Wagram, 1809 is a simulation of the battle which took place during the Campaign on the Danube over the

5th and the 6th of July 1809, and which saw Napoleon victorious over the Archduke Charles (Karl).
• The map represents the area of the Battle of Wagram, to the north of Vienna; it is divided into zones. Each combat unit generally represents a division or an artillery group. There are also HQ counters and other markers. One game turn represents about 2 hours. The number of game turns varies depending on the scenario. The French units are in blue, the Austrians in white. 2d6 are required. Note: Die Roll Modifiers (DRMs) are values that are added to and/or subtracted from the result(s) of die/dice rolls.

1 - INTRODUCTION

2 - COUNTERS
• Combat units are organised in Army Corps, distinguished by a coloured strip. • Each counter represents a Division, or sometimes ad hoc groupings or smaller units. There are 4 types of unit: Infantry; Cavalry (Light or Heavy); Mixed (a light unit of both Infantry and Cavalry); Artillery (Foot or Horse). • The largest units are represented by 2 counters: Full strength unit (solid colour stripe) and half strength unit (coloured stripe no longer solid) • The first value (from 4 to 1) to the left of the unit type indicates the number of step losses the unit can suffer before being eliminated. • If there is a second value (2 or 3) on the right of the unit type, this indicates that the unit can be routed. •The Command Bonus (indicated by a yellow star) is attributed 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).
2.1 COMBAT UNITS

• The Artillery Potential represents the Artillery batteries attached to the unit. • The Movement Potential represents the unit’s ability to move and to engage in combat. Two values are present: a Tactical Potential (used when near the enemy) and a Normal Potential (used for manoeuvring) • The reverse side of the counter represents the unit weakened 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 battlefield; - Corps HQs, which have a “normal” side with the corps’ identity on it, and a “national” side (FR or AU), which are placed on the Orders Table. • The “Turn”, FR “Round” and AU “Round” markers are used to mark the progression of the game turns and Rounds of action on the Turn Record Track and the Activations Track.
2.3 MARKERS 2.2 HEADQUARTERS (HQS)

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

1809

• The “Fatigue 1” / “Fatigue 2” markers are used to track the fatigue level of a unit. • The “Attack” / “Charge”, “Rout” / “Rout+1”, and the “Isolated” 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 of the Victory Points (VPs).
Full strength unit Half strength unit Weakened unit

• Around the map there are: - The Turn Record Track (one for each scenario), Activations Track and Victory Points Track. - The Orders Table for each player. Each Orders Table contains 7 boxes: “Order 1”, “Order 2”, “Order 3”, “Available“, “Activated”, “Reaction” and “Operational Movement”. The Corps markers 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 has at least 10 VPs more than the Austrian player, otherwise the Austrian player wins. Depending on the situation, each player scores a certain number of VPs, which are recorded on the relevant track using the VP markers (see 12.3).

4 – THE AIM OF THE GAME

Step

Command Bonus

Combat potential

• Each scenario consists of a set number of Game Turns. • Each Game Turn consists of a variable number of Rounds Infantry Cavalry Heavy Cavalry (A), each composed of 6 Phases that are carried out in the sequence printed below. After the last Round of the Turn the players carry out an Administrative Phase (B), before starting a Mixed Artillery Horse Artillery new Game Turn – unless the scenario has ended. Corps HQ Army HQs A-Rounds 1 - Initiative Phase (6) 2 - Orders Phase (7) 3 - Activation Phase (8) 4 - Movement Phase (9) 3 – THE MAP 5 - Combat Phase (10) • Divided into zones, it contains geographical and topo6 – Continuation Phase (11) graphical information, e.g. villages, woods, marshes, slopes, B- Administrative Phase (12) steep slopes or rivers that affect Movement or Combat. • After the set-up, there is an initial Administrative Phase • Numbers are printed on each zone to simplify the initial (see 12.5). set-up. • During each Round, one of the players gains the Initiative. • The presence of a red “R” indicates a redoubt. He activates one of his corps, according to his Orders Table, Only the Austrians may use redoubts. and moves and/or fights the units comprising this corps before • The letters “FR” and “AU” in blue or orthe turn moves on to a new Round. ange in a white circle signify the French or Austrian Rally zones. 6 – INITIATIVE PHASE • The stars (blue or orange) indicate the • The player who was not the phasing player in the previous French or Austrian objectives. Round may try to carry out a Reaction Round (see 7.2) before • The two arrows between the Island of Lobau and zones 213 the dice rolls for Initiative. and 214 indicate possible passages between the island and • Failing that, each player rolls a 1d6; the higher result wins these zones. the Initiative; if both rolls are equal the Initiative goes to the NB: In zone 165, the village of Baumersdorf is on both banks French player. of the Russbach. A special rule applies to movement (see 9.6) Modifiers: –1 for each consecutive round played by the and combat (see 10.5.8). player who had the Initiative in the preceding Round(s). The NB : The double slope between zones 119-146 and 147-166 player who played the last Round of the preceding turn has a is just an obstacle for bombardment (see 9.8). single modifier of -1 when determining the Initiative of the first

Stacking Artillery value potential Can be Movement routed Potential Tactical/Normal

5 – THE GAME TURN

Round of the new turn; –1 in the event of a failed attempt at a Reaction Round (see 7.2). Example: If the Austrian player has just played two consecutive Rounds, he will have a DRM of – 2 on his Initiative die roll. If he had only played one Round, then the DRM would have been -1. • The player who wins the Initiative becomes the Phasing player for the rest of the Round. NB: Each scenario indicates the player who automatically has the Initiative for the first Round of the first Turn. In this circumstance there can be no Reaction Round.

activated, 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) belonging to the activated corps. This Pivot unit is automatically in Command. • To be selected, the Pivot unit must be able to trace a continuous path of zones to its HQ without passing through a zone occupied by an enemy unit or through a zone situated in an enemy Zone of Control unoccupied by a friendly unit (see 9.4). This path may not exceed 9 zones (or 6 zones for a Reaction Round). • All units adjacent to the Pivot unit, or adjacent to a unit which in its turn is adjacent to the Pivot unit, are In Command. • In the same fashion, Cavalry or Mixed units which are 2 or less zones (without passing through a zone occupied by an enemy unit) from an in Command unit are also in Command. However they may not themselves be used to place other units in Command. • All the other units of this corps are Isolated. (Place an “Isolated” marker on them) • An Isolated unit has its Tactical Movement Potential reduced by 1, and may not become Fatigued in order to increase this value. Isolation does not affect Normal or Operational Movement. • “Isolated” markers are withdrawn at the end of the Round.

