The Habit of Victory: From Warsaw to Eylau to Friedland, 1806-7
The Habit of Victory: From Warsaw to Eylau to Friedland, 1806-7 Rulebook
Table of Contents
Table of Contents
- Exclusive Rules
- Introduction
- The Scale of the Game
- GAME EQUIPMENT
- GAME MAP
- Map Scale
- Mixed Terrain Hexes
- SET-UP INFORMATION
- COMBAT UNITS & LEADERS
- Counter Abbreviations
- Leader Ratings
- Nationality
- Substitute Units
- Replacement Markers
- Major Generals
- Self-Employed Leaders
- Garrisons at Start
- Garrison Strength
- Garrisons on the Organization Display
- Battle Scenario Rules
- A. WEATHER
- I.a.1 LINES OF COMMUNICATION
- I.a.2. CHANGING THE ACTIVE SUPPLY SOURCE
- I.a.REPLACEMENTS & REINFORCEMENTS
- II.b. WEATHER EFFECTS ON MOVEMENT (Steps 2 and 3)
- III.b. GARRISONS IN COMBAT
- III.b. WEATHER EFFECTS ON COMBAT
- III.b.6 TERRAIN AND COMBAT
- I.a.5. SEA TRANSPORT
- III.b.8 RETREAT AFTER COMBAT
- IV. MORALE AND VICTORY
- Campaign Rules
- I.a. ADMINISTRATION
- I.a. SEQUENCE OF PLAY— COMMAND PHASE CHANGE
- Ia. 1. New Card Step (see §131)
- II. Movement Phase—Operational Intent
- IIb. Movement Command Segment
- THE CENTER OF OPERATIONS
- I.a.2 Changing the Active Supply Source
- I.a.3 Disbanding Center of Operations
- LINE OF COMMUNICATIONS
- Supply Sources Assigned
- Königsberg Supply Source
- Warsaw Supply Source
- DEPOTS
- I.a.1 MOVEMENT COMMAND CARDS
- I.a.4 REPLACEMENTS
- II. LEADERSHIP
- I.b. ORGANIZATION SEGMENT
- II. MOVEMENT
- II.a.1 REINFORCEMENTS
- II/IIIa. ADMINISTRATIVE LEVEL EFFECT ON ATTRITION
- II.b.1 DISPATCH DISTANCE
- II.b. MOVEMENT OF CENTER OF OPERATIONS
- IIb. CARDS AND MOVEMENT COMMANDS
- IIb. MOVEMENT COMMANDS
- II.a RETURN TO THE MAP
- II. BRIDGES
- II. OFF-MAP MOVEMENT
- IIb. SIEGES
- IIb. REDOUBTS
- II. ATTRITION
- IIIa. FORCED MARCH
- IIIb. COMBAT
- IV. PARIS MORALE
- IV. POLITICS
- Optional Rules
- How to Set-Up the Game
- Scenario Information Detail
- Scenario Information
- Standard Rules (Series 2X)
Exclusive Rules
Introduction
[1.] The Habit of Victory covers Napoleon’s campaign in Poland and East Prussia from the occupation of Warsaw, through the final battle of the campaign at Friedland six months later.
[2.] The Habit of Victory is a part of the Campaigns of Napoleon System, Series 2X, and uses many of the same Standard Rules as Napoleon at the Crossroads, also published by Operational Studies Group.
[3.] This Exclusive Rules folder contains rules particular to The Habit of Victory. These are used in conjunction with the Standard Rules; unless otherwise stated, all the Standard Rules apply. Exclusive Rules add-to or modify the Standard Rules. The Exclusive rules are presented in two levels: Battle Scenario Rules and Campaign Rules. Within each level, the rules are presented in order of the Sequence of Play.
The Scale of the Game
[4.] This game is part of a series designated “2X” to denote the scale—3.75 miles per hex, 3,000 men per Strength Point, 3 days per turn.
[5.] After you read the Battle Scenario rules you will be ready to play the Battle Scenarios. The Battle Scenarios are separate games playable in an evening, with the Forces set-up on the map as the armies are about to meet in a battle situation. The Battle Scenario Rules add 63 paragraphs to the Standard Rules.
[6.] The Campaign Rules add 129 more paragraphs, including options. It is recommended that you experience the flow of play of the Battle Scenarios first before adding the complexity of the Campaign Rules. There are three Campaign scenarios plus a 69-turn Grand campaign. Campaign Rules may be considered as optional rules for use in the Battle Scenarios if both players agree. (Judicious selection is required here—for example, rules that rely on cards will not work in the Battle Scenarios.)
[7.] The “Scenario Information” gives the conditions at the start of each Battle Scenario (see §221).
GAME EQUIPMENT
[10.] The Habit of Victory contains the following components:
- One Box
- One Game Map, 22" x 34"
- One sheet of die-cut counters (280)
- One deck of 100 playing cards
- Standard Rules Folder
- Exclusive Rules and Study Folder (including Charts and Tables Folder)
- Weather Table & Track (1) 8.5" x 11"
- Orders Slips/Sequence of Play (1) 8.5" x 11"
- Organization Displays (4) 8.5" x 11"
- Turn Record Card (1) 8.5" x 11" (double-sided)
- Battle Resolution Worksheet (1) 8.5" x 11"
- Card Instruction Appendix sheet (1) 8.5" x 11"
Two six-sided dice are required for play (not included).
GAME MAP
[11.] The Game Map shows the parts of northern Poland and East Prussia in which the campaign took place. Warsaw was the linchpin for control of central Poland, as was Danzig to East Prussia.
Map Scale
[12.] The scale of the map is 3.75 miles (6 km) per hex.
Mixed Terrain Hexes
[13.] If two or more types of terrain appear within the hex, consider it to be of the type with the highest MP cost. A hex is Woods if there is any woods pattern in the hex (ignore a few specks of color spilling over along one hexside from an adjacent hex). Example: 3244 is clear terrain, 3446 is woods.
SET-UP INFORMATION
[14.] All Set-Up Information is presented in the Scenario Information (see §221), specifying the strength for each unit, the set-up location and units belonging to each leader—including organic units, substitute units (see §19), and vedettes.
COMBAT UNITS & LEADERS
[15.] The combat units represent Brigades, Divisions and Corps of 1,500 to 27,000 men. For units with a strength greater than six, place the unit counter on the Organization Display with “+6” facing up—add 6 SP to the number in the track space occupied by the unit.
Counter Abbreviations
[16.]
- Pol: Polish
- MG, Maj Gen: Major General
- Inf: Infantry
- C: Cuirassiers and heavy
- Cav: Cavalry
- Cos: Cossacks
- D: Dragoons
- Lf: Left
- Ct: Center
- Rt: Right
- FK: Freikorps
- Repl: Replacement
- Res: Reserve
- AG: Advanced Guard
- RG: Rear Guard
- G: Imperial Guard (or Garrison)
Leader Ratings
[17.] The Subordination Rating is listed in the [boxed] middle position. The order of ratings is: Initiative / Subordination / Command Span. Subordination Ratings are never higher than four. Some leaders have a single five-pointed star denoting a leadership bonus point which can modify certain die rolls.
Nationality
[18.] Russian units are earthen brown. Prussians are light blue-gray with black values. Austrians are white with tan stripe. French units (sky blue), Polish (crimson); French Guard (dark blue with black stripe); Italians (white with light green stripe); Germans (steel blue-gray); Saxons (chamois with white stripe); Bavarians (green); Dutch (white with orange stripe).
Substitute Units
[19.] For each Corps there is one Corps-level organic combat unit and one or more division-level substitute unit(s) which historically made up a part of that corps. Substitute units often appear in the set-ups and can also function as March Divisions (see §65, 66, Standard Rules). If desired a substitute unit can be put into play during the Command Phase where its organic unit is. These units can also replace the organic unit if you wish. The organic unit can be recreated by replacing any number of his substitute units in one hex (see §22)—the total SPs must remain constant (see Standard §74). Exception: If the division-level unit is of a different unit type or nationality than the main body of the corps, it must remain at all times on the display. The unit type and nationality of a given SP cannot be changed. Substitute units cannot be absorbed by a unit of a different unit type or nationality. If a named Major General counter is in play, he must command his own Division. Example: The French Player may create substitute units Friant, Gudin and Morand where Davout's organic unit is. French Player also decides to replace Davout's unit with its three divisions (during the Command Phase). Later he decides to recreate Davout’s Corps replacing Gudin and Morand, who were commanded by Davout in Danzig. If Friant's Leader counter is in play, it must command the Friant Division.
Replacement Markers
[20.] Replacement Markers are used to record the levels of manpower residing in the replacement pool. (The replacement tracks are on the Game-Map.) There are markers for recording artillery, infantry and cavalry of French Line, Guard (G) and Coalition troops. Prussian replacement points can be added only to Prussian units, etc. If there is no marker for that type, replacement points cannot be accumulated but must be used immediately. March Divisions or substitute units may be generated if necessary.
Major Generals
[21.] Some officers named on combat units held ranks of Lt. Gen., General, or even Marshal, all represented on the map by “Major General” markers (géneral de division). Major Generals are identified by number or name and type (infantry or cavalry). Named leaders with 2 stars on their counters are also Major Generals. The pair of stars on Major General counters are not bonus stars. MGs do not have bonus points. Major Generals are leader counters used to show detached combat units operating independently on the game map. Major Generals may only be activated or voluntarily de-activated during the Friendly Command Phase. The number of Major Generals that may be activated is limited only by the number provided.
Self-Employed Leaders
[22.] Note that many leaders have an eponymous organic combat unit or substitute unit (many Major Generals are Self-Employed). Each of these leaders must have his own combat unit on his track as long as both his leader and unit counters remain in play. Such a leader can be brought into play—and removed (only if it's a Major General)— during the Friendly Command Phase, but must enter the map in the hex with its combat unit.
Example: There is one organic counter for the French III Corps—this is the combat unit representing the corps—and one for Leader Davout. The combat unit counter goes on the Organization Display of Davout. If the leader Davout is in play, he must command his own corps unit if it is in play. Davout could detach any or all of his divisions to another leader(s), deducting their strength from the Corps unit.
Garrisons at Start
[23.] Citadels, Fortified towns and Capital Cities may begin the game with garrison markers as listed in the Scenario Information (see §51—see also §31 “Supply Source Garrisons”).
Garrison Strength
[24.] Garrisons function as any other force. Their strength is the full strength printed on the counter for as long as they remain on the map (Exception: see §49). Garrison Strength is intrinsic while the garrison marker remains in place on the map, and if required to take any losses a garrison on the map is destroyed. As a separate force in the hex (see §36), Garrisons have no subordination cost toward another force in the same hex.
Garrisons on the Organization Display
[25.] If subordinate to a leader who can command them, Garrisons may be moved to a Leader’s track and may engage in combat and take incremental losses like regular units. Their subordination cost is 1 (see §53).
Battle Scenario Rules
A. WEATHER
[26.] The weather hindered French movement in the winter of 1807. The mud was often up to the soldier’s knees or the axle of gun carriages. There are nine different types of weather, from Heat to Severe cold, one (or more) of which must be in effect during each Game-Turn. Prior to the first player-turn roll one d6 die on the Weather Table to determine the Weather, noting die roll modifiers (DRM) indicated for the Game-Turn in play. Place the Weather Marker in the resulting space on the Weather Table. This Weather condition remains in effect until the next turn. Effects of Weather on Movement and Combat are summarized in the Key on the Weather Table & Track.
I.a.1 LINES OF COMMUNICATION
[27.] Attrition is determined on the Attrition Table in the Battle Scenarios (only). In the Campaign Game attrition is listed on the cards (cards are not used in the Battle Scenarios). In determining attrition, a Force must be within Dispatch Distance. If not, it must use the “zero” line on the Attrition Table when determining attrition and may not be issued a Movement Command (see §170).
[28.] Center of Operations Unlike in the Campaign Game, in the Battle Scenarios there is no Center of Operations. Instead, Depots fulfill their main functions (see Standard Rules §55).
[29.] The Battle Scenario Information (see §221) shows where to place Supply Source (S/S) markers for each Army.
I.a.2. CHANGING THE ACTIVE SUPPLY SOURCE
[30.] The Active Supply Source may be changed. Only one supply source per army may be active on any turn. Flip the Supply Source Marker over (to signify that the process has begun) during Step 2 of the Admin Segment. During the following Administrative Phase, the Supply Source Marker may be placed face-up at any friendly supply source hex. While the Supply Source Marker is flipped over, the Army may issue no Movement Commands and must use the “zero” line on the March Attrition Table. In the Campaign Game the zero line can be avoided through the use of depots (see §68).
Supply Source Garrisons
[31.] The Active Supply Source has a garrison with a strength of one and a normal ZOC. Supply Sources are specified per scenario (see §206).
Capture of Supply Sources
[32.] If the Supply Source is attacked or repulsed and the garrison is eliminated or forced to retreat, the Supply Source is considered captured. When a Supply Source is captured, the Active Supply Source Marker is temporarily removed from play. While the Supply Source marker is out of play, the army may issue no Movement Commands or (in the Campaign Game) forward new replacements .
[33.] A Supply Source Marker may be returned to play at any friendly Supply Source in communications and free of enemy units (or EZOCs ) during the following friendly Admin Segment. Supply Source and depot hexes cannot be permanently destroyed. A captured Supply Source may be reactivated the turn following removal of enemy forces.
I.a.REPLACEMENTS & REINFORCEMENTS
[34.] Replacements are not used in the Battle Scenarios (see Standard Rules §61, §91; Exclusive Rules §113, §121). Reinforcements are available in Battle Scenarios as shown on the Reinforcement Chart.
II.b. WEATHER EFFECTS ON MOVEMENT (Steps 2 and 3)
[35.] Weather effects on Movement and Attrition are summarized on the Weather Table & Track. During Frost and Severe weather, Lakes are frozen, and treated as secondary rivers. (Secondary rivers have the same effect regardless of weather.)
III.b. GARRISONS IN COMBAT
(Steps 1 and 8)
[36.] Garrisons may attack, and defend normally, while the garrison counter is on the map; but they are a separate force from non-garrison units in the hex. More about this (see §23, 41). Garrisons have an Initiative of “1” for pursuit and initiative comparison purposes.
III.b. WEATHER EFFECTS ON COMBAT
(Steps 5, 7, and 9)
[37.] Weather effects on Combat are summarized on the Weather Table & Track. During Frost and Severe weather, forces may retreat after combat across Lakes. The force is treated as retreating across a secondary river.
III.b.6 TERRAIN AND COMBAT
(See the Terrain Effects Chart)
Affecting Terrain
[38.] Affecting Terrain includes all Fortified Town, Town, Capital City, Hill, and Hill/Woods hexes when the defender is in the hex, or Secondary River and Bridge hexsides attacked across. Use the “Affecting” line on the CRT. Non-affecting Terrain includes Clear, Woods, and Swamp Hexes. There is no cumulative benefit for hex and hexside Affecting Terrain.
Swamp Effects on Combat Strength
[39.] The Strength of units of any type attacking into or out of a Swamp hex is halved (rounding fractions up). Cavalry Strength is halved when defending in Swamp hexes (rounding fractions up).
Woods Effect on Combat
[40.] The Strength of infantry units attacking into a Woods hex is reduced by one-quarter and cavalry is reduced by one-half (rounding fractions up). Artillery in a woods hex may not bombard; target unit in a woods hex may not be bombarded. A Woods hex containing Hills is considered affecting terrain and Woods effects apply.
Forts
[41.] Fortified Towns and Citadels are termed “Forts.” Zones of Control do not extend into Forts. ZOCs extend out of Forts normally (however, see §46). Attacking and counterattacking are not mandatory for a Force inside a Fort. Up to 48 SPs may be in the hex, but no more than 5 Strength Points receive the terrain benefits. To obtain the benefits (listed in §42 and §43) if more than 5 SPs are in the hex, a garrison or other separate force must first be created. This separate force is considered to occupy a tiny hex-within-the-hex (they are regarded as physically occupying the Fort—the Citadel or Fortified area—an exception to “Insubordinate Stacks.” (§78 in the Standard Rules).
Fortified Towns
[42.] Combat is mandatory for Forces in the ZOC of an enemy-occupied Fortified Town, unless it is masked or besieged (see §44). Units defending in a Fortified Town hex have their Combat Strength doubled, up to a maximum of five extra Strength Points. Cavalry differential does not apply. During Artillery bombardment, include a modifier (+2 to die) for Artillery Fire into a Fortified Town. If there are any troops outside the Fortified Town (undoubled but in the hex), the modifier is (+1). Bombardment Losses apply first to all troops outside the town (if any).
Citadels
[43.] The Citadel garrison (and any regular troops within a Citadel up to a total of 5 SP) may not be attacked, and Bombardment is ineffectual. (However, note Siege Rules in the Campaign Game.) The Citadels of Danzig, Königsberg, and Graudenz (and Warsaw as well) have a bridgehead symbol on the opposite bank (a small Fortified Town symbol) indicating that the garrison can move or attack across the bridge while the enemy may not attack across that same bridge, so long as the garrison remains.
MASKED FORTS
[44.] During the Combat Phase, a player may attempt to Mask (to invest or completely surround) an enemy-occupied Fort, if the necessary friendly forces are adjacent. The masking forces must have at least two-thirds the SPs of the face-value of all the enemy forces in the hex (i.e., a SP ratio of at least 1:1.5). Put a Masked Fort Marker in the hex. One side of the counter is used to indicate that a Force is attempting to mask a Fort, and the other side when it is successful. Roll the die on the table below. Roll each Friendly Combat Phase until the Fort is masked. A hex with a bridgehead must have one masking force adjacent on each bank to initiate this die roll. Example: Graudenz would only be masked if there were friendly forces on both sides of the Vistula adjacent to the Citadel. If the force in the Fort has friendly forces adjacent (on the same side of a Primary River, if any), the fort cannot be masked.
[45.] FORT MASKING TABLE
Strength Ratio, Masking : Garrison
| Turn | 1:1.5 | 1:1 | 1.5:1 | 2:1 |
|---|---|---|---|---|
| 1 | 5+ | 4+ | 3+ | 2+ |
| 2 | 4+ | 3+ | 2+ | • |
| 3 | 3+ | 2+ | • | • |
| 4 | 2+ | • | • | • |
| 5 | • | • | • | • |
KEY: Die roll needed to Mask the Fort. • = automatic
[46.] Masking Forces are not required to attack (this is an exception to §41). They remain adjacent and “in contact” (an exception to Standard Rules §150). A Fort remains masked until the beginning of any Phase that it is no longer in the ZOC of adequate Enemy Forces. If the enemy retreats or is no longer of adequate size at the end of the battle, remove the Masked Fort Marker.
[47.] No forces may enter or leave a Fort after it has been successfully masked. A force inside a Masked Fort has no LOC or Dispatch Distance. In the Campaign, a Citadel to be besieged must first be masked (see §24).
[48.] Masked Forces may attack but are considered entirely outside the Fortifications when attacking and when counterattacked. Forces in the same hex as friendly fortifications may ignore a retreat result on the CRT. They are not required to retreat out of the hex.
Attrition-Free Forces
[49.] Forces within a Fort do not suffer attrition, whether masked or not. Garrison markers on the map suffer no attrition (see §23). A Force that does not move, and a force of only 1 SP, suffers no attrition
Masked at Start
[50.] Any Fortified Towns which have sufficient enemy forces adjacent are considered to be Masked at start. Example: Graudenz is Masked in Campaign Scenario 3. The French Forces under Victor total 2 SPs and the Coalition Force is 1 SP, a ratio of 2:1.
Garrisons
[51.] Both Players have a number of garrison markers that start in Fortified Towns, Capital Cities, or Citadels. Garrison counters have the name of a town to which they are assigned at start. Any generic Garrison may be used for a captured fort (see §221).
[52.] Neither Player can have more garrisons than the quantity provided. Any friendly Citadel, Fortified Town or Capital City can receive a garrison. If a garrison marker is available, a garrison may be created during the Reorganization Phase, by deducting one or two SPs from forces present in the hex. Place the created garrison directly on the map, flag-side up.
Removal of Garrisons
[53.] A garrison may be absorbed by a friendly infantry unit of the same nationality in the same hex. This may only be done during Step 3 of the Administrative Segment. The Garrison to be absorbed is immediately removed from play, its strength added to an infantry unit of the same nationality in the same hex. On the following turn the garrison marker becomes available to garrison another friendly-occupied Fort.
[54.] A removed garrison may be placed on a present leader’s track on the Organization Display, reflecting its strength, or on a new Major General’s track. Garrisons on the track of a Major General or other leader may march, attack and defend, and take losses like regular units (see §25).
I.a.5. SEA TRANSPORT
[55.] The Prussians operated a transport fleet of 57 ships in the Frisches Haff. The English, like their allies, had freedom of movement in the Baltic. Shipping activities take place during the Movement Command Segment. Note: Embarking and debarking takes time, but the French would not know about it until the ships appeared.
[56.] The Coalition player (only) may move a force by sea on any Friendly Movement Phase after after March 15, if the weather is not Frost, Snow, Frost/Snow, or Severe. (In the Campaign game the Coalition player must play the appropriate Invasion card no. 3.)
Embarking and Disembarking
[57.] Subject to weather, you may move any one Russian division from Königsberg, Pillau, or elsewhere on the coast and place it immediately onto the coastal or port destination hex.
[58.] Coalition troops may embark at any coastal hex, and suffer no attrition during the sea move. Troops may not be in an Enemy ZOC when embarking, and may not move by land that turn. If embarking troops are placed in an Enemy ZOC they are not allowed to move by sea. Disembarking troops are placed on any coastal hex free of enemy units during the appropriate Admin. Segment. Disembarking units placed in an Enemy ZOC attack and defend normally, but they are eliminated if forced to retreat from their coastal disembarkation hex. For other purposes they are treated like entering reinforcements. No more than three Coalition SPs may be moved by sea at one time; none may be artillery. The French have no sea transport capability.
