Wagram Rules

12
Wagram, 1809 is a simulation of the battle which took place during the Campaign on the Danube over the 5th and the 6th of July 1809, and which saw Napoleon victorious over the Archduke Charles (Karl). 1 - INTRODUCTION • The map represents the area of the Battle of Wa- gram, to the north of Vienna; it is divided into zones. Each combat unit generally represents a division or an artillery group. There are also HQ counters and other markers. One game turn represents about 2 hours. The number of game turns varies depending on the scenario. The French units are in blue, the Austrians in white. 2d6 are required. Note: Die Roll Modifiers (DRMs) are values that are added to and/or subtracted from the result(s) of die/dice rolls. 2 - COUNTERS 2.1 COMBAT UNITS • Combat units are organised in Army Corps, distinguished by a coloured strip. • Each counter represents a Division, or sometimes ad hoc groupings or smaller units. There are 4 types of unit: Infantry; Cavalry (Light or Heavy); Mixed (a light unit of both Infantry and Cavalry); Artillery (Foot or Horse). • The largest units are represented by 2 counters: Full strength unit (solid colour stripe) and half strength unit (coloured stripe no longer solid) • The first value (from 4 to 1) to the left of the unit type indicates the number of step losses the unit can suffer before being eliminated. • If there is a second value (2 or 3) on the right of the unit type, this indicates that the unit can be routed. •The Command Bonus (indicated by a yellow star) is attrib- uted to the best divisional commanders. • The Combat Potential represents both the number of troops and their fighting ability. • One or two white spots to the right of the Combat Potential represents the unit’s stacking value (1 or 2 stacking points). • The Artillery Potential represents the Artillery batteries attached to the unit. • The Movement Potential represents the unit’s ability to move and to engage in combat. Two values are present: a Tactical Potential (used when near the enemy) and a Normal Potential (used for manoeuvring) The reverse side of the counter represents the unit weak- ened after a step loss. 2.2 HEADQUARTERS (HQS) There are two types of HQ: - Two Army HQs (Napoléon or Karl), which have a “normal” side and an “activated” side, and which are placed on the battlefield; - Corps HQs, which have a “normal” side with the corps’ identity on it, and a “national” side (FR or AU), which are placed on the Orders Table. 2.3 MARKERS • The “Turn”, FR “Round” and AU “Round” markers are used to mark the progression of the game turns and Rounds of ac- tion on the Turn Record Track and the Activations Track. 1809 Design: Laurent Martin - Graphics: Olivier Revenu - Thanks to: Laurent Closier, Laurent Schmitt, Georges Roosen, Guillaume Escrivant, Arnaud Pierre-Pierre, Paul-Henri Roustan, Olivier Wattebled, Nicolas Zamichiei. - Translation: Angus Clarke.

Transcript of Wagram Rules

Page 1: Wagram Rules

Wagram, 1809 is a simulation of the battle which took place during the Campaign on the Danube over the 5th and the 6th of July 1809, and which saw Napoleon victorious over the Archduke Charles (Karl).

1 - INTRODUCTION • The map represents the area of the Battle of Wa-

gram, to the north of Vienna; it is divided into zones. Each combat unit generally represents a division or an artillery group. There are also HQ counters and other markers. One game turn represents about 2 hours. The number of game turns varies depending on the scenario. The French units are in blue, the Austrians in white. 2d6 are required.

Note: Die Roll Modifi ers (DRMs) are values that are added to and/or subtracted from the result(s) of die/dice rolls.

2 - COUNTERS 2.1 COMBAT UNITS • Combat units are organised in Army Corps, distinguished

by a coloured strip. • Each counter represents a Division, or sometimes ad hoc

groupings or smaller units. There are 4 types of unit: Infantry; Cavalry (Light or Heavy); Mixed (a light unit of both Infantry and Cavalry); Artillery (Foot or Horse).

• The largest units are represented by 2 counters: Full strength unit (solid colour stripe) and half strength unit (coloured stripe no longer solid)

• The fi rst value (from 4 to 1) to the left of the unit type indicates the number of step losses the unit can suffer before being eliminated.

• If there is a second value (2 or 3) on the right of the unit type, this indicates that the unit can be routed.

•The Command Bonus (indicated by a yellow star) is attrib-uted to the best divisional commanders.

• The Combat Potential represents both the number of troops and their fi ghting ability.

• One or two white spots to the right of the Combat Potential represents the unit’s stacking value (1 or 2 stacking points).

• The Artillery Potential represents the Artillery batteries attached to the unit.

• The Movement Potential represents the unit’s ability to move and to engage in combat. Two values are present: a Tactical Potential (used when near the enemy) and a Normal Potential (used for manoeuvring)

• The reverse side of the counter represents the unit weak-ened after a step loss.

2.2 HEADQUARTERS (HQS) • There are two types of HQ: - Two Army HQs (Napoléon or Karl), which have a “normal”

side and an “activated” side, and which are placed on the battlefi eld;

- Corps HQs, which have a “normal” side with the corps’ identity on it, and a “national” side (FR or AU), which are placed on the Orders Table.

2.3 MARKERS• The “Turn”, FR “Round” and AU “Round” markers are used

to mark the progression of the game turns and Rounds of ac-tion on the Turn Record Track and the Activations Track.

is a simulation of the battle which took place during the Campaign on the Danube over the 5th and the 6th of July 1809, and which saw Napoleon victorious

• The map represents the area of the Battle of Wa-gram, to the north of Vienna; it is divided into zones. Each combat unit generally represents a division or an artillery group. There are also HQ counters and other markers. One game turn represents about 2 hours. The number of game turns varies depending on the scenario. The French units are in blue, the Austrians

Die Roll Modifi ers (DRMs) are values that are added to and/or subtracted from the result(s)

• Combat units are organised in Army Corps, distinguished

• Each counter represents a Division, or sometimes ad hoc groupings or smaller units. There are 4 types of unit: Infantry;

• The Artillery Potential represents the Artillery batteries attached to the unit.

• The Movement Potential represents the unit’s ability to move and to engage in combat. Two values are present: a

1809Design: Laurent Martin - Graphics: Olivier Revenu - Thanks to: Laurent Closier, Laurent Schmitt, Georges Roosen, Guillaume Escrivant, Arnaud Pierre-Pierre, Paul-Henri Roustan, Olivier Wattebled, Nicolas Zamichiei. - Translation: Angus Clarke.

Page 2: Wagram Rules

• The “Fatigue 1” / “Fatigue 2” markers are used to track the fatigue level of a unit.

• The “Attack” / “Charge”, “Rout” / “Rout+1”, and the “Iso-lated” markers are used to indicate a specifi c action or status of a combat unit.

• The “VP” / “VP+10” markers are used to keep a record of the Victory Points (VPs).

