Fuentes de Oñoro 20
Fuentes de Onoro 20 Rulebook
Table of Contents
Table of Contents
- Napoleonic 20 Standard Game Rules v3.0
- [0.0] Using These Rules
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Setting Up the Game
- [4.0] Sequence of Play
- [5.0] Random Events
- [6.0] Movement
- [7.0] Zones of Control
- [8.0] The Reaction Phase
- [9.0] Combat
- [10.0] Rallying
- [11.0] Reinforcements
- [12.0] Army Morale
- [13.0] Passing ("Lulls")
- [14.0] Night Turns
- [15.0] How to Win
- [16.0] Optional Rules
- Fuentes de Onoro 20 Exclusive Game Rules v1.0
- Designers' Notes
- Reference Sheet
Napoleonic 20 Standard Game Rules v3.0
[0.0] Using These Rules
New gaming terms, when initially defined, appear in dark red lettering for quick referencing. Important information is in red text. References to examples of a Rule or Case are in blue text. Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game's subject matter, its components, the procedures for play, the game's core systems, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a Rule's general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
[1.0] Introduction
Napoleonic 20 is a wargame system for recreating operational level campaigns during the Napoleonic Wars using about 20 pieces (often less) per side per game. This Standard Rules section applies to all games in the series, each of which also has its own Exclusive Rules section at the end.
Game Scale: Each unit represents a division to a corps of troops (roughly 8,000 to 20,000 men and their equipment). Each space on the map is approximately one-half to one mile across.
[2.0] Game Equipment
The Game Map: The game board features a map portraying the area where that battle or campaign took place. Superimposed over it is a hexagonal grid that regularizes the pieces' movement and positioning.
The Playing Pieces: The cardboard game pieces represent the actual military units that participated in the campaign. These playing pieces are called 'units' and the information on each is read as follows. The front shows the Designation (e.g., 2nd Corps), the Type (e.g., Infantry), the Combat Strength and the Movement Allowance; the back is the Hidden Unit side (with its nationality, e.g., French).
Combat Strength is the value of that unit when engaging in combat.
Movement Allowance is the speed and endurance of that unit; basically, it is the maximum number of Open terrain hexes that unit can move through during a single Movement Phase.
Game Charts, Tables, and Tracks: These appear on both the map and the separate Player Aid Mat.
- The Game Turn Track shows time passing, measured in Game Turns.
- The Morale Track indicates the current number of Morale Points available to each army.
- You use the Combat Results Table when resolving Battles.
- The Terrain Effects Chart explains how the map features impact movement and combat during play.
[3.0] Setting Up the Game
Players determine what side they will play. The French Player controls all of the French units, the Anti-French Player (a.k.a., the "Allied Player") controls the other (i.e., opposing) units.
Before shuffling the cards to form the Draw Pile, remove from the deck any cards with their titles in red. Place them, face-up, next to the Draw Pile, forming the initial Discard Pile. These red-titled cards will be added to the Draw Pile after the first reshuffle.
Shuffle the remaining cards to form the Draw Pile, and then follow the game's Exclusive Rules (at the end of this book) for the remainder of the set up instructions.
[4.0] Sequence of Play
General Rule
Play proceeds in successive Game Turns, composed of alternating Player Turns. During each Game Turn, players maneuver their units and resolve Battles strictly in according with this Sequence of Play and within the limits provided by these Rules. At the conclusion of the last Game Turn, consult the Victory Conditions and determine the winner.
The Game Turn
Each Game Turn consists of two Player Turns, a First Player Turn and a Second Player Turn, with the Exclusive Rules specifying who the First Player is. Player Turns consist of segments called 'Phases.' The term 'Phasing Player' describes the player who is currently the protagonist conducting activities during that Phase.
The First Player Turn
- First Player Random Events Phase: The First Player reveals and enacts the top card's single event for that player only (5.0).
- First Player Movement Phase: The First Player may move all, some or none of his units as desired within the limits of the Rules for Movement (6.0), Zones of Control (7.0), and Terrain Effects. That side's reinforcements might also enter the map, if available (11.0).
- Second Player Reaction Phase: The Second Player may have some, none or all of his Cavalry units conduct Reaction Maneuvers (8.0).
- First Player Combat Phase: In any order the First Player desires, his units can attack enemy units (9.0). Afterward, all eligible units recover from Rout (9.6.3) and Fatigue (16.8). If he did not Force March during his Movement Phase, and was not involved in any Battles during the Reaction or Combat Phases, the First Player can, if eligible, receive a Morale Point from resting this Turn during a "Lull" (13.0).
- First Player Night Operations: Only if it is a Night Game Turn, the First Player may Rally eliminated units (10.0), adjust his side's Morale based upon captured Line of Communication ('LOC') and Objective hexes; recover one Morale Point (14.0), then reconceal all of his units and add his Dummy units to the map when using the Fog of War Optional Rule (16.1).
The Second Player Turn
- Repeat Phases 1 through 5, reversing the roles of the First and Second Players. If it is a Night Turn, afterward, reshuffle all the Random Event cards to form a new Draw Pile.
Sudden Death Turns
- Certain Game Turns, indicated on the Game Turn Track by a red die-face, present the possibility for an early conclusion to the Battle. At the end of these Turns, the Second Player rolls a die and, if the result is less than or equal to (≤) the number shown on the die-face, the game ends immediately and the winner is determined. If the die roll is greater than the number shown, play continues on to the next Game Turn.
[5.0] Random Events
General Rule
Random events are the imponderables of war-affecting campaigns.
At the beginning of each Player Turn, the Phasing Player reveals the top Random Event card from the Draw Pile and immediately applies that side's event (only, when there are two different events on the same card).
When there are two events on a card, the top (blue-shaded) event is the French Player's and the bottom (non-blue shaded) event is the Anti-French Player's.
Procedure
In addition to specific event instructions, reshuffle the deck at the end of each Night Game Turn. Unless otherwise specified on the event itself, a specific event can occur multiple times per game.
[6.0] Movement
General Rule
During your Movement Phase, you may move as many or as few of your units as you desire. You can move units in any direction or combination of directions.
Procedure
Move units one at a time, tracing a path of contiguous spaces along the map. As each unit enters a space (called a "hex"), the unit pays one or more Movement Points from its Movement Allowance to do so.
Restrictions and Prohibitions
[6.1] Strict Sequence: Movement never takes place out of sequence. You can only voluntarily move your units during your own (i.e., your 'friendly') Movement or Reaction Phases (see 8.0 for the latter).
[6.2] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly Movement Phase, with the exception that a unit can always move 1 hex per friendly Movement Phase (as long as it is not into prohibited terrain or across a prohibited hexside), even if it does not have sufficient Movement Points to pay the entire cost to enter that hex. A unit can expend all, some or none of its Movement Points during its friendly Movement Phase. Unused Movement Points do not accumulate from Turn to Turn, nor are they transferable from unit to unit. Unused Movement Points are lost.
[6.3] Enemies: A friendly unit cannot enter a hex containing an enemy unit.
[6.4] No 'Take Backs:' All movement is final once a player's hand is withdrawn from the unit he is moving. Players may not change their minds and retrace a unit's movement after releasing it.
Strictly enforce this Rule! During these campaigns, units often went in the wrong direction at decisive moments with disastrous results.
Terrain Effects
Normally, units pay one (1) Movement Point to enter each hex, regardless of its terrain type. However, the following Cases apply to define this further:
[6.5] Rugged Terrain: A unit that enters a Forest, Rough or Marsh hex must stop immediately and forfeit its unspent Movement Points (even those awarded through Forced March; see 12.3). It can freely leave that hex at its next opportunity, but if it enters another such hex, it must again immediately stop.
[6.6] Roads: A unit using road movement (moving directly from one road hex to another, connected road hex) does not have to stop in Rugged Terrain (see 6.5). A unit which conducts its entire move along connected road hexes receives one additional (+1) Movement Point that Turn. For example, a Cavalry unit moving entirely along connected road hexes could spend up to 4 Movement Points that Turn.
Zone of Control Effects
[6.7] Stop: A unit that enters an enemy Zone of Control (see 7.0, below) must stop immediately and forfeit its unspent Movement Points (even those awarded through Forced March; see 12.3). Friendly units' Zones of Control do not affect the movement of other friendly units.
[6.8] Stuck: Units may voluntarily leave an enemy Zone of Control only through Disengagement (see 8.3) or at night (see 7.6). The usual way to leave an enemy Zone of Control is by Retreating or Advancing after Combat (see 9.7, 9.8 and 9.9).
Effects of Other Friendly Units
[6.9] No Stacking: A friendly unit can move through hexes occupied by other friendly units (at no extra Movement Point cost). They cannot end the Movement Phase stacked in the same hex with another friendly unit.
[7.0] Zones of Control
The six hexes immediately surrounding a unit constitutes its 'Zone of Control' (abbreviated 'ZOC'). Those hexes adjacent to an enemy unit where its ZOC extends are said to be in an 'Enemy Zone of Control' (abbreviated 'EZOC').
General Rule
During Day Turns, units that begin their Movement Phase in an EZOC cannot move that Turn, and units that enter an EZOC during their Movement Phase must immediately stop moving (see 6.7).
- All units exert a ZOC at all times, regardless of the current Phase or Player Turn.
- The presence of ZOCs is never affected by other units, enemy or friendly.
- ZOCs extend into all types of terrain except Fortified, Redoubt, and between adjacent Town / Fortified / Redoubt hexes (i.e., in a "built-up" area). They also extend across all types of hexsides except Major Rivers (even at bridges and fords). Important: units separated by Major River hexes (even at bridges and fords) are not considered 'adjacent.'
Example: The ZOC of the French unit in La Haye Saint does not extend into Mont St. Jean (where the British unit is), nor into Hougomont. It does extend out from its town into other adjacent hexes, such as where the Prussian unit is.
[7.1] Multiple Zones of Control: Both friendly and enemy units can exert their ZOCs upon the same hex. There is no additional effect if multiple units cast their ZOCs over the same hex. Thus, if a given unit is in an enemy-controlled hex, the enemy unit is also in its controlled hex. The two units are equally and mutually affected and 'locked' into each other's ZOCs.