Highway Construction
[59.] The Osterode-to-Warsaw highway was historically under construction during the late winter and early spring. Prior to March 21st (turn
36), the road labeled “under construction” is considered a secondary road, and on and after Turn 36, it is upgraded to a primary. If a Coalition unit (1 infantry SP or more) occupies any hex of the entire route during the French Player-turn on the turn of upgrade, the upgrade is delayed for one additional turn.
III.b.8 RETREAT AFTER COMBAT
Retreat Across Rivers
[60.] A Force which retreats across a river after combat loses double its total pursuit loss if the Pursuit crosses the river (crossing behind the pursuit force). Retreat across unfrozen Primary Rivers is allowed only at bridges (see §37).
Retreat Off Map
[61.] A Force may retreat off a Friendly mapedge if required by a retreat after combat if there is no other path of retreat available. Pursuit of such retreating Forces must end at the map edge hex. The west mapedge is Friendly to the French; the East is Coalition-friendly. The south mapedge is friendly to the Austrians in case of Austrian Realignment (see §183).
[62.] The Force retreated off a friendly mapedge may reenter the map in its following Movement Phase at the nearest possible map edge road hex, in the same manner as Reinforcements (see “Off-Map Movement, §160).
IV. MORALE AND VICTORY
[63.] In the Battle Scenarios Victory is determined by Victory Points (see §221).
Campaign Rules
[64.] The following rules show how long periods in the field affected the abilities of the armies. Their use entails some changes in the Standard Sequence of Play and especially in the introduction of Cards (see §86 and §128). These rules must be used when playing any Campaign Game Scenario.
[65.] The Grand Campaign Scenario covers the entire period from 6 December through 29 June. With turns of active campaigning taking about 30 minutes, two Players can complete the 69-turn Campaign in 30 hours of playing time (just drink lots of coffee). Use the set-up for Campaign Scenario 1 or any of the other set-ups. Set up takes less than 30 minutes.
VEDETTES
[66.] Each Vedette Counter represents a cavalry unit divided into patrolling elements fanned-out to create a presence over a wide area.
Exception: The Prussian Army has 3 infantry vedettes. The rules that follow apply to all vedettes except as noted. Vedettes are used to scout for information, screen the enemy from gathering information, and bluff. Disregarded when real forces fight, they have no influence on battle (except when fighting other vedettes). Vedettes set-up according to “Vedettes Available” (see §217)
[67.] Vedette Pool The Vedette Pool comprises all vedettes not in play at a given moment. Vedettes in the available vedette “pool” may be brought into play each time a new Force is created or appears as a reinforcement. One or two new vedettes (if available) may be drawn from the “Vedette Pool” to appear with each Force. When Forces are consolidated, Vedettes may remain in play on the map.
Movement of Vedettes
[68.] The Movement Allowance of cavalry Vedettes is 7 Movement Points (in both Movement and Forced March). Infantry Vedettes have a MA of 4. Cavalry Vedettes pay cavalry movement costs. Infantry Vedettes pay infantry costs. Vedettes move in every way like real Forces until their identity is revealed (except as outlined in items 1 through 6, below). Vedettes are revealed when adjacent to the enemy (see §78 and §70). A vedette, once revealed, remains revealed until the next time it moves (regardless of the phase or segment in which it moves). Vedettes differ from real forces as follows:
-
Vedettes do not require an Initiative die roll or Movement Command to move. The are not limited by the MA on the OPINT Card, nor do they suffer attrition. To disguise them, a player ought to some-times make Initiative rolls for them;
-
Vedettes cannot damage bridges, cannot capture pontoons or cut Lines of Communications or the like (see §69)
Exception: Cossacks.
-
Vedettes are not subject to Initiative Comparison, and forces adjacent to Vedettes ignore their ZOCs when exiting (see §70);
-
A Vedette cannot create its own Major General, and has no track on the Organization Display (see §76);
-
Vedettes may not retreat after combat, and may not form part of a pursuit force (see §78);
-
Vedettes do not count against stacking limits.
Vedettes and Lines of Communications
[69.] Vedettes may not interfere with a Line of Communication or Dispatch Distance (even if they occupy a depot or Supply Source). Cossacks and Freikorps may cut the LOC (see §80). Either line may be traced into or next to a hex suspected of being occupied only by Vedettes. After the Line is defined, the opposing player need only state whether the Line is blocked. This is his option: he may elect not to cut the line even if the unit is not a Vedette. If the line is blocked, a new Line for that unit cannot be defined until the next turn.
Vedettes and Zones of Control
[70.] When an enemy force enters a ZOC bond dependent upon a Vedette, the owning player must reveal the Vedette(s), but only after his opponent has declared whether he will attempt to repulse the hidden unit. The enemy unit may continue moving through or around the hex containing the Vedette, ignoring its Zone of Control. (Vedette ZOCs may be ignored only if the vedette in question has already been revealed.) The enemy unit may not end its move in the same hex as the vedette. A screen of Vedettes could not prevent the movement of a Force trying to reinforce a battle; although the Force must pay an additional MP to Repulse. A Force which begins its move in a ZOC bond, must begin by attempting a Repulse.
Repulse by Cavalry Vedettes
[71.] Cavalry Vedettes can give the owning player a “quick impression” which he can respond to during movement, but he can’t get exact information this way. By attempting repulse, the cavalry vedette may determine the identity of the enemy force leader and then retreat before combat. If during a Forced March, the Vedette always retreats before combat.
Vedettes in Combat
[72.] During the Friendly Combat Phase, Vedettes in EZOCs are compelled to attack (Exception: see §77, “Vedette Retreat Before Combat”).
[73.] The Vedette can follow through with a regular attack in order to obtain the exact strength of the enemy forces during step 6 of the Combat Sequence (the vedette will usually be destroyed, but may be recreated— see §75). There is no adverse effect on an enemy force engaged in combat with a vedette unless the friendly unit is also a vedette. There is no pursuit of a vedette eliminated in combat. During the Enemy Combat Phase, each Vedette with enemy Force(s) in its ZOC must be attacked. A player may not ignore a Vedette to which his Forces are adjacent during his own Combat Phase. Example: An attack by a unit with a strength of “two” upon a Vedette would be resolved at four-to-one odds.
[74.] Vedettes are treated as normal combat units for combat purposes, except as follows. Vedettes aren't affected by the Initiative Comparison Table, nor does their ZOC force enemy units to consult it. A Vedette may not choose to fight a Pitched Battle, and may attack an enemy hex only if there are no other friendly forces in the Zone of Control of the enemy unit. Vedettes must combine in attacks with other friendly units in the same hex. Vedettes have a Combat Strength of 1/2 SP when fighting alone and a combat strength of zero when combined with a real force. Vedettes may be Repulsed (see §70) if the attempt is declared before the Vedette is revealed. Vedettes cannot take advantage of the defensive benefits of a Fortified Town or Citadel.
Vedettes Lost in Combat
[75.] A Vedette which is forced to retreat or suffers any combat strength loss on the CRT is removed from the map and placed on a Leader’s portrait on the Organization Display of the nearest Friendly Force within 7 MPs (for cav) or 4 MPs (for inf). While on the display Vedettes have zero strength and are ignored for all purposes. During the Organization Segment of the next Friendly Player-Turn it is stacked on the game map with its Force Leader. If no such force exists within seven cavalry or four infantry Movement Points it is removed to the Vedette Pool (see §67).
Vedette Strength
[76.] The strength of Vedette units cannot be incorporated into the strength of regular units on the Organization Display. Exception: Platov (see §80). When two or more vedettes are together in the same hex only one vedette is allowed to remain on the map. The extra vedettes in the hex are either removed to the vedette pool, or else must move out of the hex.
Cavalry Vedette Retreat Before Combat
[77.] Non-Phasing Cavalry Vedettes (first) and then Phasing Cavalry Vedettes which are alone in their hex, can take an automatic, voluntary “Retreat” result, of one or two hexes, before combat resolution but after finding out the approximate strength of the enemy-occupied hex, in step 3a of the Combat Procedure (see Standard Rules, §146). The enemy may not pursue. Infantry Vedettes cannot retreat before combat. Vedettes must engage in combat normally if they do not take the auto-retreat.
Vedettes and Enemy Retreats and Pursuits
[78.] Neither Vedettes nor their Zones of Control interfere with the ability of enemy units to retreat or pursue during the Combat Phase. Units may always ignore a Vedette when retreating or pursuing. If there is no other alternative, units may retreat or pursue through a hex occupied solely by enemy Vedettes. (If there is no other path the enemy player has to reveal the Vedette-only hexes that may be retreated through.) The Vedettes are displaced (see §174, “Priorities of Retreat—3” in the Standard Rules) or eliminated if unable to displace. A Vedette by itself may not conduct a pursuit
Vedettes Out of Dispatch Distance
[79.] Vedettes that cannot trace a Dispatch Distance to a Center of Operations, Supply Source or a friendly Depot with an LOC (see §31), during the Administrative Segment of the Player-Turn, are immediately removed to a nearby Leader’s track on the Organization Display as described in §75. (Exception: Cossacks and Freikorps).
Cossacks and Freikorps
[80.] Cossacks are Vedettes with a red unit type symbol. Freikorps are indicated with “FK.” Regarded as unreliable by regular forces, they harried the French lines of communications. The Coalition vedettes Marwitz, Don and Platov (left, center, and right) can cut the French LOC. Platov’s 3 vedettes can be stacked together and replaced by the parent combat unit. Note: Platov’s cavalry unit has a circled numeral indicating the number of vedettes associated with that unit; if these vedettes appear on the map then the Platov unit must be removed from play. The Freikorps of Marwitz were volunteer militia. All Vedette rules apply to Freikorps (FK), and all Cossack exceptions apply to Platov’s cossack cavalry unit. Freikorps eliminated for any reason are permanently out of play.
I.a. ADMINISTRATION
Overview
[81.] The Administration has two main functions: 1) To keep the troops together and supplied; and 2) To provide direction to the separate Corps. If it fails at either task, victory will not be achieved. A failure in the first function will result in increased Attrition (Standard Rules §136), while a failure in direction will mean that forces do not receive timely Movement Commands. In the Campaign Game Movement Commands are represented by Cards. One Movement Command/Card is received for each Administrative Point specified on the AP Pool.
[82.] In order to obtain a Movement Command Card a force must be able to trace a line (A), called a Dispatch Distance (see §120), from the Center of Operations of its army (C/O) only. For attrition purposes (only), the Dispatch Distance (B) may be traced from a friendly Depot (see §102). The Center of Ops must have a Line of Communications (LOC) (see §94) from the Active Supply Source (S/S), while a Depot’s LOC may connect with any friendly Supply Source (see §104).
[83.] In order to obtain new Cards each turn, each Army has to roll on the Administrative Point Pool (see §106). One Card is received for each AP. Each Card in a player’s hand represents a Movement Command that can be created at the Center of Operations (if active). Each force may only move once per Friendly Movement Phase. In order to receive a Movement Command, individual Forces must trace a “Dispatch Distance” of 12 MPs or less from the Center of Operations (at the cavalry rate, see §120). This Dispatch Distance may traverse any passable terrain.
[84.] Division of Command in the Coalition Armies
The total of Prussian + Russian APs is the number of Coalition Cards received. Any card in the Coalition Player’s hand may be given as a Movement Command to either Prussian or Russian Forces. The Prussian and Russian Armies have separate Centers of Operations. Russian units may trace their dispatch distance from the Prussian Center of Operations and Prussian units may trace their dispatch distance from the Russian Center of Operations.
I.a. SEQUENCE OF PLAY— COMMAND PHASE CHANGE
[85.] The Administrative Segment now uses all six Steps:
-
Receive New Cards—one per AP received on the AP Pool. The total of cards in a player’s hand replaces the total of APs Accumulated on the AP Track (see §107). NOTE: Every monthly interphase all discards are reshuffled into the deck prior to this step (see §135, §140 and §153).
-
Operational Intent Segment. Play one card to generate a Movement Command and set the Movement Allowance for your forces moving under Initiative.
-
Designate the friendly Supply Source. If this is now changed from last turn, discard one card (see §92).
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Disband the friendly Center of Operations (if desired). Discard one card for this (see §93).
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Add new Replacement Points to the Replacement Pool (see §110).
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Execute Sea Transport (Coalition only—see §55)
Ia. 1. New Card Step (see §131)
[86.] This step occurs at the start of the Admin Segment. The Phasing Player rolls two dice on the AP Point Pool, and then draws one card from his deck for each AP he receives on the AP Point Pool. [The Coalition Player rolls twice—once for Prussian and once for Russian APs.]
II. Movement Phase—Operational Intent
[87.] The player must play one card for Operational Intent. The Operational Intent (OPINT.) card is the first card played each Player-Turn. The Operational intent card establishes the movement allowance for all Initiative Movement that Phase, and the same card becomes a Movement Command for any friendly force that is within Dispatch Distance of the Center of Ops. in the upcoming Movement Command Segment (see §136). [The OPINT card is used for all initiative movement plus the one force that received a movement command from the OPINT card.] At his option, the Coalition Player may play a separate OPINT card for the Prussian Army, if he does not, the Prussian Army is covered by the single OPINT. The Attrition Table printed on the operational intent card you play determines the Attrition level for all forces moving during the friendly Initiative Movement Segment (see §171), and the force that receives the OPINT. [A force that does not move, does not suffer attrition.]
[88.] If a player has no cards in his hand, he draws the top card of the deck to establish his movement allowance. The card does not confer a Movement Command and the Instructions on the card do not apply.
IIb. Movement Command Segment
[89.] Each Force which moves this segment will have a Card which applies only to that force which specifies the Movement Allowance for that force, and may include an Event instruction (see §137). A force that does not move, does not suffer attrition. During the Movement Command Segment the Attrition for each force moved is determined on the Attrition Table at the bottom of its own Movement Command Card (see §171).
THE CENTER OF OPERATIONS
[90.] An Army’s Center of Operations must be Active in order to issue Movement Commands (or replacements), or to receive new Cards. A Center of Operations is inactive if it has no Line of Communications (see §94). The Center of Operations should be flipped over when Inactive.
[91.] When the Center of Operations is inactive, and a force has no alternate dispatch distance to a functional depot or a supply source, the Zero-Card line must be used when determining attrition (see §119). The Center of Operations may reactivate immediately upon restoration of its Line of Communications. (Note: The Center of Operations is not rendered inactive by movement—see §124).
I.a.2 Changing the Active Supply Source
[92.] While the Supply Source is inactive, the Center of Operations is also inactive. When you change the Supply Source, discard one card. This takes one complete turn to effect (see §30).
I.a.3 Disbanding Center of Operations
[93.] The Center of Operations may be disbanded only during Step 3 of the Administrative Segment. The Center of Operations is still considered “active” during the Game-Turn in which it is disbanded. To voluntarily disband the Center of Operations, discard any one card, remove it from the map, and replace it as a reinforcement unit during the Movement Phase of the following Game-Turn at the Army’s Supply Source or any Depot between the Center of Ops former location and the Supply Source, along the current LOC. On the turn it reappears as a reinforcement it is Inactive; on the following turn it is active again.
LINE OF COMMUNICATIONS
[94.] In order for the Center of Operations to be Active, it must have a Line of Communications (LOC). A Line of Communication is a line of connected, primary or secondary road hexes (see Standard Rules §55). The LOC is traced from the active Supply Source appropriate to that army to the army’s Center of Operations. Each Center of Operations under the Coalition player's control must trace from its own Supply Sources. (Exception: see §97.)
Supply Sources Assigned
[95.] French Army: may be traced to a Supply Source (marked “F”), on the western edge: (including 0139 if tracing via towpath, see §99), controlled by the French Player. The Prussian Army Center of Operations must trace to a Supply Source in Prussia (marked “P”), and the Russian Center of Operations must trace to a Supply Source on the east mapedge (marked “R”), controlled by the Coalition Player.
[96.] Enemy Zones of Control do not affect the LOC. The maximum length of the LOC is [21] Movement Points. If the LOC exceeds [21] Movement Points in length, the Center of Operations is “Inactive.” An Army with an inactive Center of Operations may issue no Movement Commands or replacements or receive APs.
Königsberg Supply Source
[97.] During any friendly Admin. Segment in which Königsberg is under the Coalition Player’s control, the Russian Army may initiate change of its active Supply Source to Königsberg (see§30), and may share it with the Prussian Army. The Russian and Prussian Armies may share the Königsberg (2406) or the Insterburg (3908) Active Supply Source (with no reduction in effect). If the French Player captures Königsberg (see §173) he may begin to initiate S/S change to the Königsberg Supply Source on the following friendly Admin Segment.
[98.] Danzig Supply Source Starting with the turn after Danzig is occupied by the French, the French Player may initiate S/S change to the Danzig Supply Source.
Warsaw Supply Source
[99.] The Vistula River was the lifeline to the French Supply Source at Warsaw (3153). Warsaw may be used as a French Supply Source if the town and the entire Vistula River towpath connecting it with the mapedge (0139) are controlled by the French Player. If Warsaw is not the French Supply Source the segment of the towpath in French hands may function as a “Primary Road” for LOC purposes. There is no MP limit on the number of towpath hexes that can be in an LOC as there are for a normal, overland route. You can combine towpath and regular overland MPs in one LOC (count only the overland, road portion of the LOC). If Warsaw is not the Active French Supply Source, it may still act as a depot (see §101) unless the towpath line is broken.
[100.] An enemy force greater than 2 SPs in any towpath hex will break the line. A force of 2 SPs or less cannot interfere with the towpath line. A Coalition force on the Right bank of the Vistula (on the opposite bank from the towpath symbol) cannot interfere with the towpath line. If a Coalition Force breaks the line, Warsaw becomes a Depleted Depot (see §105).
DEPOTS
[101.] Depots are the middle links in the supply chain. Called ‘magazines’ in Napoleon’s time, wagons were collected there to range far and wide in search of fodder and forage, to deliver goods to the Corps, or to return to the Supply Source. Replacement troops and equipment were also collected at depots.
Depot Effect on Attrition
[102.] Forces may trace Dispatch Distance to a depot with a valid LOC in order to use the normal attrition rate or to receive replacements. Depots cannot issue Movement Commands. Any friendly Supply Source (Active or not) may act as a depot for Attrition purposes.
[103.] Depots must have a valid LOC to any friendly Supply Source (not limited to the active Supply Source). If they have no valid LOC they are depleted. Depots do not require garrisons.
[104.] Depot Class (Letter A through C) indicates player control at start. The letter code specifies which ones are French at the start of a given scenario (see §208). All Depots are fully functional at the start of each Scenario for purposes of attrition and remain friendly until they are occupied by enemy forces or lose their LOC (see §105). All Depots are usable if captured.
Depleted Depots
[105.] A Depot is Depleted if an enemy force of any type—within Dispatch Distance of its own depot or Center of Operations—blocks the LOC to that depot at the end of any Player-Turn. (Zones of Control do not block the LOC.) A depleted Depot can be used for one more turn with Attrition drm +1 (see §172). On the following turn it is completely deactivated, unless the LOC was restored in the interim. [You may need to keep a separate list of depot status.]
I.a.1 MOVEMENT COMMAND CARDS
[106.] The Player must expend a Movement Command Card for each force if he wants to be certain it will move. The number of cards in your hand determines the severity of March Attrition for friendly Forces.
How to Receive New Cards
[107.] New Cards are accumulated during the Administrative Segment of the Player-Turn. The Player refers to the Administrative Point Pool and rolls two dice for each Army under his control to determine the quantity of cards he receives. The Coalition Player rolls separately for the Russian and Prussian Armies. Cross-reference the LOC distance between the army’s Center of Operations and its Supply Source with the dice roll. The number resulting from the cross-reference is the quantity of new cards added. Note: The LOC may not exceed 21 Movement Points. If the Army has an inactive Center of Operations it receives no new Cards.
Army Commander
[108.] The Army Commander is Napoleon or the Russian leader chosen with the play of Card No. 4. If the Army Commander currently resides with his Army’s Center of Operations, roll the die: if the result is less than or equal to the leader’s Initiative Rating, add one to the total Movement Commands received. If the Army Commander wins a battle, subtract 1 from the Critical Battle die roll (see Standard §193). There can be no Russian Army commander until Card No. 4 is played. At that time the Coalition player may designate any Russian Leader on the map or in Cantonment as the overall commander. Büxhowden may not be given a Movement Command and he cannot become the Army Commander unless Bennigsen is captured prior to the play of Card No. 4.
[109.] Captured orders Because of the swarms of cossacks ranging throughout the theater, this rule only affects the French Player. For each French-Player Force that receives a Movement Command when within 3 hexes of a Coalition force (or vedette), the French Player must roll a die: on a result of one, the location of Napoleon and the name of the Leader receiving the order are revealed. In addition, the captured Movement Command is discarded without effect and the Force can try to move under Initiative only.
I.a.4 REPLACEMENTS
[110.] During the Command Phase, the Phasing Player may give replacement points to eligible units to increase their strength. Units that Receive replacement points may not move in the following Movement Phase. Replacements become available for addition to the Replacement Pool according to the Turn Record Track. Both Players check the Turn Record Track for Replacement Strength Points. The numbers show Artillery (a), Infantry (i), and Cavalry (c), Strength Points (see §20). Replacements from the pool may (only) be added to units of the specified nationality and type (including March Divisions). An army with an inactive Center of Operations may not add Replacements from the Replacement Pool to its units. Prussian Replacement Points are only issued through the Prussian Center of Operations; Russian Points through the Russian Center of Ops..
Which Units May Receive Replacements
[111.] Infantry units may be given replacements if within dispatch distance of the Center of Operations (see §120). In order to receive replacement SPs cavalry units must be in a depot with a LOC. No unit may be increased beyond its maximum strength. Artillery units (only) may be re-formed from units eliminated (this is an exception to the Standard Rules) using replacement points and they can appear at any friendly supply source.
II. LEADERSHIP
Reinforcement Leaders
[112.] Leaders who do not begin the game on the map may be brought on later as reinforcements (see §118) as specified in the Reinforcement Chart. Exception (optional): Marshal Blücher is a prisoner of war at the start of CS1. His two counters begin CS1 under the French Player’s control. If any French or French-allied Leader is captured, after one complete turn he can be exchanged for Blücher, at the French Player’s option—both the French Leader and Blücher become reinforcements after an additional turn. [If using this option, ignore Blücher’s entry listed on Turn 29. If no French leader is captured, or if the French Player does not wish to exchange, Blücher does not arrive.]