3 – THE MAP• Divided into zones, it contains geographical and topo-

graphical information, e.g. villages, woods, marshes, slopes, steep slopes or rivers that affect Movement or Combat.

• Numbers are printed on each zone to simplify the initial set-up.

• The presence of a red “R” indicates a redoubt. Only the Austrians may use redoubts.

• The letters “FR” and “AU” in blue or or-ange in a white circle signify the French or Austrian Rally zones.

• The stars (blue or orange) indicate the French or Austrian objectives.

• The two arrows between the Island of Lobau and zones 213 and 214 indicate possible passages between the island and these zones.

NB: In zone 165, the village of Baumersdorf is on both banks of the Russbach. A special rule applies to movement (see 9.6) and combat (see 10.5.8).

NB : The double slope between zones 119-146 and 147-166 is just an obstacle for bombardment (see 9.8).

• Around the map there are:- The Turn Record Track (one for each scenario), Activations

Track and Victory Points Track. - The Orders Table for each player. Each Orders Table con-

tains 7 boxes: “Order 1”, “Order 2”, “Order 3”, “Available“, “Ac-tivated”, “Reaction” and “Operational Movement”. The Corps markers are placed in these boxes, normally on their hidden side (national side visible).

4 – THE AIM OF THE GAME• The French player wins at the end of a scenario if he has

at least 10 VPs more than the Austrian player, otherwise the Austrian player wins. Depending on the situation, each player scores a certain number of VPs, which are recorded on the rel-evant track using the VP markers (see 12.3).

5 – THE GAME TURN• Each scenario consists of a set number of Game Turns. • Each Game Turn consists of a variable number of Rounds

(A), each composed of 6 Phases that are carried out in the sequence printed below. After the last Round of the Turn the players carry out an Administrative Phase (B), before starting a new Game Turn – unless the scenario has ended.

A-Rounds 1 - Initiative Phase (6) 2 - Orders Phase (7) 3 - Activation Phase (8) 4 - Movement Phase (9) 5 - Combat Phase (10) 6 – Continuation Phase (11)B- Administrative Phase (12)• After the set-up, there is an initial Administrative Phase

(see 12.5).• During each Round, one of the players gains the Initiative.

He activates one of his corps, according to his Orders Table, and moves and/or fi ghts the units comprising this corps before the turn moves on to a new Round.

6 – INITIATIVE PHASE • The player who was not the phasing player in the previous

Round may try to carry out a Reaction Round (see 7.2) before the dice rolls for Initiative.

• Failing that, each player rolls a 1d6; the higher result wins the Initiative; if both rolls are equal the Initiative goes to the French player.

Modifi ers: –1 for each consecutive round played by the player who had the Initiative in the preceding Round(s). The player who played the last Round of the preceding turn has a single modifi er of -1 when determining the Initiative of the fi rst

3 – THE MAP

at least 10 VPs more than the Austrian player, otherwise the Austrian player wins. Depending on the situation, each player scores a certain number of VPs, which are recorded on the rel-Command

BonusCombat

potentialStacking

valueArtillerypotential

Movement Potential

Tactical/Normal

Step

Full strengthunit

Corps HQ Army HQs

Half strengthunit

Weakenedunit

Can berouted

Infantry

Mixed

Cavalry

Artillery

Heavy Cavalry

Horse Artillery

• During each Round, one of the players gains the Initiative. He activates one of his corps, according to his Orders Table, and moves and/or fi ghts the units comprising this corps before the turn moves on to a new Round.

6 – INITIATIVE PHASE

and moves and/or fi ghts the units comprising this corps before the turn moves on to a new Round.

• The two arrows between the Island of Lobau and zones 213

• The player who was not the phasing player in the previous Round may try to carry out a Reaction Round (see 7.2) before the dice rolls for Initiative.

6 – INITIATIVE PHASE • The player who was not the phasing player in the previous

• The two arrows between the Island of Lobau and zones 213 • The two arrows between the Island of Lobau and zones 213

Page 3: Wagram Rules

Round of the new turn; –1 in the event of a failed attempt at a Reaction Round (see 7.2).

Example: If the Austrian player has just played two con-secutive Rounds, he will have a DRM of – 2 on his Initiative die roll. If he had only played one Round, then the DRM would have been -1.

• The player who wins the Initiative becomes the Phasing player for the rest of the Round.

NB: Each scenario indicates the player who automatically has the Initiative for the fi rst Round of the fi rst Turn. In this circumstance there can be no Reaction Round.

7- ORDERS PHASE 7.1 –ORDERS TABLE• The Phasing Player moves the “Corps” marker(s) from

the “Activated” box to the “Available” box – except in the fi rst Round of the fi rst turn.

• He reveals the “Corps” marker in the “Order 1” box and places it in the “Activated” box.

• He then transfers the two other “Corps” markers to the “Order” box with the next lower number (3 to 2 and 2 to 1.)

• Finally, he secretly selects a “Corps” marker from the “Available” box and places it face down in the “Order 3” box.

NB : He may be forced to select the “Corps” marker which is in the “Reaction” box (see 7.2).

NB : The Orders Table is fi lled for the fi rst time during the initial Administration Phase (12.5).

7.2 - REACTION ROUND • The non-Phasing player of the preceding Round may im-

mediately try to activate a corps for a Reaction Round. He secretly selects a “Corps” marker from the “Available” box whose Pivot unit (see 8 for restrictions on selection) is located 6 zones or less from its Army HQ (Napoléon or Karl) and places it in the “Reaction” box.

• A Reaction Round may only be attempted if the “Reaction” box is empty.

• The player rolls 2d6: On a score of 2 to 7 (58%) for Na-poléon and 2 to 6 (41%) for Karl, the player succeeds in ac-tivating the corps placed in the “Reaction” box. He reveals it as if it had been in the “Order 1” box and places it in the “Ac-tivated” box. Play then moves directly to the Activation Phase without turning over or moving any other “Corps” markers on the Orders Table.

• If the attempt fails the Round continues as normal, the players determining who has the Initiative. However the player who attempted the Reaction Round suffers a -1 DRM on his Initiative roll.

• If the corps placed in the “Reaction” box has not been

activated, it must be the next corps placed in the “Orders 3” box during the player’s next Orders Phase.

8- ACTIVATION PHASE• The player selects a Pivot unit (Artillery excluded) belong-

ing to the activated corps. This Pivot unit is automatically in Command.

• To be selected, the Pivot unit must be able to trace a con-tinuous path of zones to its HQ without passing through a zone occupied by an enemy unit or through a zone situated in an enemy Zone of Control unoccupied by a friendly unit (see 9.4). This path may not exceed 9 zones (or 6 zones for a Reaction Round).

• All units adjacent to the Pivot unit, or adjacent to a unit which in its turn is adjacent to the Pivot unit, are In Command.

