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The Battle of

Leuthen
December 5, 1757

Frederick’s Greatest Victory


Revised Rules and Scenarios
Leuthen Table of Contents
1. Game Information 6. Special Results Notes
1.1 Introduction..................................................... 3 6.1 General Notes…………………...…………… 9
1.2 Charts and Tables……………………...…….. 3 6.2 Initiative Special Results……...……………… 9
6.3 Infantry Fire Special Results……………….....10
2. General Special Rules 6.4 Artillery Fire Special Results……………...…. 10
2.1 “00” Initiative Rolls……………………...…… 4 6.5 Defensive Fire Special Results……………...... 10
2.2 Cavalry Capabilities………………………...... 4 6.6 Leader Loss Special Results………….…....... 11
2.3 Leader Casualties and Replacements…....…... 4 6.7 Pursuit Special Results…………………...…...11
6.8 Close Combat Special Results…………...…... 11
3. Austrian Special Rules 6.9 Morale & Disorder Check Special Results….. 11
3.1 Austrian Unit Characteristics……...………… 4
3.2 Austrian Command Structure…...…………... 5 7. Scenarios
3.3 Austrian Allied Contingents……..……...….. 5 7.0 Introduction to the Scenarios……….……...... 12
7.1 Scenario 1: Nádasdy vs. Zieten……..……..…. 12
4. Prussian Special Rules 7.2 Scenario 2: The Oblique Order Attack…….... 13
4.1 Prussian Unit Characteristics…………………6 7.3 Scenario 3: The Battle for Leuthen……….…..15
4.2 Prussian Command Structure……………...... 6 7.4 Scenario 4: The Grand Battle.……………..… 17

5. Terrain Notes Unit Key and Loss Chart Explanation…….…….. 20


5.1 General Notes………………...……………… 7
5.2 Hexes…………………………...……………. 7 Leuthen Revision Credits………..….………...… 11
5.3 Hexsides………………………...……………. 8
5.4 Line of Sight…………………...…………….. 8

Leuthen Game Support


- The first place to look for help with the BAR series of games is the Consim-
world website:
www.consimworld.com
If you click the ‘Forum’ button and then choose ‘Pre-Napoleonic’ from the drop
down menu, it will take you to a listing of games, including a ‘Battles from the
Age of Reason’ link. The Leuthen revision developer and many experienced
BAR gamers are available on this forum to answer questions about the games.

- The BAR has its own website which includes resources for the game system
and each of the games in the BAR series. The web address is:
https://sites.google.com/site/battlesfromtheageofreason/

- Clash of Arms Games (COAG) has its own folder on the Consimworld fo-
rum. COAG can also be contacted via any of the methods shown below:
Mail: Clash of Arms Games
1804 Hoffmansville Road
P.O. Box 212
Sassamansville, PA 19742-0212 USA
Telephone: (610)-754-0100
Email: sales@clashofarms.com
Clash of Arms’ website: www.clashofarms.com

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Game Information
1. Game Information 1.2c Orders of Battle
A. Revised ‘Orders of Battle’ (OOB) for each of the armies at
1.1 Introduction Leuthen are found on the BAR website. The coloring on the
A. ‘The Battle of Leuthen: Frederick’s Greatest Victory’ is OOBs only serves to differentiate the Wings and Commands
Clash of Arms’ third game of the ‘Battles from the Age of Rea- of the armies; it is not related to any coloring on the counters.
son’ (BAR) series of games. It was released in 1997 along with B. As an alternative to the standard BAR method of turning
the second edition BAR rules. In 2012 the third edition of the over leaders when a Command has completed its move, the
BAR rules was released and in 2013 update counters for Leu- OOBs may be used for marking which Commands/Wings are
then were included as part of the ‘BAR Primer’. These two Finished. Place a ‘FINISHED’ marker in the Wing Leader’s
improvements to the BAR series begged for a further update of box, and it shows that the entire Wing has been activated;
Leuthen. This rules book then is intended to update this BAR place a ‘FINISHED’ marker in a Command Leader’s box to
classic to the latest BAR standards for rules, charts and dis- show his Command has been activated. Independent units can
plays. Because ownership of the original Leuthen game is nec- be marked as ‘FINISHED’ on the map or on the OOBs.
essary for the use of these rules, the historical commentary 1.2d Turn Record Track
found in the original rules is not included here. The ‘Turn Record Track’ is used to record both the passage of
B. The revised Leuthen rules and charts are based on the Third time (Game-Turns) as well as progress along the End Turn
Edition BAR rules. Players must have those Third Edition track. It has separate spaces for each 20 minute turn, which
BAR rules and the ‘BAR Primer’ update counters to use these makes it easy to place wounded leaders or reinforcements so
revised Leuthen rules. Players will also need to download and that they arrive on the correct turn. Leuthen uses older mark-
print the Leuthen OOBs and Leuthen Charts as found on the ers so it does not have the ‘GAME TURN’ and ‘END TURN’
BAR website (see page 2). markers used with the Third Edition BAR rules. Place Leu-
C. Unless specified otherwise, all rules references in this book- then’s ‘MINUTES’ marker on the correct time (in place of the
let are to the BAR Third Edition Series Rules. ‘GAME TURN’ marker) and place Leuthen’s ‘HOUR’ marker
on the ‘0’ box of the ‘Turn Record Track’ (in place of the ‘END
1.2 Charts and Tables TURN’ marker). The ‘Turn Record Track’ lists the End Turn
The revised game-specific charts and tables for Leuthen differ in Numbers for each of the scenarios and has a track which makes
some ways from the original charts. The charts contain the same it easy to reference each Army Leader’s Command Rating.
information, just in a different format. It is hoped that players will 1.2e Special Results Charts
find these innovations more user-friendly. The ‘Special Results’ charts are different for each side. Take care
1.2a Loss Charts to use the correct column for Austrians or Prussians. The
A. Players may record losses to units by using the black and ‘Special Results’ charts contain abbreviated information on the
white SP loss markers and placing them under the unit, or by results. For full explanations of the Special Results, see section
using the army ‘Loss Charts.’ The loss charts contain all the 6 of these Leuthen rules.
information found on the counters, so that if the loss charts are 1.2f Fire Combat Multiples & Ranges Chart
used, you need not refer to the back sides of the counters. A This chart shows the Fire Multiples for each type of unit for
descriptive explanation of the information on the loss charts is each hex in its range, and also the artillery minimum ranges for
found on the back page of these rules. Opportunity Fire and for multiple artillery units firing.
B. To use the loss charts, mark off the highest numbered box 1.2g Morale and Disorder Check Charts
by each unit that takes losses. In addition to marking the loss The ‘Morale Check’ and ‘Disorder Check’ charts are found along-
to the unit, for each infantry or cavalry loss sustained, mark off side the ‘Special Results’ charts for Morale and Disorder Checks.
one box on the correct nationality’s ‘Army Loss Record.’ For The ‘Special Results’ charts contain general comments about the
each artillery loss, mark off two boxes on the ‘Army Loss Record.’ results. A description of how to use the Morale and Disorder
For any leader losses, mark off a number of boxes equal to the Check Special Results is found in Leuthen rules section 6.9.
leader’s loss value. 1.2h Formation Change Diagram
C. If the losses recorded on the ‘Army Loss Record’ plus the The ‘Formation Change Diagrams’ chart shows the formation
number of currently routed SPs reach one of the loss levels change costs for both armies. When using this chart, simply
listed in grey, then that army must make an Army Morale roll find the proper diagram for the type of unit and the formation
on the next :00 turn, per Series Rule 23.0. After a player rolls change desired. Orient the diagram appropriately to the unit’s
on his army’s ‘Current Loss Level’ table, there is a track on facing, and use the proper costs for the nationality involved.
which to make a note of the time rolled and the result. This For cavalry, only the 3 hex diagrams are shown, but directions
will help keep track of which ‘Current Loss Level’ columns have are given on how to use the diagrams for smaller cavalry for-
already been used and the effects. mations.
1.2b Terrain Effects Chart 1.2i Formation, Fire Arc, ZOC, etc. Diagrams
The ‘Terrain Effects Chart’ (TEC) differs from the original chart A. This chart shows the various formations and their Front,
in that it includes separate columns for costs when in Line or Flank and Rear facings. It also shows Zones of Control and
Column formations. It also includes the maximum stacking the firing arc for each formation. The arrows on the page show
values for each hex (in parentheses). the allowed formation changes between the various formations,
so that players can easily discern which changes are permitted.

3
General Special Rules
B. At the bottom of the page is the ‘Single Hex Facing Change placeable--see the Austrian and Prussian Special Rules for de-
Cost’ diagram which shows facing change costs. This diagram tails. Wing Leaders do not have replacements.
is BAR-generic so it includes information that does not apply 2.3b Command Leader Replacements
 
to Leuthen. The two diagrams on the right of the facing A. For Command Leaders, players have two options
change cost area will be those used most in Leuthen. The dia- for replacing them when they are lost. The first op-
gram on the far left is used for units in Attack Column. The tion is that if players own “Prague: The Empty Tri-
diagram on the near left will not be used in Leuthen. umph”, they can use the Command Leader replace-
ment counters from that game. Randomly pick a
2. General Special Rules replacement counter of the appropriate nationality to
replace the missing leader and use the replacement counter
2.1 “00” Initiative Rolls until the missing leader returns (if ever) per Series Rule 21.5.
Whenever players roll “00” for their Initiative rolls, instead of B. Alternately, players can use the standard BAR black and
ignoring the roll (per the normal BAR rules) it is an ‘Army white leader loss counters (labeled A or B) for lost leaders.
Morale’ special result. See Leuthen rule 6.2a for details. Prussian leaders are replaced with the A counters and Austrian
leaders with the B counters. (As a reminder, this information
2.2 Cavalry Capabilities is included on the army ‘Loss Charts.’) When the appropriate
2.2a SCM Costs counter is picked, apply the modifiers listed on that counter to
The ‘Terrain Effects Chart’ lists the SCM costs to enter each of the original leader’s values. The EM line modifies the original
the game’s terrain types and which of those terrain types re- leader’s ER Bonus modifier (this cannot go higher than 0).
quire charging cavalry to make a Movement Actions Disorder The IR line modifies the original leader’s Initiative rating (this
Check (A) at the end of its charge movement (see 13.3f). cannot be less than 0). The CM line modifies the original lead-
2.2b SCM Prohibitions er’s CV Bonus modifier (this cannot be less than 0). Record
Special Cavalry Movement (SCM) is prohibited into/across the these modified values wherever convenient and return the lead-
following terrain types: Creek hexsides, Abatis hexsides, Pond er loss counter to the other counters, or keep the Leader Loss
hexes/hexsides, and Walled Church hexes. A Countercharge/ counter with the affected Leader as a reference.
Op Charge cannot be triggered if it would require the cavalry 2.3c Leader Losses
to enter/cross terrain prohibited to SCM. Every leader has a value which affects Army Morale when that
2.2c Cavalry Types leader is killed. This value is found on the army ‘Loss Charts.’
Cavalry units with a Movement Allowance of 6 are medium or Whenever a leader is killed, mark off the appropriate number
heavy cavalry (aka ‘Cavalry’). Cavalry units with a Movement of boxes on the ‘Army Loss Record’ track. If a generic replace-
Allowance of 7 are Light Cavalry. ment leader is killed, use the value of the leader that was being
2.2d Pursuit replaced, minus 2, for the army loss result. With this rule,
A. When a stack composed solely of Light Cavalry units rolls players get proper credit for killing off the replacement leaders.
for Pursuit Points, one (+1) is added to the dieroll.
B. A leader that is stacked with cavalry units that are all subor- 3. Austrian Special Rules
dinate to him (i.e. below him in the chain of command) can be
used to affect Pursuit dierolls. A Command Leader adds two 3.1 Austrian Unit Characteristics
(+2), and an Army/Wing Leader adds one (+1) to the Pursuit 3.1a Unit Types
dieroll. If multiple leaders are present only one can be used to The Austrian army contains the following unit types. (The
modify the Pursuit. abbreviations in parentheses are used on the ‘Loss Charts’ and
C. These dieroll bonuses are cumulative and are added before OOBs.)
any halving for being Disordered. Infantry: Fusiliers (Fus), Guard (Grd), Grenadiers (Gren)
D. No matter what the cavalry Pursuit modifiers (as listed Infantry Skirmishers: Grenzers (Grnz)
above) a ‘0’ Pursuit dieroll is still treated as a zero and mandates Cavalry: Dragoons (Drag), Kurassiers (Kur)
a ‘Pursuit Special Result’--roll the die again to determine the Light Cavalry: Cheveaulegers (Chv), Hussars (Hus)
exact nature of the Special Result. Artillery: 7 lb Howitzers, 6 lb, 12 lb
2.2e Cavalry Update Counters 3.1b Infantry
The BAR Primer errata/update counter sheet contains a num- Austrian Fusiliers, Guard, and Grenadiers are in 3 ranks for
ber of updated counters for cavalry units at Leuthen. The sce- the ‘Infantry Line SP Chart.’
narios have been updated to show their setup. It is recom- 3.1c Grenzers
mended that veteran BAR players use BAR Optional Rule A. Austrian Grenzer units are always in Skirmish formation.
25.1 with these updated counters--see the BAR website for a They do not have parent units so they may not Breakdown or
pdf file of all Optional Rules. Reform.
B. Grenzers must be ‘In Command’ to move adjacent to non-
2.3 Leader Casualties and Replacements Routed Prussian combat units. They may move adjacent to
2.3a Army and Wing Leader Replacements Routed Prussian units regardless of the Grenzers’ command
Army Leaders either have assigned replacements or are irre- status. ‘In Command’ Grenzers must still pass the EZOC dic-

