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Table of Contents

1. Game Information 6. Special Results Notes


1.1 Introduction............................................................ 3 6.1 General Notes…………………………………….. 9
1.2 Lobositz Expansion Kit Components..................... 3 6.2 Initiative Special Results………………………….. 9
1.3 Vestigial Lobositz Materials……………………… 3 6.3 Disorder & Morale Check Results……………….. 10
6.4 Pursuit Special Results……………………………. 10
2. General Special Rules 6.5 Infantry Fire Combat Special Results…………….. 10
2.1 Initiative Special Results………………………….. 3 6.6 Defensive Fire Special Results……………………. 10
2.2 Cavalry Capabilities………………………………. 3 6.7 Artillery Fire Special Results……………………....10
2.3 Artillery Special Leaders………………………….. 3 6.8 Leader Loss Special Results………………………. 10
2.4 Leader Casualties and Replacements……………... 4 6.9 Close Combat Special Results……………………. 11
2.5 Visibility…………………………………………... 4
7. Scenarios
3. Austrian Special Rules 7.0 Introduction………………………………………. 11
3.1 Austrian Unit Characteristics…………………….. 5 7.1 Scenario 1 (8 AM start)…………………………... 11
3.2 Austrian Command Structure……………………. 5 7.2 Scenario 2 (6 AM start)…………………………... 12
7.3 Scenario 3 (Browne’s Fear)……………………….. 13
4. Prussian Special Rules
4.1 Prussian Unit Characteristics……………………... 6 Lobositz Expansion Kit Credits…………………….... 13
4.2 Prussian Command Structure…………………….. 6
4.3 Prussian Optional Units…………………………... 6 Expansion Kit Notes………………………………….. 14

5. Terrain Notes
5.1 General Notes…………………………………….. 6
5.2 Hexes……………………………………………… 6 Loss Chart Explanation
5.3 Hexsides…………………………………………... 7
5.4 Line of Sight……………………………………… 8 The samples below explain the format and information
found on the revised Lobositz Loss Charts
Lobositz Game Support Full Name
Army Loss Value
- The first place to look for help with the BAR series of Command Range & WAN
games is the Consimworld website:
Army Leader (10) BRO -13 +2 +4 * FM Browne (WAN 4) (20)
www.consimworld.com.
If you click the ‘Forum’ button and then choose ‘Pre- Counter Abbreviation

Napoleonic’ from the drop down menu, it will take you Command Replacement
ER Bonus CV Bonus
Rating Type
to a listing of games, including a ‘Battles from the Age of
Reason’ link. The ‘Lobositz Expansion Kit’ developer
and many experienced BAR gamers are available on this Wing Leader (5) KOL -7 +2 5 * FzM Kollowrat (15)

forum to answer questions about the games.


Army
Counter Initiative
- The BAR has its own website which includes resources Command Range
Abbreviation Rating
Full Name Loss
Value
for the game system and each of the games in the BAR
series. The web address is:
https://sites.google.com/site/battlesfromtheageofreason/ Command Leader (4) KOL/K -3 0 3 B GM Krottendorf [15] (5)

- Clash of Arms Games (COAG) has its own folder on Austrian


Replacement Loss
the Consimworld forum. COAG can also be contacted Command Color ER Bonus CV Bonus
Type Limit
via any of the methods shown below: Number
Mail: Clash of Arms Games
1804 Hoffmansville Road Combat Unit 1 KOL / K 34 +2 Fus 1 2 3 4 5 6 7 8

P.O. Box 212


Sassamansville, PA 19742-0212 USA Prolonge Counter
ER CV
Unit Loss Boxes
Capability Abbreviation Type 50% in grey
Telephone: (610)-754-0100
Email: sales@clashofarms.com
Clash of Arms’ website: www.clashofarms.com Artillery Unit FP 6 lb 1 20 0 6 lb 1 2

2
Game Information & General Special Rules
1. Game Information 2.2 Cavalry Capabilities
2.2a Charge Prohibitions
Special Cavalry Movement (SCM, 11.10) is prohibited into/across
1.1 Introduction
the following terrain types: Vineyard hexes, Marsh hexes, River/
The ‘Lobositz Expansion Kit’ (aka ‘Lobositz Supplement’) includes
Pond hexes and Wall hexsides. SCM can originate in Vineyard
everything necessary for extending the Lobositz battlefield onto a
and Marsh hexes and the cavalry can exit these hexes using SCM.
‘south’ map and also all necessary materials for updating Lobositz
The target of a cavalry Charge/Countercharge/Opportunity Charge
to the Third Edition BAR Rules. Unless specified otherwise, all
can be in a Vineyard or Marsh hex.
rules references are to the Third Edition BAR Series Rules.
2.2b SCM Costs
The ‘Terrain Effects Charts’ lists the SCM costs to enter each of the
1.2 Lobositz Expansion Kit Components
game’s terrain types and which of those terrain types require charg-
The Lobositz Expansion Kit consists of the following items:
ing cavalry to make a Movement Actions Disorder Check (A) at
A. The Lobositz Expansion Kit Rules Booklet. This booklet super-
the end of its charge movement (see 13.3f).
sedes the Battle Rules found in the original game. It contains all
2.2c Pursuit
the revised Lobositz rules plus revised versions of the various Lo-
A. When a stack composed solely of Light Cavalry units rolls for
bositz and BAR charts and tables. Many of the charts and tables
Pursuit Points, one (+1) is added to the dieroll.
have a new layout or look but contain the same information (and
B. A leader that is stacked with cavalry units that are all subordi-
more!). A graphic explanation of the new army ‘Loss Charts’ is
nate to him (i.e. below him in his chain of command) can be used
found on page 2 of these rules and color versions of the loss charts
to affect Pursuit dierolls. A Command Leader adds two (+2), and
can be downloaded from the BAR website.
an Army/Wing Leader adds one (+1) to the Pursuit dieroll. If mul-
B. A half mapsheet that aligns to the south edge of the original full
tiple leaders are present only one can be used.
Lobositz mapsheet. References in these rules to the North (full)
C. These dieroll bonuses are added before any halving for being
map’s hex numbers are prefixed with an ‘N’ and the South (half)
Disordered.
map’s hex numbers are prefixed with an ‘S.’
D. No matter what the cavalry Pursuit modifiers (as listed above) a
C. Revised Lobositz ‘Turn Record Track.’
‘0’ Pursuit dieroll is still treated as a zero and mandates a Pursuit
D. Counter revisions and corrections which are found on the Pra-
Special Result--roll the die again to determine the exact nature of
gue counter sheet:
the Special Result.
i. King Frederick II (KFII) with a WAN of 4 (revision).
2.2d Cavalry Skirmishers
ii. FM Browne (BRO) with a WAN of 4 (revision).
Both armies have cavalry skirmishers which are, in all respects,
iii. Oberst Lacy (LA) - Initiative Rating ‘7’ (correction).
treated like Skirmishers (except that they do not use Fire Combat):
iv. GL Kyau (KY) - Close Combat Bonus ‘+3’ (correction).
they are required to make the diceroll to enter an EZOC (11.9c),
v. Prussian howitzers with a ‘10lb H’ designation (correction).
use Skirmish facing, use Skirmish movement and facing change
E. Counter additions, also found on the Prague counter sheet.
costs, use Skirmish target and CV modifiers, may not initiate Close
Their use will be explained in these rules:
Combat, Countercharge, Op.Charge, advance after combat or pur-
i. GRN 1-2, 3-4, 5-6, 7-8 (Austrian grenadier parent units).
sue, etc. If involved in a Close Combat, they do get the +1 CV
ii. BAR a, b (Austrian Baranyay hussar component units).
bonus for Light Cavalry. (See also Lobositz rules 3.1f and 4.1d.)
iii. HAD a, b (Austrian Hadik hussar component units).
iv. SZE a, b (Prussian Székely hussar component units).
2.3 Artillery Special Leaders
v. ‘SKIRMISH’ markers.
2.3a Description
vi. ‘END TURN’ and ‘GAME TURN’ markers. Use these with
Moller (Prussian) and Feuerstein (Austrian) are artillery Special
the new Lobositz ‘Turn Record Track.’ The ‘GAME TURN’ mark-
Leaders. They are activated along with any Command in the same
er is placed on the current turn. The ‘END TURN’ marker starts
way as Wing/Army Leaders are activated (6.6a).
on ‘0’ on the ‘Turn Record Track’ and is moved down the track per
2.3b Capabilities
Series Rule 6.7a (replacing the ‘HOUR’ marker).
These leaders allow the owning player to combine two artillery
stacks within the leader’s Command Range into one Fire Combat
1.3 Vestigial Lobositz Materials
against a single target that is beyond their minimum artillery range.
Except for the update counters listed above, use all Lobositz coun-
This ability overrides the 12.2i artillery fire restriction. The circled
ters as found in the original game. Also, the OOBs found in the
‘2’ on each leader’s reverse side is a reminder of the maximum num-
game are still valid since no new regiments are being added (only
ber of stacks that may be combined into one Fire Strength.
breakdown and combination counters). If a chart is not specifically
2.3c Restrictions
replaced in this Expansion Kit Rules booklet, use the original chart
The Special Leader must be ‘In Command’ (see below) to use his
as found in Lobositz.
Special Artillery ability and it can only be used when the leader is
activated. Therefore it can only be used once per Game Turn.
2. General Special Rules Moller and Feuerstein are ‘In Command’ only when an LOC is
traced to them from their respective Army Leaders (either directly
2.1 Initiative Special Results or via a Wing Leader’s extension) or from an activated Wing Lead-
When both players roll ‘0’ on their Initiative dierolls, the ‘End er who is ‘In Command’ via Initiative. Command Leaders cannot
Turn Marker’ Special Result is triggered. The instructions for this place them ‘In Command.’ They cannot use Leader Initiative (7.4)
Special Result are described in Lobositz rules section 6.2b. This to place themselves ‘In Command’; they have no Initiative Ratings.
result overrides the BAR Initiative Special Results rule (4.0 B 1) When ‘Out of Command’ they move normally but cannot use their
which treats a double ‘0’ Initiative diceroll only as a tie. Special Artillery ability or place artillery units ‘In Command.’

3
General Special Rules
2.3d Activation and Command 2.5 Visibility
When activated and ‘In Command,’ Moller and Feuerstein can 2.5a Elevations (Contour Lines)
place any number of activated artillery units within their Command The map shows twelve different elevation levels (0-11) which are
Range ‘In Command.’ The number of artillery units they can place delineated by eleven different contour lines (1-11). Level 0 is the
‘In Command’ is not limited to the number of artillery stacks to lowest and Level 11 is the highest. There is no contour line for
which they can apply their Special Artillery ability. All standard Level 0. Levels 7 and above are mostly within impassable hexsides
LOC rules apply to their Command Ranges except for Regimental (see Lobositz rule 5.2j). Each map hex belongs to one level. All
Integrity (6.2) and Road hexes (7.3b). When stacked with a multi- the hexes between two different contour lines are on the same level
hex formation the hex the leader occupies must be specified. They and a hex through which a contour line passes is on the level de-
cannot place any non-artillery units ‘In Command’ even if they are fined by that line. Contour lines do not affect movement. Contour
stacked with them. They cannot be used to attach (6.4) combat lines are important for determining Fog Levels and Line of Sight.
units to a Command. Example: Hex N4917 is at Level 0. Hex N4513 contains a Level
2.3e Disorder 1 contour line making it a Level 1 elevation hex as is hex N3719.
When stacked with Disordered artillery units the Special Leaders Level 2 begins with the contour line in N3117. Hex N1816 is at
can be used for automatic Disorder Recovery (18.6b) if the only Level 2. Hexes N1421 and N1214 are both at Level 3 with the
units in the hex are the Disordered artillery. They cannot Disorder former containing a Level 3 contour line. Level 4 begins with the
Recover non-artillery units or mixed infantry/artillery stacks. contour line in N2527. Hex N1605 is at Level 5. Hex N1804
begins level 6.
2.4 Leader Casualties and Replacements 2.5b Fog
2.4a Named Leader Replacements Early morning fog is a typical weather phenomenon in the Lobositz
Certain Leaders have specific named replacement counters. When area, especially in the spring and fall. Rather than an impenetrable fog,
called for, use these named replacements before any other method this fog is more of a heavy mist that slowly rises from the valley floor
of leader replacement. Check the Prussian and Austrian Special throughout the morning and by midday clings to the highest elevations.
Rules sections for a list of who these named replacement leaders are A. The Lobositz ‘Turn Record Track’ has a ‘Current Fog Elevation
and who they replace. Level’ track. A marker is placed on one of the elevation levels per
2.4b Generic Leader Replacements the scenario instructions and fog is considered to cover the entire
A. If a named replacement is not available, and the lost leader is map that is that elevation or higher. Levels that are not covered by
eligible for replacement, players have two options for replacing fog are clear.
those lost leaders. The first option is to use the generic Prussian B. During the course of the game, beginning with the 7 AM hour,
and Austrian leader replacement counters found on the Prague the fog will “rise” level by level, from lower to higher. Each level
counter sheet. There are 10 Prussian and 10 Austrian ‘replacement’ that is uncovered becomes clear. Fog automatically rises one level
leaders. Randomly pick a replacement counter of the appropriate at the beginning of each hour or by a Special Initiative Result (see
nationality to replace the missing leader and use the replacement Lobositz rule 6.2c). When the fog rises above Level 6 it no longer
counter until the missing leader returns (if ever) per rule 21.5. The has any effects.
generic replacement counters have two values for the leader’s Com- C. Each Fog Level has an Initiative Diceroll Result Modifier (as
mand Range. The smaller number to the left is used when replac- shown on the ‘Current Fog Elevation Level’ track) which is added to
ing Command Leaders. The larger number to the right is used the sum of the players’ unmodified dierolls (including Special Re-
when replacing Wing Leaders. Note that all of the names are fic- sults). This sum is compared to the scenario End Turn Number
tional--they simply add a bit more color to the game. (ETN) and if the sum is greater than the ETN, the ‘END TURN’
B. Alternately, players can use the standard BAR black and white marker is advanced on the ‘Turn Record Track.’
leader loss counters (labeled A or B) for lost leaders. To determine Example: It is the 7:20 turn and the Fog Elevation Level is 1.
whether any given leader uses an A or B counter, reference the One player rolls a 0 for initiative and the other rolls a 6. Their sum
army ‘Loss Charts’ which contain the information on which counter is 6 to which the +4 Fog Level modifier is added. The scenario
to use for any leader that has been lost. When the appropriate ETN is 9 so the ‘END TURN’ marker will advance.
counter is picked, apply the modifiers listed on that counter to the D. Fog hexes do not block Line of Sight. When an artillery unit
original leader’s values. The EM line modifies the original leader’s fires at a target unit that is at a range of 6 or more hexes, and either
Effectiveness Rating (ER) Bonus (this cannot go higher than 0). the artillery unit or the target unit (or both) is in a fog hex the artil-
The IR line modifies the original leader’s Initiative Rating (this lery uses its smaller Fire Multiple (see the ‘Fire Combat Multiples
cannot be less than 0). The CM line modifies the original leader’s and Ranges’ chart on page 24).
Combat Value (CV) Bonus (this cannot be less than 0). Record 2.5c Dusk Game-Turns (5 PM hour)
these modified values wherever convenient and return the leader Dusk turns affect artillery fire in the same manner as fog except
loss counter to the other counters, or keep the Leader Loss counter that dusk applies to the entire map.
with the affected leader as a reference. 2.5d Night Game-Turns (6 PM hour)
2.4c Leader Losses A. The maximum Fire range for all units is one hex.
Every leader has a value which affects Army Morale when that B. All cavalry has a Charge Range of 2. Countercharge and Oppor-
leader is killed. This value is found on the army ‘Loss Charts.’ tunity Charge are still permitted.
Whenever a leader is killed, mark off the appropriate number of C. Any unit that moves more than half (rounded) its current
boxes on the ‘Army Loss Record’ track. If a generic replacement Movement Allowance must make a Movement Actions Disorder
leader is killed, use the value of the leader that was being replaced, Check (A) with a +10 ER modifier at the conclusion of its move-
minus 2, for the army loss result. With this rule, players get proper ment in addition to any other modifiers. A unit that uses only Road
credit for killing off the replacement leaders. Movement is exempt from this Disorder Check.