• In the same fashion, Cavalry or Mixed units which are 2 or less zones (without passing through a zone occupied by an enemy unit) from an in Command unit are also in Command. However they may not themselves be used to place other units in Command.

• All the other units of this corps are Isolated. (Place an “Isolated” marker on them)

• An Isolated unit has its Tactical Movement Potential re-duced by 1, and may not become Fatigued in order to increase this value. Isolation does not affect Normal or Operational Movement.

• “Isolated” markers are withdrawn at the end of the Round.

9– MOVEMENT PHASE 9.1 - FATIGUE • A unit’s fatigue and cohesion is represented by the use of a

“Fatigue” marker. A unit may only receive a maximum of two levels of Fatigue. When a unit becomes fatigued, a marker is placed on it, on its “Fatigue 1” side. If already fatigued, the

PIVOT UNIT

ISOLATED UNIT

IN COMMAND UNITS

Page 4: Wagram Rules

“Fatigue 1” marker is turned over to its “Fatigue 2” side. 9.2 - MANOEUVRE TEST• Certain actions require a Manoeuvre Test to be passed. A

1d6 is rolled: 1-3: The test is failed.4-6: The test is passed. Modifi ers: +1 for Command Bonus; +1 for the Infantry

of the Guard (Gd/Curial and Gd/Dorse.); +1 for the Austrian Grenadiers (R/Aspre and R/Prochas)

9.3 – ACTIVATED UNITS• The player moves and/or fi ghts the units belonging to an

Activated corps, one by one. He must fi nish moving one unit before progressing to the next. For a unit he is activating, he may:

– Reduce its fatigue by 1; if the unit is in an enemy unit’s Front, it must fi rst pass a Manoeuvre Test, or;

- Move it, and possibly Attack or Charge. Artillery units may also Bombard.

9.4 – ZONES OF CONTROL – ORIENTATION - FRONT - FLANK • Each unit (except Artillery, HQs and Routed units) exer-

cises a Zone of Control (ZoC) over all the zones surrounding the zone where it is located. The presence of a friendly ZoC or of a friendly unit does not negate an enemy ZoC (except for the selection of a Pivot unit, see 8).

• Each unit must be orientated towards a zone, and pos-sesses a Front towards this zone and each of the two adjacent zones. A Front is thus formed of 3 zones, the remaining zones forming the unit’s Flank.

• An HQ has no orientation.

9.5 – STACKING• Up to 5 Stacking points may be placed per zone (except for

the initial set up - see 14.1). • Units count as 1 or 2 Stacking points. HQs and markers do

not count towards stacking. • All units stacked together must belong to the same corps

(exceptions: Detachments and the Grand Battery, see 13.1 and 13.2).

• Units stacked together must always adopt the same ori-entation (see 9.7).

• During movement a unit may temporarily exceed a zone’s

stacking limit while passing through it. 9.6 - MOVEMENT• A unit uses its Normal Movement Potential (the higher

value) when all its movement is carried out more than 3 zones from an enemy unit. Otherwise it uses its Tactical Movement Potential.

• The Movement Potential is expressed in Movement Points (MP).

• A unit (except for Artillery and HQs) which does not yet have a “Fatigue 2” marker may increase its MPs by 1 for In-fantry, Mixed units or Heavy Cavalry and by 2 for the rest of the Cavalry in exchange for the imposition of one level (only) of Fatigue at the end of its movement; this choice is made after the normal MPs have been expended.

• A unit’s orientation has no effect on its movement. • Moving from one zone to another costs 1 MP.• Entering a zone while climbing a steep slope and/or cross-

ing the Russbach (solely) and/or entering a marsh zone and/or a wood costs 1 MP extra each time.

Exception: Baumersdorf (165): +1 MP for the Russbach only when coming from/entering zones 166, 167 or 191.

• Being the last unit to leave an enemy ZoC costs an extra 1 MP.

• A unit which does not have enough MPs may always move at least one zone, on condition; 1) that it has increased its MPs as far as possible by receiving a level of fatigue; 2) that the movement will not cause any loss to the unit, and 3) that it passes a Manoeuvre Test.

• A zone occupied by an enemy unit may not be entered.• A unit entering an enemy ZoC must stop moving; it may

however orientate itself and decide to attack if it has enough remaining MPs; If a unit is Retreating/Routing (see 10.6) it may continue its movement.

• A unit which leaves an enemy unit’s ZoC at the start of its movement, to then enter directly into the Front of another enemy unit immediately suffers a step loss unless there is a friendly unit in each of the two zones.

• If a unit comes into contact with an enemy HQ, the HQ is moved one or two zones (owning player’s choice) so as to no longer be in contact with the enemy unit.

• An HQ has 4 MPs and may move once per game turn, dur-ing any Round in which its side has the Initiative. The HQ is subsequently turned onto its “Activated” side.

• To attack an adjacent zone on a unit’s front containing one or more enemy units costs 1MP. An “Attack” marker is placed on the attacking unit.

• A Cavalry unit which is not fatigued may decide to charge an adjacent zone situated on its Front which contains one or more enemy units; this costs 2 MPs (MPs may not be

FRONT

FRONTZOC

ZOCZOC

ZOC

ZOC

FRONT

FLANKFLANK

Page 5: Wagram Rules

A

B

increased by the addition of a Fatigue marker) ; A “Charge” marker is placed on the unit. Only one unit may Charge per zone. The charge gives a combat bonus of +1 (or +2 if Heavy). A Cavalry unit may not charge a unit located in a village, a re-doubt, woods, behind a river or a steep slope, nor may it use its Artillery Potential during a charge. After combat, a unit which has charged receives a level of Fatigue.

9.7 – CHANGING ORIENTATION • A unit may change orientation during its Movement Phase,

by moving, by fi ghting, by successfully reducing its Fatigue level or simply by wheeling on itself without moving.

• The orientation of the fi rst unit in a zone to Attack/Charge must be adopted by any other units already present, or by any units which arrive later.

• When a unit comes into contact with an enemy unit, the enemy unit may reorientate itself as it wishes; if it is already in the Front of an enemy unit it must fi rst of all pass a Manoeuvre Test. If there are several units present only one Manoeuvre Test is carried out, using the unit with the best modifi er. The remaining units automatically orientate themselves with the unit that has just undergone the Manoeuvre Test.

9.8 BOMBARDMENT• An activated Artillery unit may carry out a Bombardment

either at the start (before any movement) or at the end (after all movement) of the Movement Phase.

• If an Artillery unit carries out a Bombardment before movement, the Artillery unit itself may not move.

• The Phasing player designates a target situated in a per-mitted Bombardment zone.