[7.2] Movement Cost: Units do not pay any additional Movement Points to enter or exit an enemy Zone of Control.
Effects on Combat
[7.3] Combat Obligation: The Phasing Player's units must attack all enemy units exerting their EZOCs on them during the Combat Phase. All friendly units in an EZOC must attack an enemy unit (see 9.1).
[7.4] Retreat Effect: Units can Retreat into a hex containing an EZOC, but in doing so they run the risk of Breaking for each such hex entered (see 9.8.3).
[7.5] Advance After Combat Effect: EZOCs never affect Advance After Combat (see 9.9). Units that Advance After Combat can freely enter EZOCs.
Night Game Turns
[7.6] Night ZOC Effects: At night, EZOCs work opposite to how they do during Day Turns. That is, units cannot enter hexes in an EZOC (such hexes are prohibited), but they can freely exit hexes in an EZOC - consequently, those units are no longer stuck (as per 6.8) during a Night Turn.
[8.0] The Reaction Phase
General Rule
The friendly Reaction Phase takes place during the opposing Player's Turn. During your Reaction Phase, your Cavalry units can Countercharge, Disengage - OR - Penetrate (see Optional Rule 16.2).
Countercharge
[8.1] Seizing the Initiative: Cavalry units may make a special 'Countercharge Attack' during the Reaction Phase (only; not during your normal Combat Phase). The Reacting Player is the "Attacker" in such Battles.
[8.2] Unhinging the Enemy: A Countercharge Attack follows the normal Rules of combat in most ways (see 9.0), but because they are used to throw off the enemy's timing and coordination before Battle, they receive the following modifications:
[8.2.1] Selective Attacks: Unlike during regular combat (9.1 and 9.2), units conducting a Countercharge do not have to attack every unit whose EZOC they are in. Instead, they may attack some, none or all such adjacent enemy units, and thus can make 'Selective Attacks.' Multiple Cavalry units can combine to conduct a Selective Attack against a single enemy unit if they are all adjacent to it.
- Normal Advance After Combat (9.9) follows a Countercharge attack.
- Normal combat occurs between the Countercharging unit and any enemy unit(s) to which it is adjacent during the ensuing enemy Combat Phase.
[8.2.2] Strength Bonus: The Combat Strength of units conducting a Countercharge is doubled except when Countercharging enemy Cavalry units.
[8.2.3] Holding Fast: In a Countercharge Battle, victorious defending units cannot Advance After Combat (9.9). They are too busy protecting their lives by taking cover or forming squares.
Disengagement
[8.3] Cavalry 'Retreat Before Combat:' A Cavalry unit that starts its Reaction Phase adjacent to an enemy unit can move away via 'Disengagement.'
[8.3.1] Timing: Disengagement occurs only in your Reaction Phase.
[8.3.2] Pinned: A Cavalry unit cannot Disengage if it is in the ZOC of an enemy Cavalry unit.
[8.3.3] Procedure: A Cavalry unit Disengages by moving one hex to an adjacent, vacant, non-prohibited, non-enemy-controlled hex (but see optional exception, 16.2). It then ceases its Disengagement movement. If no other route is available, it may move through friendly-occupied hexes not in an EZOC to reach a vacant hex. If it does so, it goes one additional hex at a time until it is no longer stacked with a friendly unit.
[8.3.4] Non-Retreat: Disengagement is not 'Retreat After Combat' (9.8). Thus, the enemy cannot Advance After Combat (9.9) to pursue a unit that uses Disengagement.
Cavalry Penetration
[8.4] Cavalry Penetration: See Optional Rule 16.2 for this interesting additional Reaction Phase option.
[9.0] Combat
General Rule
The Phasing Player is called the 'attacker' and the Non-Phasing Player is called the 'defender' at a 'Battle' (i.e., the resolution of a single attack) regardless of the overall strategic situation.
You must declare all your Battles for that Phase before conducting any of them. Then, each individual Battle is resolved, one at a time, in any order you choose, by rolling a die and consulting the Combat Results Table to determine its outcome.
Procedure
At each Battle, follow these Steps in order:
A. Designate which of your units are attacking which adjacent enemy unit(s).
B. Total the Combat Strength of all your attacking units in that Battle. You may now spend a Morale Point to 'commit Reserve troops' to that Battle and increase your total strength by one (+1).
C. Total the defense strength of all the defending units that are the target of the attack. Add in the single best Terrain Effect for the defender's location. The defender may now spend a Morale Point to commit his Reserves and increase his total strength by one (+1).
D. Subtract the total defending strength from the total attacking strength. The result is the 'Combat Differential,' expressed as either a positive or negative number (or 0).
E. Consult the Combat Results Table (CRT) and resolve the Battle using the 'Differential Column' from Step D.
F. Roll one die. Cross index the die roll with the Differential Column to determine the result of that Battle.
G. Apply this Combat Result immediately, including Retreats and Advances After Combat.
[9.1] Mandatory Combat: All phasing units in an EZOC must make an attack. If you choose to have a unit which is not in an EZOC (e.g., a unit in a Redoubt hex) attack, then all non-phasing units in your unit's ZOC must be attacked.
[9.1.1] Attacker's Prerogative: You must determine which of your attacking units will attack which defending enemy units, in any combination you desire, as long as: A) all your friendly units in an EZOC participate in an attack, and B) all enemy units in your friendly ZOCs are, themselves, attacked (see 9.2.1).
[9.1.2] Pushing Too Hard: No unit can attack more than once per Friendly Combat Phase, and no enemy unit can be attacked more than once per Friendly Combat Phase.
[9.2] Declaring All Battles First: During your Combat Phase, you must declare which of your friendly units will be attacking which adjacent enemy units at the beginning of each Combat Phase (to ensure that all adjacent units are attacked according to the Subcases below) before conducting any individual Battles.
[9.2.1] Multiple Unit and Multi-Hex Battles: When one of your units is in the ZOCs of more than one enemy unit, it must attack all of those enemy units that are not designated to battle some other friendly unit during that Combat Phase.
Example: You have a lone unit adjacent to two enemy units; it must fight them both!
[9.2.2] Multi-Unit Battles: Attacking units in two or more hexes can combine their Combat Strengths in a single Battle providing all of the attacking units are adjacent to all of the defending units. Battles can thus involve multiple attacking and/or defending units.
Diversionary Attacks: As you organize a series of Battles, you may allocate your attacking units in such a way so as to conduct some Battles at sacrificially poor differentials (a wargaming technique called 'soaking off') so that you can conduct other, adjacent Battles at more advantageous differentials.
[9.3] Combat Strength Unity: A given unit's Combat Strength is always unitary; it is not divisible among multiple Battles during a single Phase, either for attack or defense.
Artillery Bonus
Artillery units, when included in a game, represent large, unwieldy parks of cannons that were concentrated into Grand Batteries to blast a hole in the enemy's line.
- Always double the Combat Strength of attacking Artillery units. Artillery units use their normal (printed) Combat Strength when being attacked.
- Artillery units can never Advance After Combat (see 9.9).
Terrain Effects on Combat
Defending units benefit from the terrain in the hex they occupy and/or that hex's perimeter hexside(s) it is attacked through.
[9.4] Defender's Benefit: Add the Combat Strength of the defender's hex or hexside to the defender's strength total as indicated on the Terrain Effects Chart.
[9.4.1] A Single Benefit: The terrain benefits for combat are not cumulative. The defender in a Battle receives only the single most advantageous terrain benefit (for the defender) available for the defender's hex or through a hexside.
[9.4.2] Multiple Benefits: When two or more defending units are involved in a single Battle, and they receive different terrain benefits (i.e., different effects on the Combat Differential), then modify the entire attack by the single most favorable benefit to the defender.
Example: The single French Infantry unit must attack the Prussian Cavalry unit, and may attack the Prussian Infantry unit (9.1; the Prussian Infantry unit's ZOC does not extend across the bridged Major River hexside, so the Phasing French unit is not obligated to attack it). The French situation is desperate, so the French Player declares that he will attack both units, initiating a single Battle against them. The Prussian Cavalry unit is in Clear terrain, so the Prussian Infantry unit's benefits will apply for the defender (9.4.2). The Prussian Infantry is in Jena, a Town hex located across the Saale River at a Bridge hexside. Each of these terrain advantages for the defender (Town and Bridge) is worth one additional (+1) Combat Strength, but their benefits are non-cumulative (9.4.1), so only the single best (i.e., +1) is added. Prior to commitment of Reserves by either side, this Battle stands at 4 vs. 4 (2 + 1 + 1) and will be resolved on the '0' Differential column of the Combat Results Table (CRT).
[9.4.3] Attacker's Terrain: Terrain in hexes occupied by the attacking unit(s) has no effect on combat. Note that Fortified, Redoubt, and adjacent Town/Fortified/Redoubt hexes do not allow EZOCs to extend into them, nor do ZOCs extend across Major River hexsides (even at Bridges or Fords). Thus, units in these hexes or across these hexsides are not obliged to attack out / across (9.1; however, if they do, Rule 9.1 fully applies), nor are they stuck when moving (6.8).
[9.4.4] Garrison Forces: Some Napoleonic 20 games feature hexes containing intrinsic Garrison forces. These positions, typically indicated on the map by a small flag of the side controlling the Garrison, resist enemy efforts to enter them.
Garrison forces have an intrinsic Combat Strength of zero (0), and that is modified by the terrain in the hex that force occupies.
Garrison forces function as listed below when their hex is unoccupied, but they are ignored completely while their hex is occupied by a friendly unit.
Garrison Force Abilities:
- Garrison forces exert a normal ZOC.
- Garrison forces cannot attack.
- Garrison forces do not move or Retreat.
- You cannot commit Reserves (12.5) to Battles which involve only your Garrison forces.
- Your units can freely move through and/or occupy the same hex as your Garrison forces. Thus, friendly units can freely "stack" with their Garrisons.