8- ACTIVATION PHASE

7- ORDERS PHASE
• The Phasing Player moves the “Corps” marker(s) from the “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 and places it in the “Activated” box. • He then transfers the two other “Corps” markers to the “Order” box with the next lower number (3 to 2 and 2 to 1.) • Finally, he secretly selects a “Corps” marker from the “Available” box and places it face down in the “Order 3” box. NB : He may be forced to select the “Corps” marker which is in the “Reaction” box (see 7.2). NB : The Orders Table is filled for the first time during the initial Administration Phase (12.5).
7.1 –ORDERS TABLE

• The non-Phasing player of the preceding Round may imPIVOT UNIT mediately try to activate a corps for a Reaction Round. He secretly selects a “Corps” marker from the “Available” box whose Pivot unit (see 8 for restrictions on selection) is located 6 zones or less from its Army HQ (Napoléon or Karl) and places it in the “Reaction” box. • A Reaction Round may only be attempted if the “Reaction” IN COMMAND UNITS box is empty. • The player rolls 2d6: On a score of 2 to 7 (58%) for Napoléon and 2 to 6 (41%) for Karl, the player succeeds in activating the corps placed in the “Reaction” box. He reveals it ISOLATED UNIT as if it had been in the “Order 1” box and places it in the “Activated” box. Play then moves directly to the Activation Phase without turning over or moving any other “Corps” markers on the Orders Table. 9– MOVEMENT PHASE • If the attempt fails the Round continues as normal, the 9.1 - FATIGUE players determining who has the Initiative. However the player • A unit’s fatigue and cohesion is represented by the use of a who attempted the Reaction Round suffers a -1 DRM on his “Fatigue” marker. A unit may only receive a maximum of two Initiative roll. levels of Fatigue. When a unit becomes fatigued, a marker is • If the corps placed in the “Reaction” box has not been placed on it, on its “Fatigue 1” side. If already fatigued, the

7.2 - REACTION ROUND

“Fatigue 1” marker is turned over to its “Fatigue 2” side. • Certain actions require a Manoeuvre Test to be passed. A 1d6 is rolled: 1-3: The test is failed. 4-6: The test is passed. Modifiers: +1 for Command Bonus; +1 for the Infantry of the Guard (Gd/Curial and Gd/Dorse.); +1 for the Austrian Grenadiers (R/Aspre and R/Prochas) • The player moves and/or fights the units belonging to an Activated corps, one by one. He must finish moving one unit before progressing to the next. For a unit he is activating, he may: – Reduce its fatigue by 1; if the unit is in an enemy unit’s Front, it must first pass a Manoeuvre Test, or; - Move it, and possibly Attack or Charge. Artillery units may also Bombard. • Each unit (except Artillery, HQs and Routed units) exercises a Zone of Control (ZoC) over all the zones surrounding the zone where it is located. The presence of a friendly ZoC or of a friendly unit does not negate an enemy ZoC (except for the selection of a Pivot unit, see 8). • Each unit must be orientated towards a zone, and possesses a Front towards this zone and each of the two adjacent zones. A Front is thus formed of 3 zones, the remaining zones forming the unit’s Flank. • An HQ has no orientation.
ZOC FLANK FRONT ZOC FRONT ZOC 9.5 – STACKING FLANK ZOC FRONT ZOC 9.4 – ZONES OF CONTROL – ORIENTATION - FRONT - FLANK 9.3 – ACTIVATED UNITS 9.2 - MANOEUVRE TEST

stacking limit while passing through it. • A unit uses its Normal Movement Potential (the higher value) when all its movement is carried out more than 3 zones from an enemy unit. Otherwise it uses its Tactical Movement Potential. • The Movement Potential is expressed in Movement Points (MP). • A unit (except for Artillery and HQs) which does not yet have a “Fatigue 2” marker may increase its MPs by 1 for Infantry, Mixed units or Heavy Cavalry and by 2 for the rest of the Cavalry in exchange for the imposition of one level (only) of Fatigue at the end of its movement; this choice is made after the normal MPs have been expended. • A unit’s orientation has no effect on its movement. • Moving from one zone to another costs 1 MP. • Entering a zone while climbing a steep slope and/or crossing the Russbach (solely) and/or entering a marsh zone and/or a wood costs 1 MP extra each time. Exception: Baumersdorf (165): +1 MP for the Russbach only when coming from/entering zones 166, 167 or 191. • Being the last unit to leave an enemy ZoC costs an extra 1 MP. • A unit which does not have enough MPs may always move at least one zone, on condition; 1) that it has increased its MPs as far as possible by receiving a level of fatigue; 2) that the movement will not cause any loss to the unit, and 3) that it passes a Manoeuvre Test. • A zone occupied by an enemy unit may not be entered. • A unit entering an enemy ZoC must stop moving; it may however orientate itself and decide to attack if it has enough remaining MPs; If a unit is Retreating/Routing (see 10.6) it may continue its movement. • A unit which leaves an enemy unit’s ZoC at the start of its movement, to then enter directly into the Front of another enemy unit immediately suffers a step loss unless there is a friendly unit in each of the two zones. • If a unit comes into contact with an enemy HQ, the HQ is moved one or two zones (owning player’s choice) so as to no longer be in contact with the enemy unit. • An HQ has 4 MPs and may move once per game turn, during any Round in which its side has the Initiative. The HQ is subsequently turned onto its “Activated” side. • To attack an adjacent zone on a unit’s front containing one or more enemy units costs 1MP. An “Attack” marker is placed on the attacking unit. • A Cavalry unit which is not fatigued may decide to charge an adjacent zone situated on its Front which contains one or more enemy units; this costs 2 MPs (MPs may not be
9.6 - MOVEMENT