Leader Withdrawal
[113.] The Play of Russian Card No. 4 calls for the withdrawal of Buxhowden. Other leaders may be withdrawn as called for by the Pursuit Events Table. Simply remove the leaders from the map or organization display, replacing them with an available replacement leader or Major General as necessary, and/or stack their subordinates on the map (temporarily) as an insubordinate stack. Sick leaders will become available again on a turn determined by a die roll. They return to play as regular reinforcements at the active Supply Source.
[114.] Marshal Ney Marshal Ney has to make a second die roll if his Initiative die roll (for movement) is six. The second roll is a direction-finder. He must expend 4 Movement Points moving in that direction, and the move is governed just like a retreat after combat, except that there is attrition for his force, and the final resting place must lie on or between the specified compass points. If he runs into impassible terrain, an enemy Force, or a map edge, he must stop after entering the ZOC bond. He may try a repulse. His path will go off-road if required.
Personality Clashes
[115.] The Armies suffered from personality clashes among their senior commanders. These clashes reduced the efficiency of both armies. French Leaders Murat, Bernadotte, Davout, Massena and Ney; and Coalition Leaders Konstantine and Bennigsen, when subordinated to one another, will clash. Each leader’s Subordination Rating increases to four [4] when commanded by any other leader above. (See also §113.)
I.b. ORGANIZATION SEGMENT
I.b.2 March Divisions
[116.] March Divisions are brought into the game as explained in Standard Rules §65, 66, 75. Place the new unit on the track of some leader in the same hex. March Divisions may also enter at any Friendly Supply Source or the active Center of Operations—create a Major General for it and place it on the map in the same hex, and give it replacement points from the replacement pool.
II. MOVEMENT
[117.] During the Initiative Movement Segment, the Phasing Player’s Forces have a specific Movement Allowance (MA) determined by the operational intent card played this turn. During the Movement Command Segment, if given a Movement Command each individual force has a specific MC. The units of a force may not exceed the Movement Allowance stated on the card. Note: The MA is shown as two separate numbers, e.g., 2/3, 3/4, 4/5. The higher number is the Cavalry MA.
II.a.1 REINFORCEMENTS
[118.] Reinforcement Leaders and entry hexes are listed in the Reinforcement Chart. Reinforcement units enter at the strength shown. Reinforcement units (such as Bronikowski on turn
- must enter under the command of a Major General.
II/IIIa. ADMINISTRATIVE LEVEL EFFECT ON ATTRITION
[119.] The number of cards in the player’s hand at the instant of Movement determines the severity of March Attrition for a given Force. When determining attrition, the Player cross-references the strength of the Force with the number of cards at the instant of the Force’s movement. The fewer cards remaining, the greater will be the attrition. As long as a Force begins a march within Dispatch Distance of either its active Center of Operations, a friendly supply source, or any functional depot of that army, a player may use the line corresponding to the number of cards remaining in the player’s hand. If the Force does not have a valid Dispatch Distance, it must use the line for “zero” cards. (Dispatch Distance may not be traced to the Center of Operations if the Center of Operations is inactive—see §91). 6 1 5 2 4 3
II.b.1 DISPATCH DISTANCE
[120.] Dispatch Distance is necessary for 2 activities:
- Issuing Movement Commands or Replacements; and 2) Determining March Attrition. The Dispatch Distance is traced to a Force from the Center of Operations of the same army. For attrition purposes, the line may be traced from a depot or a supply source instead (see §82). The Dispatch Distance for each Army is 12 MPs. The path is traced through any passable terrain at the cavalry movement rate. The path may not be traced through enemy units (Exception: revealed Vedettes) and may traverse EZOCs (no extra MP cost for entering EZOC). The Force needs only be within Dispatch Distance during Step 1 of the Movement Procedure (see Standard Rules §45) to benefit; it may move out of Dispatch Distance during Step 2 without consequences until the next turn.
II.b. MOVEMENT OF CENTER OF OPERATIONS
[121.] The Center of Operations has a Movement Allowance of 4 Movement Points (regardless of OPINT). For terrain cost purposes, it moves like cavalry. It may not move during Initiative (and it may not Force March or Extend March), but it may always move without requiring a Movement Command.
[122.] On the turn the Center of Operations moves, Dispatch Distance is traced toward its initial location, so the Center of Operations moves after all other Movement Commands have been issued. In the following turn the Dispatch Distance is traced to its new location (see §124, “Effects of the Movement of Center of Operations”)
[123.] A Center of Operations may not enter an enemy ZOC. It is never considered part of a Force, does not require a Leader, and does not count for stacking purposes. It is not subject to Attrition. A Center of Operations may enter any passable terrain. However, it must end its turn on a primary road hex in order to be active during the following turn (see §124). It has no Combat Strength nor ZOC, cannot block the Enemy LOC nor Dispatch Distance, and cannot damage bridges.
Movement of Center of Operations
[124.] If a Center of Operations moves, it remains active and—so long as it has a LOC—units in Dispatch Distance still get the benefit of the Total Cards in your hand when determining Attrition; they are not required to use the “Zero” line simply because the Center of Operations has moved.
“Flight”
[125.] The Center of Operations may never be captured. Instead, it must “flee” when an Enemy Force moves into the hex it occupies. If forced to flee, it is moved four (4) Movement Points toward any Supply Source of that army free of Enemy forces, at the owning Player’s choice. When fleeing it ignores the presence of enemy Forces (in effect, the staff is reestablishing it further back along the LOC). The Center of Operations remains active.
[126.] If the Center of Operations flees and all of its possible Supply Sources are Enemy-occupied, it flees off the map (ignoring the 4 MP limit). If the Supply Source is not Enemy-occupied, it retreats no farther than the Supply Source.
[127.] If displaced off the map, the Center of Operations may return to any friendly Supply Source hex during the friendly Movement Phase after the Supply Source hex is cleared of Enemy forces.
IIb. CARDS AND MOVEMENT COMMANDS
[128.] Due to the chaotic conditions of war the independent actions of Force leaders were always uncertain. The opposing headquarters attempted to write clear instructions to their individual Corps leaders, to allow the officer to take current circumstances into account in a way to further the overall objective. Each Movement Command Card in a Player Deck represents an individual Movement Command specifying Movement Allowance and attrition (see §170). Players are not obliged to take the card’s Event, but if played as an Event Card (EC), they must follow all the instructions on the cards (Exception: Alternative Instruction at the bottom of some cards—see also One-time Events, §138). Movement Allowance Pitched Battle Topic Order Acceptance Card No. Card Title Instruc- Enduring Effect tions Attrition Table Unique i.d.#
[129.] Take out the cards and refer to them while reading the following. There are two player-decks and 50 cards per player. Each card has a Title, a Movement Allowance, a general Topic, an attrition table and instructions. Cards also indicate if the player may select Pitched Battle; any Order Acceptance die roll required; and any Enduring Effect. (Cards with the same Card No. and title are identical per side except that Movement and Attrition may vary.)
Movement Allowance
[130.] The MA is shown as two separate numbers—for infantry and cavalry respectively (see §117). The Movement Allowance is the maximum movement for forces moving under that card. If this MA exceeds the normal Movement Allowance printed on the counter, it is considered an Extended March (see Standard Rules §100) which allows infantry to march 6 MPs, and Cavalry 8 MPs. (The extra Attrition is built into the card’s table.)
Summary of Card Play
[131.] Cards are played at the following times:
• During a player’s movement phase the first card played (mandatory) is the Operational Intent card (OPINT). This card gives a movement command to one force within dispatch distance of an active Center of Operations. Some card instructions give additional movement commands. All card instructions are optional except for One-time Events. The OPINT card provides the movement allowance and attrition table for the force receiving a movement command from the OPINT card and for all forces that use initiative movement during the movement phase.
• During the movement phase, the second and all subsequent cards played are movement commands that apply to a specific force within dispatch distance of their Center of Operations. All card instructions are optional except for one-time Events. The card establishes the movement allowance and attrition table only for the force moved by that card.
• Some cards have enduring effects that last to a time specified on the card. Players should place the card somewhere near the map as a reminder.
• Players can only choose to fight a pitched battle if the OPINT card specifies this option for all friendly forces, or for a specific force moved individually.
• During a player’s forced march segment a card is played to establish the movement allowance and attrition table for all forces that force march. If no forces are going to force march, no card is played. No card instructions are useable during a forced march segment.
Receive New Cards
[132.] Before your first game, shuffle each deck completely (otherwise you will risk a run of identical cards). Shuffle and ask the enemy player to cut the deck. Do not look at the cards in the deck. Draw cards from the top. Prior to the start of the scenario draw the number of At Start cards stated in the Scenario Information. These cards will comprise your starting hand. Examine them. Each turn, draw a number of Cards from your Player Deck, equivalent to the number of APs obtained on the AP Point Pool (plus Army commander bonus if any). Cards are drawn in the Friendly New Card Step.
Hide Cards
[133.] Place your cards face-down on the table, always concealed from the enemy player (even the number of cards should be kept secret), until you are ready to play them. Once you have drawn a card, you must keep it in your hand until you discard it or play it.
Card Play
[134.] All cards are played during the Movement Command Segment (plus one in the forced march segment). All cards played are placed face-up and must be left there through the end of the friendly player-turn (or longer if Enduring Effects).
Discards
[135.] After the friendly player-turn, cards played are placed in a Discard pile unless the instruction specifies otherwise. NOTE: A card that is only discarded as the cost of an action (see §138), is placed in the Discard pile for possible reuse (regardless of the card instructions). Keep your discards face-up where both players can inspect them. During the Monthly Interphase (on the first turn of each month), each player must reshuffle his discards into the Deck, excluding the cards currently in his hand and any Enduring Effect Cards (see §140) that remain in effect.
Operational Intent (OPINT)
[136.] Each turn the player must play one card to establish the Movement Allowance of his combat units moving under initiative. On the OPINT card, you may choose to execute the instruction or not, for the unit(s) that moved under initiative from the play of the card (see §87 and §88). If a Card’s instruction states that it only applies as OPINT, the instruction is nonetheless optional. (The only required events are one-time events.)
Instruction
[137.] Each card has an event instruction. The instruction for a card only comes into play if the player declares it as an Event Card (EC), or if it is a one-time Event. (See also §145, “Order Acceptance.”) When using a card as an Event Card, follow the text of the instruction. If you don’t fulfill the instruction on the card, the Enemy Player gets to draw an extra card (immediately). (This reflects the losses and confusion of plans gone awry.) NOTE: Many Cards allow the player to suspend a particular rule (for example, the rules of ZOCs). The exceptioned rules will be shown on the card. If the text contradicts the rules, the card instruction prevails.
[138.] A card may be played as a Movement Command only, or as a Movement Command plus an Event, or discarded as the cost of changing the supply source, etc. (see §85 #3, §85 #4, §92, §93, §109). When you play a Movement Command card, the recipient force is not required to execute the text instruction on that card. You may use the card as an Event Card (with its MA), or just for its Movement Allowance and ignore the instruction. Exceptions: One-time Event cards must be played as Event Cards on their first playing and then go into the discard pile; thereafter they can be used for their MA and attrition only. If the card says “No event if played as OPINT,” the instruction is ignored if the card is played as the Operational Intent.
Turn of Effect
[139.] All cards take effect the moment they are played and last through the friendly player-turn. All cards must be left out on the table through the completion of the player-turn. Exception: “Enduring Effect” Cards.
Enduring Effect
[140.] Enduring Effect Cards are labeled with their expiration beneath the Card title. They are played face-up along the owning player’s side of the map. When the card’s effect is over, discard. Enduring Effect cards may overlap in their effects (“Card Intersections,” see §143). When a Force becomes subordinate to another force, any Enduring Effect Card controlling the subordinate force is removed.
Units Which Move without a Movement Command
[141.] Pontoons, Unemployed Leaders, Centers of Ops., and vedettes do not require a MC and may always expend up to their Maximum Movement Allowance.
Movement Commands Awarded by Cards
[142.] Many cards award one or more free Movement Commands if conditions are met. Do not draw a new card—the MA and Attrition is governed by the Awarding Card. Such additional Movement Commands may not be given to a force that is not eligible to receive one.
Card Intersections: The Law of Change
[143.] Cards do not change instructions on other cards. If there is a conflict between cards played, the last-played card prevails. In particular, several Enduring Effect cards that apply during the enemy Combat Phase will intersect with the Enemy Player’s card. Hence, two different but compatible cards may have a combined effect in the same combat phase. Unless the two cards are mutually exclusive, they are compatible, and compatible cards’ events must be carried out if the card is played as an EC.
Example: French Card No. 5: Defend in Depth. This card allows the non-phasing player to March to the Sound of the Guns (if using the optional rule). In his following turn, the Coalition Player plays No. 2: Feint. This allows his force to stay in contact without attacking. This card’s event trumps No. 5 (unless there are some other artillery units in a different battle within 3 hexes).
Example: Two Cards working together— French Card No. 8, Envelopment, and Card No. 9, Turning Movement.
Prerequisite Cards
[144.] Some cards have a specific prerequisite card. Example: French Card No. 4 must be played before Card No. 1; French Card No. 12 must be played before No. 13; etc. If there is no prerequisite then the card instruction may be gained without any further requirement.
Order Acceptance
[145.] Some cards have an Order Acceptance Rating between (5) and (7) printed at the top of the card. If the player wishes to use the instructions, this is the modified die roll needed to accept orders. Roll the die and add the Leader's Initiative Rating to the die result. To accept the instruction, the total must exceed the printed Rating. If the total does not exceed the Order Acceptance Rating, the Leader doesn't get the instruction. In addition, his force loses one SP. (He still obtains the Movement Allowance and attrition from the card.)
[146.] Examples:
• Envelopment (Fr. Card No. 8). If Leader passes, he can effect the Envelopment. If he fails, he loses one SP and then makes a regular attack.
• Frontal Assault (Fr. Card No. 24). There is no Order Acceptance Rating——any leader can make one.
IIb. MOVEMENT COMMANDS
II.b.1. Creation of Movement Commands
[147.] Movement Command Cards are issued to the individual Forces of an Army during the Movement Command Segment (see §148). One Card is played from the player’s hand for each Movement Command issued. The card provides a Movement Command to any one force. It is the player’s choice whether to play a card for its Movement Allowance and ignore the instructions (see §138). Although the one Operational Intent card must be played each turn, additional Movement Commands may not be issued if the Center of Operations currently has no Line of Communications. (Cards already in your hand remain available for use after re-establishment of the LOC.)
II.b.1. Receiving Movement Commands
[148.] In order to receive a Movement Command (see §45), a Force must start the Movement Command Segment within Dispatch Distance of the Center of Operations of its army. In the case of a multi-hex Force, only the Force Leader need be within this distance. One card is played for the Force, regardless of its total strength or the distance of its March (see also §142).
ADMINISTRATIVE MARCH
[149.] An Administrative March Order persists from turn to turn instead of being limited to one turn. The Approach March Card (French No. 14, Coalition No. 12) allows a Force to move during each Friendly Movement Phase that the order is in effect. The force must move each turn, taking the shortest possible route (in terms of Movement Points) toward its Objective Hex. The Force must move at its maximum Movement Allowance printed on the card each turn. It may not include Forced March.
[150.] Creating an Administrative March Any Reinforcement Force may be placed under an Administrative March on the turn of its map entry if you play the Approach March card (its arrival may be delayed indefinitely by the Player). Also, any Force within Dispatch Distance of the Center of Operations during the Command Phase may be placed under an Administrative March if the Approach March card is played. The force may comprise a Leader plus the units on his track (but no subordinate leaders). The objective may be any single town, city, or Supply Source on the map. The Player must secretly write the name of the Leader and his objective hex on an Orders Slip, and then apply the Approach March card during each Administrative March.
[151.] Removal of Administrative March An Administrative March order is removed and no longer in effect at the end of any phase in which: A. the Force reaches its objective (the written objective must be revealed to the Enemy Player upon its arrival); B. the Force enters the ZOC of an Enemy unit (if it is a vedette the Administrative March remains in force); C. at the Player’s option, if the force is within Dispatch Distance of the Center of Operations during the friendly Command Phase. (At the same time, the objective hex of such a force may be changed.) When a force assigned to a Mapedge Supply Source objective arrives at the mapedge, it may exit all or some subordinates at the owning player’s option (see §159). If he decides to retain that force on the map, the order is cancelled.
General Retreat March Order
[152.] When you play French Card 28 (Coalition Card 24) as an EC it must be played as the Operational Intent. The Objective Hex for a given force is any friendly Supply Source under friendly control; the order may be issued during the Initiative Segment of any friendly player-turn and takes effect immediately. (It may be cancelled per §151 A-C.)
Cantonment
[153.] Russian Forces may exit the map at any Coalition mapedge Supply Source into Cantonment by playing Card 13 as an EC and it must be played as the Operational Intent. As soon as the first force(s) exit the map, Paris morale improves by 1 step (total) and this is not reversible simply because the forces re-enter later. If the card is played again, another time, Paris morale improves once again upon exit of first force(s). While in Cantonment forces cannot be attacked and suffer no attrition. The Cantonment card may be cancelled at any time (per §151 A-C) when all, some, or none of the Russian forces may have exited. Russian forces must continue to move directly to the mapedge and proceed to exit until the Cantonment order is cancelled.
II.a RETURN TO THE MAP
[154.] Normally, troops in Cantonment return to the same hex they exited from. (However, see §159-161.) They are placed on the map edge next to their exit hex. There is no maximum time off the map. They return exactly like reinforcements entering, during the Reinforcement Segment. There is no minimum time off the map, unless the Force moved to a different hex for re-entry. The minimum time off map in this case is explained below (see “Off-Map Movement” §159). Withdrawn Forces may return on any map edge hex containing a road on their side of the map, or as near to the road as possible if blocked.
II. BRIDGES
[155.] Any road crossing a Primary River hexside is a Primary Bridge. All roads crossing Secondary Rivers are Secondary Bridges. Primary Bridges may not be affected by all-cavalry forces. Refer to the Bridging Summary Table. A Force must be moving under the appropriate enabling card in order to affect a bridge.
Damaging and Repairing Bridges (Standard Rules §49)
[156.] A force adjacent to a bridge hexside can damage the bridge during a friendly Movement Phase. Place a Broken Bridge marker on the damaged bridge. For all purposes, a damaged bridge does not exist until it is repaired.
[157.] A force adjacent to a bridge hexside can repair the damaged bridge during a Friendly Movement Phase. If an Enemy Force occupies the other hex adjacent to the bridge, it cannot be repaired. Once the repair is completed, the Broken Bridge marker is immediately removed.
Bridge Trains and Pontoons
[158.] Bridge Trains have no Combat Strength or Subordination cost, and a Movement Allowance of 4 (paying Cavalry Movement costs). A bridge train may only move as part of a larger force containing infantry. Place the bridge train counter on the Force Leader’s track on the organization display. A bridge train cannot create its own Major General, may not retreat, and may not form part of a pursuit force. A bridge train cannot be destroyed, damaged, or repaired. If its force makes a pursuit or is forced to retreat it is placed in the currently-occupied hex on the map (train side up). If an Enemy Force enters or passes through a hex containing an (undeployed) bridge train, the bridge train is captured and becomes a friendly bridge train for all purposes. Deployed bridge trains are called “Pontoons,” and bridge train markers have pontoons on their reverse sides. A bridge train can be used to bridge any river, primary or secondary. To deploy, the force must expend 1 MP; place the pontoon on the map—it is useable at once. A deployed pontoon may be captured (if enemy) or undeployed (if friendly) when it is passed through by a force, at a cost of one (1) additional MP on crossing the hexside.
II. OFF-MAP MOVEMENT
[159.] Forces may exit the map voluntarily at any road (primary or secondary) on the map-edge assigned to that army: Russian Army–East; French Army–West. Prussian forces may not exit the map. The exiting force pays the Movement Point cost of the hex it is leaving, again. The Force leader is removed from the exit hex, and is placed on top of a card played from the player’s hand. The hidden card that the counter sits upon determines the movement rate for the force. It enters play when its accumulated Movement Points allow it to re-enter (see §161).
[160.] Forces forced to retreat off the map are treated the same as voluntarily-exited forces, but only if they retreat at a friendly mapedge (see §61). Discard one extra Card to exit voluntarily, 2 Cards if during a retreat after combat [this represents the uproar and confusion]. Place the exited force leader on top of one of these cards (see §159). Forces which retreat off a non-friendly map-edge are eliminated instead. There is no pursuit off-map.
[161.] An exited force may remain off map indefinitely, in Cantonment (see §153). While off map, forces may not be reorganized. An exited force re-enters the map like a reinforcement (see §154). They must first check for attrition using the Attrition given on the card they are placed on as their March Distance, if they re-enter at the exit hex; or according to the distance to the actual re-entry hex. To determine the range of possible re-entry hexes, multiply the number of turns since the force exited by the Movement rate on the assigned card. The force may re-enter on any Friendly primary or secondary road within that number of MPs of the original exit hex, counting the distance along the mapedge hexes (ignore the presence of roads, enemy forces and EZOCs, except those on the proposed entry hex itself).
NOTE: Imagine the Force moving off map through hexes which are identical to the mapedge hexes. Assume rivers are bridged but no road benefit. Resolve all off-map attrition at the moment of entry. The Center of Operations may continue to accumulate APs while off-map using the 0-7 column on the Administrative Point Pool. For Forces Off-Map at Start: (see §195).
Example: Bennigsen exits at 3938 on Turn 4, and enters at 3927 on Turn 16, a distance of 11 hexes or 22.5 MPs, representing eleven-plus turns of movement off-map at 2 MPs, if his card only allows him to move 2 MPs per turn (see §159).