- Enemy units cannot enter your garrisoned hexes except through Advancing After Combat when those enemy units are the attacker.
Covering Your Failed Attack: Important: When your attacking unit is displaced from a garrisoned hex, the victorious defending unit(s) cannot Advance After Combat if you have an intact Garrison force present. This overrides the usual Advance After Combat Rules as the Garrison force is, in effect, 'covering' for your Retreating unit after its failed attack.
Falling to an Enemy Attack: When a garrisoned hex has a friendly unit in it, and that unit is Broken or Routed by an enemy's attack, those victorious enemy units can Advance After Combat normally into that garrisoned hex. The Garrison is considered to be subsumed into the defending unit and suffers that unit's fate. If, for any reason, a victorious attacking enemy unit does not then Advance into that garrisoned hex, the Garrison force remains unaffected and intact.
Elimination of Garrison Forces: Unless otherwise noted in the Exclusive Rules, Garrison forces are permanently destroyed the instant an enemy unit occupies their hex.
[9.5] Voluntary Differential Reduction: When attacking, you may reduce the Combat Differential of any given Battle during Step E in the Battle Procedure, resolving it at a lower differential.
Explanation of Combat Results
Once determined, apply the combat result immediately, including any Retreat and/or Advance After Combat, before resolving the next Battle that Phase.
[9.6] Combat Results: Listed below are the different Battle outcomes and their effects upon the units participating:
[A] AB: Attacker Breaks. Break all attacking units in this Battle. The defender conducts any Advance after Combat (9.9). See Optional Rule 16.5.
[B] AR: Attacker Routed. The defender rolls one die for each Routed unit, one at a time, and the attacker Retreats that Routed unit a number of hexes equal to its die roll and places a Routed! marker on it on the appropriate side (see 9.6.3). The defender conducts any Advance After Combat (9.9).
[C] AW: Attacker Withdraws. All attacking units in this Battle are Retreated one hex (9.8) by the attacker. The defender conducts any Advance After Combat (9.9).
[D] DB: Defender Breaks. Break all defending units in this Battle. The attacker conducts any Advance After Combat (9.9).
[E] DR: Defender Routed. The attacker rolls one die for each Routed unit, one at a time, and the defender Retreats that Routed unit a number of hexes equal to its die roll and places a Routed! marker on it on the appropriate side (see 9.6.3). The attacker conducts any Advance After Combat (9.9). See Optional Rule 16.5.
[F] DW: Defender Withdraws. All defending units in this battle are Retreated one hex (9.8) by the defender. The attacker conducts any Advance after Combat (9.9).
[G] EX: Exchange. First, Break all defending units, and then the attacker must Break from among his units in that Battle an amount of Combat Strength Points at least equal to the defender's Combat Strength total. Use only the printed Combat Strength values on the units, unmodified by terrain, Events, etc.
Note that if the defending side's Morale was not reduced to '0' (i.e., the attacker won the game, as per 15.0), the attacker may be forced to Break units whose strength is greater than the defender's if there is no other alternative - i.e., you can't 'make change.' The attacker may also choose to Break a stronger unit than necessary if he so desires - this might occur if a weaker unit is deemed more valuable to the attacker for some reason.
Afterward, if there are any surviving attacking units, the attacker conducts any Advance After Combat (9.9).
[H] N: Engaged. There is no effect. Neither side Breaks any units, Retreats or Advances as a result of this Battle.
Combat Results Subcases
[9.6.1] Broken Units: Remove Broken units from the map and set them aside (because they can be Rallied; see 10.0).
[9.6.2] Elite Unit Routing: When an Elite unit (i.e., one with a red Combat Strength) Routs, subtract two (-2) from the Rout die roll. If the modified result is less than one (<1), the outcome is changed to 'Withdraws' (i.e., the unit must still conduct a 1-hex Retreat, but suffers no Rout effects).
[9.6.3] Routing Units: After surviving their Retreat movement, a Routed unit receives a Routed! marker showing the color around its border matching the side whose Player Turn it currently isn't.
Example: During the Anti-French Player's Turn (i.e., during the Anti-French Player's Events and Combat Phases, and the French Player's Reaction Phase), all Routed! markers placed on units from both sides would have the French (blue border) color-side up. Conversely, during the French Player's Turn, all Routed! markers placed would show their Anti-French (non-blue border) color-side.
Effects: While a unit has a Routed! marker on it, apply all of these effects:
- It can only move in such a way as to continue its Retreat (denoted by the 'R' on the marker). That is, any Movement Points it spends must be in accordance with Rule 9.8. It can always not move and remain in place.
- It loses its ZOC.
- Its Combat Strength is reduced by 50% (round fractions up), both when attacking and defending. This does not modify any defender's Terrain Strength benefits.
- If all of your units participating in a Battle have Routed! markers, you cannot spend a Morale Point to commit Reserves to that Battle (12.5).
- It cannot Advance After Combat.
- It will Retreat and Rout again normally, if compelled to do so.
Recovery: At the end of your Combat Phase, remove all Routed! markers in play whose borders match your side's color (blue bordered if you are the French Player or non-blue bordered if you are not), and are not in an EZOC.
Example: You are the French Player and, on your Turn, one of your units and two of your opponent's units are Routed. They each receive a white-bordered (i.e., opponent's colored) Routed! marker after surviving their Retreat. At the end of your opponent's Combat Phase, those Routed! markers are removed from each of these units, but only if it is not in an Enemy Zone of Control. Otherwise, they remain on those Routed units, with full effect, and are checked again for removal at the end of your opponent's next Combat Phase!
Retreating After Combat
'Retreat After Combat' is when a combat result requires a player's unit(s) to Retreat (either by Withdrawal or Rout). The owning player must immediately move each such unit the indicated number of hexes away from the hex it occupied during the Battle (i.e., its 'Battle hex').
[9.7] No Movement Cost: Retreat is not regular movement. Retreating units simply count the hexes Retreated through, one at a time, regardless of terrain (including Rough, Forest, etc. where Retreating units do not stop during a Retreat).
[9.8] Retreat Restrictions: If a unit is unable to Retreat within the following restrictions, that unit is Broken instead:
[9.8.1] Terrain Effects: Units cannot Retreat off the map, into prohibited hexes or across Major Rivers (except across Bridge or Ford hexsides).
Units in a Fortified or Redoubt hex may always Retreat one fewer hex, at the owning player's option.
Thus, a unit in such a hex can ignore a Withdraws result that it suffers, and Retreat one hex fewer if it Routs; on a Rout die roll of 1, such a unit is still technically Routed and suffers normal Rout effects, but it may opt to 'hold its ground.'
For Elite Forces, apply the Elite effects first (subtracting two from the Rout die roll) and then adjust for defending in a Fortified or Redoubt hex. Thus, if an Elite Force suffered a 1 or 2 Rout result while defending in a Fortified or Redoubt hex, it would be the equivalent of an ENgaged result; on a 3 the unit would be Routed but could choose to 'hold its ground.'
[9.8.2] Retreat Hex Priority: Whenever and wherever possible, you must Retreat units into and through vacant hexes not containing an EZOC.
[9.8.3] Hazardous Retreat Path #1 - Enemy ZOCs: If the above (9.8.2) is not possible, you can Retreat a unit into/through an EZOC and even end its Retreat in an EZOC. If you do so, however, you must roll one die for each EZOC hex entered. On a roll of 1, 2, or 3, the unit Breaks in that hex; on a roll of 4, 5, or 6, it Retreats normally. Friendly units do not negate EZOCs for purposes of Retreat.
[9.8.4] Hazardous Retreat Path #2 - Crossing Rivers: When Retreating anywhere across a Minor River, or across a Major River via a Bridge or Ford hexside, your unit must roll one die. On a roll of 1, 2, or 3, the unit Breaks in the hex before crossing that River; on a roll of 4, 5, or 6, it Retreats normally across it. When Retreating into/across multiple hazards at a single hex, you must make a separate die roll for each of them!
[9.8.5] Friendly Units: If no other route is available, a Retreating unit may move through friendly occupied hexes. If its Retreat would end in a friendly-occupied hex, it Retreats one additional hex at a time until it is no longer stacked with a friendly unit. This means additional die rolls if these hexes are also hazardous!
[9.8.6] Retreat Direction Priority: While always yielding to Rule 9.8.2, whenever and wherever possible, you must Retreat your units in such a way that, with each hex they Retreat, they move closer to a friendly Line of Communications (LOC) hex (see the Exclusive Rules) than the hex Retreated from. You have the choice of which LOC hex to Retreat each unit toward if more than one is available (regardless of proximity to the Retreating unit).
[9.8.7] Going the Distance: A Retreat path can zig-zag only to avoid self-destruction, but it must strive to maintain Rule 9.8.6. The length of the Retreat path must be the full indicated number of hexes. If the unit reaches the LOC before reaching the full required distance, it Breaks in the LOC hex (i.e., it is Retreated 'off the map').
Advancing After Combat
Victorious attacking or defending units can usually Advance After Combat.
[9.9] Advance After Combat Cases: Units must adhere to the following Cases when conducting Advance After Combat:
[9.9.1] The Retreat Path: When an enemy unit Retreats as a result of combat, it will leave a specific path of vacant hexes behind it called the 'Retreat Path.' If this path went through a hex containing another unit friendly to the Retreating unit (9.8.5), the Retreat Path ends at the unit Retreated through. If a unit Breaks, then the hex it occupied at the instant of Breaking is the termination point for its Retreat Path.
[9.9.2] Who is Eligible to Advance? Any or all surviving victorious non-Artillery, non-Routed units (and see 16.8.3, "Spent") that participated in the Battle can Advance After Combat by their owner along the enemy Retreat Path (only). Units cannot stray from the Retreat Path while Advancing.
[9.9.3] Which Units Must and Cannot Advance: Normally, Advancing is made at the discretion of the victorious player, but if there are one or more victorious Cavalry units involved in that Battle, the victorious player must roll a die on the Controlled Advance Table (subtracting one if any are 'Heavy' Cavalry units of 2 or more Combat Strength).
