an overall offensive rests with the French.
4.1 Allied Sudden Death Victory via West Map Edge
A. At any time during play, if the Allies move any units off the west map edge (1026-2726), play stops and they are declared the winner at that moment. It costs a moving unit 1 MP to move off the map edge via any edge hex.
B. Regarding this victory condition, if the Allied army becomes demoralized (4.8), the Allies no longer can exit units off the west map edge, effectively denying this kind of victory.
4.2 Allied Sudden Death Victory via French Demoralization
A. At any time during play, if the French become demoralized, play stops and the Allies are declared to have won the game at that moment. The French become demoralized the instant they sustain losses totaling 33 or more steps.
B. French Regroup (5.5) and Regroups via Variant 9 (11.0) affect step losses.
4.3 French End of Game Victory
At the end of Turn 10, if the French have demoralized the Allies and Allied steps lost are 150 percent or more of those lost by the French, the French are declared to have won the game at that time.
4.4 French Sudden Death Victory
A. If the Allies become demoralized (4.8) and at that instant they do not control one or more Town or Fortress hexes lying west of the initial front line printed on the map (running from 2719/2720 to 1004/1005), play stops and the French are declared to have won the game at that time.
B. If the Allies become demoralized, but at that instant they are in control of one or more Town or Fortress hexes west of the initial front line, play continues and the French have lost their only opportunity to win a sudden death victory.
C. If no Allied units are on the map, the French win immediately.
Design Note. The requirement about the Allies escaping sudden defeat only by controlling one or more previously French-controlled Town or Fortress hexes at the time of the Allied army's demoralization is to account for the commitment Allied high command had set in regard to going on the offensive in this battle.
4.5 French Demoralization vs. French Victory
If the French become demoralized during the same action that is otherwise delivering a French victory (4.3 or 4.4), the French victory takes precedence over the demoralization and the French still win.
4.6 Capitulation
If convinced the situation is hopeless, either side may capitulate to its opponent at any time.
4.7 No Drawn Games
If the end of Turn 10 is reached and neither side attains its victory conditions, the game ends in an Allied victory.
4.8 Allied Demoralization
4.8.1 Becoming Demoralized
The Allies become demoralized when they have suffered losses totaling 29 or more steps. This might or might not automatically end the game.
A. If the Allies control any Town or Fortress hexes west of the initial front line at the time they become demoralized, play continues.
B. If they do not, the game ends in a French sudden death victory (4.3).
4.8.2 Effects of Demoralization
A. If the Allies become demoralized and play continues, no attacking Allied units may advance after combat. When on defense, they must take the retreat-after combat option whenever the situation allows (9.17, 9.18).
B. Further, a demoralized Allied army can never exit any units off the west map edge (4.1). Instead, it may exit units off the map via any hexes of its east edge (1001-2701, inclusive). Such exits cost the moving units 1 MP to leave the map, and units once exited may never return.
C. The advantage in exiting units off the east edge is that such units do not count as having been eliminated. In that way, if the French have not established an Allied step loss ratio of at least 150 percent (4.2), the French can still lose the game on that account.
4.9 French Demoralization
The French become demoralized the instant they sustain losses totaling 33 or more steps. Note that French Regroup (5.5) and Regroups via Variant 9 (12.9) will affect step losses. French Demoralization may trigger an Allied Sudden Death victory (4.2).
5.0 Turn Sequence
A. Each turn is divided into five phases, with a sixth phase occurring once per game (5.5). Each full sequence of five or six phases comprises one turn, with a maximum of ten turns per game. Phases must be performed in order.
B. Once a player has finished a specific phase or activity within a phase, s/he may not go back to perform some forgotten action or redo a poorly executed one unless the opponent graciously permits it.
5.1 Turn Sequence Outline
A. French Phase Sequence Declaration Phase
B. Movement or Combat Phase
C. Recovery Phase
D. Combat or Movement Phase (opposite of Phase B)
E. Recovery Phase
F. French Regroup Phase (only once per game)
5.2 French Phase Sequence Declaration Phase
A. The French announce whether Phase B will be Movement or Combat. If Movement, then Phase D automatically becomes Combat. If Phase B is Combat, then Phase D automatically becomes Movement.
B. The French make this selection each turn.
5.3 Movement or Combat Phase
5.3.1 Movement Phase
A. If a Movement Phase, the two sides alternate moving one unit at a time, with the French moving first.
B. See 8.2 for specifics.
5.3.2 Combat Phase
A. If a Combat Phase, the two sides alternate launching a single attack, with the French attacking first.
B. See 9.1 for specifics.
5.4 Recovery Phase
Flip all units to their Active face.
