Last Days of the Grande Armies

Questions & Answers

By Kevin Zucker

Q) 3.24 "Supply line blocked by vedettes" -means it's enemy vedettes, I suppose
A) Yes.

Q) Do the tracks count as roads for LOC purposes?
A) Yes. Tracks count as roads for supply purposes.

4.33 Optional Rule: Discretionary Attack Combat units adjacent to the enemy are NOT required to attack. However, if they do close to combat range, (meaning that forces are within musket range and are no longer as far as one mile apart), then they (or other friendly forces) must attack everyone adjacent. Units still may not move from one EZOC to another (see also 11.73 below).

5.15 Buelow, Hill, Orange and Uxbridge

Q) The Prussian Leader Zeiten acts exactly like the above. Their corps are always in command as long as units are within command range. He may place one unit from another formation in command. Am I right?
A) Right.

Q) Why does Orange have a (2) for command rating? Can he place two other units in command?
A) He can command another officer plus two odd units.

Q) What about Wellington, does he have to spend a command point to put the RES into command, or is that automatic?
A) It counts as one corps, as for the other commanders.

Q) What does Collaert command?
A) He commands the D/B cavalry! His counter should say "Cav" not "D/B."

Q) Cavalry may retreat from a non-cavalry force. So can you retreat from a mixed force of infantry and cavalry?
A) No.

Q) Am I right? Count up the odds, roll the die on the 'Elan' table, and if one or more attacking units fall below the result, then all the attacking units retreat. Even the units good enough to attack.
A) Yes.

5.14: Do the Napoleon bonus apply to both Bombardment then subsequent regular attack ?
A) Yes.

8.13 Forced March Q) Since "a Force March" may not be played two turns in a row by the same player," does this in any way effect the ability of a player to issue a march order to reinforcements that enter on the turn on which "forced march" may not be played?
A) No.

Q) If a player commences a scenario of 3 days duration (12 game turns) with, say, 4 chits in his hand, is he only permitted to force march during 4 movement phases max during the scenario?
A) The only mitigating factor is that you draw one chit during Night, when you don't spend any.

Q) Are the chits returned to the cup along with the regular movement chits?
A) The Forced March chits are returned not to his hand but to the cup, where they are apt to become next turn's regular move chit ...

8.2 March Orders Q) This paragraph refers the reader to the definition of "force" in the glossary. According to the glossary a "force" is: "a group of combat units that are combining their combat strengths in order to attack the same hex." Does this mean that only units (other than reinforcements) which have first moved into enemy zones of control in order to make an attack, are permitted March Orders?

This definition does not appear to describe the permissible composition of the "group" of units that is to be given a march order. Shouldn't 8.2 refer the reader to the definition of "formation" rather than "force?" If not, pray tell me what units (other than reinforcements as per 8.2 1) are permitted to compose a "force" for this purpose.
A) The definition of "Force" in the glossary needs to be completely changed. The term doesn't even appear in the Combat Rules until the optional Elan rule (11.7). A Force is either: (a) a single stack or (b) a Formation excluding out of command units.

8.21 Reinforcements Q) Is there any limit to the number of reinforcing units and/or formations that may be placed under a "march order," on any given turn?
A) No.

8.24 Restrictions on March Order Movement "...A force given the march order must move at its maximum Movement Allowance each turn.." Q) Is that the maximum MA as drawn by the chit or max MA. as on the counter?
A) Should say "total Movement Allowance (see 8.13.)"

8.42A Road March Restrictions Q) Why isn't there a combat penalty for being attacked while in road march? I can imagine you saying that each turn represents several hours, but why do I want to keep units in "normal" movement when road march is not penalized when attacked.
A) If you plan on attacking you must. Units in road march ARE penalized (see 8.42A). Maybe you have missed this point. It means you must have 5-1 odds or better to attack when you are in Road March. Also of course you are weaker because you cannot stack.