• Up to 5 Stacking points may be placed per zone (except for the initial set up - see 14.1). • Units count as 1 or 2 Stacking points. HQs and markers do not count towards stacking. • All units stacked together must belong to the same corps (exceptions: Detachments and the Grand Battery, see 13.1 and 13.2). • Units stacked together must always adopt the same orientation (see 9.7). • During movement a unit may temporarily exceed a zone’s

increased by the addition of a Fatigue marker) ; A “Charge” marker is placed on the unit. Only one unit may Charge per zone. The charge gives a combat bonus of +1 (or +2 if Heavy). A Cavalry unit may not charge a unit located in a village, a redoubt, woods, behind a riverA a steep slope, nor may it use its or Artillery Potential during a charge. After combat, a unit which has charged receives a level of Fatigue. • A unit may change orientation during its Movement Phase, by moving, by fighting, by successfully reducing its Fatigue level or simply by wheeling on itself without moving. • The orientation of the first unit in a zone to Attack/Charge must be adopted by any other units already present, or by any units which arrive later. • When a unit comes into contact with an enemy unit, the enemy unit may reorientate itself as it wishes; if it is already in the Front of an enemy unit it must first of all pass a Manoeuvre Test. If there are several units present only one Manoeuvre Test is carried out, using the unit with the best modifier. The remaining units automatically orientate themselves with the unit that has just undergone the Manoeuvre Test. • An activated Artillery unit may carry out a Bombardment either at the start (before any movement) or at the end (after all movement) of the Movement Phase. • If an Artillery unit carries out a Bombardment before movement, the Artillery unit itself may not move. • The Phasing player designates a target situated in a permitted Bombardment zone. • Permitted Bombardment zones: - the 3 zones which form the unit’s Front (the zones on the unit’s Flanks may not be bombarded). - zones which are situated two zones distance away and A which are in contact withB of the unit’s 3 Front zones, one C but which are not in contact with one of the zones forming the unit’s Flanks. (Zones in contact with one of the unit’s Flank zones may not be bombarded). • The following zones may not be bombarded: - zones situated beyond a zone containing an obstacle (i.e. woods, village, slope/steep slope and/or combat unit(s) ) situated on the same height as, or higher than, the bombarding Artillery unit. NB: In case of doubt, trace a line between the centres of the zones containing the bombarding unit and its target. If this line cuts through the zone containing the obstacle by more than 1 mm then the bombardment may not take place. • Roll 1d6 applying the following modifiers: +1 if the range is 2 zones; +X if the Artillery unit has moved during this Movement Phase (X = MPs expended before firing; reduce X by 1 for
9.8 BOMBARDMENT

B 9.7 – CHANGING ORIENTATION

Horse Artillery (C) ; X=1 if the unit has changed its orientation without actually moving) ; - 1 for the Grand Battery (see 13.2) ; +1 if the target zone contains a redoubt, or if the target is on a slope or steep slope or in a marsh or woods; +1 if the target is in contact with a friendly unit; +1 if engaging in counter battery fire. • If the result is less than or equal to the firing unit’s Artillery Potential then the bombardment is effective. • In the event of multiple targets in the zone, the target that has been hit is determined at random. • The effects are as follows: - For an Artillery unit: Manoeuvre Test and in the event of a failed test: 1 hit - For a combat unit: 1 level of Fatigue. • Counter-battery Fire: if the target zone contains an Artillery unit, the owner of the target zone may carry out a counter Bombardment against the Artillery unit that bombarded it. This latter unit may not subsequently reply with counter-battery fire. The normal bombardment rules apply, the initial Artillery unit automatically being the target. • Combat: During the Combat Phase those Artillery units that are present may take part in the combat as Artillery Support (see 10.5.5).

10 - COMBAT PHASE
• A unit must fight if an “Attack” or a “Charge” marker has been placed on it during the Movement Phase (at the cost of 1 MP for an Attack or 2 MPs for a Charge). An Artillery unit does not need an “Attack” marker to take part in combat. • The attacker chooses the order of the combats. • A unit may only attack one zone at a time. • A zone may only be attacked/charged once per Combat Phase. • Several units in different zones may attack the same zone together, providing they are all in adjacent zones. • There may only be a maximum of 2 stacking points of combat units (of all types) and 1 stacking point of Artillery taking part in combat per zone, whether fighting in attack or defence. • After the attacker has designated the unit(s) which are to attack, the defender then designates the defending unit(s). • Before resolving combat, units of Light Cavalry and/or Mixed units which are in a zone that is not being Charged, only Attacked, and which are not yet marked “Fatigue 2” may refuse combat. They retreat one or two zones, observing the rules for stacking and retreat after combat (see 10.6) and immediately receive one level of fatigue. The attacker may advance as if after combat if the zone is completely free.
10.2 COMBAT REFUSAL 10.1 ATTACK/CHARGE