4
Austrian Special Rules
3. Austrian Special Rules 3.2 Austrian Command Structure
3.2a Leader Organization
The Austrian Army has 1 Army Leader, 4 Wing Leaders, 10 Com-
3.1 Austrian Unit Characteristics
mand Leaders and 2 Special Leaders. The ‘Austrian Order of Battle’
3.1a Unit Types
chart shows the relationships between these leaders.
The Austrian army contains the following unit types. (The abbrevi-
3.2b Army Leader
ations in parentheses are used on the Austrian ‘Loss Charts.’)
FM Browne is the Army Leader with a Command Rating of +4
Infantry: Fusiliers (Fus), Grenadiers (Gren)
and a Wing Activation Number of 4. If FM Browne becomes a
Skirmishers: Grenzers (Grnz)
casualty he is replaced by the named replacement leader GM
Cavalry: Dragoons (Drag), Elite (ECv), Kürassiers (Kur)
Gausco with a Command Rating of +2 and a Wing Activation
Light Cavalry: Hussars (Hus), Cavalry Skirmishers (CSk)
Number of 6. There is no replacement for GM Gausco, so if he
Artillery: 6 lb, 7 lb Howitzers, 12 lb
becomes a casualty the Army Decapitation rule (21.6a) comes into
3.1b Infantry
effect.
Austrian infantry are in 4 ranks for the ‘Infantry Line SP Chart.’
3.2c Wing Leaders
3.1c Grenadiers
If Wing Leader Lucchese becomes a casualty he is replaced by the
A. Austrian grenadier units have parent and component units
named replacement leader, FmL E. Kollowrat. If Wing Leader
which can breakdown and reform (8.5). The parent units are
FzM Kollowrat becomes a casualty he is replaced by FmL
called ‘Combined’ Grenadiers while the component units are called
Starhemberg. If Wing Leader Radicati becomes a casualty, there is
‘Detachment’ grenadiers. Each grenadier parent unit carries the
no replacement for him and his Commands automatically become
designations of its two component units. (For example, grenadier
part of Lucchese’s Wing. There are no replacement leaders for
parent unit ‘1-2’ is tied to grenadier component units ‘1’ and ‘2’.)
Lacy or the replacement leaders, E. Kollowrat and Starhemberg. If
Detachment Grenadier unit ‘9’ does not have a parent unit and
they become casualties the Wing Decapitation rule (21.6c) comes
thus cannot reform.
into effect.
B. All grenadier component units (Detachment Grenadiers) are
3.2d Special Leaders
Skirmish-capable infantry units (see 8.4h). When in Skirmish
A. Special Leader Feuerstein’s use is described in Lobositz rule 2.3.
formation they are required to make the diceroll to enter an EZOC
There is no replacement for Feuerstein.
(11.9c) and they may Retreat Before Close Combat when attacked
B. Draskowitz is a Grenzer Special Leader. Draskowitz is activat-
solely by infantry. When in Skirmish formation, place a ‘Skirmish’
ed along with any Austrian Command in the same way as non-
marker on such units. If no ‘Skirmish’ marker is on them, treat
Command Leaders are activated (see 6.6a). When activated
them as regular infantry.
Draskowitz can place ‘In Command’ any Grenzer units within his
3.1d Grenzers
Command Range. (For Grenzers, see Lobositz rule 3.1d).
Grenzer units are Skirmish-only infantry units. Grenzer units may
Draskowitz must be activated to command Grenzers and can only
only be placed ‘In Command’ by the Austrian Army Leader
be activated once per Game-Turn.
Browne, by Wing Leader Lacy, by Special Leader Draskowitz, and
C. Draskowitz is ‘In Command’ when an LOC is traced to him
by Unit Initiative (7.4). Other leaders may not place them ‘In
from Army Leader Browne, from Wing Leader Lacy (who must
Command,’ not even with Automatic ‘In Command’ (7.5). Only
also be ‘In Command’), or by Leader Initiative (7.4). He can par-
‘In Command’ Grenzer units may move adjacent to non-Routed
ticipate in a Wing Activation (6.5) initiated by Lacy. When
Prussian combat units. They may move adjacent to Routed Prus-
Draskowitz is ‘Out of Command’ the Command Leader ‘Out of
sian units regardless of their command status. ‘In Command’
Command’ conditions (7.6c) apply to any Grenzer units to which
Grenzers must still pass the EZOC diceroll requirement to enter a
he traces an LOC.
Prussian ZOC (11.9c). When a Grenzer unit attempts to move
D. All standard LOC rules apply to Draskowitz’ Command Range
into an EZOC hex that is Clear terrain the Grenzer’s ER is modi-
except for Regimental Integrity (6.2) and Road hexes (7.3b).
fied by +10 for the required diceroll (11.9c). (This ER modifier
When stacked with a multi-hex formation the hex Draskowitz
applies only to Grenzers and not to cavalry skirmisher and grena-
occupies must be specified. He cannot place any non-Grenzer
dier component units in Skirmish formation.)
units ‘In Command’ even if he is stacked with non-Grenzer combat
3.1e Cavalry
units. He cannot be used to attach (6.4) combat units to a Com-
Austrian cavalry have a Charge Range of 3 hexes. They may Re-
mand.
treat Before Close Combat when attacked by infantry. The hussars
E. Draskowitz can be used for Disorder Recovery (18.6) and to
(light cavalry) have a Charge Range of 3 hexes. Unless otherwise
Rally (19.5) any combat units even if they are not Grenzers.
noted in these rules, all references to “cavalry” include light cavalry.
Example: The Austrian player activates a Command and activates
3.1f Hussars & Cavalry Skirmishers
Draskowitz along with it. An LOC cannot be traced to Draskowitz
Austrian hussar units have parent and component units and can
from either Browne or Lacy so the player makes a Leader Initiative
breakdown and reform (8.5). Each hussar parent unit has two
dieroll to put him ‘In Command.’ On a roll of 0-5 he is ‘In Com-
component units marked ‘a’ and ‘b’. All hussar component units
mand’ and can activate any Grenzers within his Command Range;
are Skirmish-only cavalry units (see 8.4h). Hussars (light cavalry)
on a 6+ he is ‘Out of Command’ and any Grenzers that he traces
may Retreat Before Close Combat when attacked by any unit other
LOC to are subject to rule 7.6c.
than light cavalry. Cavalry skirmishers may Retreat Before Close
Combat when attacked by any units (20.1).
3.1g Artillery
Austrian 7 lb howitzers and 6-pounders may fire and prolonge
(FP). Austrian 12-pounders may only prolonge (P). The howitzer
fire combat rules (12.6d) apply to the Austrian howitzers.

5
Prussian Special Rules & Terrain Notes
4. Prussian Special Rules named replacement leaders of the same type as the removed leader
(infantry or cavalry) is drawn at random to become the new Com-
mand Leader. When a named replacement Command Leader
4.1 Prussian Unit Characteristics
becomes a casualty he is replaced with a generic replacement Com-
4.1a Unit Types
mand Leader marker per Lobositz rule 2.4b.
The Prussian army contains the following unit types. (The abbrevi-
ations in parentheses are used on the Prussian ‘Loss Charts.’)
4.3 Prussian Optional Units
Infantry: Fusiliers (Fus), Grenadiers (Gren), Guard Infantry (Grd),
Historically the Münchow Fusiliers 2nd Battalion & Prinz v. Preussen
Musketeers (Mus)
Kürassiers garrisoned the Prussian baggage train and did not participate
Cavalry: Dragoons (Drag), Guard Cavalry (GCv), Kürassiers (Kur)
in the battle. If players wish, they can include these optional units.
Light Cavalry: Hussars (Hus), Cavalry Skirmishers (CSk)
A. The Münchow Fusiliers 2nd Battalion is deployed with the
Artillery: 10 lb Howitzers, 12lb, 24 lb
Münchow Fusiliers 1st Battalion
4.1b Infantry
B. Replace the 6-6 Prinz v. Preussen Kürassier regiment with the
Prussian infantry are in 3 ranks for the ‘Infantry Line SP Chart.’
‘a’ and ‘b’ full strength Prinz v. Preussen Kürassier units.
Due to efficiency in training, all Prussian infantry units can move
obliquely without paying the extra MP costs.
4.1c Cavalry 5. Terrain Notes
Prussian cavalry have a Charge Range of 4 hexes. They may Re-
treat Before Close Combat when attacked by infantry. Unless oth- 5.1 General Notes
erwise noted in these rules, all references to “cavalry” also include Section 5 is mostly for reference, but it should be read through at
light cavalry. least once as there are some terrain-specific rules detailed here. The
4.1d Hussars & Cavalry Skirmishers ‘Terrain Effects Chart’ (TEC) shows the costs for each terrain type
The Székely Hussar regiment can breakdown and reform (8.5). It for different unit types in differing formations. Take care that you
has a parent unit, and two component units, marked ‘a’ and ‘b’. The use the correct column for a unit’s type/formation. Also note that
component units are Skirmish-only (see 8.4h). Hussars (light cav- the stacking chart has been included in the TEC. The numbers in
alry) may Retreat Before Close Combat when attacked by any unit parentheses show the maximum stacking allowed (in SPs) for each
other than light cavalry. Cavalry skirmishers may Retreat Before unit type/formation. Other notes listed on the TEC are fully ex-
Close Combat when attacked by any units. plained in this section.
4.1e Artillery
Prussian 12-pounders, and Prussian 10 lb howitzers may only pro- 5.2 Hexes
longe (P). Prussian 24-pounders may not prolonge. The howitzer 5.2a Roads
fire combat rules (12.6d) apply to the 10 lb howitzers. A. When using Road Movement, units pay the 1/2 MP cost for the
Road and ignore the other terrain in the hex as well as ignoring all
4.2 Prussian Command Structure Facing Change costs.
4.2a Leader Organization B. All Roads can be used for Limited Activation (6.8) purposes and
The Prussian Army has 1 Army Leader, 2 Wing Leaders, 7 Com- for tracing an Army/Wing Leader’s LOC (7.3).
mand Leaders and 1 Special Leader. The ‘Prussian Order of Battle’ C. The bridges drawn on the map (e.g. N5725 and S6710) are con-
chart shows the relationships between these leaders. sidered Roads.
4.2b Army Leaders 5.2b Village & Lobositz Hexes
King Frederick II of Prussia has a Wing Activation Number of 4. The villages were primarily composed of light construction buildings,
If Frederick becomes a casualty, he is replaced by FM Keith (who widely separated from each other. Many of the buildings were just for
has a Command Rating of +2 and a Wing Activation Number of 6) farm usage and not inhabited. They presented some interference to ma-
and the named replacement leader, Prinz v. Preussen, replaces FM neuver and few defensive benefits. Lobositz was primarily a mercantile
Keith as Wing Leader. If FM Keith becomes a casualty as Army town and the building construction was more substantial. Most of Lo-
Leader, he is replaced as Army Leader by the Prinz v. Preussen bositz had burned down by the end of the battle.
leader (who has a Command Rating of +1 and a Wing Activation A. All 32 hexes of Lobositz are ‘Lobositz hexes.’
Number of 6). If Prinz v. Preussen becomes a casualty as the Army B. The Fire Defense Value of a Lobositz hex is 15. The Fire De-
Leader, the Army Decapitation (21.6a) rule comes into effect. fense Value of all other Village hexes is 10. There is no other differ-
4.2c Wing Leaders ence between the two terrain types.
There is no replacement for Wing Leader FM Gessler—either C. Village hexes block LOS (12.6).
named or generic. If Wing Leader FM Keith is lost, he is replaced D. Village hexes are ‘non-clear terrain.’
by Prinz v. Preussen. There is no replacement for Prinz v. Preussen E. Moving into and out of a Village/Lobositz hex in the same
if he is promoted to Army Leader or becomes a casualty while re- Movement Segment or during Charge Movement causes the unit
placing FM Keith as a Wing Leader. If Gessler or Prinz v. Preus- to make a Disorder Check (A) (18.2b).
sen are lost, the Wing Decapitation rule (21.6c) comes into effect. 5.2c Sunken Road Hexes
4.2d Special Leaders This terrain feature is only found south of Lobositz. It was a considera-
ObLt Moller’s use is described in Lobositz rule 2.3. There is no ble obstruction to maneuver, and other than providing some cover to
replacement for Special Leader Moller. units from long range fire, it interfered with a unit’s ability to attack
4.2e Command Leaders and defend in proper formation.
There are three named infantry replacement Command Leaders A. For a non-skirmish infantry unit to receive the ‘15’ Fire Defense
and four named cavalry replacement Command Leaders. When a Value, all of the following conditions must be met. (Otherwise,
starting Command Leader becomes a casualty one of the unused the Fire Defense Value for the other terrain in the hex is used.)

6
Terrain Notes
1) the unit must be in Line formation (single or multi-hex); C. Hexes S4308 and S4409 are Restricted Causeway Hexes.
2) at least one of its flank hexes must be a Sunken Road hex; i. They cannot be entered by any units except leaders, combat
3) all enemy fire must come from a non-Sunken Road hex. units in Road Column formation, Rout Retreating units, and skir-
B. Skirmish units always receive the ‘15’ Fire Defense Value pro- mishers. The hex may only be entered and exited by way of the
vided all enemy fire comes from a non-Sunken Road hex. three hexsides through which a Road passes (i.e. S4208/4308,
C. Cavalry and artillery always use the ‘10’ Fire Defense Value for S4308/4409, S4409/4508).
Clear when in a Sunken Road hex. ii. Combat units in Road Column formation and leaders may end
D. Sunken Road hexes have an adverse -2 CV modifier that applies their movement in a restricted causeway hex and a combat unit
to a defender defending in Sunken Road or an attacker attacking must remain in Road Column when it occupies even one of these
out of Sunken Road. All Sunken Road CV modifiers are doubled hexes.
for cavalry. iii. Rout Retreating units and skirmishers pay normal ‘costs’ for a
E. For Morale Checks with a terrain modifier, a non-Skirmish unit restricted causeway hex but they cannot end their movement in a
in a Sunken Road modifies its ER by -5, a Skirmish unit by -10. restricted causeway hex. The hex is treated as prohibited terrain if
F. Moving into and out of a Sunken Road hex in the same Move- one of these units does not have enough movement or retreat hexes
ment Segment or during Charge Movement causes the unit to to pass through the hex.
make a Disorder Check (A) (18.2b); they are ‘non-clear terrain.’ iv. Close Combat and Pursuit are not allowed into or out of re-
5.2d Woods Hexes stricted causeway hexes.
The woodlands were generally “open” because they were harvested of 5.2h Single Building Hexes
brush for firewood and cleared for firebreaks. It was not too difficult for The hexes containing the winery (N3413) and chapels (N4515,
units to maneuver through them. N5725) are for reference only and have no effect on play.
A. A Woods hex blocks LOS. Woods hexes are ‘non-clear terrain.’ 5.2i Stream and Graben Hexes
B. Moving into and out of a Woods hex in the same Movement The Morellen-Bach was more significant as a battlefield feature for the
Segment or during Charge Movement causes the unit to make a marsh ground that bordered it. The stream was multi-coursed and shal-
Disorder Check (A) (18.2b). low. The Graben was not much more than a drainage ditch.
C. A hex is a Woods hex only if it is covered “fully” by the tree These hexes are treated as Clear terrain except that they have a 2
symbols. Hexes that contain only 1 or 2 tree symbols are not SCM cost. Infantry can form Square in these hexes.
Woods hexes; the trees are purely decorative. 5.2j Impassable Hexes/Hexsides
5.2e Vineyard Hexes The hexsides surrounding the summits of the Lobosch (e.g. N2405
The southern slopes of the Lobosch and Jesserken Hills are covered by -06), Wawezin (e.g. N1828-29), and Jesserken Berg (e.g. S1003-
vineyards. By October 1756 nearly all the foliage would have been gone 1004) hills cannot be entered by any units. River hexsides (e.g.
but the rows of tough old vines, low stone walls and tracks cut into the N6413-14) cannot be crossed. Dotted river hexes and bold river
hills’ slopes would have made excellent defensive terrain and poor hexsides cannot be entered or crossed by any unit. Hexes N5033
ground for maneuvering. and N4933 are examples of Pond hexes.
A. All SCM is prohibited into Vineyard hexes.
B. Vineyard hexes do not block LOS. 5.3 Hexsides
C. Vineyard hexes are ‘non-clear terrain.’ 5.3a Wall Hexsides
D. For Morale Checks with a terrain modifier, a non-Skirmish unit The Tschischkowitz formal garden (S3813-S3913) and the Sullowitzer
in a Vineyard hex modifies its ER by -5, a Skirmish unit by -10. Tiergarten were surrounded by walls which, except for a few isolated
5.2f Marsh Hexes remnants, have disappeared since the battle. While their exact construc-
Marshes and boggy ground lined the course of the Morellen-Bach and the tion is difficult to determine they are assumed to have been similar to the
Elbe. It was a serious impediment to movement and combat by all arms. few surviving walls dating from the same period that are in the area.
A. Marsh hexes have an adverse -4 CV modifier that applies to a These primarily brick walls vary from waist to shoulder height and are
defender defending in Marsh or an attacker attacking out of not particularly wide. Today the Tschischkowitz garden is the Čižkov-
Marsh. All Marsh CV modifiers are doubled for cavalry. ice village park and the Tiergarten is covered by farm fields and a hous-
B. All SCM is prohibited into Marsh hexes. ing development.
C. Marsh hexes do not block LOS but they are ‘non-clear terrain.’ A. Wall Movement Effects
D. Hexes N4834, N6016 and N6115 are Clear hexes. i. Only leaders, infantry in a single hex formation (except
5.2g Causeway Hexes Square) or a multi-hex Line (see below), and infantry skirmishers
The Causeways were earthen berms constructed to allow roads to cross the may move across Wall hexsides in their Movement Segment and by
boggy areas surrounding streams and along the tops of dams that formed Advance After Combat. A non-Skirmish infantry unit must ex-
the seasonal carp ponds. Hexes S3613, S5015, S5115, S4308, and pend its entire Movement Allowance to move across a Wall
S4409 are Causeway hexes. S4308 and S4409 are Restricted Cause- hexside (i.e. the unit must begin is Movement Segment adjacent to
ways. Restricted Causeways are treated like causeways but have addi- the Wall hexside). A Disordered infantry unit can cross a Wall
tional special restrictions that are explained below. hexside.
A. Combat units in Road Column treat a Causeway hex as a Road ii. Squares and multi-hex March/Road Col infantry formations
hex. Combat units not in Road Column formation treat a Cause- cannot move across a Wall hexside (exception: Gate Hexside - see
way hex as a Marsh hex. Leaders and skirmishers have their own below). A multi-hex infantry Line can only cross a Wall hexside if
costs for Causeway hexes. both hexes of the Line cross simultaneously, i.e. the Line’s two
B. A Causeway hex has a ‘5’ Fire Defense Value when the target hexes can never be separated by a Wall hexside.
unit in the hex is in Road Column formation. Target units in any iii. Infantry capable of Retreat Before Close Combat may do so
other formation use the ‘10’ Marsh Fire Defense Value. across a Wall hexside without penalty.