5.5 French Regroup Phase
A. On one turn from Turns 1-9, the French may declare a regroup of their army. Regroup is a one-time event.
B. All French units on the map with step losses and not in an enemy ZOC (EZOC) gain one step. Substitute higher CF counters and reduce the total French step losses as measured on the step loss track by the number equal to the number of steps reclaimed.
C. Eliminated French units do not gain a step and remain eliminated and out of the game.
D. Steps do not transfer between units. If a unit is at full-strength and has not lost steps, it cannot gain a step nor transfer the step to another unit.
E. Allied units never regroup.
5.6 French Hidden Reserve Units
A. At the end of Turn 1's Movement Phase, the French place all the counters marked Reserve on the map in any hex from 1013-1026 and from 1026-1826. These units may not be placed in an EZOC.
B. Once on the map, the Reserve units operate as any other French unit.
5.7 French Variable Reinforcements
A. French counters marked Variable represent units force-marching to the battle and have a variable arrival turn. Make only one die roll per turn at the start of the Movement Phase for the entire group of units, including the artillery marker.
| Turn | Arrive | In Transit |
|---|---|---|
| 1 | 1-2 | 3-6 |
| 2+ | 1-4 | 5-6 |
B. When they arrive, they enter through any south map edge hex lying west of the initial front line (hexes 2720-2726, inclusive) or any west edge map hex (1026-2726, inclusive). They may enter through the same hex or via different eligible hexes as the French choose.
C. They pay normal MP costs for the entry hex.
D. They may enter directly into an EZOC, but must end movement in the ZOC.
E. Once on the map, the Variable units have no further unique qualities.
F. Add the Variable Artillery Bombardment marker to the overall pool of those markers. It is immediately available for normal use.
5.8 First Turn Fog Rule
On Turn 1, due to the dense early morning fog, do not use artillery support counters for any attacks.
5.9 Ending a Turn and Ending a Game
A. At the end of Phase E (or Phase F), the turn ends. Move the Turn marker forward one box on the Turn Record Track. Start Phase A of the new turn.
B. At the end of Turn 10, the game is over. The game can end prior to Turn 10 from a Sudden Death victory, or, if there are only French units left on the map (4.4).
6.0 Stacking
A. Stacking is the term used to describe placing more than one unit in a hex at the same time. A unit must obey stacking limits when it ends its one-hex move.
B. The stacking limit is one unit per hex, and is always in effect at the end of a phase. Two units may never end a phase stacked together.
C. French and Allied units never stack together in the same hex at any time in the game.
D. Passive or Active faces have no effect on stacking.
6.1 French Stacking Limit
A. For the French, the one-unit-per-hex stacking restriction is only in effect after each French unit moves and during the combat resolution process.
B. French units may pass through another French unit or through numerous French units, thus temporarily violating stacking limits, but never end movement atop another French unit.
6.2 Allied Stacking Limit
A. For the Allies, the one-unit-per-hex stacking restriction is always in effect during the Movement Phase. Allied units never pass through another Allied unit or through numerous Allied units.
B. If using Optional Variant rules (11.0) and the Allies play Variant 3, Training, then Allied units follow French stacking rules (6.1).
Design Note: The Stacking Limits (6.2 and 6.3) represent the superior mobility of the (more experienced and better trained) French army over the Allied army. In game terms, the Allies need to pay more attention to the order in which they move units. Otherwise, units moved without regard to this consideration early in a Movement Phase may block the movement of units needed at critical locations later in the phase.
6.3 Free-Stacking Artillery Bombardment Markers
French and Allied artillery bombardment markers never count for stacking and may be temporarily placed in a hex for combat (9.0).
7.0 Zones of Control
The six hexes immediately surrounding a hex containing a unit constitute its zone of control (ZOC). ZOCs extend across all hexsides and into and out of all types of terrain at all times. The presence of enemy units does not negate ZOCs. Opposing units may simultaneously project their ZOC into the same hexes. Advance after Combat (9.18) is the only time units may move from one EZOC to another EZOC (7.5).
7.1 EZOCs and Movement
A. A moving unit must end its move for that phase when it first enters an EZOC. Units never move from one EZOC to another EZOC.
B. A unit beginning its Movement Phase in an EZOC is allowed only a one-hex move to leave an EZOC. Even if it has more MPs to spend (8.0), it may move only one hex. A unit must obey stacking limits when it ends its one-hex move.