- If control of the Advance is kept, there is no effect and those units Advance normally as their owner sees fit.
- If control of the Advance is lost by the Cavalry, then at least one victorious Cavalry unit must Advance.
After any mandatory Cavalry unit Advance After Combat is conducted, if the defeated unit's hex is still vacant, then one other attacking unit involved in that Battle may (at the owning player's discretion) Advance After Combat into that hex (only), if otherwise allowed.
[9.9.4] Enemy ZOCs: Advancing units always ignore enemy Zones of Control.
[9.9.5] Advance Limit: Artillery and Routed units can never Advance After Combat, Infantry units cannot Advance beyond the hex occupied by the defender at the start of that Battle, and a Cavalry unit cannot Advance a number of hexes greater than its printed Movement Allowance. As when Retreating, Advancing units don't spend Movement Points nor stop for Rugged Terrain (9.7). Advance after Combat is, essentially, a 'free move.'
[9.9.6] Terrain Effects: Units may not Advance After Combat into Prohibited hexes (i.e., hexes that they could not enter through normal movement) or across Major Rivers (except across Bridge or Ford hexsides).
[9.9.7] Immediacy: You must immediately exercise your option to Advance After Combat before the next activity is resolved. If not exercised immediately, this Advance opportunity is lost.
[9.9.8] Exhaustion: Advancing units can neither attack, nor be attacked, again during that same Combat Phase, even if their Advance places them next to enemy units whose Battles are yet to be resolved, or who were not involved in a Battle.
Example: Three French units (the 4-strength Imperial Guard, 2-strength III Corps, and 1-strength IV Cavalry Corps) attack one Prussian unit (the 3-strength I Corps) which is defending in a Forest hex.
The attacker (French) has a total of 7 Strength Points, and the French Player declines to spend a Morale Point to increase his strength. The defender (Prussian) has a total of 4 Strength Points (3 for the unit plus 1 for the Forest hex it is defending in), and opts to spend 1 Morale Point to increase his total to 5. Therefore, the Combat Differential is 7 - 5 = +2. The French Player rolls a die. Looking at the Combat Results Table, the French Player's die roll of 6 is cross-indexed with the +2 Column to yield a result of DR (Defender Routs).
This requires a roll to determine the Rout distance. A result of 2 isn't bad, requiring the unit to Retreat only two hexes back toward its Line of Communication (LOC) off to the right - and no loss of Morale for Routing more hexes than its Movement Allowance (see Morale Chart)!
Unfortunately, the first hex it must Retreat through is in an Enemy ZOC (i.e., "hazardous"), so another die roll must be made to see if the Retreating Prussian unit Breaks (as per 9.8.3). This time, the die roll is a 5, and the Prussian unit survives and continues its Retreat along its Retreat Path.
Now the French consider their Advance After Combat options. With a victorious French Cavalry unit among the attackers, a die roll is required on the Controlled Advanced Table, but a result of 3 means that Cavalry unit is 'off to the races' and must Advance into the Forest hex. The French Player then exercises his option to continue to Advance his Cavalry unit along the Retreat Path and takes a second hex (which is where the Retreat Path ends). Finally, the French Player also exercises his option to Advance an Infantry unit into the defender's vacated hex, moving the 2-strength III Corps into the Forest.
[10.0] Rallying
General Rule
At certain times (e.g., Night Turns), you can attempt to 'Rally' your Broken units.
Procedure
For each Broken unit attempting to Rally, roll one die and apply all appropriate die roll modifiers as listed on the Rally Table on the Player Aid Mat. Note that the decision to spend a Morale Point (12.0) is made separately at every Rally occasion and must be made before rolling the die. Consult the Rally Table and apply the result immediately. Also see the Unit Reduction Optional Rule, 16.5.
Placement of Rallied Units
Place your newly Rallied unit on an empty friendly Line of Communications hex. If none are available, or you do not desire to place it there at this time, then that unit simply remains Broken; it is possible to try to Rally it again at a later time. (Also see Rule 16.4 for additional Rally locations.)
[11.0] Reinforcements
General Rule
You might receive additional units over the course of play called 'reinforcements.' Your reinforcements appear during your Movement Phase on the Game Turn indicated by the set up instructions in the Exclusive Rules portion of this booklet.
Variable Reinforcements: Some games list 'Variable Reinforcements' in their set up instructions or that enter play via Event cards. Each of your Variable Reinforcement units requires you to make a separate die roll for it on the Turn it is scheduled to arrive. If your die roll succeeds, it enters play that Turn normally. If it fails, that unit is advanced ahead one turn on the Game Turn Track, where you can roll for it again during your next Movement Phase.
Procedure
When they arrive, place your reinforcement units next to the colored map edge hexsides indicated in the Exclusive Rules portion of this booklet.
Important: The notion of reinforcements being poised directly at the map edge is strictly a concept. Until they enter the map, reinforcements have no effect on gameplay. Off map units have no ZOCs, cannot attack enemy units, etc.
[11.1] Initial Movement: Arriving reinforcements are poised next to the map edge. When entering its first hex, a reinforcing unit expends its Movement Points normally according to the Terrain Effects Chart. Units entering along a Road pay the Road movement cost.
[11.2] March Order: When you have more than one reinforcement unit appear at the same hex during the same Movement Phase, line them up off map, one behind the other, with the 'lead' unit poised next to the map entry hex itself. To simulate a 'march order' column of troops, each such unit spends one more Movement Point than its predecessor did to enter the map.
[11.3] Timing: Reinforcements can arrive at any time during your Movement Phase that Turn. Once on the map, reinforcement units are treated as normal units for all purposes.
[11.4] Blocked Entry: A reinforcement unit cannot enter a hex occupied by an enemy unit; it can enter a hex in an EZOC, but must then cease movement normally.
[11.5] Delaying Arrival: You may voluntarily delay your reinforcements from Game Turn to Game Turn, bringing them into play on some later Turn (if at all). This is what a player must do when a reinforcement's entry area is blocked by enemy units. Whenever a reinforcement is brought into play, it must appear at its scheduled entry area.
[12.0] Army Morale
General Rule
Each side begins with a number of Morale Points as indicated in the Exclusive Rules' set up instructions. Morale Points represent that side's level of motivation and command skill during the campaign. Players expend Morale Points to enhance their Movement, Combat and Rally operations.
Keeping Track of Morale Points
Use the Morale markers to record Morale Points on the Morale Track.
[12.1] Gaining / Losing Morale Points: See the Morale Chart (next to the Morale Track on the Player Aid Mat) for specific in-game actions that raise and lower Morale Points. If two or more Morale-changing events occur simultaneously, first add and then subtract all the Morale Point changes that apply.
[12.1.1] Maximum Morale: A side's Morale Value may never exceed ten (10), with any excess being lost.
[12.1.2] Morale Destroyed: If a side's Morale Value ever reaches zero (0), then that side immediately loses the game. If this occurs to both sides simultaneously, the game is a draw.
[12.2] Committing the Guard: Certain units, often referred to as 'Guards' (i.e., ones with a red Movement Allowance) were typically held back and committed only at critical times.
[12.2.1] Forward: During your Movement Phase, before moving your Guard unit into a hex from which it can attack an adjacent enemy unit (i.e., 'committing the Guard'), you must spend a Morale Point.
Exceptions:
- There is no cost to commit a Guard unit if either side has only 1 Morale Point remaining. The Guard was expected to join the fray at such a critical moment.
- There is no Morale cost for a Guard unit to Advance After Combat (9.9). At that point, that Guard unit is already committed.
[12.2.2] La Garde Recule: If an attacking Guard unit in a Battle could not conceivably Advance After Combat (9.9.2), i.e., it was not victorious or did not survive an EX outcome, that side loses one (-1) Morale Point. That Guard unit does not have to actually Advance, it simply must be victorious and capable of doing so. This Guard unit morale adjustment is in addition to other morale-adjusting factors.
Example: The French Guard unit pays 1 Morale Point (MP) to move adjacent to an enemy unit that is across a bridge hexside, setting up a very important attack. It Routs (DR) that enemy unit 6 hexes. The enemy = -1 MP for Routing more hexes than that unit's Movement Allowance (and the attacking Guard unit avoids the La Garde Recule penalty; 12.2.2). That Routing unit then Breaks when it reaches a prohibited hex and can't complete its Retreat. The French = +1 Morale (for Breaking the enemy unit). When the Routed unit Breaks, there is no additional MP loss to its side.
Spending Morale Points
You can only ever spend a single Morale Point at a time for these purposes:
[12.3] Forced Marching: During your Movement Phase, you may spend one Morale Point to increase the Movement Allowances of all your units by one (+1).
[12.4] To Rally: When you attempt to Rally units, you may spend one Morale Point for a plus one (+1) die roll modifier to all your Rally die rolls conducted at that time.
[12.5] Committing Reserve Troops to Battle: During a Battle's Steps B and C, the attacker and defender, respectively, may each spend one Morale Point to add one (+1) to their side's total strength in that particular Battle.
[13.0] Passing ("Lulls")
General Rule
After the first Night Game Turn occurs, during any subsequent Day Turn where both players have units on the map, if you do not Force March your army, nor make any Battle die rolls (9.0) during your opponent's Reaction Phase or your own Combat Phase, then your side gains one (+1) Morale Point at the end of your Player Turn if either one of these applies:
A. Your side has fewer than 6 Morale Points, - OR -
B. Your side does not have more Morale Points than your opponent.
[14.0] Night Turns
General Rule
During Night Game Turns, the following Rules apply:
- Speed Limit: Reduce all Movement Allowances to one (1) Movement Point. You can increase this, as usual, by using Roads and/or Forced Marching, but units can always move at least one hex regardless of other adjustments (e.g., Event cards, Fatigue; see 16.8) unless specifically prohibited from doing so.