7
Terrain Notes
iv. All infantry can Rout Retreat across a Wall hexside (this in- use Road movement costs. A multi-hex Road Column (only) can
cludes Voluntary Routs). end its movement on both sides of the Gate hexside.
v. Artillery cannot move across a Wall hexside whether limbered 5.3c Slope & Steep Slope Hexsides
or by prolonge (exception: Gate Hexside - see below). The movement cost for these hexsides is the same whether moving
vi. Cavalry cannot move, Retreat Before Close Combat, Advance up or down the slope. If an attacker is attacking up slope, it faces
after Combat, or Rout Retreat across a Wall hexside. All SCM is an adverse CV modifier of -2 for Slopes and -3 for Steep Slopes
prohibited across a Wall hexside. (see the TEC). A slope will block the LOS of fire from a lower
vii. Infantry and artillery units exert their normal Zone of Con- elevation unless the firer is adjacent to the hex.
trol (ZOC) across a Wall hexside. Cavalry, regardless of its for-
mation, does not exert a ZOC across a Wall hexside. 5.4 Line of Sight (LOS)
B. Wall Fire Combat Effects Elevation features (hills, spurs, ridges, etc.) are not treated as flat layers
i. An LOS can be traced between two hexes through a Wall of terrain. Although it is not shown on the map, each elevation has a
hexside if either hex is adjacent to that Wall hexside. An LOS can crest or hilltop and LOS is blocked by them. The location of a crest or
be traced through a Wall hexside that is between two hexes on hilltop is determined by the relative position of the units between which
different elevations (and neither are adjacent to the Wall hexside) the LOS is being traced and the contour lines it crosses. Because of the
when the Wall hexside is lower than the higher hex and closer to short fire combat ranges involved, 90% of all LOS questions will be
the higher hex than it is to the lower hex. resolved by the intuitive reasoning of the players. Because the Lobositz
ii. A Fire Combat target unit uses the ‘15’ Fire Defense Value terrain flows downhill to the east there are few instances where elevation
only when both of the following conditions are met (otherwise, use interfere with LOS. However, when a question remains or the situa-
the Fire Defense value of the terrain in the target unit’s hex): 1) tion is too close to call players must resort to the procedure below which
every firing unit’s LOS passes through a Wall hexside that is also may not yield an indisputable conclusion. In that rare case, roll a die.
part of the target unit’s hex, and 2) no firing unit shares the same 5.4a LOS Procedure
Wall hexside with the target unit’s hex. To determine a unit’s position on an elevation feature relative to
C. Wall Close Combat Effects some other unit’s position on the same or different elevation level:
i. An infantry Attack Column that is in a Line’s Front hexes is 1) Trace an LOS from the center of each hex occupied by the
not automatically enfiladed when a Wall hexside entirely separates units in question and extend it through each unit and beyond them.
the Line from the Attack Col. All the other normal CV modifiers The hexes containing contour lines that this LOS crosses are called
for enfilade (flank) conditions still apply. intersection hexes. When there is a pair of intersection hexes for
ii. Cavalry cannot initiate Close Combat across a Wall hexside the same (connected) contour line, then the LOS crosses an eleva-
even if the cavalry begins the Close Combat adjacent to an enemy tion feature (a hill, knoll, spur, ridge, whatever). If only one inter-
unit. section hex is generated for a contour line, it can be ignored since
iii. The Defending Cavalry Option cannot be used if a Wall there is no elevation feature relevant to that LOS.
hexside separates the cavalry from the attacking hex. Counter- 2) Count the number of the LOS’s hexes between these intersec-
charge and Opportunity Charge are not triggered when a Wall tion hexes (inclusive). If the number is even, the elevation feature’s
hexside separates the non-active cavalry from the moving unit. crest is the hexside halfway between the two intersection hexes
iv. When defending cavalry is attacked by infantry solely across a along the LOS. If the number is odd, the feature’s hilltop is the hex
Wall hexside(s), the cavalry does not receive any of the cavalry CV midway between the intersection hexes along the LOS. (There will
modifiers. If the attack is across both Wall and non-Wall hexsides either be a crest or a hilltop, never both. The hexes between the
the defending cavalry receives the cavalry CV modifiers only if the crest/hilltop and the intersection hex that is closest to the hex from
attackers not crossing the Wall hexside are in a defending cavalry’s which the LOS is being traced are called the forward slope hexes;
Front hex. those between the crest/hilltop and the farther intersection hex are
D. Wall Morale Check Effects the reverse slope hexes. (Note: A hilltop hex is neither a forward
i. Only Morale Checks A and B are affected by Wall hexsides. nor reverse slope hex.)
Wall hexsides do not give the ‘Supported Line’ morale bonus of 3) Determine the crest/hilltop for each elevation feature between
rule 19.8f. the two units and for the features they are on (if any). Crest/
ii. The ‘-10’ ER terrain modifier for Wall applies to the Fire hilltops block an LOS if either unit is behind one of them (i.e. on
Combat Result Morale Check (A) when the ‘15’ Fire Defense Val- the reverse slope).
ue was used to resolve the combat. 5.4b Blocked LOS
iii. The ‘-10’ ER terrain modifier for Wall for the Pre-Close A. An LOS that is traced between two hexes that are on the same
Combat Morale Check (B) applies to the defending unit when all level is blocked when it passes through a Woods or Village hex, a
the enemy units attacking it are attacking through Wall hexsides. Wall hexside, a hex containing a combat unit, a higher level hex, or
5.3b Gate Hexside when either unit is on the reverse slope of an elevation feature.
The Sullowitzer Tiergarten was accessible via a road that passed through B. When the two units are on different levels the LOS is blocked
a gate opening (hexes S4208/4307) in the wall at its southern end. when it passes through a Woods or Village hex, or a hex occupied
Whether or not there was a physical gate in place at the time of the battle by a combat unit and that hex is closer to the lower level hex than it
and if there was, what kind of gate it was, is not known. It is assumed is to the higher level hex. It is also blocked if either unit is on the
that the opening in the wall was wide enough for wagon traffic to pass reverse slope of an elevation feature. It is also blocked when it
through. passes through a crest/hill top of any other elevation feature.
All of the above Wall hexside rules apply to the Gate hexside ex- C. LOS cannot be traced through a crest hexside except that an
cept: A unit in Road Column (only) ignores the Wall movement LOS can be traced through a crest hexside when a unit is adjacent
cost and prohibitions when crossing the gate hexside. They instead to the crest hexside.

8
Special Results Notes
5.4c LOS Examples is not in an EZOC and is adjacent to or stacked with a friendly
Example 1: An LOS is traced between units on hexes N3603 and Army or Wing Leader who has not yet been activated, is eligible to
N3609. There are two intersection hexes: N3605 and N3607. The be automatically rallied—i.e. Shaken markers are removed and
distance between them along the LOS is 3 hexes: N3605-N3606- Routed units become Disordered/Shaken. The Rally Morale Check
N3607. There is a hilltop at hex N3606. No LOS exists between diceroll is not required for the units affected by this Special Result.
the units because they are on opposite sides of this hilltop hex. Disordered units remain Disordered. The affected player may use
Example 2: An LOS is traced between units on hexes N2723 and all, some or none of his eligible Army and Wing Leaders for this
N3228. There are two intersection hexes: N2824 and N3127. The Special Rally Result but is not required to use any of them. All
distance between them along the LOS is six hexes defining a crest Leaders used for this special rally are automatically ‘Finished.’ This
hexside along hexsides N2925-N3026 and N2925-N2926. No special rally can occur any number of times in a Game Turn subject
LOS exists between the units because they are on the reverse slopes to the number of available leaders for that player.
of this crest hexside. 6.2e Maneuver Activation
Example 3: An LOS is traced between two units on hexes N3126 The affected player may activate any one of his Commands that has
and N3629. There are two intersection hexes: N3227 and N3528. already been activated provided, 1) no unit of that Command is in
However, they are on different contour lines and there are no pairs an EZOC and 2) the Command Leader is “In Command” without
for the same contour line. The LOS is valid. having to roll for Leader Initiative. No units may be attached and
Example 4: The same situation as in example 2 except that one unit no independent unit activated with the selected Command. This
is on hex N2925. The crest hexside is still as stated in that example Maneuver Activation has only the Command Control, Disorder
but the LOS is valid because the unit in N2925 is adjacent to the Recovery and Movement Segments. There are no Fire or Close
crest hexside even though it is on the reverse slope of the crest. Combat Segments. No unit may move or make any type of facing/
formation change that would place it in an EZOC. Opportunity
6. Special Results Notes Fire and Charges are still allowed by the enemy player. This result
can occur any number of times in a Game-Turn but a Command is
eligible to use this result only once per Game-Turn.
6.1 General Notes
6.2f Free Combat Segment
Section 6 does not need to be read as “rules.” This section is a ref-
The player who rolled this result may choose one of the three op-
erence for use when Special Results are rolled. The various ‘Special
tions listed below. For any of the options below, the units chosen
Results’ tables contain abbreviated descriptions of their results, but
are not considered to be activated by this Special Result and there
the full explanations of those results are given in this section. Be-
is no limit as to how many times this Special Result may be applied
cause of this, players should read these notes for each result until
to the same unit(s) in the same Game-Turn.
such time as they become familiar enough with them to be able to
1) Infantry Fire Combat Segment: Any one Command may be
use the abbreviated descriptions.
selected regardless of whether or not it has already been activated.
The Command Leader does not have to be ‘In Command’. The
6.2 Initiative Special Results
Command performs a normal Fire Combat Segment with the ad-
6.2a Initiative Options
ditional restrictions that 1) any unit that fires must be within the
When a player rolls an ‘Initiative Special Result,’ he is considered
Command Leader’s LOC, and 2) independent and attached units
to have won the Initiative. Therefore if a result cannot be applied
may not fire—only units of the actual Command may fire.
or if he chooses not to apply it, he may instead activate one Com-
Draskowitz may be chosen for this result and any Grenzers within
mand or have his opponent activate one Command per the normal
his LOC may fire.
Activation rules. (The ‘End Turn Marker’ special result (below)
2) Artillery Fire Combat Segment: Any unlimbered artillery (unit
has an exception to this option.)
or stack) plus any artillery that is adjacent to that hex may be select-
6.2b End Turn Marker
ed for fire provided it is within the Command Range of a Wing/
A. For the rest of the Game Turn whenever the End Turn Number
Army or Special Artillery Leader - only one leader may be used. A
is exceeded, the ‘END TURN’ marker is moved 2 boxes along the
Wing/Special Leader does not have to be ‘In Command.’ A leader
End Turn Track instead of the normal 1 box. Flip the marker to
and artillery unit(s) can be selected even if they have already been
its ‘x2’ side as a reminder of this. At the beginning of the next
activated this turn. If these conditions are met the artillery may
Game Turn, flip the ‘END TURN’ marker over and it returns to
perform a normal Fire Combat Segment. If an Army/Wing Lead-
moving 1 box when the End Turn Number is exceeded. (See also
er is used the Artillery Fire Restrictions (12.2i) apply. If the Special
Lobositz rule 2.1.)
Leader is used, his ability to combine artillery fire on the same tar-
B. Since the options listed in Lobositz rule 6.2a (above) do not
get is allowed.
apply to this Special Result, apply the result and re-roll for Initia-
3) Close Combat Segment: Any one Command may be selected
tive. Treat any other ‘00’ Initiative diceroll that occurs in this
regardless of whether or not it has already been activated. The
Game Turn as a tie and re-roll for Initiative.
Command Leader must be ‘In Command’ by any possible method
6.2c Fog Lifts
- LOC or Leader Initiative. (If a Leader Initiative is attempted
The Fog Level is immediately raised by one level and the player
and failed, nothing happens and the Special Result is over.) The
who rolled this result wins the Initiative. The automatic Fog Level
Command performs a normal Close Combat Segment. Independ-
increase at the start of the hour still occurs. The Fog Level can only
ent units and attached units may not participate.
lift once per hour by this Special Result and if it is rolled again in
6.2g Double Activation
the same hour the Fog Level effect is ignored but the player who
The player who rolled this result may activate any 2 previously un-
rolled this result still wins the Initiative.
activated Commands in the normal manner. This is not a Wing
6.2d Special Rally
Activation and the two Commands do not have to belong to the
Every Shaken and Routed unit belonging to the affected player that

9
Special Results Notes
same Wing Leader. The first Command completes its activation 6.5f Ammo Low
before proceeding to the next one. If the player has only one unac- Halve (round) the Fire Strength and re-roll.
tivated Command, treat this result as a normal Activation. This 6.5g Ammo Exhausted
result may occur any number of times in a Game-Turn. Fire has no effect and the firing unit is Disordered*.
*An already Disordered unit is marked ‘Shaken/Disorder.’
6.3 Disorder and Morale Check Special Results
6.3a The Tables 6.6 Defensive Fire Special Results
First, identify the check required (Disorder or Morale) and the 6.6a Leader Losses
letter designation (A, B, H, etc.) of the Disorder or Morale Check. A 00, 02, 04, 06, 08 diceroll causes a possible leader casualty check
Next, cross-index the dice roll with the results listed for that letter which is made using the ‘Leader Loss Table’ before the Special Re-
designation. Some of the rolls produce a numbered hierarchy of sult is applied.
results. When this is the case, always check to see if result #1 ap- 6.6b Whites Of Their Eyes
plies first. If result #1 does not apply, then use result #2. For those Defenders hold fire until the last possible moment. Shift the calcu-
instances where there are three results, continue down the hierar- lated odds one column to the right and re-roll.
chy until you find the result that applies or you reach result #3. 6.6c Blowing Smoke
Whatever modifier is listed for any re-roll, that is the only modifier The defenders’s aim is obscured. Defensive Fire is cancelled.
that is used for the re-roll--ignore all previously calculated modifi- 6.6d Premature Fire
ers. Note that some results, marked with an asterisk (*), can cause Impatient defenders fire too soon. Halve (round) the Fire Strength
leader losses (which are explained below the ‘Morale Check Special of all firing units and re-roll.
Results’ table).
6.3b Shaken/Disorder 6.7 Artillery Fire Special Results
When a result states that a unit becomes ‘Shaken/Disorder’ its new 6.7a Leader Losses
organizational/morale state is applied to its existing state as follows: A 00, 02, 04, 06, 08 diceroll causes a possible leader casualty check
A. A Disordered or non-Disordered unit in Good morale becomes which is made using the ‘Leader Loss Table’ before the Special Re-
‘Shaken/Disordered.’ sult is applied.
B. A Disordered or non-Disordered unit with Shaken morale 6.7b Rapid Fire
Routs (artillery is eliminated). Re-roll 2 times. Apply the first roll’s result before making the sec-
C. A non-Shaken unit in Skirmish formation is ‘Shaken.’ ond roll.
6.7c Accurate Fire
6.4 Pursuit Special Results Re-roll and if an SP loss results, the firing player applies it to any
A Pursuit Special Result re-roll of ‘0’ is a roll of 0 PPs. unit in the target stack (even artillery). This result is not halved per
6.4a No Pursuit rule 12.9f.
There is no Pursuit but the involved units must still make a Recall 6.7d Wild Fire
Disorder Check (F). A unit or stack, enemy or friendly, adjacent to the original target
6.4b Blood Lust stack becomes the new target. If there are several adjacent and
Re-roll for Pursuit Points and the routed units suffer 2 SPs lost for eligible units or stacks determine the new target randomly. If there
each hex of pursuit. Voluntary recall is allowed. is no adjacent unit or stack, or the new target is outside the range
6.4c Out of Control or facing of the firing unit treat the result as ‘No Effect’. A unit
Re-roll and add 5 to the result. No voluntary Recall is allowed for that is out of the firer’s LOS can be affected by this result.
the length of the pursuit. Halve the total PPs if Disordered. 6.7e Caisson Explosion
6.4d Hesitation Re-roll the combat. If the result is an SP loss and the target con-
Re-roll and halve (round down) the result (quarter if unit is Disor- tains an artillery unit, the result is applied normally plus the artil-
dered). Voluntary recall is allowed. lery loses 1 SP. A Morale Check (A) is made even if the result did
not require one. This result is not halved per rule 12.9f.
6.5 Infantry Fire Combat Special Results 6.7f Ammo Exhausted
6.5a Leader Losses Fire has no effect and firing units limber immediately. If this caus-
A 00, 02, 04, 06, 08 diceroll causes a possible leader casualty check es an illegal stack, the artillery is displaced one hex until it can le-
which is made (using the ‘Leader Loss Table’) before the Special gally stack.
Result is applied. 6.7g Heavy Smoke
6.5b Free Fire Same as the Infantry Fire Combat Special Result (Lobositz rule
Re-roll 2 times. Apply the first roll’s result before making the sec- 6.5e).
ond roll. The firing units are Disordered* after all firing.
6.5c Full Volley 6.8 Leader Loss Special Results
Double the Fire Strength and re-roll. Leader Loss Special Results are rolled for on the ‘Leader Loss Table’
6.5d Battalion Guns whenever any even numbered (00, 02, 04, 06, 08) Special Result is
Re-roll and add 1 SP loss to any SP loss result. Skirmishers only rolled for Fire Combat, Defensive Fire, or Artillery Fire. Subtract
reroll--they do not add an SP loss. 1 from any of the rolls in Lobositz rules 6.8b, 6.8c, and 6.8d
6.5e Heavy Smoke (below) if any of the firing units are: 1) artillery at 1-3 hex range, or
For units firing at a 1 hex range, re-roll and subtract 20 from the 2) skirmishers. Do not apply this -1 bonus to the ‘Fate’ or
dice result. Fire at targets 2 hexes away has ‘No Effect.’ If this is a ‘wounded’ rolls. Note that Leader Losses for Close Combat use a
Night turn the Fire Combat has ‘No Effect’ regardless of the range. different table included in the ‘Close Combat Special Results’ table.