7.2 EZOCs and Combat
Attacking enemy units in a ZOC is voluntary. No unit is required to attack any other unit.
7.3 No EZOC Negation
The presence of friendly unit in a hex containing an EZOC does not negate that EZOC for movement purposes.
7.4 EZOCs and Advance After Combat
Advance after Combat (9.18) is a special function for units victorious in combat. Both sides may, but are not required to, advance into a defeated enemy's hex, which can include advancing from one EZOC to another EZOC.
7.5 EZOCs and Retreat After Combat
A. Units may retreat one hex out of an EZOC (9.17), provided the hex into which they retreat does not contain an EZOC.
B. Units never retreat from one EZOC to another EZOC.
8.0 Movement
Every unit in the game has a number of MPs assigned to it based on its nationality and type (2.9). Units use their MPs to move across the hex grid during each Movement Phase.
8.1 General Movement Limits
A. Only a unit showing its Active face may move. Units showing their Passive faces may never move.
B. A unit may use some, none, or all of its MPs during the Movement Phase. MPs are never saved or shared.
C. A unit must have enough MPs to enter a hex. If it does not, it cannot enter the hex, even if it is only the adjacent hex. There is no minimum move.
D. Units move from a hex to an adjacent hex, paying different costs to enter a hex depending on terrain.
E. Each unit is moved individually and must finish its movement before the next unit is moved.
F. Players only move their own units and never move enemy units.
G. Cavalry units are prohibited from crossing pond hexsides (8.9).
H. At the end of a move, the owner flips the unit from its Active face to its Passive face.
8.2 Alternate Movement of Counters
A. If a Movement Phase, the French select exactly one French unit to move. At the end of its movement, the French flip the unit to its Passive face.
B. Then the Allies move one Allied unit and flip it to its Passive face.
C. The two sides alternate movement until all units are moved and flipped to their Passive faces.
D. When one side completes all movement and the enemy has unmoved units, the enemy moves all unmoved units so that each unit has moved in this phase.
Clarification: Selecting a unit to move is mandatory, but actually moving a unit from hex to hex is voluntary. A unit may stay in the same hex and be flipped to its Passive face.
8.3 Terrain: Hexes and Hexsides
Terrain is either in a hex (Clear, Forest, Marsh, Town, Fortress, All-Pond) or between hexes (Stream, Hillcrest, and Pond hexsides). Hexes that contain both Clear and Pond terrain are considered Clear terrain.
8.4 Clear Terrain
A. Clear terrain is the basic terrain of the game and devoid of any natural features that would enhance defense or slow movement at this level of operations. Each clear hex costs all units 1 MP to enter.
B. For a hex to be considered Clear, it must be entirely devoid of any other terrain. All Towns and Fortress are considered to exist in hexes that are otherwise clear.
8.5 Forest and Marsh Hexes
Each Forest or Marsh hex costs units 2 MPs to enter.
8.6 Town and Fortress Hexes
Each Town or Fortress hex costs 1 MP to enter.
8.7 All-Pond Hexes
Each All-Pond hex costs infantry 2 MPs to enter. Cavalry units may not enter All-Pond hexes.
8.8 Stream Hexsides
Streams run along hexsides rather than occurring in-hex. It costs all units one extra MP (+1) to cross a stream hexside. This means 1 MP must be paid in addition to the cost for entering the hex on the other side of the stream.
Examples:
- A unit crossing a stream hexside into a Clear hex pays 2 MPs (1 MP for the Clear hex and +1 MP to cross the stream hexside).
- A unit crossing a stream hexside into a Forest or Marsh hex pays 3 MPs (2 MP for the Forest or Marsh hex and +1 MP for the stream hexside).
- A unit crossing a stream hexside into a Town hex pays 2 MPs (1 MP to enter the Town hex, which is considered a Clear hex as per Section 8.7, and +1 MP for the stream hexside).
8.9 Hillcrest Hexsides
A. Like Streams, Hillcrests run along hexsides rather than occurring in-hex. Further, each Hillcrest hexside has an uphill crest and a downhill crest side.
Example: There is a Hillcrest running the hexside between hexes 2316-2315. Hex 2315 is on the uphill crest side, and hex 2316 is on the downhill crest side.
B. When units move across a Hillcrest hexside by crossing from its uphill crest to its downhill crest side, they pay nothing extra to do so.
Example: When a unit moves from 2315 to 2316, it is considered moving downhill and the hillcrest does not cost +1 MP, so it costs the unit 1 MP to move from 2315 to 2316.
