1806
Complete Game Rules

Napoleon's Jena-Auerstadt Campaign
Against Prussia
October 8th to 14th, 1806

Operational Studies Group Boardgame

Designer: Kevin Zucker

1 8 0 6 Copyright © 1998, OPERATIONAL STUDIES GROUP
29 January 1998 Baltimore, Maryland, U.S.A.
Reprinted with permission from the publisher

CONTENTS

1.0 INTRODUCTION
1.1 Game Components
1.2 The Game Map
1.3 The Playing Pieces
1.4 Glossary
1.5 Hidden Forces
1.6 Set-up
2.0 SEQUENCE OF PLAY
2.1 Day Game-Turns
2.2 Night Game-Turns
3.0 STACKING
3.1 Stacking Limits
4.0 ZONES OF CONTROL (ZOC)
4.1 ZOC Effects in the Movement Phase
4.2 ZPCs and the Night Disengagement Phase
4.3 ZOCs in the Combat Phase
4.4 ZOCs and Vedettes
5.0 LEADERS
5.1 Types of Leaders
5.2 Leader Operations
6.0 REORGANIZATION
6.1 Eligibility for Reorganization
6.2 Reorganization Procedure
6.3 Reorganizing Vedettes
7.0 COMMAND
7.1 Command Sequence
7.2 Command Range
7.3 Out of Command
8.0 MOVEMENT
8.1 Movement Procedure
8.2 Road March
8.3 Bridges
8.4 Damaging and Repairing Bridges
9.0 PONTOON TRAINS & BRIDGES
9.1 Bridge Trains
9.2 Pontoon Bridges
10.0 REPULSE
10.1 Repulse Procedure
10.2 Repulse Effects
11.0 COMBAT
11.1 Combat Phase Sequence
11.2 Defining Combat
11.3 Resolving Combat
11.4 Applying Combat Results
11.5 Chateaux
12.0 DEMORALIZATION
12.1 Demoralization Levels
12.2 Demoralization Effects
13.0 VEDETTES
13.1 Vedette Breakdown and Reassembly
13.2 Vedettes in Combat
13.3 Vedettes of Light Troops
14.0 SUPPLY
14.1 Tracing Supply Lines
14.2 Supply Source Hexes
14.3 Baggage Trains
15.0 REINFORCEMENTS
15.1 How Reinforcements Enter the Map
15.2 Blocked Entry Hexes
16.0 SPECIAL UNITS IN COMBAT
16.1 Combined Arms
16.2 Cavalry Retreat Before Combat
16.3 French Guard Infantry
17.0 COMMAND STRUCTURE
17.1 Prussian Army Command Structure
17.2 Ondependent Combat Units
17.3 Independent Units and Casualties
18.0 TEAM PLAY
18.1 Communication Among Players
19.0 SCENARIOS
19.1 Variable Campaign Start Dates
19.2 Setting Up the Scenarios
19.3 Reinforcements
19.4 Optional Rules
20.0 VICTORY CONDITIONS
20.1 Victory Points
20.2 Levels of Victory
20.3 Automatic Victory
21.0 THE SCENARIOS
21.1 The Battle of Auerstadt
21.2 The Battle of Jena
21.3 The Battle of Jena-Auerstadt
21.4 Massenbach Overruled
21.5 Campaign Scenario
21.6 Early Warning
21.7 French Attack Toward Erfurt
21.8 French Free Entry
21.9 The Battle of Saalfeld

1.0 INTRODUCTION

1806 is a two player simulation of Napoleonic warfare at the divisional level. The map is the playing surface, depicting the area where the battles historically occurred, while the playing pieces (hereafter referred to as units) represent the military formations that fought the campaign. The Players take turns moving these units and attacking enemy units in an attempt to fulfill their Victory Conditions.

A hexagonal grid overlaying the game map divides the playing surface into discrete cells termed hexes. A unit pays a variable number of Movement Points to move from one hex to another, and must stop moving when it has expended Movement Points equal to its Movement Allowance. Combat is resolved by comparing the Combat Strength of the attacking unit to the combat strength of the opposing unit in an adjacent hex. This comparison is expressed in a simple odds ratio. A die is then rolled and the result located on the Combat Results Table.

1.1 Game Components

1806 contains the following components:

    Two 22x34 map sections
    One Rulebook
    One sheet of 280 die-cut playing pieces
    Two 11x17 Set-Up Tables (French & Prussian)
    Turn Record/Reinforcement Card (front & back)
    One die
    One box

If any of these parts are missing, or if you have any questions concerning how the game is played write to:

    1806
    Operational Studies Group
    PO Box 50207
    Baltimore, MD 21211
    or send e-mail to: kzucker@charm.net

1.11 Game Charts & Tables:

The following Charts, Tables & Tracks are referenced during play.

    Set-up Tables (French and Prussian)
    Combat Results Table
    Terrain Effects Chart
    Terrain Key on the map
    Turn Record/Reinforcement Track (French & Prussian)
    Casualty Tracks on the map
    Units Available for Reorganization box on the map
    Permanently Eliminated Units box on the map

1.2 The Game Map

A hexagonal grid has been superimposed on the map to standardize the spatial relationship between its geographic features. Each hex is about one mile from side to side (1.1 miles, 1936 yards, 1770 meters). Each hex also has a four-digit code printed within it to facilitate setting up the units prior to play (see: Set-up Tables for the actual locations). Each hex number specified is preceded by a code to indicate North map (N) or South map (S) section. The maps should be placed together with the print reading the right way on each, and with section N above section S. There is one hexrow of overlap: row N0100 is identical to row S3900.

On this map, Slope hexsides represent a rise of 60 meters or so (200 feet). As an example of the valleys represented by a River hexside, the floodplain of the Saale near Jena lies at 140m above sea-level, while the Landgrafenberg is over 300m. Stream Valleys might be 40 meters deep (130 feet).

Portion of Map (Auerstadt area)

1.3 The Playing Pieces

The playing pieces are of three types: Combat Units, Leaders, and Markers.

1.31 Combat Units: These are color coded to represent the troops of various nations. French units are blue; Prussians are darker blue; Saxons are white; and the French Imperial Guard are a very dark blue. The numbers and symbols printed on them relate the Combat Strength, Initiative Rating, Movement Allowance, Unit Type, Size, and Name.

Selected Counters (French: Davout III Corp)

Combat Unit Size: Interpret the Unit Size Symbols as follows: X Brigade, XX Division.

1.32 Leaders: Also color coded for nationality, the numbers displayed on a Leader unit record his Name, Formation, Designation, Movement Allowance, and Initiative Rating or Command Rating. Leaders come in two types: Commanders and Officers. Commanders have Command Ratings; Officers have Initiative Ratings. The different capabilities of Commanders and Officers are explained under Command.

1.33 Markers: Markers are placed on the map to indicate important information during play; they are depicted in the rules where their use is explained.

1.4 Glossary

The following are important concepts essential to the understanding of this historical simulation.

Combat Strength: The total manpower strength of a Combat Unit quantified in Combat Strength Points (SPs). One SP of French infantry is equal to between 825 and 950 men. All other combat units: one SP equals 1,000 men.

Combat Unit: All playing pieces in the game except Leaders and markers. Only Combat Units may attack or defend against enemy Combat Units.

Commanders: Leaders at the highest level who may place their subordinates (Officers and Combat Units) "In Command" so that they may automatically move during their turn.

Command Range: The distance over which a Commander can rapidly dispatch orders so as to be acted upon in a timely fashion; the "radius of command" beyond which the Commander cannot place units and officers "In Command."

Command Rating: The number of Formations (generally Corps) and individual Combat Units that a Commander may place "In Command" at a given time.

Force: A group of Combat Units that are combining their Combat Strengths in order to attack the same hex.

Formation: A group of Combat Units and an Officer that share the same superior designation (generally Corps).

In Command: To be within the Command Range of a Commander, or of an Officer who is in turn In Command.

Initiative Rating: Used to determine whether or not Officers and Combat Units may move when they are not In Command

Leaders: Commanders and Officers, including their staffs, necessary to link all parts of the army to its Chain of Command.

Light Troops: A single unit comprising both infantry and cavalry. Light Troops move, attack, and defend like infantry.

Movement Allowance: A number whose increments (Movement Points) represent the various actions a Leader or Combat Unit may perform within the time represented by a game turn. Each action performed costs Movement Points which are in turn deducted from the Movement Allowance. When the Movement Allowance is reduced to zero, the unit ceases movement.

Officers: Leaders (at Corps level) who are each in charge of a specific Formation. They are the second link in the chain of command, below Commanders but above Combat Units.

Reorganization: A process to allow units previously eliminated in combat to return to play. Commanders may Reorganize any Combat Unit from their army, while Officers may only Reorganize Combat Units from their Formation.

Train Units: Bridge Trains and Baggage Trains move like cavalry and have no ZOC.

Vedettes: Vedettes allow for the scouting and screening abilities of light cavalry. Cavalry and Light Troops can be replaced by a number of Vedettes indicated by the number of asterisks on the unit's counter.

Zone of Control: (ZOC) Any or all hexes adjacent to a Combat Unit into which it could move.

1.5 Hidden Forces

At the beginning of each scenario, as the units are placed on the game map, they should be placed as Hidden Forces, flag side up, obscuring the unit's identity from the opposing player. The owning player may examine his own forces at any time. A player may examine an opposing player's units only when they are revealed as a result of combat or repulse.

1.51 Revealing Hidden Forces: Hidden Forces are revealed under two circumstances:

    A. It becomes involved in a Repulse, either as the moving or target force. The Phasing player, after announcing a Repulse attempt and paying the movement point cost, reveals the Hidden Forces.

    B. At the beginning of the Combat Phase all Hidden Forces that are in an enemy ZOC are revealed.

1.52 Obscuring Hidden Forces: As soon as the Repulse attempt has been resolved, or the Combat Phase has been played through to completion, Forces are once again Hidden.
NOTE: Hidden Forces are not revealed simply because a unit enters or starts a Movement Phase in an enemy ZOC.

1.6 Set-up

Players first select a scenario and carefully punch out the units. The units are then set up on the game map according to the locations given in the Set Up Tables. Units marked "m" set up in Road March columns (see 8.2). Units may also be required to set-up their reduced strength counter.

The First Player always sets up his units on the game map before the Second Player (First and Second Player designations are given in the particular Scenario instructions-see 19.2) .

1.61 Reinforcements: Leaders and Combat Units that are not set up in the scenario may later arrive on the game map as Reinforcements. These pieces should be placed directly on the Turn Record/Reinforcement Track, in the space corresponding to the turn in which they enter play.

1.62 Marker Placement: Once all units have been set up, the Game-Turn marker is placed on the turn in which the scenario starts.

2.0 SEQUENCE OF PLAY

1806 is played in a series of sequenced game-turns, each of which represents either 6 hours of daylight/twilight, or 6 hours of darkness. Thus, there are three Day and one Night Game-Turns per day

2.1 Day Game-Turns

Each Day turn is divided into two Player Turns, each of which is further subdivided into three Phases. Basically, the First Player resolves all three Phases of his Player Turn, then the Second Player does the same. After the Second Player has completed his Player Turn, the Game-Turn is complete and a new Game-Turn begins.

2.11 First Player Turn: Each of the following Phases must be resolved in the exact order given. Any action that is out of sequence is in violation of the rules.

A. Command and Reorganization Phase: This phase is resolved in a series of segments as outlined below.

    1. Reorganization Segment. The Phasing Player may use eligible Leaders to bring eliminated Combat Units back into play from the "Night" Half of the Units Available for Reorganization box [UAR box] (found on the game map). After the units are Reorganized, they are placed in the hex accompanying the Leader who Reorganized them, and the Casualty Tracks adjusted accordingly. Leaders that are used to Reorganize combat units may not be part of the "chain of command" during the immediately following Command Segment (they may not put units In Command).