10
Scenario 1
 6.8a Fate Loss Limit number when its total number of eliminated SPs is
Pick any enemy Leader anywhere on the map. Roll one die for greater than its Loss Limit number.
that Leader: 0 = Killed, 1 = Wounded, 2-9 = No Result. 7.0d Victory Conditions
6.8b The Lucky Shot All three scenarios use the same victory conditions.
Randomly pick any enemy Leader within range and in Line of A. Prussia
Sight of the firing units. (‘Randomly’ means that the Leaders that i. At the end of the game if the Prussian player controls Lobositz,
can potentially be affected should be identified and then a die rolled he wins the game, or;
to determine which leader is affected.) Roll a die for that Leader: ii. On the first Game Turn of any hour (the ‘:00’ turn), before the
0-3 = Killed, 4-7 = Wounded, 8-9 = No Effect. Army Morale Check Phase, if the Prussian player controls Lo-
6.8c In the Line of Fire bositz and five or more Austrian Commands have exceeded their
Roll one die separately for each enemy Leader in or adjacent to the Loss Limit numbers, the Prussian player automatically wins the
target hex: 0-2 = Killed, 3-5 = Wounded, 6-9 = No Effect game regardless of the number of Game-Turns remaining.
6.8d Braving Enemy Fire B. Austria
Roll one die separately for each enemy Leader in the target hex: The Austrian player wins if he fulfills either of these two conditions
0-2 = Killed, 3-5 = Wounded, 6-9 = No Effect at the end of the game:
6.8e Wounded Results i. He controls Lobositz and Sullowitz, or
If a Wounded result is obtained, roll another die for the duration of ii. He controls Lobositz and four or fewer of his Commands have
the wound. The number of turns that the Leader is lost is equal to exceeded their Loss Limit numbers.
half the die roll (rounded). Place the wounded Leader the number C. Draw
of turns indicated forward on the ‘Turn Record Track.’ A roll of ‘0’ If neither side meets any of their conditions above the game is a
means that the leader’s wounds are tended on the field and he does draw. The side with the lower final Current Loss Total has the
not leave the battle but he is still considered as wounded for Series stronger argument to claim a minor victory in the Press.
Rule 21.4c. D. Control
A player controls Lobositz and/or Sullowitz by being the last player
6.9 Close Combat Special Results to have a non-Routed, non-grenzer ‘In Command’ infantry unit in
When a Close Combat Special Result is rolled, consult the Close the following hexes: Lobositz (N5716), Sullowitz (N4732). Both
Combat Special Results Table and use the protocol as set forth in locations begin all the scenarios in Austrian control.
Series Rule 14.8.

7. Scenarios
7.0 Introduction
There are two historical scenarios in Lobositz. The first scenario begins 7.1 Scenario 1 (8 AM Start)
the battle at the 8 AM hour with both armies fully deployed. The second
scenario starts at the 6 AM hour with the Prussian army beginning its End Turn Number: 9
deployment and the entire battlefield covered in fog. The second scenario Fog: Fog begins at level 2 (Levels 0 & 1 are clear)
involves several Game Turns of pre-battle maneuvering by both sides Length: 33 Game-Turns, 8:00 am (first turn) to the end of 6:40
and takes longer to play. The third scenario is a hypothetical examina- pm (last turn)
tion of what could have happened if the Prussians had approached the
Elbe Valley from the south instead of the west. 7.1a Prussian Setup
7.0a Scenario Setup The Prussian player deploys first.
Setup is easiest when the counters are placed on their army’s ‘Order King Frederick II of Prussia (KFII): sets up per Lobositz rule 7.0a.
of Battle’ displays and arranged by Commands. The deployment
instructions give the full name of the leader, regiment, battalion, Gessler’s Cavalry Wing (GES)
etc. followed by its counter designation in parentheses. Army, Katte’s Command (K)
Wing, and Special Leaders may set up on or adjacent to any friend- • Bayreuth Dragoon Regt. (BAY 11-6x3): hexes N2321-22-23
ly unit (with other possible scenario restrictions). Command lead- Schwerin’s Command (SC)
ers set up stacked with any unit of their Command. • Truchsess Dragoon Regt. (TRU 8-6x2): hexes N2416-2417
7.0b Deployment Restrictions • Oertzen Dragoon Regt. (OER 8-6x2): on hexes N2419-20
When a setup instruction refers only to a Wing or Command, it Katzler’s Command (KA)
applies to all the units belonging to that Wing/Command. Unless • Leibregiment (LRG 8-6x2): on hexes N2514-15
specifically stated, units are placed with any facing, in any legal • Markgraf Friedrich Kürassiers (MGF 8-6x2): hexes N2516-17
formation, and must be legally stacked. Units may be placed in • Driesen Kürassier Regt. (DRI 8-6x2): on hexes N2421-22
multi-hex formations so long as at least one hex of the formation is • Baron Schönaich Kürassiers (BSH 8-6x2): hexes N2519-20
on the setup hex(es). Kyau’s Command (KY)
7.0c Austrian Command Loss Limit Number • Rochow Kürassier Regt. (ROC 8-6x2): on hexes N2715-16
Each Austrian Command has a Loss Limit number which is the • Leib-Karabinier Regt. (LKR 8-6x2): on hexes N2718-19
value next to the Command Leader’s name on the Austrian ‘Loss • Prinz von Preussen Kürassiers (PVP 6-6): on hex N2621
Chart’ sheet. There is no Loss Limit number for independent units. (Optional: Instead of the single 6-6 counter, substitute both
Loss Limit numbers are only used for Victory determination Prinz von Preussen 8-6 counters on hexes N2620-21)
(below) and they have nothing to do with the Austrian Army Mo- • Gensd’armes Regiment (GEN 7-6x2): on hexes N2622-23
rale and Current Loss Total calculations. A Command exceeds its • Garde du Corps Regiment (GDC 4-6): on hex N2523

11
Scenario 2
 Keith’s Infantry Wing (KTH) • Cordua Kürassier Regt. (COR 6-6x2): on hexes N6222-23
Prinz Braunschweig’s Command (PB) • Stampach Kürassier Regt. (STM 6-6x2): on hexes N6220-21
• 1/Zastrow Musketeer Bat. (1/ZAS 7-4): on hex N2822
• Itzenplitz Musketeer Regt. (ITZ 7-4x2): on hexes N2824-25 FzM Kollowrat’s Infantry Wing (KOL)
• 1/Anhalt Musketeer Bat. (1/ANH 8-4): on hex N3123 Perony’s Command (P): within 3 hexes of S6402
• 2/Anhalt Musketeer Bat. (2/ANH 7-4): on hex N3220 Krottendorf’s Command (K): within 2 hexes of S6704
• 3/Anhalt Musketeer Bat. (3/ANH 7-4): on hex N3123 Macquire’s Command (M): within 3 hexes of S5204
• Alt-Braunschweig Musketeers (ABR 7-4x2): hexes N3222-23 Wolffersdorff’s Command (WO): within 2 hexes of S5505
Kleist’s Command (KL)
• Quadt Musketeer Regt. (QUA 7-4x2): on hexes N3318-19 Lucchese’s Cavalry Wing (LUC)
• Blankensee Musketeer Regt. (BLA 7-4x2): hexes N3316-17 Hedwiger’s Command (H): within 3 hexes of S5109
• Hülsen Musketeer Regt. (HUL 7-4x2): on hexes N3313-14 Lobkowitz’s Command (LO): within 3 hexes of S5512
Bevern’s Command (BV)
Remove 1 SP from each of any four battalions of this Command (4 Grenadier Units
SP total). These losses do count for Army Morale and should be • GRN 1-2 (6-4x1): N5002
marked on the ‘Army Loss Record.’ • GRN 3, 4 (3-4x2): placed as Skirmishers on any hex within 2
• Manteuffel Musketeer Regt. (MAN 7-4x2): hexes N3211-12 hexes of N3407 that is not adjacent to an enemy unit
• Bevern Musketeer Regt. (BEV 8-4, 7-4): on hexes N3109-10 • GRN 5, 6, 9 (3-4x2, 2-4x1): set up in Line on any Sullowitz
• Kleist Musketeer Regt. (KLE 8-4, 7-4): on hexes N3008-09 hexes or on any hex within the Sullowitz Tiergarten
• 1/Münchow Fusilier Bat. (1/MUN 8-4): on hex N2908 • GRN 7, 8 (3-4x2): set up in Line on N4516
(Optional: 2/Münchow Fusilier Bat. (2/MUN 7-4)
on hex N2907) Light Infantry Units
• Banalisten Grenzers (BNL 2-4x5): on any hex within 2 hexes
Independent Units of N3508 and/or N3610 that is not adjacent to an enemy
• Székely Hussar Regt. (SZE 6-7): parent unit on hex N2122 unit. Remove a total of 3 SPs from any of these units but no
• Kleist Grenadier Bat. (KLE 6-4): on hex N2909 more than 1 SP per unit
• Grumbkow Grenadier Bat. (GRU 7-4): on hex N2924 • Oguliner Karlstädter Grenzers 1, 2 (KAR 2-4x2): 1 per hex
• Puttkamer Grenadier Bat. (PUT 6-4): on hex N3025 on any sunken road hexes (N5719-N5724)
• Grenadier Co/1st Leibgarde Bat. (GRD 1-4): hex N3025 • Oguliner Karlstädter Grenzers 3, 4 (KAR 2-4x2): any hex
• Jung-Billerbeck Grenadier Bat. (J-B 6-4): on hex N2909 within the Sullowitz Tiergarten
• Oguliner Karlstädter Grenzers 5 (KAR 2-4x1): on any
Artillery Units - within 1 hex of the listed hex Tschischkowitz village hex
• 12 lb 1, 2 (2-3x2), 10 lb howitzer 2 (1-4): N3126 • Draskowitz (DRA): with any Banalisten Grenzer unit
• 24 lb 1 (2-3): N3126
• 12 lb 3, 4 (2-3x2), 24 lb 2 (2-3): N3315 Artillery Units
• 12 lb 5, 6, 7 (2-3x3), 10 lb howitzer 1 (2-4): N3413 • 12 lb 1 (2-4), 6 lb 1 (2-4), and 7lb howitzer 2 (1-4): within 1
• Oberst Leutenant Moller (MOL): with any artillery unit hex of N4515
• 12 lb 2 (1-4), 6 lb 2, 3 (2-4x2), and 7lb howitzer 1 (2-4):
7.1b Austrian Setup within 2 hexes of any infantry units of Kollowrat’s Wing
The Austrian player deploys second. • Feuerstein (FEU): with any artillery unit
Field-Marshal Browne (BRO): sets up per Lobositz Rule 7.0a but
only on the south map.

Lacy’s Advance Guard (LA)


Wied’s Command (W)
• L. Wolfenbüttel Fusiliers (L-W 7-4x2): hexes N4903-04 7.2 Scenario 2 (6 AM Start)
• J. Esterházy Fusilier Regt. (JES 7-4x2): on hexes N4806-07
• Hildburghausen Fusilier Regt. (HIL 7-4x2): hexes N4708-09
End Turn Number: 9
• Browne Fusilier Regt. (BRO 7-4x2): on hexes N4611-12
Fog: Fog begins at Level 0 (All elevations have Fog.)
• Alt-Colloredo Fusilier Regt. (A-C 7-4x2): hexes N4513-14
Length: 39 Game-Turns, 6:00 am (first turn) to the end of 6:40
Hadik’s Command (HA)
pm (last turn).
• Hadik Hussar Regt. (HAD a, b 3-7x2): set up as skirmishers
within 2 hexes of N4618
7.2a Prussian Setup
• Baranyay Hussar Regt. (BAR a, b 3-7x2): set up as
The Prussian player deploys first on any hexes west of hexrow
skirmishers within 2 hexes of N4622
N17xx (inclusive) and north of Road hexes N1022 to N1718
(inclusive).
Radicati’s Cavalry Wing (RAD)
O’Donnell’s Command (O)
7.2b Austrian Setup
• Erzherzog Joseph Dragoons (ERJ 6-6x2): hexes N4624-25
The Austrian player deploys second.
• Elite Cavalry Detachments (ED 6-6x2): on hexes N4621-22
Field-Marshal Browne (BRO): sets up per Lobositz Rule 7.0a but
Löwenstein’s Command (L)
only on the south map.

12
Scenario 3
 Lacy’s Advance Guard (LA) Lacy’s Advance Guard (LA)
Wied’s Command (W): on any Lobositz hexes Set up on any Level 0 or 1 hexes north of the Graben from hexes
Hadik’s Command (HA): both parent units within 4 hexes of N3119 to N5912 (exclusive).
N5016
Radicati’s Cavalry Wing (RAD)
Radicati’s Cavalry Wing (RAD) Set up on any Level 0 hex south of the Graben from hexes N5019
Set up on any hexes of hexrows N69xx and N70xx that are south of to N7019 (exclusive) and north of the Morellen-Bach from hexes
the Elbe and north of the Morellen-Bach N5032 to N7025 (exclusive).

Kollowrat’s Infantry Wing (KOL) Kollowrat’s Infantry Wing (KOL)


Set up on or south of the road between S5216 to S7008 Perony’s Command (P) & Krottendorf’s Command (K)
Set up on any Level 0 hex south of the Graben from hexes N5019
Lucchese’s Cavalry Wing (LUC) to N7019 (exclusive) and north the Morellen-Bach from hexes
Set up on or south of the road between S5216 to S7008. N5032 to N7025 (exclusive).
Macquire’s Command (M) & Wolffersdorf’s Command (WO)
Grenadier Units Set up on any Sullowitz town hex, or on any hex within the
• GRN 1-2, 3-4 (6-4x2), 7, 8 (3-4x2): within 4 hexes of N5016 Sullowitzer Tiergarten.
• GRN 5, 6, 9 (3-4x2, 2-4x1): on any Sullowitz hexes or within
the Sullowitz Tiergarten Lucchese’s Cavalry Wing (LUC)
Set up on any hexes east of the road running from S4901 to S6617
Light Infantry Units (inclusive) and south of the Morellen-Bach hexes N5132 to N7025
• Banalisten Grenzers (BNL 2-4x5): within 3 hexes of N2411 (exclusive).
• Oguliner Karlstädter Grenzers (KAR 2-4x5): within 4 hexes
of N5016 Grenadier Units
• Draskowitz (DRA): within 3 hexes of N2411 • GRN 1-2, 3-4 (6-4x2), 7, 8 (3-4x2): on any Level 0 or 1
hexes north of the Graben from hexes N3119 to N5912
Artillery Units (exclusive).
• 12 lb 1 (2-4), 6 lb 1 (2-4), and 7lb howitzer 2 (1-4): on any • GRN 5, 6, 9 (3-4x2, 2-4 x1): on any Sullowitz hexes or
Lobositz hex within the Sullowitz Tiergarten
• 12 lb 2 (1-4), 6 lb 2, 3 (2-4x2), and 7lb howitzer 1 (2-4): on or • Draskowitz (DRA): with any Banalisten Grenzer unit
south of the road between S5216 to S7008
• Feuerstein (FEU): with any artillery unit Light Infantry Units
• Banalisten Grenzers (BNL 2-4x5): on or within 5 hexes of
any Radositz and/or Wchinitz village hexes
• Oguliner Karlstädter Grenzers (KAR 2-4x5): on or within 3
hexes of any Tschischkowitz village hexes

Artillery Units
• 12 lb 1 (2-4), 6 lb 1 (2-4) and 7lb howitzer 2 (1-4) : on any
7.3 Scenario 3 (Browne’s Fear) Level 0 or 1 hexes north of the Graben from hexes N3119 to
N5912 (exclusive)
• 12 lb 2 (1-4), 6 lb 2, 3 (2-4x2) and 7lb howitzer 1 (2-4):
One of Browne’s reasons for not deploying his main body on the Lobositz
on any Sullowitz hexes or within the Sullowitz Tiergarten
side of the Morellen-Bach was that he was not certain that the Prussians
• Feuerstein (FEU): with any artillery unit
would advance directly towards Lobositz along the main road from
Welmina. This scenario explores how the battle might have developed if
Browne’s fear had been realized.
Lobositz Expansion Kit Credits
End Turn Number: 9
Fog: Fog begins at level 4 (Levels 0 through 3 are clear.) Original BAR and Lobositz Design: Paul Dangel
Length: 27 Game-Turns, 10:00 am (first turn) to the end of 6:40 Lobositz Expansion Kit Developer: Mathew Hinkle
pm (last turn) Rules: Paul Dangel, Mathew Hinkle
7.3a Prussian Setup Map: Terry Leeds, Timothy Schleif
The Prussian player deploys first on any hexes Level 2 or higher Counters: Terry Leeds, Timothy Schleif
that are within 10 hexes of the south edge of the map and west of
hexrow S29xx (inclusive). Cover Artwork: Timothy Schleif
Revised Charts: Mathew Hinkle
7.3b Austrian Setup Typesetting and Layout: Mathew Hinkle
The Austrian Player deploys second.
Field-Marshal Browne (BRO): sets up per Lobositz Rule 7.0a but Proofreaders: Paul Billings, Paul Borchers, Mitchell Land
only on the south map.