IIb. SIEGES
[162.] The siege of Danzig took over six weeks, historically, from about 5 Apr until May 21. The siege was a massive engineering feat. To bring down the sturdy fortress Napoleon spent well over 100,000 francs. Only the French Player may conduct a siege, against enemy citadels only; and only one siege may be underway at any given time. All siege activities, negotiations, and card play takes place during the Movement Command Segment (II.b.). The French player must first Mask the Fortress (see §45) and then construct all three parallels. Play of parallels cards is not allowed neither during Frost, Snow or Severe weather, nor before the Chasseloup Engineer Card (no. 12) has been played. No more than one parallel or Site Batteries can be played in a turn. After playing the first parallel, place the Besieged marker on the citadel. After three parallels, the French Player can begin to play “Site Batteries” cards. Once the first Site Batteries card is played he may begin to roll on the Negotiation Table. The Negotiation Table shows how long the negotiations will last (see §164).
[163.] Sortie A Sortie is a raid by the garrison upon the works of the besiegers. The total of sorties mounted by the fortress garrison provides the column heading to search for the result of negotiations. There is no combat loss to either side in a Sortie. No more than one sortie can be played in a turn. (Alternatively, a Sortie card may be played as a “Raid” anywhere.)
Negotiation Table and Relief
[164.] During each Friendly Movement Command Segment in which French Forces have at least one (1) battery sited, and there has been no relief of the fortress, the French Player will roll one die on the Negotiation Table. Modifier: For the second and each additional Site Batteries card played, increase the die roll by one. Continue rolling each turn on an R/A result until a “refusal” result or a “Negotiation” result. If refusal, you may not roll again until you play another Site batteries card. If “Negotiation” results, however, emissaries of the two sides have begun surrender talks, the number result giving the number of turns by which the Fortress agrees to surrender (unless a relief force reaches the Fortress in the interim). When that turn arrives, the fortress capitulates. Remove the garrison including all Coalition troops in the citadel and the adjacent bridgehead. The French may enter on their next turn. Discard all the siege cards in play. A Relief Force is an outside force which attacks any part of the besieging force/masking force (only need attack one hex). In a Relief attack add one-half the strength of the troops in the citadel to the attack, if you have played a sortie card. If the Besiegers lose the Combat and retreat, the works are considered destroyed, the siege is lifted, and the parallel cards already played are placed in the discard pile. If the Relief attack fails, the Siege continues undisturbed.
IIb. REDOUBTS
[165.] A redoubt occupied by a Force containing at least one Strength Point of artillery allows the occupying force to ignore enemy ZOCs extending into the redoubt hex (identical to Fortified Towns). This means that the Force in the redoubt is not obligated to attack (exception to: Standard §122). If there are no artillery units in the redoubt the units must attack when in an EZOC.
[166.] To build a redoubt, a Force of at least 4 infantry Strength Points must remain in a hex, commanded by the same Leader for one complete Game-Turn (the force may not move in either player turn). Place a redoubt marker face-down during the Consolidation Segment of the player turn (Segment II.e). At the end of a complete turn, turn the redoubt marker face-up in the hex. Redoubts cannot be built by Forces commanded by Major Generals. Redoubts cannot be built during Frost, Snow or Severe.
[167.] Once placed on the game map the redoubt is fixed in position, and may not be moved. Up to 4 infantry strength points within the redoubt are doubled in their defensive strength value.
Example: 8 SPs within a redoubt would have a defense strength of 12 SPs. Redoubts are omni-directional. Friendly units may move in and out of a redoubt freely. If an enemy takes a redoubt via combat the redoubt marker remains. When all redoubt markers are in use, players may build more redoubts by placing any blank marker in the hex.
[168.] A vacant redoubt is removed from play. There is no Movement Point cost for removing a redoubt from the map. Redoubts may be removed voluntarily by the player occupying the redoubt hex.
[169.] A Force may retreat through a friendly occupied redoubt; any force in that hex would not be affected.
II. ATTRITION
[170.] All forces that move are subject to attrition (see Standard Rules). A force that does not move is free from attrition; including a force that attempted to move by initiative and failed. Forces that contain one (1) SP are also free from attrition. If a force of 2 or more SPs moves less than the indicated movement allowance for the card, it still loses the full attrition level indicated on the card. Any attrition result with a (+) on an attrition table adds one SP of loss if the weather is severe, or if you are force marching, or for the French if Paris Morale is negative (see §180 “Paris Morale”). Example: If force marching in severe you lose an additional two SPs. If modified Attrition result is 3 SPs or greater and the Force Leader has a Bonus star, reduce attrition for that force by one SP.
[171.] Cavalry and Vedette Attrition during Frost/Snow, and in March, April and May
At times the armies were unable to pursue active operations because there was not enough grass to feed the horses. During the months of March, April and May, and during all Frost/Snow turns, any cavalry in a force must always take the first SP of attrition loss (if any is required) for its force. Vedettes that suffer any retreat result including repulse are permanently eliminated—they do not go back into the Vedette Pool. Get HwY Rule.
IIIa. FORCED MARCH
[172.] In order to perform any Forced March a player must play a card, which is like the Operational Intent card, but used for all his Forced Marches this segment. Only the movement value and attrition rates of a card played for forced march are used, and the Instructions, etc., on the card do not apply. Exception: One-time Events always apply. FORCED MARCH MODIFIER: Add one SP to the base attrition value on the bottom of the card only if it has a “+.” Only forces that actually force march at least one hex take any attrition in the Forced March Segment.
IIIb. COMBAT
[173.] Pitched Battle Selection For the Phasing Player, Pitched Battle is an option only if a force moved under a card that allows Pitched, whether it was the operational intent or played during the Movement Command Segment. (You can choose “Pursuit” regardless of which card is played.) The non-Phasing Player’s choice of battle type is not limited by cards. When you reveal battle type (step 3b) you indicate the card that force moved under—if a Pitched Card, you simply state whether you choose Pitched or not. If more than one card is involved in a battle and at least one card allows a Pitched Battle, then a Pitched Battle option is available.
Pursuit Events Table (PET)
[174.] Each time your Army commander is in a retreat—or you lose a Critical battle—and your force is pursued at least one hex, you must roll on the Pursuit Events Table. Roll two d6, separately. The result is read as: first die-second die. Example: “26” means 2 on the first die and 6 on the second. You or your opponent must execute the event during the Retreat/Pursuit— unless specified as a Reinforcement effect— according to the instruction. If there is a variable result listed in the instruction it corresponds to the second die. Example: a result of 41 would delay 1 turn, 42 = 2 turns, 43 = 3 turns.
IV. PARIS MORALE
Levels of Victory
[175.] French morale is recorded on the Paris Morale Track. Morale may be positive, neutral, or negative.
• At the end of any Game-Turn in which Paris Morale is off the positive end of the track, the game is over and the French Player wins a Strategic Victory. At the end of any Game-Turn in which Paris Morale is off the negative end of the track, the game is over and the Coalition Player wins a Strategic Victory.
• If Paris Morale is between +1 and +5 inclusive at the end of the Scenario being played, the French Player wins an Operational Victory. If it is negative at the end of the scenario, the Coalition Player wins an Operational Victory. If Morale is zero, the Coalition Player wins a Tactical Victory.
[176.] At the start of any scenario, place the Paris Morale Marker as specified in the Scenario Information (See §220).
Effects on Paris Morale
[177.] In addition to Morale Changes as outlined in the Standard Rules (see §193, 194, and 195), Paris Morale also changes due to the capture of Capital Cities, and other conditions as listed below. Each time the player gains a morale change in his favor, he earns two extra Movement Command Cards. Draw the new card(s) from the deck at the moment you change the Paris Morale Marker.
[178.] Morale Effect of Situation at Interphase
Each monthly interphase, if the Coalition Player has 14 or more Russian Strength Points within 5 hexes of either Allenstein (2424) or Pultusk (3245), but not both, Paris Morale is reduced by one step (-1). This effect is cumulative. In 1806 this effect applies to Pultusk only, in 1807 it applies to either Allenstein or Pultusk.
Capture of Capital Cities
[179.] On the turn that Königsberg, Warsaw, Pultusk, Thorn or Danzig is captured, if it is still occupied at the end of the Game-Turn by the capturing Force, adjust Paris Morale by one space in favor of the capturing player. Should an opposing Force subsequently recapture a capital city, remove any change obtained in Paris Morale for that city. If the Coalition controls Königsberg at the end of the Campaign game, reduce Paris Morale by one space.
[180.] Effects of Paris Morale on Attrition If Paris Morale is negative, the French Player must add one SP of loss (+1) if a “+” result on the Attrition Table applies (see §170). Coalition Attrition is not affected by Morale.
PARIS MORALE CHART
| Condition | Change in Levels |
|---|---|
| Capture Königsberg, Warsaw, Pultusk, Thorn or Danzig (see ¶179) | ±1 |
| Capture Enemy Major Personality | ±1 |
| Win Critical Battle | ±1 |
| Old Guard staked, losing round | -1 |
| Coalition has 14 Rus. SPs within 5 hexes of Allenstein or Pultusk at Interphase | -1 |
| Coalition Enters Cantonment (see ¶153), each occurrence. | +1 |
| Coalition controls Königsberg at end of game (see ¶179) | -1 |
| Napoleon is eliminated. Coalition may declare Operational Victory | -2 |
IV. POLITICS
Effects on Polish Reinforcements
[181.] If either Warsaw (3153) or Pultusk (3245) is occupied by Coalition Forces, Polish Recruitment is considered disrupted. Polish reinforcements scheduled to arrive while any of these towns is occupied by Coalition Forces are permanently lost. Exception: Leader reinforcements. The occupying Force must remain in the town to affect disruption. Disruption will affect the Polish troops in X Corps (arrival in January) and Zajaczak in March, as well as Dombrowski in June (and Kamieniecki if Poland is declared).
Effects on Prussian Replacements
[182.] If any one of Braunsberg (1612), Preussische Eylau (2513), or Friedland (3010) is occupied by French Forces, Prussian Recruitment is considered disrupted. No new Replacement Points may be accumulated while any of these towns is occupied by French Forces. Example: If the Turn Record track specifies “Pr: 1i” and the French currently occupy Friedland, no infantry replacement would be received that turn nor accumulated until later.
[183.] Austrian Realignment When Paris Morale reaches -3, or when the French Player plays the Polish Question Card (No. 1), the French Player must consult the Realignment Table, rolling one time only. The result states the turn on which the Austrian Empire intervenes on behalf of the Coalition. When that turn arrives, Galicia is no longer neutral, and Archduke Charles’ force appears as a Coalition reinforcement (see Standard Rules) in any hex on the south mapedge ending in 4 (e.g., 2354, 2554, 2754). This force suffers no Attrition but may never move more than 5 hexes beyond the mapedge. Exception: it may move anywhere in Galicia and up to 5 hexes beyond the Galician frontier in any direction. If the Coalition controls Warsaw, Warsaw becomes a Depot & S/S for the Austrian forces (see §28-30) and the Austrians may range freely, but there is no S/S garrison. Each monthly interphase thereafter the Austrian forces receive one infantry replacement point.
AUSTRIAN REALIGNMENT TABLE
Current Paris Morale (columns) against die roll (rows):
| Die Roll | -3, -4 | -1, -2 | 0 | +1, +2 | +3, +4 |
|---|---|---|---|---|---|
| 1 | 6 | 7 | 8 | • | • |
| 2 | 5 | 5 | 6 | 8 | • |
| 3 | 4 | 5 | 5 | 7 | 8 |
| 4 | 4 | 4 | 5 | 6 | 7 |
| 5 | 3 |
KEY: The result is the number of turns in the future (not counting the current turn) on which Austria intervenes. (• = Try again in 1809.)
Optional Rules
II.b.3. THE SOUND OF GUNS
[184.] Commentary: It was customary in written orders to specify that a force should maneuver toward the sound of the guns. Generals would ride out from headquarters until within earshot of cannon fire to determine from listening what was happening. The maximum distance the sound could carry, except in really large bombardments, seems to have been about ten miles. A one-round battle would likely be over before a force could march that far (a force already in column could cover 10 miles in four hours, but a pursuit battle would be over in that time).
[185.] This rule can be used only by a Force that failed its regular Forced March Initiative die roll and that began the Combat Phase within 3 hexes of a Friendly Force about to be attacked by an Enemy Force.
[186.] Such a Force may attempt to Force March again before the second Round (only). If it passes its Initiative die roll, the Force then sets-out on its way. It must march “to the sound of the guns”—directly to the battle only, expending all Movement Points necessary to move adjacent to the defending hex. The Force must check for attrition before joining the battle with the commencement of the second round.
III.b.12. BATTLEFIELD DYNAMICS
(Controlling the Battle)
[187.] Prior to each player’s counterattack (or reattack),* the player about to attack rolls the die, modifying for Cavalry Differential. *i.e., before
Step 12 , or before Step 1 of the second round. The phasing player does not roll prior to his initial first round attack.
[188.] Explanation of Results If the modified die roll is less than his Force Leader’s Initiative, Player retains control of the battle.
No attack (remain in contact)
If the modified die roll equals his Force Leader’s Initiative, he may not attack (remaining in contact—skip your half of the Battle Round). Your forces remain in place. The Enemy may continue the pitched battle with a follow-up counterattack (or reattack), provided he has selected pitched battle.
Must counterattack (or re-attack)
If the modified die roll is greater than Initiative by one, he must counterattack (or re-attack). This is the regular way (as in Standard Rules).
Take a Retreat instead of attacking
If the modified die roll is greater than Initiative by two or more, he must retreat. Based on the actual die roll result of the immediately preceding combat resolution, there will be no pursuit if the enemy did not win the prior combat.
Example: Napoleon (Initiative 5) has 2 SPs of cavalry and his enemy has 4 SPs, weather is fair. Cavalry Differential is +1 (= die roll modifier, or DRM). If his modified die roll is 3 or 4, he retains control of Battlefield Dynamics; if 5 he must remain in contact; 6 he must Counterattack, 7 he must Retreat.
THE BATTLE WORKSHEET
Please make extra photocopies of this form before play.
[189.] PREPARE FOR BATTLE:
• Battle name (after nearby town) and date.
• Force Leader name (note bonus).
• Unit Roster (all units in the Leader’s Force).
• Strength Points (enter in first column).
• Unit Type (draw-in to left of unit name).
• Total Strength Points Committed (total strength of all committed units at bottom of first column).
• Battle Chit (write-in).
[190.] RESOLVING BATTLE:
• Enter art., inf. and cav. strength totals in spaces a, b, c.
• Enter army’s total strength (Infantry + Cavalry) in space d. If terrain reduces this number, write the adjusted strength in brackets.
• Both armies fire their artillery, noting casualties (e), and the armies’s new totals (f).
• The attacker rolls on the combat table, noting the results in space g. The army losing the round has its circle checked, and reveals its battle marker.
[191.] LOSSES:
• Casualties are noted in h, and new totals in i. Terrain effect changes are noted. Note any additional casualties (k) and produce final army totals for the round (l).
• If the battle was a Pursuit battle, resolve pursuit and write the results in space h, and note the new totals (i); the battle is over. Both players adjust their organization displays to reflect the final total.
[192.] SUCCESSIVE ROUNDS:
• If the counter-attacking force doesn’t retreat, transfer these totals to line d of a new battle form and begin the next round of the battle.
How to Set-Up the Game
[193.] Select a scenario, sorting the counters by army (Coalition and French) and then into the following categories: Major Generals, the other Leaders, Vedettes, named Combat Units, March Divisions, Markers and other counters.
[194.] The initial placement for the leaders is given in the Scenario information per scenario. Place all the units on their respective places on the Organization Displays, the Leaders either on the Organization Displays or on the map.
Off Map at Start
[195.] Off-map Movement of Reinforcements You may treat reinforcements as exited forces (see §159) and delay their entry, moving them by off-map movement to another entry hex.
LEADER AND COMBAT UNIT SETUP
[196.] The initial placement for the combat units and leaders is given in the Scenario Information. Each line of the set up lists either a leader (in bold type on a gray line) or a combat unit. Any unit designation that appears on the counter is listed to the left of the leader/combat unit name to help identify the proper counter. Each Leader listed is placed on the map at the hex location next to the leader’s name. When the words “MG Cavalry” or “MG Infantry” appear for a Force, use a Major General as its Leader (see §201). Combat units are listed below the leader whose track they set up on; their corresponding strengths are in a separate column to the right. Unit types are indicated by a letter after a unit’s strength: i = infantry, a = artillery, and c = cavalry. Combat units listed directly beneath a Leader should setup on that Leader’s track as part of his Force.
ORGANIZATION DISPLAYS
[197.] Place the combat units on the numbered track spaces corresponding to their listed strength. (See Standard Rules §19, “Organization Displays”.) Place subordinate leaders (in the same hex as the Force Leader) on the Force Leader’s portrait to denote they are part of his force. Russian and Prussian units may move from army to army without special restrictions.
Example: In the Set-up for Campaign Scenario 1, L’Estocq’s track contains Kohler and Diericke (unit). Plotz sets up under his eponymous Major General.
Units with Both Infantry and Cavalry Components
[198.] Many units (Russian divisions 9, 10, 17 and 18, the Imperial Guard division, and the avant guards of Baggovut and Borosdin) had both infantry and cavalry. A separate counter is used to track the strength of each type (the IG also has a third unit for artillery). The same-name counters may never be placed on different tracks: they comprise a unitary formation.
[199.] If the unit has no cavalry strength at start, place the Cavalry Marker in the “Zero” space: Cavalry replacements may be used to add strength to the unit’s Cavalry Marker.
[200.] The cavalry constituent of one of these units can only be assigned to a Cavalry Major General if its infantry counterpart is eliminated. Its strength might be transferred to another unit.
Major Generals
[201.] Combat Units that have a separate set-up hex use Major Generals as their Leaders use the Major General of the appropriate type (infantry or cavalry). Most of the best units on both sides have an eponymous Major General.
Masked or Besieged at Start
[202.] Any Fortified Towns which have sufficient enemy forces adjacent are considered to be Masked at start.
Scenario Information Detail
[203.] The Scenario Information below is of three kinds: Battle Scenario information, Campaign Scenario information, and general information that applies to both Campaign and Battle Scenarios.
GENERAL INFORMATION First Player
[204.] The French Player is the First Player in Battle Scenarios 1 and 2 and Campaign Scenarios 1 and 3 (see §191). The Coalition Player is the First Player in all other scenarios.
Game Start
[205.] Place the Game-Turn Marker on the Turn Record Track on the date specified as the start of the scenario.
Location of Supply Sources
[206.] Supply Sources must be placed as specified in the Scenario Information. Once assigned, the Supply Source may only be changed as specified under “Changing the Supply Source” (see §30, §192, Communications Table).
Garrisons
[207.] Place garrison markers in towns named on the markers, as listed in the Scenario Set-ups. Only one garrison per town.
Depots at Start
[208.] The Letter printed next to certain Depots on the map indicate the first Set-up in which they are French-controlled. The French Player controls Depots A at the start of Campaign Scenario 1 (CS1). French Player controls Depots A and B at start of Battle Scenario 1 (BS1). The French control Depots A, B and C at start of all other scenarios. Depots without a Class letter are Coalition at all scenario starts. Example: Class “A” Depots are available to the French Player at the start of Campaign Scenario 1 and all subsequent Scenario starts (see §104, §191, §195).
AP Levels
[209.] The AP Levels, specified for each side in each scenario, show how many cards to deal each player at start. Each player will use the column on the Attrition Table corresponding to the number of cards in his hand (see §119).
[210.] In the Battle Scenarios the cards are not used so Attrition will be determined on the large Attrition Table. A fixed AP level per scenario will specify the proper column to find while rolling for attrition.
Bridge Trains at Start
[211.] Each side has three Bridge trains available at the start of every scenario. Bridge trains set up with any Leader at the owning player’s choice in all scenarios.
BATTLE SCENARIO INFORMATION Scenario End Date
[212.] The Battle Scenarios end with the conclusion of the turn specified as “End Date.”
Movement Commands Available
[213.] These levels specify the number of movement commands available each turn, per side, in the battle scenarios only. The total of Coalition Movement Commands can be apportioned among the two armies freely in the Battle Scenarios.
Battle Scenario Victory Conditions
[214.] Victory is awarded to the side that has accumulated the highest number of Victory Points at the end of the scenario. The Victory Conditions below apply to all battle scenarios. Victory Points are awarded as follows:
• Depending upon the Ratio of Total Coalition-to-French Combat Strength lost (to all causes) during the scenario, the French Player gains or loses Victory Points. Do not include Vedette and Garrison strength in the total. Ratio of Total Strength Lost:
| Coalition : French | 1:2 | 1:1.5 | 1:1 | 1.5:1 | 2:1 |
|---|---|---|---|---|---|
| French Victory Pts. | -2 | -1 | 0 | +1 | +2 |
• Morale Change: One French VP per step of change in Morale. Example: Paris Morale is +1 at the start of the Scenario. If it is “-1” at the end, the French will lose two VPs.
[215.] If the Coalition player has any forces off map during the Coalition Morale Phase, Paris Morale gains +1 space. (This Morale improvement only occurs once per game, the first time they exit, but is not reversed by Coalition forces returning to the map.)
CAMPAIGN SCENARIO INFORMATION Scenario End Date
[216.] The Campaign Scenarios end with the conclusion of the turn specified as “End Date.” The Grand Campaign ends with Game-Turn 69 regardless of start date. (Exception: see §175.)
Vedettes Available
[217.] At the start of any scenario, the Coalition Player may place no more than two Vedettes on the map with each actual Force leader; the French Player may place no more than one per actual Force. All other vedettes are placed in the available “Vedette Pool.” Vedettes are set-up within 2 hexes of a real friendly force, never in an EZOC. The First Player deploys his vedettes first. No force may have more than 2 friendly vedettes within 2 hexes at start. Any vedettes that cannot be placed return to the vedette pool.
Reinforcements
[218.] Forces listed on the Reinforcement Chart may be introduced into play by the owning Player as reinforcements during the Reinforcement Segment of the Movement Phase (see Standard §92, §95, and Exclusive §121).
Centers of Operations
[219.] Centers of Operations may be set-up with any friendly force at the owning player’s option— or—anywhere on any Primary Road which lies between his own forces and his listed Supply Source. All Centers of Operations are Active at start.
Morale at Start
[220.] Indicates the space on the Paris Morale Track to place the Morale Marker.