    2. Command Segment: The Phasing Player removes all "Out of Command'' markers from his stacks of Combat Units and Leaders. This player then allocates his Command Points in order to place Officers and Combat Units "In Command" (they must be within the Commander's Command Range). If an Officer is placed "In Command" then any combat units that belong to his Formation and within his Command Range are automatically "In Command." "Out of Command" markers are stacked on all Officers and Combat Units that were not placed "In Command" this segment. The Phasing Player may attempt to remove these "Out of Command" markers by rolling against the Officer's Initiative Rating. If the die-roll is less than or equal to the Officer's Rating, the marker is removed and the Officer is considered "In Command" for the remainder of the Player Turn. Combat Units that belong to an Officer who successfully rolled for initiative that are within his Command Range are also "In Command" and remove their "Out of Command" markers.

B. Movement Phase: This phase is resolved in a series of segments as outlined below.

    1. Command Movement Segment: The Phasing Player may move all of his forces that are "In Command" (i.e., do not possess "Out of Command" markers) up to the limit of their Movement Allowance. Reinforcements that enter the map at this time are automatically "In Command" for their turn of entry. As units move across the map, they may attempt to force enemy units out of the way (see 10.0).

    2. Individual Movement Segment: The Phasing Player can automatically move any of his Officers (only) that are Out of Command. He may also attempt to move Combat units that are marked "Out of Command." For each Out of Command unit he wishes to move he rolls against its Initiative Rating. A die-roll equal to or less than this rating permits the unit to move up to its full Movement Allowance; however, the unit is still considered Out of Command and keeps its "Out of Command" marker.
    NOTE: Individual units within the Command Radius of their Officers, who previously this turn failed their Initiative checks, may not themselves roll for initiative (see also 7.42).

    EXAMPLE: Two combat units are stacked with an Officer who is Out of Command and also did not succeed in his Initiative roll. Thise combat units thus may not roll for Initiative.
    NOTE: Officers which successfully roll for initiative remove their "Out of Command" markers while individual units in the same situation do not. (See also 5.12, 7.12, 7.41, 7.42.)

C. Combat Phase: Combat is resolved in a series of steps as outlined below:

    1. Both players simultaneously reveal the identity of all their Combat Units and Leaders that are in an enemy ZOC.

    2. Defending cavalry (including Vedettes) retreat before combat as desired by the owning player (see 16.2).

    3. The Phasing Player conducts a series of Attacks using the procedures outlined in the Combat Rules (see 11.3). He must attack all enemy Combat Units in whose Zones of Control his units find themselves in, and every Friendly unit in an enemy ZOC must attack.

    4. Once all combats are resolved, all Combat Units and Leaders again revert to Hidden Forces.

2.12 Second Player Turn: The Second Player Turn is identical to the First Player Turn except that he is now the Phasing Player, moving and conducting attacks.

    A. Command and Reorganization Phase
    Resolved exactly as described for the First Player.

    B. Movement Phase
    Resolved exactly as described for the First Player.

    C. Combat Phase
    Resolved exactly as described for the First Player.

    D. Game-Turn Marker Advancement Phase
    The Game-Turn Marker is moved into the next space on the Turn Record/Reinforcement Track, and a new Game-Turn begins.

2.2 Night Game-Turns

The fourth Game-Turn of each day is a Night Game-Turn. These are resolved exactly like Day Game-Turns except that there is no Movement Phase and no Combat Phase; there is an additional Supply Segment; there is a limited Reorganization segment; and the Second Player Turn is resolved before the First Player Turn.

2.21 Second Player Night Turn:

    A. Command & Reorganization Phase
    No Command & Reorganization takes place during Night Turns. However, all Friendly units in the Day half of the Units Available for Reorganization box are shifted to the Night half.

    B. Supply Phase
    The Phasing Player removes all "Out of Command" markers that are stacked on Friendly Combat Units and Leaders. He then determines the Supply and Demoralization status of each of his Formations.

    C. Night Disengagement Phase
    The Phasing Player moves all of his units that are in an enemy ZOC out of the enemy ZOC. He may move up to two hexes doing this, but may not enter another enemy ZOC in the process.
    NOTE: There are only two times in the game when units may voluntarily exit an enemy ZOC. This is one of them. The other is when Cavalry retreats before combat.

2.22 First Player Night Turn: The First Player Night Turn is identical to the Second Player Night Turn except that the other side is now Reorganizing and Disengaging.

    D. Game-Turn Marker Advancement Phase
    The Game-Turn Marker is moved into the next space on the Game-Turn Record/Reinforcement Track indicating the passage of one turn and the beginning of another.

3.0 STACKING

Players may stack more than one Friendly Combat unit in a hex.

3.1 Stacking Limits

The number of Combat Units that are permitted in a hex at the end of the Movement Phase is restricted as follows:

3.11 Leader in Hex: A hex with a Leader may contain up to any two infantry units and two cavalry units; or a total of four cavalry units. These units need not belong to the same formation as long as a Leader is there to keep things organized.

3.12 No Leader in Hex: If no Leader is in the hex, any two Combat Units, and no more, may stack, regardless of their size or type.
NOTE: Bridge Trains and Baggage Trains are considered Combat Units.

3.13 Free Stacking Units: Leaders, Vedettes, Deployed Pontoon Bridges and all other Markers do not count against or affect the stacking limit of a hex.

3.14 Movement and Stacking: Units may move through hexes occupied by other Friendly units without regard to Stacking Limits. They may not, however, stop moving in a hex if, by their addition to the stack, it would violate the Stacking Limit.

EXCEPTION: Units in Road March may not stack (see 8.22).

4.0 ZONES OF CONTROL (ZOC)

The six hexes immediately adjacent to a hex containing a Combat Unit (that it could potentially move into) are its Zone of Control (ZOC). If the Combat Unit could not move into the hex because of terrain restrictions (it would have to cross an impassable hexside) it does not include this hex in its ZOC (thus, ZOCs do not extend across River hexsides). In addition, ZOCs do not extend across bridges which span River hexsides. All units exert a ZOC at all times regardless of what Phase or what Player turn is being resolved, even if the hex is occupied by an enemy unit, or adjacent to an enemy unit that also exerts a ZOC into it.

EXCEPTION: Bridge and Baggage Trains do not have Zones of Control even though they are considered Combat Units.

If a Friendly Combat Unit is adjacent to an enemy Combat Unit, they are equally affected by the other's ZOC. The presence of a Friendly unit in a hex that is in an enemy ZOC does not negate the effect of the enemy ZOC.

EXCEPTION: 7.21B.

4.1 ZOC Effects in the Movement Phase

Leaders may freely enter and exit enemy ZOCs that are occupied by Friendly Combat Units. They may not enter an enemy ZOC if that hex is otherwise empty.
NOTE: Leaders, Bridge and Baggage Trains may not enter an enemy ZOC voluntarily unless escorted by a Friendly Combat Unit (or the hex is currently occupied by a Friendly unit).

Combat Units may freely enter enemy ZOCs but are then pinned by them and may not continue moving until Retreat or Advance After Combat, or the Disengagement Phase during a Night Turn, alters the situation.

EXCEPTION: The moving unit attempts Repulse (see section 10.0) and the attempt is successful.

4.2 ZOCs and the Night Disengagement Phase

Combat Units must exit enemy ZOCs during their Friendly Night Disengagement Phase, but may only move a maximum of two hexes upon disengaging, and cannot enter another enemy ZOC in this movement.

4.3 ZOCs in the Combat Phase

4.31 Which Units Must Attack: During the Combat Phase every Phasing Combat Unit that is in an enemy ZOC must attack. Every enemy Combat Unit that is in a Phasing Combat Unit's ZOC must be attacked.

EXCEPTION: Attacking or Defending Cavalry or Vedettes may retreat out of an enemy ZOC prior to executing combat, as long as the re-treating cavalry unit is not itself in the ZOC of another cavalry unit.

4.32 Retreat and Advance into ZOCs: As a result of Combat, Combat Units must sometimes retreat out of an enemy ZOC, however, they may never retreat into one (even if there is a Friendly unit occupying the hex). Victorious Combat Units may advance into an enemy ZOC and may even advance from one enemy ZOC to another.

EXCEPTION: Combat Units may retreat into the ZOC of an enemy Vedette, but not if making a retreat before combat.

EXAMPLE: Two French units surround the Coalition unit-the latter may retreat only as a result of combat-through the ZOC of either French unit only if the French unit retreated past is a Vedette.

4.4 ZOCs and Vedettes

Vedettes represent cavalry patrols up to a regiment in strength that were used to probe an enemy's line and to screen their own from enemy reconnaissance, or as flank guards. Vedettes have ZOCs just like normal Combat Units. (See also 10.0 and 13.0.)

5.0 LEADERS

Each Leader unit represents the named personage as well as his accompanying staff. Leaders perform four vitally important functions in the game:

    1. They place Combat Units "In Command" (see 7.0)
    2. They provide a link in the Chain of Command.
    3. They Reorganize eliminated Combat Units (see 6.0)
    4. They facilitate the Advance After Combat of more than one victorious Combat Unit (see 11.46).

5.1 Types of Leaders

Leaders come in two distinct types: Commanders and Officers.

5.11 Commanders: Commanders stand at the top of the "chain of command." A Commander may Reorganize or place "In Command" any Officers and Combat Units that belong to his Army regardless of Formation. Each Commander has a Command Rating which is the number of Command Points he may execute in a given Command Phase. With each Command Point he can place "In Command" one Officer and one Combat Unit.

EXAMPLE: A Commander with a Command Rating of 3 may place three Officers and three Combat Units "In Command" that turn.

5.12 Officers: Officers are the second link in the "chain of command." They are in charge of specific Formations. An Officer commands all Combat Units that bear the same "superior unit designation" that he, himself, bears.

EXAMPLE: Ney commands the VI Corps of the French Army. All Combat Units of the French Army that bear the VIth Corps designation on their unit are thus part of Ney's Formation, and may be placed "In Command" only by him, or by the Army Commander (Napoleon). No other Corps Officer may link these Combat Units to the chain of command, or place these Combat Units In Command through his own initiative.

EXCEPTION: 5.15. Each Officer has his own Initiative Rating which is used to determine if that Officer will act on his own if not linked to the "chain of command;" i.e. the Commander has not put him "In Command" by expending a Command Point, or was unable to do so because the Officer is beyond his Command Range. If the Officer succeeds in a die roll equal to or less than his Initiative Rating, he may conduct the rest of his turn as if "In Command" (see 2.11A2).

5.13 Replacement Leaders: Each side has a number of replacement leaders who will come into play in the event of the capture of any leader. When a Leader is captured his replacement automatically enters play at the beginning of the next Friendly Command Phase stacked with any Friendly Combat Unit of his Formation (if an Officer) or Army (if a Commander other than Napoleon-see 5.15). If no part of his formation exists, he enters during the next Friendly movement phase stacked with any Friendly Commander.

5.14 Napoleon: If Napoleon is with an attacking or defending stack, the odds column for the ensuing combat is shifted one column in his favor.

EXAMPLE: If Napoleon is part of an attack with the odds of one-to-one, the odds are shifted to two-to-one (2 to 1). If part of a defending stack and the odds are three to one, the combat odds are reduced to two-to-one (2 to 1).

5.15 Davout, Lannes, & Murat; Hohenlohe & Brunswick: These Commanders are also officers of their particular formations. Their corps are thus always In Command as long as the various units are within the command range of their leader. They may also put In Command one unit that does not belong to their corps. In the event any of these commanders are eliminated their replacement is not a Commander, but an officer. Thus, a replacement leader for Davout would need a command point from Napoleon to place the III Corps In Command.

