Napoleon Retreats: Campaign in France, Part II
Napoleon Retreats: Campaign in France, Part II Rulebook
Table of Contents
Table of Contents
- PART ONE: SERIES RULES (Version 7.38)
- 1.0 Introduction
- 2.0 Sequence of Play
- 3.0 Stacking
- 4.0 Zones of Control
- 5.0 Leaders
- 6.0 Command
- 7.0 Movement
- 8.0 Hidden Forces
- 9.0 Repulse
- 10.0 Combat
- 11.0 Combat Modifiers
- 12.0 Combat Results
- 13.0 Bombardment
- 14.0 Cavalry Charges
- 15.0 Fortified Places
- 16.0 Vedettes
- 17.0 Supply
- 18.0 Baggage and Pontoon Trains
- 19.0 Reinforcements
- 20.0 March Orders
- 21.0 Demoralization
- 22.0 Recovery and Reorganization
- 23.0 Weather
- Glossary and Index
- PART TWO: NAPOLEON RETREATS STUDY FOLDER (v2.04/2.05)
PART ONE: SERIES RULES (Version 7.38)
1.0 Introduction
This game is a two-player simulation of Napoleonic battles at the Grand Tactical level. You can play each game as an individual set-piece, or undertake a 'Campaign' consisting of several battles played in sequential order.
1.1 Inventory
See the Study Folder for a complete list of components. (One six sided die is needed for play, not included.) If any parts are missing, or with any rules questions, please write: Operational Studies Group, PO Box 569, Sparks-Glencoe, MD 21152, USA; e-mail: [email protected]
1.2 The Rulebooks
This rule book contains the basic rules that apply to all games in this series. The Study Folder contains Special Rules, Scenario Information, Historical Commentary, and Design Notes. All rules about the play of cards are in the optional booklet of Card Instructions (24.0).
1.3 The Map
The maps provide the playing surfaces, depicting the area where the battles occurred. A hexagonal grid overlaying the maps divides the playing surface into hexes. Each hex is 480 meters across (525 yards, 50 acres). Each hex has a four-digit code printed on it. Slope hexsides represent a rise of 50 to 100 feet or more. Crests are 20-50 feet. A hex is Woods or Marsh if one-third or more of the hex contains the terrain symbol.
1.4 The Playing Pieces
(1.41) The playing pieces are of five types: Combat Units, Vedettes (16.0), Leaders (5.0), Trains (18.0), and Markers. All combat units have a Full Strength side; most have a Reduced Strength reverse. Leaders, Vedettes and combat units with a Strength of "one" have a Flag reverse.
(1.42) How to Read the Units: The numbers and symbols printed on combat units include:
- Unit I.D.
- Command Designation (Glossary)
- Combat Strength: one SP = ± 1 battalion, 1 cavalry regt., or 1 battery
- Initiative Rating (5.22)
- Movement Allowance (7.2)
- Size: XX Division, X Brigade, III Regiment, II Battery, [X] Ad Hoc Task Force
- Unit Type (Infantry, Heavy Cavalry, Vedettes (16.0), Artillery (13.0), Horse Artillery)
- Number of Vedettes they can deploy (16.11)
Leaders show: Name; type (COMMANDER, with Command Points and Movement Allowance; or OFFICER, with Command Designation, Initiative Rating and Movement Allowance).
(1.43) Markers: Markers are placed on the map to indicate status of units or hexes. (Marker types shown: Failed Repulse, Out of Supply, Control, Demoralized, Out of Command, In Command, Pontoon Train, Baggage Train, Burnt Bridge, Turn.)
1.5 Initial Set up
Carefully punch out the units and sort them by Command Designation. Then select a scenario (see Scenario Information in the Study Folder for details). The units are placed on the map according to the Initial Set up. The First Player (stated in the Scenario Information) always sets up before the Second Player. All units start hidden (8.0). Units designated (R) are set up with their reduced side facing up. Each side may place one force under March Orders if it has a Commander on the map (20.1).
2.0 Sequence of Play
The Game is played in a series of Game-Turns, representing one hour of daylight, or 3-6 hours of night.
2.1 Day Game-Turns
Each Day Game-Turn is divided into two Player Turns subdivided into four Phases. The First Player resolves all four Phases of his Player Turn, and then the Second Player does the same. Each of the Phases must be resolved in the exact order given. After the Second Player Turn, the Game-Turn is complete and a new Game-Turn begins.
First Player Turn
A. Start Phase:
- Weather Segment: The First player rolls on the Weather table on the first turn of each day, and at other times as determined by the Weather Duration Die Roll (23.12).
- Card Segment: OPTIONAL (24.0) See separate 4-page folder.
B. Command Phase:
- Supply Segment: On turns when weather is checked, or as indicated on the TRC, the Phasing Player checks supply for his forces (17.1). If not using the cards, the Phasing Player may declare a General Retreat (20.5).
- Recovery Segment: On turns when Weather is checked, or as indicated on the TRC, the Phasing Player may attempt to Recover Units (22.1).
- Reorganization Segment: The Phasing Player may use eligible Leaders to bring eliminated units back into play at reduced strength (22.2).
- Command Segment:
- a. The Phasing Player removes all "Out of Command" markers from his forces.
- b. The Phasing Player allocates his Command Points (6.1), placing Officers and Combat Units (within Command Range) "in Command."
- c. The Phasing Player may attempt to place formations that did not receive a Command Point 'in Command' by rolling against the Officer's Initiative Rating (6.31).
- d. "Out of Command" markers are placed on all forces not in Command (6.1)
- e. Pontoon Bridges may be reconfigured (18.34).
C. Movement Phase:
- The Command Movement Segment: The Phasing Player may move all of his forces that are in Command (or under a March Order [20.1]). Reinforcements enter at this time. Units may attempt to Repulse enemy units out of the way (9.0).
- Initiative Movement Segment: The Phasing Player can now attempt to move Combat units that are marked "Out of Command." For each Out of Command unit he wishes to move he rolls against its Initiative Rating, then moves it if it passes (roll-move, roll-move). A die-roll equal to or less than this rating permits the unit to move up to its full Movement Allowance; however, the unit is still considered Out of Command and keeps its Out of Command marker. If the die roll is greater than its Initiative Rating, the unit may not move.
NOTE: Individual units within Command Range of their Officers, whose officer already on this turn failed his Initiative check, may not themselves roll for initiative.
D. Combat Phase
Combat is resolved in a series of Steps as outlined below:
-
- LOS Step: Both players simultaneously reveal all their Units and Leaders that are within LOS (8.3) of the enemy.
-
- Cavalry Retreat Step: Defending cavalry, horse artillery, and Vedettes may Retreat Before Combat (10.2). After defending units have retreated, attacking cavalry may also Retreat Before Combat.
- 2A. Artillery Reaction Fire Step. The non-phasing Player executes bombardment (13.0). Bombardment Strength may be reduced by Counter-Battery Fire (CBF, 13.5).
- 2B. Attack Declaration Step: The attacker must declare which friendly units are attacking which enemy units (10.3).
-
- Bombardment Step: The Phasing Player executes artillery bombardment (13.0). CBF applies (13.5). Artillery that was Suppressed or Retreated in Step 2A may not bombard now.
-
- Cavalry Charge Step: The Phasing Player executes cavalry charges (14.0).
-
- Combat Step: The Phasing Player conducts attacks (10.0). Exclude the strength of defending Arty that fired in Step 2A.
-
- 2nd LOS Step: If opposing forces remain engaged (adjacent) after combat, they remain revealed. Forces no longer in Enemy LOS are again hidden (8.5).
Second Player Turn
Command, Movement and Combat Phases are resolved as described for the First Player. (If using the cards, begin with the optional Card Segment.)
A. Command Phase B. Movement Phase C. Combat Phase D. Game-Turn Marker Phase: The Game-Turn Marker is moved into the next space on the Turn Record Track, and a new Game-Turn begins.
2.2 Night Game-Turns
The first and last Game-Turn(s) of each 24-hour period are Night Turn(s). Night PM comes before Night AM. The differences between Night and Day are summarized below:
- The player turns in a Night Turn are reversed (the Second Player Turn is resolved before the First Player Turn).
- There is no Weather Segment. Weather for the night depends on the last daylight turn's weather.
- The Start Phase is different (2.2A).
- Only units under March Orders may move (20.4).
- There is a Disengagement Phase (2.2A1).
- There is no Night Combat Phase.
Second Player Night Turn
A. Start Phase
- Disengagement & LOS Segment (Night PM turns): The Phasing Player removes his units from any EZOCs one or two hexes, not entering another EZOC. If no hex is available, the units remain engaged. Units in a town, I.P., or chateau (15.0) are not required to Disengage. Check LOS (23.14).
- Recovery Segment: All Friendly units still remaining in the Awaiting Recovery box are shifted to the Recovered Section.
- Card Segment (Night AM turns): OPTIONAL
- Count VP's for cards played, and for leaders in Towns.
- Remove used Mode Cards from play.
- Discard all cards from hand.
- Adjust decks if directed to by the scenario instructions.
- Reshuffle both decks.
B. March Order Dispatch Phase (Night AM turns): Unless a General Retreat is declared, any one friendly Force may be sent a March Order (20.42). This March Order takes effect in the upcoming day. EXCEPTION: If a General Retreat is declared, this becomes effective immediately.
C. Night March Phase: Units with a current March Order (20.4) in effect. Movement Allowance at night is 2/3 MPs (inf/cav).
First Player Night Turn
1st Player Night Turn comprises phases A-C above, and D.
D. Game-Turn Marker Phase: The Game-Turn Marker is moved into the next space on the Turn Record Track indicating the beginning of the next turn. Check the scenario for any turn-by-turn Victory Point awards.
3.0 Stacking
3.1 General Rule
It costs one Movement Point to stack one combat unit with another. You can move through a friendly unit's hex at no extra cost. EXCEPTION: Road March (3.3). Apply stacking limits only at the end of a phase.
3.2 Stacking Limits
(3.21) Basic Stacking Rule: Any two combat units, regardless of their size, type, or formation, may stack in a hex.
(3.22) Divisional Integrity: All units belonging to the same division may stack three to the hex without a leader present. EXCEPTION: Division-level formations with their own officer counter use 3.23 instead.
(3.23) Leader Stacking Bonus: A Leader's hex may contain up to 5 units, up to 2 of which may be infantry. If the stack has Divisional Integrity, 3 of the 5 units may be infantry. If the Leader leaves the hex then the overstacked units must leave too, per rules for Retreat (12.3) and Displacement (12.36).
(3.24) Free Stacking Units: Leaders, Deployed Pontoon Bridges, and Markers do not count against the stacking limit. Up to 3 vedettes (16.0) may join any stack over and above the stacking limits noted above. EXCEPTION (16.12).
3.3 Stacking Restrictions
Units in Road March: can unstack but may not stack. Units may not move through friendly units in Road March. Units in Road March may move through friendly units not in Road March.
Pontoon and baggage trains: may not stack with any type of unit (including other train units) and if displaced, they are destroyed (18.16).
Chateaux: A chateau loses its combat effect if the hex contains more than two defending infantry units, plus any leaders and vedettes (15.21).
4.0 Zones of Control
4.1 General Rule
The six hexes immediately surrounding a Combat Unit comprise its Zone of Control (ZOC). All Combat Units and vedettes exert a ZOC at all times, even into a hex occupied by an enemy unit. Leaders, Pontoon and Baggage Trains do not have ZOCs. If a Friendly Combat Unit is in an Enemy ZOC (EZOC), the opposing units are equally and mutually affected by the other's ZOC.
4.2 ZOCs and Terrain
ZOCs extend into all terrain types except across unfrozen Rivers or into Improved Positions and Chateaux. If an unfrozen River hexside intervenes (whether the hexside is bridged, unbridged, or contains a ford), the hex is not in a unit's ZOC.
Combat Units' and Vedettes' ZOCs extend into all adjacent hexes except across River hexsides. A Vedette ZOC is identical to a regular ZOC, except it does not block enemy retreats.
4.3 ZOCs and Movement
(4.31) Stops Movement: Combat Units and vedettes may freely enter EZOCs but then may not move again until they:
- Retreat Before or After Combat,
- the enemy retreats or is eliminated,
- they Disengage during a Night Turn (2.2A1), or
- after a successful Repulse (9.21).
The term "Engage" means entering an EZOC (Glossary).
(4.32) Prevents Movement: Leaders may not enter EZOCs voluntarily unless a Friendly Combat Unit occupies the hex. A Train cannot move into an EZOC at all.
4.4 ZOCs and Combat
During the Combat Phase every Phasing Combat Unit in an EZOC must attack (10.31 for exceptions). Every enemy Combat Unit that is in a Phasing Combat Unit's ZOC must be attacked. See Retreat Before Combat (10.2) for exceptions.
4.5 Other Effects of ZOCs
- Night Disengagement (2.2A1)
- Leaders (5.3)
- Retreats (12.31)
- Lines of Supply (no effect, 17.44)
- Vedettes (16.25)
- General Retreat (disengagement, 20.51)
5.0 Leaders
5.1 Purpose
Leaders perform four important functions:
- They place Combat Units in Command (6.0) so that they may be moved as a formation, not individually.
- They Reorganize eliminated units (22.2).
- They facilitate the Advance After Combat of more than one Combat Unit (12.4-B).
- They facilitate Stacking (3.23).
5.2 Types of Leaders
(Types: Commander, Officer, Commander-Officer.)
(5.21) Commanders: Commanders have a Command Range of 4 hexes and a Movement Allowance of 10. Standing at the top of the "chain of command," they may place friendly Officers and Combat Units in Command. Each Commander has a Command Rating in brackets that is the number of Command Points he may execute in a given Command Phase. With each Command Point he can place in command one Officer plus one Combat Unit. An integrated division (3.22) counts as "one unit."
EXAMPLE: A Commander with a Command Rating of [1] may place one Officer and one Combat Unit in Command.
(5.22) Officers: Officers are the middle link in the chain of command. They are in charge of specific Formations (Corps or Divisions). An Officer commands all Combat Units that share his Command Designation. Each Officer has an Initiative Rating in parentheses that is used to determine if he will move (if not already placed in Command by a Commander.) A die roll equal to or less than his Initiative Rating puts him in Command. Officers have a Command Range of 3 hexes and a Movement Allowance of 6.
EXAMPLE: Bernadotte commanded the I Corps in 1806. All French Combat Units that bear the I Corps designation and a dark green stripe are part of Bernadotte's Formation, and may be placed in Command only by him or by a Commander.
(5.23) Commander-Officers: Commander-Officers are Commanders with a [1] or [2] rating, assigned to a specific formation. Their Command Range is 4. A Commander-Officer always has to spend his first command point to put his own formation in command.
EXAMPLE: A Commander-Officer with [2] Command Points may command his own formation plus another formation's officer, and 2 more units of any friendly formation.
5.3 Leaders and EZOCs
A Leader may only enter an EZOC if accompanied by Friendly Combat Units or if a friendly Combat Unit is already there. A Leader may exit an EZOC during the Movement Phase but friendly units in the hex must remain there. EXCEPTION: (3.23).
5.4 Leaders and Combat
(5.41) Advance After Combat: Leaders and all (undemoralized) infantry and cavalry units of their stack may advance one hex into a hex vacated by the enemy as a result of combat.
(5.42) Retreat and Capture: Leaders stacked with friendly combat units can always retreat with their stack. Every Leader in a retreating stack is subject to a separate die-roll:
| Die | Leader |
|---|---|
| 1-5 | retreats 1-4 hexes, per combat result. * |
| 6 | is captured (immediately removed from play). |
* If the stack is eliminated, use the table below (5.51)
5.5 Leader Capture or Displacement
(5.51) A Leader alone is subject to capture whenever adjacent to enemy combat units that exert a ZOC into the Leader's hex; or whenever he is the target of a bombardment that produces a result. As soon as this occurs, roll a die:
| Die | Leader |
|---|---|
| 1-5 | is displaced to nearest friendly-occupied hex (a path of retreat is not needed for one man) |
| 6 | is captured (immediately removed from play). |
(5.52) Replacement Officer: If a Corps officer is captured, place his counter on the Turn Track two turns in the future (if he is captured on GT 4, place him on the track for GT 6). That turn bring the leader in at the start of the Command Phase, within one hex of the friendly unit nearest to his last hex. Henceforth the officer will have one point less than the original Initiative (a "1" stays a "1"). A Commander-Officer's replacement (5.23) is an officer with an Initiative of 4. (When Commanders are captured they not replaced.)
6.0 Command
6.1 The Command Segment
During the Friendly Command Segment, the Phasing Player uses the following procedure to determine which of his Officers (and Forces) are in Command:
STEP 1: Each commander may use his Command Rating (5.21) to place in Command friendly units within his Command Range (4 hexes). With each Command Point he can place in command one Officer plus either any one Combat Unit or one stack of an Integrated Division. If an Officer is in Command, then all his units within his Command Range (3 hexes) are automatically in Command. If in Road March the entire Road March column is in command.
STEP 2: Conduct Initiative Checks (6.31) for any/or all Officers not placed in Command by a Commander.
STEP 3: After all Command Points have been allocated, the Phasing Player places Out of Command (OOC) markers on top of each Officer, unit or stack not in Command. If an entire corps is out of command, place the OOC marker on the corps officer who has failed his Initiative roll. If individual units of a corps are in command, while the rest of the corps is OOC, place in Command Markers on the units in command, and place the OOC marker on the corps officer.
6.2 Effects of Command
IN COMMAND: An Officer or Combat Unit placed in Command in this Command Segment is in Command until the next Friendly Command Segment. Units in Command may move and Advance After Combat. Trains, Commanders, and units under March Orders are always in Command.
OUT OF COMMAND: If an Officer or Combat Unit is Out of Command at the end of a Friendly Command Segment, it remains so until the next Friendly Command Segment. Out of Command Combat units suffer the following penalties:
- They may not damage or repair Spans (7.6).
- May expend their full Movement Allowance during the Initiative Movement Segment only if they pass an individual Initiative check (6.32). An officer may roll just to move himself If he didn't roll in the Command Segment.
- May NOT Advance After Combat or Bombardment
Combat Units do not have to be in Command in order to attack (10.0), Bombard (13.0), or Charge (14.0).
6.3 Initiative Checks
(6.31) Officer Initiative Checks: To conduct an Initiative check for Officers not receiving direct Command, roll the die. If the result is equal to or less than his Initiative, the Officer is in Command and all units in his Formation within Command Range (6.4) are also in Command. If the die roll was greater than the Initiative Rating, place an Out of Command marker on the Officer. An officer Out of Command because he reorganized units this turn cannot perform an Initiative check.
EXAMPLE: Two combat units are in range of their Officer who failed his Initiative die roll. These combat units may not roll for Initiative. If the Player did not roll for the Officer, he could roll for the units in the Initiative Movement Segment.
(6.32) Combat Unit Initiative Checks: During the Initiative Movement Segment, Out of Command units may check for Initiative. You can bypass your Corps Officers and rely upon the initiative of individual units if you wish to do so. However if you roll first for an officer's initiative, then any of his units that are in command range may not roll for initiative. If the OOC Unit passes this check it may move, but its Out of Command marker is not removed as a reminder that it may not advance after combat.
NOTE: Officers who successfully roll for Initiative are in Command. Individual units that successfully roll for Initiative remain Out of Command.
(6.33) Demoralized: The Initiative of a Demoralized unit is always 1 less than printed (21.2).
(6.34) Divisional Initiative: The Player may choose to roll once for each integrated division (3.22), using the best initiative in the division as the whole stack's initiative.
6.4 Command Range
Commanders have a Command Range of 4, Officers a Command Range of 3 hexes. All hexes count as "one" regardless of terrain. Units belonging to the same formation in a Road March column are in Command if they are within two hexes of any other unit of their formation in Road March, on a connected road or trail, that is itself already in command. Command Range may not be traced:
- into an EZOC which is unoccupied by Friendly Combat Units;
- into an enemy-occupied hex; or
- across an unbridged and unfrozen River or Lake Hexside
EXAMPLE: Officer A belongs to I Corps. Officer B belongs to VI Corps. Ney, the Commander, is within 4 hexes of Officer A so he can use his Command Point to put that Officer in Command (note that the command range may only cross River hexsides at Bridges). Officer A then transmits Command to his four units of his corps (within 3 hexes). Ney also puts one Combat Unit of VI Corps in Command. Command Range cannot enter EZOCs. Officer B will have to roll for Initiative. If successful, his remaining 3 units are in command.
7.0 Movement
7.1 The Basics
During the Movement Phase, the Phasing Player may move all, some, or none of his units up to their full Movement Allowance (MA) in any direction, subject to terrain restrictions and the presence of Enemy units and EZOCs. A unit must be in Command, under a March Order, or must pass an Initiative check to be able to move. The Phasing Player may move units individually or as a stack. Whether moving individually or by stack, each move must be completed prior to moving the next individual unit or stack.
7.2 Movement Points (MPs)
(7.21) Each hex costs a number of MPs. The amount varies depending on the terrain in the hex and on the hexside crossed (the Terrain Effects chart). The MP costs are deducted from the Movement Allowance of the unit as it moves from hex to hex. All MP costs are cumulative. Unused MPs may not be saved up from turn to turn or loaned by one unit to another. When a unit ceases movement, all unused MPs are forfeit. EXCEPTION: If a hex has both Woods and a Chateau, ignore the Chateau cost.