4
Austrian Special Rules
eroll requirement to enter a Prussian ZOC, but when a Gren- E. If Prince Charles is eliminated, the Austrian player immedi-
zer unit attempts to move into an EZOC hex that is Clear ter- ately adds +10 to his Army Morale in addition to the 30 points
rain, the Grenzer’s ER is modified by +10 for the required dic- added to the Army Loss Charts for Charles’ loss. Don’t let this
eroll (see Series Rule 11.9c). happen to you! In spite of Charles’ terrible record as a military
C. Skirmishers may Retreat Before Close Combat when at- commander he still represented the Imperial family. He was popu-
tacked by infantry, or by cavalry in Woods or Village. lar with the army’s rank and file, especially with officers who owed
3.1d Cavalry their positions to his favor. It is clear that if Charles were killed or
A. Austrian cavalry have a Charge Range of 3 hexes. They may captured the army’s morale would immediately suffer.
Retreat Before Close Combat when attacked by infantry. 3.2b Austrian Detachment
B. All references to “cavalry” also include light cavalry. Light A. The Austrian player has a Detachment (see BAR rule 24.0)
cavalry may Retreat Before Close Combat when attacked by under GdK Nádasdy. This Detachment consists of the Com-
any unit other than light cavalry. mands of Spiznass, d’Aix, Forgách, Nostitz, and O’Donnell.
3.1e Artillery B. Before any Initiative Determination roll (but after Austrian
Unlimbered Austrian 7 lb howitzers and 6-pounders may fire Army command has been determined for the turn--see Leu-
and prolonge (FP). Unlimbered 12-pounders may only pro- then rule 3.2a B), the Austrian player may elect to use
longe (P). The howitzer fire combat rules (12.6d) apply to the Nádasdy’s +3 Command Rating to modify the roll instead of
Austrian howitzers. As counter erratum, note that the Austri- the Command Rating of the acting Army Leader (Charles or
an 7 lb howitzer counter #3 should have only 1 SP on its un- Daun). If he uses Nádasdy’s rating and elects or is required to
limbered side rather than the 2 SPs on the counter. activate a Command(s) the Command(s) activated must be
from Nádasdy’s Detachment. Note that Nádasdy’s Command
3.2 Austrian Command Structure Rating cannot be used to modify Austrian Army Morale rolls
3.2a Army Leaders unless he becomes the actual Army Leader. In all other re-
A. The Austrian army has two Army Leaders.   spects, use normal Detachment rules.
Prince Charles has a Command Range of 6, a Wing C. In addition to being a Detachment Leader, Nádasdy is still
Activation Number (WAN) of 9, and a Command a Wing Leader for his 5 component Commands. However,
Rating (CR) of +1. FM Graf Daun has a Com- the Commands of Spiznass and d’Aix cannot be part of any
mand Range of 0 or 6 (see point C below), a WAN Wing Activation (see also Leuthen rule 3.3).
of 6, and a CR of +4. Daun may not affect Army D. If Daun stacks with Nádasdy, that qualifies as the Army
Morale with his CR as long as Charles is on the map. Charles Leader tracing LOC for the purposes of a Detachment rejoin-
is always the actual Army Leader but Daun is able to take matters ing the main army (see Series Rule 24.3a).
into his own hands and become the de facto Army Leader, given 3.2c Wing Leaders
Charles’ indolence, indecisiveness, and incompetence. The acting There are 5 Austrian Wing Leaders. There are no replacements
Army Leader for each turn is determined per the next point (B). for any of the Austrian Wing Leaders. If they are lost, their
B. At the start of each turn, just before the dice are rolled for Commands would then be treated like Independent Com-
the first Initiative determination, the Austrian player must de- mands. If Nádasdy becomes Army Leader he still functions as
termine who is his acting Army Leader for the turn. Daun is a Wing Leader for his Wing but his Detachment is dissolved.
always the acting Army Leader as long as he is not in the same 3.2d Command Leaders
hex as, or adjacent to, Charles. If Daun is in or adjacent to There are 22 Austrian Command Leaders. If they become cas-
Charles’ hex then Charles is the acting Army Leader. The non ualties they are replaced per Leuthen rule 2.3b. Note that FmL
-acting Army Leader cannot use or affect any Army Leader Arenberg’s Command is an Independent Command.
functions.
C. If Daun is the Army Leader and Charles is on the game 3.3 Austrian Allied Contingents
map, Daun functions as a normal Army Leader except that he A. The Command of FmL Spiznass is entirely com-  
has a Command Range of 0; that is, he must be stacked with a posed of troops from Württemberg, which troops
Leader to affect their activation or to utilize a Wing Leader’s have an orange back to their counters. The Com-
Command Range extension. If Charles is not on the game mand of GFM d’Aix is composed of Bavarians and
map then Daun’s Command Range of 6 is used. The implica- they have a purple back to their counters. Except as
tion of the Charles/Daun rule is that if the Austrian player wants to noted in the special rules below, these troops are
make much of anything happen--especially for his spread out for- treated like Austrians.
mations--he must move Daun away to stack with Wing Leaders so B. Bavarian and Württemberger (B/W) units may not end
that the troops can get moving to battle. their turn stacked with any combat units except those of their
D. If Daun becomes a casualty, there is no replace-   own nationality. The exception is that they may stack with
ment for him. If Charles becomes a casualty, he is Austrian artillery.
replaced by Daun. If Charles and Daun are casual- C. B/W units may not be attached to any other Commands
ties, Nádasdy becomes the Army Leader with a WAN of 7 and and cannot be included in any Wing Activations.
a Command Rating of +3. If Nádasdy also becomes a casualty D. Any time a B/W unit fails its Morale Check, it goes imme-
as Army Leader, the nearest Wing Leader becomes the Army diately to Rout status and must Rout Retreat. However, a
Leader with a WAN of 9 and a CR of +1. Routed B/W unit that rallies will go to Shaken status.

5
Prussian Special Rules
E. Whenever a B/W unit goes to Rout status for any reason, units may prolonge (P) only. The howitzer fire com-
after it finishes its Rout Retreat the Austrian player must roll a bat rules (12.6d) apply to the Prussian howitzer and  
Morale Check (F) for every unit of the same nationality that mortar units. The optional 24 lb guns (see Leuthen
was adjacent to the initial hex that the unit routed from or that rule 7.4a I) may not prolonge at all.
the routing unit moved adjacent to in the course of its Rout The 10 lb howitzer counters are found with the BAR
Retreat. This can potentially affect a lot of units but note that Primer errata/update counters. Simply replace the old 7
Bavarians do not affect Württembergers and vice versa and lb howitzers with the new counters. The ‘Brummers’
none of them affect Austrians in this way. (Any unit that is were heavy fortress 12 pounders that were mounted on field artillery
not affected by this rule but is routed through will still endure a carriages and serviced by extra large crews composed of dismounted
Morale Check (F) per the normal rules.) cavalry and weaponless infantry.
F. These bonus Morale Checks can create a chain reaction as
additional units Rout from failed Morale Checks. A unit can 4.2 Prussian Command Structure
also end up making multiple Morale Checks in the same turn 4.2a Army and Special Leaders
although one unit or stack can only cause a unit to endure one A. King Frederick II of Prussia is the Prussian Army
 
Morale Check (F). Leader. He has a Command Rating of +5 and a
Wing Activation Number (WAN) of 5. If Freder-
4. Prussian Special Rules ick becomes a casualty, he is replaced by Fürst
Moritz who has a Command Rating of +2 and a WAN of 8. If
4.1 Prussian Unit Characteristics Moritz becomes a casualty as the Army Leader, he is replaced
4.1a Unit Types as Army Leader by the nearest Wing Leader. Any Wing
The Prussian army contains the following unit types. (The ab- Leader who operates as Army Leader has a Command Rating
breviations in parentheses are used on the army ‘Loss Charts.’) of +1 and a WAN of 9.
Infantry: Fusiliers (Fus), Guard (Grd), Grenadiers (Gren), B. Fürst Moritz is a Special Leader who can become
Musketeers (Mus) Army Leader but who can also be used by the Prus-  
Infantry Skirmishers: Free Battalion (FB), Jägers (Jg) sian player as a de facto Army Leader for the purpose
Cavalry: Dragoons (Drag), Guard, (GCv), Karabiniers (Krb), of tracing Army Leader LOC. Moritz may only be
Kurassiers (Kur) used in this way for activations involving the Wings of Ferdi-
Light Cavalry: Hussars (Hus) nand, Retzow, and Forcade along with any attached units, In-
Artillery: 12 lb, 10 lb Howitzers, Brummers (B), optional 24 lb dependent units, and Independent Commands. He can use
4.1b Infantry this ability only once per Game Turn. Moritz must not have
A. Prussian infantry are in 3 ranks for the ‘Infantry Line SP already been activated this turn and must pass a Leader Initia-
Chart.’ All Prussian Infantry have a special marching ability tive dieroll. If he fails the dieroll, there is no effect other than
because of their high drill proficiency. These units may move he is considered as having been activated for the rest of the turn
obliquely without paying the extra MP costs of rule 11.3. (return to the initiative determination phase). If he passes, he
C. The Prussian army contains a number of units that came is activated and an LOC is traced from him using his Com-
from the Breslau garrison. Because of the recent shocks that mand Range, to the Command or Wing Leader that is being
they have endured they are considered as ‘brittle’ units. Once activated just as though Moritz were the Army Leader. There
any brittle unit has taken 2 SP losses it has a +10 ER modifier is no replacement leader for Fürst Moritz.
for all Morale Checks for the rest of the game. These brittle 4.2b Detachment Leader
units can easily be spotted because their ER (on the back of the GL Zieten is a Detachment Leader whose Detach-
 
counter) is green. Also the Loss Charts have a black line after ment consists of the four Commands that are part
the 2nd SP loss as a reminder of their brittle status. of his Wing as well as the Independent Bevern
4.1c Skirmishers   Command and the Independent Zieten (ZIE) hus-
Free Battalion and Jäger units are always in Skirmish sars. As a Detachment Leader, Zieten can still function as a
formation. They do not have parent units and so may Wing Leader but Bevern’s Command may not be included in
not Breakdown or Reform. Skirmishers may Retreat any of Zieten’s Wing Activations.
Before Close Combat when attacked by infantry, or 4.2c Wing Leaders
by cavalry in Woods or Village. The Prussian Army has 5 Wing Leaders. There are no replace-
4.1d Cavalry ments for any of the Prussian Wing Leaders. If they are lost,
Prussian cavalry have a Charge Range of 4 hexes. They may their Commands would then be treated like Independent
Retreat Before Close Combat when attacked by infantry. Un- Commands.
less otherwise noted, all references to “cavalry” also include 4.2d Command Leaders
light cavalry. Hussars (light cavalry) may Retreat Before Close A. The Prussian Army has 16 Command Leaders. If they be-
Combat when attacked by any unit other than light cavalry. come casualties they are replaced per Leuthen rule 2.3b. The
4.1e Artillery Prussian Army has 3 Independent Commands which have spe-
Unlimbered Prussian 10 lb Howitzer units may fire and pro- cial rules as detailed below.
longe (FP). Unlimbered 12 lb artillery units and the Brummer B. Württemberg’s Command may only trace LOC directly
from Frederick (or Fürst Moritz per rule 4.2a B above).