5.16 Kalkreuth: The Prussian Reserve Corps may be treated as part of I Corps for Command purposes. The Reserve Corps will thus be automatically In Command as long as it is within Command Radius of Brunswick. However, all or any part of the Reserve Corps may operate independently under Kalkreuth, a regular Officer.

5.17 Heads of State: The Allied monarchs rode with their armies during the campaign. Unlike Napoleon, these Leaders have no effect on Command. They have no Initiative or Command Capacity. They have a Movement Allowance of 10 Movement Points, and pay cavalry Movement Point costs.

Heads of State may reorganize eliminated units of any Friendly formation (in this, they function like any other commander) and may cause their entire stack to advance after combat. Heads of state may be captured.

5.2 Leader Operations

5.21 Leader Stacking: There is no limit to the number of Friendly Leaders that may occupy a single hex at any time. Every Friendly Leader in the game could occupy the same hex without affecting the stacking limit.

5.22 How Leaders Move: Leaders expend Movement Points by paying the cavalry cost for each hex they enter. Leaders may enter and exit enemy ZOCs that are occupied by Friendly Combat Units. Leaders may enter a hex in an enemy ZOC if accompanied by Friendly Combat Units (as part of a moving stack) if the hex is currently occupied by a Friendly Combat Unit. Leaders may never enter a hex solely occupied by enemy Leaders. Leaders may use Road March.

5.23 Leaders and Combat: Leaders have no Combat Strength (although some leaders have special abilities that will affect the combat strength of a combat unit, a combat result, or the odds at which an attack or defense of a hex is conducted). Leaders do not project a Zone of Control and therefore cannot hinder the movement of enemy Combat Units.

5.24 Leaders and Advance After Combat: Leaders may advance all units of their stack into a hex vacated by a retreated or eliminated enemy Combat Unit as a result of combat.

EXCEPTION: Combat Units that are demoralized or out-of-command may never advance after combat.

5.25 Leaders and Retreat After Combat: Leaders do not accompany Combat Units they are stacked with that are forced to retreat as a result of Combat (they may accompany units they are stacked with that are forced to abandon a hex as the result of a Repulse).
NOTE: Every Leader in the retreating stack is subject to being captured as a result of that Combat.

5.26 Leader Capture Procedure: Any time a leader is in an enemy ZOC and is not accompanied in that hex by a Friendly Combat Unit, he may be captured. The enemy Player rolls the die. If this die-roll results in a "1" the leader is captured and removed from play. On any other die-roll result the leader immediately "flies" to the nearest Friendly Combat Unit not in an enemy ZOC (he is simply picked up and moved to this hex at no cost). If no such hex exists, he then flies to the closest Friendly Supply Source hex where he begins the next Friendly Movement Phase as a Reinforcement.
NOTE: Vedettes may capture Leaders. A Leader is automatically captured if at the moment of being in an enemy ZOC he is also completely surrounded by any combination of enemy ZOCs and Prohibited terrain, and none of the adjacent hexes contains a Friendly Combat Unit. (See 5.13, Replacement Leaders.)

6.0 REORGANIZATION

Reorganization is the ability of a Leader to round up stragglers, rally disorganized troops, and restore cohesion to units that have suffered the adverse effects of battle. This is represented by Leaders' ability to bring Combat Units eliminated in combat back into play.

6.1 Eligibility for Reorganization

Not all units that were eliminated in combat may be brought back into play through Reorganization.

6.11 Permanently Eliminated Units The following Combat Units are ineligible for Reorganization, and are placed in the Permanently Eliminated Units box ["PEU box"] on the game map at the instant of its removal from play.

    A. Already Reorganized: It was already at its Reorganized (Reduced Strength) when it was removed from play (having been reorganized once before, or having started the scenario in a reduced state).

    B. Surrounded Elim: It was eliminated in combat by an Ae, De, or Ex result while occupying a hex that was surrounded by any combination of enemy Combat Units, their Zones of Control, or, Prohibited Terrain.

    C. Surrounded Retreat: It was eliminated by an Ar or Dr result and could not retreat because it was completely surrounded by any combination of enemy Combat Units, their Zones of Control, or Prohibited Terrain.

    D. No Reduced Strength: Its starting strength is such that reducing it further would give it a negligible combat value of less that 1 (it has no reduced strength counter).

    EXCEPTION: Vedettes (see 6.3).

6.12 Combat Units Eligible for Reorganization: Combat units that were not eliminated under any of the circumstances given above are placed in the Units Available for Reorganization box [UAR box] on the game map at the instant they are removed from play. Note that this box is divided into halves that are labeled respectively Day Turn and Night Turn.

When a Combat Unit is eliminated from play but is eligible for reorganization, place it in the Day Turn half of this box. At the beginning of each Friendly Reorganization Segment of the Night Turn, the Phasing Player transfers all Combat Units in the Day Turn half to the Night Turn half. Only Combat Units in the Night Turn half of the Units Available for Reorganization box may be reorganized.

6.13 Leader Requirements: To reorganize, Leaders must be at least 5 hexes away from the nearest enemy Combat Unit, Vedettes included (there must be at least 4 intervening hexes which do not contain an enemy Combat Unit). A Leader does not have to be "In Command" in order to Reorganize Combat Units. Officers may only Reorganize Combat Units that belong to their Formation. A Commander may Reorganize Combat Units that belong to any Friendly Formation. Leaders that reorganize may not be part of the Chain of Command.

6.2 Reorganization Procedure

6.21 Reorganizing Undemoralized Units: An eligible Leader may automatically Reorganize up to two Combat Units per Friendly Reorganization Segment. The Phasing Player simply removes the Combat Units from the Night half of the UAR box and replaces them with their reduced strength counter beneath the Leader who Reorganized them on the game map. If placing these Combat Units in the Leader's hex would violate the Stacking Limit of the hex because of other Combat Units in the hex, the Combat Units already there may be Displaced.

EXCEPTION: See Demoralized Formations below.

6.22 Reorganizing Units of a Demoralized Formation: (see 12.24)

6.23 Reorganizing Markers: Once Reorganization is complete (successful or not) each Leader that attempted Reorganization this Segment is marked with a Reorganizing marker. Leaders so marked may not be placed "In Command" during the immediately following Command Segment.

6.3 Reorganizing Vedettes

Unlike regular Combat Units, a reorganized Vedette unit may be returned to play face up (it does not have a reduced strength).

6.31 Retreat Results: While a Vedette is always eliminated when it receives an Ar or Dr result, as long as it was not surrounded at the time of its elimination it may be reorganized and is placed in the UAR box.

6.32 Elimination Results: A Vedette eliminated when it receives an Ae, Ex, or De combat result is always available for Reorganization, as long as it was not surrounded at the time of its elimination

6.33 Who can Reorganize: Vedettes belong to specific Formations and must be Reorganized by that Formation's Officer (or by commanders or heads of state). Vedettes that belong to a Formation without an Officer may only be Reorganized by their Army Commander.

7.0 COMMAND

Each army has a "chain of command" that represents how orders are passed down through the various headquarters. The lowest link in the chain is the headquarters of the individual Combat Units: i.e.; the name appearing at the top of the unit being the divisional general who would also have a small staff of as many as a half a dozen officers of lesser rank. The second link in the "chain of Command" are the Formation Officers who are generally Corps commanders.

During each Command Segment, the Phasing Player determines which of his forces will operate within the "chain of command" and which will not. Being outside the "chain of Command" decreases the likelihood Combat Units will move in the following Movement Phase, and removes their option to advance after combat in the Friendly Combat Phase.

7.1 Command Sequence

During the Command Segment of each Friendly Player Turn, the Phasing Player uses the following procedure to determine which of his Officers and Combat Units are or are not "In Command."

7.11 Command Point Allocation: Commanders possess a number of Command Points equal to their Command Rating. The Phasing Player allocates these to place Officers and individual Combat Units "In Command." In order to be placed "in Command" an Officer (or Combat Unit) must be within the Command Range of the Com-mander. A Vedette counts as one unit for Command purposes.
NOTE: The Command Rating is the number of Officers and Combat Units the Commander may place "In Command." Napoleon [3] may place three officers plus three combat units in command.

If a Command Point is allocated to place an Officer "In Command," then all Combat Units belonging to his Formation that are in turn within his Command Range are automatically "In Command." After all Command Points have been allocated, the Phasing Player places "Out of Command" markers on top of each Officer and Combat Unit that were not placed "In Command."

7.12 Officer Initiative Checks: The Phasing Player conducts an Initiative check for each of his Officers that has an Out of Command marker on it. This is done by rolling the die and comparing the result to the Officer's Initiative Rating. If the result is equal to or less than this rating, the Out of Command marker is removed from the Officer and any Combat Units in his Formation that are within his Command Range. If this Initiative check fails (the die roll was greater than the Initiative Rating) then all Out of Command markers remain in place.

7.13 Combat Unit Initiative Checks: During the Individual Movement Segment Initiative checks may be performed for all "Out of Command" Combat Units except those within the command range of their Officer. If the Combat Unit passes this check it may move, but its "Out of Command" marker is not removed and, therefore, it may not advance after combat. NEW This represents a change from "6 Days" (see Design Notes).

7.14 Demoralization Effects: If the Formation is Demoralized add one (+1) to the Initiative check die-rolls of the Officer and Combat Units.

7.2 Command Range

An Officer or Combat Unit may only be placed "In Command" by a Commander if within his Command Range. This Command Range will vary depending on the type of terrain it is traced through. The length of Officers and Commanders Command Range are identical. A Command Range may be:

    2 Hexes: If neither hex (or only one) is a road or trail hex.
    3 Hexes: If the first two or last two hexes are connected by roads or trails.
    4 Hexes: If traced exclusively through road or trail hexes.

7.21 Command Range Restrictions: Command Range may not be traced through:

    A. A hex occupied by an enemy Combat Unit.
    B. An enemy ZOC that is not occupied by a Friendly Combat Unit.
    C. A hex that a combat unit cannot move into, or a hexside that a Combat Unit may not cross.

7.3 Out Of Command

If an Officer or Combat Unit is "Out of Command" at the end of a Friendly Command and Reorganization Phase, it remains so until the beginning of the next Friendly Player Turn when all Out of Command markers are once again removed. Likewise, an Officer or Combat Unit that is "in Command" at the end of the Friendly Command and Reorganization Phase is "In Command" until the beginning of the next Friendly Player Turn. This is true even if the Officer or Combat Unit moves outside the Command Range of whomever put them " in command."

7.31 Out of Command Effects on Movement: Officers that are Out of Command may only move during the Individual Movement Segment. They may not move during the Friendly Command Movement Segment. Combat Units that are Out of Command may only move during the Individual Movement Segment if they pass an Initiative check. They may not move during the Friendly Command Movement Segment. They MAY move into an enemy ZOC.

7.32 Out of Command Effects on Combat: Combat Units that are Out of Command may not Advance After Combat. (Combat Units do not have to be "In Command" in order to attack. In fact., any unit in an enemy ZOC at the start of the Combat Phase must attack.)

8.0 MOVEMENT

During the Movement Phase, the Phasing Player has the option to move all, some, or none of his Units and Leaders up to their full Movement Allowance, subject to their Command status, terrain restrictions, and the presence of Enemy units and their ZOCs. Units may move in any direction subject only to the six hexsides of each hexagon, the terrain restrictions of the hex to be entered, or the presence of enemy Combat Units or their Zones of Control.

8.1 Movement Procedure

The Phasing Player may move his units individually or as a stack. Whether moving individually or by stack, the process of moving must be completed prior to moving the next individual unit or stack. (In other words you cannot move a piece, set it down, move another piece, then go back to the first piece and move it somewhere else.) Units may only move from hex to contiguous hex (no hexes may be skipped).