Q) If a road march unit is repulsed, must it attack during the combat phase? I think they have to but am not sure...
A) If it is repulsed, that means it will not be adjacent. An energetic repulse of a formation moving carelessly could destroy the unit. However, let us assume all the division commanders realize the presence of the enemy nearby and are marching fairly dense columns.

This security of marching infantry columns depends upon the presence of vedettes to their front. This is why there is no effect on a unit defending-because the lead formation falls back on troops marching up from behind. Therefore it concentrates in half the time while it makes itself impossible to hit.

A hex is one mile. Troops can normally cover 8 miles of road in a turn. Cross- country rate is half that. When a force leaves road march to prepare for battle, its men must leave the road, to fan-out perpendicular to the road (or in any case marching feet must leave the road). The road column must be envisioned as several hexes long. First regiment in line is able to deploy immediately. For a defending unit drawing back upon its reserves, this change of formation can happen more quickly than for an attacking unit.

8.43 Removing Road March Markers Q) May a unit that leaves a road hex, continue to move with a Road March Marker on it even thought it has left the road?
A) Yes. A unit in road column may indeed leave the road and remain in column.

Actually there would be a "super-road-march" column of as few as 1, 000 men per mile for a force moving administratively with no fear of encountering the enemy. The reason to remove the road march marker is to be able to attack.

11.46 Advance After Combat

If a Bombardment result vacates the enemy hex, may a friendly non-Artillery force which was designated for a regular subsequent attack against this hex do any of the following: be switched to attack any other adjacent hex or
A) Yes, but it could then not do "b" below

advance in the hex vacated by the Bombardment alone ?
A) Yes, if it was designated to attack that hex.

11.3 1 Terrain Effects on Combat / Towns Example, last line: (change) Towns only increase a defender by 50%, not double.

11.41 French Old Guard Does Not Exchange Q) Don't you find the change from Ex to De or Ae is a bit too much? It is possible to lose several Prussian Corps attacking the Guard at 6 to 1 or more.
A) (change 2nd sentence): "If an attacking or defending force then the combat result is automatically changed to No Effect."

(change 4th sentence): "In other words while attacking units at least equal to the strength of the non-guard unit would be removed also."

Note: When Old Guard attack Chateaux, "De" results do NOT convert to Exchanges.

11.41 Do all the provisions refer only to Old Guard or to all Guard units? The heading is clear but the text underneath then refers just to "Guard".
A) Officially, it is only Old Guard.

11.51 Grand Batteries (addition)

Horse and Foot artillery must be from the same corps in order to combine their fire together in a single bombardment attack. EXCEPTION: The French may select one target hex to receive the combined fire of foot and horse artillery units from different corps. This is considered a "Grand Battery." The French player may have only one Grand Battery on any given turn.

Q) 11.52 states that Bombardments are considered attacks. 11.53 states that an enemy force may be the subject of a bombardment and an attack during the same combat phase.
A) You have a point there: The statement "Bombardments are considered attacks," should be modified.

11.1 & 11.46: If the Bombardment result vacates the enemy hex, may the friendly non-Artillery force which was designated for a regular subsequent attack against this hex do any of the followings: be switched to attack any other adjacent hex or
A) Yes, but it could then not do the following

advance in the hex vacated by the Bombardment alone ?
A) Yes, if it was designated to attack that hex.

11.54 A. Resolving Bombardments (change) Ar, EX and Ae are treated as "no effect" (delete balance of sentence).

11.54 B. If the target hex contains fewer than 10 SPs, shift one to the left; if more than 18 SPs shift one to the right; if something in between, no shift.

11.6 Chateaux What happens in a combat where one unit in a chateau is stacked with other units outside. Say the attackers obtain 3:1 odds. Is the combat result read on the 3:1 column for units outside the chateau but 2:1 for the unit in the chateau?
A) No. The special combat benefit applies only if there is but one infantry unit in the hex.