6
Terrain Notes
C. Wedel’s Command may have an LOC traced to it from the E. For Morale Checks that use a terrain modifier, a non-
Army Leader (or Moritz) through any Wing Leader. The Skirmish unit in a Sunken Road modifies its ER by -5, a Skir-
Command cannot, however, be part of any Wing Activation. mish unit by -10.
D. Bevern’s Command may have an LOC traced to it from the F. Sunken Road is non-clear terrain for Movement Actions
Army Leader (or Moritz) through any Wing Leader but it can- Disorder Checks (A) and for Series Rule 8.7.
not be part of any Wing Activation. This Command begins 5.2feVillage Hexes
the game as part of Zieten’s Detachment and thus can only These small farming communities were of light con-
trace its LOC from Zieten until it rejoins the main army. struction; the buildings primarily of wood and
thatch, were widely separated from each other.
5. Terrain Notes Many of the building were just for farm usage and
not inhabited. They offered little interference to
5.1 General Notes maneuver and very little defensive benefit. They did tend to slow
Section 5 is mostly for reference, but it should be read through units down that attempted to pass through them too quickly. Vil-
at least once as there are some terrain-specific rules detailed lage hexes block Line of Sight. Village is non-clear terrain for
here. The ‘Terrain Effects Chart’ (TEC) shows the costs for a Disorder Check (A) and for Series Rule 8.7. The windmill
each terrain type for different unit types in differing formations. hexes as well as hex SE4120 are for decoration only--they are
Take care that you use the correct column for a unit’s type/ not Village hexes.
formation. Also note that the stacking limits are included in 5.2g Walled Church Hexes
the TEC. The numbers in parentheses show the maximum The Catholic church in Leuthen (NE1710)
stacking allowed (in SPs) for each unit type/formation. Other proved to be a very defensible position. It is the
notes listed on the TEC are fully explained in this section. only Walled Church hex in the game. Walled
Church gives a +8 CV benefit for defenders un-
5.2 Hexes less any of the attackers are in Attack Column in
5.2a Clear Hexes which case the CV benefit is only +4. Artillery
Clear terrain is basic, open terrain--snowy fields. and Cavalry may only enter or exit a Walled
Clear terrain does not block Line of Sight and is Church hex along a road and they must be using Road Move-
not affecting terrain for a Disorder Check (A) or ment. They cannot end their move in a Walled Church hex.
for Series Rule 8.7. Infantry that enters a Walled Church hex must go to General
5.2b Pond Hexes Order unless using Road Movement. Skirmish units in Walled
Pond hexes are prohibited for all game activity. Church remain in Skirmish formation. Walled Church hexes
They do not block LOS. are non-clear terrain for a Disorder Check (A) and for Series
5.2c Stream Hexes Rule 8.7. A Walled Church hex blocks Line of Sight.
Stream hexes do not affect play. Use the other 5.2h Woods Hexes
terrain in the hex for all game functions. Woodland in this area was generally "open" in that
5.2d Sunken Road Hexes it was harvested of brush and trimmed for fire wood.
These are shallow gullied farming tracks that criss- It was not too difficult for units to maneuver in and
crossed the hillsides on the battlefield. They were a through. Woods hexes block Line of Sight and
considerable obstruction to maneuver, and other are non-clear terrain for a Disorder Check (A) and for Series
than providing some cover to troops from long range Rule 8.7. A hex is a Woods hex only if it is covered “fully” by
fire, they interfered with the units' abilities to attack and defend in the tree symbols. Hexes that contain only 1 or 2 tree symbols
proper formation. Sunken Road is only found along the northern are not Woods hexes.
edge of Leuthen village. 5.2i Major and Minor Road Hexes
A. For a non-skirmish infantry unit to receive the ‘15’ Fire De- The Leuthen map has one Major Road and
fense Value, all of the following conditions must be met. many Minor Roads. The Major Road runs from
(Otherwise, the Fire Defense Value for the other terrain in the NW5401 to NE4434. When following a Major
hex is used.) Road in Road Column (Road Movement), the
1) the unit must be in Line formation (single or multi-hex); cost is 1/2 MP per hex. Minor Roads do not
2) at least one of its flank hexes must be a Sunken Road hex; give any movement benefit and they cannot be
3) all enemy fire must come from a non-Sunken Road hex. used for Limited Activations. The only benefit
B. Skirmish units always receive the ‘15’ Fire Defense Value derived from Minor Roads is that an Army
provided all enemy fire comes from a non-Sunken Road hex. Leader or Wing Leader’s LOC does get the
C. Cavalry and artillery always use the ‘10’ Fire Defense Value Road benefit when traced via a Minor Road.
for Clear when in a Sunken Road hex. Roads do not alter the Line of Sight properties of the other
D. Sunken Road hexes have an adverse -2 CV modifier that terrain in the hex. If a unit is not using Road Movement, ig-
applies to a defender defending in Sunken Road or an attacker nore the road and use the other terrain in the hex. The move-
attacking out of Sunken Road. All Sunken Road CV modifiers ment rates of roads in Leuthen are less than other BAR games due to
are doubled for cavalry. the effects of ice and snow.

7
Terrain Notes
5.3 Hexsides Example: On the Southeast Leuthen map, hex 3425 is at Level 0.
Note: If fire is traced into a target hex, exactly along a vertex to the Hex 3321 contains a Level 1 contour line making a Level 1 eleva-
hexpoint where a modifying hexside ends, the target still gets the tion as is hex 2617. Level 2 begins with the contour line in 2413.
benefit of the modifying hexside. Hex 2110 is at Level 2 as are the Bergs around 3519, 2922 and
5.3a Gentle Slope & Regular Slope Hexsides 3804. Hexes 1706 and 1109 are both at Level 3 with the former
Gentle Slopes and Regular Slopes run along a containing a Level 3 contour line. On the Southwest Leuthen map,
hexside and look similar (see the TEC) except Level 4 begins with the contour line in 5315. Hex 5311 is at Level
that Regular Slopes have more intense colora- 5. Hex 5310 begins level 6. Level 7, the highest in the game, occurs
tion. If an attacker is attacking up slope, it faces only on this map and is found around hexes 5106 and 5302.
an adverse -1 (Gentle Slope) or -2 (Regular 5.4b Determining Line of Sight
Slope) CV modifier (see the TEC). Leuthen’s slopes are not Elevation features (hills, spurs, ridges, etc.) are not treated as flat
affecting terrain for a Disorder Check (A) and for Series Rule layers of terrain. Although it is not shown on the map, each eleva-
8.7. Slopes will block Line of Sight unless the target is in an tion has a crest or hilltop and LOS is blocked by them. The location
adjacent hex, or the firing unit is on a higher elevation than the of a crest or hilltop is determined by the relative position of the units
defender (see Series Rule 12.6 and Leuthen rule 5.4b). The between which the LOS is being traced and the contour lines it
blue-grey lines radiating from the Slope hexsides are decorative crosses. Because of the short fire combat ranges involved, 90% of all
only and have no effect on the game. LOS questions will be resolved by the intuitive reasoning of the
5.3b Abatis Hexsides players. However, when a question remains or the situation is too
These are only found on the Southeast map as close to call players must resort to the following procedure which
part of the Kiefern Berg. They were hastily con- itself might not yield an indisputable conclusion. In that extreme
structed and only serve to block any cavalry or case, roll the die. To determine a unit's position on an elevation
artillery movement; they do not affect infantry. Abatis hexsides feature relative to some other unit's position on the same or
do not block LOS and are not affecting terrain for Movement different elevation level, follow this procedure:
Actions Disorder Checks and for Series Rule 8.7. 1) Trace a LOS from the center of each hex occupied by the
5.3c Berm Hexsides units in question and extend it through each unit and beyond
This feature is only found on the Southeast map them. The hexes containing contour lines that this LOS crosses
on the edge of the Kaul Busch. It is a low dike- are called intersection hexes. When there is a pair of intersec-
like wall--low enough that troops and artillery tion hexes for the same level of (but connected) contour line,
can fire over it. Fire Strength is halved for non- then the LOS crosses an elevation feature (a hill, knoll, spur,
adjacent fire if directed at a defender who is behind the Berm. ridge, whatever). If only one intersection hex is generated for a
Berm hexsides do not block LOS and are not affecting terrain contour line, it can be ignored since there is not an elevation
for Series Rule 8.7 or for Movement Actions Disorder Checks feature relevant to that LOS.
unless that Disorder Check is brought on by SCM. 2) Count the number of the LOS's hexes between these inter-
5.3d Creek and Pond Hexsides section hexes (inclusive). If the number is even, the elevation
Creek hexsides are only found on the Southeast feature's crest is the hexside halfway between the two intersec-
map as part of the Striegauer Wasser. Pond tion hexes along the LOS. If the number is odd, the feature's
hexsides are also found on the Southeast map. hilltop is the hex midway between the intersection hexes along
Movement is prohibited across these hexsides. the LOS. (There will either be a crest or a hilltop, never both.)
They do not block LOS. The hexes between the crest/hilltop and the intersection hex
that is closest to the hex from which the LOS is being traced
5.4 Line Of Sight are called the forward slope hexes; those between the crest/
5.4a Elevation Levels and Contours hilltop and the farther intersection hex are the reverse slope
The Leuthen map shows eight different Elevation Contours hexes. (Note: A hilltop hex is neither a forward nor reverse
elevation levels (0-7) which are delineated 1 slope hex.)
by seven different contour lines (1-7). Lev- 3) Determine the crest/hilltop for each elevation feature be-
2
el 0 is the lowest level and Level 7 is the tween the two units and for the features they are on (if any).
highest. A Level 1 contour line is the low- 3 Crest/hilltops block LOS if either unit is behind one of them
est contour and 7 is the highest. Each map 4 (i.e. on the reverse slope). A LOS that is traced between two
hex belongs to one level. All the hexes be- 5 hexes that are on the same level is blocked when it passes
tween two different contour lines are on the through a Woods or Village hex, a hex containing a combat
same level and a hex that is bisected by a 6 unit, a higher level hex, or when either unit is on the reverse
contour line is on the level defined by that 7 slope of an elevation feature. When the two units are on
line. Contour lines do not affect move- different levels, the LOS is blocked when it passes through a
ment. Level 1 contour lines are dots only. Level 2 lines are a pat- Woods or Village hex or a hex occupied by a combat unit, and
tern of two dots and a dash. Level 3 lines are two dashes and a dot. that hex is closer to the lower level hex than it is to the higher
Level 4 lines are dashes only. Level 5 lines are two dashes and an x. level hex. It is also blocked if either unit is on the reverse slope
Level 6 lines are a dash and xx pattern. Level 7 lines are a contin- of an elevation feature. It is also blocked when it passes
uous x pattern. through a crest/hill top of any other elevation feature.