C. However, when units move across a Hillcrest hexside by crossing from its downhill crest to its uphill crest side, they pay one extra MP (+1) to do so.
Example: When a unit moves from 2316 to 2315, it is considered moving uphill and the Hillcrest does cost +1 MP, so it costs the unit 2 MPs to move from 2316 to 2315.
8.10 Pond Hexsides
Infantry units may cross Pond hexsides without penalty. Cavalry units are prohibited from crossing or attacking across Pond hexsides.
Example: Infantry may move from hex 1514 to hex 1614 or hex 1615, but cavalry are prohibited from moving from hex 1514 to hex 1614 or hex 1615.
8.11 Roads
A. Units moving into a hex containing a road pay the MP cost of the other terrain in the hex.
B. Units moving from one road hex to another road hex across a stream hexside negate the extra MP of moving across the stream.
C. Units moving from one road hex to another road hex do not gain any other MP bonus.
8.12 St. Anthony Chapel
St. Anthony Chapel has no effect on movement or combat.
8.13 Partial Pond Hexes
Units moving into a Partial Pond hex pay the MP cost of the non-Pond terrain in the hex. Cavalry units may enter a Partial Pond hex.
8.14 Cumulative Costs
The total movement cost for entering any hex is always the sum of all the applicable costs. Units must possess enough MPs to enter a hex.
9.0 Combat
9.1 In General
A. Only units showing their Active face may attack. Passive units defend normally, but never attack.
B. Attacking is always voluntary. The French may opt to perform the first attack in the Combat Phase.
C. Then the Allies may opt for one attack.
D. The two sides continue alternating attacks both choose not to attack or have no Active units remaining.
E. If one side declines to attack, the other may opt to continue launching attacks. Likewise, if one side declines to attack, it may later decide to launch an attack in response to enemy attacks.
F. When both sides consecutively decline to attack or neither has any Active units remaining, the Combat Phase ends.
G. Each attack may involve multiple attacking units, but only one defending hex.
H. Attacks are never launched against an empty hex — the targeted hex must have a defending unit in it.
I. The side launching the attack is the attacker, and the other side is the defender, no matter the general situation across the map.
J. The attacker designates a targeted hex, designates attacking units, calculates the difference in CFs, adds any factor modifiers and column shifts, and resolves combat by rolling a die and cross indexing the die roll with the adjusted CF column.
K. If applicable, defender retreats are performed, both sides' step losses are taken if necessary, and any applicable voluntary attacker advances may be performed.
L. Then flip all units involved in an attack and defense to their Passive faces.
M. The French and Allies use different rows on the Combat Results Table (CRT).
9.2 Repeat Attacks
A. Any given targeted defender may potentially be attacked multiple times during a Combat Phase. Each such attack must be resolved as a separate attack.
Example:
- Three French units are adjacent to one Allied unit. Instead of combining the CFs of all three units into one attack, the French may opt to make up to three attacks on the Allied unit.
- The first French unit attacks the Allied unit and is resolved, with attacker and defender units flipping to Passive faces.
- If the Allied unit does not retreat from the hex after combat, the second French unit would be eligible to attack that same Allied unit. The Allies have the opportunity to attack with units showing their Active face in between this possible first and second French attack.
- If the Allied unit, now with its Passive face showing, remained in the hex, the third French unit has an opportunity to attack that same Allied unit.
B. Remember, only units showing their Active face may attack. All units participating in an attack or defense get flipped to their Passive faces after the attack gets resolved. So units may attack only once per Combat Phase, but they may potentially be attacked any number of times during a Combat Phase.
9.3 Indivisibility of Units
A defending unit, with either Active or Passive face showing, uses its entire CF in its defense. Likewise, an attacking unit must use its entire CF in the attack. Units never save or split CFs in the attack or defense.
9.4 Attack Sequencing
A. Players may resolve attacks in any order they wish, subject to the French having the option for the first attack in the Combat Phase, the Allies having the option for the second attack, and alternating attacks through the phase.
B. They need not declare attacks beforehand, but must conclude one attack before moving on to the next attack.
9.5 Combat Results Tables and Procedures
A. The French and Allies use different rows on the Combat Results Table (CRT).
B. Sum the attacker's CFs, including artillery bombardment factors (9.13) and subtract the defender's CFs to get a combat differential. Find the appropriate column (9.6) on the appropriate CRT, then apply any applicable column shifts from terrain and/or enfilade to find the final column for the attack.
C. Roll one die and cross index the die roll and column to get the CRT result in steps lost. Attacking steps lost is to the left of the slash and defending steps lost is to the right of the slash.