Scenario Information
BATTLE SCENARIO 1: THE BATTLE OF PULTUSK/GOLYMIN
[221.] The French objective was to drive the Russian Armies away from the French base at Warsaw.
Start Date : 24 December
End Date: 2 January
First Player: French
Morale Condition: 0
Map Area in Play: Southern half of map, south of the Language Boundary (inclusive) only.
Bridges Damaged: 2649
Redoubts: French: Praga (3152) and Sierock (3148)
Replacements Accumulated: Russian: 1i, 1c, 1a
Movement Commands: Coalition: 5, French: 5
Supply Sources: Russian: Ostrolenka (3938); French: 0151.
RUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Buxhowden | Popowo (3346) | |
| 8 | Essen III | 3i |
| 14 | Olsufief (Anrepp) | 3i |
| Korff | 1c | |
| Bennigsen | Pultusk (3245) | |
| 2 | Ostermann | 3i |
| 4 | Kamenski (Somow) | 2i |
| 6 | Sedmaratzki | 2i |
Vedette Pool: Borosdin, Dolgoruki
FRENCH FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Napoleon | Lopaczin (2744) | |
| IMPERIAL GUARD | ||
| G | Bessieres | Lopaczin (2744) |
| G | Hulin (Soules) | 1i |
| G | Walther | 1 [row cut off at the foot of the source page] |
| III CORPS | ||
| III | Davout | 2945 |
Vedette Pool: None (all deployed).
BATTLE SCENARIO 2: THE BATTLE OF EYLAU
[222.] The Russian Army turns at bay.
Start Date: 7 February
End Date: 13 February
First Player: French
Morale Condition: 0
Movement Commands: Coalition: 5; French: 4
Map Area in Play: Northern portion down to and including the language boundary.
Bridges Damaged: 0225, 0324, 0519, 0816.
Supply Sources: Coalition: Insterburg (3909); French: Thorn (0138)
PRUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| L’Estocq 4[2]4 | 1814 | |
| 3 | Auer | 1i |
| 2 | Rembow | 1i |
| 1 | Diericke | 1c |
| RG | Prittwitz | 1i |
| MG Inf | 2315 | |
| Hartmann | 1a | |
| AG | Stutterheim |
Vedette Pool: Prittwitz, all yellow vedettes not listed.
RUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Bennigsen | Landsberg (2414) | |
| 2 | Ostermann | 1i |
| 3 | Sacken | 2i |
| 4 | Kamenski | 2i |
| 7 | Dochturov | 2i |
| Right | 1a | |
| Center | 1a | |
| Reserve | 2a | |
| 14 |
Vedette Pool: Borosdin. Removed: Buxhowden
FRENCH FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Napoleon | 2423 | |
| IMPERIAL GUARD | ||
| G | Bessieres | 2423 |
| G | Hulin | 1i |
| G | Walther | 1c |
| G | Couin | 1a |
| I CORPS | ||
| I |
Vedette Pool: (none). Removed: Lannes
BATTLE SCENARIO 3: THE BATTLE OF FRIEDLAND
[223.] The Race for Königsberg
Start Date: 13 June
End Date: 19 June
First Player: Coalition
Morale Condition: 0
Bridges Damaged: None
Movement Commands: Coalition: 5; French: 7
Map Area in Play: Northern portion down to and including the language boundary.
Supply Sources: Coalition: Insterburg (3909); French: Danzig (0113).
Forces out of play: Poles, Sacken, Ostermann and Pahlen (on map portion not in play).
PRUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| L'Estocq 4[2]4 | 2407 | |
| 2 | Rembow | 1i, 1c |
| 1 | Diericke | 1i |
| Hartmann | 1a | |
| Stutterheim | Mehlsack (1916) | |
| Stutterheim | 1i | |
| ved | Marwitz | |
| G | Garrison |
Vedette Pool: Prittwitz, all yellow vedettes not listed.
RUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Kamenski | 2407 | |
| 4 | Kamenski | 3i |
| Olsufief | 3011 | |
| 14 | Olsufief | 2i |
| ved | Dolgoruki | |
| Reserve | 2a | |
| Bennigsen | 1919 | |
| Rt | Ouvarov |
Vedette Pool: none Removed: Buxhowden.
FRENCH FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Napoleon | Pr. Eylau (2513) | |
| IMPERIAL GUARD | ||
| IG | Bessieres | Pr. Eylau (2513) |
| IG | Hulin | 2i |
| IG | Walther | 1c |
| IG | Couin | 1a |
| I CORPS | ||
| I |
Vedette Pool: Bruyere
CAMPAIGN SCENARIO 1: THE PULTUSK/GOLYMIN CAMPAIGN
[224.] The French goal in this scenario is to secure Warsaw, which means holding the depots nearby. The Russian Army is stronger than the French especially before Napoleon arrives. After that the Russians should not defend the river line close but should be prepared to counterattack vigorously as soon as the first forces cross the Bug. Given the superior French leadership the Russian Player cannot force the French to fight. Therefore his best course is to disguise his main body by the use of outposts and wait for the French Player to expose his forces to defeat in detail.
Start Date: 6 December
End Date: 8 January
First Player: French
Morale Condition: 0
Bridges Damaged: 1547, 2150, 2750, 3149, 2649, 2847
Redoubts: French: Sierock (3148)
Replacements Accumulated: Russian: 1i, 1c, 1a
Card Levels: Coalition: 12, French: 10
Supply Sources: Russian: (3938); Prussian: Königsberg (2406); French: 0151.
Centers of Operations: Russian: Ostrolenka (3837); Prussian: Neidenburg (2431); French: Kutno (1253).
PRUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| L’Estocq 4[2]3 | Strasburg (1232) | |
| ved | Prittwitz | |
| Kohler | 1c | |
| 1 | Diericke | 1i |
| Buelow | 1133 | |
| Buelow | 1i | |
| Hartmann | 1a | |
| Plotz (MG #1 Inf) |
Vedette Pool: all yellow vedettes not listed.
RUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Bennigsen | Ostrolenka (3837) | |
| Ct | Pahlen | 1c |
| 4 | Kamenski (Somow) | 3i |
| Rs | Gallitzin | 1c |
| ved | Dolgoruki | |
| Center | 2a | |
| Reserve | 1a | |
| 6 | Sedmaratzki | Sierock (3148) |
Vedette Pool: Baggovut.
FRENCH FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| III CORPS | ||
| III | Davout | 3049 |
| III | Morand | 3i |
| III | Friant | 3i |
| III | Gudin | 2i |
| ved | Marulaz | Nowydwor (2749) |
| ved | Bruyere | 3149 |
Vedette Pool: None (all deployed).
CAMPAIGN SCENARIO 2: THE EYLAU CAMPAIGN
[225.] The Russians will crush Bernadotte if he stays in his starting positions. Bernadotte should run like hell towards Thorn, covering his flanks with cavalry. Davout, cooperating with Murat, should threaten Russian communications. The rest of the French Army should concentrate in the middle of the map (i.e. Niedenburg, 2431), covering Thorn indirectly and supporting Davout and Murat. The worst thing the French can do is to feed troops into the battle piecemeal in a vain attempt to block the Russian advance on Thorn directly. The southernmost French troops should move via Plonsk (2346) to get into communication. The Russian Player has all the advantages but he has to know when to call off the attack and go onto the defensive or he risks losing his LOC.
Start Date: 26 January
End Date: 13 February
First Player: Coalition
Morale Condition: 0
Bridges Damaged: 3013, 0225, 0324, 0519, 0816.
Redoubts: French: Praga (3152) and Sierock (3148)
Replacements Accumulated: Russian: 1c, 1i; Prussian: 1i; French: 1c, 2i
Card Levels: Russian: 8; Prussian: 4; French: 11
Supply Sources: Russian: 3915; Prussian: Königsberg (2406); French: Warsaw (3153)
Centers of Operations: Russian: Heilsberg (2518); Prussian: Königsberg (2406); French: Prasznitz (2939).
PRUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| L’Estocq 4[2]4 | Spanden (1717) | |
| 3 | Auer | 1i |
| 2 | Rembow | 1i |
| 1 | Diericke | 1c |
| RG | Prittwitz | 1i |
| Hartmann | 1a | |
| AG | Stutterheim | 2512 |
| AG | Stutterheim | 1i |
Vedette Pool: Prittwitz, all yellow vedettes not listed.
RUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Bennigsen | Arnsdorf (2018) | |
| 2 | Ostermann | 2i |
| 3 | Sacken | 2i |
| 4 | Kamenski | 2i |
| 5 | Tutchkov | 2i |
| 7 | Dochturov | 2i |
| 8 | Essen III | 2i |
| Center | 2a | |
Vedette Pool: Borosdin. Removed: Buxhowden.
FRENCH FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Napoleon | Warsaw (3153) | |
| IMPERIAL GUARD | ||
| IG | Bessieres | Warsaw (3153) |
| IG | Hulin | 1i |
| IG | Walther | 1c |
| IG | Couin | 1a |
| d’Hautpoul | Gollub (0635) | |
| 2C |
Vedette Pool: none. Removed: Lannes (sick).
CAMPAIGN SCENARIO 3: THE FRIEDLAND CAMPAIGN
[226.] With a marked inferiority in infantry (at least two to one) the Coalition Player can only hope to inflict as much harm as possible on Ney's command (which is dangerously exposed) on the very first turns. After that the wiser Coalition plan is a fighting withdrawal to delay the fall of Königsberg as long as possible. If the French Player starts to mass against the Prussians on your right wing give ground to the Frisching River and push toward Braunsburg with the Russian Army, threatening to cut-off the French against the Frisches Haff. No matter what happens, bring your army off- map and put an end to the game before it's too late. Essen’s troops off-map neutralize Massena’s larger force; if the French move those troops northward, Essen has a chance to create a real crisis by capturing Pultusk and threatening Warsaw.
Start Date: 4 June
End Date: 28 June
First Player: French
Morale Condition: +1
Bridges Damaged: None
Redoubts: French: 3148, 1717, 1921, 1819, 2219; Russian: 2518.
Replacements Accumulated: Russian: 2i; [remainder of this entry is cut off at the foot of the source page]
Supply Sources: Russian: Königsberg (2406) (see §94); Prussian: Königsberg (2406); French: Danzig (0113).
Centers of Operations: Russian: Eylau (2513); Prussian: Königsberg (2406); French: 1024.
PRUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| L'Estocq 4[2]4 | Braunsberg (1612) | |
| Stutterheim | 1i | |
| Blücher | 2c | |
| 1 | Diericke | 2i |
| 1 | Diericke | 1c |
| Kohler (MG Cavalry) | Lindenau (1714) | |
| Kohler | 1c | |
| Rembow (MG Infantry) |
Vedette Pool: Prittwitz, all yellow vedettes not listed..
RUSSIAN FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Kamenski | 1816 | |
| 4 | Kamenski (Somow) | 2i |
| Gallitzin V | 2019 | |
| Rs | Gallitzin V | 1c |
| Rt | Ouvarov | 1c |
| Sacken | Heilsberg (2518) | |
| 3 | Sacken | 2i |
| 2 | Ostermann |
Vedette Pool: Borosdin Removed: Buxhowden.
FRENCH FORCES
| Code | Unit / Leader | Strength / Location |
|---|---|---|
| Napoleon | 1024 | |
| IMPERIAL GUARD | ||
| IG | Bessieres | 1024 |
| IG | Hulin | 2i |
| IG | Walther | 1c |
| IG | Couin | 1a |
| I CORPS | ||
| I |
Vedette Pool: none
GRAND CAMPAIGN SCENARIO
[227.] Start Date: Any Campaign start may be used—CS1, CS2 or CS3—6 December, 26 January or 4 June.
End Date: 28 June
Other Scenario Information: See Campaign Scenarios. Use other Scenario Information from corresponding start date. Note Monthly Interphase (see §135).
Standard Rules (Series 2X)
INTRODUCTION
[1.] This Standard Rulebook contains rules common to games in the Series 2X of The Campaigns of Napoleon, and sets forth basic concepts of play. In order to make this massive campaign more manageable, all quanta have been factored-up from previous games in the series. Because of basic differences in scale, these Standard Rules have been modified with several changes that do not apply to the previous (1X and 5X) games in the Series. Rules tailored to a specific campaign are called “Exclusive” Rules. Each game also has an Exclusive Rulebook. Exclusive Rules supercede any rules they may contradict in the Standard Rules. Note: Substantive changes from Highway to the Kremlin are indicated by the symbol prior to the new rule.
HOW THE RULES ARE ORGANIZED
[2.] Most of the rules are numbered according to the step in the Sequence of Play (e.g., “I.a.2”) to which they apply. Whenever you have a question during the course of play, refer to the section of the rules corresponding to that step in the Sequence.
[3.] All rules paragraphs in this folder are numbered sequentially in order of appearance from 1 through 210.
Rules Questions
[4.] Rules questions may be submitted by email. Each question must begin with the rules paragraph causing the problem. Questions may be sent to the following email address: [email protected] Questions and answers will be published at OSG’s Discussion Board at http://www.napoleongames.com
GENERAL COURSE OF PLAY
[5.] The game is designed for two or more Players. The game map depicts the theatre of operations; the playing pieces represent the military forces available in the theatre. Those forces comprise France and her Allies versus one or more of the nations in the anti-French “Coalition.” The order in which the opposing sides interact is spelled-out by the Sequence of Play.
[6.] The Leadership rules control the make-up of Forces deployed on the game map. Each Force is composed of Combat Units, commanded by a Leader. Leaders (along with Vedettes and Garrisons—see Exclusive Rules) are deployed on the map. A Leader may also command other Leaders in his own or adjacent hexagons (hexes). Leaders are rated according to their Initiative Rating–important in movement and combat; Command Span–a limit on the number of Combat Units and/or Subordinate Leaders they may command; and Subordination Rating–their ability to function under the command of another Leader.
[7.] Four important concepts in these rules are:
- March Attrition, a possible non-combat loss of manpower, the likelihood of which will increase the farther a unit marches; 2) March by Command, allowing a Force to be moved automatically; 3) March by Initiative, allowing a Force to be moved only if the Leader passes a check of his Initiative, determined by the roll of a die; 4) Combat Losses are taken either in terms of hexes retreated or number of Strength Points lost depending upon the type of battle (Pitched or Pursuit) revealed by the losing Player.
[8.] Victory Conditions, as listed in the Exclusive Rules for each game in the series, concern the will of a nation to make war. When the Morale of an army has been broken, or public opinion ceases to support the war effort, the game ends.
Game Scale
[9.] Each hexagon represents an area 6 kilometers (3.75 miles) across. Each Strength Point represents three thousand men or 42 field artillery pieces. Game-Turn length is three days.
GAME EQUIPMENT
The Game Map
[10.] The Game Map depicts the territory in which campaigning occurred as well as territory containing alternate strategic objectives of the campaign. The terrain has been conformed to a hexagonal grid. Each hexagonal cell, or “hex,” represents a discrete location which may be entered by a Force through the expenditure of Movement Points. Different terrain features require a different Movement Point cost to enter. Each hex has a four-digit identification number, which may be preceded by a letter-code in games with more than one map.
Dice
[11.] The play of the game requires two six-sided dice (not included).
The Playing Pieces
[12.] The Playing Pieces will be referred to as “counters” or “markers.” There are three types: Combat Unit counters; Leader counters; and Informational markers. Combat Units remain throughout the game on the Organization Display of the appropriate nationality. (Exception: Vedettes and Garrisons are deployed directly on the map.) The Leader they are assigned to, and the strength of the units, are shown by the spaces they occupy on the Display. They remain on this display as long as they have at least one Strength Point. If at any time they drop to zero they are immediately removed from the game. Until such time, however, they may be shuffled from one Leader’s track to another during the Friendly Command Phase provided the two Leaders occupy the same hex on the game map. Leaders may either be on the game map or the Organization Display depending on whether or not they are subordinate to another Leader. The use of the various informational markers will be explained later in this, or in the Exclusive, Rulebook.
Combat Units
[13.] Printed on each counter is its Maximum Strength (the actual strength of the unit will vary due to losses or the incorporation of replacements). During play the current strength of a Combat Unit will be indicated by the space it occupies on the Organization Display (if in the “3” space the unit has three Strength Points). When a unit takes losses or receives replacements the counter is moved left or right on the track to reflect this new value. No unit may exceed its Maximum Strength. Once a Combat Unit is eliminated, or has zero SPs, it may never be reformed. You can never bring eliminated Combat Units back with Replacements.
[14.] The abbreviated name of the officer commanding the particular unit is given for historical reference, as is its unit type (infantry, cavalry or artillery), its unit i.d. and its size. Unit Size: X = Brigade, XX = Division, XXX = Corps
Unit Types
[15.] The Unit Type will be important in combat as well as movement. Cavalry has a Movement Allowance greater than infantry but pays a greater Movement Point Cost for certain types of Terrain. Artillery uses a special Fire Table for combat, and has some restrictions on its movement.
[16.] Subordination Value is the amount of a Leader’s Command Span required to command the unit.
Leaders
[17.] Leader counters display the name of the Leader, his Initiative Rating, a Bonus Point (indicated by a star), the Leader’s Command Span, and Subordination Value. The other side of the counter will display the Army or national insignia. When on the game map this is the only side of the Leader which may be viewed by the opposing Player—except in Combat and Repulse (see ¶ 21).
Game Charts, Tables and Displays
[18.] Each game has Organization Displays for the armies. There is a Turn Record Track and other charts and tables printed on separate sheets for ready access by the Players.
ORGANIZATION DISPLAYS
[19.] Each army has its own Organization Displays. Next to the Leader’s Initiative Rating, Command Span, and Subordination Value is his Subordinate Units Track where Combat Units which belong to the Leader’s Force are placed during play. The Combat Units are placed in the space corresponding to their current strength and Subordinate Leaders are placed on the portrait of the Force Leader.
INTELLIGENCE Leader Identity and Force Strength
[20.] The information on the Organization Displays should be concealed from the other Player. All Combat Units and Subordinate Leaders on a Leader’s track are considered to occupy the same hex as the Leader.
[21.] Force Leaders and Unemployed Leaders moving across the map remain with their informational side down, hidden from the opposing Player. Leaders are only revealed at two points during the turn: following a Repulse attempt (¶130); and during Steps 1 and 2 of Combat (see ¶146). At such times, place all Subordinate Leaders of both sides on the map.
[22.] Leaders of both players become hidden again at the end of the Combat Phase.
Procedural Security
[23.] The information on the Organization Display should remain confidential once Players feel comfortable with the game mechanics. If it is amenable to all Players, the following should also be kept confidential: 1. Die rolls for Initiative during Movement and Forced March. 2. The results of Attrition. 3. The addition of Replacements to Combat Units and their accumulation. 4. The identity of Subordinate Leaders when the Force is in the Zone of Control of an opposing Force (EZOC).
LEADERSHIP
GENERAL RULE:
[24.] Before any movement can take place in the Movement Phase or the Forced March Segment, the troops to be moved must be constituted into “Forces.” Leaders make this possible. Forces on the map are represented by their Leaders only.
COMMAND SPAN
[25.] A Leader may command a number of Combat Units whose combined Subordination Ratings are equal to or less than his Command Span. The Command Span is the right-hand number printed on the Leader counter and on the Leader’s track of the Organization Display. Certain Combat Units absorb more of a Leader’s Command Span than others. In general, the Subordination Value of an infantry division will absorb one full point of a Leader’s Command Span, and an Infantry Corps will absorb 2 points.
Example: A French Leader with a Command Span of 3 could possibly command three infantry divisions, or a combined Force of one infantry corps and one infantry division, or any combination of Combat Unit counters which when added together have Subordination Values not greater than the Leader’s Command Span of 3.
Cavalry Major Generals in Command of Infantry or Artillery
[26.] If a Cavalry Major General (see ¶ 68) has an Infantry or Artillery Unit on its track on the Organization Display, reduce his Initiative Rating to “one” and increase his Subordination Rating to “two.” This change lasts as long as the Major General commands Infantry or Artillery Units.
[27.] Mixture of Coalition Forces Coalition Leaders may have Coalition units of different nationalities on their tracks. However, no more than one combat unit on a Leader's track may be of a different nationality.
Force Leaders
[28.] Leaders may command other Leaders. A Leader who commands other Leaders is called a Force Leader. Leaders that are under the command of another Leader are called Subordinate Leaders and are placed in the Force Leader’s portrait on the display unless part of a Multi-Hex Force. There may only be one Force Leader per Force. The number in the center of a Leader counter is the Leader’s Subordination Value. A Force Leader may command a number of Leaders whose combined Subordination Values do not exceed the Force Leader’s Command Span.
Example: A Force Leader with a Command Span of “6” could command three Subordinate Leaders with Subordination Values of “2” each. Subordinate Leaders must be in the hex with the Force Leader, or adjacent to the Force Leader (in the case of a Multi-Hex Force). Units belonging to Subordinate Leaders do not count against the Force Leader's Command Span. Example: French Leader Vandamme has a Subordination Rating of "2," and a Command Span of six. Napoleon's cost to command him is only 2, no matter how many units Vandamme has on his track.
Commanding Combat Units and Subordinate Leaders
[29.] A Force Leader may command a combination of Combat Units and Subordinate Leaders. A Force Leader may command any number of Combat Units and Subordinate Leaders as long as their totaled Subordination Values do not exceed the Force Leader’s Command Span. A subordinate leader cannot have his own subordinate leader. Example: Napoleon commands several subordinates in the same hex as himself. In an adjacent hex is Macdonald, also commanding two subordinate leaders. Napoleon may not command Macdonald even if he has enough command span for Macdonald, because both are force leaders.
Example: A Force Leader with a Command Span of “6” could command one infantry corps and two infantry divisions (on his track), and a Subordinate Leader with a Subordination Value of “2” (either in the Subordinate Leaders box, or in an adjacent hex in the case of a Multi-Hex Force).