13
Supplement Notes
  Expansion Kit Notes (by Paul Dangel) of the map extension but because of the new material uncovered by
Christopher Duffy’s research at the Military History Archives in
Vienna. (Most of these new discoveries are included in his recently
The map extension adds about a mile of additional terrain to the
published “By Force of Arms”, volume 2 of his history of the Aus-
southern end of the battlefield. Even though no significant fighting
trian army in the Seven Years War.) Because the battle developed
occurred here, its presence in the game does remove the ‘edge of
as a meeting engagement the commanders’ battle objectives were
the world’ effect which had allowed players to ground a flank on
never spelled out in preconceived plans; all we can go on is their
the southern map edge without any fear of it being turned. A cur-
operational goals. In these, France’s disposition towards the bellig-
sory examination of this new terrain might cause some players to
erent camps was a very influential consideration for both sides.
conclude hastily that even with the map extension there is still not
Today, in the twenty-first century, we take it as a given that Louis
much possibility of outflanking an opponent but there are more
XV would fall in line with Austria and Russia (and later Sweden)
possibilities than are apparent.
against Prussia, but in the fall of 1756 the perception that France
With Lobositz town as the Prussian player’s primary objective,
might remain neutral towards Prussia was very strong (see Franz
the map extension does not offer him any new opportunities in the
Szabo’s “The Seven Years War in Europe 1756-1763” for an excel-
historical scenarios. The axis of his advance is west to east and any
lent examination of France’s reasons for entering the war).
southwards movement is a divergence from his objective. It is
Viewed in this light, the operational goal of King Frederick’s
around Sullowitz that the new map offers the Prussian player some
escapade into Bohemia was to demonstrate to Versailles that he
additional advantages. The village is a salient in the Austrian defen-
still held enough of the initiative, in spite of the fact that the main
sive line along the Morellen-Bach and the new terrain opens it to a
army was absorbed with besieging the Saxons at Pirna to disrupt
more concentrated attack by Prussian infantry and artillery. If the
the Austrian mobilization and any relief attempt. The planting of
Austrian player is obliging enough to turn a battle for Sullowitz
the Brandenburg standard on an important Elbe river town, even
into a Verdun or Stalingrad the Prussians have a favorable chance
temporarily, deep in Austrian territory would serve to make this
to grind out a win even before reaching Lobositz.
point to both the French and the Saxons. This is the Prussian ob-
For the Austrian player the map extension offers an opportunity
jective in the game.
to maneuver against the Prussian advance by threatening its south-
Browne’s position was more complicated because the directions
ern flank. Instead of anchoring his left wing on Sullowitz, the Aus-
sent to him from Vienna were a set of mixed signals. To maintain
trian player can use the village as a pivot to swing a force
appearances for the French and bolster Saxon morale, Browne was
(Luchesse’s cavalry wing is a good candidate) across the Morellen-
instructed to keep his army close to the Saxon border until its mo-
Bach south of the Tiergarten and move northwards. If the Prussian
bilization was complete but not to jeopardize it if the Prussians
player chooses not to ignore this threat he’ll either have to split off
attacked in force. The slow and incomplete Austrian mobilization
a Command or two to counter the Austrian force and weaken his
gave Browne a force with decent infantry but disorganized cavalry
main attack, or move further northwards which puts him snug up
and woefully weak artillery components. Given his druthers he
against the grenzer-infested Lobosch-Berg.
probably would have yielded ground slowly before a Prussian ad-
In the actual battle Browne preferred to keep his left flank be-
vance, as he did six months later during the Prague campaign,
hind the Morellen-Bach because he feared King Frederick would
drawing on the assets gathering on the Bohemian capital. Howev-
send a portion of his army (the size of which Browne had overesti-
er, the political directives from Vienna required him to hold his
mated in spite of several days worth of accurate scouting reports)
advanced position, or at least make a good show of it, with what he
along the road south of the Jesserken Berg avoiding the Lobosch-
had on hand. The revised Austrian victory conditions in the game
Berg and Wawezin-Berg defile. There is no evidence that this alter-
reflect what would have counted as a total victory and not just an
nate route was even considered by King Frederick. Aside from the
acceptable or marginal victory.
fact that Frederick did not believe that Browne would make a stand
at Lobositz, the alternate route was a longer march that would take
Regarding elevations and artillery, the ‘height advantage’ op-
him further away from the Elbe. Nonetheless, in Browne’s mind it
tional rule (that is included in the Prague rules) has been kicking
was a real possibility that the Prussians could appear south of the
around for a few years but wasn’t quite exercised enough in time be
Jesserken Berg.
included in the 3rd edition of the Standard Rules. At this time in
It is Browne’s misreading of the Prussian intentions that pro-
artillery science the advantage that a higher elevation gave had not
vides the raison d’etre for the new hypothetical scenario. This situa-
so much to do with increasing the guns’ effectiveness, as it im-
tion presents the Prussian player with several challenging options
proved a trained gunner’s ability to judge the range to his target.
for reaching Lobositz. The southern approach requires multiple
Technical details aside, the point of the rule is to replicate the mo-
opposed crossings of the Morellen-Bach and its boggy tributaries
tivation the historical commanders had for placing their batteries
making it the least practical option. A march directly north to the
on the high ground. Some historical examples from existing BAR
historical deployment area has the advantage of relatively easier
games are:
terrain but is still a lengthy march that allows very little daylight for
- King Frederick at Lobositz on the Homolka Berg; at Zorndorf on
a drawn out attack towards Lobositz. The middle way through the
the Fuchs-Berg; and, at Leuthen on the Juden-Berg.
Wchinitz-Sullowitz gap is much shorter and traverses mostly open
- Daun at Kolin on the Krechor and Prezerowsky Hills.
ground, however it does pass much too close to Sullowitz for the
- Prince Charles at Prague on the Homole Berg.
village to be ignored and the march is especially vulnerable to an
- Washington at Monmouth on Comb’s Hill.
Austrian flank attack staged from the Tiergarten. This avenue of
- Howe at Brandywine overlooking Chadd’s Ford.
attack has the best potential for the Prussian player especially if he
The rule’s application to these games definitely enhances the
uses his superior artillery and commanding elevation to play against
historical and tactical feel without unduly dominating the battle-
Sullowitz and the northern end of the Tiergarten.
field.
The victory conditions have been modified, not so much because

14
Lobositz Special Results
Austria Prussia Initiative Special Results
End Turn Marker 00 For the rest of the turn when the ETN is exceeded, move End Turn marker 2 boxes.
Fog Lifts 1-2 1-2 Fog level is raised 1 level. Player who rolled the result has Initiative.
Special Rally 3-4 3-4 Shaken and Routed units next to a Wing or Army Leader are rallied.
Maneuver Activation 5 5 Activate a Command that has already been activated for Command & Movement only.
Free Combat Segment 6-8 6-8 Choose an infantry fire, artillery fire, or Close Combat segment.
Double Activation 9 9 Activate any two Commands.

Austria Prussia Infantry Fire Special Results (*see Leader Loss Table)
Free Fire 0*, 1, 2* 0*, 1, 2* Roll two times and the firing units are Disordered.
Full Volley 3 3, 4* Double the Fire Strength and reroll.
Battalion Guns 4*, 5, 6* 5, 6* Reroll and add 1 to any SP loss result. Firing skirmishers reroll with no extra SP loss.
Heavy Smoke 7 7 For 1 hex range, reroll with -20. At 2 hex range, cancel fire.
Ammo Low 8* 8*, 9 Halve the Fire Strength and reroll.
Ammo Exhausted 9 - Fire has no effect and firer is Disordered.

Austria Prussia Artillery Fire Special Results (*see Leader Loss Table)
Rapid Fire 0*, 1 0*, 1 Reroll two times.
Accurate Fire 2*, 3 2* Reroll and apply SP loss to any unit in the target stack.
Wild Fire 4* 3 A stack adjacent to the target becomes the new target.
Caisson Explosion 5 4* Reroll and if target includes artillery, there is an additional SP loss to the artillery.
Ammo Exhausted 6*, 7, 8* 5, 6*, 7 Fire has no effect and firing unit limbers.
Heavy Smoke 9 8*, 9 For 1 hex range, reroll with -20. At 2+ hex range, cancel fire.

Austria Prussia Defensive Fire Special Results (*see Leader Loss Table)
Whites of Their Eyes 0*, 1, 2*, 3, 4*, 5 0*, 1, 2*, 3, 4*, 5 Shift odds column 1 to the right and reroll.
Blowing Smoke 6* 6* Defensive Fire is cancelled.
Premature Fire 7, 8*, 9 7, 8*, 9 Halve the Fire Strength of the firers and reroll.

Leader Loss Table (From any Fire Combat roll of: 00, 02, 04, 06, 08)
Close Combat Special Results
Fate 0 Pick any enemy leader.
0 = Killed, 1 = Wounded**, 2-9 = no effect.
Roll Attacker Defender 1) Apply SP losses
The 1-2 Randomly pick any enemy leader in range and LOS of firing units*. 2) *Roll for Leader Loss for
Lucky Shot 0-3 = Killed, 4-7 = Wounded**, 8-9 = no effect 0 1M 3* M leader(s) who gave the CV
bonus to the units:
In the 3-5 Roll for each enemy leader in or adjacent to the target hex*. 1 2* M 2* M 0-3 KIA
Line of Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no effect 4-9 no effect
2 2M 3* M
Braving 6-9 Roll for each enemy leader in the target hex*. 3) Rank all stacks by ER using
Enemy Fire 0-2 = Killed, 3-5 = Wounded**, 6-9 = no effect 3 2M 2* M Morale Check (G) modifiers.

*Subtract 1 from roll if firer is Artillery at 1-3 range or Skirmishers. 4 2M 3* M 4) Each stack makes a Morale
**Wounded Duration is equal to a single die roll, halved and rounded. Check (G) in rank order, worst
to best.
5 3* M 2M
5) If a Morale Check is failed,
Pursuit Special Results (Re-roll of ‘0’ is 0 PPs) 6 2* M 2* M the failing stack loses 1 SP and
No Pursuit 0 No Pursuit. Make a Recall Disorder Check (F). routs.
7 3* M 3M
Blood Lust 1-3 Reroll. Routed units suffer 2 SPs lost per hex of Pursuit. 6) If units are left to fight on
8 2M 1* M both sides, re-fight CC. Cer-
Out of Control 4-7 Reroll and add +5 to PP. No Recall is possible. tain CC modifiers do not apply
Hesitation 8-9 Reroll and halve PP (round down). 9 3* M 2M to refights.

© Copyright 2014, Clash of Arms Games™


15
Battles from the Age of Reason - Close Combat Card
Mod. Mod.
Close Combat Dice 1:3 1:2 1:1.5 1:1 1.5:1 2:1 3:1 4:1 5:1 6:1 Dice
Roll Roll
A D A D A D A D A D A D A D A D A D A D
Results Table 10+ 1D 1R 1 2R 1 3R 1 3R - 3R - 3R - S - S - S - S 10+
9 1D 1R 1D 2R 1D 2R 1D 2R 1 3R - 3R - 3R - S - S - S 9
Close Combat (CC) Sequence 8 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R - S - S 8
1. Attacker Designation (13.1) 7 1D 1R 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R - S 7
2. Attacker Morale Check (13.2) 6 M M 1D 1R 1D 1R 1D 1R 1D 2R 1D 2R 1 3R 1 3R - 3R - 3R 6
3. Charge Movement (13.3),
Defender Reaction (13.4), & 5 M M M M 1D 1R 1D 1R 1D 2R 1D 2R 1 2R 1 3R 1 3R - 3R 5
Countercharge Movement (13.5) 4 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R 1 3R - 3R 4
4. Combat Designation (13.6) 3 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R 1 3R - 3R 3
5. Individual Combat Resolution 2 1R D M M M M M M M M 1D 1R 1D 1R 1 2R 1 3R 1 3R 2
a. Defender Morale Check (13.7)
& Retreat Before CC (13.9) 1 1R D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 2R 1 3R 1
b. Defensive Fire (13.10) 0 2R 1 1R 1D M M M M M M M M 1D 1R 1D 2R 1D 2R 1 3R 0
c. CC Resolution (13.11) -1 2R 1 1R 1D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R 1 3R -1
d. Combat Result (14.0) -2 2R D 1R 1D 1R 1D M M M M M M M M 1D 1R 1D 2R 1 2R -2
e. Advance After Combat (15.0)
f. Cavalry Pursuit (16.0) -3 2R D 2R 1D 1R 1D 1R 1D M M M M M M 1D 1R 1D 1R 1D 2R -3
-4 3R D 2R 1 2R 1D 1R 1D 1R 1D M M M M 1D 1R 1D 1R 1D 2R -4
Close Combat Results Key -5 3R D 2R D 2R 1 1R 1D 1R 1D 1R 1D M M M M 1D 1R 1D 2R -5
1,2,3: Strength Points Lost (14.2) -6 3R - 3R D 2R 1 2R 1D 1R 1D 1R 1D 1R 1D M M 1R 1D 1D 1R -6
D : Disorder (14.3) -7 3R - 3R D 2R D 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D 1R 1D 1D 1R -7
M : Morale Check (14.4) and
-8 S - 3R - 3R D 2R D 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D 1R 1D -8
possible Refight (14.5)
R : Rout (14.6) -9 S - 3R - 3R - 3R D 2R 1 2R 1D 2R 1D 1R 1D 1R 1D 1R 1D -9
S : Surrender (14.7) -10- S - S - 3R - 3R D 3R 1 2R 1 2R 1D 2R 1D 1R 1D 1R 1D -10-
-: No Effect Q .33 .5 .66 1.0 1.5 2.0 3.0 4.0 5.0 6.0 Q

Close Combat Resolution Procedure (13.11) Close Combat Modifiers (13.11c)


1) Find the SP Odds Ratio 1) Losses
a. Total the attacking SPs but do not include any non-activated units If a unit has 50%+ SP losses, its printed CV is halved (rounded).
or artillery that is stacked with attacking units. 2) Morale
b. Total the defending SPs but do not include any artillery unless the artillery Shaken and Routed units may not initiate Close Combat.
is alone in a hex in which case the value is 1 SP per artillery unit. Shaken Morale is -5 to the unit’s CV.
c. Halve (rounded) the SPs of any stacks that are Disordered. Routed units lose 1 SP and rout retreat if they are required to make a
d. Halve (rounded) the SPs of any hexes of an involved unit that are not Defender Morale Check (B).
adjacent to an enemy unit but that are adjacent to that unit’s Flank. (13.11a) 3) Formations
e. Divide the attacker’s SPs by the defender’s SPs. This will result in a Only Line, Attack Column and General Order may initiate Close Combat.
‘Quotient’ number. Find the odds column that is less than or equal to the March Column, Road Column, Limbered Artillery: -4 to CV.
calculated Quotient (see the ‘Q’ line on the ‘Close Combat Results Table’). Line: +2 to CV for Infantry in Line that is defending against cavalry
This is the odds column to use for the Close Combat. in refights (any Close Combat round after the first).
2) Calculate each side’s Combat Value (CV) Square: +5 to CV vs. cavalry and -5 to CV vs. infantry.
Skirmish: -6 CV when in Clear terrain vs. cavalry
a. For stacks in March Column, Road Column, Attack Column, Skirmish,
-4 CV when in Clear terrain vs. infantry
Square, or General Order use the CV of the top non-artillery unit.
-2 CV when in non-Clear terrain.
b. For stacks in Line or Hook, use the average CV (rounded) of the units that
4) Cavalry*
contribute the top 4 non-artillery SPs for each hex.
Cavalry modifiers only apply when the opponent is in the cavalry’s ZOC.
c. Artillery stacked alone has a 0 CV.
+1 to CV of Light Cavalry, +2 to CV of medium/heavy cavalry
d. Adjust each stack’s CV by the Close Combat modifiers listed to the right.
+1 to CV per hex of charge/countercharge movement
e. If a side has multiple stacks, calculate each hex’s CV separately and then 5) Enfilade*
average (rounded) the CVs of all contributing hexes. +3 to the CV of an enfilading unit.
3) Close Combat Resolution -3 to the CV of a unit that is being enfiladed by an enemy unit
a. Each player rolls a 10 sided die and adds their final CV to their roll. when the enemy unit is not part of the Close Combat.
If either player rolls a ‘0’, use the ‘Close Combat Special Results’ chart. When Attack Column is in the Front hex of a unit in Line, the
b. In addition, for each full odds ratio over 6:1, the attacker adds 1 to his roll. Attack Column unit is enfiladed.
For each full odds ratio below 1:3, the defender adds 1 to his roll. 6) Terrain - See each game’s ‘Terrain Effects Chart.’ All effects are
c. The defender’s modified roll is subtracted from the attacker’s modified roll cumulative.
and the resulting number (Mod. Dice Roll) is cross-indexed with the odds 7) Leaders - Each side may add the CV Bonus of any one leader per
column determined in step 1 to find a Close Combat result. stack that is participating in the Close Combat.
The ‘A’ (left side) result applies to the attacker. * Cavalry and enfilade modifiers only apply for the first round of Close
The ‘D’ (right side) result applies to the defender. Combat; they do not apply for refights.
© Copyright 2014, Clash of Arms Games™
16
Battles from the Age of Reason - Fire Combat Card
Odds Odds
Result 1:3 1:2 1:1.5 1:1 1.5:1 2:1 2.5:1 3:1 4:1 5:1 Result
Special Natural Natural Natural Natural Natural Natural Natural Natural Natural Natural Special
Result 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 00-09 Result
Fire Fire
Combat - 00-89 00-79 00-64 00-49 00-44 00-39 00-29 00-19 00-09 00-09 - Combat
Results R 90-99 80-89 65-79 50-69 45-59 40-49 30-39 20-29 10-19 - D Results

for 1/M 100+ 90+ 80-99 70-99 60-89 50-79 40-69 30-59 20-39 10-19 1/D/M for

Fire 2/M+10 - - 100+ 100-109 90-104 80-99 70-94 60-89 40-69 20-39 2/D/M+10 Op.Fire
Combat 3/M+10 - - - 110+ 105+ 100-109 95-104 90-99 70-89 40-69 3/D/M+10 &
Phase Defensive
4/M+20 - - - - - 110+ 105+ 100-109 90-99 70-89 4/D/M+20 Fire
5/M+20 - - - - - - - 110+ 100-109 90-99 5/D/M+20
6/M+20 - - - - - - - - 110+ 100+ 6/D/M+20
Quotient .33 .5 .66 1.0 1.5 2.0 2.5 3.0 4.0 5.0 Quotient