8
Special Results Notes
Example 1: (For all examples below, refer to the Southeast Leu- Army Morale Check based on their armies’ current level of
then map.) An LOS is traced between units on hexes 3803 and losses, but with an automatic -1 to the roll. (This Army Mo-
3812. There are two intersection hexes: 3806 and 3802. The dis- rale Check is not made by a player who has not yet reached any
tance between them along the LOS is 5 hexes: 3802-3803-3804- triggering Army Loss levels.) An Army Leader can modify this
3805-3806. There is a hilltop at hex 3804. No LOS exists between Army Morale Check as any normal Army Morale Check with
the units because they are on opposite sides of this hilltop hex. whatever he has left of his Command Rating (per Series Rule
Example 2: An LOS is traced between units on hexes 3805 and 23.2b), but the points used will be subtracted from his Com-
4307. There are six intersection hexes: 4408-4508; 4307-5915; mand Rating for the remainder of the hour (until the next :00
3905-3604. The distance between the first two along the LOS is 2 turn). He may not apply Command Rating points that have
hexes (each intersection hex) defining a crest along their shared already been used in the current hour.
hexside. The distance between the second two is 17 hexes defining a B. This Army Morale Check must be made even if the current
hilltop at hex 5111. The distance between the final two is 4 hexes level of losses has already been rolled for. If the current level of
defining a crest along hexside 3704/3805. A LOS exists between the army losses has not yet been rolled for, then this check is con-
units because each of them is on the forward slope sides of the eleva- sidered to have “used up” that loss level for purposes of rule
tion features defined by intersection hexes. 23.1c (though further ‘00’ rolls can still be made on the loss
Example 3: An LOS is traced between units on hexes 3519 and column). This event is used in addition to the normal hourly
2524. There are four intersection hexes for two elevation features: Army Morale Checks but may be applied only once per turn;
2823-3022 and 3420-3619. The distance between the latter two is any further Army Morale results on a given turn are ignored.
3 hexes along the LOS placing a hilltop at 3519 which is occupied C. If a player rolls a natural ‘0’ for this Special Result’s Morale
by one of the units and does not block the LOS. However, the feature Check, his Army Morale is reduced by -5; the troops have tak-
defined by the first two intersection hexes is also a hilltop at hex en fresh courage. Army Morale cannot be reduced below 0.
2922 and since this is closer to the lower level unit on 2524 the LOS 6.2b Army Leader Lapse
is blocked at that point. For the rest of the Game Turn, the affected Army Leader may
Example 4: An LOS is traced between two units on hexes 1009 not trace his LOC--even to his own hex. In effect, all leaders
and 2315. There are two intersection hexes: 2114 and 1813. How- will have to roll for Initiative. He may not use his Command
ever, they are on different contour lines and there are no pairs for the Rating to modify the Initiative dice roll or Army Morale rolls
same contour line. The LOS is valid. Hex 1712 was not used as the (although his WAN is still used for any potential Wing Activa-
intersection hex because 1813 was the first encountered when trac- tions). This result is to be applied only to whoever is the cur-
ing from a lower to a higher level. rent, acting Army Leader. If this result has already been ap-
Example 5: An LOS is traced between two units on hexes 1719 plied to all available Army Leaders, it becomes a Command
and 1421. There are two intersection hexes (1819 and 1222) plac- Confusion result. If the Austrian player rolls this result, the
ing a hilltop at hex 1520. There is no LOS because both units are on current acting Army Leader lapses and the other Army Leader
opposite sides of that hilltop. A LOS can be traced into a Woods or then becomes the acting Army Leader with full values includ-
Village hex, a hex occupied by a combat unit or baggage counter, or a ing use of his WAN. Another Army Leader Lapse will shut
hilltop hex but not through them. LOS cannot be traced through a down the second Army Leader.
crest hexside. Exception: An LOS can be traced through a crest 6.2c Command Confusion
hexside when both units are adjacent to the same crest hexside. A. The player who did not roll this Special Result picks an un-
Example 6: An LOS is traced between units on hexes 2605 and activated Command of the player who did roll this Special Re-
2505. There are two intersection hexes (2406 and 2704) placing a sult. The affected player must roll two Leader Initiative rolls for
crest hexside between the units. There is a LOS because even though the affected Command Leader. If he fails both rolls, the Com-
both units are on the reverse slopes of the elevation feature they are mand is marked as Finished and may not be activated. If he
also adjacent to the same crest hexside. passes one roll, the Command is activated with 1/2 of its MPs
(retain fractions but quarter the MPs for units that are Disor-
6. Special Results Notes dered or Out of Command) but no Rapid March is allowed,
nor may it initiate any Close Combats, attach units or activate
6.1 General Notes independents. If he passes both rolls, the Command is activat-
Section 6 does not need to be read as “rules.” This section is a ed without penalty.
reference for use when Special Results are rolled. The various B. If all of the combat units of the chosen Command are out-
‘Special Results’ tables contain abbreviated descriptions of the side of the Command Range of their leader, or if the Com-
results, but the full explanations of those results are given in mand does not have a Leader on the map, do not roll for Initi-
this section. Because of this, players should read these notes ative--they are automatically considered as Finished.
for each result until such time as they become familiar enough C. This Special Result is applicable once the End Turn has
with them to be able to use the abbreviated descriptions. been reached, but any movement is subject to the End Turn
limitations found in Series Rules 6.7 and 6.8.
6.2 Initiative Special Results D. For the Austrians, if Daun is not stacked with or adjacent to
6.2a Army Morale Charles, the affected Leader adds +2 to his Initiative dice roll.
A. When a ‘00’ Initiative result is rolled, both sides make an 6.2d Free Combat Segment
Pick one Command and any independent units that are stacked

9
Special Results Notes
with a unit or leader of the Command for either a Fire Combat 6.3c Full Volley
or a Close Combat Segment. If the units involved have not yet Double the total Fire Strength and reroll.
been activated, they are still not considered so. If there are 6.3d Battalion Guns
mixed stacks with units from multiple Commands, only the Reroll and add 1 SP loss to any SP loss or to any ‘R’ or ‘D’ re-
units of the Command chosen may fire or attack, and only if sult. If the firer is only Skirmishers, use the ‘Full Volley’ result.
they are the top units. This event may only be applied once per 6.3e Snow and Smoke
turn per Command or unit. Mark the affected Command with Reroll the dice and subtract 20 from the result.
any convenient counter to show that it has already “used” this 6.3f Ammo Low
event for this turn. Remove all such mnemonic markers during Halve (round) the Fire Strength and reroll.
the Rally Segment. 6.3g Ammo Exhausted
6.2e Special Rally Fire has ‘No Effect’ and the firing unit is Disordered. An al-
Pick any one Command and perform a Disorder Recovery ready Disordered unit is marked ‘Shaken/Disorder.’
Phase and then a Rally Phase for all units of the Command
that are within the Command Range of their Leader. If units 6.4 Artillery Fire Special Results
of the Command are stacked with units of other Commands, This table is used for artillery’s regular fire and Opportunity Fire but
this event still applies and the whole stack receives the benefit. not for Defensive Fire. For rerolls, retain all originally calculated
If the Command has not yet been activated, it is still not con- modifiers and rolls of 00-09 are not Special Results.
sidered so. This event may be applied as many times per turn 7.4a Leader Losses
as rolled for any given units. A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty
6.2f Leader Initiative check, which is made using the ‘Leader Loss Table’ before the
A. Pick one Command and any attached or independent units Special Result is applied.
that are stacked with a unit or leader of the Command for a 6.4b Rapid Fire
possible free Movement Segment (only). Reroll two times; apply the first roll before making the second.
B. All affected units must be within the chosen Command 6.4c Accurate Fire
Leader’s Command Range, and the leader must make an Initi- Shift the odds column one to the right and reroll.
ative roll and pass it. If he does pass, he is ‘In Command’ and 6.4d Wild Fire
all affected units get a free Movement Segment. If he does not A unit or stack, enemy or friendly, adjacent to the original tar-
pass the Initiative roll there is no event. get stack becomes the new target. If there are several adjacent
C. If the Command (or independents) has not yet been activat- and eligible units or stacks, determine the new target randomly.
ed, it is still not considered so. If the Command (or independ- If there is no adjacent unit or stack, or the new target is outside
ents) has been activated, this is an extra move. the range or facing of the firing unit, treat the result as ‘No
D. This event may only be successfully applied once per turn to Effect.’ A unit that is out of LOS can be the new target. Use
any given units--failed attempts do not count against this. the odds and modifiers originally calculated and reroll the Fire
Mark the affected leader with any convenient counter to show Combat, applying the result to the new target.
that he has already received this Special Result. Remove all 6.4e Caisson Explosion
such mnemonic markers during the Rally Segment. Reroll the combat. Whatever the rerolled result (even a ‘No
E. This result is applicable once the End Turn has been Effect’ result) if the target hex or any adjacent hex contains an
reached, but any movement is subject to the End Turn limita- artillery unit, the artillery loses 1 SP. This extra 1 SP artillery
tions found in Series Rules 6.7 and 6.8. loss result is not halved per rule 12.9f. If there are multiple eli-
6.2g Double Activation gible artillery units, randomly determine which one is affected.
The Austrian player may (his choice) activate two Commands. A Morale Check (A) is made for any stack that loses an artil-
He activates one Command and finishes its activation and then lery SP from this Result even if the rerolled diceroll is not even.
does the same with the second Command. They do not have 6.4f Snow and Smoke
to be from the same Wing but all normal Detachment rules Reroll the dice and subtract 20 from the result.
apply. Normal End Turn conditions also apply. 6.4g Ammo Low
Halve (round) the Fire Strength and reroll.
6.3 Infantry Fire Special Results 6.4h Ammo Exhausted
This table is used for infantry’s regular fire and Opportunity Fire The fire has no effect and the artillery unit limbers. Displace
but not for Defensive Fire. For rerolls, retain all originally calcu- the artillery unit one hex to the rear (or as many hexes as neces-
lated modifiers and rolls of 00-09 are not Special Results. sary to avoid illegal stacking) in Limbered formation.
6.3a Leader Losses
A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty 6.5 Defensive Fire Special Results
check, which is made using the ‘Leader Loss Table’ before the For rerolls, retain all originally calculated modifiers and rolls of 00-
Special Result is applied. 09 are not Special Results.
6.3b Free Fire 6.5a Leader Losses
Reroll two times. Apply the first roll’s result before making the A diceroll of 00, 02, 04, 06, 08 causes a possible leader casualty
second roll. The firing units are Disordered after all firing. An check, which is made using the ‘Leader Loss Table’ before the
already Disordered unit is marked ‘Shaken/Disorder.’ Special Result is applied.

10
Special Results Notes
6.5b Whites Of Their Eyes (rounded). Even if the pursuing cavalry eliminates its oppo-
Defenders hold their fire until the last possible moment. Shift nent, it will still engage in pursuit to its full extent in a straight
the calculated odds one column to the right and reroll. line from where the last enemy SP was eliminated--the pursu-
6.5c Battalion Guns ers are bent on vanquishing every enemy soldier.
Reroll and add 1 SP loss to any SP loss or ‘D’ result. If the 6.7d Hesitation
firer is only Skirmishers, do not use this result but instead use Re-roll for Pursuit Points and halve (round down) the result
the ‘Whites of Their Eyes’ result above. (quarter if unit is Disordered). Voluntary Recall is allowed.
6.5d Premature Fire
Impatient defenders fire too soon. Halve (round) the Fire 6.8 Close Combat Special Results
Strength of all firing units and reroll. When a Close Combat Special Result is rolled, consult the
6.5e Snow and Smoke ‘Close Combat Special Results’ table and use the protocol as set
The defender’s aim is obscured. Defensive Fire is cancelled. forth in Series Rule 14.8.