(7.22) Cavalry Costs: Horse Artillery, Trains, Leaders, Cavalry and Vedettes pay cavalry costs for all terrain types.
7.3 Minimum Movement
A unit may never expend more MPs than its MA in a single Movement Phase; however, if the cost of the first hex and hexside exceeds the printed Movement Allowance of the unit, it may move into the hex and end its move for that turn.
7.4 Movement Restrictions
Once the Phasing Player has removed his hand from the unit he is moving he may not return to moving that piece again without the consent of his opponent.
A Unit cannot enter a hex occupied by an opposing unit. EXCEPTION: Cavalry Charge (14.0).
7.5 Road March
In order to benefit fully from the road, a formation would have to make a long narrow column: trains in the middle, infantry marching off to either side.
(7.51) Road March Procedure: All units (including Trains and Demoralized units) may use Road March. The player may declare Road March at any point in the unit's movement. As the Phasing Player begins to move a unit on the road, he declares that it will use the road MP cost and the unit is marked with a "Road March" marker. A unit in Road March need not remain on road hexes, but is in Road March until declared otherwise (7.56).
NOTE: There is no cost to declare Road March, and no cost to rotate the directional arrow on the Marker.
EXAMPLES: Unit A is a Cavalry unit so must pay 4 MPs to enter a Woods hex. Unit B is infantry and only pays 2 MPs for Woods. Note that crossing a Crest hexside does not cost MPs. Unit C is not in Road March so must pay 1 MP for each road hex and +1 MP to cross a stream hexside. Unit D is already in Road March so pays only 1/2 MP for each road hex and ignores the +1 MP cost to cross bridges and move up Slope. Note that a unit in Road March may leave the road at any time. Unit E pays +1 MP to cross the Bridge and +1 MP to move up the Slope. Unit F is a cavalry type unit and must pay 4 MPs to enter a Marsh hex. Moving down slope costs 0.
(7.52) The Road March Rate: When in Road March, a unit moving from Road to contiguous Road hex pays 1/2 MP and ignores other terrain costs including Spans. When not in Road March a unit moving from trail/road to connected trail/road hexes pays 1 MP per hex (ignoring all other terrain costs except Spans).
(7.53) Road March Restrictions: The restrictions below apply to combat units and trains (not Leaders and Vedettes). Units in Road March may move through and end the Movement Phase adjacent to Friendly units that are not in Road March. However, units in Road March may not:
- stack or move as part of a stack.
- move through a hex containing other units in Road March, nor may other units move through units in Road March.
- enter a hex connected by road or trail to an adjacent Friendly unit in Road March.
(7.54) Road March and Enemy Units: Units in Road March may not make a regular attack, bombard, or charge during the Combat Phase. If attacked they are not penalized but immediately remove the Road March marker. A Unit in Road March must attempt Repulse (9.0) if it enters an EZOC.
(7.55) Road March and Command: A unit in Road March is in Command if within two hexes of another unit of its formation in Command (6.4).
(7.56) Ending Road March: It costs 1 MP to remove a Road March marker voluntarily during the Movement Phase.
(7.57) Vedettes and Leaders: Vedettes and Leaders alone do not need Road March Markers. They always pay road movement rates. Vedettes and Leaders may ignore Road March restrictions and are ignored by units in Road March.
(7.58) Road Movement in Square: Units in Square (14.23) may benefit from Road Movement if moving on Roads or Trails (see Charge Combat Table, Key)
7.6 Bridges and Trestles
Bridges cross Rivers. Trestles cross Stream hexsides. The term "Span" includes both Bridges and Trestles.
(7.61) Crossing a Span: Units may only cross an unfrozen River hexside by moving over a Bridge or Pontoon (18.33). Combat Units not in Road March pay the following MPs to cross a span:
- +1 MP to cross a Bridge or Trestle
- +2 MPs to cross a Damaged Bridge (even if in Road March).
- Units in Road March, Leaders, and Vedettes never pay extra MPs to cross undamaged spans. Leaders and Vedettes do not have to be in Road March.
(7.62) Damaging Trestles: Any Combat Unit that is not in an EZOC and in Command may damage a Trestle by expending 1 MP in either hex adjoining the spanned hexside. Place a "Burnt Bridge" marker on the damaged Trestle. Damaged Trestles are treated as if they do not exist for purposes of movement, combat, or tracing supply.
(7.63) Damaging Bridges: To damage a Bridge use 7.62 and:
- Only Infantry units may damage Bridges.
- It costs 2 MPs to damage a Bridge.
- Artillery, trains, and supply lines may not cross.
When attacked across any bridge, defenders are doubled. In addition, when attacking across a damaged bridge:
- Use the CRT shifting two-columns left.
- Ar*/Dr* does not convert to Shock. Do not use Shock Table.
- Instead of "Sk" result each side reduces 1 unit; no retreat.
- Dr, Dr2, Dr3, Dr4 requires an Initiative die roll. If the lead unit passes its Initiative check, it may advance across the bridge and defender retreats 1-4 hexes. If lead attack unit fails its Initiative, reduce it and both sides remain in place.
- For retreats across a bridge (damaged or undamaged, 12.33).
(7.64) Bridge Repair: Follow the procedure for damaging a Bridge (paying 2 MP) or Trestle (1 MP). Multiple repair attempts in a turn are allowed. For each attempt, roll one die:
| Die | Bridge | Trestle |
|---|---|---|
| 1-3 | is repaired | is repaired |
| 4-5 | no effect | is repaired |
| 6 | no effect | no effect |
Notes: If either end of the span is:
- in an EZOC, apply modifier of +1 to repair die roll.
- occupied by an enemy Combat Unit, repair not permitted.
(7.65) Using a Repaired Span: A Bridge or Trestle may be crossed by any units the moment it is repaired. It may be used for tracing Supply starting on the turn following its repair.
7.7 Other Movement Rules
Night Movement (2.2B); Night Disengagement (2.2A1); Cavalry Charge (14.0); Movement of Trains (18.11)
8.0 Hidden Forces
8.1 General Rule
All forces start the game hidden and remain hidden until revealed. Reinforcements are hidden upon entry.
8.2 Hiding Units
From each stack of units, select one of the following to cover the stack: a Leader, a Vedette, a unit with strength of "one" (those counters have a flag on their reverse sides). If none of the above are present, use a Road March Marker, a Demoralized Marker, an Out of Supply Marker, if any of the above apply; or a Hidden Force Marker. Place the selected counter on top of the stack with the flag or status marker showing.
8.3 Revealing Units - Reconnaissance
A Hidden Force is revealed:
- During the Movement Phase if in a Repulse. Only units involved are revealed at the time of Repulse (9.0).
- During the Movement Phase upon entering an EZOC, consult the "Reconnaissance Table." If no Repulse is attempted, each player will reveal all Friendly LC and/or vedette units present in the hex, then cross-reference to determine whether other units will be revealed or whether the vedette(s) are eliminated.
- In the LOS Step at the beginning of any Combat Phase if in an EZOC or within LOS. Both sides are revealed. All hidden units within the LOS must be revealed.
- When a unit retreats or advances after combat into an EZOC; only the adjacent units on both sides are revealed.
8.4 Determining Line of Sight (LOS)
(8.41) General Rule: The LOS is a straight line of 3 hexes from center to center. The LOS is obstructed by Blocking Hexes and Blocking Hexsides, or a hex occupied by units of either side. If any hex or hexside between the sighting unit and the target is blocking terrain, the Line of Sight is blocked. EXCEPTION: Adjacent units are always in LOS of each other. See also 23.0 for Weather effects on LOS.
(8.42) Blocking Hexes: Woods, Chateaux, Hilltops, and Town hexes are Blocking Hexes. A Slope hex blocks the Line of Sight unless the viewing unit is: 1) looking downslope through the Slope hexside; 2) on a Slope hex viewing another slope hex with no other blocking hexes intervening; or 3) on a Hilltop hex viewing a Hilltop that is not at a higher elevation.
(8.43) Blocking Hexsides: Crest and Slope Hexsides are Blocking Hexsides. The LOS is blocked if it passes through the juncture of two or more blocked hexsides or the juncture of a blocking terrain hexside and a blocking terrain hex. EXCEPTIONS: LOS for the sighting unit (only) is not blocked by:
- Crest hexsides adjacent to the sighting unit, including the vertices on both ends of the hexside (diagram), or
- Slope hexsides adjacent to a sighting unit on a hilltop hex. A unit on a hilltop can see enemy units below, but the units on lower ground can't reveal the unit on the hilltop.
- In these cases LOS is not reciprocal (also 13.34).
EXAMPLE: Each hex on the diagram is labeled as to whether Senarmont's unit has an LOS into that hex. Note that artillery cannot fire over friendly units, even when on a hilltop. Blocking Terrain in this example is Towns, Woods, units, Slope and Crest. Hexes beyond range are indicated with diagonal lines.
8.5 Obscuring Hidden Forces
A Unit remains revealed as long as it stays in an EZOC, and/or sighted by an enemy LOS. At the end of the Combat Phase, all units not in LOS are re-hidden.
9.0 Repulse
9.1 Repulse Procedure
(9.11) During the Movement Phase (only) the Phasing Player may attempt to Repulse enemy units in the path of his units; if successful the enemy will retreat immediately. The Combat Units attempting Repulse must first expend the MP cost of the adjacent enemy-occupied hex (or if more than one, the one with the greatest MP cost).
(9.12) Resolving a Repulse Attempt: Both players reveal their units involved. All units that project a ZOC into the repulsing unit's hex must be repulsed as one combined strength. In order for a Repulse to succeed the Repulsing units must have 5:1 odds or greater. Repulsed units retreat in the same fashion as retreats after combat (12.3).
(9.13) Terrain Effects on Repulse: Combat Strengths on both sides may be modified by Terrain (11.1); other Combat modifiers do not apply in a Repulse.
(9.14) Repulse of Vedettes: Vedettes may not attempt Repulse and Repulses against Vedettes always succeed.
9.2 Repulse Effects
(9.21) Effects of a Successful Repulse: If the Repulse succeeds then the Repulsed enemy units immediately retreat two hexes. The Repulsing stack must enter the vacated hex (it has already paid the MP cost). If there is more than one vacated hex, the Repulsing Player chooses one. After a successful Repulse the units may continue moving to the limit of their Movement Allowance, and may attempt a subsequent Repulse. A unit may be Repulsed twice in a single turn.
(9.22) Effects of a Failed Repulse: If the Repulse is unsuccessful, both sides immediately remove any Road March markers. The Repulsing stack immediately ceases movement and must attack the same unit(s) it attempted to Repulse in the following Combat Phase, unless terrain allows units not to attack. Other Friendly units may join this attack. This attack is conducted at two odds columns less than the actual odds. No other column shifts apply.
EXAMPLE: 14 Strength Points attacking 3 would normally resolve at (4:1); after a two-column shift, the combat is resolved at (2:1).
10.0 Combat
10.1 The Combat Phase
All Combat between opposing units occurs during the Combat Phase (2.1D for the sequence). Only adjacent Combat Units may be attacked (EXCEPTION: Bombardment, 13.0). A defending stack may be attacked only once per Combat Phase (EXCEPTION: a hex can be Bombarded and then attacked).
(10.11) LOS Step 2.1/D1: At the beginning of the Combat Phase both players reveal all their units and leaders that are within the enemy Line of Sight (8.4), even if there will be no Combat.
10.2 Retreat Before Combat (RBC)
(10.21) Cavalry RBC: Defending and then Attacking stacks composed only of Cavalry (plus any Leaders, Vedettes and Horse Artillery stacked with Cavalry) may elect to retreat one or two hexes out of an EZOC prior to combat. Vedettes by themselves must Retreat Before Combat (16.26). During this RBC units may not enter an EZOC, except Vedette ZOCs (16.25). A unit can take only one retreat before combat per turn. If a lone Vedette can't retreat, place it in the appropriate box as in retreat after combat (12.34). NOTE: RBC allows Cavalry to reveal the enemy force during the Combat Phase.
(10.22) Horse Artillery RBC: Horse Artillery that begins a Combat Phase alone (or with an all-cavalry stack) in an EZOC may conduct a 1-hex RBC. Horse Artillery units that do a RBC may still bombard that turn. A lone Horse Artillery unit in an EZOC of any enemy Cavalry unit may not RBC.
(10.23) Restrictions: Units in the EZOC of a cavalry unit with an equal or greater Movement Allowance may not Retreat Before Combat. Cavalry and Horse Artillery may not retreat before combat if surrounded, if stacked with infantry or artillery (other than Horse Artillery), or in a combat resulting from an unsuccessful Repulse.
(10.24) Supply and Morale: Supply and Demoralization do not affect a unit's ability to Retreat Before Combat.
(10.25) Leaders: Leaders that Retreat Before Combat do not roll for capture (5.5).
(10.26) Advance After an RBC: Enemy units may not advance into the vacated hex caused by an RBC, except at a Bridge. Cavalry defending a bridge that retreats before combat may be followed-up by enemy attackers across the bridge. (Because of its importance they would likely seize the bridge if left undefended even for less than a whole turn.)
10.3 Defining Combat
(10.31) All Engaged Units Must Attack: The Phasing Player must define all his combats before resolving them. The attacker may define his attacks freely, provided all enemy units in his ZOCs are attacked or bombarded, and all of his engaged Combat Units attack. Cavalry that retreats before combat does not count as attacking.
EXCEPTIONS:
- Units in Towns, Improved Positions, or Chateaux do not have to attack; if they attack, 15.12 applies.
- An artillery unit in an EZOC does not have to attack if other units in its hex do so (13.41).
- An artillery unit that bombarded this turn cannot join in an attack.
- A unit in Road March cannot join in an attack.
- A cavalry unit that charged this turn cannot join an attack.
- If an artillery unit bombards a hex, it frees friendly units adjacent to that hex from having to attack it (13.6), unless other enemy units are adjacent.
(10.32) Rivers and Combat: Adjacent units that are on the opposite side of an unbridged, unfrozen River may not be attacked but may be bombarded. Adjacent units on the opposite side of a bridged, unfrozen River may attack but need not do so.
(10.33) Multi-Hex Combat
- A defending stack may be attacked by up to six enemy stacks (one in each adjacent hex).
- All of the defending Combat Units in a stack must be attacked as a single combined strength; they may not be attacked separately.
- Two or more defending hexes may be attacked as a single force if the Attacker is adjacent to all defenders.
- All attacking Combat Units in a single stack must attack as one combined strength.
- If an attacking stack is located in the ZOC of several enemy stacks, and no other Friendly stack is adjacent to the enemy stacks, it must attack all of the stacks as one attack (and the defender may choose the one applicable terrain modifier that is most beneficial to him).
10.4 Combat Procedure
The Phasing Player conducts attacks in the order he desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack. Follow these steps for each combat:
STEP 1: Compare the combined attack strength of the participating attacking units against the total defense strength (modified by terrain) of the defending units. This is expressed as an odds ratio (attacker to defender). Round off this odds ratio downward to conform to the next lower odds ratio on the CRT. (Retain all fractions until the odds are computed.)
EXAMPLE: 16 SPs attacking 6 SPs reduces to 2:1. 15 SPs attacking 10 would be resolved at 1.5:1 odds.
STEP 2: The attacking player locates the calculated combat odds column on the Combat Results Table and rolls the die. Cross-referencing the die result with the odds column gives the Combat Result, which is applied immediately.
STEP 3: Adjust Casualty Level Markers to reflect combat strength lost (21.1).
11.0 Combat Modifiers
11.1 Terrain Effects on Combat
The terrain in the defending hex, or on the hexside separating the defending force from the attacker, may affect Combat Strengths. Retain all fractions until the odds have been calculated. Terrain Effects on Bombardment are different (13.36). If a unit's strength is reduced to zero, its attack doesn't take place (it remains engaged).
A. Towns: If all defenders are in towns, change Ar*/Dr* results to "Shock" (12.1). Defending Infantry Units have their total Combat Strength increased by 50%. EXCEPTION: Units with an Initiative of "1" (untrained) obtain no defensive benefit from Towns. Cavalry cannot charge into towns.
B. Slopes, Streams & Trestles: If all attacking stacks are attacking across Streams or Trestles, and/or uphill across Slope hexsides, the total strength of the defending force is increased by 50%. The Defender gets the slope benefit only if defending in a hilltop and attacked from the slope hex. Cavalry units cannot Charge uphill or across a Stream or Trestle.
C. Woods hexes: The total strength of all Cavalry and Artillery attacking into or defending in a Woods hex is halved. For all units defending in Woods, change Ar*/Dr* results to "Shock" (12.1). Cavalry units cannot Charge into Woods.
D. Bridges: Units are never required to attack across a Bridge. If all Combat Units are attacking across a Bridge or pontoon over a River (frozen or unfrozen), the Combat Strength of the defending unit is doubled. If the bridge is damaged see (7.63).
E. Crests: Change Ar*/Dr* results to "Shock" (12.1).
F. Chateau: Up to 2 defending Infantry are doubled. Change any Dr result (up to Dr4) to Shock unless the defender is demoralized. Cavalry units cannot Charge into a Chateau hex. Chateau effects on combat are negated in some situations (15.21).
G. Marsh: The total of all Cavalry and Artillery strengths are halved when attacking into or defending in a Marsh. Change "Ar*" result to Shock.
H. Rivers and Lakes: Combat Units may attack across unfrozen Rivers only at Bridges or pontoons (18.3). Frozen Rivers and Lakes are treated as Streams.
NOTE: Terrain modifiers for one side are not cumulative. Always use the one best modifier available to the defender.
11.2 Combined Arms
The attacker (only) may gain a +1 column shift in Combat if he has Infantry, Artillery, and Cavalry participating in the same attack. The Combined Arms benefit is not cancelled by a defending stack of all arms. Vedettes and artillery units that bombarded this phase are disregarded. The Combined Arms bonus does not apply if any of the defenders involved are in Town, Woods, Orchards, I.P.s or Marsh; across a Bridge (across Streams OK); or in Chateaux (unless demoralized). An overrunning Cavalry unit may be considered for Combined Arms even if it is eliminated in the Charge.
11.3 Staking Guard Units
This rule applies to all Guard ("OG," "Gd.," "Gde.," but not "GC" or "YG") units on both sides.
- Once per game, a player may "stake" his Guard units in any one combat. That player receives a one-column favorable shift on the CRT for that combat. A player is never required to stake the Guard. A Guard unit can be in combat without being "staked."
- If any infantry unit of the Guard is involved in an attack (at any time) and the result is "Ae," "Ar," or "Ex," the Demoralization Levels of all Friendly Formations a) whose officers are within 10 hexes or b) that currently have no officer but have any units within 10 hexes are immediately and permanently reduced by 4. EXCEPTION: Regardless of the combat result, if the attack by the Guard demoralizes the opposing formation, then the owning player's Demoralization Levels are not reduced.
- No formation can have its morale reduced more than once per game. French cavalry corps and formations with 4 units or fewer do not have their Demoralization Level reduced.
11.4 Napoleon
If Napoleon is stacked with an engaged force, the odds for combat shift one column in his favor at the French Player's discretion. (Does not apply to Bombardments or Charges.)
EXAMPLE: Napoleon is part of a one-to-one attack, the odds shift to 1.5:1. If Napoleon is defending and the odds are three to one, reduce to two-to-one.
11.5 Other Combat Modifiers
- Failed Repulse (9.22)
- Improved Positions (15.2)
- Snowstorms, Thunderstorms, Artillery in Mud (23.0)
12.0 Combat Results
12.1 Explanation of Combat Results
- Ae: All attacking Combat Units are eliminated.
- Ar (Ar2 or 3): All attacking Combat Units must retreat 1 (2, or 3) hexes.
- Ar*/Dr*: During any Storm; across a Crest hexside; or into a Marsh, Woods, Orchard, or Town hex, treat as Shock Result. These sudden encounters occur more frequently in confined passages.
- Dr (Dr 2, 3, 4): All Defending Units must retreat 1 (2, 3, or 4) hexes. EXCEPTION: Chateaux (15.1) and attacking across damaged bridges (7.63).
- De: All defending Combat Units are eliminated.
- Ex (Exchange): All Combat units on the weaker side are eliminated; the stronger side eliminates units which total at least 50% of the (face) Combat Strength of the weaker side. See Exchange Notes below.
EXCHANGE NOTES
- A. Artillery units that did not participate in the combat, which are stacked with units that did, may be used to satisfy an "Ex" result.
- B. Any overrunning Cavalry unit must be the first to be eliminated (14.24).
- C. Compare (unmodified) face-value SPs of all units.
EXAMPLE: The weaker side has 5 SPs and the other side has four units, with 2, 4, 8, and 10 SPs. Half of 5 is 2.5 and he must lose more, so he removes the '4.'
Sk (Shock): If you obtain a Shock Result, each player rolls one d6. On a 1, 2 add 0; 3, 4 add +1; 5, 6 add +2; to the Initiative of your best unit (the "Lead" unit) and consult the Shock Table (12.2). Victorious cavalry, that is not Demoralized, Out of Supply or Out of Command (whether attacking or defending) must advance into the vacated hex, up to the stacking limit.