Fire Combat Resolution Procedure A. Infantry Line SP Chart B. Fire Formation Chart
1) Determine the Fire Strength by multiplying the number of SPs firing by their
Fire Multiple. The number of SPs firing is determined using charts A and B. SPs 3 ranks 4 ranks Formation Maximum SPs firing
The number of SPs firing and Fire Multiples can all be modified (see chart C). 1-4 s: 1-4 f: 1-4 s: 1-4 f: 1-4 Artillery 4
The final Fire Strength may be modified by terrain.
2) Divide the firing units’ Fire Strength by the Fire Defense Value of the target 5 s: 2/3 f: 2/3 s: 5 f: 4 Attack Column 1
hex. This will result in a ‘Quotient’ number. Find the odds column that is less
than or equal to the calculated Quotient. The final odds column may be modi- 6 s: 3/3 f: 3/3 s: 6 f: 4 General Order 3
fied by terrain, or the optional enfilade rules.
7 s: 3/4 f: 3/4 s: 3/4 f: 2/3 Hook See Diagram E
3) Roll the dice and add any Fire Combat Diceroll Modifiers (chart C). The
final diceroll may be modified by terrain, or the optional artillery height rules. 8 s: 4/4 f: 4/4 s: 4/4 f: 3/3 Line 4 (see also chart A)
4) Cross-reference the modified dice roll with the correct set of results:
-For fire in the Fire Combat Phase use the results shown on the left side. 9 s: 4/5 f: 4/4 s: 4/5 f: 3/4 Skirmish 3
-For Opportunity or Defensive Fire use results shown on the right side.
5) Apply the results in the order listed: SP loss first, then any ‘D’ result, then any 10 s: 5/5 f: 4/4 s: 5/5 f: 4/4 Square See Diagram D
possible ‘M’ result. (A leader loss comes before any D or M result is rolled for.) - Cross index a unit’s SPs with the
- A ‘Special Result’ will only happen on a natural roll of 00-09 (12.11). ranks that the unit’s army uses, to C. Fire Combat Modifiers
- An ‘R’ result means the target may return fire (12.10).
show the stacking and firing parame- SPs Firing Modifiers
- A number result is the number of SPs lost. This number may be modified by
ters of an infantry unit (or stack) in
the SP Loss Modifiers listed in chart C. Partial LOS: SPs halved (rounded) [12.6f]
Line. Stacking is shown after the
- A ‘D’ result is a Disorder Check (C) for Opportunity Fire, or a Disorder
letter ‘s’ and the number of SPs that Disordered: SPs halved (rounded) [12.3a]
Check (E) for Defensive Fire.
- An ‘M’ result is a Morale Check (A) for all types of fire (12.9d). Only use can fire is shown after the letter ‘f’.
Howitzer Fire (12.6d): SPs halved (rounded)
this ‘M’ result if the natural roll was even. If, after all modifications to SP losses - When the number of SPs, cross-
indexed with the number of ranks, Any combination of the above: SPs quartered (rounded)
(see SP Loss Modifiers on chart C), 2-3 SPs are lost, add 10 to the target’s ER
for this Morale Check. If 4 or more SPs are lost add 20. results in a grey box, the unit can Fire Multiple Modifiers
form a 2 hex Line. For a 2 hex Line,
the number on the left shows the General Order: -1
D. Square Fire Strength Distribution (12.2g) X Y number of SPs that can stack/fire in Target enfiladed: +1
A unit in Square formation can fire up to 4 SPs (2 SPs if the left hex and the number on the
Disordered) into each of the three X hexes or each of the right shows the number of SPs that Fire Combat Diceroll Modifiers
Y X
three Y hexes but it may not fire into any combination of can stack/fire in the right hex. Each full odds ratio over 5:1: +10
X and Y hexes. A minimum of 3 SPs is required to form X Y - Up to 4 SPs can always fire from a Defensive Fire vs. Cavalry: +10 (13.10g)
Square—1 and 2 SP units cannot form Square. single hex Line. Defensive Fire vs. Infantry: +20 (13.10g)

Target Size (12.5)


3 5 5 3 2 2 4
3/0 2/3 0/3 50% 50% 100% Skirmisher: -10 12-15 SPs: +15
2/3 E. Hook
2 3 5 3 2 4 2 1-3 SPs: -5 16-19 SPs: +20
2/0 3/0 2/3 0/3
Fire Strength 50% 100% 50%
NA 4-7 SPs: 0 20-27 SPs: +25
2
NA
2
Distribution 2 2
8-11 SPs: +10 28+ SPs: +30
50% 50%
2/0 2/0
NA
Diagram NA NA
NA For target size, count each artillery SP as 4 SPs,
(12.3d) and each cavalry SP as 2 SPs.

SP Loss Modifiers (12.9h)


Two Hex Hook/Line Hook Only Target in Column, Limbered or Square:
This diagram is used for a two hex Line with a Hook. This formation com- This diagram is used for a single hex Hook. SP losses x1.5 (rounded)
bines firing facets of Line and Hook. The dark grey hex uses a normal Line % is the percent of eligible SPs (rounded) that
firing pattern and can fire into the hexes with dark grey dots. The light grey can fire into a hex. Target in Road Column or Routed*:
hex uses the ‘Hook Only’ firing pattern and can fire into the hexes with the The single number shows the total SPs firing Target routs. *Routed may lose 1 more SP (19.1f).
light grey dots. The single number shows the total SPs firing into each hex into each hex for the unit in this example
for the example unit (8 SPs, 4 ranks) and the #/# designation shows the SPs (which has 7 SPs and is in 3 ranks). Artillery fires beyond its minimum range
firing into each hex from the left and right firing hexes of the example unit. NA means that artillery stacked with the at unlimbered artillery:
NA means that artillery stacked with the Hook cannot fire into that hex. Hook cannot fire into that hex. SP losses halved (drop fractions) [12.9f]

© Copyright 2014, Clash of Arms Games™


17
Battles from the Age of Reason - Disorder Check Summary Chart
A. Movement Actions (18.2) D. Close Combat Defender Reaction (13.4e)*
The Movement Disorder Check can be triggered by any of these issues: When: After the reaction is completed.
• Non-Clear Terrain Formation Change (8.7)* Pass: The reaction is completed with no other effect.
• Non-Clear Terrain Movement (11.2d) Fail: The reaction is completed but the unit is Disordered.
• Pass Through Movement [see box below] (10.7) ER Modifiers:
• Rapid March Movement (11.4)* +10 For each MP expended for the Facing/Formation change or
• Line Back Up Movement (11.7)* +40 If the unit’s entire movement allowance is expended
(*These actions cannot be undertaken if the stack is already Disordered.) -? Apply any Leader Modifier
When: At the end of the unit’s movement (for both the unit moving and (*This action cannot be undertaken if the stack is already Disordered.)
any units moved through).
Pass: No Effect. E. Defensive Fire Result (12.9e,i; 13.10e)
Fail: Disordered When: After the ‘D’ result or after the SP loss Fire Result is applied
ER Modifiers: Pass: No effect on the unit.
+5 For each hex/hexside of triggering terrain Fail: The unit is Disordered.
ER Modifiers:
+5 If the stack used Rapid March
+5 If the stack is Disordered
+10 For each ‘Pass Through’ hex (10.7)
-? Apply any Leader Modifier
+5 If the stack is Disordered
-? Apply any Leader Modifier
F. Cavalry Recall (16.3)
Note: When multiple events trigger the Movement Disorder Check (e.g. When: Before, during or at the end of Pursuit Movement
‘Pass Through’ and ‘Rapid March’) all the ER modifiers that were accu- Pass: Ends Pursuit Movement if the attempt is made during Pursuit.
mulated during the unit’s movement are applied when the check is made. Fail: If the retreated unit is not eliminated, Pursuit Movement must
continue as far as possible. The pursuing unit is Disordered or
B. Attack Column Facing Change (9.3c) Shaken/Disordered at the end of the Pursuit.
When: Just prior to the facing change ER Modifiers:
Pass: No effect on the unit. +5 For each PP expended
Fail: The facing change is not made, the unit ends its movement and is +10 If in an EZOC
Disordered. +5 If the stack is Disordered
ER Modifiers: -? Apply any Leader Modifier
+5 If the stack is Disordered
-? Apply any Leader Modifier G. Disorder Recovery (18.6)
No Special Results on 00-09 dicerolls.
C. Opportunity Fire Result (12.9e,i; 18.2d) When: In the Disorder Recovery Segment
When: After the ‘D’ result or after the SP loss Fire Result is applied Pass: Remove the Disorder Marker from the unit (stack).
Pass: No effect on the unit. Shaken/Disordered units remain Shaken.
Fail: The moving unit ceases movement and is Disordered. Fail: The unit remains Disordered.
ER Modifiers: ER Modifiers:
+5 If the stack is Disordered +10 If the unit making the check is in an EZOC
-? Apply any Leader Modifier +5 If the stack is Disordered
Automatic recovery if a Leader is present.

PASS THROUGH EXAMPLES (10.7) DISORDER EFFECTS (18.5)


1) Different Types of Units: Movement:
• A cavalry unit in Line enters and exits a hex containing an infantry Movement allowance halved (rounded) (11.0)
Line that is also stacked with unlimbered artillery. No Rapid March (11.4)
• An infantry unit in March Col enters and exits a hex containing a cav- No Line Backup Movement (11.7)
alry unit in March Col. No Square Movement (8.1e)
• A cavalry unit in Road Col enters and exits a hex containing a Lim- No Artillery Prolonge movement (11.6)
Cannot reverse direction (9.6a)
bered artillery unit in Road Col.
Can cause a ‘Pass Through’ for a Disorder Check (A) (10.7)
2) Different Facings: Formations:
• A cavalry unit in March Col is facing north and another cavalry unit in No non-Clear terrain formation changes (8.7)
March Col enters and exits the hex facing northeast. Line/March Col cannot voluntarily expand/contract (11.5)
• A cavalry unit in Line is facing north and another cavalry unit in Line No Square formation change (8.1e)
enters the hex also facing north, but changes facing to the northeast and Unit breakdown/reform not allowed (8.5a,b)
then exits the hex. Combat:
3) Different Formations: SPs firing per hex is halved (rounded) (12.3)
An infantry unit in Line enters and exits a hex containing an infantry Close Combat SPs are halved (rounded) (13.11a)
unit in March Col. No Defender Reactions (13.4)
4) SPs Limit/Hex Exceeded: No non-Skirmisher Retreat Before Close Combat (13.9)
A 9 SP infantry Line enters and exits a hex containing a 6 SP infantry Cavalry Charge:
Line and 2 artillery SPs (counted as 8 SPs for stacking). Cavalry cannot Countercharge (13.5)
5) Ordered & Disordered: Cavalry cannot charge non-adjacent enemy units (13.1a, 17.1a)
A cavalry Attack Col in Good Order enters and exits a hex containing a Cavalry Pursuit Points are halved (rounded) (16.2a)
General Disorder Effects:
Disordered cavalry Attack Col.
If stacked with an ordered unit, the entire stack is Disordered (10.10)
6) Routed & non-Routed:
A second Disorder result makes the unit Shaken/Disordered (18.5c)
A non-Routed unit moves through a Routed unit. Add +5 to the ER of the stack for all Disorder Checks (18.5a)
© Copyright 2014, Clash of Arms Games™
18
Lobositz Disorder Check Special Results
Disorder Check
Type
Austrian Prussian
Result
00-01 00 The unit is ‘Shaken/Disordered.’

02-04 01-03 Re-roll with double all the original check’s ‘+’ ER modifiers (if any).
A 05-08 04-06 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Movement 2) Re-roll with no ER modifier.
Actions
09 07-09 1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
2) Re-roll with a -5 ER modifier.

00-01 00 The unit is ‘Shaken/Disordered.’

02-04 01-02 Re-roll the check with a +15 ER modifier.


B 05-08 03-06 1) If the unit’s printed ER is 26+, re-roll the check with a +10 ER modifier.
Attack Column 2) Re-roll with no ER modifiers.
Facing Change
09 07-09 1) If the unit’s printed ER is 36+, re-roll the check with a +5 ER modifier.
2) Re-roll with a -5 ER modifier.

00-01 00 1) If the unit is in an Enemy Zone of Control it is ‘Shaken/Disordered.’


2) Re-roll with a +15 ER modifier.

C 02-05 01-03 1) If an SP loss accompanies the Disorder Check, re-roll with a +20 ER modifier.
2) Re-roll with a +10 ER modifier.
Opportunity
Fire 06-08 04-06 1) If the unit is stacked with a leader, the check is passed.
Result 2) Re-roll with a +5 ER modifier.

09 07-09 Re-roll the check with a -10 ER modifier.

00-01 00 Reaction fails: The unit keeps its original facing/formation and is Disordered.
D 02-04 01-02 Reaction succeeds but the unit is ‘Shaken/Disordered.’
Close Combat 05-08 03-06 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
Defender 2) Re-roll with a +5 ER modifier.
Reaction Re-roll the check with a -10 ER modifier.
09 07-09
00-01 00 The unit is ‘Shaken/Disordered.’

02-05 01-03 1) If the check was caused by an SP loss, re-roll with a +20 ER modifier.
E 2) Re-roll with a +10 ER modifier.
Defensive 06-08 04-06 1) If any of the Defensive Fire was from artillery, re-roll with a +15 ER modifier.
Fire 2) Re-roll with a +5 ER modifier.
Result 1) If the unit’s printed ER is 36+, re-roll the check with +5 ER modifier.
09 07-09
2) Re-roll with a -5 ER modifier.

Recall fails. Once the Pursuit is finished, mark the unit as Disordered and roll the die again, eliminating SPs from the
00-01 00 pursuing unit equal to ½ (rounded) the die roll.

1) If stacked with a leader, the Recall succeeds, but the pursuing unit loses SPs equal to ½ (rounded) the number of
02-03 01-02 Pursuit Points used.
F 2) If not stacked with a leader, the result is the same as 1) but the unit is also Disordered.
Recall 04-07 03-06 1) If the unit is stacked with a leader, double the leader’s ER Bonus and re-roll.
2) Re-roll with a +5 ER modifier.

08-09 07-09 1) If the pursuing unit expended 5 or fewer Pursuit Points, the check is passed.
2) Re-roll with a -5 ER modifier.

G No Special Results.
Disorder Treat a roll of 00-09 as a plain roll of that number, modifying it with all appropriate modifiers.
Recovery
Notes:
ER = Effectiveness Rating.
SP = Strength Points.
Modifiers listed for the Special Results are the only ones used for the re-roll. © Copyright 2014, Clash of Arms Games™

19
Battles from the Age of Reason - Morale Check Summary Chart
Procedure: F. Friendly Unit Retreats (10.13c, 17.3d, 20.1c, 20.2d)
1) Determine the type of Morale Check required. A) When: A non-Skirmish unit retreats before Close Combat, and it retreats
2) In the table at the bottom of the page, follow the correct Morale Check through a friendly stack--roll for the non-retreating friendly stack.
column to determine the applicable modifiers. B) When: Units Rout Retreat. Roll a Morale Check for any units that the
3) Apply the modifiers to the unit’s ER. For mixed stacks, use the ER of the routing units were stacked with or pass through. If the stack moved through
top non-Artillery unit. was already Routed, do not roll; it also performs a Rout retreat.
4) Roll for the Morale Check. Pass: The stack retains its current Morale state.
5) Check the explanations below for the results. Fail: A Good Morale unit becomes Shaken and Disordered. (If a unit was
already Disordered it also becomes Shaken/Disordered.) A Shaken unit Routs.