6.6 Leader Loss Special Results 6.9 Morale and Disorder Check Special Results
Leader Loss Special Results are applied whenever any even 6.9a The Tables
numbered (00, 02, 04, 06, 08) Special Result is rolled for Fire First, identify the check required (Disorder or Morale) and the
Combat, Defensive Fire, or Artillery Fire. Subtract 1 from any letter designation (A, B, H, etc.) of the Disorder or Morale
of the rolls in Leuthen rules 6.6b, 6.6c, and 6.6d (below) if any Check. Next, cross-index the dice roll with the results listed
of the firing units are: 1) artillery at 1-3 hex range, or 2) skir- for that letter designation. Some of the rolls produce a num-
mishers. Do not apply this -1 bonus to the ‘Fate’ result nor to bered hierarchy of results. When this is the case, always check
the ‘wounded’ roll. Leader Losses for Close Combat use a to see if result #1 applies first. If result #1 does not apply, then
different format as found in the ‘Close Combat Special Results.’ use result #2. If result #2 does not apply, use result #3. What-
6.6a Fate ever modifier is listed for any re-roll, that is the only modifier
Pick any enemy Leader. Roll one die for that Leader: 0 = that is used for the re-roll--ignore all previously calculated
Killed, 1 = Wounded, 2-9 = No Result. modifiers. Note that some Morale results, marked with an
6.6b The Lucky Shot asterisk (*), can cause leader losses. This possible leader loss is
Randomly pick any enemy Leader within range and in Line of different from any other leader loss in the game and is ex-
Sight of the firing units. (‘Randomly’ means that the Leaders plained below the ‘Morale Check Special Results’ table.
that can potentially be affected should be identified and then a 6.9b Shaken/Disorder
die rolled to determine which leader is affected.) Roll a die for When a result states that a unit becomes ‘Shaken/Disordered’
that Leader: 0-3 = Killed, 4-7 = Wounded, 8-9 = No Result. its new morale/organizational state is applied to its existing
6.6c In the Line of Fire state as follows:
Roll one die separately for each enemy Leader in or adjacent to A. A Disordered or non-Disordered unit in Good morale be-
the target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result. comes ‘Shaken/Disordered.’
6.6d Braving Enemy Fire B. A Disordered or non-Disordered unit with Shaken morale
Roll one die separately for each enemy Leader in the target Routs (artillery is eliminated).
hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Result. C. A non-Shaken unit in Skirmish formation is ‘Shaken.’
6.6e Wounded Results
If a ‘Wounded’ result is obtained, roll another die for the dura-
tion of the wound. The number of turns that the Leader is lost
is equal to half the die roll (rounded). Place the wounded
Leader the number of turns indicated forward on the ‘Turn
Record Track.’ A roll of ‘0’ means that the leader’s wounds are
tended on the field and he does not leave the battle but he is
still considered as wounded for Series Rule 21.4c.

6.7 Pursuit Special Results Leuthen Revision Credits


A Pursuit Special Result re-roll of ‘0’ is a roll of 0 PPs. Original BAR Design: Paul Dangel
6.7a No Pursuit BAR Third Edition Developer: Mathew Hinkle
There is no Pursuit but the involved units must still make a Original Leuthen Design: Paul Dangel
Recall Disorder Check (F). Leuthen Revision Rules & Charts: Mathew Hinkle
6.7b Blood Lust Proofreaders: Paul Borchers, Mathew Hinkle, Fredrik Karls-
Re-roll for Pursuit Points and the routed units suffer 2 SPs lost son, Mitchell Land, Mark Owens
for each hex of pursuit. Voluntary Recall is allowed.
6.7c Out of Control © Copyright 2016, Clash of Arms Games™,
Re-roll for Pursuit Points and add 5 to the result. No volun- A division of TOME Inc.,
tary Recall is allowed for the length of the pursuit. If the pur- Theatre of the Mind Enterprises, Inc.
suing unit is Disordered, halve the total Pursuit Points

11
Scenario 1
7. Scenarios Scenario 1: Nádasdy vs. Zieten
7.0 Introduction to the Scenarios 7.1 Scenario 1 represents the initial clash between Zieten’s mostly
7.0a Overview cavalry force and the Austrians under Nádasdy.
There are 4 scenarios in Leuthen. The first scenario focuses on 7.1a Special Rules
Zieten’s clash with Nádasdy and is a quick playing scenario A. Only a portion of the Southeast map is used. That portion
which uses only one map. The second scenario covers the first is the area bounded on the west by the xx14 hexrow (inclusive)
half of the battle--the Prussian attack against Nádasdy’s De- and on the north, east, and south by the map edge. The sce-
tachment--and uses two maps. The third scenario is the second nario starts on the 1:20 turn and the last turn is the 3:20 turn.
half of the battle--the fight for Leuthen. It also uses only two B. Scenario 1 does not use End Turn Numbers or End Turn
maps. The fourth scenario is the full battle scenario covering all Conditions; simply roll for Initiative and continue to do so
of the action of the Battle for Leuthen; it uses all counters and until all Commands have been activated. Scenario 1 does not
all maps use Initiative Special Results; when a 0 is rolled, treat that as a
7.0b Format normal roll. Army Morale is also not used in this scenario.
The scenarios are presented in the following format: C. Even though Frederick is not present he is the Army Lead-
7.# Brief summary of the scenario er; his CR of +5 and WAN of 5 are used by the Prussian play-
7.#a Special Rules er. The Austrian player uses Nádasdy as Army Leader with a
7.#b Austrian Setup CR of +3 and WAN of 7. The Detachment rules are used for
7.#c Prussian Setup Zieten and Nádasdy (see Leuthen rules 3.2b, 4.2b).
7.#d Victory Conditions D. All Commands Leaders are ‘In Command’ on the first turn.
7.0c Setup E. Both players have potential reinforcements. These rein-
A. Set up all units according to the setup instructions for the forcements and the parameters of their usage are listed after
scenario. The specific units are listed, and then their setup hex each side’s setup. They may enter play in any formation.
or setup instructions is listed (in parentheses). The setup hex
has a letter (NW: Northwest, NE: Northeast, SE: Southeast, 7.1b AUSTRIAN SETUP
SW: Southwest) indicating which map to set up on, followed GdK Nádasdy [NAD]
by the hex number. When setup hexes are connected by a dash FmL O’Donnell’s Command [O]
(such as NE4808-4809) it means that the unit must set up in O’Donnell’s Command sets up in Line facing northwest
both hexes. H-D (SE6114), ZWI a (SE5814), ZWI b (SE5713)
B. Individual infantry battalions of a regiment are indicated by J-M a (SE5513), J-M b (SE5413), S-G (SE5918)
a number in front of the regiment name. Example: “2 HDA” GL Nostitz’ Command [N]
shows that the unit to be set up includes the 2nd battalion of the Nostitz’ Command sets up in Line facing southwest
HDA regiment. Individual parts of a cavalry regiment are indi- PRK (SE4116), PRA a, PRA b (SE3917), GRB (SE3718)
cated by a letter after the regiment name. Example: “BAT a” NAD a (SE4218), NAD b (SE4118)
shows that the unit to be set up is the ‘a’ unit of the BAT regiment. DES a (SE3919), DES b (SE3820)
Artillery batteries are indicated by a number after the type of
guns. Example: “6 lb #1/#2” shows that the setup includes batteries AUSTRIAN REINFORCEMENTS
1 and 2 of the 6 pound guns. Make sure to set up the correct Serbelloni’s Left Cavalry Wing (partial)
counter(s) when such are noted. GdK Serbelloni [SER]
C. The initial facing and formation of each unit is noted in the FmL Buccow’s Command [B]
scenario instructions. KAL, ERF, BAT a, BAT b
D. Setup parameters for Army Leaders are indicated in each FmL Kolowrat’s Command [K]
scenario. Command Leaders and Wing Leaders are set up BIR, KOL
within 2 hexes of any unit of their Command or Wing. The - Serbelloni demonstrated little desire to come to Nádasdy’s aid with
counter abbreviation for each leader is indicated in [brackets]. cavalry regiments in spite of the Hungarian’s repeated requests for
E. The Austrian side sets up first in all scenarios. help. For this scenario the two available Commands of Serbelloni’s
F. In all scenarios the line of retreat for any units will first of all cavalry Wing are held off the north map edge of the playing area.
be locally away from the enemy, but ultimately Austrian units - Any time the Austrian player wins the Initiative he may elect
will flee towards the north or east map edge (whichever is clos- to activate one of these Commands instead of one of his on-
est) and Prussian units will flee towards the south or west map map Commands. If he manages to win a Wing Activation he
edge (whichever is closest). may use it to activate both of these Commands at the same
G. When setting up the scenarios, be aware that the Austrians time. These Commands enter on the north map edge of the
have two leaders named Daun, two leaders named playing area. They cannot enter on a hex that is in an EZOC.
Starhemberg, and two regiments each with the abbreviations of Serbelloni may enter the map with either Command.
HAL, KOL, and LGD. The Prussians have two leaders - Any time the Austrian player rolls a 'natural' (unmodified) '0'
named Krockow and two different regiments with the SEY for his Initiative dieroll the Prussian player may choose to
abbreviation. Take care that you set up the right counters. “activate” one of Serbelloni's Commands that is still off-map.

12
Scenario 2
If this is done, that Command will never enter the battle as a 3) there are fewer than 20 enemy 'In Command' SPs south of
reinforcement (Serbelloni balks!). If the Prussian player choos- the minor road (exclusive) that runs from SE4414 to SE4333.
es to thus “activate” a reinforcing Command he does so instead B. The Prussians win a Maximum Victory (the historical out-
of activating one of his own Commands (or instead of having come) by having at the end of the scenario:
the Austrian player activate one of his). 1) met the conditions for a Minimum Victory, and;
2) fewer than 20 'In Command' enemy SPs are south of the
GL Forgách’s Command [F] (partial) stream (exclusive) that runs from SE6214 to SE6533, and;
ABA, FOR, JPA, LUZ, CLE 3) at least 20 'In Command' Prussian SPs are north of the
Beginning with the 1:40 turn any time the Austrian player has stream (inclusive) listed in (2).
the opportunity to activate a Command he may attempt to C. The Austrian's win a Maximum Victory by denying the
bring on GL Forgách and five of his regiments as a reinforcing Prussians at least a Minimum Victory at the end of the scenar-
Command. A die is rolled according to the following schedule: io. There is no other degree of Austrian victory.
on the 1:40 turn, they arrive on a result of 0-5
on the 2:00 turn, they arrive on a result of 0-4
on the 2:20 turn, they arrive on a result of 0-3
on the 2:40 turn, they arrive on a result of 0-2
Only one attempt can be made per turn to bring them on as
reinforcements and if they do not arrive on the turn rolled for,
the Austrian player has lost that Activation--the players will
proceed to roll for the next Activation. If they do not arrive by
the end of the 2:40 turn, they do not arrive at all. If they arrive,
they do so on the scenario's western edge between SE5414 Scenario 2: The Oblique Order Attack
(inclusive) to SE6114 (inclusive). They cannot enter on an
EZOC hex. If no entry hexes are available, they do not arrive 7.2 Scenario 2 represents Frederick’s masterpiece--the oblique attack
until one is available, if ever. on the far left of the Austrian army. This scenario uses two maps
and a large portion of the counters. Its small playing area and short
7.1c PRUSSIAN SETUP playing time (9 turns) make it a good choice for the time or space-
GL Zieten [ZIE] challenged but be aware that the Austrian army is at a considerable
GM Bevern’s Independent Command [BV] disadvantage.
1 BOR, 1 ASE, 1 ITZ, HEY, WED, MAN 7.2a Special Rules
Zieten, Bevern and the six battalions are placed on any xx14, A. Scenario 2 starts at 1:00 and its last turn is the 3:40 turn.
xxl5, or xxl6 hexes that are south of the Glanz-Bruch. The The Southeast and Southwest maps (only) are used.
units may be in any formation and facing. B. Scenario 2 does not use End Turn Numbers or End Turn
Conditions; simply roll for Initiative and continue to do so
PRUSSIAN REINFORCEMENTS until all Commands have been activated. Scenario 2 does not
These units may be activated to enter on the first turn (1:20) on use Initiative Special Results; when a 0 is rolled, treat that as a
the scenario’s west map edge (the xx14 hexrow) south of the normal roll. Army Morale is also not used in this scenario.
Glanz-Bruch. Each Command can enter the game on individ- C. All Prussian Leaders and units are automatically 'In Com-
ual Prussian Command Activations or they all may enter as a mand' on the first turn.
single Prussian Wing Activation. The Independent Zieten D. Nádasdy is the Austrian Army Leader for this scenario. The
hussars may enter play along with any activated Command. Austrian player uses Nádasdy’s CR of +3 and WAN of 7.
GM Lentulus’ Command [L] E. The Detachment rules are used for Zieten and Nádasdy (see
GDC, GEN a, GEN b Leuthen rules 3.2b and 4.2b and Series rule 24).
GM Schmettau’s Command [S] F. The Austrian Kolowrat and Buccow Command Leaders
SEY a, SEY b, MGF, JSH cannot have an LOC traced to them from the Army Leader.
GM Czettritz’ Command [C] They are only 'In Command' either by their individual Leader
NOR a, NOR b, CZE a, CZE b Initiative dierolls or by a Wing Activation with Serbelloni.
GM Krockow II’s Command [KO] Neither of these Commands may move outside the area
STE, JKR bounded by the stream that runs from SW6324 to SE6533, the
Zieten Hussars: ZIE a, b SWxx24 hexrow, and the map edges, until the Austrian player
achieves a Wing Activation with Serbelloni. After that they are
7.1d Victory Conditions free from this movement restriction.
A. The Prussians win a Minimum Victory by having at the end G. All Austrian units set up facing northwest unless otherwise
of the scenario: noted. All Austrian units set up in Line or Unlimbered for-
1) at least 17 infantry SPs remaining on the map, and; mation. All Prussian units set up facing the northeast and in
2) control of hexes SE3519, SE3814, SE4120, SE4723 Line formation except for the Prussian artillery which may be
('control' is defined as occupying or being the last to occupy the in any facing and formation.
hex with a Prussian infantry unit), and;