SHOCK NOTES
- A. The Initiative of a Demoralized unit is 1 less than printed.
- B. When Artillery is alone in the hex, disregard its Initiative rating and use "1" for its Shock Combat value.
- C. Any overrunning Cavalry must be the lead unit (14.24).
- D. Shock Modifier: Increase an Attacker's Modified Initiative by 1 if the combat was resolved at 3:1 or greater on the CRT.
- E. 1R = Reduce one attacking and one defending unit. The owner must reduce either the strongest or the best initiative of his units involved.
12.2 The Shock Table
(Disclosed gap: the Combat Results Table, Shock Table, Bombardment Table, Charge Combat Table and Reconnaissance Table are printed only on the game's separate Combat Tables Folder / player aid cards. They are not in either source document: the Study Folder's page 20 is a blank placeholder reading "This page has the Combat Tables". They are therefore not reproduced here, and nothing has been filled in from memory.)
EXAMPLES OF COMBAT: Units A-1 and A-2 attack unit T at 11 to 4 odds, which rounds down to 2-1. Units B-1 and B-2 attack unit U in the Woods. The Woods halve the cavalry unit's combat strength and converts any Ar*/Dr* results to Shock (Sk). The odds are 3.5 to 4 which rounds down to 1-1.5. Unit C attacks unit V across a Crest hexside; the odds are 9 to 4 which rounds down to 2-1. The Crest hexside will convert an Ar*/Dr* result to a Shock Result (which is in unit C's favor). Unit D attacks unit W across a Stream hexside into a Town hex. Since terrain modifiers are not cumulative, the defender must choose which benefit to use; and in this case he picks the Stream since he does not want any Ar* results converted to Sk (he would lose a Shock battle). Unit W is increased by 50% yielding odds of 6 to 6.
The two units at E attack unit X up a Slope. The defender's combat strength is increased 50% to 6. The odds are 10 to 6 (which is 1.5 to 1). The three attacking units at F would have earned the Combined Arms Shift, but it is not allowed against defenders in Town hexes. The Town increases unit Y's Combat Strength 50% to 4.5. The odds are 12 to 4.5 (2-1) and Ar*/Dr* results convert to Sk. Unit G (cavalry) attacks artillery unit Z in a marsh hex. Both of those unit types are halved attacking and defending in Marsh, so the odds are 2 to 2. Marsh converts any Ar*/Dr* results to Sk which would be in the cavalry's favor.
12.3 Retreats
(12.31) Basic Rule: On a Result of "Retreat," the owning Player must move his unit (or stack retreating together) one or more hexes (as specified by the result). A retreating Combat Unit may not cross a prohibited hexside; enter an EZOC or a hex occupied by enemy Combat Units (EXCEPTION: Vedettes, 16.25); or exceed stacking limits. Friendly units do not negate EZOCs for purposes of a combat unit's retreat. A leader may retreat through an EZOC if occupied by a friendly unit. A retreating friendly unit may enter a hex occupied by a friendly unit but that unit immediately comes out of Road March.
(12.32) Vedettes and Retreat: Combat Units may retreat into the ZOCs of an enemy Vedette, or even into a hex currently occupied solely by an enemy Vedette if no other path of retreat is available (the enemy Vedette is displaced; 12.36).
(12.33) Retreat Across Bridges: Units that retreat across a Bridge or Pontoon over an unfrozen River (not a Trestle or a pontoon bridge crossing a stream) risk elimination and must roll the die: the first unit to cross the Bridge is permanently eliminated on a 6; thereafter add +1 to the die for every retreating unit that follows (i.e. a second unit is permanently eliminated on a 5 or 6). If a pontoon deployed across an unfrozen River hexside with no existing bridge or another deployed pontoon, the first retreating unit is eliminated on a roll of 4, 5, or 6, with one still added for each successive unit. The owning player chooses the order of retreat. Retreats across damaged bridges are not allowed, and any retreating units are automatically eliminated (PEU) if there is no alternate hex.
(12.34) Units Unable to Retreat Fully: If a unit cannot retreat fully it is eliminated. If any part of its retreat path is blocked only by EZOCs or the map edge, the unit is placed in the Units Awaiting Recovery (UAR) Box. If it could not retreat fully because of a prohibited hexside and/or enemy units (only), roll one die to determine which box to place it in:
| Die roll | Place unit in |
|---|---|
| 1-3 | UAR Box |
| 4-6 | PEU Box |
Always place a reduced unit that can't retreat fully for whatever reason into the PEU.
(12.35) Path of Retreat: The unit (or stack) must end its retreat the specified distance from the starting hex; enter each hex only once. The retreat should shorten the distance to the formation's baggage train or to a friendly supply source (or both). If two or more paths are open to the retreating unit, it must move in better terrain (preferring roads and trails to a roadless Marsh, for instance).
(12.36) Displacement: If the only path available to a retreating force would cause it to exceed the stacking limits (3.2) for a hex, then one or more combat units in the hex must be displaced to make room for it. Displaced units retreat one hex, observing all restrictions governing retreat after combat. However, if the units to be Displaced cannot retreat:
- the originally retreated force is eliminated instead and will enter the UAR; and
- if the retreating force contains cavalry the displacing unit must make an Initiative check: if it fails it is eliminated; place in the UAR Box. Trains never displace (18.16).
A displaced force may displace other Combat Units if no other path of retreat is available. Displaced units may not enter EZOCs.
EXAMPLES OF RETREAT: The two stacks of defending units must retreat. EZOCs are indicated with diagonal lines except those of the Vedettes which have no effect against enemy retreats. The only terrain that effects retreats are unbridged Rivers, which prevent it. Zig-zag retreats are not allowed. A unit must end its move that number of hexes distant from its starting hex. It may retreat across the bridge and Displace the enemy Vedettes. At B, the unit must retreat across a bridge hexside and run the chance of elimination; the first unit across is eliminated on a die roll of 6, the other unit on a die roll of 5 or 6. Assuming both survive, they can retreat in the path indicated.
12.4 Advance After Combat
Whenever an enemy stack is eliminated or forced to retreat, the owning player may advance friendly leaders and one or more friendly units that participated in the combat, whether as attacker or defender, and occupy the vacated hex and not beyond it.
A. One Infantry Unit plus all cavalry in a given attack may advance if no leader is present (or Leader doesn't advance). B. LEADER BONUS: If a leader is in the stack and advances, all undemoralized infantry and cavalry units may advance with him. C. Artillery may never advance after combat. If the defenders vacate the hex as a result of bombardment, any phasing infantry and/or cavalry adjacent to that hex (with any leaders) may advance into the vacated hex, after all bombardments are concluded. A unit cannot advance if it has an unresolved combat to perform, or is Out of Command.
EXAMPLE: A stack of artillery units bombard a 6 [4] 4, forcing its retreat. The 5 [3] 4 may not advance; it must attack the other 6 [4] 4.
D. If the enemy force occupied two or more hexes, attacking cavalry (only) may advance into the other vacated hex. E. Combat Units and Leaders may choose not to advance. The option to advance must be exercised immediately. A unit may not be attacked, or attack again, after advancing (even if it advances next to units that have not yet resolved Combat). F. Demoralized and Out of Command units may not advance after combat. G. Victorious Combat Units may advance into the vacated enemy hex even if they advance from one EZOC to another. H. Units may not violate stacking limits after an advance. A victorious overrunning cavalry unit that remains in the hex counts against stacking.
EXAMPLES OF ADVANCE: At A no leader is present so only one Infantry and all Cavalry units can advance into the defender's vacated hex. At B the leader allows all undemoralized, non-Artillery units in his stack to advance, along with all engaged Cavalry units.
12.5 UAR and PEU Boxes
(12.51) UAR: Any time a full-strength Combat Unit is eliminated due to an Ae, De, or Ex, the owning Player must determine if it could have retreated 1 hex without encountering prohibited terrain or enemy-occupied hexes. If a retreat route is open or is only blocked by EZOCs it is placed in the Awaiting Recovery box. Otherwise, the unit must be placed in the Permanently Eliminated Units (PEU) box.
(12.52) PEU: The following Combat Units are also ineligible for Reorganization, and are placed in the Permanently Eliminated Units box when lost in combat:
- Baggage and Pontoon Trains
- Already Reduced: A unit already at its Reduced Strength when it was eliminated.
- No Reduced Strength: A Combat unit with a strength of [1] has no reduced strength.
- Retreat Across Bridges: Units retreating across a bridge risk permanent elimination (12.33).
- Ae on the Charge Table
- Unable to Retreat fully, which risks permanent elimination (12.34)
13.0 Bombardment
13.1 Artillery Units
In addition to their regular attack ability against adjacent units, artillery may make bombardment attacks. Bombardments are permitted by the Phasing Player during the Bombardment Step and by the non-phasing Player during the Artillery Reaction Fire Step (13.5). Artillery may Bombard or participate in regular combat in a given Combat Phase; it may not do both.
13.2 Range
Bombarding Arty must be either 2 or 3 hexes from its target, unless Bombarding over an unbridged, unfrozen River.
13.3 Bombardment Procedure
(13.31) Sequence: For each bombardment, follow these steps:
- Designate the Bombarding Units (13.32).
- Designate the Target Hex (13.33).
- Determine the Line of Sight; if blocked, the bombardment is prohibited (13.34).
- Determine the Bombardment Strength (13.35).
- Calculate the Effects of Terrain (13.36).
- Resolve on the Bombardment Table (13.37).
- Execute the Combat Results (13.38).
(13.32) Designate the Bombarding Units: Any number of artillery units may bombard a single hex as long as all the units are eligible to fire at the target hex. Artillery units stacked together may bombard different hexes. An Artillery unit may not bombard more than one enemy occupied hex, nor may it split its strength. Artillery units may not Bombard when:
- in a woods or orchard hex; they may participate in an adjacent regular combat.
- alone in an EZOC; they must attack an adjacent unit (however, see 13.5).
- the weather is Snowstorm, Thunderstorm, Duststorm, Snow, Rain, or Fog (23.0).
- in Road March.
(13.33) Designate the Target Hex: All enemy units in a hex under bombardment are bombarded as one target. A hex may not be bombarded more than once in a Combat Phase, however, a hex may be the target of a bombardment and then a regular attack during the same Combat Phase. The target must be a combat unit or leader...
- in range and in the LOS of all Bombarding units.
- not in woods, orchards, or Chateaux.
- not adjacent (EXCEPTION: enemy on the opposite side of an unbridged, unfrozen river).
- not in a Town hex at range 3.
(13.34) Artillery Line of Sight A. Hilltop Hexes and Slope Hexsides: A Slope hex intervening between a bombarding artillery unit and its target blocks the Line of Sight unless the artillery unit is on the hilltop and is either:
- firing downslope through the Slope hexside; or
- firing on another slope hex (no blocking hexes intervening). The target units in either case have no reciprocal LOS (8.43). B. Crest Hexsides: Crest terrain is drawn on both sides of a given crest hexside. LOS is not blocked by a crest adjacent to the bombarding unit. A non-adjacent Crest blocks LOS.
(13.35) Determine the Bombardment Strength: The strength of all Artillery units bombarding a given target is totaled (this may include bombarding units in different hexes). The strength of any artillery units bombarding at 3-hex range is reduced by 50% (if <1 use the <1 column; otherwise round fractions down).
(13.36) Calculate the Effects of Terrain: The effects of terrain on bombardment are as follows:
- Towns: Artillery bombarding into towns are reduced by 1/3. You may not bombard into a town at 3-hex range.
- Woods and Chateau hexes: May not bombard into Woods or Chateaux or out of Woods.
- Marsh: Bombarding SPs are reduced by 1/2.
(13.37) Resolve on the Bombardment Table: All bombardments must be resolved and results applied during the Bombardment or Arty Reaction Fire step. Cross-reference the Bombardment Strength with the die roll and apply modifiers. During mud turns (23.0), modify the die roll by -2.
(13.38) Execute the Bombardment Results: A Bombardment affects all units in the target hex (only). A Bombardment may result in: "Dr" (12.1) or "1R" (Reduce one unit). A "1R" result means one unit in the hex is flipped to its reduced side, or an already-reduced unit is eliminated. The Bombarding Player decides which unit to reduce. The owning player may decide to remain in the hex or voluntary retreat one hex with the remaining units in the target hex. "S" (Suppressed) and "2R" (Reduce two units/steps) are other possible bombardment results. All Suppression Markers on the map are removed at the end of the next Combat Step (Step 5).
(13.39) Hold Your Ground: A Dr result on the Bombardment Table can be converted to a 1R at owning player's option. Select your "lead" unit and roll for Initiative. If successful, the lead unit suffers step loss and there is no retreat.
BOMBARDMENT EXAMPLE: Artillery unit A has no eligible targets; all are blocked by friendly units or are prohibited. Bombardments cannot be made uphill against a Hilltop hex, into Woods, or across a Crest that is not adjacent to the artillery.
13.4 Artillery Units in an EZOC
(13.41) If an artillery unit is in an EZOC and stacked with a friendly infantry or cavalry, it may bombard a hex different from the one the other units attack. Artillery need not attack the adjacent enemy units as long as some other friendly unit does so. However, an artillery unit suffers all combat results incurred by the units it is stacked with.
(13.42) Regular Attacks: When alone in an EZOC, an artillery unit must attack an adjacent unit and may not bombard. It uses the regular Combat Results Table, and may combine its strength with attacking infantry and cavalry in other hexes. During Mud, Artillery units attack and defend at one-half their normal strength (rounding fractions down). Artillery units in regular combat suffer all Combat Results in the same manner as other units. If the units in their stack suffer an "Ex" result they may be used to satisfy the required losses. Artillery units may never add their strength to a regular attack via a ranged attack; they must be adjacent. The Initiative Rating of a lone Artillery unit for shock is 1 (12.2).
13.5 Counter-Battery Fire (CBF)
The effective bombardment strength is reduced by one-half the strength of any artillery in the target hex (rounding fractions down). Apply any CBF reduction before modifying the bombardment strength for weather, range, or terrain. If the target has no LOS on the bombarding unit, or is alone in an EZOC (13.42), there is no CBF reduction. EXAMPLE: an ARF by 4 SPs would be reduced to 3 if the target includes 3 SPs of artillery with a LOS. Bombardment has no effect if one-half the target artillery strength is still at least equal to the Bombarding strength.
13.6 Soak-Offs
A unit bombarded in a given turn is considered attacked.
14.0 Cavalry Charges
A cavalry charge in this game is a faster charge, where the cavalry gradually build-up speeds near 300 meters per minute. In a successful cavalry charge, the cavalry unit(s) move through an EZOC directly into the enemy-occupied hex, thereby cutting the retreat route of the overrun unit in the following Combat Step.
14.1 Which Units May Charge
All cavalry (except LC and demoralized cavalry) that have not moved during the previous Movement Phase may make a charge. A hex being charged must also be subjected to a regular attack by at least one friendly infantry or artillery during the same Combat Phase. A cavalry unit may not make a charge and conventional attack during the same Player-Turn.
14.2 Procedure
(14.21) A Cavalry Charge is resolved on the Charge Combat Table during the Charge Step. Charging cavalry may expend the full Movement Allowance during the charge step. It costs one extra MP to enter the Enemy unit's hex. This MP cost reflects the shorter range of charging cavalry. Determine the odds as in combat and roll on the Charge Combat Table.
(14.22) Restrictions: Only one charge may be made by a single stack against a given hex in one Combat Phase. Cavalry units from multiple hexes cannot charge the same hex. A Cavalry Charge may not be conducted:
- into a woods, town, chateau, or improved position
- uphill through Slope
- across a Ford, Stream, or Span hexside
- during a Mud or Night turn (14.3)
- if the Cavalry unit is in Road March
- through an EZOC (except the ZOC of its target)
- through friendly units
- by LC or demoralized cavalry.
Cavalry Charge movement is subject to all Movement Rules (7.0), with the exceptions listed above.
(14.23) Charge Results: The possible results of a Charge are Ae, Pr or Overrun:
- On an Ae result, the charging units are eliminated (PEU).
- On a Pr result, all Phasing (charging) cavalry retreat to their starting hex and reduce 1 or 2 units. The target has off-road Movement costs doubled in the following Movement Phase. Place a Square Marker on the infantry units charged. Remove the Marker at the end of their next Movement Phase.
- On an Overrun result, the cavalry unit(s) move into the enemy-occupied hex. The charging unit's ZOC extends out into all surrounding hexes. In the upcoming regular attack (Combat Step), the retreat route of the overrun unit is cut off.
(14.24) Subsequent Combat Result: The cavalry units making the charge may not add their Attack Strength to the subsequent combat. The subsequent attack is credited with cavalry for purposes of Combined Arms (11.2) even if the cavalry unit is eliminated in the Charge.
- A. If the subsequent Combat Result on the Combat Results Table is Dr or De, all defending units are eliminated (UAR), if the charging cavalry unit(s) remain in the hex, and one of the attacking units may advance into the hex as usual.
- B. If the subsequent Combat Result on the Combat Results Table is Ae or Ar, the cavalry unit(s) are eliminated (UAR). Opposing units may never end any Phase stacked together.
- C. If the subsequent Combat Result is an Ex, the charging cavalry units are the first to be counted toward the Exchange.
- D. If the subsequent Combat Result is Sk, the charging Cavalry unit is the lead unit.
- E. If the Ex or Sk does not clear the hex of enemy units, the charging cavalry units are eliminated (UAR).
14.3 Charges and Weather
Charges are not permitted during Mud and Night Turns. During Snow, Snowstorm, Thunderstorm, Duststorm or Heat, add +1 to the Charge CRT die roll (23.1).
CAVALRY CHARGE EXAMPLES: Hexes marked X may not be a target of Cavalry Charge even if they contained enemy units under attack. Charges may not be conducted across Streams or Rivers, up Slopes or into Woods or Town hexes. At B the Cavalry Charge is made across two Crest hexsides which have no effect. The Cavalry unit pays +1 MP to enter the defender's hex. The odds would be 1-2 (only 50% chance of success). At C the Cavalry unit attacks at 1-1. If the Cavalry survives the charge they will remain on top of the enemy unit and will cut off their retreat. Note that in combat C, the phasing player will earn the Combined Arms shift even if the cavalry unit doesn't survive the charge.
15.0 Fortified Places
Fortified Places are of two types. Chateaux are protected by strong walls impervious to field artillery. A simple Improved Position (I.P.) made of timber and stout beams could be thrown together in a few hours. A more elaborate dug-in redoubt could take most of a day.
15.1 General Rule
(15.11) ZOCs: ZOCs extend out of but not into Fortified Places; adjacent units must attack enemy units in Fortified Places. A unit that enters a Fortified Place adjacent to an enemy combat unit must stop moving.
(15.12) Attacking: Units in Fortified Places are not required to attack, but if they elect to attack, all adjacent enemy units must be attacked by some friendly unit.
(15.13) Advance and Retreat: Units may advance after combat into Fortified Places. Retreat into occupied Fortified Places is allowed (15.21).
(15.14) Cavalry Charges against Fortified Places are prohibited.
(15.15) Combined Arms bonus: When attacking Fortified Places the attacker receives no Combined Arms bonus.
15.2 Chateaux
(15.21) Stacking: A chateau loses its combat effects if the hex contains more than two defending infantry units; or contains any artillery, cavalry or train units. All chateau effects on combat are negated as long as they remain in the hex (4.2, 11.1F, 11.2, 13.33, 14.22). Town effects if any still apply.
(15.22) Defending: If any defending units in a combat occupy a Chateau, "Dr," "Dr2," "Dr3" and "Dr4" results from the CRT are treated as "Shock." This does not apply if the units defending in the Chateau are demoralized, or if a retreat result is obtained on the Shock Table.
(15.23) Bombardment: Artillery units may never bombard into Chateaux. They may make regular adjacent attacks.
15.3 Improved Positions
(15.31) Defending: The strengths of all infantry units defending in a completed I.P. are doubled. If an I. P. is built in a town, all combat effects of I. P. and towns apply.
(15.32) Construction Procedure: The construction hex must contain at least two infantry units that did not move during that Movement Phase. If a town hex only 2 SPs of infantry are needed. Construction is not permitted during Frost, Snow, Snowstorm, or Night March Phase, or in Chateaux or Marsh hexes. Roll on the table below at the end of the Movement Phase. If the infantry leave an I.P. under construction, remove the I.P. marker. After completion the Improved Position marker is never removed (even if unoccupied) and may be used by either side.
(15.33) Construction Table: Roll one d6.
| Die roll | Result |
|---|---|
| 1 | construction complete (invert marker) |
| 2-6 | Under Construction; roll again next turn. An I.P. under construction has no effect. |
16.0 Vedettes
Each Vedette is a regiment of around 500 men, broken-up into 50-man patrols that fan-out to cover a wide area. These fast-moving patrols were used to screen an army against enemy reconnaissance, to perform their own reconnaissance, and to protect the flanks of combat units.
16.1 Vedette Breakdown and Reassembly
A Light Cavalry unit may generate a number of Vedette (scout) units equal to its vedette number (1.42).