• Permitted Bombardment zones:- the 3 zones which form the unit’s Front (the zones on the unit’s Flanks may not be bombarded).- zones which are situated two zones distance away and which are in contact with one of the unit’s 3 Front zones, but which are not in contact with one of the zones forming the unit’s Flanks. (Zones in contact with one of the unit’s Flank zones may not be bombarded).

• The following zones may not be bombarded:- zones situated beyond a zone containing an obstacle (i.e. woods, village, slope/steep slope and/or combat unit(s) ) situated on the same height as, or higher than, the bombard-ing Artillery unit. NB: In case of doubt, trace a line between the centres of the

zones containing the bombarding unit and its target. If this line cuts through the zone containing the obstacle by more than 1 mm then the bombardment may not take place.

• Roll 1d6 applying the following modifi ers: +1 if the range is 2 zones; +X if the Artillery unit has moved during this Move-ment Phase (X = MPs expended before fi ring; reduce X by 1 for

Horse Artillery (C) ; X=1 if the unit has changed its orientation without actually moving) ; - 1 for the Grand Battery (see 13.2) ; +1 if the target zone contains a redoubt, or if the target is on a slope or steep slope or in a marsh or woods; +1 if the target is in contact with a friendly unit; +1 if engaging in counter bat-tery fi re.

• If the result is less than or equal to the fi ring unit’s Artil-lery Potential then the bombardment is effective.

• In the event of multiple targets in the zone, the target that has been hit is determined at random.

• The effects are as follows: - For an Artillery unit: Manoeuvre Test and in the event of a failed test: 1 hit- For a combat unit: 1 level of Fatigue.• Counter-battery Fire: if the target zone contains an Artil-

lery unit, the owner of the target zone may carry out a counter Bombardment against the Artillery unit that bombarded it. This latter unit may not subsequently reply with counter-battery fi re. The normal bombardment rules apply, the initial Artillery unit automatically being the target.

• Combat: During the Combat Phase those Artillery units that are present may take part in the combat as Artillery Sup-port (see 10.5.5).

10 - COMBAT PHASE10.1 ATTACK/CHARGE • A unit must fi ght if an “Attack” or a “Charge” marker has

been placed on it during the Movement Phase (at the cost of 1 MP for an Attack or 2 MPs for a Charge). An Artillery unit does not need an “Attack” marker to take part in combat.

• The attacker chooses the order of the combats. • A unit may only attack one zone at a time. • A zone may only be attacked/charged once per Combat

Phase. • Several units in different zones may attack the same zone

together, providing they are all in adjacent zones. • There may only be a maximum of 2 stacking points of com-

bat units (of all types) and 1 stacking point of Artillery taking part in combat per zone, whether fi ghting in attack or defence.

• After the attacker has designated the unit(s) which are to attack, the defender then designates the defending unit(s).

10.2 COMBAT REFUSAL • Before resolving combat, units of Light Cavalry and/or

Mixed units which are in a zone that is not being Charged, only Attacked, and which are not yet marked “Fatigue 2” may refuse combat. They retreat one or two zones, observing the rules for stacking and retreat after combat (see 10.6) and immediately receive one level of fatigue. The attacker may advance as if after combat if the zone is completely free.

A BC

Page 6: Wagram Rules

10.3 – THE FRENCH IMPERIAL GUARD • The fi rst time that the French player deploys a unit of the

Guard (with the exception of the Artillery) in combat – in at-tack or defence – he immediately loses 2 VPs. A unit of the Guard (Artillery excepted) engaged in combat imposes an extra penalty on the Austrian player (see 10.5.9).

10.4 - COMBAT RESOLUTION • Each player calculates his combat modifi ers according to

the strength ratio, the tactical situation and other relevant fac-tors before rolling a die to determine the combat result.

10.5 – MODIFIERS• All modifi ers are cumulative. • Modifi ers are determined in the order laid out below. 10.5.1 – STRENGTH RATIO: +1 or +3. The attacker adds up

the values of the Combat Potentials of the attacking units, the defender adds up the values of the Combat Potentials of the defending units.

• An Artillery unit that is defending without any other unit other than Artillery has a Combat Potential of 1. Otherwise it has a Combat Potential of 0.

• The side that has the higher Combat Potential has a modi-fi er of +1, or +3 if it has more than double the total Combat Potential of its opponent. In the event of both sides having the same, neither side obtains the modifi er.

Example: The French player has engaged Legrand and Moli-tor’s units in zone A and St Cyr’s in zone B in an attack against zone C. The defender designates Hohenfeld’s division in de-fence. The attacker has a total of 17 (5+4+8), the defender a total Combat Potential of 7. Since the attacker has more than double the defender’s total, he gets a modifi er of +3. If the attacker had only engaged 2 of his 3 divisions, he would have had a modifi er of +1.

10.5.2 – DEFENSIVE OPTION: The defender must choose be-tween three defensive options and obtains the relevant modi-fi er:

- Hold the Ground: –1- Be reactive: 0- Retire in Good Order + 1• If all the defending units (Artillery excepted) in a zone have

a Rout value, then the defending player may not choose the “Hold the Ground” Option.

• A defender who already has “Fatigue 2” markers on all of his units that are fi ghting (Artillery excepted) may not choose the “Retire in Good Order” option.

• An Artillery unit on its own must choose the “Retire in Good Order” option.

10.5.3 – OFFENSIVE OPTION: the attacker may choose to Force the Decision: +2 per attacking Infantry unit involved in Forcing the Decision (at the end of the combat, each unit engaged in

Forcing the Decision suffers 1 automatic step loss).• A unit that is already marked “Fatigue 2” or which already

has a Rout value indicated on it many not Force the Decision. 10.5.4 – CAVALRY: +1 (Light Cavalry) or +2 (Heavy Cavalry)

per Cavalry unit which is Charging (only one unit may Charge per zone) – the unit suffers one level of fatigue at the end of the combat; +1 for the attacker if the defending units are com-posed solely of Cavalry and/or Mixed units.

10.5.5 – ARTILLERY SUPPORT: +1 for the side that has the better Artillery Support. Each player sums the Artillery Poten-tials of his units engaged in the combat, including those of his Artillery units taking part. In the event of both sides having the same, neither side obtains the modifi er.

• A defending unit may not use Artillery Support unless one of the attacking units is in its Front.

An infantry unit with an Artillery Potential of 3 attacks. The defender chooses to engage an Infantry unit with an Artillery Potential of 2 and an Artillery unit with an Artillery Potential of 3. The attacker has an Artillery Support total of 3 and the defender an Artillery Support total of 5 (2+3); therefore the defender benefi ts from the +1 modifi er.

10.5.6 – FATIGUE: -1 or -2 for Fatigue in each zone, in at-tack and in defence. Where there is more than one attacker or defender in a zone, choose the unit fi ghting with the highest Fatigue level.