- ZOC Effects: At night, EZOCs work opposite to how they do during Day Turns. That is, units cannot enter hexes in an EZOC (such hexes are prohibited), but they can freely exit hexes in an EZOC - consequently, those units are no longer stuck (as per 6.8) during a Night Turn. This is a way to exit enemy ZOCs. In effect, all units can Disengage at night.
- No Battles: Skip the Reaction Phase, and no combat occurs during a Night Turn's Combat Phase.
Additional Activities
The following 'Night Operations' are skipped during Day (i.e., non-Night) Turns. You only perform them, in order, during the Night Operations Phase of your Night Turn.
- Rally: You may attempt to Rally your Broken units (see 10.0).
- Enemy Morale Loss due to Captured Terrain: If you have units physically occupying enemy LOC and / or Objective hexes (i.e., one in the opposing side's color), apply their morale loss effect at this time according to the Morale Chart.
- Morale Recovery from Rest: Your side increases its Morale Value by one (+1) point from a night's recuperation.
- Reconcealment: When using the Fog of War Optional Rule (16.1), you now reconceal (i.e., flip face-down) and place your side's Dummy units on the map.
- Reshuffle: At the end of the Second Player's Night Turn, reshuffle the cards to refresh the Draw Pile.
[15.0] How to Win
General Rule
Each side has its own Victory Conditions based upon Morale values:
- The French Player wins a Decisive Victory if, at any time, the Anti-French side's Morale is reduced to zero (0) and French Morale is one (1) or more.
- The Anti-French Player wins a Decisive Victory if, at any time, the French side's Morale is reduced to zero (0) and Anti-French Morale is one (1) or more.
- The Anti-French Player wins a Marginal Victory if, at the end of the game (i.e., at the conclusion of the last Game Turn), the Anti-French side's Morale Value is at least 1 higher than the French side's Morale Value.
- A Draw Occurs with any other result.
[16.0] Optional Rules
Players can use these Optional Rules in any combination desired.
[16.1] Fog of War: Hidden Units
Players place their units face-down at all times (including during set up). You can freely inspect your own units, but not your opponent's pieces until they are 'revealed.' Face-down units function normally in all other respects.
[16.1.1] Revealing Hidden Units: You reveal a face-down unit...
- Whenever the opposing player desires to reveal his own units.
- When you pay a Morale Point to 'Commit the Guard' (12.2); at that time, that Guard unit, if hidden, must be revealed.
- At the end of each non-Night Turn's Movement Phase, if you have a face-up Cavalry unit adjacent to hexes containing face-down enemy units, reveal all of those face-down units.
- When an enemy Cavalry unit attempts to move during its Reaction Phase via Disengagement (8.3) or Penetration (16.2), and you wish to prevent that maneuver with a hidden friendly Cavalry unit, that hidden friendly Cavalry unit is revealed.
- After all Battles are declared during a Combat Phase (i.e., which friendly units are designated to attack which other, possibly hidden, enemy units), all units involved are revealed.
No Advance After Combat is permitted when only a hidden Dummy unit is revealed in Battle. (There was no combat, so there is no Advance.)
[16.1.2] Reconcealing Units: Face-up units remain revealed until the end of your Night Turn, at which time all of your face-up units are turned face-down to begin the new day.
[16.1.3] Dummy Units: Each side's mix of pieces includes one or more 'Dummy' units.
- Unless specified, do not set up any Dummy units on the map.
- You may add to the map one hidden friendly Dummy unit per Turn, if available, with the arrival of either your newly Rallied or Reinforcement unit (also hidden). They arrive stacked together (like a 'shell game') and you must move at least one of them during your Movement Phase (6.9) so that they do not remain stacked.
- You can also place in play all of your available (i.e., those not currently hidden on the map) Dummy units when your units are reconcealed (usually at Night, see 14.0). Place them in hexes containing a friendly unit that is not adjacent to an enemy unit and then immediately relocate one of those two stacked units (real or Dummy) to an adjacent hex that is also not adjacent to an enemy unit.
- A Dummy moves like a Cavalry unit (with a Movement Allowance of 3). But moving them only 2 will help conceal them among Infantry units!
- The instant your Dummy unit is revealed, it is removed from the map (at no Morale cost). It can return during your next opportunity for reconcealment.
- When declaring Battles (9.2), include hidden Dummy units! Their declared Battles do fulfill the attacker's mandatory combat requirement (9.1). That is, you can use unrevealed Dummy units as 'feints' to create diversionary attacks!
- When revealing units as per 16.1.1, Dummy units do cause enemy units to be revealed. In this capacity, they are 'scouting.'
- Until revealed, a Dummy unit functions in all ways as a normal unit and does control the hex it occupies (e.g., an enemy Objective or LOC hex).
[16.2] Cavalry Penetration
During your Reaction Phase, friendly Cavalry units may move through enemy ZOCs under certain circumstances.
Procedure: Cavalry Penetration occurs during your Reaction Phase (only) as that Cavalry unit's single action. Your Cavalry unit must begin its Reaction Phase adjacent to an enemy unit. It can then move into another hex that is also adjacent to an enemy unit (even moving from one hex in an EZOC to another), but it must then cease its movement for that Phase and cannot also conduct a Countercharge attack.
- The Penetrating Cavalry unit cannot begin in, or enter an, enemy Cavalry unit's EZOC.
This move is, in effect, the opposite of Disengagement (8.3).
[16.3] Artillery Support
Individual artillery batteries were often detached from 'parks' for nearby formations to help shore up threatened parts of the line.
[16.3.1] Defensive Support: If no attack has been declared (9.2) against an Artillery unit, it adds one (+1) to the strength of all friendly defending units in its ZOC (if it currently has one). This benefit has no Morale Point cost and applies during both the enemy's Combat and Reaction Phases.
[16.3.2] Bombardment: Artillery units can attack across a Major River or other prohibited terrain hexside by Bombardment. A bombarding Artillery unit can attack, either alone or combined with other friendly attacking units, using its normal (printed; not doubled as per 9.3) Combat Strength. When bombarding, Artillery units enjoy a limited immunity to adverse combat results: Treat all AB or AR results as AW. If an EX result occurs, a bombarding Artillery unit cannot be Broken to satisfy Case 9.6.G; if the Artillery unit is attacking alone via bombardment, treat EX results as ENgaged instead.
[16.4] Additional Rally Locations
In addition to vacant LOC hexes, you can also place Rallied units (10.0) in a 'Rally hex' that meets all of these conditions:
- It must be an empty... Town, Fortified or Redoubt hex OR your side's Objective hex. That is, a 'natural rallying point.'
- It must be 'a safe distance' of at least 4 hexes away from the nearest enemy unit AND closer to your nearest LOC hex than the nearest enemy unit is to that same LOC hex. That is, it must be 'safely behind your lines.'
- It must be able to trace a path of hexes to your closest LOC hex that is not occupied by an enemy unit. This path can be of any length, but cannot pass through any hex containing or adjacent to an enemy unit, or across impassable (unbridged / unforded) Major River hexsides. In other words, that hex is not 'isolated behind enemy lines.'
[16.5] Unit Reduction
Broken units can return to play as smaller formation, reduced-strength units called 'Cadres.'
[16.5.1] Partial Rallying: When you conduct a Rally Check for an Infantry unit (only) and roll a 'Cadre?' result, you have the option to partially Rally that unit thus:
- Eliminate the Infantry unit you were rolling for (i.e., it is permanently removed from play), and
- Receive ('Rally') one of the generic, 1-strength Cadre units instead.
[16.5.2] Cadre Units: Cadre units function as normal Infantry units except, if they are ever Broken, they themselves cannot be Rallied. When Broken, they return to your pile of available Cadre units instead, ready for future reuse.
[16.6] Unit Breakdown and Buildup
Before it moves during your Movement Phase, your 'large' (i.e., having a Combat Strength of 2 or more) Infantry-type unit (only; other types are not eligible) can be exchanged for (i.e., 'broken down into') two Cadre units, if available, at the cost of 1 Morale Point.
Conversely, at the end of your Movement Phase, you can stack two Cadre units together and exchange them for (i.e., 'combine them into') an eliminated large Infantry unit and recover 1 Morale Point.
[16.6.1] Breaking Down: A player must have two available Cadre units in order to break down a large Infantry unit.
Remove the large infantry-type unit being broken down from the map and place it among your eliminated units (i.e., it cannot be Rallied). Replace it in its hex with two Cadre units. These newly placed Cadre units are free to move and engage in combat this Turn.
- There is a minus one (-1) Morale Point cost to break down a unit thus.
- If an unrevealed large Infantry unit breaks down, one Dummy unit, if available and Rule 16.1 is in effect, can also be added to that stack of two (also unrevealed) Cadre units when it is formed.
[16.6.2] Combining: Any two Cadre units of the same nationality can end their owner's Movement Phase stacked together (an exception to Rule 6.9). When they do so, remove them from the map and replace them in that hex with your weakest eliminated large Infantry unit of that same nationality; that unit is then free to participate in combat that Turn.
- There is a plus one (+1) Morale Point gain when building up a large Infantry unit thus.
[16.7] Special Unit Types
Some games include special unit types with unique capabilities identifiable by their Combat Strength and/or Movement Allowance in a different (non-black) color. As a reminder, the Standard Rules:
- Infantry units with their Combat Strength in red are Elite units (-2 for Rout rolls, and +1 for Rally rolls).
- All units with their Movement Allowance in red are Guard units (they must be 'committed' to attack with them, see 12.2).
[16.7.1] Light Infantry: Infantry units with their Movement Allowance in green are Light Infantry. They function as normal Infantry units in all respects except as follows:
- They can also Disengage, exactly as per Case 8.3 (i.e., not if in an enemy Cavalry unit's ZOC).
- As an exception to Case 6.5, Light Infantry units need not stop in Rugged Terrain hexes (e.g., Forest, Rough and Marsh). Instead, they may simply spend one Movement Point to enter that hex and continue moving.
[16.7.2] Cossacks: Cavalry units with their Movement Allowance in green are Cossacks. They function as normal Cavalry units except as follows:
- As an exception to Case 6.5, Cossack units need not stop in Rugged Terrain hexes (e.g., Forest, Rough and Marsh). Instead, they may simply spend two Movement Points to enter that hex and continue moving. If it enters a Rugged hex when it has only one Movement Point, it can enter and must stop as usual.