8.11 Terrain and Movement: Each hex costs a number of Movement Points. This number of Movement Points varies depending on the terrain in the hex or on the hexside crossed to enter the hex.
NOTE: See the Terrain Effects Chart printed on the back cover of this rulebook.

All Movement Point costs are cumulative in that they are deducted from the Movement Allowance of the unit as they are incurred. When the unit has run out of Movement Allowance, or it has been reduced to the point that it no longer has sufficient Movement Points left to pay the required cost of the next hex it wishes to enter, movement of that unit must cease.

EXAMPLE: Moving from one "clear" hex to another costs one Movement Point. If a stream hexside, however, intervened between the hexes, the cost for the hex would still be one, but the stream hexside would add an additional one for a total of two. An Infantry Combat Unit moving across a woods hexside pays an additional movement point. Crossing a hexside which is surrounded by woods on both sides of the stream costs an additional movement point for a total of three.

For purposes of computing movement point costs all Baggage Trains, Bridge Trains, Leaders, and Vedettes pay the cavalry costs for all types of terrain.

8.12 Movement Restrictions: The following movement restrictions are in place at all times.

    A. A unit may never expend more Movement Points than it has Movement Allowance in a single Movement Phase.

    EXCEPTION: If the cost of terrain in the hex and hexside exceeds the Movement Allowance of the unit, the unit may move one hex per turn.

    B. Unused Movement Points may not be saved up from turn to turn. When a unit ceases movement, all unused movement points are forfeit. Movement Points may not be given or loaned to other units that have not yet moved.

    C. Once the Phasing Player has removed his hand from the playing piece he is moving he may not return to moving that piece without the consent of his opponent.

    D. A maximum of any two Combat Units may end a Movement Phase stacked in a single hex, unless a Leader is present (see 3.11).

    E. A Combat Unit must stop the moment it enters an enemy ZOC.
    EXCEPTION: See Section 10.0, Repulse.

    F. A Unit cannot enter a hex occupied by an opposing unit (see 5.25, 9.11, and 14.34). A Leader, bridge, or baggage train may enter an enemy ZOC only if the hex is also occupied by a Friendly Combat Unit. A Leader may move from enemy ZOC to enemy ZOC if each of these hexes are occupied by Friendly Combat Units.

8.2 Road March

Europeans introduced the first paved post roads only during the half-century immediately preceding the Jena campaign. The grand army knew how to take advantage of the greater mobility they afforded. In order to benefit fully from the road, a unit would have to make a long narrow column: train transport in the middle, infantrymen marching on the shoulder. A division column of 7,000 men, marching two abreast, could take up two hexes.

8.21 Road March Procedure: As the Phasing Player picks up the unit he intends to move, he declares that it will use the road advantage, or Road March.
NOTE: There is no cost to declare Road March. He may declare the unit is making a Road March at any point in the unit's movement, but does not receive the Road March movement benefits until it is so declared. A unit making a Road March is marked with a "Road March" marker the moment its Road March is declared. Each hex of Road-to-contiguous-Road hex movement costs the unit one-half (1/2) point in Movement Allowance (a cavalry unit with 6 Movement Points could thus move a maximum of 12 hexes if moving solely along a road). All units may use road march.

A unit making a Road March need not remain on road hexes for the length of its movement, but is considered in Road March until the Road March marker is removed (see 8.23).

8.22 Restrictions: Units may only conduct Road March from Road to connected Road hexes. Road March is performed single unit by unit; units in Road March may not stack. A unit which ends its movement in Road March must abide by the following limitations:

    A. It must attempt a repulse if it enters enemy Zones of Control.

    B. It may not enter or end the Friendly Movement Phase stacked with, or in the Zone of Control of, any Friendly unit which is marked with a road march marker.

    EXCEPTION: Friendly cavalry brigades (not divisions) and Vedettes, plus their ZOCs, may be ignored by units ending their move in Road March. (Leaders, of course, may stack as well as enter an enemy ZOC as long as the hex is occupied by a Friendly Combat Unit). In road march, no unit may move as part of a stack.

    C. Units using road march may end the movement phase adjacent to Friendly units which are not marked with road march markers.

8.23 Removing Road March Markers: It costs one Movement Point to remove a Road March marker from a Combat Unit .
NOTE: Leaders pay zero MPs to remove their Road March markers.. It may, thus, not remove the marker unless it is in the act of moving during its Friendly Movement Phase when it would normally expend Movement Allowance.
NOTE: A Combat Unit with a Movement Allowance of 5 could, theoretically, move onto a road hex (1 MP), declare Road March and move two hexes along a road (1 MP), leave the road hex and move into an adjacent hex (1 MP), expend a movement point to remove the Road March marker (1 MP), and then move one more hex into an enemy ZOC (attacking the enemy Combat unit in the following Combat Phase).

8.24 Paying Trail Costs on Roads: A unit that is not using Road March but is moving along a road still receives some benefit from traveling along the road, paying no more than one Movement Point per hex entered (and ignoring hexside obstacles).

EXCEPTION: Units must be in Road March to cross river hexsides at bridge rates (see 8.31).

8.3 Bridges

Bridges are considered to exist wherever a Road crosses a River or Stream hexside. Bridges can be destroyed Both Players also have the limited ability to build temporary Bridges (Pontoons).

8.31 Bridges and Movement: As shown on the Terrain Effects Chart units may only cross a River hexside by moving over a bridge. It costs an extra Movement Point (+ 1 MP) to cross a normal (printed on the map) bridge. It costs an extra two Movement Points (+2 MPs) to cross a Pontoon Bridge ("pontoon" marker).

EXCEPTION: Combat Units that are employing Road March pay no additional MPs to cross a Bridge. Leaders never pay extra MPs to cross a Bridge. All "train" Units (Baggage and Bridge Trains) must use Bridges to cross a River or Stream hexside.

8.32 Bridges and Combat: Combat Units may only conduct Combat across Rivers at undamaged Bridges. If all Combat Units are attacking across a river Bridge, the Combat Strength of the defending unit is doubled.

8.33 Bridges and ZOCs: Zones of Control do not extend across River Bridges. Units are never required to attack adjacent enemy units across River hexsides, bridged or unbridged.-NEW

8.4 Damaging and Repairing Bridges

Bridges that are printed on the map (essentially permanent), may be damaged, or, if already damaged, repaired, by Combat Units of either side. (Pontoon Bridges may be destroyed or captured.)
NOTE: Bridges are depicted on the map only across rivers. Stream bridges exist whereever trails or roads cross streams.

8.41 Damaging Stream Bridges: Any Combat Unit (including Vedettes) may attempt to damage a stream bridgeby expending one movement point in either hex adjoining the bridged hexside. The player must declare why this point is being expended
NOTE: Units in an enemy ZOC may not expend the movement point necessary to cause the damage.

After expending the movement point the Phasing Player rolls a die. The attempt succeeds on a 4 or less (mark it with a "Damaged Bridge" marker).

The number of damage attempts a Combat Unit may make in a single turn is limited only by its remaining Movement Points. (A unit with a movement allowance of 5 could make up to five damage attempts in a single turn.) Damaged Stream Bridges do not exist for purposes of movement or tracing supply.

8.42 Damaging River Bridges: Except where different below, the procedure for damaging River Bridges is identical to damaging Stream Bridges.

    A. Infantry Units, only, may damage River Bridges.
    B. It costs 2 movement points for each attempt to damage a River Bridge.
    C. An attempt to damage a River Bridge succeeds on a roll of 3 or less.

8.43 Repairing Bridges: Repairing a damaged bridge is almost the opposite procedure executed in damaging it. Thus, it costs 1 movement point to repair a Stream Bridge; and 2 to repair a River Bridge. Infantry units, only, may repair a River Bridge. However, players must also subscribe to the following:

    A. Neither end of the bridge may be occupied by an enemy Combat Unit.
    B. The player must roll a 4 or less.
    C. If either end of the bridge is in an enemy ZOC, the repair die roll is amended by +2.
    D. If Napoleon is with the Combat Unit attempting to repair the bridge the repair die-roll is amended by a -2.

A bridge may be used the moment it is repaired. However, the cost to cross this bridge, for this movement phase only, is equal to the cost in movement points that were required to repair it. Every Combat Unit that crosses the bridge this movement phase must pay this movement penalty.

A bridge may be used for tracing Supply on the turn following its repair.

9.0 PONTOON TRAINS & BRIDGES

Both Players may construct Pontoon Bridges.

9.1 Bridge Trains

Bridge Trains are special Combat Units that have the unique ability to build Pontoon Bridges. They are "train" units and pay cavalry costs for movement They may use Road March. Bridging Trains may not enter Slope hexes or cross streams except via roads and trails (see also 9.23).

9.11 Movement Restrictions: Bridge Trains may not enter an enemy ZOC unless the hex in question is occupied by another (non-train) Friendly Unit or is accompanied by Friendly units. Furthermore, a Bridge Train is eliminated if it is ever in an enemy ZOC and it is not accompanied by a Friendly (non-train) Unit.

9.12 Formation: Like other combat units, Bridge Trains belong to specific Formations.

9.13 Combat Restrictions: Bridge Trains do not have a Combat Strength. They cannot attack or add to the defensive strength of the Combat Unit they are stacked with. If the Combat Unit it is stacked with is eliminated for any reason, the Bridge Train is eliminated also. Bridge Trains, like Leaders, do not retreat automatically if the Combat Result calls for Ar or Dr result. After retreating the accompanying Combat Unit, roll a die. If this results in a 1 or 2, the Bridge Train is removed from play. Any other result and the Bridge Train must retreat to the same hex that the accompanying Combat Unit retreated to.

9.14 Replacing Bridge Trains: Bridge Trains that are removed from play are placed in the Permanently Eliminated Units box [PEU box]. They may not be reorganized.

9.2 Pontoon Bridges

Pontoon Bridges may be deployed across Rivers (or streams). Pontoon Bridges are deployed across the hexside adjoining two hexes, and are therefore specific to that hexside (units may only cross from one hex to another via the bridged hexside). A Pontoon Bridge can be built on a hexside of an existing bridge (one printed on the map); in this case the normal cost to cross the bridge is nullified; i.e., the normal cost of +1 MP for the existing bridge no longer exists, nor would the +2 MP cost for crossing the Pontoon Bridge.
NOTE: Bridge Train units have the Pontoon Bridge printed on their reverse side. While their flag-side is visible they are considered Bridge Trains.

9.21 Deploying Pontoon Bridges: If the Bridge Train is adjacent to a River hexside during the Friendly Movement Phase, the Phasing Player may deploy a Pontoon Bridge there by simply flipping the unit over. It does not cost any Movement Points to deploy a Pontoon Bridge; however, Bridge Trains that have a "Road March" marker on them may not deploy a Pontoon Bridge.

9.22 Deployment Restrictions: If the "other side" of the River is occupied by an enemy Combat Unit (the hex into which the Pontoon Bridge is to extend), the Pontoon Bridge may not be deployed. Pontoon Bridges may be deployed, however, into hexes that are in an enemy ZOC.

9.23 Reassembling a Bridge Train: A Pontoon Bridge may be reconfigured into a Bridge Train once again during the Friendly Movement Phase simply by flipping the unit over to its Flag side. The Bridge Train can be reconfigured in either of the two hexes adjacent to the Stream or River that it spanned as a Pontoon Bridge (you can reform a pontoon at one end if the other end is in an enemy ZOC). Bridge Trains should be reconfigured at the start of the Movement Phase. (Nothing may cross a Pontoon Bridge in the turn it is to be reconfigured into a Bridge Train.) A Bridge Train may move in the same turn that it is reconfigured but may not deploy into a Pontoon Bridge the same turn.