(16.11) Creating Vedettes: During the Reorganization Segment (only), any full-strength Light Cavalry (LC) unit may bring its corresponding Vedette units onto the map. Each full-strength LC parent unit has a number (in a circle), to indicate the number of Vedettes provided for that unit. The Phasing Player removes the LC unit from the map and replaces it with the Vedettes. The LC unit is then placed in the Full Strength Holding Box. Vedettes may move in the turn they are created. Reduced-strength units may not create Vedettes.
EXAMPLE: Marulaz's cavalry brigade has a "4" in a circle. It contains four Vedettes with a corresponding designation.
(16.12) Reassembling Light Cavalry Units: To recombine Vedettes into an LC unit, just pay the regular +1 MP cost to stack. Remove the stacked Vedettes immediately if the stack is not in an EZOC and replace them with the parent unit. The parent unit may continue moving, expending the Vedettes' remaining MPs, in command if any of its Vedettes were in command. The Vedettes of any LC unit that contains 4 or more Vedettes may stack for immediate reassembly.
NOTE: Vedette unit I.D. may be ignored. The proper number of Vedettes may combine freely to reassemble any available LC unit.
(16.13) Creating Vedettes from Mixed Type Units: Full strength Infantry units with a Vedette number may also create Vedettes during the Reorganization Segment. Flip the counter to its reduced strength side, then deploy the Vedette(s) to the same hex. Such Mixed Type units may flip back to full strength by stacking with the same number of friendly Vedettes (not in an EZOC) and removing the Vedettes from the map during the Movement Phase.
(16.14) Corps Affiliation of Vedettes [Optional Rule]: A Vedette may not be used to reassemble a unit from a different formation; only units from its assigned formation.
16.2 Properties of Vedettes
(16.21) Movement: Vedettes move like Cavalry and must be in Command or pass their Initiative die roll to move. Vedettes always pay road costs when on roads but ignore Road March restrictions and are ignored by friendly units in Road March.
(16.22) Stacking: No more than 3 Vedettes may occupy the same hex. EXCEPTION (16.12)
(16.23) Repulse: Vedettes may not attempt Repulse. Repulses against Vedettes always succeed.
(16.24) Combat: Vedettes are non-combat units; they may not attack or defend. Vedettes do not count for Combined Arms. Vedettes stacked with friendly combat units are subject to the combat result against the stack. Eliminated Vedettes may return to play through Reorganization (22.25).
(16.25) ZOCs and Retreat: Vedettes have ZOCs, but they do not block enemy retreats; units may retreat into the ZOC of an Enemy Vedette. Retreating enemy units can, if necessary, displace friendly Vedettes.
(16.26) Retreat Before Combat: Any engaged Vedette of either side that is not stacked with a friendly combat unit must Retreat during the Cavalry Retreat Step (10.2) one or two hexes. If it cannot retreat, it is eliminated (12.34). Vedettes cannot prevent enemy Forces from using Retreat Before Combat.
17.0 Supply
17.1 The Supply Segment
The Phasing Player must determine the supply status of each Friendly Combat Unit during the Supply Segment of each Weather/Recovery Turn (23.12, 2.1/B-1). Out of Supply units are marked "Out of Supply" and remain Out of Supply until the next Weather/Recovery Turn.
17.2 Out of Supply Effects
Out of Supply units suffer the effects of Demoralization (21.2), but the effects are not cumulative.
17.3 Automatic Supply
All reinforcements from their turn of entry, and all units on-map at the start of any scenario are automatically in supply until the next Weather/Recovery Turn.
17.4 Supply Lines
(17.41) Tracing a Supply Line: A Combat Unit is in supply if it can trace a Forward Supply Line (17.42), no more than 14 hexes long (not counting the unit's hex), to one of the below:
- Directly to a Friendly Supply Source (17.5); or
- To its own Formation's Baggage Train located on a road or trail hex that has a "Trunk" Line (17.43); or
- If its own Formation's Baggage Train is not in play, or if there is no dedicated baggage train (none provided in the counter mix), it can trace to the nearest Friendly Baggage Train located on a road or trail hex that has a Trunk Line.
NOTE: Supply is tracked by unit, not by stack.
(17.42) Forward Line: The Forward Supply Line (only) may traverse any type of terrain except Lake or River hexsides (unless the hexside is frozen or is crossed by an undamaged bridge or pontoon). Each counts as one hex, maximum 14 hexes.
(17.43) Trunk Lines: A Trunk Line may comprise any number of connected road and/or trail hexes leading to a Friendly Supply Source.
(17.44) Blocking Supply Lines: Forward and Trunk Lines are blocked by the physical presence of enemy combat units and Vedettes. EZOCs do not block Supply Lines.
17.5 Supply Source Hexes
Each side has Supply Source hexes that are indicated on the map by a supply symbol with an encircled code letter. C = Coalition, A = Austrian, P = Prussian, R = Russian, F = French
18.0 Baggage and Pontoon Trains
There are two types of Train units: Pontoon Trains and Baggage Trains. Baggage Trains are important for Supply; Pontoon Trains place temporary bridges. Pontoon Trains have a train side and a deployed bridge symbol on the reverse.
18.1 Properties Common to Both Trains
(18.11) Movement: Trains move automatically; they are always in Command. Trains have a Movement Allowance of 4 MPs, paying cavalry costs for movement. They may use Road March (7.5). During Mud, Thunderstorm and Snowstorm turns, Train units Movement Costs are doubled for all types of terrain.
(18.12) Movement Restrictions: Trains have the following movement restrictions:
- may not enter Slope hexes except by Road or Trail.
- may not stack.
- may not enter an EZOC.
- Baggage Trains may not cross rivers (even if frozen) or streams except via Spans and Pontoon bridges.
- Baggage Trains (and Supply Lines) may not cross damaged bridges (but may cross pontoon bridges).
(18.13) Trains and Combat: Trains do not have a Combat Strength and cannot defend or attack. They may not Retreat Before Combat.
(18.14) Trains and ZOCs: Trains have no ZOC. If a Train or deployed pontoon finds itself adjacent to an enemy combat unit it is immediately captured or destroyed. Roll one die:
| Die | Pontoon Train | Baggage Train |
|---|---|---|
| 1-3 | is captured intact (18.35) * | is captured (18.23) |
| 4-6 | destroyed | destroyed |
* If one end of a deployed pontoon is occupied by a unit friendly to the pontoon, a roll of 1 to 3 is considered no effect.
(18.15) Destroyed Trains: Destroyed Trains are removed from play (PEU). They may not be reorganized.
(18.16) Trains and Displacement: Trains may not be displaced. If the train unit's hex is the only one available for the retreating friendly unit, the train is destroyed (PEU), and the retreating unit/stack is eliminated (UAR).
(18.17) Trains and Formations: Baggage Trains may belong to specific formations printed on their counter. Pontoon Trains do not belong to any formation.
18.2 Baggage Trains
Each baggage train represents approximately 100 wagons. A Baggage Train serves to extend a unit's supply line.
(18.21) Supply: Most Baggage Trains belong to specific formations as shown by their Command Designation. Some baggage trains are generic for a given side. Each Corps baggage train can provide supply to all units in its formation within range plus one stack of units from a different formation. However, any formation or individual unit without a dedicated baggage counter (none provided in the counter mix) may trace supply to any friendly baggage train, each stack to a different baggage train.
(18.22) Lost Baggage: If a formation's baggage train is destroyed or off map, only one stack of that formation may trace supply to another friendly baggage train.
(18.23) Captured Baggage Trains: A captured baggage train is destroyed (PEU). Two VPs are awarded to the side that captures a baggage train. If an out of supply unit(s) captures an enemy baggage train, all units of the capturing side adjacent to the train remove their OOS Markers.
18.3 Pontoon Bridges
Pontoon Bridges may be deployed across Stream or River hexsides.
(18.31) Deploying Pontoon Bridges: During the Friendly Movement Phase, the Phasing Player may deploy a Pontoon Bridge by flipping the counter over onto an adjacent hexside so that it is half-way on either hex. It costs no MPs to deploy. No Friendly or Enemy units may cross a Pontoon Bridge until the Friendly Player Turn after it is deployed.
(18.32) Deployment Restrictions: A Pontoon Bridge may not be deployed:
- to extend into an enemy-occupied hex, but may be deployed into an EZOC.
- if either end of the bridge is in a slope hex, unless there is a road or trail in the hex (18.12).
- in a Snowstorm, or during Frost or Snow.
- if the Pontoon Train is marked in Road March (7.51).
(18.33) Crossing Cost: Combat Units not in Road March pay the following MPs to cross a Pontoon:
- +1 MP to cross a stream
- +2 MPs to cross a river
- +0 MPs to cross if the Pontoon Bridge is deployed at an existing Span or site of another deployed Pontoon.
Units in Road March, Leaders, and Vedettes never pay extra MPs to cross Pontoon Bridges. Trains must pay the additional +2 over river and +1 over stream.
(18.34) Reconfiguring a Pontoon Train: A Pontoon Bridge may be reconfigured back into a Pontoon Train during the Friendly Command Segment simply by flipping the unit over to its Pontoon Train side in either of the two hexes adjacent (you may reform a pontoon train at one end if the other end is in an EZOC). Pontoon Trains must be reconfigured at Step "e" of the Command Segment. Nothing may cross a Pontoon Bridge in the turn it is reconfigured into a Pontoon Train. A Pontoon Train may move in the same turn that it is reconfigured but may not re-deploy until the next turn.
(18.35) Captured Pontoon Trains and Pontoon Bridges: Leaders, Vedettes and Combat Units may freely Move, Advance After Combat, and Retreat across intact enemy Pontoon Bridges. A captured Pontoon Bridge may be reconfigured into a Pontoon Train and used again by the player who captured it.
19.0 Reinforcements
19.1 General Rule
Reinforcements enter play on the turn and hex specified in the Scenario Information and/or the TRC. Reinforcements enter during the Friendly Command Movement Segment and may move and engage freely on their turn of entry. Reinforcements may be placed under "March Order" on the turn of entry at the Player's discretion (20.3). Reinforcements enter Hidden (8.0). Reinforcements are In Command for the turn of entry and in supply until the next supply check. A light cavalry unit may enter as a combat unit or broken down into Vedettes.
19.2 Stacking and Road March
(19.21) Stacking: When more than one Combat Unit is scheduled to arrive at the same entry hex in the same turn, they may arrive stacked observing the stacking limit. If there are more arriving units than can legally stack in the hex, each subsequent stack enters on the same hex and turn, paying MPs equal to the cost of the hex for itself and for each stack that entered before it.
(19.22) Road March: Reinforcements may instead enter the map using Road March (unstacked) with an empty hex between each arriving unit. In this case the first unit to arrive pays the road MP cost of the first entry hex. Each subsequent unit or stack to enter on the same hex and turn pays one additional MP. In addition, unless otherwise indicated by the scenario, a formation's leader enters with the first stack of his formation, and the formation's baggage train enters at the end after the last arriving unit of the formation.
EXAMPLE: The second stack to enter will pay one extra MP; the third, two additional MPs (19.23).
(19.23) Excess Stacks: Stacks without enough Movement Points to enter must wait off-map until the following turn. The excess stacks of a formation still enter in Command when they arrive.
19.3 Changing Reinforcement Entry
(19.31) Blocked Entry Hexes: If the entry hex is occupied by an enemy or friendly combat unit or an enemy combat unit's ZOC the Reinforcement may instead enter in the hex nearest to the entry hex clear of combat units and EZOCs.
(19.32) Voluntary Delay: Players may voluntarily delay the entry of Reinforcements. However, no other scheduled Reinforcement may enter at this entry hex until the delayed Reinforcements have been brought onto the map (the follow-on reinforcements may enter in the same or subsequent turns). A portion of a Reinforcement force may not be delayed. Either all the units scheduled to arrive at that hex are brought onto the map, or none.
19.4 First Day Reinforcements
Approach to Battle reinforcements enter on the First Day of the game. These units are usually on-map in the Day of Battle Set up.
19.5 Alternate Reinforcements
Alternate Reinforcements are forces that could have intervened. Their arrival depends upon card play. Alternate Reinforcements appear in order of priority listed in the Scenario Information.
20.0 March Orders
Orders were carried by orderlies mounted on fast horses, usually overnight, to Officers beyond Command Range.
20.1 General Rule
A March Order allows a Force (defined in the Glossary) to move during each Friendly Command Movement Segment that the order is in effect (including during Night March Phases) regardless of Command Range. All the units under a March Order are considered in command. A Force may receive a March Order if it is:
- a Reinforcement (20.3);
- the one force selected at night (20.4); or
- the one force selected for March Order at the start of play, (once per game) if that side has a Commander on the map.
20.2 March Order Procedure
(20.21) Specify Objective Hex: The Player must secretly specify the Objective Hex on an Orders Slip when the March Order is issued. This objective must be revealed to the Enemy Player at the moment an infantry unit of that Force reaches its objective. The objective may be any town or Bridge hexside on the map. For each Force under a March Order, the Player must write down the name of the Officer or the designation of the individual unit(s) in question. A force may be assigned only one objective at a time. In a multi-hex town any hex in the town can be the objective.
(20.22) March Order Movement Restrictions: The force must move each turn at the speed of the slowest unit in the force, until it reaches its objective or the March Order is removed (20.23). The units under a March Order must take the shortest possible route (in terms of MPs) toward their Objective Hex. A Force given the March Order is not required to use road march. On the turn a Force reaches its objective, it can continue moving to the limit of its Movement Allowance; then the March Order is removed and no longer in effect.
(20.23) Forces Removed from March Orders: A unit is removed from the March Order at the moment:
- it reaches its objective hex (or as near as possible).
- at the owning player's option, if it is placed in the ZOC of an Enemy unit or vedette.
- at the Player's option, if the force is placed in Command by a Leader during any friendly Command Phase. An officer who makes his initiative may opt out of a March Order.
NOTE: If a Commander places an individual unit in command, it does not remove the March Order for the rest of the Formation.
The M.O. endures until the last unit reaches the destination or is removed. When a unit comes out of a March Order it is Demoralized for the rest of the Player Turn.
Units that reach a March Order destination are removed from the M.O. Other units under the March Order can either continue to use the M.O. or they can be removed. The units removed from a March Order can freely use their remaining MA that turn, without being constrained by the former M.O.
(20.24) Pre-Programmed March Orders (Card Play only): A force under a pre-programmed March Order at the start of the game that is subject to a Late Start Mode card cannot be removed from the March Order until its Leader awakes. Until then the Leader moves with the units of his formation.
20.3 March Orders to Reinforcements
A Reinforcement Force may be placed under a March Order (or several different March Orders) on the turn of its map entry, even if its arrival is delayed indefinitely by the Player. The number of reinforcement forces that may be placed under a March Order on a turn is limited only by the number of reinforcement forces arriving on that turn.
20.4 March Orders at Night
(20.41) Moving Units under March Orders at Night: The Movement Allowance of a Force under March Order at night is 2/3 MPs (inf/cav). Forces under a March Order are the only forces which can move during the Night March Phases.
(20.42) Changing March Orders at Night: One on-map stack or formation may be given a March Order during the Night March Order Dispatch Phase, regardless of command range restrictions. Units need not be in command for a night March Order. This March Order takes effect with the first daylight turn of the next day (2.2B). Alternatively, a player may change the objective hex in a March Order of any one of his forces, but this counts as the "one" March Order allowed.
20.5 General Retreat March Order
(20.51) The General Retreat March order differs from a regular March Order in the following ways:
- All friendly leaders and units are considered to have the order, including out of command forces;
- The Objective Hex for a given unit is the closest friendly Supply Source under friendly control, tracing the line as allowed by the rules of supply (17.41), or may be a hex specified in the Scenario Instructions;
- The order may be issued during the friendly Command Segment of any day Turn, or at the beginning of the March Order Dispatch Phase (Night AM turns) and takes effect immediately.
- The order may be cancelled at the owning player's option, after being in effect for one turn, for any undemoralized force(s) in Command and these may maneuver freely.
- Add one (+1) to the die roll for Reorganization of Demoralized forces on the turn the General Retreat is ordered.
- Reinforcements enter normally.
- The order may be issued only once per game, unless using the cards; a new General Retreat may be issued for each card.
- Units must remain in General Retreat March Order for at least 1 turn, unless they move adjacent to the enemy.
- All units move at the speed of the slowest unit in their force (20.22). EXCEPTION: Undemoralized units passing an Initiative check may opt-out of the General Retreat March Order and freely maneuver (having already passed Initiative) in the following Initiative Movement Segment.
- The text of the General Retreat Card (No. 9) is a part of the General Retreat rule; units may disengage on the turn played.
(20.52) Exiting the Map: When your units under a General Retreat March Order actually reach the map-edge hexes that are the objective(s) of the order, you can exit all, some or none. For units that have reached the objective that will remain on the map, the order is cancelled.
21.0 Demoralization
Units may become demoralized (1) if their formation reaches its Demoralization Level due to losses, (2) if the unit is Out of Supply (17.2), or (3) if it leaves March Orders (20.23).
21.1 Demoralization Levels
Each player has a Casualty Record Track to record Friendly losses. When the first Friendly Combat Unit of a Formation is eliminated, this unit becomes the "Casualty Level Marker" for its Formation (21.3). As further units are eliminated, the Owning Player adjusts this marker to reflect strength points lost by moving it a number of spaces on the track equal to each eliminated unit's full Combat Strength. A Formation becomes Demoralized at the instant its Casualty Level marker reaches or exceeds its Demoralization Level (the space printed with its Command Designation on the Casualty Track). Place a "Demoralized" marker on the formation's Officer.
EXCEPTION: The French player's minor ally troops that are part of a Demoralized Formation must instead pass a regular Initiative check. If this fails the unit is PEU (also 20.51-4). French minor allies include the Dutch, Saxons, Swiss, Wurttembergers, Bavarians, Westphalians, Badeners, Hessians, Italians, and all others except French and Poles.
21.2 Demoralization Effects
Demoralization has the following effects:
- Initiative: One is subtracted from the Initiative rating of Demoralized Officers and Combat Units any time that their Initiative Rating is referenced (Exception: Recovery, 22.12).
- Movement: Demoralization has no effect on Movement. Leaders and Combat Units may use Road March and may be given March Orders.
- Combat: Demoralized Units may not Advance after Combat. Demoralized cavalry may not charge. Demoralized units in Chateau hexes do not receive the benefits listed in 15.22. Remove any Demoralization from a unit when it is eliminated.
- Bombardment: Demoralized Units may retreat one hex upon receiving 1R results (13.38).
- Reorganization: The Phasing Player must roll for each Combat Unit in a demoralized formation (22.23-3). For a Demoralized Formation, if this die-roll is a "5" or "6" the unit is permanently eliminated (PEU). Add 1 to the die if a General Retreat will be issued in the next Movement Phase.
21.3 Rallying from Demoralization
When an eliminated Combat Unit is Reorganized (22.2), that Formation's Casualty Level marker is reduced by an amount equal to the unit's full (not reduced) Combat Strength. If the unit is eliminated again later then the Casualty Level Marker should be increased by that same amount (the unit's Full Combat Strength). The moment the Casualty Marker for that Formation moves below its Demoralization Level, the Formation is recovered from Demoralization and the Demoralized Marker is removed from play. Once all other units in a Formation have recovered, the unit that was used as the Casualty Level Marker (21.1) is eligible to be reorganized.
NOTE: As long as a unit survives at Reduced Strength, the difference between its full and reduced Strength does not count for Demoralization purposes or Victory Points.
21.4 Demoralization and Supply
Combat Units that are Out of Supply suffer Demoralization Effects. The out-of-supply Combat Units receive an Out of Supply Marker, and rally from Demoralization on the turn in which their Supply Line is reestablished. There is no additional effect upon out-of-supply units that become demoralized due to combat losses.
21.5 Demoralization and March Orders
At the end of a friendly Player-Turn, without the need of a die roll, remove Demoralized Markers from all units that were demoralized when they left March Orders that Player-Turn.
NOTE: Formations with fewer than three units present at the battle can only be Demoralized by lack of Supply.
22.0 Recovery and Reorganization
Eliminated units may be reorganized at reduced strength.
22.1 Recovery
(22.11) General Rule: Recovery refers to the transfer of a Combat Unit from the Awaiting Recovery box (UAR) to the Recovered section.
(22.12) The Recovery Segment: Each turn the Weather is checked, both Player Turns will include a Recovery Segment (2.1/B2). During the Recovery Segment, the Phasing Player may make an Initiative Check for each unit in the Awaiting Recovery box. The Initiative die roll is successful if less than or equal to the Initiative Rating printed on the unit counter.
- IF SUCCESSFUL: The unit counter is flipped over to its reduced side and moved into the Recovered Section.
- IF UNSUCCESSFUL: The unit remains in the Awaiting Recovery box. Roll again in the next Recovery Segment.
(22.13) Automatic Night Recovery: At the beginning of the Friendly Recovery Segment of the Night AM Turn, the Phasing Player transfers ALL Combat Units still Awaiting Recovery to the Recovered Section at their reduced strength.
22.2 Reorganization
(22.21) General Rule: Reorganization refers to the return of Combat Units (at reduced strength) from the Recovered section of the UAR to the map.