- During their Reaction Phase, Cossack units cannot Countercharge (8.1) or Penetrate (16.2).
- During the Reaction Phase, Cossack units can Disengage from the ZOCs of enemy Cavalry units (an exception to Case 8.3.2).
[16.7.3] Unreliable Troops: Units with their Combat Strength in yellow are Unreliable. When your Unreliable unit participates in a Battle, you must roll a die to see if it Wavers. You make this roll after you've committed Reserves, if desired, but before the Battle is resolved. Subtract one (-1) from this die roll if your side's Morale level is currently less than your opponent's Morale level.
- If the modified result is greater than one (>1), that Unreliable unit is Steady and there is no effect.
- If the modified result is less than or equal to one (≤1), that Unreliable unit Wavers and its Combat Strength is reduced by one (-1) for that Battle only.
[16.7.4] Reluctant Troops: Units with their Movement Allowance in yellow are Reluctant. As an adjunct to Case 9.9.3, if you wish to Advance After Combat with your victorious Reluctant unit, you must first roll a die for it (individually) on the Controlled Advance Table.
- If control of the Advance is kept, there is no effect and that unit can Advance at your discretion.
- If control of the Advance is lost by that Reluctant unit, it cannot Advance, even if you desire to (but your other victorious units can, if able).
[16.7.5] Stragglers: Units with their Combat Strength in blue are Stragglers. They are treated as normal combat units with the following exceptions:
- They have no ZOCs.
- Their Combat Strength is zero (0), which can be modified by terrain.
- You cannot commit Reserves (see 12.5) to a Battle involving only your Straggler units.
- When a Straggler unit receives a Routed result in a Battle, it is Broken instead, with all the normal morale adjustments occurring.
- Straggler units cannot be Rallied (i.e., once they are Broken, they are permanently eliminated).
[16.7.6] Road-bound Units: Units with their Movement Allowance in white are Road-bound (e.g., wagon trains and supply convoys). Road-bound units must occupy a Road hex, and if ever forced to Retreat off a Road hex, a Road-bound unit is permanently destroyed. Note that Road-bound units are eligible for both the Road Movement and Forced March bonuses.
[16.8] Fatigue
Sustained combat exhausts troops and degrades their performance over time. You can show this using the round Fatigue markers and this Optional Rule.
Fatigue Levels: Here is the list of the five levels of Fatigue:
- Fresh (no marker)
- Ready (green marker)
- Tired (yellow marker)
- Weary (orange marker)
- Spent (red marker)
Procedure:
[16.8.1] Exhaustion: Each unit participating in a Battle (attacking and defending), has its Fatigue Level increased by one (e.g., from having no Fatigue marker to placing a Ready marker on it; or flipping a Ready marker over to show its Tired side; or replacing a Tired marker with a Weary marker; or flipping a Weary marker to show its Spent side). If the unit is already Spent, there is no additional effect; it simply remains Spent.
[16.8.2] Recovery: At the end of your own Combat Phase, each of your units with a Fatigue marker on it that is not adjacent to an enemy unit has its Fatigue Level reduced by one level (even during a Night Turn). A unit with a Ready marker on it simply removes it to symbolize that it is again Fresh.
[16.8.3] Effects of Fatigue: While Fatigued (i.e., marked with a Fatigue marker), that unit is affected thus:
- Ready: that unit is unaffected.
- Tired: that unit receives no movement benefit if its side conducts a Forced March (12.3).
- Weary: that unit suffers the Tired penalty AND a -1 penalty to its Movement Allowance (e.g., if it is an Infantry unit, its Movement Allowance is reduced to '1', and a Cavalry unit would be reduced to '2').
- Spent: that unit suffers the Tired AND Weary penalties, AND is prohibited from voluntarily entering EZOCs, including during Advance After Combat.
[16.9] Leaders
Units with their Combat Strength in purple are Leaders. Leader units represent the command structure needed to coordinate offensive action on a sprawling battlefield. These units do not have a Combat Strength; instead that purple value is called their Command Span rating (but it is located in the same place where other units' Combat Strengths are).
Leader Set Up: Listed in the game's set up instructions you will find the optional Leader units included and highlighted in purple.
[16.9.1] Command Span: A Leader unit's Command Span is the radius in hexes over which it exerts control over friendly attacking units, reflecting its command authority. Terrain features and/or the presence of enemy units or enemy ZOCs have no impact on a Leader's Command Span.
[16.9.2] Leader Movement: Leader units move like Cavalry units, with the following exceptions:
- Leader units move through all Rugged Terrain (6.5) hexes as if they were Clear.
- Leader units can voluntarily exit EZOCs (6.8) providing they do not move directly from one EZOC directly into another when doing so.
- A Leader unit can end the Movement Phase stacked in the same hex with a friendly unit and/or any number of other friendly Leader units (i.e., Leader units are 'stack free').
[16.9.3] Leader Reaction Movement: Leaders, themselves, do not perform Reaction Movement (8.0). A Leader unit can accompany the friendly unit it is stacked with that performs Reaction Movement. Leaders do not affect the Combat Strength of Countercharging Cavalry units.
[16.9.4] Leaders in Combat: During your Combat Phase, your Leader units 'coordinate attacks' by providing Command to your units that are within their Command Span. Units within their Command Span are 'In Command,' while those that are not are 'Out of Command.'
Procedure: When calculating the final Combat Differential of an attack during Step D of the Battle Sequence (9.0), your attacking units (only) check to see whether or not they are 'In Command.'
- The attacking units are In Command, and that Battle is resolved normally, if any of your attacking units are within the Command Span of one of your Leader units.
- The attacking units are Out of Command, and that Battle is resolved with the final Combat Differential reduced by one (-1), only if none of your attacking units are within the Command Span of one of your Leader units.
There is no benefit if you have more than one (or even all) of your attacking units In Command, or having more than one Leader unit mutually exerting their Command Spans over your attacking units. Conversely, Command has no effect on units' ability to defend. Command only affects the attacking units in a Battle.
Command Cases:
- A Leader unit can provide Command to multiple Battles within their Command Span in the same Combat Phase.
- Whether a unit is In Command or not (i.e., its 'command status') is determined at the instant each Battle is resolved. Should an adverse combat result cause your Leader unit to Break or Retreat in such a way that its Command Span is no longer exerted over your unit involved in a subsequent Battle, then that attack is conducted Out of Command.
- A Leader unit stacked with a friendly unit that Advances After Combat (9.9) may accompany that unit (or not).
- A Leader unit stacked with a friendly unit that is forced to Retreat must accompany that unit. If that unit Breaks during that Retreat due to a failed Hazardous Retreat roll (9.8.3 and 9.8.4) or upon reaching an LOC (9.8.7), then that Leader unit is also Broken (see below).
[16.9.5] Broken Leader Units: Unlike other units, there is no Morale penalty when a Leader unit is Broken, with this one exception: When the French Leader unit Napoleon is Broken (for whatever reason), the French Player must immediately roll a die and consult The Emperor's Fate Table.
[16.9.6] 'Rallying' Broken Leaders: Unlike other Broken units, at the beginning of your Movement Phase each Turn, you automatically Rally (i.e., no die roll required) your Broken Leader units. Place Rallied Leader units in the same way as other units (see 10.0 and 16.4, if that Rule is used).
[16.9.7] Rallying on a Leader: Some Event card titles state that your units are "Rallying on" a specific leader. If you draw that Event, are using Optional Rule 16.4, and your Leader marker named in that Event's title is on the map, then vacant hexes with or adjacent to that Leader marker and not in an EZOC can serve as additional Rally locations (without any other restrictions) for the duration of that Event only.
Fuentes de Onoro 20 Exclusive Game Rules v1.0
This is the Exclusive Rules section for Fuentes de Onoro 20. These Rules extend the Standard Rules and the subjects covered here follow the exact same sequencing so that you can integrate these two Rules sections in your mind. Where there is a conflict, these Exclusive Rules supersede the Standard Rules.
[1.0] Introduction
Fuentes de Onoro 20 is based on the military movements and clash of arms that occurred in the border region between Spain and Portugal on May 3 to 5, 1811. One player leads the Allied (British, Portuguese and Spanish) Army under the command of Sir Arthur Wellesley (then Viscount of Talavera), while the other player commands the French Army of Portugal under Marshal André Masséna (Duc de Rivoli).
[2.0] Game Equipment
Playing Pieces: The blue units are French; the Anti-French units are red and yellow.
New Terrain Type: The pair of ridges running between the Tourões and Dos Casas rivers, up from Castillejo to just under Vilar Formosa, are Steep Slope hexsides that provide the defender a +2 Combat Strength benefit (rather than a normal Slope's +1) when attacked exclusively from hexes that are downslope. All other Slope hexsides in the game are normal.
French Army Organization: Masséna's army was organized into four Corps and a Cavalry Reserve. These units have their name's backgrounds color-coded for identification purposes as follows:
- II Corps (GREEN)
- VI Corps (ORANGE)
- VIII Corps (YELLOW)
- IX Corps (PURPLE)
- Army of the North (BLUE)
- (WHITE) named units do not belong to any particular formation, but rather directly to the French Army of Portugal itself.
Elite Forces: For the purposes of Routing (a beneficial -2 die roll modifier; see 9.6.2) and Rallying (a beneficial +1 die roll modifier; see 10.0 and the Rally Table), the following three units (with red Combat Strengths) are Elite Forces:
- Allied: 4-2: 1st Infantry
- Allied: 2-2: Light Infantry
- French: 4-2: Guard Infantry
For the purposes of Committing the Guard (12.2), only the following unit (with a red Movement Allowance) is a Guard unit:
- French: 4-2 Guard Infantry
Important: The effects of La Guard Recule (12.2.2) do not apply to this unit.
