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Wagram Rules

Wagram Rules

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Published by John Kranz

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Published by: John Kranz on Dec 13, 2012
Copyright:Attribution Non-commercial


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Wagram, 1809 
is a simulation of the battle which tookplace during the Campaign on the Danube over the 5th andthe 6th of July 1809, and which saw Napoleon victoriousover the Archduke Charles (Karl).
• The map represents the area of the Battle of Wa-
gram, to the north of Vienna; it is divided into zones.Each combat unit generally represents a division or an
artillery group. There are also HQ counters and other
markers. One game turn represents about 2 hours.
The number of game turns varies depending on thescenario. The French units are in blue, the Austrians
in white. 2d6 are required.
Die Roll Modifiers (DRMs) are values that are added to and/or subtracted from the result(s) of die/dice rolls.
• Combat units are organised in Army Corps, distinguished
by a coloured strip.
• Each counter represents a Division, or sometimes ad hocgroupings or smaller units. There are 4 types of unit: Infantry;Cavalry (Light or Heavy); Mixed (a light unit of both Infantryand Cavalry); Artillery (Foot or Horse).• The largest units are represented by 2 counters: Full
strength unit (solid colour stripe) and half strength unit(coloured stripe no longer solid)
• The first value (from 4 to 1) to the left of the unit type
indicates the number of step losses the unit can suffer beforebeing eliminated.
• If there is a second value (2 or 3) on the right of the unit
type, this indicates that the unit can be routed.
•The Command Bonus (indicated by a yellow star) is attrib-
uted to the best divisional commanders.
• The Combat Potential represents both the number of
troops and their fighting ability.
• One or two white spots to the right of the Combat Potential
represents the unit’s stacking value (1 or 2 stacking points).
• The Artillery Potential represents
the Artillery batteries attached to the unit.
• The Movement Potential represents the unit’s ability tomove and to engage in combat. Two values are present: aTactical Potential (used when near the enemy) and a NormalPotential (used for manoeuvring)The reverse side of the counter represents the unit weak-
ened after a step loss.
There are two types of HQ:- Two Army HQs (Napoléon or Karl), which have a “normal”side and an “activated” side, and which are placed on the
- Corps HQs, which have a “normal” side with the corps’identity on it, and a “national” side (FR or AU), which areplaced on the Orders Table.
• The “Turn”, FR “Round” and AU “Round” markers are usedto mark the progression of the game turns and Rounds of ac-tion on the Turn Record Track and the Activations Track.
Laurent Martin -
Olivier Revenu -
Thanks to:
Laurent Closier, Laurent Schmitt,
Georges Roosen, Guillaume Escrivant, Arnaud Pierre-Pierre, Paul-Henri Roustan, Olivier Wattebled,Nicolas Zamichiei. -
Angus Clarke.
• 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).
• 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
these zones.
In zone 165, the village of Baumersdorf is on both banks 
of the Russbach. A special rule applies to movement (see 9.6) and combat (see 10.5.8).
NB : 
The double slope between zones 119-146 and 147-166 is just an obstacle for bombardment (see 9.8).
• Around the map there are:- The Turn Record Track (one for each scenario), 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).
• 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).
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
(see 12.5).
• During each Round, one of the players gains the Initiative.He activates one of his corps, according to his Orders Table,
and moves and/or fights the units comprising this corps beforethe turn moves on to a new Round.
• 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
unitWeakenedunitCan beroutedInfantryMixedCavalryArtilleryHeavy CavalryHorse Artillery
Round of the new turn; –1 in the event of a failed attempt at aReaction Round (see 7.2).
If the Austrian player has just played two con-secutive Rounds, he will have a DRM of – 2 on his Initiative die roll. If he had only played one Round, then the DRM would have been -1.
• The player who wins the Initiative becomes the Phasing
player for the rest of the Round.
Each scenario indicates the player who automatically 
has the Initiative for the first Round of the first Turn. In this 
circumstance there can be no Reaction Round.
• The Phasing Player moves the “Corps” marker(s) fromthe “Activated” box to the “Available” box – except in the first
Round of the first turn.
• He reveals the “Corps” marker in the “Order 1” box andplaces it in the “Activated” box.• He then transfers the two other “Corps” markers to the“Order” box with the next lower number (3 to 2 and 2 to 1.)• Finally, he secretly selects a “Corps” marker from the“Available” box and places it face down in the “Order 3” box.
He may be forced to select the “Corps” marker which is in the “Reaction” box (see 7.2).
NB : 
The Orders Table is filled for the first time during the initial Administration Phase (12.5).
• The non-Phasing player of the preceding Round may im-mediately try to activate a corps for a Reaction Round. Hesecretly selects a “Corps” marker from the “Available” boxwhose Pivot unit (see 8 for restrictions on selection) is located6 zones or less from its Army HQ (Napoléon or Karl) and placesit in the “Reaction” box.• A Reaction Round may only be attempted if the “Reaction”box is empty.• The player rolls 2d6: On a score of 2 to 7 (58%) for Na-poléon and 2 to 6 (41%) for Karl, the player succeeds in ac-tivating the corps placed in the “Reaction” box. He reveals itas if it had been in the “Order 1” box and places it in the “Ac-tivated” box. Play then moves directly to the Activation Phasewithout turning over or moving any other “Corps” markers onthe Orders Table.• If the attempt fails the Round continues as normal, theplayers determining who has the Initiative. However the playerwho attempted the Reaction Round suffers a -1 DRM on hisInitiative roll.• If the corps placed in the “Reaction” box has not beenactivated, it must be the next corps placed in the “Orders 3”box during the player’s next Orders Phase.
The player selects a Pivot unit (Artillery excluded) belong-ing to the activated corps. This Pivot unit is automatically in
• To be selected, the Pivot unit must be able to trace a con-tinuous path of zones to its HQ without passing through a zone
occupied by an enemy unit or through a zone situated in an
enemy Zone of Control unoccupied by a friendly unit (see 9.4).This path may not exceed 9 zones (or 6 zones for a Reaction
• All units adjacent to the Pivot unit, or adjacent to a unitwhich in its turn is adjacent to the Pivot unit, are In Command.• In the same fashion, Cavalry or Mixed units which are 2
or less zones (without passing through a zone occupied by anenemy unit) from an in Command unit are also in Command.
However they may not themselves be used to place other units
in Command.
• All the other units of this corps are Isolated. (Place an“Isolated” marker on them)• An Isolated unit has its Tactical Movement Potential re-duced by 1, and may not become Fatigued in order to increasethis value. Isolation does not affect Normal or Operational
• “Isolated” markers are withdrawn at the end of the
• A unit’s fatigue and cohesion is represented by the use of a“Fatigue” marker. A unit may only receive a maximum of twolevels of Fatigue. When a unit becomes fatigued, a marker isplaced on it, on its “Fatigue 1” side. If already fatigued, the

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