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Dennewitz 20 Exclusive Rules v1.

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.

© 2011 Lance McMillan and Victory Point Games


Dennewitz 20 Exclusive Rules v1.0
[17.2] Napoleon Heads North (Optional
Rule): This variant requires
[17.3] The Trachenberg Plan: Beginning
with Turn 5, and on any turn thereafter, at the
[18.0] DESIGNER’S NOTES
Although his forces were still in fairly good
ownership of Dresden 20‟s start of his Step 4 (Movement), the Allied
order after his defeat at Grossbeeren, Oudinot
French units. Player can declare he is initiating an Orderly
chose to fall back all the way to Wittenburg.
Procedure Withdrawal. Thereafter, and for the rest of
Infuriated, Napoleon sent Ney to relieve him
the game, the Allied Player may voluntarily
During set up, roll one die on each table and resume the advance on Berlin.
eliminate one of his non-Dummy units that is
below to determine the results at Dresden and on hex 0118 (in effect, marching it off the But Ney‟s abilities as a commander were
the Katzbach: map). For each Allied unit so removed, little better than Oudinot‟s. Instead of moving
Dresden Outcome: immediately raise Allied Morale by one (+1). aggressively against the widely dispersed
!: Allied Decisive Victory Allied forces, Ney spent a day reviewing his
Victory Level Adjustment: If an Orderly
@: Allied Marginal Victory troops before starting his march north.
Withdrawal is ordered, then the final
# or $: Draw Victory Level might be adjusted as follows: Ney apparently hoped to fix the Allied left in
% or ^: French Decisive Victory position at Zahna and swing around them
At the end of the game, determine the French
Katzbach Outcome: towards Juterbog, but Tauentzein‟s Prussian
Augmentation Level by counting the
!: Allied Decisive Victory IV Corps was able to break contact, fall back,
number of their Dresden 20 reinforce-
@ or #: Allied Marginal Victory and establish a blocking position near
ment units (only; the French “M” unit does
$ or %: Draw Dennewitz on the evening of September 5.
not count; see 17.1) that have actually
^: French Decisive Victory The next morning, Ney concentrated his
entered play. Add one (+1) to this total if any
forces and launched a series of poorly
French Dresden 20 Reinforcements: of the arriving French units were part of the
coordinated attacks on the Allied position
Add the following French units from Imperial Guard (i.e., the GC, OG, YG or
that lasted throughout the day.
Dresden 20 to the Turn track: Art Res units). The Allied player then rolls a
die and, if the result is greater than the By midday, the French right with Ney
Turn 6: I Cav, GC Turn 7: VI Augmentation Level, adjusts the final personally leading the attack, had forced the
Turn 8: YG, OG Turn 9: Res Art outcome of the game by one level in the Prussians out of Dennewitz and were driving
These French Dresden 20 reinforcements French Player’s favor. Any other result has them back on Juterbog. Concurrently,
enter play via Entry Area A (only). no effect on the final victory level. however, the French left flank, by Gohlsdorf,
was under severe pressure from Bulow‟s
Arrival Difficulties Table: Example: At the game’s end, the Allied morale
Prussian III Corps. French reinforcements
Each turn a Dresden 20 reinforcement level is higher than French morale, and so the
were able to stabilize that flank until Ney
outcome is an Allied Marginal Victory. But the
unit is scheduled to arrive, the French player made a fateful mistake…
rolls one die for it and consults the following Allied player initiated an Orderly Withdrawal
table (cross-referencing the outcomes of the during play, so a victory level adjustment might Rather than acting as an overall Army
occur. Two French Dresden 20 reinforce- commander, Ney had become fixated on just
two battles, above) to determine whether that
ments (the VI and YG units) entered play, so the the small portion of the battle where he was
unit made it or not:
French Augmentation Level value is 3 (one for in personal command. Oblivious to the threat
Dresden Outcome that Bulow posed on his left, Ney pulled
Katzbach Allied Allied French
each of the two arriving units, plus one because
the YG unit is part of the French Imperial Guard). Oudinot’s XII Corps out of the line to
Outcome Decisive Minor Draw Decisive
support his own effort against Juterbog.
Allied 123 The Allied Player rolls a die: on a result of 4-6, the
Decisive None None None Soon, the French left began to crumble under
4%6 game’s outcome is shifted one level in the French
Bulow‟s continued hammering and Ney was
Allied 123 123 Player’s favor (to a Draw); on a 1-3 the game’s
compelled to order a withdrawal.
Minor None None $%6 $56 outcome remains an Allied Marginal Victory.
Casualties on both sides were roughly even,
12# 12# 12# Had the cautious Bernadotte been confronted
but the French lost much of their artillery and
Draw None $%6 $56 456 by a heavily reinforced French army, or by
baggage in the retreat. After two defeats, the
French 1@# 1@# 1@3 Napoleon himself, he probably would have
French Army of Berlin was irreparably
Decisive None $%6 $56 456 fallen back on Berlin in accordance with the
broken as an offensive instrument.
Trachenberg Plan. But to retreat his army in
If the die roll result is red, that unit is the face of only token French reinforcements Dennewitz 20 is a straight-up contest
permanently removed from play. If the die would have undermined his political standing between a small but nimble French force
roll result is green, that unit enters play via and brought accusations of cowardice. against a large, cumbersome Allied opponent.
Entry Area A. If the die roll result is white, As at Grossbeeren, the Allied army‟s initial
the unit does not enter play that turn; instead, GAME CREDITS deployment is its greatest weakness – if the
place it ahead one turn on the Turn Track and Game Design: Lance McMillan French can move quickly they can over-
roll for it again next turn in the same manner. Series Developer: Lance McMillan whelm the Prussians and occupy the Juterbog
After his victory at Dresden, Napoleon Producer: Alan Emrich objective before the rest of the Allied army
intended to reinforce Ney‟s march on Berlin. Research: Andreas E. Gebhardt can be brought to bear.
However, Blücher‟s defeat of MacDonald at Art & Graphic Design: Chris Magoun We strongly recommend using the optional
the Katzbach forced Napoleon to divert Playtesting: Frank Chadwick, Andreas E. Fog of War rule to reflect the full extent of
eastward instead. Had Napoleon shown up Gebhardt, Chris Janiec, Kim Meints, David Moody, the confusion and uncertainty that was prev-
with the promised reinforcements, Dennewitz Joe Oppenheimer, Carl Paradis, Volko Ruhnke, alent. The Napoleon Heads North scenario
would have been a very different looking Bill Rutherford allows you to experiment with what the battle
battle, indeed! might have looked like had Napoleon been
Proofreading: Bill Barrett, Hans Korting, Leigh
Toms less constrained by events elsewhere, adding
to the battle‟s unpredictability.
- Lance McMillan

© 2011 Lance McMillan and Victory Point Games

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