13
Scenario 2
7.2b AUSTRIAN SETUP SEY a (SE2704), SEY b (SE2804)
Serbelloni’s Left Cavalry Wing MGF (SE2902), JSH (SW3034)
GdK Serbelloni [SER] GM Czettritz’ Command [C]
FmL Buccow’s Command [B] NOR a (SE2207), NOR b (SE2306)
KAL (SE6902), ERF (SE6701) CZE a (SE2304), CZE b (SE2404)
BAT a (SW6533), BAT b (SW6433) GM Krockow II’s Command [KO]
FmL Kolowrat’s Command [K] STE (SW2634), JKR (SW2732)
BIR (SE6805), KOL (SE6604)
GM Wedel’s Independent Command [WD]
Nádasdy’s Wing 1 MEY (SW3629), 2 MEY (SW3727)
GdK Nádasdy [NAD] 2 ITZ (SW3826)
GL Forgách’s Command [F]
1 HDA (SE6307), 2 HDA (SE6207) Ferdinand’s Right Infantry Wing
LPA (SE6007), 2 HAL (SE5906), MAC (SE5706) GL Ferdinand [PRF]
LUZ (SE6212), CLE (SE6011), FOR (SE5811) GM Braunschweig’s Command [BR]
ABA (SE5610), JPA (SE5410) KRM (SW3528), 1 MGK (SW3628), 2 MGK (SW3726)
GFM d’Aix’s Command - Bavarians [AI] 2 LGD (SW3825), 3 LGD (SW3923)
1 KPP (SE5506), 2 KPP (SE5406) GM Kalhden’s Command (KA)
1 ERC (SE5206), 2 ERC (SE5105) RET (SW4022), 1 KNA (SW4120), 2 KNA (SW4219)
1 LGD (SE4905), 2 LGD (SE4805) 1 PAN (SW4317), 2 PAN (SW4416)
1 MOR (SE5209), 2 MOR (SE5108)
1 MIN (SE4907), 2 MIN (SE4808) Retzow’s Left Infantry Wing
FmL Spiznass’ Command - Wurttembergers [SP] GL Retzow [RET]
Spiznass’ Command sets up facing southwest except as noted. GM Munchow’s Command [M]
1 TRU (SE4605), 2 TRU (SE4505) 1 GEI (SW4514), 2 GEI (SW4613)
1 SPI (SE4608), 2 SPI (SE4508) 1 WIN (SW4711), 2 WIN (SW4810)
1 ROE (SE4407), 2 ROE (SE4408) ROE sets up facing south GM Geist’s Command [G]
1 PRL (SE4309), 2 PRL (SE4210) 1 FOR (SW4908), 2 FOR (SW5007)
1 LGD (SE4111), 2 LGD (SE4012) 1 ABR (SW5105), 2 ABR (SW5204)
GEO (SE3913), PLE (SE3814), KLE (SE3713) HAC (SW5302), SCK (SW5301)
FmL O’Donnell’s Command [O]
H-D (SE6114), ZWI a (SE5814), ZWI b (SE5713) Forcade’s Infantry Wing
J-M a (SE5513), J-M b (SE5413), S-G (SE5918) GL Forcade [FOR]
GL Nostitz’ Command [N] GM Bülow’s Command [BU]
Nostitz’ Command sets up facing southwest PVP (SW3227), MUN (SW3325), J-B (SW3522)
PRK (SE4116), PRA a, PRA b (SE3917), GRB (SE3718) 1 A-W* (SW3719), OST (SW3916), PLO (SW4113)
NAD a (SE4218), NAD b (SE4118) GM Oldenburg’s Command [O]
DES a (SE3919), DES b (SE3820) PRF (SW4310), KAH (SW4507), PRH (SW4704)
1 KAL (SW4901), 2 KAL (SW5001)
Independent Units
Artillery Württemberg’s Independent Cavalry Command
*6 lb #3 (SE5806) GL Württemberg [W]
*6 lb #1/#2 (on or adjacent to SE4804 facing southwest) WER (SW3615), WAN (SW3813), SEY (SW3910)
*These units are part of Nádasdy’s Detachment WUR (SW4108), SZE a (SW4206), SZE b (SW4305)

7.2c PRUSSIAN SETUP Independent Units


King Frederick II of Prussia [KFII] and Gdl Fürst Moritz von Hussars
Anhalt-Dessau [FRM] (within 5 hexes of any Prussian unit) *ZIE a (SE2105), ZIE b (SE2205)
*The ZIE units are part of Zieten’s Detachment
GM Bevern’s Independent Command [BV] Grenadiers & Fusiliers
1 BOR (SE2112), 1 ASE (SE2311), 1 ITZ (SE2410) KLE (SW3428), UNR (SW3327)
HEY (SE2012), WED (SE2010), MAN (SE2108) 1 KUR (SW5101), DIR (SW5201)
Artillery
Zieten’s Right Cavalry Wing 12 lb #9/#10, 10 lb Howitzer #1 (on or adjacent to SW3526)
GL Zieten [ZIE] Brummer #1/#2/#3 (on or adjacent to SW3925)
GM Lentulus’ Command [L] 12 lb #1/#2/#3 (on or adjacent to SW4319)
GDC (SE2508), GEN a (SE2607), GEN b (SE2706) 12 lb #4/#5/#6 (on or adjacent to SW4812)
GM Schmettau’s Command [S] 12 lb #7/#8, 10 lb Howitzer #2 (on or adjacent to SW5003)

14
Scenario 3
7.2d Victory Conditions - Off map routed units in no way affect non-routed off map units
A. The Prussians win a Minimum Victory by having at the end (i.e. Prussian reinforcements). Off map units may not be fired
of the scenario fulfilled all three of these conditions: upon (this applies to all off map units - routed or not).
1) there are fewer than 70 Prussian SPs eliminated. - If a non-routed Austrian unit enters a hex adjacent to an off
2) they control hexes SE3804 (Glanz-Berg), SE3519 (Wein- map routed unit, the routed unit is immediately eliminated.
Berg), SE4818 (Kirch-Berg), SW5433 (Juden-Berg) and all 4 An Austrian unit does not have to cease movement for entering
Sagschütz hexes. ('Control' is defined as occupying or being a map edge hex adjacent to a routed Prussian unit.
the last to occupy the hex with a Prussian infantry unit.) - During the Rally Phase the Prussian player makes a Morale
3) there are fewer than 20 enemy 'In Command' SPs south of Check (I) for each off map routed unit. If a unit fails the rally
the minor road (exclusive) that runs from SW7010 to SE4333. attempt it is eliminated. EZOC and terrain modifiers are ig-
B. The Prussians win a Maximum Victory (the historical out- nored for this check. If the unit passes, it is rallied
come) by having at the end of the scenario: (Disordered/Shaken) and must reenter the map at the earliest
1) met the conditions for a Minimum Victory, and; opportunity as a reinforcement through either hex to which it
2) all Prussian infantry units are north of the stream that runs is adjacent. Any Disordered/Shaken unit that is still off map at
from SW6324 to SE6533 and are east of hexrow SWxx24 the beginning of the next Rally Phase is immediately Routed
(inclusive). and must make the Morale Check (I) again. The 'Special Rally'
C. The Prussians win a Glorious Victory by having achieved a Special Initiative Result can be used by off map units but only
Maximum Victory by the end of the sixth turn (2:40). if their Command Leader is also off map.
D. The Austrians win a Maximum Victory by denying the - An off map Command Leader may be used to modify the
Prussians at least a Minimum Victory at the end of the scenar- morale check of any/all units of his Command. Off map Com-
io. There is no other degree of Austrian victory. mand Leaders may reenter the map when they are activated.
E. A considerable amount of fighting has already happened
before this scenario begins. To reflect this, players must begin
the scenario with these effects already in place:
- The Austrian SP Loss Total (for the Army Loss Record) is
266. The last used Austrian Army ‘Current Loss Level’ column
was 150+ (on the 3:00 hour). The current Austrian Army Mo-
rale modifier is +5. The Austrians have 14 Concession Points
for victory determination (see Leuthen rule 7.3d).
- The Prussian SP Loss Total (for the Army Loss Record) is
58. The current Prussian Army Morale modifier is 0.
- In addition to the losses that are recorded on the Army Loss
Record, a number of SP losses are listed for several of the
Commands. These losses must be spread equally amongst the
units of the Command.
Prince Charles of Lorraine Leopold Daun

7.3b AUSTRIAN SETUP


Scenario 3: The Battle for Leuthen Prince Charles of Lorraine [PCL], FM Leopold Daun [DAU]
(NE2308)
7.3 Scenario 3 represents the latter half of the battle--after
Nádasdy’s Corps has been destroyed. It is the epic fight for the vil- FmL Arenberg’s Independent Command [AR]
lage of Leuthen. AND, ARB, HAL, LIG, MER (no Nippern garrison)
7.3a Special Rules (set up within 2 hexes of NE2508 with no more than 1 unit per
A. Only the Northeast and Northwest maps are used. The End hex, and not in multi-hex formations. All units are Disor-
Turn Number for this scenario is 10. The first Game Turn is dered/Shaken.) Remove 14 SPs from this Command.
the 3:20 turn and the last Game Turn is the 8:40 turn.
B. Units may set up in any formation and facing. Colloredo’s Left Infantry Wing
C. The Prussian player has a number of off map reinforce- FzM Colloredo [COL]
ments. These may be activated and enter play at any time. FmL d’Arberg’s Command [A]
Their map entry parameters are noted in the Prussian setup. (sets up within 4 hexes of NE2315)
D. Prussian units may Rout Retreat off the southern map edge FmL Puebla’s Command [P]
without being eliminated. When a rout retreating unit reaches (All units except ERK set up within 3 hexes of NE2204 but
the southern map edge with retreat movement still remaining, north of hexrow NE21xx. ERK sets up on any Leuthen town
it is placed off map adjacent to the last hex it occupied. No hex.)
unit, Prussian or Austrian, may ever voluntarily exit the map FmL Haller’s Command [H]
but note that Prussian Leaders can accompany routing units off (sets up on any Leuthen town hexes)
the map. FmL Wied’s Command [W]
(within 3 hexes of NE2307 but north of the Sunken Road)