(22.22) Procedure: Reorganization occurs in the Friendly Reorganization Segment. All units in the Recovered Section of the UAR may be placed on the map provided the necessary Leaders are available to bring them all on. Each eligible Leader may bring on two combat units (plus up to 3 vedettes) in the recovered section. The units are placed in the hex containing the Leader. If placing reorganized Combat Units in the Leader's hex would violate the Stacking Limit, the units already there may be Displaced.
(22.23) Restrictions and Penalties: Reorganization can take place in any terrain under the following restrictions:
- Leaders in an EZOC may not be used for Reorganization.
- Officers can only Reorganize units of their Formation. A Commander may Reorganize units of any Friendly Formation whose Officer is within the Commander's Command Radius.
- Units that are part of a Demoralized Formation risk elimination when they are Reorganized (21.2).
(22.24) Officers and Reorganization: An Officer does not have to be in Command in order to Reorganize. Each Officer that attempts Reorganization is marked with an Out of Command marker until the friendly Command Segment of the next Game-Turn. EXCEPTION: Reorganizing Vedettes does not require an Out of Command Marker. Officers so marked may not be part of the Chain of Command for the remainder of that turn, even if Reorganization failed. Commanders and Commander-Officers are not OOC when Reorganizing.
(22.25) Vedettes and Reorganization: If a Vedette is eliminated in combat (16.24), place it in the Unrecovered Section ("Awaiting Recovery") of the UAR. If a Vedette is eliminated during Reconnaissance it goes immediately to the section of the UAR specified on the Reconnaissance Table. Reduced-strength LC units don't have a vedette number. They cannot deploy a vedette once reduced.
23.0 Weather
23.1 Procedure
(23.11) Weather Condition Die Roll: The first player starts each day with a die roll on the Weather Table (tailored to the battle being played), to determine the initial Weather. The resulting Weather takes effect immediately.
(23.12) Weather Duration Die Roll: Roll again on "Change in the Weather" and add the result to the original Weather Die Roll to determine the number of turns that weather condition will remain in effect. Repeat these two die rolls each time the weather changes. (In some games duration is specified.)
(23.13) Effects of Weather: As indicated on the table below, the possible effects of weather are as follows:
- LOS Reduced: Line of Sight reduced to 1 hex. Units may see into adjacent hexes only.
- Bombardment: Prohibited. -2 DRM = Apply a -2 DRM to all artillery bombardment die rolls during Mud.
- Deploy Pontoons: No = may not be deployed
- Construct I.P.: Improved Positions may not be constructed.
- Charge Rolls: +1 DRM to all Cavalry Charge rolls.
- Rivers, Lakes: frozen and treated as Stream hexsides.
- Strength Reduced (rounding down): when attacking and defending. Artillery strengths are reduced for adjacent combat (only).
- Movement Cost: MPs doubled for Train and Artillery units.
- Ar*/Dr* Combat Results: Treat as Sk (Shock) results.
(23.14) Weather and LOS at Night: If the Last daylight Game-Turn was Thunderstorm or Mud, the night weather is Mud; otherwise Fair weather applies. At Night the LOS is reduced to one hex.
(23.15) Fire: Units can Move, Retreat, Repulse, and Road March through a Fire hex, without stopping. Command Range may extend through a Fire hex. The occurrence of Rain and Thunderstorms causes Fire to cease immediately.
(23.16) Thunderstorms: Thunderstorms only last for the first hour after the die roll. The next two turns are Rain plus Mud.
Weather Effects Table
| WX Condition | LOS | Bombardment | Deploy Pontoons | Construct I.P. | Charge Rolls | Rivers, Lakes | Strength Reduced | Movement Cost | Ar*/Dr* Result |
|---|---|---|---|---|---|---|---|---|---|
| Snow | Adjacent | Prohibited | No | No | +1 DRM | Frozen | |||
| Snowstorm | Adjacent | Prohibited | No | No | +1 DRM | Frozen | Inf x 0.75 | Train, Art x2 | Shock |
Weather Conditions (WX) vary from game to game, and are not cumulative with Terrain Effects; use the worst that applies. DRM: Die Roll Modifier
Glossary and Index
These definitions are a part of the body of the rules. The main paragraph for a term is the case number in bold.
- Artillery 13.0: Artillery pays Infantry Movement costs while Horse Artillery pays Cavalry costs. Artillery and Horse Artillery pay doubled Movement costs during Mud, Thunderstorms and Snowstorm turns for all types of terrain. 7.22, 7.63, 10.2, 10.31, 11.1C & G, 11.2, 12.2, 12.4, 14.1
- Bombardment 13.0: Artillery units may Bombard in the Bombardment Phase, using the Bombardment Table at 2-3 hex range. 10.1, 10.22, 10.3, 11.2, 12.4
- Bridge 7.6: A span crossing a river. 4.2, 6.4, 7.51, 10.26, 10.32, 11.1D & H, 11.2, 12.1, 12.33, 12.34, 12.52, 13.2, 13.33, 17.42, 20.2, Terrain Key
- Cavalry: Mounted combat units including Regular, Heavy Cavalry (HC), and Light Cavalry (LC). 5.41, 7.22, 7.4, 10.2, 10.31, 11.1, 11.2, 11.3, 12.2, 12.36, 12.4, 13.4, 14.0, 15.2, 16.0, 19.1, 23.13
- Cavalry Charge 14.0: Any cavalry except LC may make a cavalry charge resolved on the Charge Combat Table. 6.2, 7.4, 11.4, 12.52, 23.13
- Column: Includes all units that arrive on the same or consecutive turns at the same area. They arrive in a chain of units or stacks. Unless otherwise specified all corps assets (non-divisional artillery units followed by the baggage train) arrive at the end of the column. 6.4, 19.23
- Combat Strength: The total manpower of a Combat Unit quantified in Strength Points (SPs). One SP equals between 400 and 800 men. 1.42, 9.13, 11.1, 12.1, 18.13, 21.0
- Combat Units: All playing pieces except Leaders, Vedettes, Trains, and Markers. Only Combat Units may attack enemy Combat Units.
- Combined Arms 11.2: An attacking force with infantry, cavalry and artillery gains a combat odds shift of one column to the right.
PART TWO: NAPOLEON RETREATS STUDY FOLDER (v2.04/2.05)
An Historical Simulation Game of the Laon-Craonne Campaign, March 1814. Napoleon Retreats: The Campaign in France, Part 2, March 6th-13th 1814. Scenario Information, Historical & Design Notes.
Components
- 3 Map Sheets 34" x 22" and 1 Map Sheet 22" x 17"
- 2 Counter Sheets: 560 die-cut playing pieces
- 2 Booklets: System Rules, Study Folder
- 16 Player Aid Cards: TRC x9, Initial Set-up x2 (French and Coalition; front and back), Casualty x2, Combat Results x1, Weather x1, Reorganization x1.
- 2 Decks of 50 Cards each (same as La Patrie en Danger)
- Adding the Cards Folder, 11" x 17"
- Combat Tables Folder, 11" x 17"
- Orders Slip Sheet/Sequence of Play
- Victory Worksheet
- Cards Removed from Deck/Scenario Parameters
- Game Box
Contact for missing parts: [email protected]
25.0 Scenarios
27 FEB 1814 AM: Napoleon now knew beyond doubt that Blucher's Army of Silesia was heading for Paris. Cutting short his operations in the south against the Army of Bohemia, he set out on an 80-mile, three-day march toward Blucher's last known location, La Ferte sous-Jouarre on the Marne. While Macdonald's 42,000 men contained Schwarzenberg, his force of 35,000 would steal a march on the Prussians.
That same day, Blucher's canvass pontoon boats were swaying under the tramp of warriors crossing the Marne. On the 28th Marshals Marmont and Mortier attacked Kleist's Prussian corps, scoring a victory despite Blucher's late reinforcements.
On March 1st, Napoleon's sudden appearance on the Marne forced Blucher to break off the action and retreat toward Fismes on the 2nd. The Emperor was unable to get the bridge at La Ferte repaired until the 3rd.
Blucher welcomed tidings of two strong allied corps on their way to join him, just in time, as the Silesian Army was beginning to unravel. The bonds of discipline showed signs of strain under recent losses; baggage and wounded were falling by the wayside.
These two fresh corps under Bulow and Winzingerode captured Soissons, opening a line of retreat north over the Aisne river for Blucher. Had Soissons held out for another day, Napoleon might have arrived in time to interfere with the rearguard at Fismes, although Blucher would probably have escaped. The retreat went smoothly and all his troops were across by the morning of the 5th.
After crossing at Soissons and at Vailly (S3219), Blucher deployed along the north bank of the Aisne, while Napoleon moved to outflank him, seizing the stone bridge at Berry-au-Bac (E1205), to march upon the ancient cathedral city of Laon (N0719).
25.1 The Scenario Information
Napoleon Retreats includes four Battle Games and one Campaign Game. Players select a game to play, referring to the Initial Set-up Cards (25.21).
(25.11) Scenario Guide:
| No. | Scenario | Type | Maps | Turns |
|---|---|---|---|---|
| 27.5 | Craonne AtB | Recon in Force | N-S | 22 (as printed; but see 27.51, which gives 25 turns) |
| 27.0 | Craonne DoB | Recon in Force | N | 11 |
| 28.5 | Laon AtB | Demonstration | N | 30 |
| 28.0 | Laon DoB | Demonstration | N | 10 |
| 29.0 | Reims | Raid | E | 6 |
(25.12) Game Equipment Required per Battle:
- one or more map sections (as above).
- a unique selection of counters (25.21).
- a Turn Record Card for each day. The Game-Turn marker is placed on the designated Start turn.
- Casualty Record Tracks, Reorganization displays for both players, Weather, Combat Tables Folder.
- The System Rules, as modified herein.
- Two Player decks of 50 cards each (optional). The card rules (24.0) are included in a separate 4-page folder (25.42-25.44).
- Scenario parameters and list of cards to be removed from decks (25.43), a separate sheet to consult at set-up.
- Orders Slips, Victory Worksheet.
(25.13) French Nationalities: The French Player controls units of France (light and dark blue), Poland (crimson) and the Gardes d'Honneur (green field and gray stripe).
(25.14) Coalition Nationalities: The Coalition Player controls Russian (Brown) and Prussian (Feldgrau) units. Units of the Prussian and Russian armies cannot stack together at any time or combine in an attack during the Combat Step. EXCEPTION: bombardment and cavalry charges. If units from both nationalities are adjacent to a single French stack, only one of them can be subject to 10.31. The other stacks remain "in contact."
(25.15) Coalition Commanders: Prussian commanders may not place officers or units of the Russian Army in command nor give them a March Order; nor may Russian commanders command Prussians. EXCEPTION: The Commander-in-Chief, Blucher, may command or give a March Order to any friendly units or officers.
(25.16) Silesian Army Sickness Table: Blucher was very sick; the whole army was running down. Langeron, the senior officer, refused to take responsibility in the absence of Alt Vorwarts. The Coalition Player must roll 1d6 at start and at each 3AM Night Turn on the Silesian Army Sickness Table printed on the TRC (if any). This table specifies the number of March Orders which may be sent out that turn, and specifies the Coalition Command Ratings for that day (may be less than printed on the counter). If zero, the Commander may still reorganize, facilitate stacking and advances, and move freely.
(25.17) French Cav. Brigades with Disparate Vedettes
- The Lacoste and Janssens infantry units have vedettes (the Reims Old Guard and 7 Lancers, respectively).
- The three regiments of Eclaireurs were paired with Lancers. Colbert's div. has the 2 Eclaireur (French) and 3 Eclaireur (Polish). The Polish Vistula Regiment has the 1 Eclaireur (French). OPTIONAL: Exact designations on vedettes may be ignored; use any vedette as needed; draw vedettes from a cup.
25.2 Setting Up the Scenarios
Select the map(s) required for play. Overlap maps in order: 1. North (bottom) 2. East 3. South 4. Fismes (top). All units set-up in supply as Hidden Forces (8.2). Unstacked units may start in Road March at the owning player's option.
(25.21) Initial Set-up: The First Player (26.6) sets up first. The units to set-up are listed on the Initial Set-up Cards. Each unit and leader has a separate line showing the 4-digit location at the start of each battle (25.22). This may be modified by Mode Cards (24.5). The units to set-up at reduced strength are listed with an (R). They are treated as having been eliminated and already reorganized. "Composition" is for historical interest.
(25.22) Hex Numbers: The hex numbers on the Initial Set-up cards show units' location at the start of the scenario. The map i.d. letters precede the hex number. Place all combat units and leaders on the map in the hexes specified. If "Reinf." is listed, the unit arrives as a reinforcement (or as an ALT, 25.51). If "Elim" or "offmap" the unit is not in play. The second player may adjust the placement of any one friendly unit into any adjacent hex prior to the first player turn (not in an EZOC). The set-up may include overstacked hexes. Make sure to observe stacking limits by the end of your first move.
(25.23) Reinforcements (19.1, 25.5): All reinforcements are in supply upon entry. Reinforcement arrival is listed on the Turn Record Card as modified by the play of Arrival Cards (24.7). If the Corps designation follows an officer's name, all units of that corps arrive on the same turn (25.53). If a division is listed, all units of that division arrive on the same turn.
(25.24) Pontoon Trains: Availability of pontoon trains is specified in the scenario information. Available Pontoon Trains must be set-up within [7] hexes of the designated friendly Commander (27.14, 28.14, etc.).
(25.25) Baggage Trains: All Baggage Trains set-up within [7] hexes of any unit in their respective formation or enter as reinforcements (25.26), unless an exact hex is specified (25.78). Each corps formation has its own dedicated baggage train. EXCEPTION: Small formations of fewer than 4 units have no dedicated baggage train (18.21).
(25.26) Train Reinforcements:
- If an entire formation is listed as a reinforcement on a single turn, the baggage and pontoon trains arrive after all combat units.
- If part of the formation sets-up on map and part arrives later as a reinforcement, trains set up or arrive with either group at owner's choice.
(25.27) Leaders: Leaders set-up in the hex specified, or, at owning player's choice, Commanders may set-up with any Friendly force, and Officers in any hex containing units of their Formation, in supply and not in an EZOC. Leaders ignore Mode Cards unless specifically mentioned. Leader cards may be played as "inapplicable" (24.35) prior to the named leader's arrival.
(25.28) Vedettes: Vedettes may be deployed at the beginning of a scenario at the owning player's choice, anywhere within three hexes of their parent unit (not in an EZOC). The second player deploys all available vedettes first, then the first player deploys his vedettes (25.17).
(25.29) Commander-Officers: French Leader Ney and Russian Saint-Priest are Commander-Officers (5.23).
25.3 Forces at a Glance
Key: In play = in play in that scenario. ALT = Alternate Reinforcements. Not in play = not in play. "Part" = part of the formation only.
(25.31) French Forces
| Corps | Craonne | Laon | Reims | Fismes |
|---|---|---|---|---|
| VI | Not in play | In play | In play | Part of formation only |
| IC | Not in play | In play | In play | In play |
| VIC | In play | In play | Not in play | In play |
| OG | In play | In play | Part of formation only | In play |
| IYG | In play | In play | Part of formation only | In play |
(25.32) Coalition Forces
Prussian Army
| Corps | Craonne | Laon | Reims | Fismes |
|---|---|---|---|---|
| I | In play | ALT | Not in play | In play |
| II | ALT | ALT | Not in play | In play |
| II/2 | Not in play | Not in play | In play | Not in play |
| III | ALT | In play | Not in play | Not in play |
Russian Army
| Corps | Craonne | Laon | Reims | Fismes |
|---|---|---|---|---|
| VIII | Not in play | Not in play | In play | Not in play |
| IX | Not in play | ALT | Not in play | In play |
| X | In play | In play | Not in play | Not in play |
| XI | ALT | ALT | Not in play | In play |
| VI | ALT | In play | Not in play | In play |
(25.33) Utility Markers: Utility Markers include: 1-Hex, Burnt Bridge, Charge, Check, Control, Corps Demoralization Markers, Delay, Demoralized, Fire, Garde Recule, I.P./Construct, In Command, Late Start, Out of Command, Out of Supply, Overrun, Reorganizing, Repaired Bridge, Repulse, Roadblock, Road March, Ruins, Smoke, Square, Suppressed, Weather. Markers are explained below, on the cards or in the Series Rules.
- Square Marker: Place the Square Marker on any infantry unit that was successfully charged to denote doubled off-road movement costs.
- Fire/Ruins: See Fire Card No. 16. Roll 1d6 to determine duration of Fire; n = no. of turns (place Fire Marker on the TRC). Rain or Snowstorm extinguishes Fire immediately; replace marker with RUINS.
- Smoke: Throughout the duration of Fire, Smoke blocks LOS. Roll 1d6 to determine wind direction. Place Smoke Marker 3 hexes from fire, opposite the Prevailing Wind (below). All three hexes are considered blocking terrain. Roll only once per day at the first fire.
- 1 North; 2 SE; 3-4-5 SW; 6 South
- EXAMPLE: If wind is from the SW, place the Smoke marker 3 hexes from the fire toward the NE.
- Suppressed: (See Bombardment Table Results)
- Specialized Command Markers: During the Command Segment, place In Command markers for everyone in command. Then give In Command or Out of Command markers to officers as they check initiative. As you go along, place "Check" markers on hexes outside of command range. These will check initiative later on. Red color indicates moveable units (either their full MA or 1 hex). Gray color indicates units out of command and unable to advance after combat. The 1 Hex marker is both red (moveable) and gray (OOC) (25.81).
25.4 Scenario Information Detail
The following information is provided in 27.0-31.0.
(25.41) Duration: The game ends with the completion of the last turn specified under "Duration," or may end immediately when all the formations of one side are demoralized or have exited. The Level of Victory still has to be determined (26.2).
(25.42) Mode Cards at Start: The number of Mode Cards to draw on the first turn only.
(25.43) Remove Cards from Deck: Before play begins remove specified number of cards from each Player's card deck (24.2). See separate list per Battle. On the reverse side is Scenario Parameters. This sheet is a summary of info you need to play all the battles.
(25.44) Bonus Cards: On the second turn of each battle, each player draws a number of Bonus Cards specified for that battle. If playing the campaign, at the end of each battle, each player draws a number of Bonus cards determined by victory level (26.5).
(25.45) Alternate Reinforcements (ALT): (25.51)
(25.46) Special Rules: Rules that apply to this battle; at start conditions and map area in play. Picardy-Specific Rules (25.7) apply to all battles.
(25.47) Victory Conditions: Victory Points (26.1) are awarded for control of places on the map. Certain VP locations that do not count in a battle are listed.
25.5 Reinforcements
Reinforcement units (19.1) are placed on the Turn Record Cards, and enter at the mapedge hex specified on the TRC. All units of the formation enter on the same turn unless listed separately, subject to card play, depending on size of formation for large forces (25.53).
(25.51) Alternate Reinforcements (ALT): ALT Reinforcements are listed in the Scenario Information by group number. One numbered group of friendly ALT Reinforcements appears for each Alternate Reinforcement Card (No. 29) played. ALT groups must appear in order of priority starting with #1. Each time an ALT group enters, the enabling card is removed from play after being scored (26.16). ALT Reinforcements enter at reinforcement entry hexes as noted. They may be accelerated reinforcements listed on the TRC, arriving early (27.53). They may be immobilized forces setting up on the map (27.53, 28.2).
If not using the cards: roll two d6 during the Command Movement Segment of every Recovery Turn: on a result of 2 or 3, you may enter the next group of Alternate Reinforcements listed; if you roll a 4-12, there is no result. If you roll a 2 or 3, your opponent can roll 2d6 to delay by one turn the alternate reinforcements; the delay is successful if he also rolls a 2 or 3.
(25.52) Hidden Reinforcements: All Reinforcements enter the map as Hidden Forces. Vedettes may enter instead of their parent LC units.
(25.53) Deploying Off-Map Reinforcements: For multi-hex forces awaiting entry, all additional stacks after the first are deployed off-map in a column (see Glossary), beginning with the leader at the front of the column, and ending with the baggage (25.26). Reinforcements can enter in Road March at the owning player's option.
25.6 March Orders
One March Order per player may be issued prior to the start of any scenario, to any friendly force in play on the map, if a Commander of the appropriate army is on-map at the start of the scenario (20.1). Special Rules may alter the number of March Orders at start (25.16). The reduction of MO available to zero removes the 3AM March Order that would otherwise be available.
(25.61) Pre-Programmed March Orders: The Special Rules may specify mandatory "pre-programmed" March Orders. These orders represent historical conditions limiting the leaders' freedom of action. They can be removed according to 20.23. One March Order can be changed at night (20.4, 2.2B).
(25.62) Late Start Mode Card: If you want to change a pre-programmed March Order and you drew a Late Start Mode Card, the leader will need to awaken first. A "sleeping" leader moves with his units. NOTE: Any kind of SNAFU can be covered by the term "asleep."
25.7 Picardy-Specific Rules
(25.71) Night Combat: Darkness creates certain exceptions to the rules of Movement and Combat. The "7-8 PM" (and any other turns marked with the diagonal shading on the TRC) doesn't use the Night Sequence, rather the Day SOP with the following modifications:
- There is No Command Movement Segment: All Movement during the 7-8 PM turn is by Initiative. EXCEPTIONS: Units with a current March Order in effect (20.4); and Commanders. Commanders can move freely (individually).
- There is NO LOS during Night. You must define attacks before revealing enemy units.