9.24 Turn of Deployment: If the Phasing Player wishes to cross Combat Units over a Pontoon Bridge in the same turn it is deployed he rolls a die immediately prior to the first unit's crossing (it must move up to the Bridge before rolling the die). The result of this die is equal to the number of Movement Points that it will cost any unit to cross the bridge this turn (it could result in less than the usual cost to cross a Pontoon Bridge, or it could result in more than the unit has to spend at that time, in which case it cannot cross-exception, see 8.12 A).
NOTE: Divide the result by two (round fractions up) if on an existing bridge (see 9.2)

9.25 Combat Effects of Pontoon Bridges: Pontoon Bridges do not have a Combat Strength or Movement Value (once deployed they are fixed in position). They do not have a ZOC. Once deployed they are like all other bridges (see 11.31F).

EXCEPTIONS:

    A They can be captured and destroyed

    B. They cost Combat Units 2 Movement Points to cross unless the units are using Road March, or, unless another bridge is in the hex (see 9.24).

9.26 Capturing Pontoon Bridges: A Pontoon Bridge can be captured if an enemy Combat Unit occupies either of the two hexes it connects and neither hex contains a Friendly Combat Unit. Capture can occur during either the Movement or Combat Phases. Leaders and Combat Units may freely Move, Advance After Combat, and Retreat across captured Pontoon Bridges the instant they are captured. It is possible for a single Pontoon Bridge to be captured several times in a single Game-Turn. A captured Pontoon Bridge may not be reconfigured into a Bridge Train by the enemy Player. Only the "owning" Player is considered to control the Bridge Train side of the unit, and only he may reconfigure that Pontoon Bridge.

9.27 Destroying Pontoon Bridges: The procedure is the same as in 9.26 except that the Pontoon Bridge is removed from play.

10.0 REPULSE

During the Movement Phase (only) the Phasing Player may attempt to displace enemy units out of the path he wishes his units to take. This displacement is called Repulse. In order for a Repulse to succeed he must have overwhelming odds.

10.1 Repulse Procedure

Combat Units that start (or enter) in an enemy ZOC may attempt to Repulse the enemy unit projecting it. To do so the Combat Units that wish to Repulse must first expend the Movement Points necessary to enter the contested hex (they may not actually enter the hex unless the Repulse attempt succeeds).

10.11 Resolving a Repulse Attempt: Once the Repulse attempt has been declared, the Phasing player reveals the identity of the Combat Units attempting the Repulse as well as the unit to be Repulsed. The Repulse succeeds if the odds are five-to-one (5-1) or greater. Combat Strengths on both sides may be modified by Terrain (see Terrain Effects on Combat); other Combat odds modifiers do not apply.

10.12 Terrain Effects on Repulse

    A. A moving force must simultaneously Repulse all enemy Combat Units that project a ZOC into its hex. In thus attempting to Repulse more than one enemy stack at once., the Repulsing stack pays the Movement Point cost of the most severe of the various hexes occupied by the enemy units.

    B. A Repulse cannot be attempted against Combat Units in a Chateau or Fortified Town hex.

    C. Retreating units may not enter or pass through prohibited terrain (see 11.43)

10.2 Repulse Effects

Each Repulse attempt will either succeed or fail.

10.21 Effects of a Successful Repulse: If the Repulse attempt succeeds then the Repulsed enemy units immediately retreats two (2) hexes. The stack that conducted the attack must enter the vacated hex (it has already paid the Movement Point cost). If there is more than one vacated hex, the successful stack may advance into the vacated hex of the owning Player's choice. Combat Units that conducted a successful Repulse may continue moving if they have any Movement Points left, and may even attempt subsequent Repulses. A Combat Unit may conduct any number of Repulse attempts as long as it has the Movement Points to do so. There is no limit to the number of times a Combat Unit could be Repulsed in a single turn either.

10.22 Effects of a Failed Repulse: If the Repulse attempt is unsuccessful, the Repulsing stack immediately ceases movement. This unit must attack the unit it attempted to Repulse in the following Combat Phase.

Other Friendly units may join this attack. This attack is conducted at two odds columns less that the actual odds revealed by the Strength Points involved. All other column shifts that apply are combined with the two-column Repulse shift.
NOTE: If in in place, Road March Markers remain.

EXAMPLE: 14 Strength Points are attacking 3. Normally this could translate into a four-to-one (4-1) attack after rounding off the fraction; however, because the odds column must be shifted by two, the combat is resolved as a two-to-one (2-1) attack.

10.23 Repulse of Vedettes. Vedettes that are repulsed are eliminated and available for reorganization.

11.0 COMBAT

All Combat between opposing units occurs during the Combat Phase.
NOTE:
A Repulse is not Combat.

11.1 Combat Phase Sequence

A Combat Phase is resolved in a series of steps which must be played through in their exact order. Throughout the following sequence the Phasing Player is referred to as the Attacker, whereas the non-Phasing Player is referred to as the Defender.

    1. Both the attacker and defender reveal their Hidden Forces in enemy ZOC.

    2. Designate which units are to attack which defending units.

    3. The defender may have any or all of his cavalry (including Vedettes) make a Retreat Before Combat at his option (see 13.22 and 16.2). If stacked with infantry they may not Retreat Before Combat.

    4. The attacker may have any or all of his cavalry (including Vedettes) make a Retreat Before Combat.

    5. The attacker conducts a series of Attacks. Each is resolved separately, and in the order the attacker desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack.

    6. After all attacks are resolved, all stacks are once again hidden This ends the Combat Phase.

11.2 Defining Combat

The Phasing Player must determine all his attacks before resolving them ("these stacks will attack this stack"). He must, however, remember that all enemy Combat Units that are in his ZOCs must be attacked at some time during the Combat Phase.

NOTE-NEW: Phasing Cavalry that chooses to retreat before combat does NOT "mask" the defending Combat Units; this DOES NOT count as an attack.

11.21 General Rule: The attacker may organize/define his attacks as he sees fit so long as all enemy units in his ZOCs are attacked, and all of his Combat Units in enemy ZOCs attack. All of the defending Combat Units in a stack must be attacked as a single combined combat strength. They may not be attacked separately. Likewise, all attacking Combat Units in a single stack must attack as one combined Combat strength. Only adjacent Combat Units may be attacked.

11.22 Multi-Hex Combat: A defending stack may be attacked by up to six enemy stacks (one in each adjacent hex). An attacking stack may attack up to six adjacent stacks (assuming it is surrounded). However, a single stack may only be attacked once per Combat Phase. Therefore, all attacks upon a single hex must be resolved as one attack. All attackers must combine their various attacks into one single attack strength if they are to attack the same enemy stack. If an attacking stack is located in the ZOC of several enemy stacks, and no other Friendly stack is adjacent to the enemy stacks, the attacking stack must attack all of the enemy stacks as one attack (and the defender may choose the one applicable terrain modifier that is most beneficial to him).

11.3 Resolving Combat

To resolve each attack the attacking Player divides the total Combat Strength of his Combat Units by the total Combat Strength of the defending stack. This is expressed as an odds ratio.

EXAMPLE: 14 Attacking Strength Points divided by 6 defending Strength Points reduces to two and one-third to one (2 1/3 to 1). Because two and one-third is less than three but greater than two, the odds column will be two-to-one (2-1). The remaining fraction is lost, or rounded down in the favor of the defender.

Having calculated the combat odds ratio, the attacking player locates the appropriate column on the Combat Results Table and rolls the die. Cross referencing the die roll with the odds column gives the Combat Result, which is applied immediately (before another combat may be resolved).

NOTE: The simple combat strength comparison may be modified by terrain and other factors (see 10.22, 16.0) or a special Leader.

11.31 Terrain Effects on Combat: The terrain in the defending force's hex, or the hexside separating the defending force from the attacker, may affect their respective Combat Strengths.

    A. Villages/Towns: Defending Combat Units have their Combat Strengths increased by 50%.
    B. Slopes, Streams & Stream Bridges: If all of the attacking stacks are attacking across Streams, and/or uphill across Slope hexsides, the defending force has its combat strength increased by 50%. A defender only gets the slope benefit if attacked up slope.
    C. Chateau: (See 11.5)
    D. Woods Hexes: No Effect-NEW.
    E. Woods Hexsides: Cavalry attacking or defending across one of these has its combat value halved.
    F. Bridges: If all Combat Units are attacking across a bridged river hexside, the defender is doubled.

NOTE: Combat values are never modified twice (modifiers are not cumulative) for one side. In other words, a Combat Unit defending in a town, and being attacked from across a stream is not doubled and then increased by half again as much. It may only receive one benefit. If more than one modifier applies to a given combat always use the best available to the defender.

EXAMPLE: Cavalry attacking across a Woods Hexside into a town occupied by the enemy. In this case the cavalry (attacker) is halved while the defender (in the town) is doubled.

11.32 Voluntary Odds Reduction: The Phasing Player has the option to attempt to reduce the odds ratio in any given attack (for whatever reason). However, if successful he must adhere to the result. Prior to rolling the die, he must declare that he is attempting to reduce the odds. Next he checks the initiative of the top Combat Unit of the attacking stack (if more than one stack is involved in the attack then each top unit must pass this check), or, if an Officer is with the attacking force, the initiative of the leader is checked. If the Combat Unit(s) or Officer pass this check, then the Phasing Player may reduce the combat odds to whatever level he sees fit.

11.4 Applying Combat Results

The various Combat Results are applied as follows:

    Ae: All attacking Combat units are eliminated.
    De: All defending Combat Units are eliminated.
    Ex Exchange: All Combat units on the weaker side are eliminated, and the stronger side eliminates a number of Combat Units at least equal in their total face-value Combat Strength Points to those lost by the weaker side.
    Ar: All attacking Combat Units must retreat 1 hex.
    Ar2: All attacking Combat Units must retreat 2 hexes.
    Dr: All defending Combat Units must retreat 1 hex.
    Dr2: All defending Combat Units must retreat 2 hexes.

11.41 French Guard and the Ex Result: Attacking and Defending French Guard Infantry never suffer an Exchange result. If an attacking or defending force is exclusively French Guard Infantry (and/or Guard cavalry) then the combat result is automatically changed to a De if the Guard is attacking, or an Ae if the Guard is defending. If the attacking or defending force contains Combat Units that are both Guard and other Combat Units of the French Army, then the Ex result only applies to the non-Guard portion of the force (that portion of the force that is not Guard is removed to satisfy the result, any further losses required to satisfy the result are ignored).

In other words, if a stack of Guard Infantry and one other Combat Unit are defending a hex and the attacker rolled an Ex result, the defending non-Guard unit would be removed from the defending stack, while all attacking Combat Units at least equal to the strength of the Guards and non-Guard units combined would be removed also.

11.42 Eliminated Combat Units & Reorganization Eligibility: If a full-strength Combat Unit is eliminated by an Ae, De or Ex result, the owning Player must determine if it could have retreated 1 hex away from the hex in which it was eliminated. If the Combat Unit could have performed such a retreat (see below) it is placed in the day half of the UAR box. If not it is placed in the PEU box. Combat Units that are already at their reduced strength, or do not have a reduced strength counter, are automatically placed in the PEU box.

EXCEPTION: Eliminated Vedettes (see 13.2).

11.43 Retreat After Combat: When a Combat Unit must retreat, the affected Player must move his units back 1 or 2 hexes (as specified by the result) from the hex they occupied at the moment of combat. A retreating Combat Unit may not cross a prohibited hexside, enter an enemy ZOC nor enter hexes occupied by enemy Combat Units. A leader or train unit that is stacked with Combat Units that are forced to retreat does not retreat with them.