Q) Chateaux. 11.61 and 11.63 appear to be in conflict. The first states that when stacked in a chateaux only one unit gets the benefit. The second implies the benefit only applies when one unit is alone in the hex.
A) The units in the hex but "outside" the chateau suffer effects normally; thus they alone would retreat if a retreat result was obtained.

11.7 Optional elan Q) I'm not clear on what happens when a stack fails the elan roll and must disengage back to the hex it came from. What if this creates an overstack because other units moved up behind them?
A) Apply the regular displacement rules as if those units had retreated after combat.

Q) What happens if I have 2 attacks (call them A and B) going and B fails its elan check? Have I to employ some forces from attack A to engage the enemies of B or is the rule satisfied with the 'tried' attack?
A) Yes.

Q) You can include any adjacent units in the elan check (even ones that were already in ZOC), so long as all units included participate in the attack. What happens to an adjacent unit who you chose not to include if the elan check fails. Does it retreat one hex?
A) Yes. See below.

11.73 Optional Rule: Exhausted Effect (Use with optional 4.33 above.)
A Force which fails its elan check may not attack but remains adjacent to the enemy. (Note: The enemy is not required to attack in its turn.)

Q) 13.0 Vedettes Do vedettes move like cavalry (i.e. a chit drawn of 4/6 let them move only up to 6 MPs) or like Leaders (with their value of 9)?
A) Vedettes move 9.

13.21 Vedettes and Retreat (add to the end)
"But vedettes may be displaced. See 11.45."

15.1 Entry of Reinforcements Q) This rule states that reinforcements may move and attack freely on the turn of entry. However, the first sentence makes a parenthetical reference to rule 8.2 1. Does this mean that in order to move on the turn of entry, all reinforcements must be placed under a "march order" on the turn of entry?
A) No implication intended.

16.2 Cavalry Retreat Before Combat (add)
Horse artillery may retreat before combat along with cavalry if it is stacked with cavalry.

16.34 COMMENTARY: PARTIAL UNIT ELIMINATION No unit could continue to fight in the face of 40% casualties, or less, depending on its morale condition. It's out of the battle. Most of a division is in reserve at start of battle, at least 75%. These reserve "increments" should not be counted as contributing to the combat power of the unit.

    DIVISION: ONE BRIGADE IN RESERVE
    ONE BRIGADE IN CONTACT:
      ONE REGIMENT IN RESERVE
      ONE REGIMENT IN CONTACT

This means only about one-quarter of the troops begin any battle engaged with the enemy. If Reserves are fed into battle as losses occur, the front line firepower of the unit remains unchanged. What is perhaps missing is "high-stakes" attack where you commit your reserves to clinch the battle. Problem is, your defenses are also more brittle if the attack fails. The Player should be able to "stake" any of his corps.

16.34 OPTIONAL: HIGH-STAKES ATTACK (add) The Player may "stake" any corps to increase the chances of a decisive result (one way or the other). These "staked" units get the "irresistible" benefit (16.32), for that turn only. If they do not achieve De or Dr in the ensuing combat result, THEN add one to the die as it stands. Example: 3-1 odds, Attacker rolls a 4; Defender must retreat one hex. However, if Attacker rolled a 5 ("Ex") he would add one and must himself retreat. In this example, NO 5 result is possible.

16.4 Reorganisation of surrounded units Does this override 11.44 (Units Unable to Retreat)?
A) Yes.

20.12. Controlled Friendby Supply Source

The heading is incorrect, the text says 2 VPs (correct).

20.2 Scenario Two: Waterloo

Note: Ney, d'Erlon, and Napoleon begin the scenario in enemy ZOCs. (The French move first.) The above are not required to attack or be attacked on the 0400 turn. Treat them as having all failed their Elan check (due to mud). See optional Discretionary Attack rule, 4.33 and optional Exhausted Effect, 11. 73 above.


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