- All "Ar*" and "Dr*" results become "Shock."
- Arty. and HArt. may not bombard or contribute their strength to an adjacent attack; they may defend against enemy attacks as they would during daylight hours.
- Cards are not drawn or played at Night. Movement Allowance at night is 2/3 MPs (inf/cav).
(25.72) Weather (WX): Roll one d6 to determine WX on the first turn of each day (or use Historical Weather). Check again each Recovery Turn.
- Historical WX: use the same condition for 6-9AM and for 3-6 PM. EXAMPLE: 7-Mar, Frost lasts for 6 turns starting at 3PM
- Snowstorm renders all Fords unusable for all units.
- Fog reduces MA of all units by 1.
- All listed weather conditions apply each turn until the next WX check. Weather effects do not apply at Night.
- The Maximum MP Cost increase from all effects is x2. EXAMPLE: On 10-Mar. at 12-Noon, Fog, Mud and Ice apply, meaning Cavalry, Trains, and Artillery costs are doubled and all units have 1 less MP to spend.
(25.73) Double-Team units in Mud, Snow and Ice: The extra teams were taken from guns left behind. Doubled MP costs during Mud, Snow and Ice apply to cavalry, trains, and full-strength artillery units only. Either player may voluntarily flip over any of his unreduced artillery units to become reduced. Once reduced, double-team units cannot be lifted back to full-strength. There are no double-teams for Trains.
(25.74) Small Unit Road March: All units of 3 SPs or less may move adjacent to each other in Road March, even on the same road. They do not require the extra road space of larger units. (EXCEPTION to 7.53.)
(25.75) Causeway Hex S0411: Infantry and cavalry in Road March (7.5), leaders and vedettes may traverse the causeway. Consider it a land hex surrounded by lake hexsides. A Dr+ out of the Causeway hex along the road is allowed. Trains, Arty and HArt may not enter. ZOC effects are the same as bridges. ZOCs do not extend into or out of S0411.
(25.76) Fortifications: Each hex of Reims and Laon, inside the red enceinte line, is treated as a chateau. EXCEPTION: Unstacked artillery and train units may end their move inside the Fortification (15.21). The cities may be entered by units of either side only via a gate (porte) hexside, marked by a gray rectangle. Combat between adjacent enemy units on either side of a non-gated, walled hexside is not permitted. Treat such hexsides as a primary river (4.2). Artillery within walled cities may bombard across the wall (enceinte) hexside. Units occupying a chateau are not required to attack an adjacent chateau.
(25.77) Marshal Ney: After Victor was wounded, Ney became the sole commander of the IYG and IIYG from 8-Mar to 12-Mar. If either YG leader is captured, the two corps are merged into one YG Corps under the remaining leader. (EXCEPTION to 5.52.) See also (29.37).
(25.78) Coalition Baggage: Blucher was protecting his worn-out troops by employing only Bulow and Winzingerode. The VI, X, I Pr and II Pr baggage trains must setup in hexes shown on the Initial Set-up (may move).
25.8 House Rules (Optional)
These House Rules, created by grognards, may be adopted by consensus of players.
(25.81) Officer Initiative Checks: If an officer is located 2 or 3 hexes from an enemy unit when he fails his Initiative die roll, the leader, plus all of his units in Command Range may move one (and only one) hex. They are Out of Command. Mark the officer with a "1 Hex" marker (25.33).
(25.82) Artillery as Wheeled Units: Treat all artillery like trains, moving at cavalry costs (25.73). Artillery may not enter Slope hexes except by Road or Trail. Artillery may not cross Rivers (even if frozen), or streams, except via bridge, trestle, or Pontoon bridge.
(25.83) Roadblocks (Optional): A roadblock is an infantry company or battalion with tools. It cannot move, and has a combat strength of 1, for defense only. It may never attack and simply remains in contact when adjacent to the enemy during the friendly combat phase. A roadblock is blocked to French and Coalition alike, including movement, retreats and supply lines (but not Command Radius). Enemy units may not enter a hex containing a Road Block counter. A roadblocked bridge is impassable for enemy movement until the roadblock is cleared. Roadblocks are always immobile and "unable to retreat fully/PEU."
(25.84) Roadblock Construction: Each army can construct up to 2 Roadblocks at start and 2 each Night PM turn, at least 3 hexes from the nearest enemy unit, and within 2 hexes of a friendly infantry unit (in both cases tracing only through terrain passable to infantry). Roadblocks may only be placed in a road or trail hex at a defile (either end of a bridge, in a town, slope hex, or woods), and must be pointed toward the defile hexside. Construction is automatic: simply place the Roadblock Marker with the red arrow pointed toward the blocked defile. Guerrillas may be used to build additional roadblocks (25.86). You may build up to two roadblocks in a hex, each pointing to a different defile hexside.
(25.85) Reconnaissance against Roadblocks: Roadblocks are placed face down until revealed by recon (8.3) or Repulse (9.12). The roadblock is treated as "no cav" on the Reconnaissance Table. A repulse is resolved as a regular combat, with no column shift (9.22).
(25.86) Roadblock ZOCs: A facedown Roadblock marker has a ZOC into all adjacent hexes. The 5 non-defile hexsides are revealed as non-ZOC only when the roadblock marker is face-up, leaving one actual hex of ZOC. Friendly units may stack with the Roadblock; their ZOCs are unimpaired. (The marker diagram shows a Roadblock with its defile hexside.)
(25.87) Clearing Roadblocks: To clear a roadblock, an infantry unit must attack it through the defile hexside. If attacking exclusively through a defile hexside it is resolved on the Shock Combat Table. A retreat or 1R result for the roadblock means it is cleared. A cavalry or artillery unit without infantry cannot attack (or bombard) through the defile hexside. The roadblock hex may be attacked from non-defile hexsides. If no infantry units attack through the defile hexside, that roadblock is not removed.
(25.88) Defending a Roadblock: There are no additional terrain effects on combat for units stacked with a roadblock. The defense strength of the roadblock is added to the total combat strength defending the hex, unless no infantry attack through the Roadblock hexside. Cavalry Charges are not permitted against a Roadblock hexside.
25.9 Team Play
In a multi-player game, one player assumes the role of Napoleon; Coalition Players represent Blucher, Sacken and Winzingerode. The Commanders control their historically associated formations (see Initial Set-up cards).
(25.91) Communication Among Players: Players may not freely discuss their plans, tactics or strategy unless the Commanders they represent are within three hexes of each other.
(25.92) Aides-de-Camp: Written notes may be passed between Coalition players. One message may be dispatched per player every friendly Command Phase.
(25.93) Objective Hexes: Only place names, not hex numbers, may be specified as objective hexes.
(25.94) Arrival Time: Written notes are dispatched during the Friendly Command Phase and are received during a later Friendly Command Phase. Travel time between leaders is three complete Turns.
(25.95) Victory: After the winning side is determined, each of the Players compares the total VPs that he obtained in categories c-d-f-g-h only (26.11), or VP hexes his units were first to occupy for his side. The player with the highest VP score becomes C-in-C in the next battle, with choice of which side to play and choice of team members.
26.0 Victory Conditions
Victory is awarded to the player or team with the most Victory Points at the end of the game. In the Campaign Game, the level of Victory is according to the ratio of each side's Victory Point total (26.23).
26.1 Victory Point Awards
Victory Points are awarded for the conditions listed (26.11). Calculate victory point awards at the end of each Day of Battle (7-Mar, 10-Mar, and 13-Mar).
(26.11) Determine VP Totals: VPs are awarded for:
- a) Enemy Combat SPs Eliminated (26.12)
- b) Enemy Formations Demoralized (26.13).
- c) Captured Enemy Baggage Trains (26.14).
- d) Controlled Hexes (26.15)
- e) Total VPs of cards you have played (26.16)
- f) Leaders in a town through the Night (26.17)
- g) Captured Commanders (26.18)
- h) Units that have exited the map (26.30)
(26.12) Total Combat SPs Eliminated: At the end of the battle, total the losses in SPs by both sides, including the total SPs in the PEU, Unrecovered and Recovered boxes. Don't count SPs in the Full Strength Holding Box. Subtract the smaller from the larger total. The side losing the least SPs receives VPs as follows:
| Difference | VP Award |
|---|---|
| 0-4 | 0 VPs |
| 5-9 | 1 VP |
| 10-14 | 2 VPs |
| 15-19 | 3 VPs |
| 20-24 | 4 VPs |
| 25-30 | 5 VPs |
| 30-34 | 6 VPs |
| 35-39 | 7 VPs, etc. |
(Printed as shown, including the overlap at 30.) When calculating Total Combat Strength count the unit's Full Strength. EXCEPTION: For units starting the scenario at Reduced Strength, use reduced strength.
(26.13) Enemy Formations Demoralized: Each Player receives [4] VPs for each enemy Formation demoralized at the end of play. EXCEPTION: only [2] VP are awarded for demoralization when the demoralization level of the formation is 4 or less.
(26.14) Captured Baggage Trains: The Player receives [2] VPs for each Enemy Baggage Train captured (18.14).
(26.15) Control: The Player receives [4] VPs for each Enemy Supply Source he controls. Each Player also receives the number of Victory Points printed on the map for each VP Hex he controls. EXCEPTIONS:
- The Scenario Victory Conditions may specify certain VP hexes that do not apply in that scenario.
- If a player begins the game in control of an enemy Supply Source, or if his Reinforcements enter there, no VPs are scored for it.
- Supply Sources are ignored where they overlap an adjoining mapedge (that is also in play).
To be considered in control of a hex, a friendly Combat Unit in Supply must physically occupy the hex, or be the last unit to have occupied or moved through it. An occupying unit that is Out of Supply at the moment it enters or moves through a hex does not control that hex. To indicate the control of a hex, place a control marker of the proper side in the hex.
(26.16) Cards: Add or subtract the VP Value of each card you have played during the day, if that card's instruction was actually used, as specified on the card.
(26.17) Leader in a town throughout the Night: Each player receives 1 VP for every French Leader or Coalition Commander in a town or a Chateau who will remain there for all three night turns.
(26.18) Capture of Commanders: A player receives a number of VPs for each captured Commander equal to that Commander's (printed) Command Rating.
26.2 Levels of Victory
At the end of the battle the totals of Victory Points achieved by the two players are compared as a ratio (French:Coalition), to determine the level of victory: Marginal, Tactical, or Strategic. Divide the French by the Coalition VP total.
(26.21) Find VP Ratio:
| Ratio | Result |
|---|---|
| 1 to 2 or less | Coalition Strategic |
| 1 to 1.5 / 1 to 1.99 | Coalition Tactical |
| 1 to 1 / 1 to 1.49 | Coalition Marginal |
| 1.01 to 1 / 1.5 to 1 | French Marginal |
| 1.51 to 1 / 2 to 1 | French Tactical |
| More than 2 to 1 | French Strategic |
(26.22) When Total of VPs is Zero: Convert scores of "0" to "1" in order to calculate VP ratio.
(26.23) Levels of Victory in the Campaign Game: In the Campaign Game at the end of each battle, the winner, Level of Victory and total VPs for each side must be recorded (26.5).
26.3 Exiting the Map
Either Player may choose to exit his units by playing the "General Retreat" card once per game. If not using the cards, the Phasing Player may still declare one General Retreat per game (20.5).
Individual units in a General Retreat move to the closest Exit Hex of the appropriate army (20.51). Friendly units may exit where an enemy unit previously exited. The exiting unit pays the Movement cost of the hex it is leaving once again. Exited leaders may not reorganize units. Units that exit the map cannot be returned to play EXCEPTION (31.71). Exited units are not considered eliminated for Victory Point purposes. Units forced to retreat off the map are eliminated.
(26.31) VP Award: If he makes a "General Retreat" (G.R.) the Exiting Player receives [4 VP] for exiting each friendly baggage train, and [1 VP] for every five combat units exited. EXCEPTION: The total number of VPs from exiting units may not exceed the total number of enemy combat units PEU and UAR. EXAMPLE: The French player exits 25 units. The Coalition lost 5 units, so all five VPs are counted.
(26.32) Refugees: After declaring a G.R., all of that player's combat units on the map at the end of the game that have an unblocked Supply Line (17.4) to the active exit hex (26.3) will count as part of the total of exited units. All of his combat units without a Supply Line at the end of the scenario will be counted as PEU.
(26.33) No Award: Even if you do not declare "General Retreat," you may choose at any time to exit individual units to prevent their destruction, but unless they fulfill the terms of 26.31 or 26.32, you receive no VPs.
(26.34) Exit by March Order: A force may be assigned a March Order to exit the map.
26.4 Zero Loss Award
The Player receives [2] VPs if the total of eliminated SPs in the Friendly PEU + Unrecovered + Recovered boxes at the end of the game is zero.
26.5 Bonus Cards in the Campaign Game
The campaign is comprised of the Craonne AtB, the Laon AtB, 3 Lull Days, and Reims. Score the Level of Victory at the end of each Day of Battle. Each victory will allow the winning player to draw Bonus Cards from his card deck at the battles that follow. At the beginning of every day, when players draw a new hand of cards, the loser draws cards equal to his previous day's hand. The winner draws the number of cards stipulated by his victory level then discards down to his previous day's hand size +1. The winner's hand should always be equal to or greater than his original hand +1. Shuffle all discards back into the deck.
- Each Strategic Victory: 3 Bonus Cards per battle
- Each Tactical Victory: 2 Bonus Cards per battle
- Each Marginal Victory: 1 Bonus Card per battle
Each player receives a minimum of 2 Bonus Cards.
EXAMPLE: The French Player wins a Tactical Victory at Craonne, and a Marginal Victory at Laon. He would draw three "Bonus Cards" (plus the regular cards) on turn two of Reims. The Coalition Player would draw the minimum of 2 Bonus Cards each day.
26.6 First Player
The first player sets-up first. The French Player is 1st Player. EXCEPTION: Laon AtB and DoB (28.16).
27.0 The Battle of Craonne
Struggle for the Chemin des Dames, 7 Mar 1814
27.1 Introduction
The French Army was strung-out on the road from Berry-au-Bac, with troops arriving all morning. After 9 AM the first French batteries arrived on the plateau and opened fire. Marshal Ney then launched his attack, too soon, and was thrown back. Victor's troops reinforced him from the march. The 20-day wonders of Boyer de Rebeval's 9th Young Guard division, advancing in tightly-packed and unmaneuverable columns, were decimated by Russian guns.
By 1 PM Napoleon could finally launch a properly-coordinated attack. Fresh formations crossed the Hurtebise farm, backed up by a massed-battery of 72 guns. When it became clear that the turning movement had miscarried, Vorontsov had to fall back. His infantry squares took turns retiring in checkerboard fashion. Sacken sent forward Vassilchikov's cavalry to cover the retreat, and deployed a massed battery across the plateau, allowing Vorontsov to withdraw safely. After pursuing only 9 miles the French bivouacked toward the western end of the Chemin des Dames.
(27.11) Duration: 7 Mar, 9 AM-7-8 PM (11 turns).
(27.12) Mode Cards at Start: French 1, Coalition 3.
(27.13) Bonus Cards, Turn 2: French 2, Coalition 1.
(27.14) Pontoon Trains: French none, Coalition none
(27.15) Counter Mix: (25.3).
(27.16) First Player: French
(27.17) Improved Positions at Start: N4724
27.2 Alternate Reinforcements
FRENCH (French ALT arrive at N6106)
- #1. Janssens, Duvigneau, Beurmann, Guerin, Arty
- #2. Ledru-Dessarts, Ad Hoc Arty, Compans
- #3. Gde depot, Pol. Lanc, 12 Cuir, 122 Line
- #4. Chasse/9th Div., Pinoteau, Montfort, Arty/7th Div.
COALITION
- #1. BLUCHER, WINZINGERODE, Borosdin, Pahlen II, 8 HArt, Witt/X, Henckel, Bieberstein, Katzler/IPr, Karpow/C, Balk, Iourkovsky/Z, N1734
- #2. KLEIST/II Pr., SACKEN, LIEVEN/XI, N1734
- #3. SCHERBATOV/VI, N3434
- #4. BULOW/III Pr., set up per 6-Mar column but may not move until (a) or (b); see (27.53).
27.3 Special Rules
(27.31) Damaged Bridges at Start: none
(27.32) March Orders at Start: The French Player has one (20.1). Mortier/OG and Victor/IIYG have Pre-programmed March orders to Craonne. Coalition (25.16).
(27.33) Map Area in Play: Set up all units in accordance with the "7-Mar" column of the Initial Set-up. This scenario uses the Laon-N Map only.
(27.34) Winzingerode's Cavalry Reserve Corps: Winzingerode is the commander-officer (5.23) of a temporary cavalry corps with units detached from Vorontsov and Stroganov, additional Cossacks, and Prussians. These units are identified as ALT #1 (27.2), an ad hoc formation under Winzingerode's command in the DoB, and optionally in the AtB (27.55). Winzingerode was to strike Napoleon's right, but his corps was delayed getting organized and further delayed by the narrow trails en route to Festieux.
(27.35) No French General Retreat: The French Player may not declare a General Retreat.
27.4 Victory Conditions
VPs are earned as per 26.1.
(27.41) Control: VP Hexes that do NOT count: none
(27.42) Sudden Death: If the French hold both 5 VP locations at the end of any Game-Turn, the game ends.
27.5 Craonne Approach to Battle
Blucher didn't stay around at Craonne after he positioned his forces for the defense. For a more historical action, keep Blucher and Kleist's II Pr Corps within 34 hexes of Laon throughout the game (or at least all day on 7-Mar.).
(27.51) Duration: 6 Mar, 3PM-7 Mar, 7-8 PM (25 turns).
(27.52) Mode Cards at Start: French 1, Coalition 3. Reshuffle the Mode Cards at 3 AM each day. Draw Mode Cards on the first daylight turn each day (24.31).
(27.53) Alternate Reinforcements:
FRENCH (French ALT arrive at N6106)
- #1. Arrighi/VI, Arty/1Res/VI (Accelerated Reinf.)
- #2. BORDESSOULLE/IC (Accelerated Reinf.)
- #3. Chasse/VII
COALITION
- #1: SACKEN, LIEVEN/XI, S1734
- #2: BLUCHER, KLEIST/II Pr.
- #3: YORCK/I Pr.
- #4: BULOW/III Pr.
Groups 2, 3 and 4 set up per 6-Mar column but may not move until (a) the appropriate ALT card is played to release them, or (b) French forces arrive within 6 hexes of the officer.
(27.54) Map Area in Play: Two maps: Laon-N and S. Hex S0101 overlaps N0135; S6101 overlaps N6135.
(27.55) Set-up: Set up units on N and S-maps in accordance with the "6-Mar" column of the Initial Set-up. The Russian Cavalry Reserve Corps (27.34) may be activated at the Coalition Player's discretion. E-Map set-ups are used only in the Campaign Game. Do not set-up the French VI Corps (Campaign Game only.)
(27.56) Tallying VPs at Night: Record VPs for Cards during the Night 3AM turn of 7-Mar.
(27.57) Pontoon Trains: French none, Blucher 1, Bulow 2, Langeron 1.
(27.58) All other Scenario Info: (same as 27.1-27.4)
28.0 The Battle of Laon
Beginning of the End, 9-10 Mar 1814
28.1 Introduction
The pursuit after Craonne brought the French army well down the Chemin des Dames. Units were scattered over a distance of 21 miles from Berry-au-Bac to L'Ange Gardien. They would have to advance on Laon by the Soissons road while Marmont marched by the Reims road. The Emperor believed Blucher was on the run and expected only a rearguard encounter. Having recovered Laon, he would use the hilltop position as a bulwark against further advances by the Silesian Army while he returned south to fall upon Schwarzenberg, summoning his garrisons to join him.
In the morning Ney's surprise coup de main on Laon was stopped cold by Russians at the village of Chivy; heavy fighting developed at the foot of the plateau. A thick blanket of fog concealed Napoleon's weakness and delayed Blucher's counter-attack, which he directed from a post in Laon (N0620).
(28.11) Duration: 10 Mar, 8 AM-5 PM (10 turns).
(28.12) Mode Cards at Start: French 1, Coalition 1
(28.13) Bonus Cards, Turn 2: French 3, Coalition 1.
(28.14) Pontoon Trains: Blucher 1, Bulow 2, French none.
(28.15) Counter Mix: (25.3).
(28.16) First Player: Coalition
(28.17) Improved Positions at Start: N0922, N1113, N1220.
28.2 Alternate Reinforcements
FRENCH
- #1. Janssens, Duvigneau, Beurmann, Guerin, Arty, N6106
- #2. Ledru-Dessarts, Ad Hoc Arty, Compans, N1534
- #3. Gde depot, Pol. Lanc, 12 Cuir, 122 Line, N1534
- #4. Pinoteau, Montfort, Arty, Chasse/VII, N1534
COALITION
- #1. YORCK/IPr., KLEIST/IIPr.
- #2. KAPSEVICH/IX
- #3. LIEVEN/XI, Borstell/III Pr, N0105
Groups 1 and 2 set up per 9-Mar column but may not move until (a) the appropriate ALT card is played to release them, or (b) French forces arrive within 6 hexes of either of the listed officers in that group.
28.3 Special Rules
(28.31) Damaged Bridges at Start: none.