Unemployed Leaders
[30.] A Leader without any Subordinate Leaders or Combat Units at the beginning of the Friendly Movement Phase, is an Unemployed Leader. An Unemployed Leader may automatically move, regardless of Initiative or Movement Commands, up to 12 Movement Points during each Friendly Movement Phase and Forced March Segment. He pays Terrain costs as if he were a Cavalry Force. (Exception: No extra cost for bridges.) Unemployed Leaders ignore enemy Zones of Control (“ZOCs”–see ¶121) and do not exert a ZOC. When moving an Unemployed Leader the Phasing Player must inform the non-Phasing Player that the counter he is moving is an Unemployed Leader. Unemployed Leaders cannot cut Lines of Communication.
[31.] An Unemployed Leader may not take command of a Force until the next Command Phase. Unemployed Leaders may move, displace, and retreat as part of a Force they are stacked with. The Subordination Rating of Unemployed Leaders is ignored.
Elimination of Leaders
[32.] A Leader may be captured under two circumstances:
- when all SPs in the Leader’s Force are removed as a result of Combat or Pursuit; 2) when an enemy force which includes cavalry repulses an unemployed leader.
[33.] In either case above, the capture of all leaders is determined by a die roll against initiative to see if they escape. In order to avoid capture, the owning Player must roll a die no higher than the Leader’s unmodified Initiative Rating. If the Leader avoids capture he is Repulsed instead (see ¶130). Captured Leaders are replaced in the following manner: Return the eliminated leader’s counter to play after one complete turn out of play. Subtract “one” from his command and Initiative Ratings henceforth.
LEADERSHIP BONUS POINTS
[34.] The Leadership Bonus is shown by a star on the Leader counter. The number of stars indicates the value of the Leadership Bonus.
Effect of Bonus Point on Attrition
[35.] The force Leader’s Leadership Bonus (if any) is subtracted from the Attrition die roll (see ¶138).
Effect of Bonus Point on Combat
[36.] The Attacking Player may add, subtract, or ignore his Leadership Bonus when rolling the die on the CRT if the Leader in question is the Force Leader of the attacking Force (see ¶170).
PREPARE FOR PLAY
[37.] Set-up units on the Organization Displays according to the Unit Manifests. The location of counters on the Organization Display is confidential and for the owning Player only—position the displays in the playing area with this in mind. Place the Combat Unit counters in the space on the Organization Display specified for them on the Unit Manifests. Leaders and markers (e.g. bridge trains) are placed on the portrait of their Force Leader. Leaders with a map location code are now placed in the corresponding hex.
SEQUENCE OF PLAY
[38.] The game is played in sequenced turns called Game-Turns. Each Game-Turn is composed of two Player-Turns. The “Phasing Player” is the Player whose Player-Turn is in progress. The Game-Turn Marker should begin the game on the Turn Record Track in the first space of the scenario to be played. A Game-Turn does not end until both Players have completed a Player-Turn as outlined by the sequence below. As a Game-Turn ends, advance the Game-Turn marker to the next space in the Game-Turn Track. This process continues until the last Game-Turn ends, or until one Player achieves a Victory Condition that ends the game sooner.
[39.] The Coalition Player may have more than one army under his control. They share the same Player-Turn and move during the Coalition Movement Phase and Forced March Segment. The Coalition Player has a single undivided Combat Phase. The Forces of the different Armies may cooperate in combat. All activities must take place in the order outlined below. For instance, the Coalition Player may not make an attack during the French Player’s Movement Phase.
A. WEATHER DETERMINATION PHASE
[40.] The effect of weather upon Movement, Combat and Attrition will vary from game to game in this series. It is the first thing determined in each Game-Turn and it is always determined by a die rolled by the First Player. (See “Weather” in the Exclusive Rules.)
B. THE FIRST PLAYER-TURN
[41.] The First Player will be designated in the Scenario Information in the Exclusive Rules. Each Player-Turn is comprised of four Phases. The Enemy Player’s activities during the Friendly Player-Turn are restricted to Forced March (III.a), artillery fire (III.b.5), and counterattacking during a Pitched Battle (III.b.12).
I. COMMAND PHASE a. Administrative Segment [42.]
-
Receive Administrative Points. [Campaign Game only]
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Designate a Supply Source.
-
Disband Friendly Center of Operations. [Campaign Game only]
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Add Replacement Strength Points to the Replacement Pool. [Campaign Game only]
b. Organization Segment [43.]
-
Transfer Strength Points from the Replacement Pool to units in the field that are eligible to receive these Replacement Points. [Campaign Game only]
-
Activate or deactivate Major Generals and March Divisions.
-
Transfer Combat Units between Leaders which occupy the same hex on the map.
-
Transfer Strength Points from one Combat Unit to another if both Combat Units occupy the same hex and are of the same Nationality and unit type (infantry points to infantry units, etc.). Any unit whose strength is reduced to zero by this process is permanently removed from the game.
II. MOVEMENT PHASE a. Reinforcements [44.]
All reinforcements available to the Player this turn are placed on their indicated entry hex. (Activate the Reinforcement Force either by Movement Command or by Initiative, during the appropriate Segment below.)
b. Movement Commands [45.]
The First Player may move any of his eligible Forces by indicating that they have received a Movement Command. There are a limited number of Movement Commands available to the Phasing Player. [See Exclusive Rules for explanation of how Movement Commands are received. In “Battle Scenarios,” the Scenario Information lists a number of Movement Commands per Player. This is a per-turn allocation.]
-
Activate the Force by expending one Movement Command.
-
Move the Force.
-
Check for attrition.
c. Initiative Movement [46.]
Any Force that did not move by Movement Command this turn may now attempt to move by means of the Force Leader’s Initiative (see ¶101). Each Force may only attempt to move by means of Initiative once in this phase.
-
Roll one die (modified for Resistance—see Initiative Comparison Matrix). If the result is less than or equal to the Leader’s Initiative, activate the Force. The Force may expend 1 MP on certain results greater than the Leader’s Initiative (see ¶103)
-
If activated, move the Force.
-
Check for attrition.
d. Stationary Attrition [47.]
Forces that did not move in either a, b, or c above now check for attrition.
e. Consolidation [48.]
The Phasing Player now consolidates any hexes that have two or more Leaders on the map, so that only one Leader counter occupies each hex. Subordinate Leaders in the same hex as their Force Leader are moved to the Force Leader’s portrait on the Organization Display. If the Forces in the hex cannot be Consolidated in this manner then part of the resulting Insubordinate Stack should already have been Displaced (see ¶78). Any Unemployed Leader's subordination rating can be disregarded (see ¶ 31)
f. Bridge Segment [49.]
The Phasing Player may repair and destroy bridges, deploy and undeploy pontoons.
III. COMBAT PHASE a. Forced March [50.]
The Second Player may now attempt to move any or all of his Forces through the Initiative March procedure described in IIc. above. Movement Commands may not be used in this Segment. Forces attempting to move will suffer a modified Attrition die roll upon completion of movement. In this Segment they may enter enemy Zones of Control only if the hex entered is occupied by, or adjacent to, a Friendly unit in an enemy Zone of Control (Exception: see ¶133). Only Forces that actually move in this Segment suffer Attrition which is determined the moment the Force ends its movement. (There are no Multi-Hex Forces during Forced March.)
b. Battle Resolution [51.]
The First Player is now obliged to attack all Forces of the Second Player that are in the ZOC of his Forces (Exception: terrain such as Primary river hexsides–see ¶122, 128 & 129).
-
The First Player designates his attacking Force.
-
The First Player designates which hex or hexes are to be attacked.
-
Both Players select a Battle marker (Pitched or Pursuit).
-
Determine the Cavalry differential.
-
The First Player resolves artillery fire. The Second Player resolves artillery fire.
-
Determine Combat odds and locate the appropriate column on the Combat Results Table.
-
The First Player rolls the die, taking into account any modifiers, and locates the result. The victor loses Strength Points equal to his resulting number on the CRT.
-
If the Pursuit marker was chosen by the losing side this Force must now retreat the resulting number of hexes; otherwise go to Step 11.
-
If there was a retreat in Step 8, the victor may now pursue the retreating Force causing one SP loss for each hex of Pursuit.
-
Adjust the Morale Marker now for any conditions that were achieved in the preceding battle situation.
-
If the losing side chose the Pitched marker, remove combat losses equal to the number result on the CRT. Combat then proceeds to the next step (Exception: see ¶167).
-
The Second Player designates his counter-attacking Force.
-
The Second Player designates the hexes to be attacked.
NOTE: If there are any other battles within 5 hexes, the first round of each battle must be resolved before any battle proceeds to round two.
c. Joint Consolidation [52.]
Both Players now consolidate all Multi-Force hexes according to II.e, above.
IV. MORALE PHASE [53.]
a. Adjust Morale for the Capture of Political Features still in the possession of the capturing Player at this point.
b. Determine if the game ends in a Strategic Victory.
C. SECOND PLAYER-TURN
[54.] Phases I through IV are repeated in the same sequence as above, substituting the Second Player for the First Player and vice-versa. When this has been accomplished the Game-Turn ends. Move the Game-Turn marker to the next space on the track and begin the next Game-Turn. Each of the remaining rules sections follows the order and numbering presented in the Sequence of Play above.
I.a. LINES OF COMMUNICATION
[55.] A Line of Communication (or LOC) is a connected line of primary or secondary road hexes free of enemy Forces, no more than 21 MPs in length. The LOC must run from the active Friendly Supply Source to a Friendly Depot. The Depot is termed “active” if it has an LOC. A LOC may include enemy ZOCs. [In the “Campaign” Game the LOC may be traced to a counter called the Center of Operations as well as to depots; see Exclusive Rules.]
[56.] A Dispatch Distance is a line from an active Friendly Depot to individual Forces. A Dispatch Distance is a line of hexes free of enemy forces, no more than 12 MPs in length, that runs from the depot to individual forces and may traverse terrain of any type.
[57.] A Force without a Dispatch Distance as described above during the Command Phase must use the “zero” column on the Attrition Table and may not receive Replacements or Movement Commands.
I.a.1. SUPPLY SOURCES The Supply Source Marker
[58.] There are several possible Supply Source hexes for each army printed on the map. The Supply Source marker designates which Supply Source is active at any given time for an army. This Supply Source marker may be shifted from one Supply Source to another during the Administrative Segment (I.a) of the Command Phase. The (1) on the marker indicates the active Supply Source’s garrison strength of one (see below). [For other rules governing the function of the Supply Source see Exclusive Rules ¶98-108].
Supply Source Garrison
[59.] All active Supply Sources are considered to have an intrinsic Garrison of one (1) SP. These Garrisons cannot be Repulsed. They may never be part of an attacking Force. They may only defend. The Supply Source Garrison negates enemy ZOCs in the supply source hex for all purposes. Reactivation of a Supply Source automatically reinstates this Garrison.
Capture of a Supply Source
[60.] The moment an active supply source is captured all Forces in that army are considered to have a broken Line of Communication. A Supply Source cannot be permanently eliminated. The captured Supply Source may be reactivated the turn following the removal of enemy Forces (see ¶33, “Changing the Active Supply Source,” in the Exclusive Rules).
I.a.4. REPLACEMENTS
[61.] Replacement Points are listed on the Game-Turn Track adjacent to the date when they become available (in some games there may be a Replacement Table with varied amounts determined by a die roll: this will be noted in the Exclusive Rules).They are listed according to their Nationality and unit type. Apply replacement points for cavalry to either regular or light cavalry; special Replacements such as Guard Infantry or cavalry may be given to line (i.e., regular) units, but line replacements may not be given to Guard. Line units that receive Guard Replacement SPs remain line units and the elite status of the replacement SPs is lost.
[62.] During a Friendly Command Phase, accumulated Replacements may be added directly to any units connected to a valid LOC. Alternatively, a Major General may be created at the Supply Source to take command of a March Division containing any Replacement Points accumulated there (see ¶65).
Accumulated Replacement Points
[63.] Replacement Points may be added to Combat Units in the field during a Friendly Organization Segment. Replacement Points are recorded on the Replacement Point Track. Each army has an Informational marker to record Infantry, Cavalry (and others if applicable). These markers will reflect the accumulated points and must be adjusted as points are added or removed from the pool.
I.b. THE ORGANIZATION DISPLAY
I.b.1. Adding Replacements to Combat Units
[64.] Replacements may be added to the strength of Combat Units during the Organization Segment. A unit that receives replacements may move during its next Movement Phase and Forced March Segment. A Force may not receive Replacements if in the ZOC of an enemy Force, or if lacking a valid Dispatch Distance. Replacements may be added only to units not already at their Maximum Strength. Eliminated Combat Units may not be rebuilt with Replacements; i.e., their “cadre” is considered destroyed.
March Divisions
[65.] A March Division may be created at the active Supply Source under the command of a Major General, out of Replacement Points which are deducted from the Replacement Point Track. Several counters are provided of necessary types. These are placed on the Major General’s Track on the Organization Display. March Divisions are considered Reinforcements for Movement Command purposes on their turn of activation. They are normal Combat Units.
[66.] March Divisions may also be created by deducting strength from units on the Organization Display. In this way they may serve as detachments. Create a March Division and place it on the map in the same hex as the combat unit donating the Strength Points.
[67.] Once committed to a March Division, Replacement Points may not be returned to the Replacement Pool. The SPs of a March Division may be incorporated into any unit of the same type and nationality, and in the same hex, during the Organization Segment. Once its strength is incorporated into another unit, the empty March Division counter is removed from play and becomes available for re-use. You may disband a March Division in EZOC.
I.b.2. Major Generals
[68.] Major Generals are Leader counters which represent detached Combat Units operating independently on the game map. Major Generals may only be activated or voluntarily de-activated during the Friendly Command Phase. The number of Major Generals that may be activated is limited only by the number provided.
[69.] To activate a Major General place the Combat Unit counter(s) to be made an independent command on the Major General’s track on the Organization Display during the Organization Segment (I.b.3), making sure its new position reflects the current Strength Point value of the Combat Unit. Then place the Major General in the Subordinate Leader’s box of the Force Leader, or in the hex with the Force Leader, depending upon the role the Major General is to have in the coming Movement Phase.
[70.] Deactivation of a Major General may occur voluntarily by removing the Combat Unit counter from the Major General’s track on the Organization Display and placing it upon some other Leader’s track in the same hex during the Organization Segment (I.b.3), or, involuntarily, if the Combat Unit counter is ever reduced to zero strength
[71.] A Major General may also be created at the Supply Source in order to lead a March Division from Replacement Points (see ¶65).
[72.] Major Generals are treated just like other Leaders when on the game map or in a Subordinate Leader box. They have an Initiative Rating, a Command Span, and a Subordination Value. A Major General can never be an unemployed Leader.
I.b.3. Reorganizing Combat Units on the Organization Display
[73.] During the Friendly Organization Segment (only) a unit may be transferred to the track of another Leader in the same hex (see ¶43).
I.b.4. Strength Transfer
[74.] SPs from one Combat Unit may be transferred to another Combat Unit on the same Leader track, or on the track of a Subordinate Leader, as long as they are in the same hex (a Multi-Hex Force may not transfer SPs if the units doing so are not in the same hex). You may not increase the strength of a unit beyond its Maximum Strength.
[75.] March Divisions may be created by deducting strength from units on the Organization Display, and placing the March Division on the same track or any track of a leader in the same hex.
[76.] You may not transfer SPs among Combat Units of different unit types (vedette to regular cavalry, etc.).
THE FORCE
[77.] A Force consists of at least one Leader on the map and at least one Combat Unit on that Leader’s track on the Organization Display. More than one Leader may be in a Force but must be Subordinate to the Force Leader. The size of a Force is limited by the Command Span of the Force Leader. If more than one Leader is in a Force and the Leaders occupy the same hex, Combat Units may be transferred between the Leader’s tracks during the Command Phase (only; see ¶73).
Insubordinate Stacks
[78.] Where two or more Leaders are trying to occupy the same hex and there is no Leader present with a Command Span adequate to command all the others in a single Force, a Force or Forces are displaced one hex at the moment in which their presence would create an Insubordinate Stack, according to the Priorities of Retreat (see Priority 3 in the RETREAT section of this Rulebook, ¶174).
[79.] If, by deactivating a Major General, a Leader would have a Command Span adequate to command, it is not considered an Insubordinate Stack if the Major General is deactivated in the next Command Phase.
Multi-FORCE Hex
[80.] Two Forces may occupy the same hex under the following circumstances:
-
Two Forces are moved into the same hex for the purpose of combining them into a single Force. A situation may not be voluntarily sustained in which two Forces coexist in the same hex. A Force may not end its movement in a hex with another Force if neither Force contains a Leader that can become the Force Leader. (However, see #3 below.)
-
During the Command Phase, Subordinate Leaders may be removed from the Force Leader’s track on the Organization Display and placed on the game map. The instant these Leaders are on the game map they constitute new Forces and are no longer Subordinate to the Force Leader. In the subsequent Movement Phase one Force or the other must vacate the hex either through Movement Commands or the Initiative procedure (or if this fails, Displacement; see ¶78).
-
If an adjacent Leader can command both Forces.
Creation of a Force During Movement
[81.] A Force is defined during the Command Phase. Subordinate Leaders placed on the map during the Command Phase constitute separate Forces. (See “Multi-Force Hex” ¶80). No new Force Leaders may be placed on the map after the end of this Phase. Exception: Subordinate Leaders may be dropped off at any time during Movement, Forced March, or Pursuit, in any hex passed through by the Force Leader. This must be done, however, the instant the Force Leader passes through the hex. To do so simply remove the Subordinate Leader from the Organization Display and place on the map. This new Force may not continue moving and must remain in the drop-off hex for the rest of the Phase or Segment.
[82.] A Force must stop moving when any unit in that force runs out of MPs, unless it is dropped off. Thus a Force Leader can march with a mixed Force of Infantry and Cavalry, drop a Subordinate Leader off with the Infantry (if there already is a Subordinate Leader on the Force Leader’s track), and continue moving, or pursuing, with the Cavalry. A Force being dropped-off still suffers attrition with the rest of the Force, and the number of SPs is the number that started the movement with the Force Leader.
Creation of a Force During Combat
[83.] The Phasing Player (only) defines a Force at the instant of combat (III.b.1 of the Sequence of Play). Thus he could move several Forces adjacent to the enemy and reconstitute them as one Multi-Hex Force under a single Leader if that Leader has a Command Span capable of incorporating the others into one Force.
Multi-HEX Force
[84.] For purposes of Movement and Combat a Leader may command other Leaders in adjacent hexes. Any Leader may combine the Force in his hex with Forces in adjacent hexes as long as the Leader has the Command Span to Subordinate the other Leaders. The Forces remain adjacent and may move under the Force Leader’s Initiative, or at the expense of a single Movement Command, and they may attack together 1 0 (See “Movement of a Multi-Hex Force” ¶118; “Designate the Attacking Force” ¶151).
Removing Losses from Combat Units
[85.] Distribute losses in Strength Points suffered by a Force (by whatever cause) throughout the Combat Units in the Force so that, at the end of the last round of combat, all units have taken nearly the same losses as all the others, except for artillery units (see ¶184; note mud attrition ¶139), and the Old Guard (see ¶169).
II. MOVEMENT
GENERAL RULE:
[86.] Movement normally occurs during the Friendly Movement Phase and the Forced March Segment of the Enemy Player-Turn. Forces move one at a time, from hex to contiguous hex in any direction or combination of directions. A Force may move no farther than its slowest unit, taking into account the differing costs of terrain.
[87.] Not every Force need move. Movement is optional and restricted by Movement Commands and Leader Initiative. All, some, or none of the Phasing Army’s Forces may move subject to Movement Commands and Leader Initiative. Unused Movement Points may not be saved from turn to turn or given to other Forces; they are lost. The farther a Force moves the greater the potential Attrition.
[88.] An Army’s Forces may only move during that Army’s Movement Phase or the Forced March Segment of the opposing Army’s Combat Phase. (Exceptions: A Force may move at two other times in the Sequence of Play. 1. When Repulsed during the Movement or the Forced March Phase. 2. When pursuing or retreating as a result of Combat). Once a Force has moved and rolled for Attrition, it may not move again that Phase, nor may it change its move. PROCEDURE:
[89.] Forces in an enemy ZOC and Forces without a viable connection to a LOC may not be given a Movement Command. After all Movement Commands have been given, the remaining Forces may attempt moving by Initiative. Whether moving by Movement Command or through successful Initiative roll, all movement follows a three-step procedure.
Step 1: Activation. Either expend one Movement Command or roll for Initiative (modified for Resistance if in an Enemy ZOC–see “Exiting Enemy Zones of Control,” ¶105, 106) to activate the selected Force.
Step 2: Movement. Expend Movement Points to cross hexsides and to enter hexes.
Step 3: Attrition. Roll for Attrition (losses due to illness, straggling, and desertion) and remove Strength Points.
[90.] Repeat Steps 1 through 3 for each moving Force. At the end of the Movement Phase, the Phasing Player also executes
Step 3 alone for non-moving Forces. Further details on these procedures are provided in the following sections.
STEP 1 II.a. REINFORCEMENTS
[91.] Reinforcements are Leaders and Combat Units which do not begin the game on the map. Unless otherwise stated, Reinforcements arrive at their maximum strength. Reinforcements enter at the hex indicated for them, arriving on the Turn indicated during the Movement Phase.
[92.] Reinforcements calculate Attrition as any other force tracing Dispatch Distance either from their Center of Operations or the nearest Friendly Supply Source or depot.
[93.] Reinforcements pay the Movement Point cost for the first hex entered on the map. If that hex has a road leading off the map the Force pays the road cost for the hex entered. If two Forces enter as Reinforcements at the same hex in the same Turn, the second Force to enter (Phasing Player’s option) is considered to have paid one (if on a Primary road) or two full Movement Points after reaching the first hex of the map.
Delaying Reinforcements
[94.] If the entry hex is blocked or in the ZOC of an enemy Force the Phasing Player may delay the turn of arrival of the Reinforcement until the control of the hex or the blocking Force has been removed.
[95.] A Player may delay the entry of his Reinforcements indefinitely, even if a designated entry hex is free of enemy occupation or control.
[96.] On subsequent Game-Turns the Reinforcement may enter at any hex adjacent to the original entry hex but at the full cost of the terrain. (Reinforcements that enter the map into an enemy controlled hex may be Forced to retreat off the map in a subsequent battle.) An entering Force may use Repulse for the first hex entered (see ¶130). (A failure to Repulse will eliminate the Reinforcement.) A Force may not conduct combat, however, if it is not on the map.