15
Scenario 3
Kheul’s Right Infantry Wing GM Munchow’s Command [M]
FzM Kheul [KHE] (all units set up within 3 hexes of NE1105) Remove 2 SPs.
FmL Andlau’s Command [AD] GM Geist’s Command [G]
(within 2 hexes of NE2511 with no more than 1 unit per hex (all units set up within 3 hexes of NW1133) Remove 3 SPs.
and not in multi-hex formations. All units are Disordered.)
FmL Macquire’s Command [M] Independent Units
(within 4 hexes of NE2014 but north of the Sunken Road) Grenadiers & Fusiliers
FmL Angren’s Command [AN] KLE, UNR (within 2 hexes of NE1116))
(within 3 hexes of NE1821 but north of hexrow NE17xx) 1 KUR, DIR (within 2 hexes of NW1129)
FmL W. Starhemberg’s Command [ST] Artillery
(within 2 hexes of NE2609 with no more than 1 unit per hex 12 lb #6/#7/#8/#9/#10, 10 lb Howitzer #1 (within 4 hexes of
and not in multi-hex formations. All units are Disordered.) NW1821)
Skirmishers
Lucchese’s Right Cavalry Wing 1 ANG, 2 ANG, FJG, 1 KAB, 2 KAB, 1 LNB, 2 LNB
GdK Lucchese [LUC] (within 3 hexes of west map edge but north of NW4001
FmL B. Daun [BD] (inclusive))
FmL De Spada [DS]
FmL Trautmansdorff [T] PRUSSIAN REINFORCEMENTS
FmL Wollwarth [WO] Forcade’s Infantry Wing
(all units set up within 1 hex of any Major Road hex between GL Forcade [FOR]
NW5121 (exclusive) and NW4932 (exclusive)) GM Bülow’s Command [BU]
Enters the map on south map edge between hexes NE1110
Serbelloni’s Left Cavalry Wing (inclusive) and NE1121 (inclusive).
GdK Serbelloni [SER] GM Oldenburg’s Command [O]
FmL Buccow’s Command [B] Remove 12 SPs. Enters the map on south map edge between hexes NW1129
FmL Kolowrat’s Command [K] Remove 5 SPs. (inclusive) and NE1109 (inclusive).
FmL Hohenzollern’s Command [HO]
FmL L. Starhemberg’s Command [S] Württemberg’s Independent Cavalry Command
(all units set up within 1 hex of any Major Road hex between GL Württemberg [W]
NW5121 (exclusive) and NW4932 (exclusive)) Enters play anywhere on the south map edge.

Independent Units Driesen’s Left Cavalry Wing


Artillery GL Driesen [DRI]
12 lb #1/#2/#3, 7 lb howitzers #1/#2/#3, 6 lb #4/#5/#6/#7 GM Bredow’s Command [B]
(set up within 4 hexes of NE2505) GM Krockow’s Command [K]
Grenzers GM Normann’s Command [N]
1 BNL, 2 BNL, 1 GRD, 2 GRD, 1 SZL, 2 SZL (set up on The entire Wing enters the map on the west map edge but
any Woods hexes with 15 hexes of the North mapedge) south of hex NW4001 (inclusive).

7.3c PRUSSIAN SETUP Artillery


King Frederick II of Prussia [KFII] and Gdl Fürst Moritz von Brummer #1/#2/#3 (enter the map at hex NW1129)
Anhalt-Dessau [FRM] (within 5 hexes of any Prussian unit) 12 1b #1/#2/#3/#4 (enter the map at hex NE1104)
12 1b #5, 10 lb howitzer #2 (enter the map at hex NE1120)
GM Bevern’s Independent Command [BV]
(all units set up within 3 hexes of NE1122) Remove 5 SPs. 7.3d Victory Conditions
A. Victory at Leuthen is based on the accumulation of Conces-
GM Wedel’s Independent Command [WD] sion Points. The respective sides’ Concession Points are con-
(all units set up within 3 hexes of NE1119) Remove 3 SPs. sulted at the Army Morale Check Phase of each :00 turn after
they have rolled for Army Morale.
Ferdinand’s Right Infantry Wing B. The Prussian player gains one Concession Point per point of
GL Ferdinand [PRF] Prussian Army Morale modifier. If, at any time, the Prussians
GM Braunschweig’s Command [BR] have 35 or more Concession Points, they will concede the bat-
(all units set up within 3 hexes of NE1112) Remove 4 SPs. tle and the Austrians win.
GM Kalhden’s Command (KA) C. The Austrian player gains one Concession Point per point of
(all units set up within 3 hexes of NE1109) Remove 4 SPs. Austrian Army Morale modifier. They also gain Concession
Points if an unrouted Prussian unit occupies or was the last to
Retzow’s Left Infantry Wing occupy any of the following hexes at the moment of victory
GL Retzow [RET] determination. The number of Concession Points (CPs) listed

16
Scenario 4
is added to the Austrian Army Morale Modifier to arrive at a the town and guard against a Prussian attack from the north.
CP total. When Arenberg was ordered back south to Leuthen it appears that
Sagaschütz (SE4708): 3 CPs these three battalions were left behind in Nippern because there is no
Minor Road hex (SE6834): 3 CPs record of their participation in the fighting that evening.
Windmill hex (NE2308): 3 CPs F. All Prussian infantry and cavalry sets up in Line formation
Butter-Berg hex (NW1821): 3 CPs facing northeast. Prussian artillery may set up in any for-
Gr. Heidau hex (NW5121): 3 CPs mation and facing (Limbered is highly recommended).
Windmill hex (NE4117): 5 CPs G. The Prussian Cavalry Wing of GL Driesen (and the ZIE
Major Road hex (NE2234): 5 CPs hussars) begins the game off map. The Commands or Wing
Catholic church hex (NE1710): 7 CPs can be activated in lieu of an on-map Command and when
It is suggested that players place Loss Markers of the correct number they are activated they may enter the game area from anywhere
on the map as a reminder of the place and value of the CP hexes. on the west map edge. Off map Commands must be activated
If, at any time, the Austrians have 40 or more Concession (whether or not they move onto the map) before a Game Turn
Points, they will concede the battle and the Prussians win. can end. If the End Turn has been reached, all normal End
D. If both sides concede victory on the same turn, the game is a Turn rules apply.
minor Prussian victory. *H. The Prussian Burgsdorf (BUR) Grenadier battal-
 
ion did not take part in the battle because it was as-
signed to garrison the town of Neumarkt. As an
option, this unit can be set up within 2 hexes of any
Scenario 4: The Grand Battle other grenadier unit.
*I. 24 lb guns were present with the Prussian army,
7.4 Scenario 4 is the full Battle of Leuthen. This scenario uses all but their actual use at Leuthen is unknown since they
four maps and all of the counters. Since this is a full battle scenario were a type of artillery that was mostly used in siege
it will take many hours to play. Optional special rules are noted warfare. As an option, these units may be added to
with an asterisk (*). the Prussian setup for this scenario. Place the 24 lb units with-
7.4a Special Rules in the setup parameters of any existing group of artillery units
A. Scenario 4 starts at 1:00 and its last turn is the 8:40 turn. with no more than two 24 lb counters per group.
The End Turn Number is 10. All four maps are used. *J. In their review of the Battle of Leuthen, several historians
B. During the first three game turns (1:00, 1:20, 1:40) the first have suggested that Frederick took an inordinate amount of
Austrian Command activated must come from Nádasdy’s De- time preparing the army’s opening attack. Considering the
tachment. This special rule no longer applies if Nádasdy’s De- battle’s final outcome it is hard to be critical of Old Fritz’s dila-
tachment has joined the main army (see Series Rules 24.2b and toriness. As an option, those players interested in exploring the
24.3). effects of an earlier start time may begin the game at 12:00 in-
C. All Austrian units set up in Line, Unlimbered, or Skirmish. stead of 1:00.
Unless otherwise noted in the setup, Austrian units set up fac-
ing northwest. 7.4b AUSTRIAN SETUP
D. The Austrian setup includes several Commands that are off Prince Charles of Lorraine [PCL], FM Leopold Daun [DAU]
map. They can be activated in lieu of an on-map Command (NE2308)
and when they are activated they may enter the game map from
anywhere on the north map edge of the Northeast map. Off Kheul’s Right Infantry Wing
map Commands must be activated (whether or not they move FzM Kheul [KHE]
onto the map) before a Game Turn can end. If the End Turn FmL Andlau’s Command [AD]
has been reached, all normal End Turn rules apply. 1 KAI (NE6914-6814), 2 KAI (NE6713-6613)
E. The Austrian Independent Command of Arenberg is initial- 1 NEI (NE6512-6412), 2 NEI (NE6312-6212)
ly deployed off map. The first time this Command is activated 1 BOT (NE6112-6012), 2 BOT (NE5911-5811)
the Austrian player has the option to either: FmL Macquire’s Command [M]
1. Declare that he is regrouping the Command in which case 1 LDA (NE5711-5611), 2 LDA (NE5510-5410)
the Command remains off map and, on its next activation, can 1 PUE (NE5310-5210), 2 PUE (NE5109-5009)
move onto the map with all eight battalions, or ARN (NE4909-4809)
2. Immediately move the Command onto the Northeast map FmL Angren’s Command [AN]
from the north edge but without these three battalions: KON, *1 A-W (NE4708-4609), *2 A-W (NE4509-4410)
S-G, L-R. If this option is chosen, these battalions will never *The A-W units face southwest.
enter play but they are not counted as losses. 1 JES (NE4210-4109), 2 JES (NE4009)
When Arenberg’s Reserve was ordered to reinforce the northern end FmL W. Starhemberg’s Command [ST]
of the Austrian position, the Sachsen-Gotha, Los Rios, and Königs- LOT (NE6716-6616), WAD (NE6516-6416)
egg fusilier battalions were moved to the advanced position at Nip- WAL (NE6315-6215), PAL (NE6115-6015)
pern. Here, along with some grenadier companies, they were to hold 1 KOL (NE5815-5714), 2 KOL (NE5614-5513)
B-D (NE5413-5312)

17
Scenario 4
Colloredo’s Left Infantry Wing FmL O’Donnell’s Command [O]
FzM Colloredo [COL] H-D (SE6114), ZWI a (SE5814), ZWI b (SE5713)
FmL d’Arberg’s Command [A] J-M a (SE5513), J-M b (SE5413), S-G (SE5918)
1 NES (NE3708-3608), 2 NES (NE3507-3407) GL Nostitz’ Command [N]
THU (NE3207-3106) Nostitz’ Command sets up facing southwest
1 KHE (NE3006-2905), 2 KHE (NE2805-2704) PRK (SE4116), PRA a, PRA b (SE3917), GRB (SE3718)
FmL Puebla’s Command [P] NAD a (SE4218), NAD b (SE4118)
MOL (NE2504-2404) DES a (SE3919), DES b (SE3820)
1 HIL (NE 2303-2203), 2 HIL (NE2003)
*1 ERK (NE1803-1703), *2 ERK (NE1604) *Lucchese’s Right Cavalry Wing
*The ERK units face southwest. GdK Lucchese [LUC]
FmL Haller’s Command [H] FmL B. Daun [BD]
DEU (NE4712-4612), R-W (NE4413-4312) BDN, WUR
BRO (NE4112-4012), BET (NE3811-3710) FmL De Spada [DS]
1 HAS (NE3510-3410), 2 HAS (NE3309-3209) ERJ a, ERJ b, ERL a, ERL b, LUC a, LUC b
FmL Wied’s Command [W] FmL Trautmansdorff [T]
B-B (NE3009-2908), GAI (NE2808-2707) A-Z, SER a, SER b
1 L-W (NE2507-2407), 2 L-W (NE2306) FmL Wollwarth [WO]
*1 HAR (NE2005-1905), *2 HAR (NE1806) LOW, STM a, STM b
*The HAR units face southwest. *This Wing is off map and enters play per Leuthen rule 7.4a D.