10.5.7 – COMMAND: +1 for the Command Bonus in each zone, in attack and in defence. Where there is more than one attacker or defender in a zone, choose the unit fi ghting with the best Command value.

10.5.8 – TERRAIN: +X for the terrain in favour of the Defender (+1 for slope if up, river, woods, marsh; +2 for village, redoubt, steep slope if up) except for Artillery on its own, which only benefi ts from the terrain modifi ers for slope, steep slope and river. Terrain modifi ers are cumulative

Exception: Baumersdorf (165): +1 for the Russbach only if the attack comes from zones 166, 167 and/or 191.

10.5.9 – TACTICAL SITUATION:-2 for the defender for each Flank zone through which an

Attack or a Charge against him is made. -1 for the defender for each Flank zone through which an

Attack or a Charge against him is not being made, but which contains at least one enemy combat unit presenting its Front.

-2 for the attacker for each Flank zone that is not being At-tacked or Charged this Round, but which contains at least one enemy combat unit presenting its Front.

-1 for the attacker for each Flank zone that is being At-tacked or Charged this Round, and which contains at least one enemy combat unit presenting its Front.

-1 for the attacker for each zone of his Front that is not being

A

Page 7: Wagram Rules

Attacked or Charged this Round, and which contains at least one enemy combat unit presenting its Front.

-1 for the Austrian if a unit of the French Imperial Guard (Artillery excepted) takes part in the combat.

The modifi ers for the tactical situations are cumulative. 10.6 - COMBAT RESULTS • Each player rolls a die and adds the sum of his modifi ers

to arrive at a fi nal result (ATT for the attacker and DEF for the defender). The fi nal result may never be less than 1.

• The results are then compared. - If DEF is greater than twice ATT then the attacker suffers “Fatigue” and “Hit”. - If DEF is greater than ATT then the attacker suffers “Fa-tigue”.- If ATT is equal to DEF then the attacker and the defender suffer “Fatigue”. - If ATT is greater than DEF then the defender suffers “Fa-tigue”.- If ATT is greater than twice DEF then the defender suffers “Fatigue” and “Hit”. • The results are applied to all units engaged in the combat

(but see below for Artillery).• Units not involved in the combat suffer no effect unless

the engaged units Retreat or Rout. In this event the unengaged units suffer a level of fatigue and must retreat.

• Fatigue: Each engaged unit (Artillery excepted) receives a level of fatigue.

• Supplementary Fatigue: a unit already marked “Fatigue 2” which receives an extra level of fatigue must retreat 2 zones if it has to retreat, rather than 1 zone.

• Hit: Each engaged unit (Artillery excepted) suffers 1 Step Loss. Artillery unit(s) alone in a zone are eliminated.

• Losses: Losses are indicated by fl ipping the unit, or by replacing the unit with its half strength counter. If a unit suf-fers a Step Loss when it has only one step remaining, it is eliminated.

• Retreat: Depending on the defensive option chosen, the defender may have to retreat if he loses the combat.

Retire in Good Order Reactive Hold the GroundATT>DEF R - -ATT>2xDEF R R -

• In the event of R, the defender retreats all his units by 1 zone (or 2 zones for all units which were already “Fatigue 2” before the combat), moving away from the attacker. The attacker never retreats unless he is routed.

• Artillery that retreats must test for Manoeuvre. If the test is failed, the Artillery unit also suffers 1 Step Loss.

• Retreat/Rout priority: A unit that retreats or routs must distance itself by one or two zones from the zone in which it was located. Units that have routed must, as far as possible, move towards the Rally zone (zone 1 for the Austrian player, zone 214 for the French player).

NB: Rally zone for Johann is zone 260• Retreat/Rout restrictions: A unit which retreats or routs

and which enters a zone with at least one enemy Front, and without at least one friendly unit being present in the zone, suffers 1 automatic Step Loss.

• A unit that is retreating or routing must observe stack-ing limits at the end of its Retreat or Rout movement, or else move one further zone. It may reorient itself, unless there is already a friendly unit in the zone in which it has fi nished its movement. It must then adopt the orientation of the unit al-ready present in the zone. It may not leave the map and it may not stop in an enemy ZoC.

• Advance after combat: A combat zone abandoned by its defending units may be occupied immediately by the attack-ing units, up to 2 stacking points; the occupying unit(s) may reorient itself/themselves in the occupied zone.

• Rout: If after combat a unit has suffered a Step Loss (ei-ther directly or as a result of retreating through the Front of an enemy unit) and if a Rout Value is marked on the counter (superscript 2 or 3), then the player rolls a die. If the result is lower than or equal to the unit’s Rout Value, then the unit is Routed.

• An attacker who has chosen to Force the Decision may not be Routed unless it has lost the combat (ATT less than DEF).

• A unit that Routs retreats 2 zones. At the end of its move-ment place a “Rout” marker on it.

• A Routed unit, so long as it has not yet Rallied (see 12.2), may neither move nor attack. It is always considered as “Fa-tigue 2” when it is attacked.

11 - CONTINUATION PHASE • The “Round” marker of the side that has just played is

advanced by one space on the Turn Record Counter: - If the marker has not yet reached space 7, the turn contin-

ues and another Round is started; - If the “Round” marker has reached, or gone beyond, space

7, the player rolls 2d6 for a Continuation die roll; if this die roll is higher than or equal to the value of the space the “Round” marker is in, the turn continues and another Round is started; if the die roll is lower, then the Administrative Phase is carried out and the Game Turn ends.

• In the scenarios a modifi er for the Continuation die roll is indicated for one of the two sides.

Page 8: Wagram Rules

Example : The FR “Round” marker is in space 8, and the AU “Round” marker is in space 5 of the Turn Record Track. If the French player has just played, the FR “Round” marker is moved onto space 9; 2d6 are rolled, any possible modifi er is added to the Continuation die roll; if the result is equal to or higher than 9, a new Round is started, otherwise the Turn comes to an end. If on the other hand it was the Austrian player who had just played, the AU “Round” marker would have been placed on space 6, and without the need for a Continuation die roll a new Round would have been started .

12 – ADMINISTRATIVE PHASE 12.1 OPERATIONAL MOVEMENT • Each player – the Austrian first – reveals the “Corps”

marker(s) that he placed in the “Operational Movement” box and for each of them carries out a normal activation (Tactical or Normal Movement).

• However the activated units may neither start nor fi nish this Operational movement in an enemy ZoC.

• Those units that carry out Operational movement may in-crease their MPs without increasing their Fatigue levels.

• Once both sides have fi nished their Operational move-ment, the “Corps” markers are put back in the “Available” box and the players – the Austrian fi rst – may move up to 2 corps from the “Available” box, face down, to the “Operational Move-ment” box.