II.b. MOVEMENT COMMANDS
[97.] Movement Commands are available to each side during the Command Phase. (See “Scenario Information” for their availability).
[98.] Any Force issued a Movement Command is guaranteed to move during the Movement Phase (II.b., of the Sequence of Play). To receive a Movement Command a Force must have a valid Dispatch Distance and may not be in the ZOC of an enemy Force.
Activation by Movement Command
[99.] The moving Player announces that a Force is receiving a Movement Command and immediately moves the Force. A Force given a Movement Command may not attempt to move again through Initiative in the following Segment (II.c. of the Sequence of Play). One Movement Command is issued to one Force regardless of its SPs, or Subordinate Leaders, or length of March, or its being a Multi-Hex Force. Extended March [Campaign Game only]
[100.] Extended March allows a force to exceed its maximum Movement Allowance at the price of an attrition modifier (see Exclusive Rules ¶133). (Extended March cannot be used in the Battle Scenarios.)
II.c. INITIATIVE
[101.] The Initiative Rating is the number to the left on the Leader counter and on the Leader’s track on the Organization Display. During the Movement Phase (or the Forced March Segment of the Enemy Combat Phase, see ¶143), a Force may move under the Initiative of its Leader. To move in this fashion does not involve the expenditure of Movement Commands.
Activation by Initiative
[102.] For each Force, the Player rolls the die. If the modified result is less than or equal to the Force Leader’s Initiative Rating, the Force may move. If the die roll exactly equals the Force Leader’s Initiative Rating, subtract 1 MP from the maximum Movement Allowance of that force for the current march. 1 1
[103.] If the die roll exceeds the Initiative Rating by one or two, the Force can still expend one MP. If the next hex costs more than one MP, the Force will not be able to move.
[104.] If the die roll exceeds the Initiative Rating by more than two, the force may not move during the current Segment or Phase.
Example: If attempting to move an infantry Force Leader with an Initiative Rating of 3, and a “one” or “two” results, the Force may expend 4 Movement Points; if a “three” is the result, the Force may expend 3 Movement Points in that march; if a “four” or “five” results, the Force may expend only one MP; if a “six,” the Force may not move at all in that segment or phase. Exception: Leaders with an Initiative Rating of one may expend their units’ full movement allowance on a die roll of “one.”.
Initiative and Exiting Enemy ZOCs
[105.] Whenever a Leader wishes to exit an enemy ZOC he must attempt this through Initiative. A Movement Command may not be issued to him. This Initiative die roll may be modified by the Initiative of the enemy Leader (also by Cavalry Differential,see ¶127).
[106.] This Initiative die roll modifier is called the Resistance Modifier. It is obtained by comparing the enemy Leader’s Initiative to the moving (active) Leader’s Initiative on the Initiative Comparison Matrix (see Charts & Tables). The resulting number is added to the die roll result. See ¶102.
Example: An infantry Force Leader with an Initiative Rating of “2” wishes to exit the ZOC of an enemy Leader whose Initiative Rating is “3”. The active “2” is compared to the passive “3” on the Initiative Comparison Matrix and a Resistance Modifier of “+1” is shown. This “1” is then added to the Initiative die roll for the active Leader. If he rolls a “1” the modified result is “two,” which equals the Initiative Rating–the Force may expend no more than three Movement Points in total–including the half MP it costs to exit the ZOC.
[107.] If the active Leader is in the ZOC of more than one enemy Leader, the highest enemy Initiative Rating is used to determine the Resistance Modifier. If Enemy Leaders are stacked together use the Force Leader’s Initiative.
Limit to Initiative Die Rolls
[108.] A Player may roll once for each Force he wishes to move through Initiative during the Movement Phase, and once for each Force he wishes to move during the Forced March Segment of the Combat Phase.
STEP 2
MOVEMENT ALLOWANCE
[109.] Once it has been determined whether a given Force may move, that Force is immediately moved. A Force may continue to move until any unit in the Force uses its last Movement Point. The full Movement Allowance may be expended in both the Movement Phase and the Forced March Segment of the Combat Phase (Exception: see “Activation by Initiative,” ¶102). A Force may never enter a hex unless every Combat Unit in the Force has sufficient Movement Points to cross the hexside and pay for the terrain in the hex.
Expending Movement Points
[110.] A Force expends Movement Points in order to move from hex to hex. Terrain feature costs differ according to the unit type entering the hex. For instance, infantry find it easier than cavalry to negotiate a wooded area and, therefore, the MP cost for infantry entering woods is less than that of cavalry. If a mixed Force enters a hex where the terrain costs vary for the different unit types in the Force, a mental note must be made of the different amount of MPs expended.
TERRAIN AND MOVEMENT
[111.] There are two categories of terrain types: those which apply to the area inside a hex and those which apply to the hexside shared by two hexes. The basic Movement Point cost for entering a Clear Terrain hex is one (1) MP. The MP cost to enter non-clear terrain and/or cross non-clear hexsides varies as shown on the Terrain Effects Chart. For purposes of Movement, Terrain costs are cumulative.
Roads
[112.] Marching from one road hex to another contiguous road hex (of the same road) enables a Force to pay the road cost for the type of road (primary or secondary) instead of the terrain cost for the hex. Example: Marching along a primary road in Clear Terrain costs one-half (1/2) MP for each hex entered. A Force with 4 MPs could thus march 8 hexes on the same road.
Rivers
[113.] A Force may cross a Primary River hexside only at bridges (see Terrain Effects Chart). If crossing via bridge, the cost to enter the hex on the other side of the river would be the same as for that type of road [plus hexside cost for the bridge, if any].
[114.] Secondary River hexsides may be crossed at the additional MP cost noted on the Terrain Effects Chart, or by a bridge as over Primary Rivers.
Fortified Towns and Citadels
[115.] A limited number of Strength Points may receive the benefit of a Fortified Town or Citadel hex (see Exclusive Rules).
Map Edge
[116.] A Force may not move off the map unless otherwise specified in the Exclusive Rules.
Entering Occupied Hexes
[117.] A Force may never enter a hex occupied by an enemy Force (see “Repulse” ¶130, and “Unemployed Leaders” ¶30). A Force may pass through any Friendly Force during Movement.
MOVEMENT OF A MULTI-HEX FORCE
[118.] Leaders in different hexes which begin their move as part of a single Force must:
- begin the move adjacent to the Force Leader; and 2) end their movement in the hex with, or adjacent to, the Force Leader. During the course of their march it is not necessary to remain adjacent to the Force Leader. The MP expenditure of the Force Leader (tallied for both infantry and cavalry) in a Multi-Hex Force applies to all hexes of the Force. Subordinate Leaders may be dropped off along the path of march in the same manner as for a single hex Force (and are counted for Attrition purposes in the same manner).
[119.] A Subordinate Leader in a Multi-Hex Force may move into an enemy ZOC while the Force Leader remains outside the ZOC, but the Force Leader must still be adjacent to the Subordinate Leader. The Force Leader’s combat units would not be able to participate in the ensuing battle, however (the Force Leader would remain the Force Leader).
[120.] A Multi-Hex Force can be moved by the expenditure of a single Movement Command, or through the Initiative of the Force Leader. Once the Initiative die roll result is obtained for the Force Leader, no Subordinate Leader in that Force may attempt Initiative movement on his own. 1 2
ZONES OF CONTROL
GENERAL RULE:
[121.] The Zone of Control is the hex occupied by a Force and each of the six hexes immediately surrounding it, along their common hexside. All Forces exert such a Zone of Control (ZOC) at all times. Unemployed leaders have no ZOCs (see ¶30). If an opposing Force enters the ZOC of a force, both forces are equally and mutually affected by each other’s ZOC.
Mandatory Attack
[122.] Any Force in an enemy ZOC at the beginning of the Friendly Battle Resolution Segment of the Combat Phase must attack the enemy Force, unless some other Friendly Force attacks it (Exception: see ¶128).
Entering ZOCs
[123.] Zones of Control in 2X are “inactive,” merely slowing-down opposing forces. To enter an EZOC costs one-half (1/2) MP per hex in addition to the cost of terrain. A Force can enter an EZOC and then exit that hex immediately without an Initiative Die Roll, and may move from one EZOC to another (Exception: see ¶125).
Exiting EZOCs
[124.] To exit an enemy ZOC also costs one-half (1/2) Movement Point. (Exception: All-cavalry forces and vedettes do not have to pay the extra 1/2 MP to exit.)
[125.] ZOC Bonds Two or more real forces exerting control from different hexes upon the same hex create a ZOC Bond in that hex. Upon entering a ZOC Bond, a force must stop moving for that phase. (A ZOC Bond that depends upon a vedette is ignored—see Exclusive Rules ¶77.)
[126.] A Force in an EZOC at the beginning of the Movement Phase or Forced March Segment may attempt to move out, but may only move by Initiative (it may not receive a Movement Command). The Initiative Rating of the Force Leader is modified by the Resistance Modifier (see ¶106) and the Cavalry Differential. A Force that starts a phase in a ZOC Bond may commence moving with a Repulse (see ¶133). A force that did not start its movement in an EZOC does not have to roll for Initiative to exit an EZOC.
Cavalry Differential
[127.] Count the amount of cavalry present, including only the cavalry in your attacking or defending Force that is not in swamp, woods, or hill terrain.
• Determine cavalry superiority (which side has the most); cavalry strength may not be withheld.
• Subtract the weaker side’s cavalry strength total by the stronger side‘s total.
• If the differential is 2:1, the modifier equals plus or minus “1.” If the other side has no cavalry, one (1) SP of cavalry is sufficient to get the modifier.
• If Pursuing, or exiting an EZOC (see ¶126), add (or subtract) the cavalry differential to the leader Resistance Modifier and apply this combined modifier to the Die Roll.
Example: if the Pursuit Force Leader is a 4 and the Retreating force leader is a 2, the modifier is zero. But if the Pursuit Force has one SP of cavalry and the retreating force has two SPs, the modifier is +1.
• If exiting an EZOC, Initiative cannot be better with combined Cavalry Differential and Resistance Modifiers than it would have been if the Force were not adjacent to the enemy.
• Cavalry need not suffer any Strength Point loss in the combat to contribute to the Resistance Modifier.
Terrain Influence on ZOCs
[128.] A ZOC extends out of but not into a Fortified Town hex. Combat and counterattack are not mandatory for a Force inside a Fortified Town regardless of the size of the enemy Force that may be adjacent to it and in its ZOC, even if the force selected Pitched Battle. Combat is mandatory for Forces in the ZOC of an enemy-occupied Fortified Town, unless it is masked (see Exclusive Rules ¶54 and ¶56).
[129.] A ZOC does not extend across a non-bridged Primary River hexside.
REPULSE
GENERAL RULE:
[130.] During the Movement Phase, Pursuit, or Forced March Segment, a Force may attempt to repulse an enemy force in its path. To do this requires odds of at least five-to-one. A Force in a Citadel, Fortified Town, or on the opposite side of a bridged Primary River hexside may not be repulsed. PROCEDURE:
[131.] The Force moves into the ZOC of the Force to be repulsed. The owning Player declares “attempting repulse,” stating the number of Strength Points in his Force (the enemy player does not reveal his strength unless the Repulse is successful). Both players reveal their leaders. If the repulsing force’s strength is five or more times the strength of the enemy Force, the latter simply retreats one hex. This retreat is carried out under the same restrictions as a retreat after combat in a Pursuit battle except that there is no Pursuit. If the repulse was successful the Phasing Force may continue its movement.
[132.] If the repulse attempt made during the Movement Phase is not successful (the odds being less than five-to-one) then that Force ceases Movement. The exact strength of the Enemy Force is not yet revealed. In the Battle Resolution Segment the Repulsing Player must attack the Force unsuccessfully repulsed. The attacker must choose a Pursuit battle during the first round. The combat is resolved at two columns to the left of the actual odds on the Combat Results Table (a four-to-one attack becoming a two-to-one attack, etc.). If the repulse attempt takes place during Pursuit and is unsuccessful, the Force ceases Movement and there is no subsequent attack. In a failed Repulse during the Forced March Phase the force in motion loses one SP, gets no specific information about the enemy and its Force March ends immediately. The attempting force must stop moving, remaining adjacent to the enemy. There will be no follow-on combat with this force.
[133.] Repulse during regular Movement or Pursuit does not require the expenditure of Movement Points on the part of either the Phasing or non-Phasing Force (other than the cost to enter the hex vacated by the repulsed Force). During a Forced March, the Repulsing Force must pay one additional MP to make the Repulse attempt. Repulse during Forced March does not require the presence of another friendly unit (see ¶143).The force may enter an EZOC even if it isn’t occupied by, or adjacent to, a friendly unit in an enemy ZOC, if a Repulse attempt is declared at that moment. (This is an exception to ¶50.)
Single Hex Repulse
[134.] A Repulse attempt must be made upon only one hex at a time. 1 3
Repeated Repulse
[135.] The number of successful repulse attempts a Force may initiate is limited only by the number of Movement Points the Force has available to it. (It can attempt another repulse if the need arises during its move). There is no limit to the number of times a Force may be repulsed in a single Movement Phase.
STEP 3
MARCH ATTRITION
GENERAL RULE:
[136.] During the Movement Phase, all Forces currently in play are subject to attrition (regardless of whether the Force actually moves). During the Forced March Segment of the Combat Phase, only those Forces which actually expend at least one-half MP are subject to Attrition. PROCEDURE:
[137.] After a Force completes its move and before any other Force begins moving, the attrition for that move must be determined. Attrition is determined separately for each Force, and is based upon its status at the beginning of its movement. The Phasing Player must locate the Length of March on the March Attrition Table, beneath the heading for the appropriate army. Use the highest amount expended by any single unit type. After rolling the die and taking into account any modifiers(see below), cross-reference the die roll with the size of Force (the total number of Infantry, Cavalry and Artillery Strength Points in the Force). The result is the number of Strength Points lost by the Force. Adjust the Combat Unit counters of the Force on the Organization Display to reflect this loss. Attrition losses must be distributed as evenly as possible among the several Combat Units of a Force. A Force that started its movement without a Dispatch Distance must locate its force strength on the “zero” or “No LOC” column (the table will vary in each game).
Modifiers of the Attrition Die Roll [138.]
-
If the Force Leader has a star indicating a Bonus Point, reduce the die roll by one.
-
Certain conditions of weather (see the Weather Table).
-
If the Force is Force Marching. (Add up to four to the die roll.)
-
Modify the die roll to reflect the current morale (see Exclusive Rules ¶149).
-
Whenever the Exclusive Rules indicate another modifier.
Artillery
[139.] During mud, one artillery unit in a force must take the first SP of loss due to attrition. Exemption: the total artillery strength of the Force is two or less.
French Old Guard Exemption
[140.] Certain types of Combat Units never suffer attrition: Infantry, Cavalry, and Artillery of the French Old Guard, or French Young Guard Infantry that is commanded by the same Leader as any unit of the French Old Guard. These units do not count against the total number of Strength Points when figuring the attrition of a Force that might also include regular line units of the French Army. For instance, a Force of eighteen SPs containing three Old Guard SPs and four Young Guard SPs would only have to figure the attrition for a total of eleven SPs.
II.e. STACKING AND CONSOLIDATION
[141.] A maximum of 48 Strength Points may occupy a hex at the end of a Phase or Segment. There is no limit to the number of Friendly Forces that may pass through a single hex during either the Movement Phase or the Forced March Segment of the Combat Phase. (See ¶115, “Fortified Towns.”) Leaders in the same hex that are part of the same Force must be moved onto the Force Leader’s portrait on the Organization Display during the Consolidation Segment of either the Movement Phase or the Combat Phase. (See also ¶80 “Multi-Force Hex” and ¶78 “Insubordinate Stacks.”) Consolidation can be performed at any time, and not just at the two Consolidation Segments.
Bridging Segment
[142.] If costs two MPs to deploy a bridge train and one MP to undeploy it (see Exclusive Rules). Announce your intention to build the bridge during movement. Construction is considered to be finished by the time of the bridge segment. (Since the MPs expended merely represent the time the troops have to spend waiting for the bridge to be completed, and not distance covered, they do not count toward attrition.) III. COMBAT PHASE
III.a. FORCED MARCH
[143.] Forced March is Friendly Initiative movement during an enemy Player-Turn (see ¶137 number 3). A Force performing a Forced March may only enter an EZOC if the hex entered is occupied by, or adjacent to, a Friendly unit in an enemy Zone of Control —unless performing a Repulse attempt (see ¶133). Units may expend their entire Movement Allowance in Forced March. (Exception: see “Activation by Initiative,” ¶102).
III.b. COMBAT
[144.] Opposing Forces in each other’s ZOC must attack and defend using the following procedures. To begin, Players secretly choose which type of battle they wish to fight: 1) In a Pursuit Battle the Player attempts to trade space for time; 2) In a Pitched Battle the Players are willing to trade losses rather than retreat, prolonging the battle with several rounds of attack and counterattack.
[145.] All adjacent enemy Forces must be attacked if the friendly Force is in an enemy Zone of Control (see “Terrain Influence on ZOCs” ¶128, 129). See also Exclusive Rules. Only adjacent enemy hexes may be attacked. PROCEDURE:
[146.] The following procedure is executed for each Force in an Enemy ZOC during the Battle Resolution Segment of the Combat Phase. Further explanation of each step immediately follows the procedure (see ¶148).
Step 1: Designate the attacking Force. The Phasing Player reveals all the Leaders of the Force making the attack.
Step 2: Designate the defending hex(es). The Non-Phasing Player reveals the leaders in the defending hex(es).
Step 3: Battle Type.
a) Reveal approximate SPs in the attacking and defending Forces rounded off to the nearest five (5). For instance, if a Force has 14 SPs, inform the opposing Player that there are 15 SPs against him (one or two SPs would still be revealed as five).
b) Both Players select battle type (Pitched or Pursuit) —conceal this choice with a blank marker. 1 4
Step 4: Cavalry Differential. Compare the actual amount of cavalry in both the attacking and defending Forces. If either Force has a two-to-one or greater advantage then subtract one (1) from their Bombardment die roll (see ¶127).
Step 5: Artillery Bombardment. Both Players determine the amount of Artillery SPs in their Forces. The attacker resolves his fire first, then the defender fires. Note that the Artillery Fire Table is based solely upon the number of Artillery SPs firing, and is not based on an odds ratio. Each Player rolls one die; the result is given in Enemy SPs lost. Apply the results immediately.
Step 6: Odds Determination on the CRT. Determine the odds by revealing the exact number of SPs in each Force (Fractions in combat strength are not rounded off) and applying the effects of Terrain on the SPs. Artillery SPs are not included in this final odds determination unless defending alone (see ¶162).
Step 7: Attack Resolution. If there are French Old Guard involved in the attack the French Player announces if they are “staked” this round (see ¶167). Roll the die. The bold face result on the CRT odds column indicates which side loses. The winning side removes losses in SPs. The losing side reveals its Battle Marker. If the losing side chose Pitched Battle, go to Step 11.
Step 8: Retreat. If the Losing side chose Pursuit Battle, then the result specifies only the length of retreat for that side. Execute retreat according to the rules governing Paths and Priority of Retreat. If the losing side chose Pitched Battle, go to Step 11.
Step 9: Pursuit. If the winning Force wishes to Pursue the losing Force, determine the Resistance Modifier, then consult the Pursuit Table. The Pursuit die roll may be modified by the Resistance modifier, the Weather, Cavalry and French Guard Modifiers, plus the number of Pitched rounds revealed by the winning Force. The result of the die roll is the number of hexes the winning Force may Pursue. If there is a Pursuit, decrease the strength of the Pursued Force by one SP for each hex of actual Pursuit. Only one Force may Pursue. The losing side always loses at least as many SPs as the winning side regardless of Pursuit.
Step 10: Adjust Morale. Shift the morale marker one space in favor of the victor for each occurrence (see ¶193): a) the battle is a Critical Battle; b) a Major Personality was captured; c) the French Imperial Guard has been “staked” and defeated. Proceed to the next battle.
Step 11: Pitched losses. If the losing Force revealed Pitched Battle in Step 7 above, then the result obtained in Step 7 shows the SPs lost.
Steps 12-19: Counterattack. In the event the losing side revealed Pitched Battle in Step 8 above, the non-Phasing Player becomes the attacker and executes the following steps–the old Battle Informational markers remain in effect until the end of one complete round–attack and counterattack.
Step 12: Designate the attacking Force.
Step 13: Designate the defending hex(es). The counter-attack does not have to involve all adjacent Forces, but must include the strongest adjacent enemy hex.
Step 14: Odds Determination on the CRT.
Step 15: Attack Resolution.
Step 16: Retreat.
Step 17: Pursuit.
Step 18: Adjust Morale.
Step 19: Pitched Losses In the event that the losing side again reveals Pitched Battle,
Steps 1 through 11 are repeated in their entirety for the re-attack of the Phasing Player.
[147.] Forces may be freely re-defined between rounds, and the original attackers may be required to attack different defenders if the units that originally attacked those forces are no longer present.
NOTE: If there are any other battles within 5 hexes, the first round of each battle must be resolved before any battle proceeds to round two.
DESIGNATE THE ATTACKING FORCE (Step 1 and 12)
[148.] No Force may participate in more than one attack per Phase. Exceptions: (1) If the enemy Force is eliminated in the first round, the Friendly Force may join in any other adjacent Pitched Battle in its second Round. (2) Failed repulse during pursuit.
[149.] No Force may be attacked more than once per Phase (both rounds of a Pitched Battle are considered one attack).
[150.] Combat is mandatory between adjacent opposing forces. (Exceptions: Forces across Primary Bridges and in Masked Forts.) The Phasing Player decides where his Forces will attack as long as separate Forces never attack the same hex, and as long as all adjacent opposing Forces whose ZOC he has entered are attacked. However, non-phasing counterattacking Forces need only attack the strongest adjacent hex of the initial attack.