EXCEPTION: Combat Units may retreat into the ZOCs of an enemy Vedette, or even into a hex currently occupied by an enemy Vedette if no other path of retreat is available (the Vedette is Displaced; see below).

11.44 Units Unable to Retreat: If a Combat Unit cannot retreat the specified number of hexes for the reasons given above, it is eliminated instead. Any Combat Unit eliminated because it is unable to retreat is automatically placed in the PEU box whether it was at its reduced strength or not. Units which are forced to retreat off the map are eliminated and placed in the UAR box.

11.45 Displacement: If the only route available to a retreating force would put it in a Friendly occupied hex where it would violate the stacking restri ctions for the hex, then, one or more Combat Units currently in the hex must be Displaced in order to make room for it. Displaced Combat Units retreat one hex, observing all restrictions governing retreat after combat.

However. if the Combat Units to be Displaced cannot themselves retreat, then no Displacement takes place and the originally retreated force is eliminated instead.
NOTE: A force that is displaced may displace other Combat Units, and so forth, if no other legal path of retreat is open to the retreating Combat Units. Displaced units may not enter Enemy ZOCs.

Enemy Vedettes may be Displaced if no other legal path of retreat is available to the retreating force. The hex must be solely occupied by enemy Vedettes (no other Combat Units may be in the hex accompanying the Vedettes). Vedettes are Displaced even if the Vedettes themselves cannot legally retreat (they are removed to the UAR box instead of retreating).

11.46 Advance After Combat: Whenever an enemy stack is eliminated or forced to retreat as a result of combat, a stack of Combat units that participated in the combat may choose to advance and occupy the vacated hex. If the enemy force occupied two or more hexes and retreated as a result of combat, then the attacking units would have the option to advance into either of the vacated hexes. Combat Units do not have to advance.

EXCEPTION: Demoralized and Out of Command Combat Units may not advance after Combat. Only one (1) available Infantry Combat Unit in a given stack may normally advance. All cavalry in a given stack may advance.

EXCEPTION: All non-demoralized Combat Units in command may advance if a leader is in the stack and advances along with the m. The option to advance must be exercised immediately (before the Phasing Player may organize or resolve another attack, or move on to another phase). A unit may never be attacked, or attack in a given Combat Phase once it has advanced after Combat (even if it advances into the ZOC of an enemy Combat Unit that has yet to have its Combat resolved).

11.5 Chateaux

Chateaux can be any large, walled farm; a walled or fortified village; a manor house or true castle.

11.51 Stacking in Chateaux: There are no special stacking restrictions regarding theses hexes. The defensive benefits apply to only one unit of infantry or Light Troops.

11.52 ZOCs and Chateaux Hexes: The single infantry unit in a Chateau hex may ignore the ZOCs of enemy units that project into the chateau hex it occupies. It is not forced to attack these units. If, however, it chooses to attack out of the chateau hex, then all of the enemy units that exert a ZOC into the chateau hex must be attacked (by this unit or some other as per the rules governing Zones of Control and Combat). Conversely, Chateau hexes occupied by a single infantry unit do exert a ZOC at all times. Thus, they must be attacked if enemy combat units are in these affected hexes.

11.53 Chateaux and Combat: When a single infantry unit in a Chateau hex is attacked:

    A. Regardless of the number of attacking SPs involved, the combat odds may not be higher than 2 to 1.

    B. All Dr and Dr2 results are ignored.

    C. De results are treated as Ex results.

    D. The attacker may not receive a Combined Arms odds shift.

12.0 DEMORALIZATION

Demoralization represents how casualties and supply shortages can effect the performance of even the best of units.

12.1 Demoralization Levels

Each player has a Casualty Track which he uses to record Friendly losses.

At the beginning of any scenario the Demoralization Levels of all Formations are "zero". When the first Friendly Combat Unit of a Formation is eliminated from play, this unit becomes the "Casualty Level Marker" for that Formation. (
NOTE: with the coming of Night, the Casualty Level Marker becomes available for reorganization.) As further units are eliminated, the Owning Player adjusts this marker to reflect these casualties by moving it the number of spaces on the track equal to the unit's full Combat Strength.

NOTE: Vedettes, train, Independent units, and Leaders do not count.

12.11 Becoming Demoralized: A Formation becomes Demoralized at the instant the value of its Casualty Level marker equals or exceeds its Demoralization Level (the formation's symbol is printed in the appropriate box on the Casualty Track).

EXAMPLE: The French VI Corps "breaks" at 9. When the Casualty Level marker reaches or passes the Roman numeral-VI on the French Casualty Track, this corps becomes Demoralized.

Demoralization is indicated on the game map by placing a "Demoralized" marker on the Officer commanding the particular formation and one on each and every Combat Unit of that formation currently in play.

12.12 Recovery From Demoralization: When an eliminated Combat Unit is brought back into play through Reorganization, the value of its Formation's Casualty Level marker is reduced by an amount equal to its full Combat Strength (even though the Combat Unit will operate hence forth at reduced strength). The moment enough Strength Points have been recovered in this way to reduce the accumulated total of casualties for that Formation below its Demoralization Level, the Formation is said to have recovered from Demoralization and all markers indicating Demoralization are removed. In short, as casualties are accumulated and recovered by a Formation they are recorded on the Casualty Track which is moved up and down accordingly.

12.13 Demoralization of Individual Combat Units: Combat Units can also become Demoralized if out of supply (See 14.0). However, in this case only the out-of-supply Combat Unit is Demoralized, not the Formation to which it belongs, and it recovers from Demoralization when its Supply Line is reëstablished.

12.2 Demoralization Effects

12.21 Initiative: One is added (+ 1) to all Initiative Check die results made for Demoralized Officers and Combat Units. There is no effect on Commanders and Heads of State.

12.22 Road March: Demoralized Leaders and Combat Units MAY Road March normally-NEW.

12.23 Advance After Combat: Demoralized Combat Units may not Advance after Combat.

12.24 Reorganization: Reorganization of a Combat Unit that belongs to a Demoralized Formation does not automatically succeed (as usual). Instead, the Phasing Player must roll a die for each Combat Unit of that Formation he attempts to Reorganize. If this die-roll results in a "5" or "6" the attempt to reorganize the Combat Unit fails and it is permanently eliminated instead.

13.0 VEDETTES

Light Cavalry and "Light Troops" have the ability to generate a number of smaller units (each Vedette is roughly a regiment in size-the equivalent of between 250 and 500 men.). These fast-moving patrols were routinely used to screen an army against enemy reconnaissance, to perform reconnaissance themselves, and to protect the flanks of the larger formations. Vedettes function exactly like other cavalry units except as explained in the following paragraphs.

13.1 Vedette Breakdown and Reassembly

Each unit with Vedettes has a number of asterisks printed on its counter, to indicate the number of Vedette units provided for that unit.

EXAMPLE: Colbert's light cavalry brigade of the French VI Corps has two asterisks printed on the counter. There are also two Vedette units in the French unit mix with "Colbert" printed on them, corresponding to the two regiments in that brigade, the 3rd Hussars and the 10th Chasseurs.

A cavalry unit may Breakdown into as many Vedette units as are provided, indicated by the number of asterisks on the counter.

13.11 Creating Vedettes: Prior to moving, any cavalry unit with asterisks ("parent unit") may break-down into its corresponding Vedette units. It may only do this during its own Movement Phase. The Phasing Player simply removes the unit from the game map and replaces it with the Vedettes. The unit is then placed in the UAR Box. Vedettes may move in the same turn in which they are deployed.
NOTE: "Light Troops" parent units remain on the map (see 13.3) Vedettes may be deployed at the beginning of a scenario, at the owning player's option, anywhere within 2 hexes of the parent unit. The first player deploys all his Vedettes first, then the second player deploys his.

13.12 Replacing Vedettes: The unit may be placed back on the game map (into play) again if it is Reassembled. To Reassemble the unit, all of the Vedettes from that unit on the map must end their movement phase in the same hex. Then, simply remove the Vedette units and replace them with the unit currently in the UAR box. It takes at least two (2) Vedettes in order for Reassembly to occur.
NOTE: Vedettes may not reassemble in an enemy ZOC. See 6.3

13.13 Vedettes and Reorganization: Reorganized units may not put their Vedettes into play for the remainder of the game.

EXCEPTION: Vedettes of Light Troops can remain in play if the parent unit is eliminated in combat; to reorganize the parent unit, however, the Vedettes still in play must be present in the hex, and must be exchanged with the reduced parent unit at the moment of reorganization.

13.14 Vedettes and Stacking: Vedettes do not count against the stacking limit of a hex. In a stack of vedettes, each vedette counts as one unit for command purposes, even if they are all from the same parent unit.

13.2 Vedettes in Combat

Vedettes that suffer an adverse combat result are automatically eliminated (they are not retreated) and are placed immediately in the UAR box unless they were surrounded by units and/or ZOCs and prohibited terrain at the moment of combat.

13.21 Vedettes and Retreat: Vedettes' ZOCs do not block retreat. Enemy Combat Units may retreat into the ZOC of an enemy Vedette.
NOTE: Units may not retreat into hexes containing Enemy Vedettes-NEW

13.22 Retreat Before Combat: Vedettes may voluntarily Retreat Before Combat. After an attack has been declared and the Hidden Forces of both sides have been revealed, some or all of the Vedettes, on both sides, may retreat up to two (2) hexes prior to the odds for the combat being calculated.

The defending player always decides to retreat his Vedettes (and executes this retreat) before the attacking player. Vedettes may not retreat if they are stacked with Friendly infantry units. Vedettes stacked with Friendly cavalry may retreat before combat if the cavalry units they are stacked with also retreat. Attacking units may not advance into the hex vacated by Vedettes that retreat before combat.
NOTE: Cavalry units can also retreat before combat-see 16.2. A Repulse attempt is not considered Combat.

13.23 Vedettes and Combined Arms: Vedettes do count as cavalry involvement for Combined Arms attacks (See 16.1) but only if the combined strengths of the Vedettes equals one SP or more.

13.24 Vedettes and Supply: Supply Lines may not be traced through hexes containing Vedettes, but may be traced through their ZOCs.

13.3 Vedettes of Light Troops

"Light Troops" (see 1.31) can also form Vedettes. When setting out Vedettes of Light Troops, do not remove the parent unit; it continues to function normally, with no reduction in strength. However, it loses its automatic combined arms benefit (see 16.1).

14.0 SUPPLY

The Phasing Player must determine the supply status of each Friendly Combat Unit during the Supply Segment of each Friendly Night Player Turn. Any unit that is out-of-supply immediately becomes Demoralized and is marked as such with "Demoralized" marker (see 12.0). If already Demoralized, there is no further effect, although it would have to reestablish a Line of Supply, and reorganize a sufficient number of units, before its Demoralization Marker could be removed (see 12.12).

14.1 Tracing Supply Lines

A Combat Unit is in supply if it can trace a Supply Line no more than 14 hexes long (not counter the unit's hex) to either:

A A Friendly Supply Source

B A Baggage Train: If the Baggage Train for that particular army is on a road (not trail) that is connected to a Friendly Supply Source. For this purpose only, roads are considered to run across Pontoon Bridges.

14.11 Passable Terrain: Any passable terrain hex counts as one hex. An uninterrupted line of connected road hexes must then continue the line to a Friendly Supply Source.

14.12 Prohibited Terrain: Neither the road nor any portion of the non-road Supply Line may be traced through prohibited terrain, or a hex occupied by an enemy Combat Unit or Vedette, or the ZOC of an enemy Combat Unit (not Vedette ZOC).
NOTE: Friendly units don't cancel enemy ZOCs (see 4.0).

14.2 Supply Source Hexes

Each Side has Supply Source hexes which are indicated on the game map by the symbol shown above.

