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Dennewitz 20
Allied
Hex 0404: Pr III Hex 0904: Pr IV
[14.0] NIGHT TURNS
Turn 1: Pr H (Area Z) Turn 2: Ru Cz (Area Z) French Objective Hexes: none
[0.0] EXCLUSIVE RULES Turn 3: Sw (Area Z) Turn 4: Ru XII (Area Z) Allied Objective Hex: Jüterbog (0316)
This expansion kit for Grossbeeren Set aside the Anglo-Prussian ‘W’ unit, it is
20 uses that game‟s counters, tables, and its not used in this game. [16.0] OPTIONAL RULES
copy of the Napoleonic 20 Standard [16.8] Unreliable Troops: When an
Rules. etc. combined with this game‟s map,
[4.0] SEQUENCE OF PLAY unreliable unit (i.e., one with a
cards, and this rules sheet to play The French player is the First Player. yellow Combat Strength)
Dennewitz 20. participates in a Battle, roll a die
[5.0] RANDOM EVENTS to see if it wavers (this is done
These Exclusive Rules supersede the after Reserves, if any, have been committed),
Standard Rules when there is a conflict. Skip the French Player‟s Random Events
Phase on the first Game Turn. subtracting one (-1) from the result if French
[1.0] INTRODUCTION morale is currently lower than Allied Morale.
[9.0] COMBAT If the result is 2 or more, there is no effect. If
Dennewitz 20 is based upon the battle
[9.8.6] Retreat Direction Priority: the result is 1 or less, the unit wavers: its
that occurred during Napoleon‟s final
● French units must retreat towards one Combat Strength is reduced by one (-1) for
campaign in Germany, on 4-6 September,
of the French LOC hexes along the that Battle only.
1813. One player commands the Coalition
forces under the Swedish Crown Prince Carl southern map edge. Almost half the soldiers who comprised the
Johan (aka Jean-Baptiste Bernadotte), while ● Allied units must retreat towards one of French Army of Berlin were from client
the other player commands the French army the Allied LOC hexes along the northern states (Bavarians, Italians, Saxons, and
under the command of Marshall Michel Ney. map edge. Wurtemburgers) with waning enthusiasm for
Napoleon‟s cause. Further, many of the
[2.0] GAME EQUIPMENT [11.0] REINFORCEMENTS French troops were barely-trained recruits.
The Game Map: The 11” x 17” game map [11.6] Unit Arrival Locations: [17.0] ALTERNATE SCENARIOS
portrays the portions of Prussia and Saxony Reinforcement units arrive in the following
where the campaign occurred. Locations (color-coded along the map edge [17.1] Hagelberg (Optional Rule): On 27
for your convenience): August, General Hirschberg‟s Prussians
The blue units are French. The Anti-French
defeated General Girard‟s French Middle
units include Russian (green units), Prussians French units enter along the southern map Corps near Hagelberg, enabling Hirschberg
(gray units), Swedish (yellow units), and edge at Entry Areas A, B and C. On its to participate at Dennewitz. But that
Anglo-Prussian (red and gray) forces. arrival turn, each unit must be committed to engagement at Hagelberg could have gone
Unit abbreviations include: one of these three Entry Areas where it will differently.
Cz = Czernitchew H = Hirschfeld enter, and that arrival area can‟t be changed.
Procedure
Pr = Prussian Ru = Russian At Entry Area A, it automatically arrives on
During set up, roll a die to determine the
Swe = Swedish schedule. At Entry Area B or C, place that
unit off the corresponding map edge and roll outcome of the battle at Hagelberg:
Elite Forces
a die for its arrival the next turn. At Entry ! Hirschberg Triumphant: Allied morale
There are no Elite units (see 9.6 and 10.0) in Area B, it arrives on starts at 7 (instead of 6). The
this game. a roll of $, % or Prussian “H” unit is a Turn 1
The Swedish Corps is considered a Guard ^; at Entry Area C, reinforcement and the French
unit only when committing it to it arrives on a roll of % or ^. For all other “M” unit is not used.
battle (see 12.2.1). It is not results, that unit does not yet enter play; keep @ Hirschberg Victorious: The Prussian
affected by the La Garde Recule rolling for its arrival each subsequent turn “H” unit is a Turn 1 reinforcement and the
rule (see Case 12.2.2). until it finally enters play. French “M” unit is not used. (This is the
historical outcome.)
[3.0] SETTING UP THE GAME Allied units enter along the western map
edge at Entry Area Z. On the turn each unit is # Hirschberg Successful: The Prussian
After sides have been determined (i.e., who scheduled to arrive, the Allied player rolls a “H” unit is a Turn 1 reinforcement and the
will play the French and Anti-French side), die. On a roll of $, % or ^, it arrives as French “M” unit is a Turn 7 reinforcement.
the standard game set up proceeds as follows: scheduled. On a !, @ or #, that unit does $ Stalemate: Both the Prussian “H” and
1. The Game Turn marker is placed on the not yet enter play; keep rolling for its arrival French “M” units are Turn 5
„September 4, Midday‟ space. each subsequent turn until it finally arrives. reinforcements.
2. Place French and Allied markers on the „6‟
space of the Morale Track.
[12.0] ARMY MORALE % Girard Successful: The French “M” unit
[12.7] Onwards to Berlin: At any point is a Turn 5 reinforcement and the Prussian
3. Place the units on the map as listed below: “H” unit is not used.
during his Movement Phase, the French
French player may voluntarily eliminate any of his ^ Girard Victorious: French morale starts
Turn 1: XII and III Cv Turn 2: IV non-Dummy units that are on hex 0118 (in at 7 (instead of 6). The French
Turn 3: VII effect, marching them off the map). For each “M” unit is a Turn 2 reinforce-
See Case 11.6 for details on where and how French unit so removed, immediately lower ment and the Prussian “H” unit
these units arrive. Allied Morale by one (-1); if this drops Allied is not used.
Morale to zero, the game ends in a French These reinforcements are subject to Case
Set aside the French XIII, French ‘M,’ and
Decisive Victory. 11.6 (above) concerning their Entry Area.
Danish units; they are not used in this game.