Forcing the Decision suffers 1 automatic step loss). • The first time that the French player deploys a unit of the • A unit that is already marked “Fatigue 2” or which already Guard (with the exception of the Artillery) in combat – in at- has a Rout value indicated on it many not Force the Decision. tack or defence – he immediately loses 2 VPs. A unit of the 10.5.4 – CAVALRY: +1 (Light Cavalry) or +2 (Heavy Cavalry) Guard (Artillery excepted) engaged in combat imposes an extra per Cavalry unit which is Charging (only one unit may Charge penalty on the Austrian player (see 10.5.9). per zone) – the unit suffers one level of fatigue at the end of the combat; +1 for the attacker if the defending units are com10.4 - COMBAT RESOLUTION • Each player calculates his combat modifiers according to posed solely of Cavalry and/or Mixed units. the strength ratio, the tactical situation and other relevant fac- 10.5.5 – ARTILLERY SUPPORT: +1 for the side that has the tors before rolling a die to determine the combat result. better Artillery Support. Each player sums the Artillery Poten10.5 – MODIFIERS tials of his units engaged in the combat, including those of his • All modifiers are cumulative. Artillery units taking part. In the event of both sides having the • Modifiers are determined in the order laid out below. same, neither side obtains the modifier. A • A defending unit may not use Artillery Support unless one 10.5.1 – STRENGTH RATIO: +1 or +3. The attacker adds up the values of the Combat Potentials of the attacking units, the of the attacking units is in its Front. defender adds up the values of the Combat Potentials of the An infantry unit with an Artillery Potential of 3 attacks. The defending units. defender chooses to engage an Infantry unit with an Artillery • An Artillery unit that is defending without any other unit Potential of 2 and an Artillery unit with an Artillery Potential other than Artillery has a Combat Potential of 1. Otherwise it of 3. The attacker has an Artillery Support total of 3 and the has a Combat Potential of 0. defender an Artillery Support total of 5 (2+3); therefore the • The side that has the higher Combat Potential has a modi- defender benefits from the +1 modifier. fier of +1, or +3 if it has more than double the total Combat 10.5.6 – FATIGUE: -1 or -2 for Fatigue in each zone, in atPotential of its opponent. In the event of both sides having the tack and in defence. Where there is more than one attacker same, neither side obtains the modifier. or defender in a zone, choose the unit fighting with the highest Example: The French player has engaged Legrand and Moli- Fatigue level. tor’s units in zone A and St Cyr’s in zone B in an attack against 10.5.7 – COMMAND: +1 for the Command Bonus in each zone C. The defender designates Hohenfeld’s division in de- zone, in attack and in defence. Where there is more than one fence. The attacker has a total of 17 (5+4+8), the defender a attacker or defender in a zone, choose the unit fighting with total Combat Potential of 7. Since the attacker has more than the best Command value. double the defender’s total, he gets a modifier of +3. If the 10.5.8 – TERRAIN: +X for the terrain in favour of the Defender attacker had only engaged 2 of his 3 divisions, he would have (+1 for slope if up, river, woods, marsh; +2 for village, redoubt, had a modifier of +1. steep slope if up) except for Artillery on its own, which only 10.5.2 – DEFENSIVE OPTION: The defender must choose be- benefits from the terrain modifiers for slope, steep slope and tween three defensive options and obtains the relevant modi- river. Terrain modifiers are cumulative fier: Exception: Baumersdorf (165): +1 for the Russbach only if - Hold the Ground: –1 the attack comes from zones 166, 167 and/or 191. - Be reactive: 0 10.5.9 – TACTICAL SITUATION: - Retire in Good Order + 1 -2 for the defender for each Flank zone through which an • If all the defending units (Artillery excepted) in a zone have Attack or a Charge against him is made. a Rout value, then the defending player may not choose the -1 for the defender for each Flank zone through which an “Hold the Ground” Option. Attack or a Charge against him is not being made, but which • A defender who already has “Fatigue 2” markers on all of contains at least one enemy combat unit presenting its Front. his units that are fighting (Artillery excepted) may not choose -2 for the attacker for each Flank zone that is not being Atthe “Retire in Good Order” option. tacked or Charged this Round, but which contains at least one • An Artillery unit on its own must choose the “Retire in enemy combat unit presenting its Front. Good Order” option. -1 for the attacker for each Flank zone that is being At10.5.3 – OFFENSIVE OPTION: the attacker may choose to Force tacked or Charged this Round, and which contains at least one the Decision: +2 per attacking Infantry unit involved in Forcing enemy combat unit presenting its Front. the Decision (at the end of the combat, each unit engaged in -1 for the attacker for each zone of his Front that is not being
10.3 – THE FRENCH IMPERIAL GUARD

Attacked or Charged this Round, and which contains at least one enemy combat unit presenting its Front. -1 for the Austrian if a unit of the French Imperial Guard (Artillery excepted) takes part in the combat. The modifiers for the tactical situations are cumulative. • Each player rolls a die and adds the sum of his modifiers to arrive at a final result (ATT for the attacker and DEF for the defender). The final result may never be less than 1. • The results are then compared. - If DEF is greater than twice ATT then the attacker suffers “Fatigue” and “Hit”. - If DEF is greater than ATT then the attacker suffers “Fatigue”. - If ATT is equal to DEF then the attacker and the defender suffer “Fatigue”. - If ATT is greater than DEF then the defender suffers “Fatigue”. - If ATT is greater than twice DEF then the defender suffers “Fatigue” and “Hit”. • The results are applied to all units engaged in the combat (but see below for Artillery). • Units not involved in the combat suffer no effect unless the engaged units Retreat or Rout. In this event the unengaged units suffer a level of fatigue and must retreat. • Fatigue: Each engaged unit (Artillery excepted) receives a level of fatigue. • Supplementary Fatigue: a unit already marked “Fatigue 2” which receives an extra level of fatigue must retreat 2 zones if it has to retreat, rather than 1 zone. • Hit: Each engaged unit (Artillery excepted) suffers 1 Step Loss. Artillery unit(s) alone in a zone are eliminated. • Losses: Losses are indicated by flipping the unit, or by replacing the unit with its half strength counter. If a unit suffers a Step Loss when it has only one step remaining, it is eliminated. • Retreat: Depending on the defensive option chosen, the defender may have to retreat if he loses the combat. ATT>DEF ATT>2xDEF Retire in Good Order Reactive Hold the Ground R R R 10.6 - COMBAT RESULTS