14.21 French: S0901, S2701, N0401

14.22 French Alternates: N 1801, N2301 (see 21.75).

14.23 Prussian: S0554, S2653, N1453, N2053, N3853, and N3916.

14.24 Use Only: Only those Supply Sources at which one or more French force has entered play may be used by the French Player.

14.3 Baggage Trains

There are three Baggage Train units in the game; the Prussians and Saxons have two, the French one. These units move and are captured just like Bridge Trains. They do not have a Combat Strength and, thus cannot defend themselves. The only purpose a Baggage Train serves is to extend a unit's supply line beyond its supply source.

14.34 Capturing Baggage Trains: In Combat, Baggage trains retreat like bridge trains (see 9.13). A Baggage Train is captured when an enemy Combat Unit comes adjacent to it and the Baggage Train is not accompanied in its hex by some other Friendly Combat Unit. Captured Baggage Trains are removed from the game and do not return at a reduced strength. Victory Points are awarded to the side that captures a Baggage Train in most scenarios. An army without a Baggage Train may only trace supply directly from its Supply Source hexes (a 14 hex radius).

15.0 REINFORCEMENTS

Both sides receive Leaders and Combat Units throughout the course of a Scenario other than the ones called for at its start. All such units that enter play after the start of a scenario are termed Reinforcements. A Reinforcement enters play on the turn in which the letter "R" appears preceding its entry code on the Set-Up and Reinforcement Tables. The "R" indicates that unit is, in fact, a Reinforcement and does not begin the scenario on the game map. The four-digit code following the "R" indicates the hex where it enters the game. Reinforcements always enter the game during the Friendly Movement Phase of the indicated Game-Turn.

15.1 How Reinforcements Enter the Map

Reinforcements may move (In Command) and attack freely on their turn of entry, and may arrive stacked. When more than one Combat Unit is scheduled to arrive at the same entry hex in the same turn, they may arrive stacked as long as they do not violate the stacking limit of the hex they enter. The first such stack to enter the map pays the normal movement point cost for the hex entered. Each additional and subsequent stack to enter at that hex pays one more movement point according to the order in which they arrive.

For instance, the second stack to enter will enter with one movement point already deducted from its Movement Allowance; the third stack enters with 2 Movement Points deducted from its Movement Allowance.

EXCEPTION: Reinforcements may enter the map using Road March if the hex contains a road that exits the map at that hex (runs off the map-edge). In this case the first unit to enter pays only the road value of the first hex, and each subsequent unit to enter pays the cost for this hex as if the road continued off the map, and each unit were deployed for Road March behind it, the second unit paying one &1/2 MP to enter, etc.

15.11 Entry Hexes: These are specified on the TR/RC. "Less Div. Blücher" means all of "Blücher"-plus Brigade Winning-must be set aside from Rüchel's IV Corps for later entry.

15.2 Blocked Entry Hexes

If the entry hex a Reinforcement must use is occupied by an enemy unit, or, if upon entering the hex the reinforcement automatically places itself in an enemy ZOC, it may instead enter along that map-edge in the nearest hex to the entry hex that would allow it to enter free and clear of the enemy units and their ZOCs. Players may delay the entry of Reinforcements indefinitely. However, no other scheduled Reinforcement may enter at this entry hex until the delayed Reinforcements have been brought onto the map (they may enter in the same or subsequent turns). No one portion of a Reinforcement may be delayed. Either all the units scheduled to arrive at that hex are brought onto the map, or none of them.

16.0 SPECIAL UNITS IN COMBAT

16.1 Combined Arms

If an attacking force includes both infantry and cavalry, the combat odds for the attack are shifted one column to the right before the dice are rolled (a 1 to 1 attack becomes a 2 to 1).
NOTE: The cavalry in this attack must have a strength of at least one after all modifications.

EXCEPTION: If the defending hex also contains infantry and cavalry the effects of the attacker's Combined Arms are negated.

16.11 Light Troops

Light Troops always receive the combined arms benefit automatically, unless their Vedettes are not present.

16.2 Cavalry Retreat Before Combat

Any Cavalry Unit (and any accompanying leader) that is about to attack or be attacked by a non-cavalry force may elect to retreat one (and only one) hex. The enemy units in this situation may not advance into the hex vacated by the retreating cavalry.

EXCEPTION: Vedettes may retreat even if the opposing force does contain cavalry. Vedettes may not retreat if stacked with infantry or non-retreating cavalry.

A unit can take only one retreat before combat per turn.

16.21 Vedettes and Reconnaissance: Vedettes can conduct reconnaissance. Since they can always retreat before combat (see above)-unless they are surrounded-they can discover the enemy force during the Combat Phase and then retreat before combat (see 11.1.)

16.22 Supply and Morale: Supply and Morale do not affect a cavalry unit's ability to retreat before combat.

16.3 French Guard Infantry

The Imperial Guard Infantry were the ultimate reserve, to be used only in direst necessity. Though their impact on the battlefield remained profound, their use also entailed a certain degree of risk. Because they were believed unstoppable by their comrades in the line regiments any untoward result they experienced could be interpreted with calamitous effects for the army's morale as a whole.

16.31 La Garde Recule: If the infantry division of the Imperial Guard is involved in an attack resulting in an Ae or Ar, the Demoralization Levels of all French formations are immediately reduced by one-third (1/3), rounding fractions up.

16.32 La Garde Irrésistible: If the Guard infantry Unit is in an attacking force, the combat odds for that attack will shift one to the right (a two to one attack becoming a three to one attack).
NOTE: See also 11.41 French Guard and the Ex Result.

16.4 Reorganization of Surrounded Units

On a successful die roll a surrounded unit may enter the UAR Box. A surrounded unit will enter this box on a result of 1, 2, or 3. Modifier: For each odds column above 1-1 in the combat which caused the unit's elimination, add one to the die roll.

17.0 COMMAND STRUCTURE

17.1 Prussian Army Command Structure

The Prussian Player controls both Prussian (blue) and Saxon (white) forces.

The Saxon forces are considered "Friendly" to the Prussians and behave like Prussian units for all game purposes, including command (see also 5.16, Reserve Corps; 5.17, Heads of State).

17.2 Independent Combat Units

Independent Combat Units (without a formation, designated "Ind.") may rely on their own initiative to move; or may be placed "In Command" directly by any Friendly Commanders.

17.3 Independent Units and Casualties

Casualties incurred by Independent Units are not tallied on the Casualty Track as if they are a part of some formation. Independent Combat Units do not have a "Corps" morale. As such their losses do not effect the morale of other Independent Combat Units.

18.0 TEAM PLAY

Command of the Prussian forces may be split between two players. One player controls Brunswick's I Corps and Reserve (and potentially Württemberg's VI Corps), while the other commands all other formations of the Prussian army. Even the French may be split up between a Napoleon player, who then delegates which of the various French Leaders and their formations the second player controls. The Prussian Players thus represent Brunswick or Hohenlohe; the French Players represent Napoleon and delegated commanders.

18.1 Communication Among Players

Players on the same side may not speak with one another unless the leaders they represent are stacked in the same or adjacent hexes. Players may exchange written messages if within 14 MPs of each other. Regardless of terrain (passing freely through prohibited terrain), a message only pays one movement point per hex unless traveling on a road (in which case it pays the road rate).

A written message may be of any length but may not make reference to hex numbers when referring to positions on the map. A message may reference geographic locations such as, "Move Zeschwitz to guard the bridge over the Saale at Jena;" " establish a roadblock four miles south of Jena."

18.11 Reading Messages: A message may be read during the Command phase of the turn after it is written. Opposing players may not examine these messages.

EXCEPTION: IF a Leader is captured, the capturing player may examine all messages so far received and enroute to that Leader.

19.0 SCENARIOS

1806 includes Nine Scenarios: Five Battle Scenarios and Four Campaign Scenarios. The Campaign Scenarios have alternate start-dates. Players must first decide which they intend to play. Once their choice is made all Exclusive Rules unique to that scenario are in effect.

19.1 Variable Campaign Start Dates

Players may agree to commence the Campaign Scenarios at the start of any day between October 8th and 13th, inclusive. If your playing time is limited, you can select your start date depending upon the time available. Except for the first playing, allow 20 minutes per turn. The following timings assume play reaches a conclusive result by the end of day on the 14th.

19.11

Playing TimeStart date
3 hoursOctober 13th
4 hoursOctober 12th
5 hoursOctober 11th
6 hoursOctober 10th
7 hoursOctober 9th
8 hoursOctober 8th
9 hoursOctober 7th

19.2 Setting Up the Scenarios

The Game-Turn marker is placed in the appropriate space on the Turn Record/Reinforcement Track. All forces set-up on the map flag-up so that only their nationality is revealed. Reorganized units must set-up their reduced-strength substitute counter. Each scenario includes the turns listed under duration as starting and ending turns.

19.21 Set-Up Tables: Each Player has a Set-Up Table that contains horizontal rows and vertical columns. Each row corresponds to a particular Game-Turn. The vertical columns intersecting these rows list hex numbers where units and leaders (listed at the top) are located at the start of that particular Day. If this space is blank (or if it has a town named in Italic) the unit or leader in question is not available in the theater of operations at that time. Some units start some scenarios at their reduced strength.

19.22 Morning Positions: The Prussian and French Set-up Tables show the location of each force at the end of each day's march.

EXCEPTION: (See below.) The line labelled "10" indicates positions at end of day on 9 October. These positions would be used for a scenario beginning on the Morning of 10 October.

19.23 Start Time: Each Scenario starts on the morning turn.

EXCEPTION: Set-ups for 8 Oct. show Afternoon positions. All scenarios must start on the Game-Turn specified.

EXCEPTION: Campaign Scenario 5 can start at the beginning of any day, at the players mutual agreement.

Once the start date is determined, Players will find the starting locations of all units and leaders involved in the scenario by locating the Game-Turn on their Set-Up Table. Each Scenario also has an End Turn. Any units and leaders that appear on the Set-Up Table after the Start Turn and before the End Turn will enter the game as Reinforcements.

19.24 Bridge and Baggage Trains: Prussian Bridge Trains must be set-up as follows: one arrives morning Oct. 12th at Weissenfels (N1353). This Bridge Train is considered captured on set-ups commencing 13 and 14 October.

In addition, one Bridge Train sets up within 5 hexes of Hohenlohe, and one within 5 hexes of Brunswick. The French Bridge Train enters on the evening of Oct. 9th, and sets up within 5 hexes of Davout. Baggage Trains set-up freely as to time and place of entry or may begin on the map. On 12, 13 and 14 October, the Prussians have only one Baggage Train.

19.25 Army Commanders: Brunswick and Napoleon may set-up with any Friendly forces, or may use their historical location at the Owning Player's option.

19.26 Cavalry and Vedettes: Vedettes may set-up anywhere within two hexes of the location given for their parent unit. Cavalry Brigades may set-up anywhere within two hexes of their Corps (not in Enemy ZOCs) officer unless a specific hex is listed for them.

19.27 Units in Road March columns at start: If the 4-digit hex code for a combat unit or leader is followed by the notation "m," they begin the scenario with proper Road Column spacing (see 8.2).
NOTE: Orient the "head of the column" closest to the enemy.

19.28 Reduced Strength Units: The table specifies which units in which dates set-up in a reduced state (choose the separate reduced-state unit containing the letter "R."). This indicates that the unit has already been reorganized.

19.29 Heads of State: Prussian Heads of State either set-up or enter as reinforcements with Brunswick.

19.3 Reinforcements

All Reinforcement entries are shown on the Turn Record/Reinforcement Track. Reinforcement combat units and leaders enter the game at the hex specified, arriving on the map edge from territory beyond
NOTE: In order to ease play, while setting up a scenario players may wish to set up units and leaders that will arrive as reinforcements stacked on the Turn Record/Reinforcement Track in the box of the turn in which they enter.