[3.0] Setting Up the Game
After sides have been determined (i.e., who will play the French or British), set up the Standard Scenario as follows:
- The Game Turn marker is placed on the 3 May, Afternoon space (Game Turn 3). Note that if using the Variant Bessières' Cooperation rule (17.2), the starting Turn may vary.
- Place the French Morale marker on the '6' space and Allied Morale marker on the '8' space of the Morale Track on the Player Aid Mat.
- Place the units on the map as listed below:
ALLIED PLACEMENT
- Hex 0407: Sanchez
- Hex 0605: Cavalry
- Hex 0706: 7
- Hex 0707: 1 and Wellington (3-5)
- Hex 0907: Light
- Hex 0908: 3
- Hex 1210: 6
- Hex 1106: Portug.
- Hex 1511: 5 and Erskine (0-5)
FRENCH REINFORCEMENTS
Place these units on the Game Turn Track (for the Turn when they enter play as Reinforcements, 11.0):
- Turn 3, Area A = Ferey, Marchand, Mermet, Reserve (Cav), Nord (Cav), and Masséna (2-5)
- Turn 3, Area B = Heudelet, Merle, Solignac, Light (Cav) and Reynier (1-5)
- Turn 4, Area A or B: Conroux, Claparède*
- Turn ? to 17: Supply Column (see 11.7)
*These units can arrive via either or both Entry Areas, as the French Player sees fit.
Set aside the Guard and Clausel units; these are potential reinforcements that can enter play via random events.
[4.0] Sequence of Play
The French Player is the First Player and the game begins on Turn 3 (Turns 1 and 2 are skipped). Note that this may vary if the Variant Bessières' Cooperation rule (17.2) is used.
[4.1] Sudden Death: Game Turns 21 through 23 are Sudden Death Turns (see 4.0, #7).
[5.0] Random Events
Skip the French Player's Random Events Phase on the first Game Turn.
[6.0] Movement
[6.10] French Supply Column: Once it has entered play, this unit must occupy a Road hex. It is permanently destroyed if forced to Retreat off a Road hex. Additionally, the Supply Column's Movement Allowance is reduced to zero (0) at Night (thus it can only move at Night by Force Marching, and then only a single hex). See Case 11.7 for specifics on how the Supply Column enters play.
This unit represents the large supply column Masséna had assembled and held east of Alameda (off map) in hopes of resupplying Almeida.
[9.0] Combat
[9.4.4] Almeida Garrison: The French maintained a small garrison in the fortress of Almeida (hex 1902), and so Case 9.4.4 applies in this game with the following change: Its garrison has an intrinsic Combat Strength of two.
[9.8.6] Retreat Direction Priority: French units must retreat towards one of the two French LOC hexes, located along the East map edge. Allied units must retreat towards one of the three Allied LOC hexes, located on the West and South edges.
[11.0] Reinforcements
[11.6] Unit Arrival Locations: Only the French Player receives reinforcements. They arrive in the Blue Entry Areas designated A and B on the East map edge. He can choose which Entry Area to have his Turn 4 reinforcements (IX Corps) arrive (e.g., A or B) and those units can be split between the two, if desired.
[11.7] French Voluntary Reinforcement: Starting on the first Turn of the game, and up through Turn 17, the French Player may elect to have his Supply Column unit arrive via Entry Area B as a reinforcement, providing he has a unit physically occupying Fuentes de Oñoro (hex 0708).
If the Supply Column has not entered play by the end of Turn 17, it is permanently eliminated (at no Morale loss to the French player; it simply is ineligible to enter play and cannot resupply Almeida; see 12.6, below).
[12.0] Morale
[12.6] Resupplying Almeida: If the Supply Column unit enters Almeida (hex 1902), the French immediately gain two (+2) and the Allies lose one (-1) Morale Points.
Masséna's chief aim in this campaign was the resupplying of Almeida.
[12.7] Orderly Withdrawal: If the Allied Player's Morale level is at least two (2) points lower than the current French Morale level, and if there is a French unit occupying at least one of the following three towns:
- Nave de Haver (0206)
- Poço Velho (0506), or
- Fuentes de Oñoro (0708).
The Allied Player can authorize (i.e., declare) that he is initiating an Orderly Withdrawal (place the Orderly Withdrawal on the map to indicate this). Once authorized, an Orderly Withdrawal has the following effects:
A. For the remainder of the game, at the beginning of his Step 4 (Combat Phase), the Allied Player can voluntarily eliminate one British or Portuguese unit (not Cadres, Dummies, or the Spanish Sanchez unit) that is on an Allied LOC hex (0102, 0701, and 1001). In effect, the player is "marching them off the map," and each unit so removed adds one (+1) to the Allied Morale level.
B. The Allied Player can no longer win a Decisive Victory. The best he can achieve is a Marginal Victory, even if he subsequently manages to drive French Morale down to zero.
C. If, after an Orderly Withdrawal occurs, there are no more Allied units left in play, the game ends immediately and the winner is determined.
[14.0] Night Turns
French Objective hex: Castelo Bom (hex 1002).
Allied Objective hexes: Alameda (hex 1212) and Almeida (hex 1902).
[14.1] French Night March: Once per game, during a Night Turn of their choice, the French Player may reduce his current Morale level by one (-1) to conduct a "Night March." Flip the French Morale marker over to denote this one-time option has been used. The Night March is voluntary and need never be exercised. When conducting a Night March, use the following:
Procedure: The French Player declares a Night March, immediately after the Allied player's Movement Phase (in effect during the Reaction Phase of the Allied Player's Night turn, an exception to Standard rule [14.0]). The French player then rolls a die and consults the Night March Table (on the back of this rulebook) to determine the maximum number of units (of any type) that can conduct an additional Night move (i.e., their Movement Allowances are reduced to one, and that can be increased by Roads and/or Forced Marching). If using the Leaders Optional Rule (16.9), add the Montbrun (0-5) unit to any one hex with a unit that performed a Night March.
The units conducting the Night March can do so even if they moved during the preceding French Player Turn's normal (Night) Movement Phase (in effect, this is a bonus move). Conducting the Night March is completely voluntary; it need never be performed.
Masséna surprised Wellington with a march against the Allied right on the night of 4/5 May.
[14.2] Allied Fieldworks: Once per game, during a Night Turn of his/her choice, the Allied Player may choose to construct Fieldworks. Flip the Allied Morale marker over to denote this one-time option has been used. Constructing Fieldworks is voluntary and need never be performed.
Procedure: At the start of his Night Movement Phase, the Allied Player declares he is constructing Fieldworks, rolls a die, and then consults the Fieldworks Table (on the back of this rules book) to determine up to how many Fieldworks markers can be placed. The Allied Player can then place up to that number of Fieldworks markers, one each in any Clear terrain hex occupied by a British or Portuguese (not Spanish) infantry unit. That unit is prohibited from moving that turn (they're building the Fieldworks). If the Allied Player decides to construct Fieldworks, he foregoes the Morale Recovery from Rest Step during the Night Operations Phase of his turn (i.e., he does not increase his Morale by one that Night Turn).
Effect: Once placed, Fieldworks markers are immovable. Treat them in all respects as Redoubt terrain hexes, with the exception that French units receive no defensive benefits from occupying them.
In what was perhaps a unique case during the Peninsular Campaign, Wellington had his troops build a series of fieldworks during the middle of a battle on the night of 5/6 May.
[15.0] How to Win
This added Victory Condition reflects the importance Masséna attached to resupplying the Almeida garrison.
A French Marginal Victory is obtained if, at the end of the game, the French Morale Value is at least one higher than the Anti-French side's and the French can trace a path of road hexes, not blocked by Allied units or their Zones of Control, from the French Supply Convoy unit to Almeida (hex 1902).
Reminder: An Allied Decisive Victory is prohibited once the Allied Player has initiated an Orderly Withdrawal (see Case 12.7).
[16.0] Optional Rules
[16.1.3] Dummy Units: When using this Optional Rule, the Allied Player begins the game with three (3) Dummy units set up on the map. Each Dummy unit begins stacked together in the same hex with an actual Allied unit and, after placement, the Allied Player immediately relocates one of those two stacked units (real or Dummy) to an adjacent hex.
[16.7.1] Light Infantry: The Allied Light unit is a Light Infantry unit and functions as per this Optional Rule.
[16.7.3] Unreliable Troops: The Allied Portuguese unit is unreliable and functions as per this Optional Rule. Although they performed well during this battle, Wellington had doubts about how his Portuguese troops would perform under fire. Additionally, he used a large detachment of Portuguese to keep the French in Almeida screened.
[16.7.7] Spanish Irregulars: Treat the Spanish Guerrilla unit as a normal unit in all respects except:
- Add one (+1) to all its Rout rolls.
- It never causes the Allied Player to lose Morale when it Routs.
- Subtract one (-1) from the die roll when attempting to Rally it.
[17.0] Variants
You can use these Variant Rules separately or together in any combination as agreed to before commencing play.
[17.1] Forming Squares: You can have any of your Infantry units (only) in Clear terrain hexes (only) go into a "Square" formation to make them more resistant to cavalry attack.
Procedure: It costs one (1) Movement Point to place or remove an In Square marker from an Infantry unit, and this can be done even while in an EZOC. While an Infantry unit in Clear terrain has an In Square marker on it, that unit is said to be "In Square" with the following effects:
- It loses its Zone of Control.
- Enemy Cavalry units that attack it have their Combat Strengths reduced by one (-1) before any other modifications are made (e.g., terrain, countercharging, etc.)
- The effect of a DW (or AW) Combat Result against it is to Retreat one hex and replace the In Square marker with a Routed marker. The infantry does not Rout, per se, and there is no morale penalty; the effect is that the squares are broken with the Infantry unit unsteadily withdrawing.
- The effect of a DR (or AR) Combat Result against it also replaces the In Square marker with a Routed marker, but before conducting the Rout Retreat procedure, if that Infantry unit is in an Enemy Cavalry unit's ZOC, it undergoes an immediate Hazardous Retreat (as per 9.8.3) check first. The squares are broken and the enemy's cavalry are cutting away freely.