• Retreat/Rout priority: A unit that retreats or routs must distance itself by one or two zones from the zone in which it was located. Units that have routed must, as far as possible, move towards the Rally zone (zone 1 for the Austrian player, zone 214 for the French player). NB: Rally zone for Johann is zone 260 • Retreat/Rout restrictions: A unit which retreats or routs and which enters a zone with at least one enemy Front, and without at least one friendly unit being present in the zone, suffers 1 automatic Step Loss. • A unit that is retreating or routing must observe stacking limits at the end of its Retreat or Rout movement, or else move one further zone. It may reorient itself, unless there is already a friendly unit in the zone in which it has finished its movement. It must then adopt the orientation of the unit already present in the zone. It may not leave the map and it may not stop in an enemy ZoC. • Advance after combat: A combat zone abandoned by its defending units may be occupied immediately by the attacking units, up to 2 stacking points; the occupying unit(s) may reorient itself/themselves in the occupied zone. • Rout: If after combat a unit has suffered a Step Loss (either directly or as a result of retreating through the Front of an enemy unit) and if a Rout Value is marked on the counter (superscript 2 or 3), then the player rolls a die. If the result is lower than or equal to the unit’s Rout Value, then the unit is Routed. • An attacker who has chosen to Force the Decision may not be Routed unless it has lost the combat (ATT less than DEF). • A unit that Routs retreats 2 zones. At the end of its movement place a “Rout” marker on it. • A Routed unit, so long as it has not yet Rallied (see 12.2), may neither move nor attack. It is always considered as “Fatigue 2” when it is attacked. • The “Round” marker of the side that has just played is advanced by one space on the Turn Record Counter: - If the marker has not yet reached space 7, the turn continues and another Round is started; - If the “Round” marker has reached, or gone beyond, space 7, the player rolls 2d6 for a Continuation die roll; if this die roll is higher than or equal to the value of the space the “Round” marker is in, the turn continues and another Round is started; if the die roll is lower, then the Administrative Phase is carried out and the Game Turn ends. • In the scenarios a modifier for the Continuation die roll is indicated for one of the two sides.

11 - CONTINUATION PHASE

• In the event of R, the defender retreats all his units by 1 zone (or 2 zones for all units which were already “Fatigue 2” before the combat), moving away from the attacker. The attacker never retreats unless he is routed. • Artillery that retreats must test for Manoeuvre. If the test is failed, the Artillery unit also suffers 1 Step Loss.

• The French “Round” and the Austrian “Round” markers are put back in space 0 of the Activations Track. The “Turn” 12 – ADMINISTRATIVE PHASE marker is advanced one space if the scenario is not yet fin12.1 OPERATIONAL MOVEMENT ished. If it is finished, the players determine who has won the A • Each player – the Austrian first – reveals the “Corps” scenario. marker(s) that he placed in the “Operational Movement” box 12.5 INITIAL ADMINISTRATIVE PHASE and for each of them carries out a normal activation (Tactical • Before the start of the game, once all the units have been or Normal Movement). placed on the map, each player puts a “Corps” marker, face • However the activated units may neither start nor finish down, in each of the “Order” boxes, and from 0 to 2 “Corps” this Operational movement in an enemy ZoC. markers, face down, in the “Operational Movement” box; the • Those units that carry out Operational movement may in- remaining “Corps” markers are placed face down in the “Availcrease their MPs without increasing their Fatigue levels. able” box. • Once both sides have finished their Operational move- • The “Round” markers, the VP markers and the Turn ment, the “Corps” markers are put back in the “Available” box marker are all placed on Tracks as indicated in the scenario and the players – the Austrian first – may move up to 2 corps instructions. from the “Available” box, face down, to the “Operational Movement” box. 13 - OPTIONS 12.2 ROUT • The players have certain Options at their disposal during • Routed units – the Austrian player first – carry out an ex- the scenarios, some of which have a cost in VPs. The decision tra Rout movement of 2 zones (see 10.6 Rout). whether to use one (or several) Option(s) is made during an • Each Routed unit then carries out a test by rolling a 1d6: Administrative Phase or during a Movement Phase. 1-3: The unit remains Routed (it moves to “Rout +1”, if it is 13.1 DETACHING UNITS not already there). • Certain units may be detached from their corps to be at4-6: The unit is Rallied. tached to another corps. Modifiers: +1 if with a “Rout +1”; +1 for a French unit if a • A unit may be detached if its original corps is activated. unit from the Imperial Guard, (Artillery excepted) is within Thereafter, until the end of the scenario, it will be activated as 2 zones or less; +1 for an Austrian unit if Karl is within 2 normal with the corps to which it is now attached. zones or less. 13.2 GRAND BATTERY • Remove the “Rout” / “Rout +1” from Rallied units. • The French player may form a Grand Battery, using at least 12.3 VICTORY POINTS one Artillery unit from the Guard and one Artillery unit from • The Victory Points (VPs) won or lost by the players are to- another corps. talled and the “VP” markers are adjusted. • When the Guard has been activated, the French player • 1 VP is won for each enemy unit already under a “Rout” indicates that he is forming a Grand Battery. During the Movemarker whose status has changed to “Rout +1” during the ment Phase, the French player selects up to 4 Artillery units (of turn’s Administrative Phase. A unit that is already under a which at least one is a Guard Artillery unit) and moves them “Rout +1” marker does not count. (as if they had been activated) to form the Grand Battery in 2 • 2 VPs are won for each enemy unit eliminated in the turn contiguous zones. The Grand Battery comprises a maximum whose initial Combat Potential was greater than 3 – i.e. those of 2 Artillery units per zone, and must observe stacking limunits which have a half strength counter. its. The “Battery” markers are placed on the Grand Battery’s • 1 VP is won for each enemy Artillery unit eliminated in the units.