19.31 Entry of Württemberg: Württemberg must pass an Initiative check to enter. He may only roll on the morning of the 10th and 11th (when he will enter, if successful, at N3853). If he fails both attempts, he never enters.
NOTE: Historically, Württemberg stopped marching at Halle (off map) to await orders. Apparently he was forgotten; the Player needn't be quite so careless.

19.4 Optional Rules

In the Battle Scenarios-Scenarios One, Two, Three, Four and Nine-Supply and Vedette Rules are optional.

20.0 VICTORY CONDITIONS

Refer to the following to determine your Victory Objectives. An Automatic Victory may occur prior to the specified end of a scenario.

20.1 Victory Points

Victory is awarded to the side that has accumulated the highest number of Victory Points. This is determined at the end of the game. The Victory Conditions below apply to all scenarios (except Scenario Nine). Victory Points are awarded as follows:

20.11 Ratio of Total Combat Losses
Prussian : French1:21:12:13:1+
French Victory Points-3-20+3

Depending on the Ratio of Total Prussian-to-French Combat Strength lost during play, the French Player gains or loses Victory Points. Eliminated Vedettes do not grant victory points. Do not count combat losses accrued before the start date being used.

20.12 Controlled Friendly Supply Source: @ 1 Victory Pt

Each Player receives one point for each Friendly Supply Source not controlled by the Enemy. To be considered in control of Enemy Supply Sources, Friendly units must have been the last to enter them in supply (see 20.16).

20.13 Demoralized Enemy Corps: @ 1 Victory Pt

Each Player receives one point for each Enemy Corps Demoralized at the end of play.

20.14 Total Prussian Losses
Strength Points Lost0-1011-2425-4040-50 50+
Prussian Victory Pts54321

The Prussian Player receives up to five points depending upon the total Strength Points lost by his army.

20.15 Capturing Baggage Trains: The Enemy Player receives one Victory Points for capturing each enemy Baggage Train.

20.16 Control: Victory Points will be awarded for control of strategically important hexes. To be considered as "controlling" one of these hexes, the player's Combat Unit must physically occupy the hex, in supply, or be the last Combat Unit to have occupied or moved through it. The unit must be in the supply at the moment it occupies the hex.

20.2 Levels of Victory

The Player with the most points wins. The total of points achieved by either player is expressing as a ratio.

Ratio of Victory Points (French : Prussian)
1 : 2Prussian Decisive Victory
up to and including 1 : 1Prussian Victory
between 1 : 1 and 2 : 1French Marginal Victory
2 : 1+ but less than 3 : 1French Victory
3 : 1+ but less than 4 : 1French Decisive Victory
4 : 1French Crushing Victory

20.3 Automatic Victory

A Scenario immediately ends in a Prussian Victory the moment the Napoleon unit is captured.

21.0 THE SCENARIOS

There are nine scenarios, all of which employ the historical set-up positions of the armies on a given date. Some scenarios, by beginning early, give the Prussian Player the benefit of insights not shared by his historical counterpart.

Three battle scenarios, representing the set-piece battles of Saalfeld, Jena and Auerstädt, employ only portions of the North map section. The latter two scenarios are combined in Scenarios Three and Four employing all the map area of the North map.

Scenario Overview

21.1 Auerstadt Battle Scenario (3 Turns)
21.2 Jena Battle Scenario (3 Turns)
21.3 Jena-Auerstadt Battle Scenario (3 Turns)
21.4 Massenbach Overruled (Prussians attack Lannes: 7 Turns)
21.5 Campaign (Five Start dates: see below)
21.6 Early Warning (46 Turns)
21.7 French Attack Toward Erfurt (Alternate Turn Record)
21.8 French Free Entry (Mixed Alternate and Regular Entry)
21.9 Saalfeld Battle Scenario (3 Turns)

21.1 Introductory Scenario: The Battle Of Auerstadt

21.11 Introduction: In this scenario, the French player directs only a single corps, the III Corps of Davout. Many of the best soldiers in the French Army were in this corps, and it was commanded by the best of the Marshals.

21.12 Map Area in Play: North of the Ilm-Saale River line, North map section only.

21.13 First Player: French

21.14 Duration: Morning of 14 Oct. - Evening of 14 Oct.

21.15 Unit Set-Up: Rüchel and Pletz are not in play. [They're in the Jena Scenario.]

21.16 Prussian Reinforcement Schedule: The following Prussian Reinforcements arrive over the Ilm River bridge at N2234: Arnim and Irving with the Morning Turn.

21.17 French Reinforcement Schedule: The following French Reinforcements arrive over the Saale River bridge at N1942: Davout, Gudin, Viallanes with the Morning Turn Friant and Morand with the Afternoon Turn.

21.2 Scenario Two: The Battle Of Jena

21.21 Introduction: Both army commanders were deceived as to the actual enemy they faced at Jena. Whereas the Prussians believed the French in Jena represented a flank guard of a French march on Naumburg, Napoleon believed he was opposed by the entire Prussian Army and not just Hohenlohe's flank guard.

21.22 Map Area in Play: South of the Ilm-Saale River line, North map section only.

21.23 First Player: French

21.24 Duration: Morning of 14 Oct. - Evening of 14 Oct.

21.25 Unit Set-Up: Do not include reinforcement units listed above for the Auerstädt Scenario. Ignore units setting up on the South map section. Bernadotte's Corps is not available.

EXCEPTION: Set up I Corps normally as an optional,"what if?"

21.3 Scenario Three: The Battle Of Jena-Auerstadt

21.31 Introduction: In this scenario, the set-ups of Scenarios one and two are combined. Four Players work well, two on each side, one working each battle's area-in-play.

21.32 Map Area in Play: North map section only.

21.33 First Player: French

21.34 Duration: Morning of 14 Oct. - Evening of 14 Oct.

21.4 Scenario Four: Massenbach Overruled

21.41 Introduction: This scenario is identical to Scenario Three, except for the starting turn. Napoleon might well have suffered a defeat had Hohenlohe's planned early attack on Lannes been carried out. The French crossing at Jena was not taken seriously; the main battle was anticipated on the approaches to Leipzig. What if the Prussians had realized on the 13th that the battle was going to be at Jena, and attacked Lannes promptly?

21.42 Map Area in Play: North map section only.

21.43 First Player: Prussian

21.44 Duration: Morning of 13 Oct. - Evening of 14 Oct.

21.5 Scenario Five: Campaign Scenario

21.51 Introduction: The historical version begins with the entry of the French forces into Thüringia. At this moment the Prussian ultimatum has expired, and the Prussians have just discovered the whereabouts of the French army. Five alternate start dates are possible.

21.52 Map Area in Play: All

21.53 First Player: French

21.54 Duration: Afternoon of Oct. 8 through Afternoon of Oct. 18. Alternatively, the scenario may begin on any date between 10 Oct. and 14 Oct., beginning with the Morning of that day.
NOTE: The Prussian situation becomes more and more difficult the later the set-up chosen. Unlike all other start dates, this one is for the Afternoon.

21.6 Scenario Six: Early Warning

21.61 Introduction: What if the Prussians had early moved to guard the passes leading onto the map? In this scenario, the French arrival is historical as to location and time, though the French Player may delay the entry of any or all of his forces, and simply 'pass' if he has no forces on the map. As the Prussians take advantage of these turns to occupy the best ground, by judicious use of Vedettes, the whereabouts of their main force can be obscured.

21.62 Map Area in Play: All; however Prussians may not enter map area comprising the first five hexes on the SW mapedge inclusive until French units enter the same.

21.63 First Player: French

21.64 Duration: Morning of Oct. 7 through Afternoon of Oct. 18.

21.7 Scenario Seven: French Attack Toward Erfurt

21.71 Introduction: Some of the Prussian Leadership expected the French entry via Eisenach. In this scenario the French use the Alternate reinforcement schedule showing the order in which they might have arrived, based on their concentration off-map around Bamberg. A more balanced situation for the Prussians than Scenario Five.

21.72 Map Area in Play: North map section only-however, Prussians may not enter map area comprising the first five hexes on the SW mapedge inclusive until French units enter the same.

21.73 First Player: French

21.74 Duration: Morning of Oct. 7 through Afternoon of Oct. 18.

21.75 French Altenate Supply Sources: The French Alternate Supply Sources printed lightly in hexes 1801N and 2301N, along with the Supply Source in hex 0401N, are the only ones in play in this scenario.

21.75 Prussian Reinforcement Schedule: The following Prussian Reinforcements arrive on the map edge at N0125:

    Bila with the Afternoon of October 9th
    Tauenzien with the Morning of October 10th.

21.8 Scenario Eight: French Free Entry

21.81 Introduction: The French player designs his own reinforcement schedule before play begins. For any given Force, he may use either the entry hex and time shown on the regular Turn Record/ Reinforcement Track or the Alternate TR/RT. Although he may delay reinforcement entry, he must in all other respects enter his reinforcements as pre-designed. In designing his reinforcement schedule he may not advance the turn of entry of a unit, except by changing its entry hex.

21.82 Map Area in Play: All; however Prussians may not enter map area comprising the first five hexes on the SW mapedge inclusive until French units enter the same.

21.83 First Player: French

21.84 Duration: Morning of Oct. 7 through Afternoon of Oct. 18.

21.85 Special Rules: The French Player must write down (secretly) which Corps will use which entries. Then the Prussians deploy freely. The entry memo must be sealed and remains untouched until all French Leaders have entered the game.

21.9 Scenario Nine: The Battle Of Saalfeld

21.91 Introduction: In this quick, three-turn scenario both players direct a single corps. This battle, an important though limited affair, might have ended without the shattering impact on Prussian/Saxon morale.

21.92 Map Area in Play: North map section only, south of hexrow 1300 inclusive.

21.93 First Player: French

21.94 Duration: Morning of 10 Oct. - Evening of 10 Oct.

21.95 Unit Set-Up: Set up only the forces listed for Lannes (French V Corps) and Hohenlohe (Prussian III Corps).

21.96 Victory Conditions: Since this scenario is limited to the Saalfeld battlefield the regular Victory Conditions are replaced by the following. Victory Points:

    One VP per enemy Strength Point eliminated.

    Prussian Automatic Victory: Control Saalfeld (0809) at the end of the game.

    French Automatic Victory: Control 1409 or 1211 in supply at the end of the game.

CREDITS

Counter Art: Rodger MacGowan

Map Art: Joe Youst

Box Design: Jenny Rielly

Original Cover Painting & Set-up Cards Design: Christopher Moeller

Order of Battle Research: John Wladis, Charles Dunn

Playtesting: Terry Gordon, Carlos Valdes, Chris Heizer, Bruce Kohrn, Dave Schubert.

Rules Editors: Steve Carey, Bruce Kohrn, Chris Perleberg, Richard Simon, Dick Vohlers, Crawford.

Development: "Mohawk" Dave Collins

Game Design & Research: Kevin Zucker

Rules cover: Queen Luisa of Prussia (1776-1810)

Acknowledgements:

The rules are based upon an amended version of the rules which appeared in The 6 Days of Glory, also designed by Kevin Zucker, and published by Clash of Arms Games. Clash of Arms Games has made an important contribution to 1806.

1 8 0 6 Copyright © 1998, OPERATIONAL STUDIES GROUP 29 January 1998 Baltimore, Maryland, U.S.A.

Kevin Zucker
Operational Studies Group
PO Box 50207 Baltimore, MD 21211
ORDERS: 1(805)534-9723 Fax: 1(805)534-9127
http://www.charm.net/~kzucker/hq/html/tour_1998.html

Note: The printed rules also contain a detailed historical analysis (with 116 footnotes) of the campaign, as well as designer notes.--RL


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