[151.] A single combat may involve attacking and/or defending Leaders in any number of hexes as long as the attacking Leaders are all part of the same Force. To be resolved as a single combat the attacking Force must be adjacent to all of the defending hexes.
[152.] The Phasing Player may have more than one Force in the ZOC of a defending hex or hexes, but only one Force may attack this same defending hex.
DESIGNATE THE DEFENDING HEXES (Step 2 and 13)
[153.] The Phasing Player states which hex(es) the Force will attack. Enemy Leaders (and their Combat Units) stacked in a hex always defend together. Several Leaders together in a hex may never be attacked separately.
[154.] Only one defending Force may counterattack the same attacking Force.
SELECT BATTLE TYPE (Step 3 only) Restrictions on Battle Type (3b)
[155.] The attacker may never choose Pitched Battle if attacking across a bridged Primary River Hexside. A Force Leader with an Initiative Rating of two (2) or less may only reveal the Pitched marker one time per battle. A Force Leader with an Initiative Rating greater than two may reveal Pitched twice for any given battle. Thus, the maximum number of Rounds possible is four (see ¶203). The choice of the Battle marker is only revealed the first time in a round that a Player loses a combat. A Leader losing both the attack and counter-attack in the same round will reveal only once, while a Leader winning both does not reveal at all. EXAMPLE: Barclay, Hessen and Wittgenstein command separate forces but all are 1 5 engaged by Napoleon (the attacker). Since there is no single Coalition force, use the best Initiative (Barclay’s).
Towns and Cities
[156.] Forces in Towns and Cities may always choose the Pitched marker regardless of the Force Leader’s Initiative. The Battle ends after 2 Rounds of combat.
CAVALRY DIFFERENTIAL (Step 4 only)
[157.] A Cavalry advantage of two-to-one or greater (see ¶146,
Step 4) will subtract one from the Bombardment die roll on the Artillery Fire Table. The cavalry must be part of the same Force as the Bombarding Artillery. The bombarding Force must have at least two SPs of cavalry to receive this benefit. Cavalry superiority means nothing during combat if your Force has no artillery. [It may, however, modify the Initiative Comparison Matrix result–see Exclusive Rules.]
ARTILLERY BOMBARDMENT (Step 5 only)
[158.] This step is executed by each Player for each round of Battle. The effect of Artillery is to eliminate SPs before the calculation of combat odds. Cavalry differential may affect the Artillery die roll. Artillery Units never suffer losses from Artillery bombardment unless there is no other unit type in the target hex. If a force is reduced to zero SPs after artillery Bombardment, the battle is over; there is no pursuit. Certain terrain features may prevent artillery bombardment (see “Woods Effect on Combat” in the Exclusive Rules).
Withholding (Step 13)
[159.] The counter-attack does not have to involve all adjacent Forces, but must include the strongest adjacent hex. When counter-attacking a single hex in a multi-hex force, the counter-attacker must withhold half as many SPs as are present in the unattacked hex(es) of the enemy Force involved. These SPs are not required to attack, they are just withheld. Withheld SP's from a counterattacking force suffer losses with the counterattacking portion.
EXAMPLE:
Defending hex, strength 5, is about to counterattack, facing two attacking hexes of strength 10 and 12 respectively. The 5 SP force would like to counterattack only the stronger hex. It must withhold at least (10/2=) 5 SPs, i.e., its entire strength. In this situation it is obliged to attack both hexes at 5:22 (1:5) odds.
ODDS DETERMINATION ON THE CRT (Step 6 and 14)
[160.] An SP comparison is expressed as a ratio between the modified attacking and defending SP totals (the attacker’s strength divided by the defender’s strength) and is rounded down to one of the odds ratios shown on the Combat Results Table (CRT). Example: Thirteen SPs attacking five SPs would be 2.6 to 1. Rounding this down in favor of the defender would simplify the ratio to a 2 to 1 on the CRT. You may never voluntarily reduce combat odds.
[161.] The same CRT is used for Pitched and Pursuit battles. Odds less than 1 to 5 add one to the die roll for each ratio less than 1 to 5. At odds greater than 6 to 1 subtract one from the die roll for each ratio greater than 6 to 1. No die roll result, however, can be greater than 6 or less than zero.
Artillery SPs and Combat Odds
[162.] Artillery is never included when determining the actual combat odds unless the defending Force is composed completely of Artillery SPs; it may then bombard as an artillery Force but must defend as one SP of infantry. It may never Pursue. It may never enter an enemy ZOC unless part of a mixed Force, with cavalry and/or infantry. Artillery does not take losses from Pitched Battle unless defending alone in a hex.
Affecting Terrain
[163.] Some types of terrain affect the Combat odds column on the CRT. This terrain is known as Affecting Terrain. When attacking into an Affecting Terrain hex, or across any type of river hexside, the Combat odds are located on the Affecting Terrain line at the top of the Combat Results Table.
[164.] If a Force attacks two or more hexes at once, and at least one of defending hexes is Affecting Terrain, then the attack must be made as if all the defenders were in Affecting Terrain.
[165.] The Terrain Effects Chart states which terrain affects Combat. In general, the following is considered Affecting: Units defending across Bridged Primary River or Secondary River hexsides; all City, Primary Town, and Fortified Town hexes; all Hill hexes.
Other Terrain Effects
[166.] Other types of terrain affect Combat in the manner described on the Terrain Effects Chart. For purposes of combat, terrain strength multipliers are not cumulative. The defender chooses which terrain effect will apply, as shown on the Terrain Effects Chart.
ATTACK RESOLUTION (Step 7 and 15) Staking the Old Guard
[167.] The Combat Strength of the Old Guard may always be included in an attacking Force without special considerations. However, the French Player may “stake” the Guard, which means that he is staking the outcome of the attack on the reputation of the Old Guard, by featuring the Old Guard troops prominently in his attacking Force.
[168.] During any combat round the French Player may state that he is “staking the Old Guard,” as long as one point of Old Guard Infantry is in the attacking Force. Staking the Old Guard will modify the French attacking, or counterattacking, die roll by minus one (-1) in addition to other modifiers.
[169.] The Old Guard must take the first SP of combat loss. A Pitched Battle when the Guard is Staked is resolved as a Pursuit Battle and there is no progression into subsequent rounds for that combat.
Leadership Bonus
[170.] The decision to add, subtract, or ignore this bonus need not be made until seeing the actual die roll for the combat. Although this bonus may not be used for defense, it may be added to, or subtracted from, attack and counterattack (see ¶34, 36).
Removing Losses from the Organization Display
[171.] Distribute losses in Strength Points suffered by a Force (by whatever cause) throughout the Combat Units in the Force as evenly as possible (Exception: ¶169 “Staking the Old Guard.”). The winning side is never required to lose more SPs than the losing side in a given Combat round (or Pursuit) if the losing side does not have sufficient SPs to account for its own losses and is eliminated. 1 0 1 2 5 1 6
RETREAT (Step 8 and 16)
[172.] When a combat result requires the Retreat of a Force, it must move the full number of hexes given. Note: Results are given in terms of hexes, not MPs. Count each hex as “one.”
[173.] The Path of Retreat is the path of hexes passed through by a Retreating Force. This path must conform to the Priorities of Retreat. Retreating Forces may not enter Prohibited Terrain or enemy occupied hexes. If the Path of Retreat is blocked by Prohibited Terrain or Enemy Forces, preventing the loser from retreating the full distance, the Retreating Force retreats as far as possible; if the enemy Pursuit is sufficient to carry them into the final hex of the Retreating Force, the entire Retreating Force is eliminated. Retreating Forces may not attempt Repulse during their retreat move.
Priorities of Retreat
[174.] The following retreat path priorities are given in descending order. This list governs all retreats due to Combat and Repulse. “Descending Priority” means that the lower-numbered items should be observed first, and never broken to accommodate higher numbered items. Generally, after observing all of the following priorities, there will be only a few possible retreat destinations.
-
The Retreating Force must retreat the total number of hexes called for. It must end its movement this same number of hexes away from the hex in which it began its retreat.
-
The Force may not retreat into or through the same hex during any part of the retreat. No hex of the Path of Retreat may be adjacent to more than one hex already passed through by the retreating Force.
-
The path should not be through Friendly Forces. If this is not possible then the retreating Force will displace the Friendly Force with the smallest SP value (if there is more than one Force which could be displaced). The Displaced Force is moved one hex according to the Priorities of Retreat, and the Retreating Force now moves into the vacated hex. If Displacement is not possible because of blocking (prohibited) terrain, it may not take place. Displaced units may displace other Friendly Forces in a kind of chain reaction. Displacement may ruin subsequent attacks in that Combat Phase (the Phasing Player should keep this in mind when resolving his attacks). If the Retreating Force must Displace the Displaced Force again or another Friendly Force for its next hex of retreat, the process is repeated. Retreat and Displacement are carried out hex by hex.
-
This path may include hexes adjacent to the enemy. There is no penalty for retreating into hexes adjacent to the enemy. Losses are not doubled when retreating in an EZOC (because of the 2X scale).
-
Retreats must be made towards the active Friendly Supply Source, and must shorten the distance between the Retreating Force and the Friendly Supply Source as much as possible.
-
Although retreat is given in terms of hexes, if two or more paths are open to the Retreating Force, then it must move on the one that would cost the least MPs during normal movement.
Retreat of a Multi-Hex Force
[175.] Leaders in the same hex always retreat together. Subordinate Leaders may not be dropped off in the Path of Retreat. The various Leaders in a Multi-Hex Force may not retreat in different directions; they must end their retreat adjacent. The path taken by a retreating Multi-Hex Force is that of the Force Leader; Subordinate Leader paths are not important; Pursuit will follow that of the Force leader. Retreat of a Multi-Hex Force is similar to Movement of a Multi-Hex Force in that all the Leaders begin and end their retreat adjacent.
Retreat Off the Map
[176.] A Force may retreat off the map if there is no other alternative Path of Retreat and a Pursuing Force may Pursue up to the last map edge hex. Forces that retreat off the enemy side of the map are removed from the game as if captured (eliminated). Forces eliminated in such a manner do count towards a Critical Battle (see ¶193 and Exclusive Rule 68.)
Retreat into Fortified Towns
[177.] Forces may end their retreat in a Friendly-occupied Fortified Town or Friendly Supply Source without displacing their Garrisons, as long as the stacking limit is not violated. They may do this regardless of the remaining retreat distance, but if their stopping would violate the stacking limit, they must continue their retreat. Pursuing Forces may not Pursue into hexes with enemy Garrisons (see ¶192).
Unengaged Adjacent Forces
[178.] If the Attacker has additional Forces adjacent to the Defending Force which are not engaged with any other enemy Force, they may join any retreat sustained by the Attacking Force, at the owning Player’s option. They do not take SP losses from Battle or Pursuit.
PURSUIT (Step 9 and 17)
[179.] The entire winning Force, or a Subordinate Leader of this Force, may Pursue the losing Force along its Path of Retreat. The Pursuing Force must stay on this path but may stop at any hex without being required to Pursue the full distance specified on the Pursuit Table. If the Force Leader pursues then Subordinate Leaders may be dropped off along this path as in Movement.
[180.] A Force may pursue into and through an Enemy ZOC but may not exit a ZOC Bond (see ¶125).
[181.] The retreating Force loses one SP for every hex of Pursuit. If the losing Force retreated the full specified distance then the winning Force may not Pursue into the hex occupied by the losing Force under any circumstances. If the Pursuit distance is indicated to be greater than the required length of retreat, the winning Force stops in the hex adjacent to the losing Force. The losing Force then loses one extra SP for every extra hex of Pursuit not allowed to the winning Force. Pursuit Losses are not doubled for traversing EZOCs.
[182.] If the losing Force did not retreat the full specified distance, and the winning Force has a sufficient length of Pursuit to allow it to enter the hex of the losing Force, then the Pursuing Force may enter the hex with the Retreating Force. The Retreating Force in this case is eliminated and the Pursuing Force ends its Pursuit in that hex. Even though the Pursuit Table calls for a greater Pursuit, the pursuit cannot extend beyond the hex in which the retreating force is eliminated.
[183.] A Force may not Pursue farther than the number of hexes indicated by its Length of Pursuit on the Pursuit Table. Pursuit is carried out immediately after Retreat, before any other attacks are resolved.
[184.] The Retreating Force’s losses are equal to the actual length of Pursuit but must be at least equal to the losses taken by the Pursuing side. The first SP lost to pursuit should be taken from Artillery units if possible. 1 7
Which Forces May Pursue
[185.] A Force is never required to Pursue. After Pursuing, the winning Force may not attack again that Phase, even if its advance brings it adjacent to attacks that are yet to be resolved. The entire winning Force may Pursue, except that Artillery may never be included in a Pursuing Force.
[186.] A Pursuing Force may consist of any part of the winning Force as long as it has a Leader capable of commanding the units in the Pursuit. In other words, a new Force may be defined from the winning side at the instant of Pursuit. Remember that Major Generals may only be created during the Command Phase and must be already present in the battle if they are to lead a Pursuing Force or take command of artillery.
Multi-Force Pursuit
[187.] In the event of two enemy Forces losing a battle to a single Force, both Forces may be Pursued if there are sufficient Leaders in the winning Force to create two Pursuing Forces. Each separate force suffers its own losses. If either is unpursued it suffers only the minimum loss.
How to Use the Pursuit Table
[188.] After the winning side has deducted its combat losses, refer to the Initiative Comparison Matrix for the Resistance Modifier. Then go to the Pursuit Table. Cross-reference the unmodified Initiative of the Pursuing Leader with the Length of Retreat (given as a Combat Result). The result of the modified die roll is the Length of permissible Pursuit.
[189.] Modifiers to the Pursuit Die Roll
-
The Resistance Modifier.
-
A Pursuing Force composed exclusively of Cavalry and/or French Guard (-1). The Leader of a Cavalry Pursuit need not be a Cavalry Major General.
-
A Force must add to its Pursuit die roll the number of rounds of Pitched Battle which it revealed.
Resistance Modifier
[190.] Consult the Initiative Comparison Matrix to determine the Resistance Modifier for the Pursuing Force (considering the winning Force to have the active Leader). Cross reference the Length of Retreat with the pursuing Leader’s Initiative Rating. Modify the Pursuit Table die roll by the resulting Resistance Modifier.
Maximum Pursuit
[191.] Regardless of the Length of Pursuit indicated on the Pursuit table, a Pursuing Force may not Pursue a distance greater than its SPs. Example: In order to Pursue four hexes, a Pursuing Force must consist of at least four SPs.
Pursuit to a Fortified Town
[192.] A Force may not Pursue into an enemy-occupied or enemy-garrisoned Fortified Town. It must end the Pursuit in the first hex adjacent to the Fortified Town. Losing Forces may retreat into a Friendly garrisoned Fortified Town hex without displacing any Force therein (see ¶177, “Retreat into Fortified Towns”).
ADJUST MORALE (Step 10 or 18) Critical Battles
[193.] A battle may move the Morale Level Marker one space if it meets the criteria below: Determine the losses in SPs for both sides after any Battle (including Pursuit losses). If the Losing Force lost more than three (3) SPs, the winning Player rolls a die: add the winner’s loss to the die roll result. If the total is less than or equal to the SPs lost by the losing side, the winning Player adjusts the Morale Track one space in his favor.
Commentary: This change from Series 1X games is necessary because of the greater number of men represented by a strength point. Example: If the Losing Force lost 6 SPs and the non-retreating Force lost 3 SPs then the differential would be three (3). The winning Player would then have to roll a 3 or less on the die for this to be a Critical Battle. If the retreating Force did not lose more than three (3) SPs, or if the non-retreating Force lost the most SPs, there is no change to the Morale.
Capture of a Major Personality
[194.] A Leader with a Command Span of six (6) or greater, or with a Bonus Point, is a Major Personality. The moment a Major Personality is captured, adjust the Morale Track one space against the owning side. Exception: If Napoleon is ever captured, the game may either end as an Operational Victory for the Coalition Player or the Morale track is adjusted two spaces in the Coalition Player’s favor according to the Coalition Player’s choice. A player may NOT avoid their capture and the loss of morale by, for instance, making a "6"-span leader unemployed and turning everything over to a "5.
Defeat of the Old Guard
[195.] At the end of any Combat Phase where the Guard was staked and failed to win the Combat round, the Morale Track is moved one space toward a Coalition Victory. Regardless of the number of battles in which the French Guard were staked and lost in a single Combat Phase, the Morale Track is only moved one space in any one Game-Turn because of the Guard’s defeat. The French Guard winning a combat round does not affect the Morale Track.
PITCHED BATTLE (Step 11 and 19)
[196.] One complete round of Pitched Battle includes one attack and one counterattack. Players may only change the type of battle marker selected at the beginning of a round of Pitched Battle; i.e., after counterattack (see ¶203).
[197.] If the losing Force (the bold face result) revealed Pitched Battle, no retreat occurs and the Combat Result is the number of SPs lost by both sides (exception: see “Staking the Old Guard,” ¶169).
[198.] The defender may use his Pursuit chit on the first round even if he wins the first round. This is to show the importance of his initial deployment—did he leave a rear-guard to slow the attackers or did he commit his forces to the battle in that first round? If the Phasing Player loses his first attack, the defender may–after the first attack only– “override” a phasing Pitched Battle chit, if he selected Pursuit. In a “Pursuit Override” the winning side takes its loss as a retreat and the loser may attempt to pursue, taking his combat result as SP losses (see ¶ 205). The override only applies when the opponent revealed Pitched Battle.
[199.] In a Pitched Battle, the non-Phasing Player immediately counterattacks with as many of the survivors as can constitute a single Force. This attack is made against at least the strongest hex of the enemy Force (in the event that the Phasing Player employed a Multi-Hex Force for his initial attack, see ¶ 159) from which the attack was initiated. A force does not have to counter-attack if not in an enemy ZOC, or across a primary or secondary river hexside from the enemy. A Force in a Fort, or a masking force in combat with a force in a Fort, does not have to counterattack or re-attack.
[200.] The counterattacker may always attack with all the infantry and cavalry of the force. The results of a counterattack only affect the actual hex, or hexes, being counterattacked. 1 8
[201.] Subordinate Leaders in a counterattacking Multi-Hex Force may divide their attacks between separate hexes from among the initial attackers. In other words, a Multi-Hex Force may resolve its counterattack against a Multi-Hex Force as separate attacks as long as no hex receives more than one counterattack in this round and as long as every part of the defending Force counterattacks (remember that a Force is constituted the instant of Combat).
[202.] At the end of a counterattack, if Forces involved in the counterattack are still adjacent to the Force which initiated the original attack, then the Phasing Player is obliged to launch a re-attack (commencing a new round of battle). Before doing this, the first round of any nearby Pitched Battles must first be resolved (see ¶204).
[203.] To commence a new Round, both Players select a new Battle Marker which will apply to the result of the upcoming re-attack. This sequence of attack and counterattack will now be repeated if the losing side reveals Pitched Battle. The maximum number of Rounds of revealed Pitched Battle per side in a given combat is two (only if the Initiative of the Force Leader is greater than two see ¶156). Thus, there could be up to four rounds of Pitched Battle actually fought (if each side loses two rounds apiece and reveals Pitched each time). Once a force has selected Pitched Battle the maximum number of times permitted (either once or twice), it must choose Pursuit on succeeding rounds.
Concurrent Pitched Battles
[204.] If more than one battle is going to be resolved, during the same phase, within 5 hexes of any hex in combat, resolve all Round One attacks and counterattacks before going on to Round Two.
Minimum Combat Losses
[205.] The Losing side always loses at least as many SPs as the winning side. In a Pursuit Override, the retreating force that played the override is considered the losing side for minimum loss purposes.
Pitched Loss Greater than Total Force
[206.] If the losing Force has insufficient SPs to absorb the losses called for on the CRT, resolve the round as a Pursuit battle, regardless of the Battle type chit. Example: A Force of three SPs plays Pitched in spite of the fact that it is attacked by 18 SPs. It then receives a Combat Result of 4. Instead of taking the losses, the losing Force retreats 4 hexes. The victor may then Pursue.
IV. MORALE AND VICTORY
[207.] Each game has a Morale Track. This track represents the will of the belligerent Nations and/or their armies to make and sustain war. Morale is affected by:
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Critical battle
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Death or capture of a Major Personality
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Defeat of the French Old Guard
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Occupation of political features on the map such as cities.
Effects of Morale
[208.] The effects of Morale define the end of the game and who wins. Morale also modifies Attrition die rolls (see “Modifiers of the Attrition Die Roll,” ¶138).
IV.a. CAPTURE OF POLITICAL FEATURES
[209.] Political features and the way they affect morale are defined in the Exclusive Rules.
IV.b. STRATEGIC VICTORY
[210.] Levels of Victory are defined in the Exclusive Rules. Copyright © 2006 Operational Studies Group, Baltimore Maryland Printed in the U.S.A
TERRAIN EFFECTS CHART
| Hex Type | Entry Cost Inf. | Entry Cost Cav. | Combat Effects |
|---|---|---|---|
| Clear | 1 | 1 | none |
| Swamp | 2 | 4 | x 0.5 attacking into / out of hex. cav. x 0.5 defending in hex |
| Woods | 2 | 3 | attacking into: inf x 0.75, cav x 0.5; no bombardment into / out of hex. |
| Hills | 1.5 | 2 | Affecting |
| Wooded Hills | 2 | 3 | Same as Woods |
| Town | other terrain | other terrain | Affecting & Force in hex may always choose Pitched (except Vedettes) |
| Hexside Type | Cost to cross Inf. | Cost to cross Cav. | Combat Effects |
|---|---|---|---|
| Primary Road | 0.5 | 0.5 | none |
| Secondary Road | 1 | 1 | none |
| Lake | prohibited | prohibited | prohibited |
| Primary River | only at bridge | only at bridge | allowed only across bridge. Counterattack not required across |
| Secondary River | +0.5 | +0.5 | Affecting; x 2 pursuit loss if retreated through. Counterattack not required across |
| Primary Bridge | +0 | +0 | Affecting; x 2 pursuit loss if retreated through |
NOTES: Terrain effects are cumulative for movement but not for combat. Artillery pays infantry rate. Cav. in a Force with inf. pays separate costs.