12.2 ROUT• Routed units – the Austrian player fi rst – carry out an ex-

tra Rout movement of 2 zones (see 10.6 Rout). • Each Routed unit then carries out a test by rolling a 1d6: 1-3: The unit remains Routed (it moves to “Rout +1”, if it is not already there).4-6: The unit is Rallied. Modifi ers: +1 if with a “Rout +1”; +1 for a French unit if a unit from the Imperial Guard, (Artillery excepted) is within 2 zones or less; +1 for an Austrian unit if Karl is within 2 zones or less.• Remove the “Rout” / “Rout +1” from Rallied units.12.3 VICTORY POINTS • The Victory Points (VPs) won or lost by the players are to-

talled and the “VP” markers are adjusted. • 1 VP is won for each enemy unit already under a “Rout”

marker whose status has changed to “Rout +1” during the turn’s Administrative Phase. A unit that is already under a “Rout +1” marker does not count.

• 2 VPs are won for each enemy unit eliminated in the turn whose initial Combat Potential was greater than 3 – i.e. those units which have a half strength counter.

• 1 VP is won for each enemy Artillery unit eliminated in the

turn (2 VPs for Imperial Guard Artillery) • The French player loses 2 VPs the fi rst time he deploys the

Imperial Guard in combat (see 10.3).• A player wins VPs when his opponent uses an Option (see

scenarios)• The players win VPs when they occupy certain zones (see

14) ; a player who no longer occupies a zone with a combat unit loses the corresponding VPs.

12.4 END OF THE GAME TURN • The French “Round” and the Austrian “Round” markers

are put back in space 0 of the Activations Track. The “Turn” marker is advanced one space if the scenario is not yet fi n-ished. If it is fi nished, the players determine who has won the scenario.

12.5 INITIAL ADMINISTRATIVE PHASE • Before the start of the game, once all the units have been

placed on the map, each player puts a “Corps” marker, face down, in each of the “Order” boxes, and from 0 to 2 “Corps” markers, face down, in the “Operational Movement” box; the remaining “Corps” markers are placed face down in the “Avail-able” box.

• The “Round” markers, the VP markers and the Turn marker are all placed on Tracks as indicated in the scenario instructions.

13 - OPTIONS• The players have certain Options at their disposal during

the scenarios, some of which have a cost in VPs. The decision whether to use one (or several) Option(s) is made during an Administrative Phase or during a Movement Phase.

13.1 DETACHING UNITS • Certain units may be detached from their corps to be at-

tached to another corps. • A unit may be detached if its original corps is activated.

Thereafter, until the end of the scenario, it will be activated as normal with the corps to which it is now attached.

13.2 GRAND BATTERY • The French player may form a Grand Battery, using at least

one Artillery unit from the Guard and one Artillery unit from another corps.

• When the Guard has been activated, the French player indicates that he is forming a Grand Battery. During the Move-ment Phase, the French player selects up to 4 Artillery units (of which at least one is a Guard Artillery unit) and moves them (as if they had been activated) to form the Grand Battery in 2 contiguous zones. The Grand Battery comprises a maximum of 2 Artillery units per zone, and must observe stacking lim-its. The “Battery” markers are placed on the Grand Battery’s units.

A

Page 9: Wagram Rules

• The Grand Battery may not move, and is broken up when-ever the player decides to do so. It may only be formed once in the game. All of its units may bombard as normal, each time that the Guard or any of the corps from which the other Artil-lery units originated are activated.

Note: historically the Grand Battery was formed from the two units of the Guard Artillery and the Artillery of the Army of Italy.

13.3 DIVISIONAL SQUARE (CARRÉ DIVISIONNAIRE)• The French player may designate a corps and make cer-

tain of its Infantry units adopt an ad-hoc formation called a Divisional Square. It costs all the MPs from each unit to form/join the Square. The “Carré” marker is placed in the selected zone. The units in the Divisional Square may spend no more than 1 MP in the subsequent Rounds, and may not become fatigued to increase this. However up to 3 stacking points may participate in a combat; the Divisional Square confers a modi-fi er of +1 in defence and all its zones are considered as Fronts when determining the Tactical Situation.

• Once formed, the Divisional Square is fi xed; units may neither join it nor leave it.

• The Divisional Square breaks up whenever the player wishes. It may only be formed once in the game.

Note: Historically it was the Army of Italy that formed the Divisional Square around MacDonald.

14 - SCENARIOS14.1 SET-UP• The units of the various corps are placed in he zones indi-

cated. Each zone must contain at least one of the corps’ units (which may not be an Artillery unit). For certain units there may be compulsory placements. Certain units may start the scenario with losses, indicated by a negative value in brackets (-1 means the unit is fl ipped, -2 that the unit is replaced by its half strength counter). Certain corps may only enter play as part of an Option.

• The garrison of the Island of Lobau consists of Reynier’s unit and a powerful Artillery group. These units do not move, unless due to the exception given below. The Artillery unit may carry out two bombardments (against one or two targets) once per game turn, during a French activation (a Fatigue marker is placed on the unit as a reminder it has been activated). These bombardments follow the normal rules, except that the Front is formed by the 6 zones that surround the Island of Lobau. Reynier’s unit (alone) may leave the Island of Lobau, in which case the Austrian player gains 2 VPs .

• Next, place the “Corps” markers on the Orders Table as indicated in 12.5 (Initial Administrative Phase).

14.2 – SCENARIO 1 - THE 5TH OF JULY• Length 5 turns• Initiative FR• Continuation DRM +1 FR• French VP objectives (blue star): Florisdorf, Leopoldau,

Süssenbrunn, Aderklaa, Deutsch-Wagram, Baumersdorf, Neusiedel: 2 VPs each . At least 2 units of French Infantry must be on the Wagram plateau (131-145-204-215): 4 VPs.

• Austrian VP objectives (orange star): Aspern, Essling, Rutzendorf : 3 VPs each

Historically the Austrians were victorious.FR SET-UP: Napoleon (248); IV/Massena (173, 176) except

IV/Legrand (158) ; II/Oudinot (209, 210) except II/Colbert (Lobau) ; III/Davout (225, 244, 272) ; D/Marmont (213) ; R/Bes-sière (214) ; IX/Bernadotte (227, 247) ; Gd/Walther (248, 283) ; It/Beauharnais (280, 281) except It/Pacthod et It/Broussier (Lobau) ; VII/Wredre (Lobau) ; Lobau Garrison [Reynier and Art] (Lobau)

AU SET-UP: Karl (145) ; R/Liechtenstein (80, 82, 83 98) ex-cept R/Nostitz (145) ; I/Bellegarde (149, 148) ; II/Hohenzollern (165, 191) ; IV/Rozenberg (205, 221) ; AG/Nordmann (154,174) of which Riese (-1) ; VI/Klenau (107, 127) ; III/Kollowitz (25, 36) ; V/Reuss-P (29) without activation marker.