A. Fire Combat Result (12.9d, 12.9h, 19.1f, 19.2) G. “M” Close Combat Result & Close Combat Special Result (14.4, 14.8)
When: On an unmodified die roll that is even and that causes at least 1 SP of No Special Results on 00-09 dicerolls.
losses, the affected unit must roll a Morale Check. An already routed defender When: Units subject to the “M” result from either a Close Combat or a Close
does not make a Morale Check but instead loses one extra SP and Routs. Combat Special Result must roll a Morale Check. Each stack rolls separately.
For actual Fire Combat losses of 2 or 3 SPs, add +10 to the unit’s ER. Pass: Stack is unaffected. Refight the Combat if stacks from both sides pass.
For actual Fire Combat losses of 4 or more SPs add +20 to the unit’s ER. Fail: Stack loses 1 SP and Routs
Pass: No effect.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs. An H. Opportunity Charge (17.2a)
already Shaken Artillery unit is eliminated. When: A stack that is attempting to Opportunity Charge currently activated
units must first make a Morale Check to see if it can undertake the Op. Charge.
B. Pre-Close Combat (13.2a, 13.7a, 13.8a, 17.3a, 19.1f) Pass: Execute the Opportunity Charge.
When: Per the Close Combat phases, attackers and then defenders must check Fail: The Op. Charge is not made, and the stack attempting it becomes Shaken.
their Morale. In both cases, a separate roll is made for every stack. An already
routed defender does not make a Check but instead loses one SP and Routs. I. Rally Attempt (19.5)
Pass: No effect. Close Combat continues. Rally attempts do not trigger Special Results on 00-09 dicerolls.
Fail: An attacker that fails is Shaken and does not move nor participate in the When: In the Rally Phase, roll first for all Shaken units, then roll for all Routed
Close Combat. A defender that fails receives a Shaken marker and continues units. Shaken units roll as a stack, but Routed units roll individually.
the Close Combat in that Morale state. An already-Shaken defender Routs. Pass: Shaken units return to good morale. Routed units become Shaken/
Disordered and may assume any legal single hex Formation and Facing.
C. Countercharge Movement (13.5c) Fail: A Shaken unit remains Shaken. A Routed unit Rout Retreats and may
When: A stack attempting to Countercharge must pass a Morale Check in lose SPs (see rule 19.5c).
order to continue with the Countercharge.
Pass: The Countercharge can be successfully undertaken. Move the Counter- J. Voluntary Rout (19.10c,d)
charging stack adjacent to the charging Cavalry. A) When: Roll for any units of a Command that have not voluntarily routed
Fail: The Countercharging Cavalry remains in place and becomes Shaken. when other units of that Command have done so (19.10c).
B) When: Independent units voluntarily Rout, roll for units of the activated
D. Retreat Before Close Combat (13.9c, 20.1a) Command that did not voluntarily Rout if the Independent unit was within the
When: After units Retreat Before Close Combat, roll a Morale Check for the Command Leader’s Command Range (19.10c).
retreating units. For both A and B, if the checking unit was retreated through by a voluntarily routing
Pass: No effect. unit, a +10 ER modifier applies to the unit’s Morale Check (19.10d).
Fail: The units are Shaken. An already Shaken stack Routs. Pass: No effect.
Fail: A Good Morale unit becomes Shaken. A Shaken Morale unit Routs.
E. Eliminated or Routed Attackers (14.2c, 14.6a)
When: Activated attacking units are eliminated in a hex or rout as a result of
Close Combat. Roll a Morale Check for any unactivated units or artillery in the
Shaken Effects (19.6)
• if stacked with non-Shaken unit, the
affected hex.
entire stack is Shaken (10.10)
Pass: No effect
Fail: The remaining units become Shaken. Any already Shaken units Rout. • may not initiate Close Combat (13.1a)
• no Defending Cavalry option (13.8b)
• Modify CV by -5 (13.11c)
Condition Morale Check A B C D E F G H I J • cannot Countercharge (13.5b)
50% SP Losses +10 +10 +10 +10 +10 +10 +10 +10 +10 +10 • cannot Pursue (16.1b)
• cannot Opportunity Charge (17.1a)
Disordered +5 +5 No No +5 +5 +5 +5 +5 +5
Unit State

• ER +10 for Morale Checks (19.6b)


Shaken +10 +10 No +10 +10 +10 +10 No +10 +10
Routed Rout Rout No No No Rout X No +15 No Routed Effects (19.7)
• not counted for Regimental Integrity (6.2)
In an EZOC NE NE No No NE NE NE No +10 NE
• cannot be Activated (6.3)
Army Morale +? +? +? +? +? +? +? +? +? +? • counts as 2 for Command Leader LOC (7.2)
General Order • may not Breakdown or Reform (8.5a,b)
+5 +5 No NE +5 +5 NE No NE +5
• may not perform Fire Combat (12.2a)
Formation

March/Road Column +5 +5 No NE No +5 NE No NE NE • Fire Combat SP loss = automatic rout


Attack Column -5 -5 -5 NE -5 -5 NE -5 NE -5 retreat + possible extra SP loss (12.9h)
• may not initiate Close Combat (13.1a)
Square -10 -10 X X No -10 NE X NE -10 • loses 1 SP and rout retreats if defending in
Supported Line/Hook -10 -10 NE NE -10 -10 NE NE NE -10 Close Combat (13.7d, 19.7c)
• no Defender Reactions (13.4a)
Non-Cavalry attacked by Cavalry X +5 X X X X NE X X X • no Charge/Countercharge (13.1a, 13.5b)
Defense
Aspect

Fired on through Flank/Rear +5 X X X X X X X X X • no Opportunity Charge (17.1a)


• eliminated if pursuing cavalry enters
Outflanked +10 +10 +10 NE +10 +10 NE +10 NE +10 its hex (16.2b)
Terrain Effects +/-? +/-? NE +/-? +/-? +/-? NE NE +/-? +/-? • Artillery that routs is eliminated (14.6a)
• Effectiveness Rating +15 for Rally (19.9)
Leader Modifier -? -? -? -? -? -? -? -? -? -? • Units or stacks that Rout will retreat
+ or - number listed = Apply modifier. No = Not Allowed. NE = No Effect. Rout = Unit routs. X = Not possible. 4 hexes (Inf) or 6 hexes (Cav) (20.2a)

© Copyright 2014, Clash of Arms Games™


20
Lobositz Morale Check Special Results
Morale Morale
Check
Type
Austrian Prussian
Result Check
Type
Austrian Prussian
Result
1) If artillery fire contributed to the Fire 00-01 00 The unit Routs (artillery is eliminated).
00-01 00 Combat result the unit Routs.
2) The unit is ‘Shaken/Disordered.’ 1) If caused by attacker elimination, re-roll

1) If the unit is in an EZOC it is E 02-03 01-02 with a +20 ER modifier.


2) Re-roll with a +10 ER modifier.
02-03 01-02 ‘Shaken/Disordered.’
A 2) Re-roll with a +20 ER modifier. Eliminated
or 04-06 03-05
1) If the unit is artillery, re-roll with a +10
ER modifier.
1) If caused by Opportunity Fire, re-roll with 2) Re-roll with a +5 ER modifier.
Routed
Fire a +10 ER modifier.
Attackers 1) If the unit is stacked with/adjacent to a
Combat 04-06 03-05 2) If caused by Defensive Fire, re-roll with a
Result +20 ER modifier. 07-09 06-09 leader the check is passed.
3) Re-roll with a +15 ER modifier. 2) Re-roll with no ER modifier.

1) If the unit is stacked with a leader* the 1) If the unit is retreated through by cavalry
07-09 06-09 check is passed. 00-01 00 it is ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier. 2) Re-roll the with a +20 ER modifier.

1) If the unit’s modified ER is 25+ it is


00-01 00 The unit is ‘Shaken/Disordered.’

1) If the unit is attacking and in an EZOC,


F 02-03 01-02 ‘Shaken/Disordered.’
2) Re-roll with a +15 ER modifier.
02-03 01-02 re-roll with a +20 ER modifier. Friendly
B 2) Re-roll with a +15 ER modifier. Unit 04-06 03-05
1) If the unit’s modified ER is 35+ it is
‘Shaken/Disordered.
Retreats 2) Re-roll with a +10 ER modifier.
1) If the unit is stacked with a leader*, re-roll
Pre- 04-06 03-05 with a -15 ER modifier. 1) If the unit is stacked with/adjacent to a
Close 2) Re-roll with a +10 ER modifier.
Combat 07-09 06-09 leader the check is passed.
1) If the unit is stacked with a leader* the 2) Re-roll with a +5 ER modifier.
07-09 06-09 check is passed.
2) Re-roll with a +5 ER modifier. All Close Combat ‘M’ Results

00-01 00 The unit is ‘Shaken/Disordered.’


G No Special Results: Treat a roll of 00-09 as a plain roll of that
number, modifying it with all appropriate modifiers.

1) If the unit is stacked with its Command The unit is ‘Shaken/Disordered.’


00-01 00
02-03 01-02 Leader, re-roll with a +10 ER modifier.
2) Re-roll with a +20 ER modifier. 1) If the unit is stacked with its Command
02-03 01-02 Leader, re-roll with a +10 ER modifier.
C 04-06 03-05
1) If the unit is stacked with a leader the
check is passed.
2) Re-roll with a +20 ER modifier.
Counter- 2) Re-roll with a +15 ER modifier. 1) If the unit is stacked with a leader the
charge
Movement 1) If the unit is stacked with a leader the
H 04-06 03-05 check is passed.
2) Re-roll with a +15 ER modifier.
check is passed. Opportunity
2) If the countercharge movement would Charge 1) If the unit is stacked with a leader the
07-09 06-09 result in the unit not ending the move in check is passed.
any EZOC, the check is passed. 2) If the Op.Charge movement would result
3) Re-roll with a +10 ER modifier. 07-09 06-09 in the unit not ending the move in any
EZOC, the check is passed.
00-01 00-01 The unit retreats an additional 2 hexes and is 3) Re-roll with a +10 ER modifier.
‘Shaken/Disordered.’

D 02-04 02-04
1) If the unit is a skirmisher or light infantry,
re-roll with a +10 ER modifier.
I All Rally Attempts
No Special Results: Treat a roll of 00-09 as a plain roll of that
2) Re-roll with a +20 ER modifier. Rally number, modifying it with all appropriate modifiers.

Retreat 1) If the unit retreated 1 hex, re-roll with a


Before 05-06 05-06 +10 ER modifier. 1) If the unit is in an EZOC it is
Close 2) Re-roll with a +20 ER modifier. 00-01 00 ‘Shaken/Disordered.’
Combat 2) Re-roll with a +20 ER modifier.
1) If the unit is stacked with/adjacent to a
07-09 07-09 leader the check is passed. 1) If the unit’s modified ER is 25+ it is
2) Re-roll with a +5 ER modifier.
J 02-03 01 ‘Shaken/Disordered.’
2) Re-roll with a +15 ER modifier.
Notes:
ER stands for Effectiveness Rating 1) If the unit’s modified ER is 35+ it is
Voluntary
Modifiers listed for the Special Results are the only ones used for the re-roll. Rout 04-06 02-05 ‘Shaken/Disordered.’
2) Re-roll with a +10 ER modifier.
* Make a leader casualty check (after the re-roll, if one is required) as follows:
Roll one die and on a 0-1 result the leader is eliminated (see Series Rule 1) If the unit is stacked with/adjacent to a
21.4d), on a 2-9 result there is no effect. Subtract 1 from this die roll if the 07-09 06-09 leader the check is passed.
leader is within LOS and range of any enemy infantry units. 2) Re-roll with a +5 ER modifier.

© Copyright 2014, Clash of Arms Games™


21
Loss Charts for the Austrian Army at Lobositz
(10) BRO -13 +2 +4 * FM Browne (WAN 4) (20)
(4) *GAU -8 +1 +2 - GM Gausco (WAN 6) (10)

Kollowrat’s Infantry Wing Lucchese’s Cavalry Wing Lacy’s Advance Guard Wing
(5) KOL -7 +2 5 * FzM Kollowrat (15) (5) LUC -10 +3 8 * GdK Lucchese (15) (5) LA -12 +3 7 * Oberst Lacy (10)
(4) *STA -5 +1 3 - FmL Starhemberg (10) (5) *EKO -6 +2 6 - FmL E. Kollowrat (10) *No Replacement

(4) KOL / K -3 0 3 B GM Krottendorf [15] (5) (5) LUC / H -3 +1 4 B GM Hedwiger [18] (5) (5) HA -7 +1 7 A GM Hadik [6] (5)
1 KOL / K 34 +2 Fus 1 2 3 4 5 6 7 8 ANS a / H 25 +5 Kur 1 2 3 4 5 6 BAR / HA 27 +3 Hus 1 2 3 4 5 6
2 KOL / K 35 +2 Fus 1 2 3 4 5 6 7 8 ANS b / H 25 +5 Kur 1 2 3 4 5 6 BAR a / HA 29 +1 CSk 1 2 3
1 NES / K 31 +3 Fus 1 2 3 4 5 6 7 LIE a / H 25 +5 Drag 1 2 3 4 5 6 BAR b / HA 29 +1 CSk 1 2 3
2 NES / K 32 +3 Fus 1 2 3 4 5 6 7 LIE b / H 25 +5 Drag 1 2 3 4 5 6 HAD / HA 26 +2 Hus 1 2 3 4 5 6

(4) KOL / M -6 +2 4 A GM Macquire [23] (5) SER a / H 26 +5 Kur 1 2 3 4 5 6 HAD a / HA 28 +1 CSk 1 2 3

1 B-D / M 34 +2 Fus 1 2 3 4 5 6 7 SER b / H 26 +5 Kur 1 2 3 4 5 6 HAD b / HA 28 +1 CSk 1 2 3

2 B-D / M 34 +2 Fus 1 2 3 4 5 6 7 (5) LUC / LO -6 +2 6 B GM Lobkowitz [24] (5) (5) W -8 +2 7 A GM Wied [35] (5)
1 HAR / M 33 +2 Fus 1 2 3 4 5 6 7 8 BRE a / LO 28 +4 Kur 1 2 3 4 5 6 1 A-C / W 33 +2 Fus 1 2 3 4 5 6 7
2 HAR / M 35 +2 Fus 1 2 3 4 5 6 7 8 BRE b / LO 28 +4 Kur 1 2 3 4 5 6 2 A-C / W 33 +2 Fus 1 2 3 4 5 6 7
1 WAL / M 30 +3 Fus 1 2 3 4 5 6 7 8 ERF a / LO 28 +4 Kur 1 2 3 4 5 6 1 BRO / W 33 +2 Fus 1 2 3 4 5 6 7
2 WAL / M 31 +3 Fus 1 2 3 4 5 6 7 8 ERF b / LO 28 +4 Kur 1 2 3 4 5 6 2 BRO / W 34 +2 Fus 1 2 3 4 5 6 7

(4) KOL / P -4 +1 3 B GM Perony [23] (5) PAL a / LO 27 +4 Kur 1 2 3 4 5 6 1 HIL / W 31 +2 Fus 1 2 3 4 5 6 7

1 A-W / P 34 +2 Fus 1 2 3 4 5 6 7 8 PAL b / LO 27 +4 Kur 1 2 3 4 5 6 2 HIL / W 32 +2 Fus 1 2 3 4 5 6 7

2 A-W / P 35 +2 Fus 1 2 3 4 5 6 7 8 TRA a / LO 28 +4 Kur 1 2 3 4 5 6 1 JES / W 30 +3 Fus 1 2 3 4 5 6 7

1 HAS / P 33 +3 Fus 1 2 3 4 5 6 7 TRA b / LO 28 +4 Kur 1 2 3 4 5 6 2 JES / W 31 +3 Fus 1 2 3 4 5 6 7

2 HAS / P 34 +3 Fus 1 2 3 4 5 6 7 1 L-W / W 34 +2 Fus 1 2 3 4 5 6 7

1 KAI / P 30 +3 Fus 1 2 3 4 5 6 7 8
Radicati’s Cavalry Wing 2 L-W / W 35 +2 Fus 1 2 3 4 5 6 7

2 KAI / P 31 +3 Fus 1 2 3 4 5 6 7 8 (5) RAD -7 +3 7 * FmL Radicati (10) (4) DRA -6 0 5 - GM Draskowitz (10)
*No Replacement. Commands join Lucchese’s Wing. 1 BNL 37 0 Grnz 1 2
(4) KOL / WO -2 0 3 B GM Wolffersdorff [15] (5)
1 KHE / WO 32 +3 Fus 1 2 3 4 5 6 7 8 (5) RAD / L -6 +1 5 B GM Löwenstein [12] (5) 2 BNL 37 0 Grnz 1 2