During your Movement Phase, you must spend that unit's first Movement Point to remove its In Square marker before you can do any other desired movement with it.
This Variant Rule shows how ineffective unsupported cavalry were against a prepared enemy. It's important for veteran players to appreciate that this rule only applies to divisional-level Napoleonic 20 series games; we strongly recommend against using Squares with this series' various corps-level games.
[17.2] Bessières' Cooperation: Bessières' support to Masséna during the campaign was unpredictable and grudging. To simulate this, roll a die before the French Player's first turn and apply the following effects:
- 1: Bessières does not arrive. Remove the 1-3 Nord Cavalry unit from the initial French reinforcements. The game begins on Turn 3 (as normal).
- 2 or 3: Bessières arrives late and with only token forces (historical outcome). The game starts on Turn 3 and uses the normal reinforcements.
- 4: Bessières arrives on time but with only token forces. Start the game two turns earlier with scheduled French reinforcements entering on Turns 1 and 2 (rather than Turns 3 and 4).
- 5: Bessières arrives late but with all his forces. Add the Guard Infantry unit to the French Turn 3 reinforcements entering in Area A. The game starts on Turn 3 (as normal).
- 6: Bessières arrives on time and with all his forces. Add the Guard infantry unit to the French units initially entering in Area A and start the game with all scheduled French reinforcements entering on Turns 1 and 2 (rather than Turns 3 and 4).
[18.0] Alternate Scenario
[18.1] Historical Battle Scenario: This scenario provides a shorter game that focuses on just the fighting which occurred on 5 May.
- The Game Turn marker is placed on the 5 May, Morning space (Game Turn 13).
- Place the French Morale marker on the '6' space and Allied Morale marker on the '8' space of the Morale Track on the Player Aid Mat.
- Place the units on the map as listed below:
ALLIED PLACEMENT
- Hex 0206: Sanchez
- Hex 0306: Cavalry
- Hex 0507: 7
- Hex 0708: 1 and Wellington (3-5)
- Hex 0907: Light
- Hex 0908: 3
- Hex 1210: 6 and Erskine (0-5)
- Hex 1404: Portug.
- Hex 1505: 5
FRENCH PLACEMENT
- In or adjacent to Alameda (Hex 1212): Heudelet, Merle, Light (Cav) and Reynier (1-5)
- Within two hexes of Fuentes de Oñoro (Hex 0708), but not in an Allied ZOC: Conroux, Claparède, Ferey and Masséna (2-5)
- On any of the eleven Star hexes at the French Player's discretion: Marchand, Mermet, Solignac, Nord (Cav), Reserve (Cav) and Montbrun (0-5)
FRENCH REINFORCEMENTS
- Turn ? to 17: Supply Column (see 11.7)
Set aside the Clausel unit; it is a potential reinforcement that can enter play via random events.
- The French player is the First Player and the game begins on Turn 13. Do not use the Variant Bessières' Cooperation Rule (17.2) in this scenario.
- For the purposes of Rule 14.1, the French Player has already conducted his Night March. This is reflected in the scenario set up.
- For the purposes of Rule 14.2, the Allied Player has not yet constructed his Fieldworks.
Designers' Notes
The Battle of Fuentes de Oñoro followed Marshal André Masséna's failed 1810 invasion of Portugal. When the French Marshal and his tattered Army of Portugal staggered into Spain in April 1811, Viscount Wellington of Talavera believed that the wretched state of the French force would allow him time to besiege and capture the twin border fortresses of Almeida and Ciudad Rodrigo. With these strongholds in his hands, the northern avenue into Spain from his Portuguese base would be open and he could plan further offensive operations.
Masséna, however, reorganized the Army of Portugal more rapidly than Wellington had thought possible and advanced in late April, forcing the British to decamp from Ciudad Rodrigo. Wellington therefore withdrew to the nearby Portuguese border and settled in to cover the siege of Almeida.
Masséna was determined to drive off his opponent and resupply Almeida. As instructed by Napoleon, he called on Marshal Bessières for support. Bessières, commander of the Army of the North, sent only some 1,600 cavalry (including a brigade of Imperial Guard horse) and a lone battery of artillery, but chose to accompany this tiny force himself. "He would have done better to send me a few more thousand men," grumbled Masséna.
In addition to a fellow marshal "examining and criticizing" his every move, Masséna also had to contend with fractious and discontented generals who were not committed to his renewed offensive. The troops were eager, but their leaders lacked "that complete devotion" necessary to foster cooperation, energy, and stamina. Therefore, though he outnumbered Wellington in infantry and especially in cavalry (the British had an edge in artillery), Masséna's army suffered from significant weaknesses.
Advancing from Ciudad Rodrigo, the French encountered Wellington in a strong defensive position on 3 May. Heavy fighting erupted as the French stormed Fuentes de Oñoro, but the men of VI Corps were unable to evict the defenders. The following day (4 May) was spent in reconnaissance as Masséna searched for a way to dislodge the British. His cavalry discovered that the British right was weak, so the Marshal planned a daring flank march for 5 May. Wellington had also noted the vulnerability of his right, but only reinforced it with the 7th Division, his smallest and least experienced division.
When the French flank attack struck, the British and their Spanish irregular allies near Poço Velho were quickly pushed back. Fortunately for the British, self-sacrificing charges by their cavalry and a superb performance by the Light Division gave Wellington time to form a new front facing south. Daunted by the imposing British position and reports that some units were almost out of ammunition, the French advance stalled.
Efforts to storm Fuentes de Oñoro also came to naught and II Corps' feeble feints against Wellington's right did nothing to distract the British commander. Masséna remained in front of the British position on 6 May, but ammunition had not come up and Wellington's troops had entrenched during the night. Discouraged, the Marshal withdrew to Ciudad Rodrigo the next day.
Before departing, Masséna sent instructions to General Brenier, the garrison commander in Almeida, to blow up the fortress and escape. Brenier and his men accomplished this task with great skill on the night of 10/11 May, returning safely to French lines as heroes. That same day, however, Masséna learned that he was being replaced by Marshal Marmont; Fuentes de Oñoro thus became the last battle in his long career.
The fighting on 3 and 5 May cost the Allies some 1,700 men and the French more than 2,800. Although the French attempt to relieve Almeida was repulsed, the savage nature of the combat and the peril to the British was revealed in Wellington's statement, "If Boney had been there, we should have been beaten."
We employed several new rules in Fuentes de Onoro 20 to simulate the specific features of the actual battle: those for the Allied Fieldworks, the French Night March, and Supply Column.
The creative approach to the Army of the North simulates the problem of Bessière's uncooperative participation in the campaign. Additionally, we borrowed the Steep Slope Hexsides introduced in Bussaco 20 to represent the impressive defensive terrain on Wellington's left flank. We also employed a modified version of the Garrison Rule from Dresden 20 to abstract the role played by Brenier's troops occupying Almeida.
French Event Cards feature a lot of "ill will" among the generals, ammunition problems, difficulties in ordering the Guard Cavalry into action, and Masséna's weak supervision of his subordinates. On the Allied side, cards highlight the excellent performance of the Cavalry and Light Division.
Reference Sheet
Fatigue Effects
- Ready: That unit is unaffected.
- Tired (+1): That unit receives no movement benefit if its side conducts a Forced March (12.3).
- Weary (-1): That unit suffers the Tired penalty AND a -1 penalty to its Movement Allowance.
- Spent: That unit suffers the Tired AND Weary penalties, AND is prohibited from voluntarily entering EZOCs, including during Advance After Combat.
Unreliable Troops
Your units in Battle with yellow Combat Strengths must have a die rolled for them after you've decided if you will commit Reserves. DRMs: -1 if your side's Morale is lower than the other's. If the modified result is greater than one (>1), that Unreliable unit is Steady and there is no effect. If the modified result is less than or equal to one (≤1), that Unreliable unit Wavers and its Combat Strength is reduced by one (-1) for that Battle only.
Resupplying Almeida
If the Supply Column unit enters Almeida (hex 1902), the French immediately gain two (+2) and the Allies lose one (-1) Morale Points. (Supply Column unit: 0-1.)
Spanish Irregulars
Treat the Spanish Guerrilla unit (Sanchez, 1-2) as a normal unit in all respects except:
- Add one (+1) to all its Rout rolls.
- It never causes the Allied Player to lose Morale when it Routs.
- Subtract one (-1) from the die roll when attempting to Rally it.
French Night March
Once per game (14.1). Flip French Morale marker afterward.
| Die roll | Result |
|---|---|
| 1 | Up to 3 units can move. |
| 2-3 | Up to 4 units can move. |
| 4-5 | Up to 5 units can move. |
| 6 | Up to 6 units can move. |
Optional Leader: Montbrun (0-5) arrives (16.9).
Allied Fieldworks
Once per game (14.2). Flip Allied Morale marker afterward.
| Die roll | Result |
|---|---|
| 1-2 | Up to 2 markers. |
| 3-4 | Up to 3 markers. |
| 5-6 | Up to 4 markers. |
Bessières' Cooperation
Roll a die after setting up the Standard Scenario but before commencing play to adjust the starting situation (17.2).
| Die roll | Result |
|---|---|
| 1 | Bessières does not arrive. Remove the 1-3 Nord Cavalry unit from the initial French reinforcements. The game begins on Turn 3. |
| 2-3 | Bessières arrives late and with only token forces (historical outcome). No changes to the Standard Scenario. The game begins on Turn 3. |
| 4 | Bessières arrives on time but with only token forces. Start the game two turns earlier with scheduled French reinforcements entering on Turns 1 and 2 (rather than Turns 3 and 4). |
| 5 | Bessières arrives late but with all his forces. Add the Guard Infantry unit (4-2) to the French Turn 3 reinforcements entering in Area A. The game begins on Turn 3. |
| 6 | Bessières arrives on time and with all his forces. Add the Guard Infantry unit (4-2) to the French reinforcements entering in Area A and start the game two turns earlier with all scheduled French reinforcements entering on Turns 1 and 2 (rather than Turns 3 and 4). |