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

turn (2 VPs for Imperial Guard Artillery) • The French player loses 2 VPs the first time he deploys the Imperial Guard in combat (see 10.3). • A player wins VPs when his opponent uses an Option (see scenarios) • The players win VPs when they occupy certain zones (see 14) ; a player who no longer occupies a zone with a combat unit loses the corresponding VPs.
12.4 END OF THE GAME TURN

• The Grand Battery may not move, and is broken up whenever the player decides to do so. It may only be formed once in the game. All of its units may bombard as normal, each time that the Guard or any of the corps from which the other Artillery units originated are activated. Note: historically the Grand Battery was formed from the two units of the Guard Artillery and the Artillery of the Army of Italy. • The French player may designate a corps and make certain of its Infantry units adopt an ad-hoc formation called a Divisional Square. It costs all the MPs from each unit to form/ join the Square. The “Carré” marker is placed in the selected zone. The units in the Divisional Square may spend no more than 1 MP in the subsequent Rounds, and may not become fatigued to increase this. However up to 3 stacking points may participate in a combat; the Divisional Square confers a modifier of +1 in defence and all its zones are considered as Fronts when determining the Tactical Situation. • Once formed, the Divisional Square is fixed; units may neither join it nor leave it. • The Divisional Square breaks up whenever the player wishes. It may only be formed once in the game. Note: Historically it was the Army of Italy that formed the Divisional Square around MacDonald.
13.3 DIVISIONAL SQUARE (CARRÉ DIVISIONNAIRE)

• Length 5 turns • Initiative FR • Continuation DRM +1 FR • French VP objectives (blue star): Florisdorf, Leopoldau, Süssenbrunn, Aderklaa, Deutsch-Wagram, Baumersdorf, Neusiedel: 2 VPs each . At least 2 units of French Infantry must be on the Wagram plateau (131-145-204-215): 4 VPs. • Austrian VP objectives (orange star): Aspern, Essling, Rutzendorf : 3 VPs each Historically the Austrians were victorious. FR SET-UP: Napoleon (248); IV/Massena (173, 176) except IV/Legrand (158) ; II/Oudinot (209, 210) except II/Colbert (Lobau) ; III/Davout (225, 244, 272) ; D/Marmont (213) ; R/Bessière (214) ; IX/Bernadotte (227, 247) ; Gd/Walther (248, 283) ; It/Beauharnais (280, 281) except It/Pacthod et It/Broussier (Lobau) ; VII/Wredre (Lobau) ; Lobau Garrison [Reynier and Art] (Lobau) AU SET-UP: Karl (145) ; R/Liechtenstein (80, 82, 83 98) except R/Nostitz (145) ; I/Bellegarde (149, 148) ; II/Hohenzollern (165, 191) ; IV/Rozenberg (205, 221) ; AG/Nordmann (154,174) of which Riese (-1) ; VI/Klenau (107, 127) ; III/Kollowitz (25, 36) ; V/Reuss-P (29) without activation marker. • Units placed on the Island of Lobau (except the garrison) may not leave the island unless either one of the two zones 213 or 214 no longer contains any units. • Wrede’s “Corps” marker (VII) is automatically placed in Operational Movement (over and above the normal capacity of this rule, see 12.1), until it is withdrawn from the game. Wrede’s division must join the Guard as soon as it can (in the adjacent zone) in order to be attached to it and then act normally with it; once this attachment has been completed, its “Corps” marker is removed. • Since the last Game Turn (5) is dusk, both players’ “Round” marker is placed in space 2 of the Activations Track during the Administration Phase of Game Turn 4. - Reuss’ Activation (+1 VP for the FR); Reuss’ marker is added to the “Available” box. (Historically, Reuss’ Corps was not engaged on the 5th of July). - The Cavalry unit R/Nostizt can be detached to Rozenberg’s IV Corps. FR OPTION: The two Artillery units of the Guard may be detached together to another corps. This does not mean the Guard is considered to be engaged in combat (see 10.3). (Historically, the Guard’s Artillery was detached to the Army of Italy)
AU OPTION: SPECIAL RULES:

14.2 – SCENARIO 1 - THE 5TH OF JULY

14 - SCENARIOS
• The units of the various corps are placed in he zones indicated. Each zone must contain at least one of the corps’ units (which may not be an Artillery unit). For certain units there may be compulsory placements. Certain units may start the scenario with losses, indicated by a negative value in brackets (-1 means the unit is flipped, -2 that the unit is replaced by its half strength counter). Certain corps may only enter play as part of an Option. • The garrison of the Island of Lobau consists of Reynier’s unit and a powerful Artillery group. These units do not move, unless due to the exception given below. The Artillery unit may carry out two bombardments (against one or two targets) once per game turn, during a French activation (a Fatigue marker is placed on the unit as a reminder it has been activated). These bombardments follow the normal rules, except that the Front is formed by the 6 zones that surround the Island of Lobau. Reynier’s unit (alone) may leave the Island of Lobau, in which case the Austrian player gains 2 VPs . • Next, place the “Corps” markers on the Orders Table as indicated in 12.5 (Initial Administrative Phase).
14.1 SET-UP