2 KHE / WO 33 +3 Fus 1 2 3 4 5 6 7 8 COR a / L 28 +4 Kur 1 2 3 4 5 6 3 BNL 37 0 Grnz 1 2

1 WAD / WO 36 +2 Fus 1 2 3 4 5 6 7 COR b / L 28 +4 Kur 1 2 3 4 5 6 4 BNL 38 0 Grnz 1 2

2 WAD / WO 37 +2 Fus 1 2 3 4 5 6 7 STM a / L 26 +4 Kur 1 2 3 4 5 6 5 BNL 38 0 Grnz 1 2


STM b / L 26 +4 Kur 1 2 3 4 5 6 1 KAR 37 0 Grnz 1 2
Grenadiers (5) RAD / O -6 +3 7 A GM O’Donnell [12] (5) 2 KAR 37 0 Grnz 1 2

1-2 GRN 20 +4 Gren 1 2 3 4 5 6 ED a / O 20 +5 ECv 1 2 3 4 5 6 3 KAR 37 0 Grnz 1 2

1 GRN 24 +4 Gren 1 2 3 ED b / O 21 +4 ECv 1 2 3 4 5 6 4 KAR 38 0 Grnz 1 2

2 GRN 24 +4 Gren 1 2 3 ERJ a / O 30 +4 Drag 1 2 3 4 5 6 5 KAR 38 0 Grnz 1 2

3-4 GRN 18 +5 Gren 1 2 3 4 5 6 ERJ b / O 30 +4 Drag 1 2 3 4 5 6


3 GRN 21 +5 Gren 1 2 3
4 GRN 21 +5 Gren 1 2 3
Army Loss Record Army Morale Result
 
    Army
5-6 GRN 19 +5 Gren 1 2 3 4 5 6                  
  25 SP Losses
  Current Army Total
5 GRN 22 +5 Gren 1 2 3                     Loss Game Turn Morale Army
   
6 GRN 22 +5 Gren 1 2 3                  
  50 SP Losses
  Level rolled for Result Morale

7-8 GRN 21 +4 Gren 1 2 3 4 5 6


                   
 
                 
   
  75 SP Losses      
7 GRN 22 +5 Gren 1 2 3                  
8 GRN 25 +4 Gren 1 2 3          
       
 

 
   
 100  SP  Losses      
9 GRN 25 +4 Gren 1 2                    
     
 
                 
   
 125  SP  Losses
Artillery                          
 
                 
   
 150  SP  Losses
(2) FEU - - - - GdA Feuerstein (10)                    
     
 
FP 6 lb 1 20 0 6 lb 1 2                    
 175  SP  Losses
                 
 

 
     
FP 6 lb 2 20 0 6 lb 1 2  
                 
   
 200  SP  Losses Army Loss Record
FP 6 lb 3 20 0 6 lb 1 2                     Mark 1 loss box per SP of Infantry or Cavalry lost.
 
FP 7 lb H 1 25 0 7 lb H 1 2                  
   
 225  SP  Losses Mark 2 loss boxes per SP of Artillery lost.
FP 7 lb H 2 25 0 7 lb H 1                    
Mark Leader losses per the loss value of any given Leader.
 
P 12 lb 1 20 0 12 lb 1 2
                 
   
 250  SP  Losses When a loss level in dark grey is reached, a roll is required on the
‘Current Loss Level’ table on the next :00 turn.
                  Current Loss Level Table
P 12 lb 2 20 0 12 lb 1
When determining the ‘Current Loss Level’ for Army Morale rolls,
Army Current Loss Level add the number of losses in the ‘Army Loss Record’ to the number of
Morale
currently routed SPs. Cross index this total with a die roll to find
Routed SPs Result 75+ 125+ 175+ 200+ the ‘Army Morale Result.’ The Army Leader may modify the die roll
on this table per Series Rule 23.2b.
0 0-5 0-4 0-2 0-1 Army Morale Result Record
When each ‘Current Loss Level’ is reached, and then rolled for,
+5 6-9 5-8 3-7 2-5 record the Loss Level, the Game Turn of the roll, and the result.
The results are cumulative with each other and this total is recorded
in the ‘Total Army Morale’ column.
+10 - 9 8-9 6-9
Permission is granted to photocopy this page for personal use only. © Copyright 2014, Clash of Arms Games™
22
Loss Charts for the Prussian Army at Lobositz
(10) KFII -12 +4 +5 * King Frederick (WAN 4) (30)
*Replacement: FM Keith (CR +2, WAN 6)

Keith’s Infantry Wing Gessler’s Cavalry Wing Army Loss Record


 
 
(7) KTH -10 +3 4 * FM Keith (15) (6) GES -4 +3 3 * FM Gessler (15)                  
   
  25 SP Losses
(5) *PVP -7 +1 2 - GL Pr. Von Preussen (20) *No Replacement                    
 
(5) KTH / BV -5 +2 3 A GL Bevern (15) (5) GES / K -5 +3 4 A GL Katte (10)
                 
   
  50 SP Losses
                   
 
1 BEV / BV 26 +4 Mus 1 2 3 4 5 6 7 8 BAY a / K 19 +5 Drag 1 2 3 4 5 6 7 8 9 10 11                  
   
  75 SP Losses
2 BEV / BV 26 +4 Mus 1 2 3 4 5 6 7 BAY b / K 19 +5 Drag 1 2 3 4 5 6 7 8 9 10 11                    
 
1 KLE / BV 25 +5 Mus 1 2 3 4 5 6 7 8 BAY c / K 19 +5 Drag 1 2 3 4 5 6 7 8 9 10 11                  
   
 100  SP  Losses
2 KLE / BV 26 +5 Mus 1 2 3 4 5 6 7
                   
 
(5) GES / KA -4 +3 3 A GL Katzler (10)                  
   
 125  SP  Losses
1 MAN / BV 26 +5 Mus 1 2 3 4 5 6 7 BSH a / KA 24 +4 Kur 1 2 3 4 5 6 7 8                    
 
2 MAN / BV 27 +5 Mus 1 2 3 4 5 6 7 BSH b / KA 24 +4 Kur 1 2 3 4 5 6 7 8                  
   
 150  SP  Losses
1 MUN / BV 28 +4 Fus 1 2 3 4 5 6 7 8 DRI a / KA 22 +5 Kur 1 2 3 4 5 6 7 8
                   
 
2 MUN / BV 29 +4 Fus 1 2 3 4 5 6 7
                 
   
 175  SP  Losses
DRI b / KA 22 +5 Kur 1 2 3 4 5 6 7 8                    
 
(5) KTH / KL -6 +2 4 A GL Kleist (10) LRG a / KA 15 +6 GCv 1 2 3 4 5 6 7 8                  
   
 200  SP  Losses
1 BLA / KL 26 +4 Mus 1 2 3 4 5 6 7 LRG b / KA 15 +6 GCv 1 2 3 4 5 6 7 8                    
 
2 BLA / KL 27 +4 Mus 1 2 3 4 5 6 7 MGF a / KA 20 +5 Kur 1 2 3 4 5 6 7 8
                 
   
 225  SP  Losses
                   
 
1 HUL / KL 27 +4 Mus 1 2 3 4 5 6 7 MGF b / KA 20 +5 Kur 1 2 3 4 5 6 7 8                  
   
 250  SP  Losses
2 HUL / KL 28 +4 Mus 1 2 3 4 5 6 7 (5) GES / KY -5 +3 4 A GL Kyau (10)                  
1 QUA / KL 24 +4 Mus 1 2 3 4 5 6 7 GDC / KY 12 +6 GCv 1 2 3 4
2 QUA / KL 25 +5 Mus 1 2 3 4 5 6 7 GEN a / KY 14 +7 GCv 1 2 3 4 5 6 7
Army Current Loss Level
(5) KTH / PB -7 +3 4 A GL Braunschweig (15) GEN b / KY 14 +7 GCv 1 2 3 4 5 6 7 Morale
1 ABR / PB 25 +5 Mus 1 2 3 4 5 6 7 LKR a / KY 15 +6 GCv 1 2 3 4 5 6 7 8
Result 75+ 125+ 175+ 200+
2 ABR / PB 26 +5 Mus 1 2 3 4 5 6 7 LKR b / KY 15 +6 GCv 1 2 3 4 5 6 7 8
0 0-7 0-5 0-3 0-1
1 ANH / PB 25 +5 Mus 1 2 3 4 5 6 7 8 PVP / KY 25 +4 Kur 1 2 3 4 5 6
2 ANH / PB 26 +5 Mus 1 2 3 4 5 6 7 PVP a / KY 23 +5 Kur 1 2 3 4 5 6 7 8 +5 8-9 6-8 4-7 2-6
3 ANH / PB 26 +4 Mus 1 2 3 4 5 6 7 PVP b / KY 23 +5 Kur 1 2 3 4 5 6 7 8
+10 - 9 8-9 7-9
1 ITZ / PB 23 +5 Mus 1 2 3 4 5 6 7 ROC a / KY 18 +6 Kur 1 2 3 4 5 6 7 8
2 ITZ / PB 24 +5 Mus 1 2 3 4 5 6 7 ROC b / KY 18 +6 Kur 1 2 3 4 5 6 7 8
1 ZAS / PB 25 +4 Mus 1 2 3 4 5 6 7 (5) GES / SC -4 +2 4 A GL Schwerin (10)
OER a / SC 25 +4 Drag 1 2 3 4 5 6 7 8
Army Morale Result
Units whose values are in italics are op- OER b / SC 25 +4 Drag 1 2 3 4 5 6 7 8 Army
Current Army Total
tional units. See Lobositz rule 3.3. TRU a / SC 20 +4 Drag 1 2 3 4 5 6 7 8 Loss Game Turn Morale Army
Level rolled for Result Morale
TRU b / SC 20 +4 Drag 1 2 3 4 5 6 7 8

Independent Infantry Independent Cavalry      


GRD 16 +7 Grd 1 SZE 28 +4 Hus 1 2 3 4 5 6      
GRU 20 +6 Gren 1 2 3 4 5 6 7 SZE a 30 +1 CSk 1 2 3      
J-B 18 +7 Gren 1 2 3 4 5 6 7 SZE b 30 +1 CSk 1 2 3
KLE 19 +6 Gren 1 2 3 4 5 6
     
PUT 21 +6 Gren 1 2 3 4 5 6      
Replacement Infantry Leaders Replacement Cavalry Leaders      
(4) H -4 +1 3 B GM Hülsen (5) (4) D -4 +3 3 A GM Driesen (5)      
(4) Q -4 +2 3 A GM Quadt (5) (4) L -2 +1 2 B GM Lüdritz (5)
(4) Z -3 +2 3 A GM Zastrow (5) (4) P -2 0 1 B GM Penavaire (5)
(4) S -3 +2 3 A GM Schönaich (5)
Routed SPs
Artillery
(2) MOL - - - - ObLt Moller (10)
Army Loss Record
P 10 lb H 1 20 0 10 lb H 1 2 Mark 1 loss box per SP of Infantry or Cavalry lost.
Mark 2 loss boxes per SP of Artillery lost.
P 10 lb H 2 20 0 10 lb H 1
Mark Leader losses per the loss value of any given Leader.
P 12 lb 1 20 0 12 lb 1 2 When a loss level in dark grey is reached, a roll is required on the
‘Current Loss Level’ table on the next :00 turn.
P 12 lb 2 20 0 12 lb 1 2 Current Loss Level Table
P 12 lb 3 20 0 12 lb 1 2 When determining the ‘Current Loss Level’ for Army Morale rolls,
add the number of losses in the ‘Army Loss Record’ to the number of
P 12 lb 4 20 0 12 lb 1 2 currently routed SPs. Cross index this total with a die roll to find
P 12 lb 5 20 0 12 lb 1 2 the ‘Army Morale Result.’ The Army Leader may modify the die roll
on this table per Series Rule 23.2b.
P 12 lb 6 20 0 12 lb 1 2 Army Morale Result Record
When each ‘Current Loss Level’ is reached, and then rolled for,
P 12 lb 7 20 0 12 lb 1 2
record the Loss Level, the Game Turn of the roll, and the result.
- 24 lb 1 20 0 24 lb 1 2 The results are cumulative with each other and this total is recorded
in the ‘Total Army Morale’ column.
- 24 lb 2 20 0 24 lb 1 2

Permission is granted to photocopy this page for personal use only. © Copyright 2014, Clash of Arms Games™
23
Lobositz Terrain Effects and Fire Multiples Charts
Infantry Cavalry   Combat & Morale Modifiers
Unit Type March, March, Fire Close Morale
Road, Road, SCM Defense Combat Check
& Attack & Attack Artillery Skirmish Leaders Costs
Terrain Line
Column
Line
Column
Value Modifiers Modifiers

Clear (S1508) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) ½ 1 10 - -


Lobositz*† (N5313) 2 (12) 1 (24) 3 (12) 2 (12) 2 (6) 1 (3) ½ 2* 15 +1D -5
Marsh* (N5826) 2 (12) 2 (24) 4 (12) 4 (12) All (6) i:1 c:2 (3) 1 P 10 -4A/D** +5
Pond/River (S4310) P P P P P P P P P P P
Stream/Graben (N4117) 1 (16) ½ (32) 1 (18) ½ (18) 1 (8) ½ (3) ½ 2* 10 - -
Sunken Road* (N5719) 2 (16) 2 (32) 4 (18) 4 (18) All (8) i:1 c:2 (3) 1 2* 15/OT -2A/D** -5/-10
Village*† (N2822) 2 (12) 1 (24) 3 (12) 2 (12) 2 (6) 1 (3) ½ 2* 10 +1D -5
Vineyard* (N4406) 2 (12) 2 (24) 4 (12) 4 (12) All (6) i:1 c: 2 (3) 1 P 15 +3D -5/-10
Woods*† (N1824) 2 (12) 1 (24) 3 (12) 2 (12) 3 (6) 1 (3) 1 2* 15 +1D -5
Slope (S1508/1509) +1 +½ +1 +½ +1 +0 +1 +0 - -2A up -
Steep Slope (S1609/1610) +2 +1 +2 +1 +2 +0 +1 +1* - -3A up -
Wall† (S4702/4703) All All P P P i:2 c:P +1 P 15/OT -3A -10
Causeway (S3613) Units in Road Column pay ½ MP per contiguous hex ½ (3) ½ OT 5RC/OT OT OT
Road (N4215) Units in Road Column pay ½ MP per contiguous hex OT OT OT OT

Terrain Effects Chart (TEC) Notes (see also Lobositz 5.2 & 5.3) TEC Abbreviations and Explanations
Procedure: Cross index the type of unit and its formation with the ter- A = Attacker, D = Defender
rain. The number listed is the cost to move into the hex or through the OT = use Other Terrain in the hex, P = Prohibited
hexside. Movement Point fractions are retained (not rounded). Movement Costs: All = The unit must use all its printed MPs to enter
the hex or cross the hexside. It may not be Disordered to do so.
Stacking: The number in parentheses is the maximum stacking value for
Skirmish Movement Costs: i:1 c:2 = The cost for Infantry skirmishers is
that type of unit/formation in that terrain. The Stacking values for in-
1 MP and the cost for cavalry skirmishers is 2 MPs.
fantry and cavalry in column are for March Column and Attack Col-
Fire Defense Value: 15/OT = The Fire Defense Value is 15 if all
umn and for Infantry in Square (which can only be formed in Clear or
conditions are met. Otherwise use the other terrain (usually Clear).
Stream terrain). Road Column uses different Stacking rules (see Series
Fire Defense Value: 5RC/OT = The Fire Defense Value is 5 if the
Rules 8.1f & 10.11).
target unit is in Road Column. Otherwise use the other terrain.
*Affecting (non-clear) terrain for Disorder Checks and for Series Rules Morale Check Modifier: -5/-10 = The ER modifier for infantry
8.7 and 18.2b (for the SCM column). Skirmishers is –10. All other units get a –5 ER modifier.
** Double the CV modifier for cavalry. ‘Up’ Modifiers: -2A up, -3A up = The attacker’s CV is only modified if
†Blocks Line of Sight (LOS). it is attacking up slope.

Guard x5 x4
Lobositz Fire Combat Multiples and Ranges 
Prussian

Grenadier x5 x3
Artillery multiples in BOLD are Minimum Fire ranges
Musketeer x4 x2
Small Multiples in italics are for use in dusk turns or for fire in Fog at 6+ hexes.
Fusilier x3 x2
10 lb Howitzer x5 x4 x4 x2 x2 x2 x1 x2 x1 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0 x1 x0
12 Lb x10 x10 x5 x5 x5 x5 x2 x3 x1 x3 x1 x3 x1 x3 x1 x2 x1 x2 x1 x2 x1 x2 x1
24 Lb x10 x10 x7 x7 x7 x4 x2 x4 x2 x4 x2 x4 x2 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0 x1 x0
Range 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
12 Lb x12 x12 x12 x8 x8 x8 x4 x8 x4 x4 x2 x4 x2 x4 x2 x4 x2 x4 x2 x2 x1 x2 x1 x2 x1
Austrian

7 Lb Howitzer x6 x6 x3 x3 x3 x3 x1 x3 x1 x2 x1 x2 x1 x2 x1 x1 x0 x1 x0 x1 x0 x1 x0
6 Lb x7 x7 x7 x5 x5 x3 x1 x3 x1 x3 x1 x3 x1 x1 x0 x1 x0
Grenzer x5 x2
Grenadier x4 x2
Fusilier x3 x2 © Copyright 2014, Clash of Arms Games™

24

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