Serbelloni’s Left Cavalry Wing *FmL Arenberg’s Independent Command [AR]


GdK Serbelloni [SER] AND, ARB, HAL, LIG, MER
FmL Buccow’s Command [B] Nippern Garrison: KON, L-R, S-G
KAL (SE6902), ERF (SE6701) *This Command is off map and enters game play per Leuthen rule
BAT a (SW6533), BAT b (SW6433) 7.4a D. For the Nippern garrison, see Leuthen rule 7.4a E.
FmL Kolowrat’s Command [K]
BIR (SE6805), KOL (SE6604) Independent Units
*FmL Hohenzollern’s Command [HO] Grenzers
A-B, GEL 1 BNL, 2 BNL, 1 GRD, 2 GRD, 1 SZL, 2 SZL (Set up with
*FmL L. Starhemberg’s Command [S] any facing in any woods hex of the Zettel Busch that is north-
ODO, SCH east of the Briege Wasser. The Zettel Busch is found in the
*These Commands are off map and they enter game play per Leuthen environs of NW6633.)
rule 7.4a D. Artillery
12 lb #1, 6 lb #7, 7 lb Howitzer #3 (on or adjacent to NE5408)
Nádasdy’s Wing 12 lb #2, 6 lb #5/#6, 7 lb How. #1 (on or adjacent to NE4208)
GdK Nádasdy [NAD] 12 lb #3, 6 lb #4, 7 lb Howitzer #2 (on or adjacent to NE2101)
GL Forgách’s Command [F] *6 lb #3 (SE5806)
1 HDA (SE6307), 2 HDA (SE6207) *6 lb #1/#2 (on or adjacent to SE4804 facing southwest)
LPA (SE6007), 2 HAL* (SE5906), MAC (SE5706) *These units are part of Nádasdy’s Detachment
LUZ (SE6212), CLE (SE6011), FOR (SE5811)
ABA (SE5610), JPA (SE5410) 7.4c PRUSSIAN SETUP
*1 HAL is with Arenberg’s Command King Frederick II of Prussia [KFII] and Gdl Fürst Moritz von
GFM d’Aix’s Command - Bavarians [AI] Anhalt-Dessau [FRM] (within 5 hexes of any Prussian unit)
1 KPP (SE5506), 2 KPP (SE5406)
1 ERC (SE5206), 2 ERC (SE5105) GM Bevern’s Independent Command [BV]
1 LGD (SE4905), 2 LGD (SE4805) 1 BOR* (SE2112), 1 ASE* (SE2311), 1 ITZ** (SE2410)
1 MOR (SE5209), 2 MOR (SE5108) HEY (SE2012), WED (SE2010), MAN (SE2108)
1 MIN (SE4907), 2 MIN (SE4808) *The 2nd battalion was not present at Leuthen.
FmL Spiznass’ Command - Wurttembergers [SP] **The 2nd battalion is with Wedel’s Command.
Spiznass’ Command sets up facing southwest except as noted.
1 TRU (SE4605), 2 TRU (SE4505) Zieten’s Right Cavalry Wing
1 SPI (SE4608), 2 SPI (SE4508) GL Zieten [ZIE]
1 ROE (SE4407), 2 ROE (SE4408) ROE sets up facing south GM Lentulus’ Command [L]
1 PRL (SE4309), 2 PRL (SE4210) GDC (SE2508), GEN a (SE2607), GEN b (SE2706)
1 LGD (SE4111), 2 LGD (SE4012) GM Schmettau’s Command [S]
GEO (SE3913), PLE (SE3814), KLE (SE3713) SEY a (SE2704), SEY b (SE2804)
MGF (SE2902), JSH (SW3034)

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Scenario 4
GM Czettritz’ Command [C] Independent Units
NOR a (SE2207), NOR b (SE2306) Hussars
CZE a (SE2304), CZE b (SE2404) *ZIE a (SE2105), ZIE b (SE2205)
GM Krockow II’s Command [KO] *The ZIE units are part of Zieten’s Detachment
STE (SW2634), JKR (SW2732) PUT a, PUT b (these units begin the game off map with Drie-
sen’s Wing)
GM Wedel’s Independent Command [WD] Grenadiers & Fusiliers
*1 MEY (SW3629), 2 MEY (SW3727) KLE (SW3428), UNR (SW3327)
**2 ITZ (SW3826) 1 KUR* (SW5101), DIR (SW5201)
*This regiment’s commands were given in their native Wendish *The 2nd battalion was captured when the Schweidnitz fortress
language instead of German. surrendered on November 13, 1757.
**The 1st battalion is with Bevern’s Command. Artillery
12 lb #9/#10, 10 lb Howitzer #1 (on or adjacent to SW3526)
Ferdinand’s Right Infantry Wing Brummer #1/#2/#3 (on or adjacent to SW3925)
GL Ferdinand [PRF] 12 lb #1/#2/#3 (on or adjacent to SW4319)
GM Braunschweig’s Command [BR] 12 lb #4/#5/#6 (on or adjacent to SW4812)
KRM (SW3528), 1 MGK (SW3628), 2 MGK (SW3726) 12 lb #7/#8, 10 lb Howitzer #2 (on or adjacent to SW5003)
*2 LGD (SW3825), 3 LGD (SW3923) Skirmishers
*The 1st battalion was not present at Leuthen. 1 ANG, 2 ANG, FJG, 1 KAB, 2 KAB, 1 LNB, 2 LNB (set up
GM Kalhden’s Command (KA) on or adjacent to any Village hex of Borne--near NW5402)
RET (SW4022), 1 KNA (SW4120), 2 KNA (SW4219)
1 PAN (SW4317), 2 PAN (SW4416) 7.4d Victory Conditions
A. Victory at Leuthen is based on the accumulation of Conces-
Retzow’s Left Infantry Wing sion Points. The respective sides’ Concession Points are con-
GL Retzow [RET] sulted at the Army Morale Check Phase of each :00 turn after
GM Munchow’s Command [M] they have rolled for Army Morale.
1 GEI (SW4514), 2 GEI (SW4613) B. The Prussian player gains one Concession Point per point of
1 WIN (SW4711), 2 WIN (SW4810) Prussian Army Morale modifier. If, at any time, the Prussians
GM Geist’s Command [G] have 35 or more Concession Points, they will concede the bat-
1 FOR (SW4908), 2 FOR (SW5007) tle and the Austrians win.
1 ABR (SW5105), 2 ABR (SW5204) C. The Austrian player gains one Concession Point per point of
HAC (SW5302), SCK (SW5301) Austrian Army Morale modifier. They also gain Concession
Points if an unrouted Prussian unit occupies or was the last to
Forcade’s Infantry Wing occupy any of the following hexes at the moment of victory
GL Forcade [FOR] determination. The number of Concession Points (CPs) listed
GM Bülow’s Command [BU] is added to the Austrian Army Morale Modifier to arrive at a
PVP* (SW3227), MUN* (SW3325), J-B* (SW3522) CP total.
1 A-W* (SW3719), OST (SW3916), PLO (SW4113) Sagaschütz (SE4708): 3 CPs
GM Oldenburg’s Command [O] Minor Road hex (SE6834): 3 CPs
PRF* (SW4310), KAH (SW4507), PRH* (SW4704) Windmill hex (NE2308): 3 CPs
1 KAL (SW4901), 2 KAL (SW5001) Butter-Berg hex (NW1821): 3 CPs
*composed of remnants of the regiment’s 1st and 2nd battalions Gr. Heidau hex (NW5121): 3 CPs
Windmill hex (NE4117): 5 CPs
Württemberg’s Independent Cavalry Command Major Road hex (NE2234): 5 CPs
GL Württemberg [W] Catholic church hex (NE1710): 7 CPs
WER (SW3615), WAN (SW3813), SEY (SW3910) It is suggested that players place Loss Markers of the correct number
WUR (SW4108), SZE a (SW4206), SZE b (SW4305) on the map as a reminder of the place and value of the CP hexes.
If, at any time, the Austrians have 40 or more Concession
*Driesen’s Left Cavalry Wing Points, they will concede the battle and the Prussians win.
GL Driesen [DRI] D. If both sides concede victory on the same turn, the game is a
GM Bredow’s Command [B] minor Prussian victory.
GES, KYA, PSH
GM Krockow’s Command [K]
KRO, LKR
GM Normann’s Command [N]
BAY a, BAY b, DRI a, DRI b
*This entire Wing is off map and enters game play per Leuthen rule
7.4a G.

19
Unit Key and Loss Chart Explanation
Loss Chart Explanation Counter Explanation

Command Range Full Name Army Loss Value Army Leader Frederick II of Prussia (KFII)
Front: This unit has a ‘10’ Command
Range and an ‘8’ Movement Allowance.
Army Leader (10) KFII -15 +2 +5 * King Frederick II (5) 30 Back: The +5 is his Command Rating.
He also has a -15 ER Bonus and a +2
Counter Abbreviation WAN CV Bonus.
Command Replacement
ER Bonus CV Bonus
Rating Type Wing Leader Kheul (KHE)
Front: This unit has a ‘5’ Command
Range and an ‘8’ Movement Allowance.
The yellow icon denotes a Wing Leader.
Wing Leader (5) KHE -3 +1 4 - FzM Kheul 10 Back: The Initiative Rating of ‘4’ is in
yellow to show that this is a Wing Lead-
er. He also has a -3 ER Bonus and a +1
Army CV Bonus.
Counter Initiative
Command Range Full Name Loss
Abbreviation Rating Command Leader Andlau (AD)
Value Front: This unit has a ‘4’ Command
Range and an ‘8’ Movement Allowance.
The ‘KHE’ shows that he is part of
Command Leader (4) KHE / AD -5 +1 4 B FmL Andlau 5 Kheul’s Wing.
Back: The Initiative Rating of ‘4’ is in
green to show that this is a Command
Leader. He also has a -5 ER Bonus and
Replacement a +1 CV Bonus.
ER Bonus CV Bonus
Type
2nd bn of Botta (BOT) Fusiliers
Front: This unit has 6 SPs, and a Move-
ment Allowance of 4. The ‘AD’ shows it
Combat Unit 2 BOT / AD 36 +3 Fus 1 2 3 4 5 6 belongs to Andlau’s Command.
Back: This unit has a 36 ER and a +3
Combat Value (CV).
Prolonge Counter Unit Loss Boxes
ER CV 50% in grey
Capability Abbreviation Type
1st 12 lb Artillery unit
Front: This unit has 2 SPs, and a Move-
ment Allowance of 4.
Artillery Unit P 12 lb #1 18 +0 12 lb 1 2 Back: This unit has a 18 Effectiveness
Rating (ER) and has 2 SPs. It may
Prolonge ‘P’ only.

Counter Minutiae
Austrian Infantry, Artillery, and Leaders
Austrian Cavalry and Leaders
These four markers show a unit’s Order and/or Morale status.
Prussian Infantry, Artillery, and Leaders
Prussian Cavalry and Leaders
Prussian Guard units and King Frederick
Bavarians
Saxons These four markers are used to denote specific formations.

Württembergers
Würzburgers

The rough size of a unit is indicated by the dots on the top front of
a counter. Single dots are companies, two dots are battalions, and The two markers on the left are used to denote specific formations.
three dots are regiments. This has no bearing on game play. The ‘extension’ arrow is used to show an extended formation.
The numbered markers are used to show Strength Point losses.
Austrian army units have a white back to the counter.
Prussian units have a blue back to the counter.

Generic Counters
The counters to the right are the generic black and white game play
counters as found in later BAR games. Owners of the original Leu-
The two markers on the left are used in Close Combat.
then game will have most of the same counters, just with a different The ’F’ marker is used to mark units as Finished.
look. The ‘Out of Command’ marker shows which units have that status.

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