D. The attacker takes step losses (if any) first, then the defender takes step losses (if any). The defender may have the option to retreat one hex and take one less step loss (9.17).
E. If the defender is eliminated or retreated from the hex, the attacker has the option to advance one unit after combat (9.18) into the now vacated hex.
F. Both players flip all units involved in the attack to their Passive faces.
9.6 Combat Results Table Limits
Column headings on the French CRT range from ≤ 0 to ≥ 25, while on the Allied CRT they range from ≤ +1 to ≥ 25. In each battle, find the column heading closest to the calculated combat differential. If necessary, round down to the lower column.
Examples:
- If the attacker has 5 CFs, and the defender has 3 CFs, the combat differential will be +2. Assuming no column shifts, the attacker would roll a die and cross index the result on the +2 column.
- If the attacking force contains 9 CFs and 3 artillery bombardment factors, a total of 12 CFs, and the defending force contains 3 CFs, the combat differential would be +9. Round down and resolve the attack on the +5 column. If the defender is in a Town (one column shift left), the attack would be resolved on the +4 column.
9.7 Combat Column Shifts
Column shifts occur when the defender is in specific terrain and/or the attacker has an enfilade. All applicable column shifts are cumulative in their effect. Leftward shifts favor the defender while rightward shifts favor the attacker.
9.8 Clear Terrain, Forests, Marsh, Partial Pond, and All-Pond Hexes
A. Units defending in Clear, Forest, Marsh, or All-Pond hexes derive no benefit to their defense for terrain and attackers do not suffer any penalty for attacking into or from such hexes.
B. Units defending in Partial Pond hexes use the non-Pond terrain in the hex.
Example: A unit in hex 2323 (Telnitz) uses the Town terrain, not the Pond terrain, when on defense.
9.9 Towns and Fortress Hexes
A. A unit defending in a Town hex receives a one-column left (1L) shift. Further, the enfilade attack bonus (9.12) is never available against defenders in a Town hex, no matter from how many hexes an attack may be coming.
B. A unit defending in a Fortress hex receives a two-column left (2L) shift. Further, the enfilade attack bonus (9.12) is never available against defenders in a Fortress hex, no matter from how many hexes an attack may be coming.
9.10 Stream Hexsides and Pond Hexsides
A. Units defending across Stream and Pond hexsides derive no benefit to their defense for terrain and attackers do not suffer any penalty for attacking into or from such hexes.
B. Cavalry may never attack across Pond hexsides.
9.11 Hillcrest Hexsides
A. A unit defending a Hillcrest hexside when all attacking units are attacking from the downhill crest hex into the defender's uphill crest hex receives a one-column-left (1L) shift. This shift applies only if all attackers are attacking from a downhill crest hex.
B. A unit defending a Hillcrest hexside when all attacking units are attacking from the uphill crest hex into the defender's downhill crest hex does not generate a column shift for either the attacker or the defender.
9.12 Enfilade Attacks
[Numbered 9.11 in the printed rules; renumbered 9.12 here, as the rules cross-reference it as 9.12 in 9.9 and 9.13.]
If a defending hex is attacked by units in opposite hexes, or by units from three surrounding hexes with one hex between each and the next attacker-occupied hex, or by units from more than three hexes, that attack receives an enfilade attack column shift bonus of one right. This bonus is never available against defenders in Town or Fortress hexes.
9.13 Artillery Bombardment Markers
A. Artillery Bombardment markers serve as an abstract effect of cannon fire in an attack. They are used only in an attack, never defense, and are temporarily placed upon the defender's hex.
B. Only Artillery Bombardment markers with their Active face showing may be used to support an attack.
C. Artillery Bombardment markers are never used by themselves. They must always be used to support an attack by infantry and/or cavalry units.
D. The attacker may not use more than one marker per hex.
E. Allied Artillery Bombardment markers may be used in any Allied attack. Thus a Russian Artillery Bombardment marker can be used to support an Austrian unit attack and an Austrian Artillery Bombardment marker can be used to support a Russian unit attack.
F. The number on the marker is added to the attacker's combat factor total.
G. Remove the Artillery Bombardment marker from the map after resolving the attack. After use, flip the marker to its Passive face. All markers will be flipped back to their Active faces in Recovery Phase C and E.
9.13.1 Limitation
A. The attacker may never add more artillery CFs to a battle than it has total infantry and cavalry CFs involved in the attack. Any excess is ignored.
Example: If an Allied attack has 4 infantry/cavalry CFs and the Allies use the 6-CF Artillery Bombardment marker, only 4 CFs are added by the artillery. The other 2 CFs are ignored.