(28.32) March Orders at Start: The French player has one (20.1). Coalition Player (25.16).
(28.33) Map Area in Play: Set up all units in accordance with the "10-Mar" column. This scenario uses the Laon-N Map only.
(28.34) Blucher's Nightmare: If he has two ALT Cards No. 29, the French Player can play both cards at once (EXCEPTION to 24.33). This activates all four ALT Groups immediately. These appear in two road columns headed at N2019 (Group #1) and N2023 (#2, #3 and #4), or further from Laon, not within 3 hexes of enemy combat units or vedettes. Draw an extra card next turn.
28.4 Victory Conditions
VPs are earned as per 26.1.
(28.41) Control: VP hexes that do NOT count: N4621, N4423. The French player receives either 1 or 2 VP (as shown) at the end of each turn his units control each blue VP location. All are under Prussian control at start. EXCEPTION: Semilly on 10-Mar. The Prussians receive no points for control of blue VP locations. While a Coalition General Retreat is in effect, the French player may not accrue any VPs for control of Blue VP locations.
28.5 Laon Approach to Battle
Blucher had 90,000 troops, many sick and weary, demoralized and undersupplied. Napoleon attacked with 40,000 raw but willing conscripts and some stalwarts.
(28.51) Duration: 9 Mar, 0300 Night AM-10 Mar, 5 PM (30 turns). Use the 9-Mar and 10-Mar TRCs.
(28.52) Mode Cards at Start: French 1, Coalition 3. Reshuffle the Mode Cards at 3 AM each day. Draw Mode Cards on the first daylight turn each day (24.0).
(28.53) Alternate Reinforcements: (28.2)
(28.54) Map Area in Play: This scenario uses only the Laon-N Map.
(28.55) Set-up: Set up units on the N map in accordance with the "9-Mar" column of the Initial Set-up.
(28.56) Tallying VPs at Night: Record VPs for Cards during the Night 3AM turn of 10-Mar.
(28.57) All other Scenario Info: (same as 28.1-28.4)
29.0 The Battle of Reims
A Quick Success en passant, 13 Mar 1814
29.1 Introduction
On the late afternoon of March 12th, the situation was grim at IHQ. French losses at Craonne and Laon had been prohibitive. Macdonald was falling back toward Paris, and Joachim Murat, in Italy, had just switched sides. Napoleon reorganized and looked for a way out.
A sudden opportunity arose with the news that Russian General Saint-Priest had captured Reims, re-establishing the vital link between the armies of Blucher and Schwarzenberg. About 25,000 French soldiers set off on a 30-mile hike from Soissons starting at 2AM. After 12 hours they approached the Coalition outposts in front of Reims.
Saint-Priest had carelessly deployed his 5,500 Russians and 2,500 Prussians forces. When his outposts reported the enemy, he dismissed it as an insignificant cavalry probe.
(29.11) Duration: March 13, 4 PM-Midnight (6 turns)
(29.12) Mode Cards at Start: French 1, Coalition 1.
(29.13) Bonus Cards for Turn 2: French 3, Coalition 1.
(29.14) Pontoon Trains: French 1, Coalition none.
(29.15) Counter Mix: (25.3).
(29.16) First Player: French
(29.17) Improved Positions at Start: E5711.
(29.18) Roadblocks: E4919.
29.2 Alternate Reinforcements
FRENCH
- #1. Chasse/9/VII, E2534.
- #2. Janssens I.D., E0901.
COALITION
- #1. VASSILCHIKOV/C (-), E0106
- #2. Karpov, 1,4,11 Arty/C, E0106
29.3 Special Rules
(29.31) Damaged Bridges at Start: All bridges across the Vesle River are damaged. EXCEPTIONS: E5710/E5711 and E6110/E6111.
(29.32) March Orders: None.
(29.33) Map Area in Play: Map "E" only is used. Set up all units in accordance with the "13-Mar" column.
(29.34) General Retreat: The Coalition may not order a General Retreat or play the General Retreat Card, No. 9 prior to 6PM or until Napoleon appears in the LOS of a Coalition unit, whichever comes first.
(29.35) Night Combat in Reims: Heavy fighting persisted in Reims after nightfall. All units engaged in Night Combat against forces inside the city of Reims (5608-6109-6110-5710), and forces inside as well, have a regular (Day) Command Movement Segment, and may be placed in Command. This is an EXCEPTION to (25.71), first bullet (25.76).
(29.36) Supply: Disregard the French Supply Source in E6109; it is used in the Campaign Scenario (31.0).
(29.37) Ney's Temporary Corps: Marshal Ney is the commander-officer (5.23) of a temporary corps with units from the ex-Soissons garrison, VII Corps, and YG arty. These units are identified on the Initial Set-up as "Ney's temp. corps."
29.4 Victory Conditions
VPs are earned as per 26.1.
(29.41) Control: VP hexes that do NOT count: E1205. Either side may receive the 2 VP award, at the end of each turn friendly units control hex E5709.
30.0 The Battle of Fismes
Disrupted River Crossing, 4 Mar 1814 / Hypothetical
30.1 Introduction
At the battle of Fismes, Napoleon planned to corner Blucher as he was crossing the river Vesle. The battle of Fismes didn't come off thanks to General Jean-Claude Moreau, the garrison commander of Soissons, who surrendered the city despite orders to defend it to the utmost. Possession of the Soissons bridge allowed Blucher to unite with Bulow and Winzingerode.
(30.11) Duration: 4-Mar, Noon-7-8 PM (8 turns).
(30.12) Mode Cards at Start: French 1, Coalition 1.
(30.13) Bonus Cards for Turn 2: French 3, Coalition 2.
(30.14) Pontoon Trains: French none, Coalition 1.
(30.15) Counter Mix: (30.34, 30.35)
(30.16) First Player: French
(30.17) Improved Positions at Start: none
30.2 Alternative Reinforcements
FRENCH
- #1. Arrighi, 1 Res. Arty/VI Corps, F1127.
- #2. 9 Div./VII Corps, F1127.
COALITION
- #1. WINZINGERODE, VORONTSOV/Z, F2601.
- #2. STROGANOV/MB, F2601.
30.3 Special Rules
(30.31) Damaged Bridges at Start: All bridges across the Vesle River are damaged except F0913/F1013.
(30.32) March Orders at Start: Each Player has one (20.1).
(30.33) Map Area in Play: Map "F", Fismes, is used.
(30.34) FRENCH SET-UP
- NAPOLEON, Petit, Cambronne/OG, F1424
- GROUCHY/VI Cav, F0325, F0326 and F0327.
- MORTIER/OG (-Petit, -Cambronne), MARMONT/VI Corps (-1 Res Div.), within one hex of F0623
- NEY/IYG, F1123 and F1124.
- VICTOR/IIYG, F1722, F1723, F1724, F1725, F1726, F1826, and F1927.
- NANSOUTY/GC, within one hex of F2424.
- BORDESSOULE/I Cav Corps, Defrance, within one hex of F2822.
(30.35) COALITION SET-UP
- BLUCHER, F1014
- YORCK/I Prussian Corps, one unit in each of F0110, F0111, F0211, F0312, F0411, F0512, F0612, F0613, F0713.
- KAPZEVICH/IX Corps, F0913, F0914.
- SACKEN, LIEVEN/XI Corps, F1013, F1014, F1114.
- SCHERBATOV/VI Corps, F1015, F1016, F1017.
- VASSILCHIKOV/Cav. Corps, F2016, F2116, F2813.
- KLEIST/II Prussian Corps (-JAGOW/2/II), at least one unit in each: F0920, F1119, F1419, and F1618.
- BAGGAGE Trains, anywhere north of the Vesle R.
(30.36) General Retreat: The Coalition may not order a General Retreat or play Card No. 9 prior to 4 PM, unless Napoleon appears in the LOS of a Coalition unit.
30.4 Victory Conditions
The VPs are earned as per 26.1.
(30.41) Control: Hexes that do NOT count: none
31.0 Campaign Game
March 6-13, 1814
31.1 Introduction
The Campaign Game begins with forces set-up in their Craonne Approach to Battle hexes (27.5). Each battle's outcome influences the number of bonus cards you get (26.5). Record VPs achieved on the Victory Worksheet.
(31.11) Duration: 6 March, 3PM-13 March, Midnight. Use all Turn Record Cards (TRCs) provided (EXCEPTION: 4-Mar.).
(31.12) Mode Cards at Start: French 1, Coalition 1.
(31.13) Bonus Cards, Turn 2: French 2, Coalition 1.
(31.14) Pontoon Trains: Blucher 1, Bulow 2; French, none. (The French obtain one pontoon on 8-Mar.)
(31.15) Counter Mix: All forces
(31.16) First Player: French
(31.17) Improved Positions at Start: none.
31.2 Alternate Reinforcements
All Alternate Reinforcements from the individual battles apply (27.2, 28.2, and 29.2) on a day-by-day basis. EXCEPTIONS: 6-MAR AND 7-MAR.
French Player uses 27.2, arriving as follows: Groups #1 and #4, E6109. Groups #2 and #3, S1734. Coalition Player uses 27.53
9-MAR THROUGH 12-MAR: French Player uses 28.2, arriving as for 27.2 (above). Coalition Player do not use 28.2. Replace with (new) Group #1, Borstel/III Pr and Group #2 LIEVEN/XI
31.3 Special Rules
Use the individual battle game special rules during the corresponding days of the Campaign. All Special Rules from the individual battles apply (27.3, 28.3, and 29.3), as well as Picardy-specific rules 25.7.
(31.31) Map Area in Play: This scenario uses all four maps. Set up all units (N, S, and E-maps) in accordance with the "6-Mar" column on the Initial Set-up (31.5).
(31.32) Stone Bridge at Berry-au-Bac: The stone bridge (E1205) may not be damaged or destroyed.
31.4 Campaign Game Victory Conditions
The total of VPs is tallied per player after each Day of Battle. See the "Campaign Ratio" Section of the Victory Worksheet to determine the overall level of victory for each Day of Battle.
(31.41) Control: VP Hexes that do NOT count: On 6 and 7-Mar ignore Victory Point locations on the East and Fismes maps; on 8-Mar, a Lull day, no VPs are scored. On 10-Mar use 28.41, and ignore Victory Point locations on the East and Fismes maps. On 11-Mar and 12-Mar, no VPs are scored. On 13-Mar use 29.41 and ignore VP locations on the North and Fismes maps.
(31.42) VPs for Control: During the night 3AM turn of 8-Mar, 11-Mar and 13-Mar (at mid-night), tally the VPs for locations and record on the Victory Worksheet (28.41).
31.5 Initial Set-up
To start the Campaign, use the "6-Mar" set-up. The Reinforcements shown on the TRC for 6-Mar and 7-Mar enter from the E-map; ignore all reinforcements entering at N6106 in the Campaign Game.
(31.51) Card Deck: During the night 3AM of 7-Mar, 8-Mar, 10-Mar, 11-Mar, and midnight on 13-Mar, score VPs for Cards played. Reshuffle the full Main Deck (24.23) excluding all Alt. Reinforcement cards played so far (25.51). Draw Mode Cards each day (27.52).
31.6 Lull Days
OPTIONAL RULE: After a full day of battle, an army was in need of food, bandages, supplies and reorganization. Nobody could fight while engaged in Recovery and Reorganization. Outposts at these times stopped firing, while some units continued to maneuver. Officers were rebuilding their fighting capability, with troops still missing or foraging.
(31.61) Skip Lull Days: For a more historical and quicker campaign, skip over March 11th and 12th entirely and move directly to the battle scenario start for the 13th (29.0). Use the historical set-up positions for "13-Mar," and implement the other scenario information as provided in 29.1-29.3. (You may similarly skip March 8th.)
(31.62) Reduced Strength Units: Indications of (R) on the Initial Set-up for the 13th should be ignored in the Campaign Game. Losses will depend on the outcome of the fight on prior days. Carry your losses forward from the 10th to the 13th. EXCEPTION: All units in the UAR, and all captured baggage trains are automatically reorganized prior to the start of the 13th.
31.7 Campaign Lull
Lull Days are March 8th, 11th and 12th. If players opt to play them out in full, start with all forces in their positions from the end of the DoB; continue with Night 3 AM on the Lull Day. Play proceeds either by hourly turns, if Napoleon and most of his forces remain on the map, or, if they have exited, skipping from Recovery Turn to Recovery Turn: 9 AM, 12 Noon, 3 PM, etc. The following rules apply. Card play is suspended and the following Lull Day rules remain in effect until the next AtB or DoB. No VPs are scored during Lull Days.
(31.71) Forces Off-Map: The French Army withdrew to Soissons on 11-Mar., exiting the map at S1734. The Coalition Army was dispersed foraging (28.34, 25.16). On 11-Mar and 12-Mar the French Player may recover, reorganize and consolidate units off-map (EXCEPTION to 26.3). Napoleon may reorganize units after exiting the map at the Soissons exit (S1734). French units listed in the set-up for 13-Mar will return to play at S3233 on the morning of 13-Mar (see Reims TRC).
FRENCH SET-UP, on-map forces, 13-Mar., Night 3AM turn:
- MARMONT/VI, F1114
- BORDESSOULLE/IC, F1410
- Janssens, Rethel Arty, F0914
- Defrance, E4119.
The following units remain off-map and out of play:
- MORTIER and units of the Soissons Garrison.
(31.72) Reorganization of Baggage Trains: During each Reorganization Segment (22.2), on Lull Days only, the Phasing Player may automatically reorganize one lost baggage train per Recovery Turn. The recovered baggage train enters as a reinforcement at any friendly Supply Source (not in an EZOC). VPs awarded for the original baggage are not lost. Only a Commander, or the appropriate Corps Officer, may reorganize baggage and he cannot do anything else that Command Phase.
(31.73) Recovery of Permanently Eliminated Units: PEU may be recovered during the Recovery Segment on Lull Days. Every Recovery Turn the Player may recover ONE friendly combat unit currently in the PEU box. (If there are none, you may select any unit in the UAR instead.) PEU may not be recovered:
- during a Day of Battle
- during an Approach to Battle
- if the unit has no dedicated baggage train on map.
PROCEDURE: During the Recovery Segment make the Recovery die roll (22.12) and if successful move the PEU unit directly to the Recovered Section. Automatic Night Recovery (22.13) does not apply to PEU. Reorganization follows (22.2).
(13.74 as printed; evidently 31.74) Reorganizing UAR units: During the Lull period the number of units an officer may reorganize is 4 per Recovery Turn. If the existing Corps baggage train moves, is currently out of play, captured or exited, reorganizing units are subject to a die roll. Roll for each unit attempting to Reorganize; on a die roll of 5 or 6 move the unit to the PEU.
(31.75) Consolidation: During 11-12 March, after reorganization, the player can consolidate any two (or more) reduced units of the same initiative and unit type (regular, OG, or YG; infantry, cavalry, cossack, HArt or Arty) into one or more full-strength units. The full-strength of the replacing unit(s) may not exceed the total reduced strength of the consolidated units. Any number of units of the same type and initiative may be consolidated, as long as they are within 3 hexes of each other (none of them within 3 hexes of enemy combat units). The consolidated units are out of play for good and the replacing unit is flipped to its full-strength side.
(31.76) Return to Map: All French units reorganized by off-map leaders return to play at S3233 on 13-Mar. after 8AM.
(31.77) French Pontoon: A Pontoon Train captured at Soissons is available for entry with any French force returning at S3233 on or after 10 AM, 8-Mar.
Historical Notes
The Coalition finally reached consensus on one point: peace with Napoleon was impossible. Negotiations had come to an impasse and were about to be broken off for good. The Emperor still clung to the role of arbiter of peace and war, trying forget his own worst mistakes and pretending 1812 and 1813 had never happened.
The plains of Russia had swallowed up the Grand Army; the battles of 1813 had destroyed another Grand Army, and in the autumn of that year fresh decrees were issued calling another 796,000 men to the colours. The blockade of the Continent pressed heavily on the country, the fields were uncultivated, the factories closed, and business and public works were at a standstill; the deduction of 25 per cent, from all incomes derived from other than military sources, and the great increase of taxation, had brought scarcity to the rich and misery to the poor. The Funds had fallen from 87 to 51 francs; the shares of the Bank were quoted at half their former value, and the rates of exchange on notes were prohibitive. In Paris nothing could be sold except foodstuffs. In the provinces the merchant vessels were unable to leave harbour, and in consequence the manufacturers had their warehouses full. Throughout the country bankruptcies were common. Numbers of men took to the woods to avoid the conscription. (Henri Houssaye, Napoleon and the Campaign of 1814.)
The Theater
Three streams (Vesle, Aisne, and Ailette) run from east to west across the theater of operations to join the Oise, a major tributary of the Seine. The Ailette is little more than a stream, but the Vesle-Aisne is an important line of communication linking the ancient trading centers of Soissons and Reims, both connected by road with Laon, an old hilltop fort from Roman times (the Gallic village of Bibrax, later known as Lugdunum Clavatum). The fort successively checked invasions by Belgae, Franks, Burgundians, Vandals, Alans, and Huns. This time it stopped Napoleon.
The game's map takes in the road and river network described above, except for Soissons, a fortified town off map, which surrendered to Bulow on March 3rd.
The Forces
French recruitment was far from complete on January 25, when Napoleon prematurely departed for the front. A lack of arms and equipment cost him the ability to field large formations. What remained was a rag-tag cross-section of military personnel, including the dregs of the military schools of scarcely third-line rating. That Napoleon managed to get good results with such troops, when leading them in person, speaks to his magnetic personality. Except for the Guard, the units were thrown together just as they appeared, with very little esprit de corps. The untrained youth were enthusiastic but melted away continuously.
Marshal Victor went into combat at Craonne with a brand-new 9th Young Guard Division (3rd Provisional YG), green troops of 20-days service. Their lack of training and unwieldy formations resulted in catastrophic losses in battle. Their coalition opponents, sturdier and older, continued to fill-out their OrBat as it was in 1813.
Napoleon's habitual methods were more suited to the smaller forces and theater of operations in 1814. Every night, around 2 AM, reports began filtering-in with the results of reconnaissances. The positions of friendly and enemy forces were updated on Bacler's map, by moving the variously-colored pins, dimly illuminated by 20-30 candles surrounding the table. After fixing the positions of all known forces, the Emperor quickly visualized his next maneuvers. Opening their compasses to a standard setting of 20 miles, the Emperor and his assistant measured off a day's march for each corps, assigning them their next objective.
These orders were written up and dispatched by horseback, moving at an average of less than 3 miles per hour during darkness (including delays and wrong turns taken). Napoleon's "span of command" might reach no more than ten or twelve miles before dawn. Shortly after sunrise a corps officer without orders would be likely to begin maneuvering on his own initiative. From that moment on, any orders that might arrive would be out of date as things unforeseen began to happen.
To avoid any mishaps, therefore, the Emperor would need to have his army concentrated on a front of less than 20 miles to insure the arrival of each corps on the battlefield next morning, after three, four, or more hours of marching, not including the hour needed to deploy into march columns and again to form attack columns.
The Second Pursuit of Blucher
The Prussian and Russian troops, with their separate languages and customs, were only held together by the spirit of the commander-in-chief, Gebhard Leberecht von Blucher. They had not recovered from the blows received in 30 days of incessant marching and fighting. The army had reached the limits of human endurance, even the headquarters. Napoleon had been surprised that the Army of Silesia could march so fast for the drubbing he gave it in February. The troops he defeated were ragged and sore, many without shoes. Left to themselves, they might just have been beatable, for example, hypothetically, at Fismes. Napoleon underestimated the foe's ability to constantly field new formations, and didn't expect the peevish Bernadotte to allow detachments from his North Army.
26 FEB: Blucher was again on the move. By evening he had pushed Marmont out of La Ferte-Gaucher. Marmont and Mortier retreated westward to La Ferte-sous-Jouarre on the Marne.
27 FEB: During the morning, with a report from Marmont in hand, the Emperor now knew beyond doubt that Blucher was moving forward again. Here was an opportunity to fall again on old Vorwarts and destroy him once and for all. Getting on the move by afternoon to join Marshal Ney north of Arcis, he predicted he would beat Blucher in three days, then turn and push Schwarzenberg out of France. Marmont and Mortier continued to retreat to Meaux, recapturing the town from Sacken's advanced guard and blocking the main road to Paris. The Marshals, with 10,000 men, would hold the Silesian Army while Napoleon and Ney, with approximately 35,000 men, approached their rear. When Napoleon arrived on the Ourcq, he would smash Blucher against the anvil of Marmont and Mortier.
While Schwarzenberg's Army of Bohemia retreated eastward, Macdonald and Oudinot, with three infantry and three cavalry corps (42,000 men) remained on the Seine to watch for an offensive movement from the southeast.
28 FEB: Blucher continued marching north and west, arriving six miles east of Meaux, unaware of Napoleon's approaching forces between La Ferte-Gaucher and Sezanne. Schwarzenberg had sent instructions to the Army of the North, in Belgium, to release Winzingerode and Bulow to Blucher's Army as they moved south into France. Blucher ordered Winzingerode to Reims to protect his communications, and Bulow to take Soissons from the French garrison. As usual the Army of Silesia was spreading out, inviting piecemeal destruction. Marmont and Mortier, now reinforced but still no more than 20,000 strong, were shadowing Blucher to the west, keeping themselves between Paris and the Silesian Army. The two marshals moved north and surprised Kleist and Kapzewitch, pushing them back.