SPECIAL RULES: • Units placed on the Island of Lobau (except the garrison)

may not leave the island unless either one of the two zones 213 or 214 no longer contains any units.

• Wrede’s “Corps” marker (VII) is automatically placed in Operational Movement (over and above the normal capacity of this rule, see 12.1), until it is withdrawn from the game. Wrede’s division must join the Guard as soon as it can (in the adjacent zone) in order to be attached to it and then act nor-mally with it; once this attachment has been completed, its “Corps” marker is removed.

• Since the last Game Turn (5) is dusk, both players’ “Round” marker is placed in space 2 of the Activations Track during the Administration Phase of Game Turn 4.

AU OPTION: - Reuss’ Activation (+1 VP for the FR); Reuss’ marker is

added to the “Available” box. (Historically, Reuss’ Corps was not engaged on the 5th of July).

- The Cavalry unit R/Nostizt can be detached to Rozenberg’s IV Corps.

FR OPTION: The two Artillery units of the Guard may be detached together to another corps. This does not mean the Guard is considered to be engaged in combat (see 10.3). (Historically, the Guard’s Artillery was detached to the Army of Italy)

Page 10: Wagram Rules

A

14.3 – SCENARIO 2 THE 6TH OF JULY•Length 7 turns• Initiative AU • Continuation DRM +1 AU Turn 1 and Turn 2; +1 FR from

Turn 3 to the end. • French VP objectives (blue star): Florisdorf, Leopoldau,

Süssenbrunn, Aderklaa, Deutsch-Wagram, Baumersdorf, Neusiedel: 2 VPs each . At least 4 units of French Infantry must be on the Wagram plateau (131-145-204-215): 4 VPs.

• Austrian VP objectives (orange star): Aspern, Essling, Rutzendorf : 3 VPs each

Historically the French were the victors.FR SET-UP: Napo (170); IV/Massena (123, 124) except IV/;

Boudet (158), IV/Lasalle (126) and IV/Marulaz (125); II/Ou-dinot (167, 198) of which II/Grandjean (-1), II/Tharreau (-1) and II/Frère (-1); III/Davout (207, 223) except the 3 Cavalry units (242, 270, 271); D/Marmont (173); R/Bessière (209); IX/Bernadotte(121) of which IX/Dupas (–2), IX/Zerch (-1) et IX/Polenz (-1);Gd/Walther (150, 170); It/Beauharnais (147, 166) of which It/Lamarq (-1) and It/Seras (-1); VII/Wrede (171) without activation marker; Lobau Garrison [Reynier and Arty] (Lobau).

AU SET-UP: Karl (137); R/Liechtenstein (93, 94, 96, 98) except R/Nostitz (238); I/Bellegarde (118, 137 or 137,145) of which I/Dedovitch (-1) and I/Fresnel (-1); II/Hohenzollern (164, 184 or 184,190) of which II/Brady (-1) and II/Ulm (-1); IV/Rozenberg (196, 204, 205); AG/Nordmann (203) of which AG/Riese (-1) without activation marker; VI/Klenau (60, 64); III/Kollowitz (57, 81); V/Reuss-P (29) without activation marker.

SPECIAL RULES: • Surprise Austrian Attack: +1 on all initiative rolls and +1

modifi er in attack (not in defence) in favour of the Austrian on the fi rst turn.

• Since the fi rst turn is dawn, the “Round” markers of both players start in space 2 of the Activations Track; they are put back into space 0 during the Administrative Phase of Turn 1.

• Nordman’s Corps and Nostitz’s Cavalry are detached to Rozenberg’s Corps; Nordman’s Corps’ marker is removed.

• Bernadotte reacts badly: As soon as an Austrian unit en-ters the ZoC of one of Bernadotte’s units for the fi rst time, the French player rolls a die; on a roll of 1-4, the units of IX Corps retreat immediately as if after combat. (Historically Berna-dotte’s Corps did not react well).

• Johann’s Arrival. From the Administrative Phase of Turn 4 onwards, a die is rolled. On a roll of 1, Johann arrives. The marker is added to the “Available” box; its units enter through zones 258, 260, 263 and/or 266 when the corps is activated; they are all considered to be in Command for their fi rst Round. (Historically Johann never arrived).

AU OPTION: • Johann’s Arrival (+2 VPs for the French); Johann’s Corps

arrives on a roll of 1-3.• Reuss’ Activation (+1 VP for the French); the marker is

added to the “Available” box. (Historically Reuss’ Corps was not engaged on the 6th of July).

FR OPTION: • The Grand Battery (+1VP for the Austrian): (see 13.2)• The Divisional Square (+1VP for the Austrian): (see 13.3)• Bernadotte holds better (+1 VP for the Austrian): IX Corps

only retreats on a roll of 1-2 (see special scenario rule).• The French player can detach a unit of the Reserve Cavalry

(Bessières) to another corps. (Historically Arrighi’s division was attached to Davout’s Corps).

• Wrede’s division is attached to the Guard but can be de-tached to another corps.

14.4 – SCENARIO 3 – LA GRANDE BATAILLE• This scenario is played over both days. The set-up is the

same as for Scenario 1 and the Victory Conditions are those of Scenario 2. The Special Rules are those of Scenario 1 for the fi rst day, and of Scenario 2 for the second day.

• If by the end of Turn 5 of the fi rst day, the French player has not won, both sides stop fi ghting, execute the Night Turn (6) and start again on Turn 7.

• In the Night Turn, the following rules apply:1) Enemy units in contact each retreat one zone away from

the other; if a unit occupies a village, a redoubt or a steep slope, this retreat is not compulsory.

2) “Fatigue” and “Rout” markers are removed from all units.

3) Units that have suffered at least 2 Step Losses roll a die. On a roll of 1-4 they recover 1 Step.

4) Each player secretly chooses two corps. In turn, starting with the French, each player reveals a “Corps” marker and car-ries out an Operational movement for that corps. He may not however approach any enemy unit that is three or less zones away.

EXAMPLE OF AROUND OF COMBAT• The French player wins the Initiative.

He reveals the “Corps” marker in the “Order 1” box: it is Masséna’s IV Corps. He places it in the “Actived” box. He then carries out his Orders Phase, moving the two other “Corps” markers one space on from the boxes “Order 3” and “Order 2”, and secretly placing a “Corps” marker in

Page 11: Wagram Rules

the “Order 3” space. • The Pivot unit is St-Cyr. All the units are in Command, ex-

cept Boudet’s, which is isolated: an “Isolated” marker is placed on it.

• As all the units are 3 zones or less from an enemy unit, the Tactical Movement Potential is used. The Artillery in 124 can-not bombard before movement, because its only target in 101 is protected by a zone containing an obstacle (higher ground) in 102. Molitor doesn’t move, but declares an Attack for 1MP. (Orientation towards 122).