B. Use of optional Variant 5, Artillery Effectiveness, adds 1 CF to an attack even if the total artillery CFs exceed the infantry/cavalry CFs involved in the attack.
Example: Continuing the above example, assuming the Allies use Variant 5, Artillery Effectiveness, playing a 6 CF Artillery Bombardment marker on an attack by 4 infantry/cavalry CFs would generate 5 artillery CFs, the maximum 4 CFs plus the Variant addition of 1 CF.
9.13.2 Pond Effectiveness
When an Artillery Bombardment marker is used to support an attack against an infantry unit in an All-Pond hex, double the number of artillery CFs. Furthermore, the factor limitation in 9.13.1 is ignored.
Examples:
- If a 5-CF Allied infantry unit attacks with the 2-CF Artillery Bombardment marker against a French unit defending an All-Pond hex, the 2-CF Artillery Bombardment marker is doubled to 4 CFs. The attacker has a total of 9 CFs: 5 infantry CFs plus 4 Artillery CFs (2 doubled). If the Allies used optional Variant 5 Artillery Effectiveness, 1 CF would be added to the artillery bombardment for a total attack of 10 CFs.
- If a 5-CF Allied infantry unit attacks with the 6-CF Artillery Bombardment marker against a French unit defending an All-Pond hex, the 6 artillery CFs are first reduced to 5 CFs (9.13.1) and then doubled to 10 CFs. The attacker has a total of 10 CFs: 5 infantry CFs plus 10 Artillery CFs. If the Allies used optional Variant 5 Artillery Effectiveness, 1 CF would be added to the artillery bombardment for a total attack of 16 CFs.
9.14 Final Combat Resolution
After all applicable CF modifications and column shifts have been applied, the attacker rolls a die and cross-indexes that result with the appropriate differential column on the CRT to get a combat result.
Example: A result of 3 rolled for an attack made under the +10 column on the Allied CRT row yields a result of 1/2.
9.15 Combat Results
A. Combat results are expressed in total step losses. Attacker losses are to the left of the slash and defender losses are to the right of the slash.
B. Each attack is resolved and results applied before performing the next attack.
C. Step losses must be satisfied by the units involved in that specific attack. Never remove steps from any unit not involved in that specific attack. Never carry over any unfilled step losses from attack to attack or from phase to phase.
D. The attacker takes step losses (if any) first, then the defender takes step losses (if any).
E. The defender may have the option to retreat one hex and take one less step loss (9.17).
F. If the defender is eliminated or retreated from the hex, the attacker has the option to advance one unit after combat (9.18) into the now vacated hex.
G. At the end of the battle, both sides flip all units involved in the attack to their Passive faces.
9.16 Apportioning Losses
A. Players apportion step losses among their involved units as they see fit. The French remove step losses from French units. The Allied player removes step losses from Allied units.
B. Attacker step losses may be taken by one unit, or, if multiple units participated in the attack, spread out among those multiple units, as long as the total step loss is taken.
9.17 Defender: Retreat After Combat
A. The defender may opt to decrease a step loss by one by retreating the defending unit one hex. This hex cannot contain a unit of either side and cannot be in an EZOC. Friendly units' ZOCs do not cancel EZOCs.
B. The defender can retreat only one hex, and thus reduce step loss only by one.
C. If the defending unit is unable to retreat, it must take the full step loss per the CRT.
D. Attacking units always take step losses. Attacking units never have the option to decrease losses by retreating.
9.18 Attacker: Advance After Combat
A. At the end of every attack, if the defender's hex is empty due to defending unit elimination or retreat, one victorious attacking unit may advance after combat into that vacated hex. Advance after combat is always voluntary.
B. This advance after combat ignores EZOCs and MP costs, but advancing cavalry must observe terrain prohibitions, such as never advancing into an All-Pond hex.
C. The one-unit per hex stacking limit must be observed.
D. Defending units never advance after combat.
10.0 Introductory Scenario: The Allied Southern Attack
A. The Allied plan to sweep south, roll over the thinly held French line, and push west and north to sever the French line of communications ran into delays, command confusion, and a stalwart defense.
B. Even so, the Allies captured the villages of Tellnitz and Sokolnitz and the so-called Sokolnitz Castle in the morning, but a trickle of French reinforcements and local counterattacks stymied the overall Allied attack.