1 MAR: Unaware of Napoleon's location, but respecting his opponent, Blucher became concerned for his communications. He moved further north masking Marmont and Mortier at Lizy. Blucher was running out of steam, but he was more than willing to fight on his own terms. Napoleon clung to his primary plan of moving east on Chalons, to attack Blucher's communications, gather up the French garrisons in the east, then move south on Schwarzenberg's LOC. He hoped this would split the Coalition camp and allow a separate peace with Austria. He avoided the fact that while his army was slowly weakening with each victory, the Coalition armies were growing stronger regardless of battlefield results. The Coalition leaders' awe of his military genius and Austria's ambiguous policy would spare Napoleon more than once in the deciding month of the campaign.
Though perhaps the last to realize it, the Emperor's plans were little more than smoke. He hoped to pin Blucher against Soissons, garrisoned by the Legion of the Vistula, 700 Poles commanded by General Jean-Claude Moreau. Soissons, a major crossing of the Aisne River on the road between Laon and Paris, was vital to the protection of the capital, controlling the movement of troops and supplies.
2 MAR: Bulow attacked Soissons and was repulsed. Moreau parleyed with the Prussian general, allowing himself to be "cajoled, threatened and flattered into surrendering the place without another fight... marching out with his six guns and the honors of war." He didn't even destroy the old stone bridge. (Lawford, James: Napoleon The Last Campaigns, 1813-15, p. 92.)
Blucher realized that he had to give up his drive on Paris and try conclusions with Napoleon. He fell back to the line of the Ourcq River, to Oulchy-le-Chateau, 13 miles south of Soissons.
3 MAR: Napoleon was finally across the Marne at La Ferte-sous-Jouarre, delayed by the lack of a pontoon bridge. Continuing north, Napoleon believed he was pursuing the rear guard of Blucher's retreating army. His lead elements approached the southern bank of the Ourcq with other units still crossing the Marne at Chateau Thierry.
With his army's morale shaken, Blucher ordered the baggage to depart by Fismes and Berry-au-Bac toward Laon. The remainder of the army was to cross over Bulow's pontoon bridges at Vailly and his own 50 pontoons over the Aisne. He expected to have the majority of his infantry across by the evening of 4 March. Napoleon expected to catch the flank or rear of the Silesian Army crossing at Fismes.
11 AM: Buzancy. Just six miles south of Soissons, Blucher got news of the fall of Soissons. Unfortunately, the baggage was well on its way to Fismes. Using the stone bridge and his own pontoon train, Blucher crossed the Aisne at Soissons and continued north. The move allowed him to gather in fresh troops and assemble an army of 95,034 men. By evening, Blucher and Bulow were united; Napoleon was still 12 miles away. On hearing of the fall of Soissons, Marmont and Mortier moved their cavalry north but could do little to interfere with Blucher's crossing. Napoleon issued orders to arrest, try, and publicly shoot the offending General Moreau. The campaign ended before the order was carried out.
4 MAR, 7 PM: Napoleon reached Fismes with his Old Guard, two divisions of Young Guard under Marshal Ney and General Nansouty's Guard Cavalry.
5 MAR: The Emperor moved east to the Reims road (N44), grabbing Reims. Marmont and Mortier attempted to retake Soissons. But their attack failed to get beyond the suburb, and they pulled back to join Napoleon. The French army was concentrated between Fismes and the Berry-au-Bac bridge on the Aisne River, while Blucher spread his troops along the north bank of the Aisne, preparing to fight the 80,000 men he thought Napoleon had with him. (Uffindell, p. 86.) Since Blucher's communications with Chalons had been broken, he changed his line through Belgium.
Napoleon believed he had Blucher on the run. French cavalry drove Winzingerode's scouts off the stone bridge at Berry-au-Bac, on the main highway from Reims to Laon. Blucher was outflanked: but he thought to intercept Napoleon's march on Laon by a move to Craonne. Informed that Blucher occupied the country along the Chemin des Dames, the Emperor decided to test enemy positions on the plateau prior to moving on Laon.
The sixteen-mile Chemin des Dames runs on a continuous ridge leading from the Soissons Road (N2) to Craonne, descending to Chevreux. It rises again as it approaches the Reims-Laon Road (N44). The ridge has an average elevation of 400' above the Aisne valley and varies in width from about 300' to two miles. The marshy valleys and steep slopes on either side made troop movements difficult.
6 MAR, Noon: Blucher obtained reports of a strong French column near Corbeny, and false reports of French cavalry reaching Laon. He decided to give battle at Craonne, and pushed his army along the Chemin des Dames. He arrived to find Napoleon already in possession of Craonne, covering his advance on Laon. "Instead of being able to strike into the middle of Napoleon's advance, the Schlesische Armee would now be stuck on top of the plateau like wine inside a corked bottle." (Uffindell, p. 86.)
Blucher stationed one infantry brigade on the plateau just west of Heurtebise Farm (4721), with the rest of Vorontsov's Corps in 4621 and 4422; Sacken's Russians in reserve. His plan was to pin the French army frontally with Woronzoff's and Winzingerode's infantry (3930) drawn-up on the plateau, while Winzingerode's and Yorck's cavalry (12,000 horsemen) were sent to attack the French right via Festieux. The infantry of Kleist, Yorck and part of Langeron would be within supporting distance.
Coalition DoB Set-up: The Allied army extended from the ravines of the Foulon (4822) and Ailles (4222). The advanced detachment under Krasovsky held the farms of Heurtebise and Les Roches with the 14th Jaegers holding Heurtebise farm (4721). "This was a crack regiment, with its ranks full of elite sharpshooters from the former combined grenadier battalions of Winzingerode's Army Corps. Two squadrons of Hussars stood to the right. At the village of Saint-Martin (4220) to their front was an outpost of Vorontsov's corps.
About 2 hexes behind Heurtebise, Count Vorontsov's men formed battalion columns. The first line (13th Jaeger, 24th Div (14 bns under Wuitsch), and Poncet's Bde) stood with its left supported on a crest that dominated the position and spread across a front of 5-6 hexes.
On the right flank (5024) near Vassogne stood Benkendorff with the Pavlograd Hussars and 4 Cossack Regiments.
Winzingerode had assembled 10,000 cavalry at Chevregny (S2501) (Lawford, p. 92) while Langeron's Corps still garrisoned Soissons.
Napoleon decided on a frontal attack up the Chemin des Dames attacking, he thought, no more than a 20,000-man rearguard. Both flanks would be turned by cavalry; the left from Ailles, from above Vassogne. Nothing went as planned for either side.
7 MAR, 9 AM: The attack began with a cannonade. The Guard batteries had arrived on the plateau to the north of Oulchy and opened fire on the Russian center. The Russians responded in kind, but the antagonists were more than 3 hexes apart and the results of this exchange were minimal.
Ney, mistaking the opening fire as the signal for the flank attack, moved prematurely, before the main forces had made contact and part of the cavalry was up on the opposite flank. Victor was still en route.
11AM: The flank attack faltered. A Russian counterattack regained lost ground, throwing Ney off the plateau, and it took the intervention of the Guard cavalry to stabilize the situation.
Meanwhile Victor, at the head of Boyer de Rebeval's 9th Division, massed his corps near the small Vauclerc mill (4918) alongside the Old Guard Division and the reserve artillery. Charpentier's division had been delayed because of the sleet-covered roads and was not yet on the battlefield.
Ney personally led a second attempt on the Russian left, this time supported by artillery and Nansouty's attack on the Russian right. Victor's assault on the center finally got underway, putting increased pressure on the Russian front line. The right flank began to give way under combined arms pressure from Victor's infantry and Nansouty's cavalry. On the left Ney's forces once again climbed the plateau.
2 PM: Winzingerode's and Kleist's flanking forces had yet to appear on the battlefield. Napoleon directed Drouot to take his 72 guns from the Guard artillery and destroy the Russian center. Napoleon now noticed Kleist's flanking movement in the distance to his right. Kleist marched by Chamouille and Bievres and was delayed by the state of the roads. Immediately the Emperor ordered the Guard to attack along the Chemin des Dames to complete the victory.
3 PM: Alt Vorwarts, investigating his flanking force, found them far away at Bruyeres. He tried to lead them forward himself but the roads were treacherous. Units got mixed-up; traffic jams and wrong turns abounded. Blucher called off the action. Reluctantly the Russians on the plateau began their withdrawal, after holding on with such tenacity. Sacken's 9,000 men never engaged. They retreated in good order on the Chemin des Dames and turned north to Laon, where they would form part of the reserve.
8 PM: The French pursuit ended with forces scattered over the entire length of the Chemin des Dames, Darkness fell as the last Russians reached L'Ange Gardien (S1817).
The French obtained not a single trophy for their efforts. France lost 8,000 men while inflicting only 4,800 enemy casualties, of the 22,000+ on each side actually engaged. Napoleon believed that he was about to finish off Blucher's rearguard at Laon.
8 MAR: Blucher recalled Langeron's 8,600 men from Soissons; Sacken and Woronzoff were ordered to withdraw from L'Ange Gardien up the Soissons Road behind Langeron. Napoleon followed with the main body, while Marmont converged on Laon, via the Reims Road. As night fell it began to snow.
9 MAR: BATTLE OF LAON
On an isolated butte towering 338 feet above the plain, Laon lies astride the junction of the Paris-Bruxelles Road (N2) and the Vitry-Chalons-Reims Road (N44). The old walls made it a very strong fortress. East of the Reims Road, the country is practically level. The plain south of Laon is extremely difficult for transverse communication, owing to the marshy fields in which, though the ground looks solid enough at a distance, a horse will sink to its hocks. The villages in the neighborhood are generally very defensible. Some of them, Bruyeres for instance, are old fortified villages, with some of the walls still standing. (F. Loraine Petre, Napoleon at Bay.)
EARLY AM: Ney advanced on the Soissons Road toward Laon in the new fallen snow, hoping to surprise the defenders. It was he who was surprised, falling back to Chivy, two miles south of Laon. At his second advance, he had Mortier in support. Their combined forces pushed their way into the suburbs of Semilly. After a stiff fight, Ney and Mortier again retreated around noon.
Outnumbered 2.5:1, Napoleon proposed attacking a strong military position. Bulow with 17,000 men held the suburbs of Semilly and Ardon. On the plain west of Laon, Winzingerode was posted with 25,000 men. East of Laon, Yorck and Kleist defended Athies with 25,000 men. Blucher held Langeron and Sacken in reserve north of the city, an additional 36,000 men. And yet Napoleon's attack with two unsupported forces didn't equal 40,000 men combined. Approximately 30,000 were under the direction of Ney; Marmont had only 8,500 men and 56 guns.
Blucher advised his Corps Officers to create a reserve, to enable a transition to the offensive. "Because of the fog, I recommend to keep the troops massed and to monitor the front with infantry." "Blucher, sick, unable to ride and only succeeding, through a supreme effort of energy, to stand, had settled in the morning on the heights of Laon, near the Abbey of Saint-Vincent, which dominates the country and could, in the brief moments of respite left him from physical pain, direct operations and follow the course of this battle." (Maurice Weil, The Allied Cavalry during the Campaign of 1814.) After the fog lifted, Blucher had a splendid view of the proceedings. He attempted to turn Napoleon's left and failed. During the next few hours the southern suburbs again traded hands as the French attacked, but Bulow's men had increasing difficulty retaining their positions. Blucher now marched his reserve east as he expected the main attack to come from the Reims Road (N44). He still thought that he was being attacked by only an advanced guard.
6 PM: Napoleon threw all his available infantry into Ney's last advance. The results were predictable. Overnight Mortier held Semilly; P. Boyer was in front of Semilly; Meunier and Curial to the left; and Charpentier at Clacy. Napoleon spent the night at Chavignon (Hotel St. Pierre, S1709).
10 AM: Held up by fog, Marmont advanced up the Reims Road (N44), reaching Festieux. By noon he had fought his way to Athies, where he saw in front of him Kleist's and Yorck's Prussians with further masses in the distance. Taking the blazing town by 5 PM he camped for the night, unaware that Napoleon had retreated, all communication with the left wing checked. Remaining in contact with Blucher's advanced cavalry, he was without support and exposed. He could clearly see the Prussians, as they could see his paltry force.
7:30 PM: Marmont was comfortably established in the Chateau of Coucy les Eppes when Yorck launched a combined arms attack that surprised and routed Marmont's Corps at Athies. A small group of French Old Guards-men who heard the gunfire managed to halt the pursuit with the assistance of Fabvier's cavalry. Marmont lost 3,500 men (almost half of his effectives), 45 guns, 120 caissons and most of his baggage.
Main causes of the Silesian Army's failure to destroy Napoleon:
- Failure to co-ordinate forces, exposing individual corps to defeat in detail.
- Jealousy and suspicion between the Prussian and Russian contingents and between headquarters and corps officers. Blucher alone could ameliorate these problems. Once he was laid low, these factors emerged in force.
- Demoralization of the veterans of the February battles: lack of supplies, sickness, disease and exhaustion. Blucher's LOC had been cut.
Once Blucher's Army got across the Aisne, he was able to build a new LOC through Laon. Basically all those troops sitting behind Laon on March 10th and were undergoing R&R while the fresh troops, Winzingerode and Bulow did all the fighting.
10 MAR: As the morning dawned, Blucher's health finally broke. The seventy-two-year-old marshal had been sick for several days, and now could hardly give orders. Without their commander-in-chief's tough and fearless determination, a timidity overcame the army staff, a combination of the Chief of Staff's awe of Napoleon, and the need to rest and refit the army.
4 AM: Napoleon heard of Marmont's debacle, and decided to hold his ground against all reasonable hope. He determined to renew his attacks in order to take pressure off of Marmont.
8 AM: Gneisenau cancelled Blucher's orders for the advance. Baron von Muffling found the ante-room to Blucher's headquarters filled with officers, and learned that Blucher's health had collapsed. "Yorck, convinced that Blucher had died and that Gneisenau was concealing his death to mount some sinister intrigue against him, sent in his resignation, changed into civilian dress, stepped into his coach and started driving away toward Brussels." (Lawford, p. 96.) Blucher sent him a few indecipherable lines imploring him to return, and he did.
4 PM: Napoleon's attacks had achieved their goal, and Marmont was able to evade the enemy. As Napoleon retreated on Soissons, Gneisenau watched him go, unmoved by the protestations of his corps commanders, who wanted to follow up their victory. Napoleon's army was still intact. For his total misreading of the situation, and the risky advance of two unsupported columns, Napoleon was remarkably lucky.
Laon spelled the beginning of the end for Napoleon. It was a bold feint with little chance of success. He had failed to remove Blucher's threat to Paris, while the loss of 14,500 men, 45 guns and 130 vehicles over the four days was irreparable.
11 MAR: Arriving at Soissons unmolested with 30,000 men, Napoleon spent the next two days resting and reorganizing. About 10,000 reinforcements and replacements were picked up: the Legion of the Vistula (1 bn., from the Soissons garrison), 600 Polish Lancers, three cavalry march regiments, two companies of coastal gunners, two companies of sappers, and 1,000 conscripts. A new cavalry unit, the Converged Squadrons Division under Berckheim (1,800 men, Brigades Mouriez and Curely) was assigned to Mortier. Ney's command was reduced to a division thrown together from assorted garrisons (2,900 men under Janssens), an infantry brigade detached from VII Corps under Pierre Boyer, the Vistula Regiment, and the 122nd Regiment de Ligne.
12 MAR, Soissons: The day was used for reorganizing the army. Marshal Victor had been seriously wounded at Craonne; the Young Guard Corps of Ney and Victor were dissolved. The four divisions which composed them (Boyer de Rebeval, Charpentier, Meunier and Curial, as well as Poret de Morvan's division of Mortier's Corps), when consolidated, yielded two young guard divisions, the first commanded by Charpentier, the second by Curial. Both passed under Mortier, who also retained the old guard division of Christiani.
Napoleon learned of the defection of his brother in law, Murat, a great threat to Eugene and the Army of Italy. Then came unexpected news: Saint-Priest had moved from Vitry to capture Reims, providing the Emperor with his favorite dessert, an isolated pawn.
13 MAR: BATTLE OF REIMS
2 AM: In the dark of night Friant's 1st OG division began the march from Soissons. Napoleon followed with the Guard cavalry service squadrons. Marmont with the VI Corps and I Cavalry Corps marched from Fismes at 6 AM followed by the Guard Cavalry, and Friant's division.
8 AM: Ney's infantry (Boyer's brigade, the 122nd Line and the Legion of the Vistula) started from Soissons. Bordesoulle's I Cavalry Corps led Marmont's advance. After obtaining local guides, the column left the main road at Jonchery-sur-Vesle (3032) and followed a route through Sapicourt (3532) to Rosnay (4030). They began to approach Reims by 2 PM.
4PM: The attack began with Defrance's cavalry and Ricard's division leading the way, with Exelmans's and Colbert's Guard cavalry advancing on the flanks. Bordesoulle's divisions moved toward Bezannes (6018) with Merlin's division in the lead.
"On an elevated piece of ground surmounted by a windmill, the Emperor established his headquarters in the open... The Russians began to advance at about 10 PM. They made a sortie with a tremendous discharge of musketry. Napoleon thought the hour ripe for a counter-attack into Reims itself ... He gave the signal, the Cuirassiers dashed into line ... the charge was so terrible that they carried everything before them." (Lawford, p. 97, citing Coignet.)
Only 10,000 French soldiers were actually engaged against 15,000 Russians. The losses included Saint-Priest, 3,000 of his men killed, and 23 guns. Napoleon's losses totaled 700. Paris Morale was somewhat restored. Uffindell says that Reims "offset the impact of his defeat at Laon..."
The Silesian Army on its way south to the Aisne, "came to a sudden halt the next day (14th) after learning of the fall of Reims. Even in retreat, Napoleon was able to keep his enemy in doubt and uncertainty. The Silesian Army didn't stir for a week after its communications through Reims were cut. Only on the 18th, after Napoleon left the area, would it end its hesitations and counter-orders and advance in earnest."
Observing that he had cowed his northern opponent, the Emperor turned back against the lumbering Bohemian Army, flinging two pontoon bridges across the Aube at Boulanges and Plancy on the 19th, and descending on Schwarzenberg's communications. This might drive the Austrians away from Paris once more, but nothing could break the Coalition now.
Napoleon was, as usual, too ambitious. He had not enough men, nor enough time, for such undertakings.
Design Notes
Napoleon consistently under-estimated his opponents and over-estimated his own potential. That was all about to change at Laon. Napoleon pulled back to Soissons on the 11th-12th to care for the wounded, resupply, and incorporate reinforcements. Retreat isn't always something bad. Success consists in retreating correctly, in order to preserve the army and strike again. On the 13th Napoleon came right back and pummeled Saint-Priest's Corps. The French player can win by holding his ground at Laon and then retreating successfully to fight another day. Without Marshal Blucher to stoke the pursuit, the Prussian Chief of Staff, August von Gneisenau, became cautious just when the prize was nearly within grasp, and refused to pursue. Boldly masking his true strength, Napoleon's gamesmanship negated the numerical odds.
The troops of Blucher's army were essentially out of supply. We had to seek an understanding of the situation at Silesian Army HQ and create a rule that would impart the essence of it; to evaluate the effect on the performance of the army in a tangible way. The result was the Silesian Army Sickness Table and reduced Demoralization Levels for certain corps. The "sick" commanders did not always leave the battlefield for someone else to take their place. The reduction to zero reflects the fact that the whole army, the staff, everybody is sick, not just the commander. When Blucher became sick, the other commanders refused to take responsibility. That means, a zero.
The tuileries scattered over the landscape are tile and brick factories. "The clayey soil of our district, admirably adapted to the making of bricks, lends itself equally well to the making of mud. Continually churned by camions and marching troops, it becomes on the highways the consistency of a puree."
OSG's Bautzen game from Napoleon's Resurgence revealed an interesting snafu in the Bombardment process. Artillery produced the majority of casualties on the battlefield, but our table wasn't contributing its share of destruction. What made Bautzen unique was the heavy predominance of guns and cavalry against a large assembly of French infantry. With a new ARF Step the non-phasing player may bombard each Player Turn. This increases by more than one-third the proportion of casualties from artillery.
The extra half-map for Fismes was added rather late in development. Originally we thought of printing a "Transit Track" to allow for units shuttling across a quiet quadrant. It took a couple months to realise the correct solution. The only town of interest is Fismes, in the center, where Napoleon originally intended to catch Blucher in the act of crossing the river.
Napoleon could muster but a half-formed, green weapon to defend the heart of France. Just look at the French Initial Set up Card: not a well-oiled fighting machine with all its Corps, Divisions, and Brigades in order, but a hodge-podge of units in all states of organization, out of muskets and low on everything... except Hope.
Combat Tables (Study Folder p. 20)
Page 20 of the Study Folder is a placeholder in the supplied document and contains only the line "This page has the Combat Tables". The tables themselves (Combat Results, Shock, Bombardment, Charge, Reconnaissance) are on the separate Combat Tables Folder and are not reproduced in the source documents transcribed here.