• St Cyr advances into 102 and declares an Attack for 2 MPs. (Orientation towards 101).

• The Artillery also advances into 102. (Compulsory Orienta-tion towards 101).

• Boudet advances into 125. He has only 1MP (Isolated). (Ori-entation towards 102).

• Lasalle advances through 125-104-103 for 3MPs and orien-tates himself towards 100.

• At this point, the Austrian player decides to try to reori-ent Prohask. He has to pass a Manoeuvre Test because he is in the Front of an enemy unit. Despite a bonus of +1 (Austrian Grenadier) Prochask fails the test and remains orientated to-wards 123.

• The French player decides to increase Lasalle’s MPs by 2 (light Cavalry). Lasalle becomes automatically fatigued and at-tacks for 1MP (Cavalry cannot become fatigued and Charge at the same time).

• Marulaz moves through 106 to 84 for 2 MPs. (Orientation towards 82).

• With all movement fi nished, the Artillery tries a Bombard-ment against 102; the modifi ers are +1 for movement and +1 for the presence of friendly units. With a Potential of 3, he has to roll a 1 to succeed. He rolls a 5 and fails.

• St-Cyr, Molitor and Lasalle attack Prochask.• Prochask has no issues with stacking because the zone

only contains 2 stacking points. • The Combat Potentials ratio is 13:5, which is more than 2

against 1, therefore +3 for the Attacker.• The Austrian player decides to Hold the Ground, therefore

-1 for the Defender.• The French player does not decide to Force the Decision.• There is no Charge bonus for the Cavalry, because it is car-

rying out a normal attack. • The Artillery Potential ratio is 7:1 therefore +1 for the At-

tacker.• Two attacking zones have units with level 1 Fatigue (St-Cyr

and Lasalle) compared to no Fatigue for the Defender, therefore –2 for the Attacker.

• Two attacking zones have a Command bonus (Molitor and Lasalle) whereas the Defender has no Command bonus, so +2 for the Attacker.

• The Defender benefi ts from the terrain, +2 for the village and +1 for the slope (Molitor).

• As for the Tactical Situation, the Defender is being attacked on his Flank by Lasalle therefore -2; the Attacker (Lasalle) has an enemy unit not being attacked to his Front (Hesse) so –1.

• This gives a total of +3 for the Attacker and 0 for the De-fender.

• Each player rolls a die; they both roll 1, giving a total of 4 for the Attacker and 1 for the Defender. The Defender becomes Fatigued, suffers a Step Loss but does not retreat because he has chosen to Hold the Ground. However, because of the Step Loss, the new Prochask counter (half strength) now has a Rout Value (2); The Austrian player rolls a 3 - he doesn’t rout.

• The “Isolated” marker is removed and a new Round is started.

Counter errata: some names were misspelled : Lasalle (not Lassalle); Nostitz (not Nositz). Sorry about that.We hanged the graphic designer...

INITIAL SITUATION SITUATION AT THE END

Page 12: Wagram Rules

A

Combat Results- If X is equal to Y then “Fatigue” for X and Y. - If X is higher than Y then “Fatigue” for Y- If X is higher than twice Y then “Fatigue” and “Hit” for Y• All units taking part in the combat are affected by the result. • Units not taking part in the combat are not affected except if retreat/rout, then retreat and fatigue. • Fatigue: +1 level of fatigue. Units cannot go beyond “Fatigue 2”. • Hit: Unit suffers 1 Step Loss. Arty alone eliminated.• Supplementary Fatigue: If “Fatigue” on top of “Fatigue 2”, retreat 2 zones if retreat.• Retreat: Defending Unit retreats one (or two) zones if R.

• Rout: 1d6 ; If result lower than or equal to rout value (2 or 3) then rout; Mvt 2 zones.

A-Rounds1 - Initiative Phase(6)2 - Orders Phase (7)3 - Activation Phase (8)4 - Movement Phase (9)5 - Combat Phase (10) 6 - Continuation Phase (11)B- Administrative Phase (12)

• Initiative: 1d6, the higher wins; the French if equal. Modifi er: –1 per consecu-tive Round (–1 for the fi rst Round of a new turn) • Reaction: 2d6: success on a roll of 2 to 8 for Napoléon and from 2 to 7 for Karl.• Movement

- reduce Fatigue level by 1 (Manoeuvre Test possible)- move and/or attack/charge.

• Bombardment: 1d6 <= Arty: +1 if range 2 zones; +X if Artillery has moved (Horse Arty X-1 and X=1 if changing orientation without move); -1 if Grand Battery (see 13.2); +1 if Redoubt or heights, marsh, woods; +1 if target in contact with friendly unit; +1 if counter-battery.Result: vs. Arty: Test and Hit; vs. others: Fatigue.• Manoeuvre Test: 1d6 1-3: Test failed4-6: Test passed Modifi ers: +1 if Command bonus; +1 for Guard or Grenadiers. • Rout: 1d6 1-3: Unit remains Routed (possible move to “Rout +1”) 4-6 : Unit RalliesModifi ers: +1 if “Rout +1”; +1 if Guard unit, except Arty, is within 2 zones. +1 if Karl is within 2 zones.

• Combat: 1d6/Player + modifi ers• Strength Ratio: +1 or +3(ATT or DEF)• Defensive Option (DEF)

+1 if Retire in Good Order * 0 if Reactive.-1 if Hold the Ground**

* except if Fatigue 2 ** Except if Rout possible.• Offensive Option (ATT)

+2/ unit if Force the Decision ** except if Fatigue 2 or Rout possible.

• Artillery: +1 for Arty Sup (ATT or DEF) •Cavalry: charge +1 or +2 (Heavy) per Cav charging (one per zone). +1 vs. Cav or Mixed alone. (ATT) • Fatigue: -1 or -2 per zone. (ATT and DEF)• Command: +1 per zone. (ATT and DEF)• Terrain: +1 (slope if up, river, woods, marsh). +2 (village, redoubt, steep slope if up) (DEF)• Tactical Situation ATT and DEF:

-2 for the defender per Flank zone through which he is being Attacked or Charged.-1 for the defender per Flank zone through which he is not being Attacked or Charged but which contains at least one enemy unit presenting its Front. -2 for the attacker per Flank zone that is not being Attacked or Charged this Round but which contains at least one enemy unit presenting its Front.-1 for the attacker per Flank zone that is being Attacked or Charged this Round and which contains at least one enemy unit presenting its Front.-1 for the attacker per Front zone that is not being Attacked or Charged this Round but which contains at least one enemy unit presenting its Front.-1 for the Austrian if a unit of the Imp. Guard (Arty excepted) participates in the combat.

Retire in Hold the Good Order Reactive GroundATT>DEF R - -ATT>2xDEF R R -

COMBAT

REMINDER