C. Then, with impeccable timing, Napoleon unleashed the French divisions of St. Hilaire and Vandamme, which climbed the Pratzen Heights, defeated a Russian counterattack, and cleared the center. By 11:30am, Napoleon had moved his HQ atop the Pratzen. At about 1:00pm, Napoleon ordered his center to wheel southwards and start rolling up the overextended Allied force in the south.
10.1 Scenario
Beginning players may wish to learn the rules with this introductory scenario that uses only a portion of the map and limited units. It has the added benefit of taking less time to complete than the full battle. Note that units' starting hexes for the scenario are often different from starting hexes for the full battle. All units start at full strength.
10.2 Scenario Movement Limitations
Unit movement is limited to the 2300 row and lower; movement into the 2400 row and higher is prohibited. Unit movement is also limited to the xx17 hexes and higher; movement into xx16 hexes and lower is prohibited.
This rule states no units can move into row 2400 or higher.
Clarification: This prohibition is meant to recreate the historical attack axis and thus remains in place. As three Austrian units start the game in rows 2400/2500 then these units must as their first move, maneuver down to the 2300 row (or less) using the fewest number of MPs possible. After that, the 2400 row prohibition goes into effect.
10.3 Scenario Length
The scenario starts with the 9:00 am turn and ends with the 12:00 noon turn (four turns). The scenario uses the main rules for stacking, movement, combat, and so on, but not the demoralization or victory condition rules.
10.4 Order of Battle: French
10.4.1 Initial Deployment
| French Unit Counter | Starting Hex |
|---|---|
| Bourcier | 2323 (Tellnitz) |
| Levasseur | 2121 |
| Merle | 2223 |
| Ferey | 2020 (Castle) |
| Margaron | 1918 |
| Friant | Any hex north and west of the Goldbach Stream (which runs from hexsides 2326/2426 to 1012/1013). If deployed in a hex already containing another French unit (never Bourcier), Friant may displace that French unit one hex in any direction as long as the unit does not end up in a hex south and east of the Goldbach Stream. |
10.4.2 Artillery
Three points of any type: one 3-point counter, one 2-point and one 1-point counters, or three 1-point counters.
10.4.3 Reinforcement
At the beginning of the 11:00 turn, Duroc arrives at hex 1518; if occupied, an adjacent hex.
10.5 Order of Battle: Austrian
10.5.1 Initial Deployment
| Austrian Unit Counter | Starting Hex |
|---|---|
| Carneville | 2422 |
| Liechtenstein | 2421 |
| Stutterheim | 2521 |
10.5.2 Artillery
One 4-point counter.
10.6 Order of Battle: Russian
10.6.1 Initial Deployment
| Russian Unit Counter | Starting Hex |
|---|---|
| Levis | 2220 |
| Urusov | 2219 |
| Przbyszewski | 2118 |
| Kamensky | 2218 |
| Olsusiev | 2017 |
10.6.2 Artillery
One 4-point counter and three 3-point counters.
10.7 Victory
At the end of the 12:00 noon (fourth) turn, end the scenario and calculate victory using the following conditions.
| Victory Level | Conditions |
|---|---|
| Allied Strategic | 10 CFs of units on the 1500 row or lower. |
| Allied Operational | Capture all hexes of Tellnitz, Sokolnitz, and Sokolnitz Castle and have 5 CFs of units on the 1600 row or lower. |
| Allied Tactical | Capture all hexes of Tellnitz, Sokolnitz, and Sokolnitz Castle and have 5 CFs of units on the 1700 row or lower. |
| French Tactical | At least one French unit is in Tellnitz, or in one hex of Sokolnitz, or in Sokolnitz Castle. |
| French Operational | At least two French units are in Tellnitz, or in one hex of Sokolnitz, or in Sokolnitz Castle, and Allies have no units in 1800 row or higher. |
| French Strategic | At least three French units are in Tellnitz, or in one hex of Sokolnitz, or in Sokolnitz Castle, and Allies have no units in 1800 row or higher. |
| Stalemate | All other conditions. |
Historical Result: At various times in the morning, the Allies captured Tellnitz, Sokolnitz, and Sokolnitz Castle. However, by noon, the French had stabilized the line, resulting in a Stalemate. By early afternoon, the French began pushing back the Allies just as the French troops from the center crashed into the Allied flank. By 2:00pm, the Allies began their withdrawal that turned into a rout.
11.0 Regular Scenario
Place units with Active side faceup.