•Length 7 turns • Initiative AU • Continuation DRM +1 AU Turn 1 and Turn 2; +1 FR from Turn 3 to the end. • French VP objectives (blue star): Florisdorf, Leopoldau, Süssenbrunn, Aderklaa, Deutsch-Wagram, Baumersdorf, Neusiedel: 2 VPs each . At least 4 units of French Infantry must be on the Wagram plateau (131-145-204-215): 4 VPs. • Austrian VP objectives (orange star): Aspern, Essling, Rutzendorf : 3 VPs each Historically the French were the victors. FR SET-UP: Napo (170); IV/Massena (123, 124) except IV/; Boudet (158), IV/Lasalle (126) and IV/Marulaz (125); II/Oudinot (167, 198) of which II/Grandjean (-1), II/Tharreau (-1) and II/Frère (-1); III/Davout (207, 223) except the 3 Cavalry units (242, 270, 271); D/Marmont (173); R/Bessière (209); IX/ Bernadotte(121) of which IX/Dupas (–2), IX/Zerch (-1) et IX/ Polenz (-1);Gd/Walther (150, 170); It/Beauharnais (147, 166) of which It/Lamarq (-1) and It/Seras (-1); VII/Wrede (171) without activation marker; Lobau Garrison [Reynier and Arty] (Lobau). AU SET-UP: Karl (137); R/Liechtenstein (93, 94, 96, 98) except R/Nostitz (238); I/Bellegarde (118, 137 or 137,145) of which I/ Dedovitch (-1) and I/Fresnel (-1); II/Hohenzollern (164, 184 or 184,190) of which II/Brady (-1) and II/Ulm (-1); IV/Rozenberg (196, 204, 205); AG/Nordmann (203) of which AG/Riese (-1) without activation marker; VI/Klenau (60, 64); III/Kollowitz (57, 81); V/Reuss-P (29) without activation marker. • Surprise Austrian Attack: +1 on all initiative rolls and +1 modifier in attack (not in defence) in favour of the Austrian on the first turn. • Since the first turn is dawn, the “Round” markers of both players start in space 2 of the Activations Track; they are put back into space 0 during the Administrative Phase of Turn 1. • Nordman’s Corps and Nostitz’s Cavalry are detached to Rozenberg’s Corps; Nordman’s Corps’ marker is removed. • Bernadotte reacts badly: As soon as an Austrian unit enters the ZoC of one of Bernadotte’s units for the first time, the French player rolls a die; on a roll of 1-4, the units of IX Corps retreat immediately as if after combat. (Historically Bernadotte’s Corps did not react well). • Johann’s Arrival. From the Administrative Phase of Turn 4 onwards, a die is rolled. On a roll of 1, Johann arrives. The marker is added to the “Available” box; its units enter through zones 258, 260, 263 and/or 266 when the corps is activated; they are all considered to be in Command for their first Round. (Historically Johann never arrived).
SPECIAL RULES:

14.3 – SCENARIO 2 THE 6TH OF JULY

• Johann’s Arrival (+2 VPs for the French); Johann’s Corps arrives on a roll of 1-3. • Reuss’ Activation (+1 VP for the French); the marker is added to the “Available” box. (Historically Reuss’ Corps was not engaged on the 6th of July). • The Divisional Square (+1VP for the Austrian): (see 13.3) • Bernadotte holds better (+1 VP for the Austrian): IX Corps only retreats on a roll of 1-2 (see special scenario rule). • The French player can detach a unit of the Reserve Cavalry (Bessières) to another corps. (Historically Arrighi’s division A was attached to Davout’s Corps). • Wrede’s division is attached to the Guard but can be detached to another corps. • This scenario is played over both days. The set-up is the same as for Scenario 1 and the Victory Conditions are those of Scenario 2. The Special Rules are those of Scenario 1 for the first day, and of Scenario 2 for the second day. • If by the end of Turn 5 of the first day, the French player has not won, both sides stop fighting, execute the Night Turn (6) and start again on Turn 7. • In the Night Turn, the following rules apply: 1) Enemy units in contact each retreat one zone away from the other; if a unit occupies a village, a redoubt or a steep slope, this retreat is not compulsory. 2) “Fatigue” and “Rout” markers are removed from all units. 3) Units that have suffered at least 2 Step Losses roll a die. On a roll of 1-4 they recover 1 Step. 4) Each player secretly chooses two corps. In turn, starting with the French, each player reveals a “Corps” marker and carries out an Operational movement for that corps. He may not however approach any enemy unit that is three or less zones away.
14.4 – SCENARIO 3 – LA GRANDE BATAILLE FR OPTION: • The Grand Battery (+1VP for the Austrian): (see 13.2)

AU OPTION:

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

EXAMPLE OF A ROUND OF COMBAT

INITIAL SITUATION

SITUATION AT THE END

the “Order 3” space. • St-Cyr, Molitor and Lasalle attack Prochask. • The Pivot unit is St-Cyr. All the units are in Command, ex- • Prochask has no issues with stacking because the zone cept Boudet’s, which is isolated: an “Isolated” marker is placed only contains 2 stacking points. on it. • The Combat Potentials ratio is 13:5, which is more than 2 • As all the units are 3 zones or less from an enemy unit, the against 1, therefore +3 for the Attacker. Tactical Movement Potential is used. The Artillery in 124 can- • The Austrian player decides to Hold the Ground, therefore not bombard before movement, because its only target in 101 -1 for the Defender. is protected by a zone containing an obstacle (higher ground) • The French player does not decide to Force the Decision. in 102. Molitor doesn’t move, but declares an Attack for 1MP. • There is no Charge bonus for the Cavalry, because it is car(Orientation towards 122). rying out a normal attack. • St Cyr advances into 102 and declares an Attack for 2 MPs. • The Artillery Potential ratio is 7:1 therefore +1 for the At(Orientation towards 101). tacker. • The Artillery also advances into 102. (Compulsory Orienta- • Two attacking zones have units with level 1 Fatigue (St-Cyr tion towards 101). and Lasalle) compared to no Fatigue for the Defender, therefore • Boudet advances into 125. He has only 1MP (Isolated). (Ori- –2 for the Attacker. entation towards 102). • Two attacking zones have a Command bonus (Molitor and • Lasalle advances through 125-104-103 for 3MPs and orien- Lasalle) whereas the Defender has no Command bonus, so +2 tates himself towards 100. for the Attacker. • At this point, the Austrian player decides to try to reori- • The Defender benefits from the terrain, +2 for the village ent Prohask. He has to pass a Manoeuvre Test because he is and +1 for the slope (Molitor). in the Front of an enemy unit. Despite a bonus of +1 (Austrian • As for the Tactical Situation, the Defender is being attacked Grenadier) Prochask fails the test and remains orientated to- on his Flank by Lasalle therefore -2; the Attacker (Lasalle) has wards 123. an enemy unit not being attacked to his Front (Hesse) so –1. • The French player decides to increase Lasalle’s MPs by 2 • This gives a total of +3 for the Attacker and 0 for the De(light Cavalry). Lasalle becomes automatically fatigued and at- fender. tacks for 1MP (Cavalry cannot become fatigued and Charge at • Each player rolls a die; they both roll 1, giving a total of 4 the same time). for the Attacker and 1 for the Defender. The Defender becomes • Marulaz moves through 106 to 84 for 2 MPs. (Orientation Fatigued, suffers a Step Loss but does not retreat because he towards 82). has chosen to Hold the Ground. However, because of the Step • With all movement finished, the Artillery tries a Bombard- Loss, the new Prochask counter (half strength) now has a Rout ment against 102; the modifiers are +1 for movement and +1 Value (2); The Austrian player rolls a 3 - he doesn’t rout. for the presence of friendly units. With a Potential of 3, he has • The “Isolated” marker is removed and a new Round is to roll a 1 to succeed. He rolls a 5 and fails. started. Counter errata: some names were misspelled : Lasalle (not Lassalle); Nostitz (not Nositz). Sorry about that. We hanged the graphic designer...

REMINDER
A-Rounds 1 - Initiative Phase(6) 2 - Orders Phase (7) 3 - Activation Phase (8) 4 - Movement Phase (9) 5 - Combat Phase (10) 6 - Continuation Phase (11) B- Administrative Phase (12)
COMBAT

• Initiative: 1d6, the higher wins; the French if equal. Modifier: –1 per consecutive Round (–1 for the first Round of a new turn) • Reaction: 2d6: success on a roll of 2 to 8 for Napoléon and from 2 to 7 for Karl. • Movement - reduce Fatigue level by 1 (Manoeuvre Test possible) - move and/or attack/charge. • Bombardment: 1d6 <= Arty: +1 if range 2 zones; +X if Artillery has moved (Horse Arty X-1 and X=1 if changing orientation without move); -1 if Grand Battery (see 13.2); +1 if Redoubt or heights, marsh, woods; +1 if target in contact with friendly unit; +1 if counter-battery. Result: vs. Arty: Test and Hit; vs. others: Fatigue. • Manoeuvre Test: 1d6 1-3: Test failed 4-6: Test passed Modifiers: +1 if Command bonus; +1 for Guard or Grenadiers. A • Rout: 1d6 1-3: Unit remains Routed (possible move to “Rout +1”) 4-6 : Unit Rallies Modifiers: +1 if “Rout +1”; +1 if Guard unit, except Arty, is within 2 zones. +1 if Karl is within 2 zones. Combat Results - If X is equal to Y then “Fatigue” for X and Y. - If X is higher than Y then “Fatigue” for Y - If X is higher than twice Y then “Fatigue” and “Hit” for Y • All units taking part in the combat are affected by the result. • Units not taking part in the combat are not affected except if retreat/rout, then retreat and fatigue. • Fatigue: +1 level of fatigue. Units cannot go beyond “Fatigue 2”. • Hit: Unit suffers 1 Step Loss. Arty alone eliminated. • Supplementary Fatigue: If “Fatigue” on top of “Fatigue 2”, retreat 2 zones if retreat. • Retreat: Defending Unit retreats one (or two) zones if R. Retire in Hold the Good Order Reactive Ground ATT>DEF R ATT>2xDEF R R • Rout: 1d6 ; If result lower than or equal to rout value (2 or 3) then rout; Mvt 2 zones.

• Combat: 1d6/Player + modifiers • Strength Ratio: +1 or +3 (ATT or DEF) • Defensive Option (DEF) +1 if Retire in Good Order * 0 if Reactive. -1 if Hold the Ground** * except if Fatigue 2 ** Except if Rout possible. • Offensive Option (ATT) +2/ unit if Force the Decision * * except if Fatigue 2 or Rout possible. • Artillery: +1 for Arty Sup (ATT or DEF) •Cavalry: charge +1 or +2 (Heavy) per Cav charging (one per zone). +1 vs. Cav or Mixed alone. (ATT) • Fatigue: -1 or -2 per zone. (ATT and DEF) • Command: +1 per zone. (ATT and DEF) • Terrain: +1 (slope if up, river, woods, marsh). +2 (village, redoubt, steep slope if up) (DEF) • Tactical Situation ATT and DEF: -2 for the defender per Flank zone through which he is being Attacked or Charged. -1 for the defender per Flank zone through which he is not being Attacked or Charged but which contains at least one enemy unit presenting its Front. -2 for the attacker per Flank zone that is not being Attacked or Charged this Round but which contains at least one enemy unit presenting its Front. -1 for the attacker per Flank zone that is being Attacked or Charged this Round and which contains at least one enemy unit presenting its Front. -1 for the attacker per Front zone that is not being Attacked or Charged this Round but which contains at least one enemy unit presenting its Front. -1 for the Austrian if a unit of the Imp. Guard (Arty excepted) participates in the combat.

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