• The “Fatigue 1” / “Fatigue 2” markers are used to track the
fatigue level of a unit.
• The “Attack” / “Charge”, “Rout” / “Rout+1”, and the “Iso-lated” markers are used to indicate a speciﬁc action or status
of a combat unit.
• The “VP” / “VP+10” markers are used to keep a record ofthe Victory Points (VPs).
3 – THE MAP
• Divided into zones, it contains geographical and topo-
graphical information, e.g. villages, woods, marshes, slopes,steep slopes or rivers that affect Movement or Combat.
• Numbers are printed on each zone to simplify the initialset-up.• The presence of a red “R” indicates a redoubt.
Only the Austrians may use redoubts.
• The letters “FR” and “AU” in blue or or-ange in a white circle signify the French or
Austrian Rally zones.
• The stars (blue or orange) indicate theFrench or Austrian objectives.• The two arrows between the Island of Lobau and zones 213and 214 indicate possible passages between the island and
In zone 165, the village of Baumersdorf is on both banks
of the Russbach. A special rule applies to movement (see 9.6) and combat (see 10.5.8).
The double slope between zones 119-146 and 147-166 is just an obstacle for bombardment (see 9.8).
• Around the map there are:- The Turn Record Track (one for each scenario), ActivationsTrack and Victory Points Track.- The Orders Table for each player. Each Orders Table con-tains 7 boxes: “Order 1”, “Order 2”, “Order 3”, “Available“, “Ac-tivated”, “Reaction” and “Operational Movement”. The Corpsmarkers are placed in these boxes, normally on their hidden
side (national side visible).
4 – THE AIM OF THE GAME
• The French player wins at the end of a scenario if he hasat least 10 VPs more than the Austrian player, otherwise the
Austrian player wins. Depending on the situation, each player
scores a certain number of VPs, which are recorded on the rel-evant track using the VP markers (see 12.3).
5 – THE GAME TURN
• Each scenario consists of a set number of Game Turns.• Each Game Turn consists of a variable number of Rounds(A), each composed of 6 Phases that are carried out in thesequence printed below. After the last Round of the Turn theplayers carry out an Administrative Phase (B), before starting anew Game Turn – unless the scenario has ended.
1 - Initiative Phase (6)2 - Orders Phase (7)3 - Activation Phase (8)4 - Movement Phase (9)5 - Combat Phase (10)6 – Continuation Phase (11)
B- Administrative Phase
• After the set-up, there is an initial Administrative Phase
• During each Round, one of the players gains the Initiative.He activates one of his corps, according to his Orders Table,
and moves and/or ﬁghts the units comprising this corps beforethe turn moves on to a new Round.
6 – INITIATIVE PHASE
• The player who was not the phasing player in the previousRound may try to carry out a Reaction Round (see 7.2) beforethe dice rolls for Initiative.• Failing that, each player rolls a 1d6; the higher result winsthe Initiative; if both rolls are equal the Initiative goes to theFrench player.
–1 for each consecutive round played by theplayer who had the Initiative in the preceding Round(s). The
player who played the last Round of the preceding turn has a
single modiﬁer of -1 when determining the Initiative of the ﬁrst
CommandBonusCombatpotentialStackingvalueArtillerypotentialMovementPotentialTactical/NormalStepFull strengthunitCorps HQArmy HQsHalf strength