A. Place Artillery Bombardment markers in their respective boxes.
B. Place step loss markers in zero boxes.
C. Place Turn marker in 1 box.
11.1 French Setup
Set aside Reserve and Variable units, including one Variable Artillery Bombardment.
| Hex | Unit | Hex | Unit |
|---|---|---|---|
| 1104 | Caffarelli-7 | 1413 | Morand |
| 1205 | Trellard-1 | 1514 | Thiébault-3 |
| 1305 | Claparède-2 | 1715 | Varé |
| 1406 | Becker-3 | 1917 | Margaron-1 |
| 1408 | Valubert | 2020 | Ferey-2 |
| 1409 | Candras-4 | 2121 | Merle |
| 1411 |
11.2 Austrian Setup
| Hex | Unit | Hex | Unit |
|---|---|---|---|
| 1704 | Hohenlohe-2 | 2420 | Stutterheim-3 |
| 2006 | Rottermund | 2519 | Carneville-3 |
| 2016 | Jurschek-5 | 2520 | Liechtenstein-1 |
11.3 Russian Setup
| Hex | Unit | Hex | Unit |
|---|---|---|---|
| 1501 | Wittgenstein-2 | 1813 | Kamensky-6 |
| 1601 | Dolgorukov-6 | 2108 | Monakhtin-4 |
| 1602 | Czaplitz-3 | 2109 | Wodnianski-2 |
| 1701 | Ulanius-5 | 2311 | Przybyszewski-8 |
| 1705 | Gladikov-3 | 2316 | Urusov-5 |
| 1711 | Olsusiev-6 | 2407 | Maliutun-7 |
| 1712 |
Editor's note: the printed source shows "Wigggenstein-2" for hex 1501; corrected here to "Wittgenstein-2" (the Russian commander Wittgenstein).
12.0 Optional Variants
A. After mastering the standard game, try some of these random variants to add a little historical what-if to the battle. Their effect on game play varies. To determine who draws a variant first, each player rolls a die; low roll draws first.
B. Both players randomly and secretly draw one Variant marker before the game begins, checking its conditions. Some Variant markers are revealed before the game begins while others may be held until needed. Some Variants take effect immediately, other effects are delayed, some effects are short-lived while others may last all game.
C. A Variant may be played only once per game.
12.1 Variant 1: Fog of War
A. The French must reveal this variant at the start of Turn 2. Fog weather effects (5.8) persist on Turn 2. In addition, the French may add 3 MPs to all Reserve and Variable units during Turn 2.
B. The Allies must reveal it at the start of Turn 2. Fog weather effects (5.8) persist on Turn 2. In addition, the Allied player may add 2 MPs to 1D6 units during Turn 2.
12.2 Variant 2: Enhanced Morale
Either side with this variant must reveal it upon reaching the break point from step losses. Roll 1D6. Increase that side's break point by the die roll result.
12.3 Variant 3: Training
A. The French must reveal this variant before the game begins. On turns with Fog, all French units gain +1 MP.
B. The Allies must reveal this variant before the game begins. It assumes more efforts were made to train troops so all Allied units use French stacking rules.
12.4 Variant 4: Heat Wave
A. Either side with this chit must reveal it at game start.
B. All ponds/lakes become impassible to all infantry and cavalry units.
12.5 Variant 5: Artillery Effectiveness
Either side holding this chit may reveal it at any time. From that turn forward, that side gets +1 CF modifier on all attacks involving friendly artillery counters.
12.6 Variant 6: Variable Reinforcements
A. The French may reveal this variant during the Movement Phase of any turn, including Turn 1, to immediately place their Variable reinforcements on the map without a die roll.
B. The Allies may reveal this variant to cancel a successful French Variable reinforcement roll. The French may roll again the following turn.
12.7 Variant 7: Exhaustion
A. The French must reveal this variant before the game begins. Allied forces are exhausted from all their campaigning and all Allied units lose 1 MP from their normal movement allowance for the entire game.
B. The Allies must reveal this variant before the game begins. The French are exhausted from all their campaigning and all French units must use Allied unit movement rates throughout the game.
12.8 Variant 8: Intelligence
A. The French must reveal this chit at the end of Turn 1's Movement Phase. They may delay placing their Reserve units on the map until Turn 2 or 3.
B. The Allies must reveal this chit before the game begins. The French must fully deploy all their Reserve units on the map at start.
12.9 Variant 9: Resilience
A. The French may reveal this chit 1D6 turns after their first use of the Regroup rule and perform Regroup again.
B. The Allies may reveal this chit Turn 5 or later and use the French Regroup rule once to add steps to their units.
12.10 Variant 10: Cancel Variant
A. The French may use this at any time during the game to cancel an Allied variant.
B. The Allies may use this at any time during the game to cancel a French variant.