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NAPOLEON ATWAR Standard Rules for the games ‘MARENGO, JENA-AUERSTADT, WAGRAM, THE BATTLE OF NATIONS Copyright © 1875, Simulations Publications, Ine, Now York, N.Y. saimrropuction 20 GAME EQUIPMENT 21 The Game Map 22 Game Charts and Tables 24 How 1 Read the Units 25 Game Sele S0SETTING UP THE GAME -ADSEQUENCE OF PLAY 41 Sequence Outi 54 Prisons 2 Efe of Tern 60 70NES OF CONTROL sncomBar 72 Mahiple Unit ané Mole Hex Combat 73.Combat Sieogth Usiy 7 Combat Res Table 117 Retreting ad Advancing a+ Rel of Combat TADislacement 79 Volomary Retuston of Combat O43 1.0 ARTILLERY ‘Ar Bombardment Attacks 22 Combined artack 13 Line of Sight AS Dalene 99 TERRAIN EFFECTS CHART 100 NIGHT GAME-TURNS. 10. Ett on Combat 10.2 et on Movement 110 DEVELOPER'S NOTES. [1.0] INTRODUCTION The Napoleon at War game system is an operational simulation of warfare during the era of the Napoleonic Wars. Each game in the system represents one of the great battles inthe perid. ‘The Playing Pieces represent the acto unite which participated in the bales, and the Map fepresents the terrain over which those” units fought ‘The rues foreach game in the Napoleon at War Series are contained in to folders The ist con ‘sins Standard Roles, which ate common ta the games in the series. The second folder contains Exclusive Rules. Intal Deployment and. Rein forcement Rules, which are different in cach game This game has been designed to insure maximom playability and maximum reslity in that orden). In frder to achieve thase goal, the physical compo nents, a6 well as the game rules, have been Gesigned to make the game easier t0 understand and play. The components include a smaller, more ‘compact playing map, bever more than & hundred playing pieces, and standardized rales. ‘The standardization makes it easier fr the gamer togorom one game to another within the sees It also enables the games’ designers to concentrate tn the realism aspect ofthe games (the standart ‘avon generally fakes care of any playability problem. [2.0] GAME EQUIPMENT [2] THE GAME MAP The22" x17" mapsheet portrays the area in which the bat was fought. 1eincludes all the significant terrain inthe Bail, @ Terrain Key, anda Tura Record Track. ‘A hexagonal grid is superimposed over the terain features printed nthe mapshoet in oder to cep larize movement and positioning of the playing lees, ‘Tormake the map ie flat, back fold it agsinst the ceases Small ploces of masking tape may be used ft the conmers of the map to hold it taut [2.2] GAME CHARTS AND TABLES. ‘Various visual aids are provided for the Players in order (0 simplify and llsrate certain. game functions. These are the Terrain Effects Chart, the Combat Results Table, the Reinforcement Chart and the Deployment Chart, [23] THE PLAYING PIECES ‘The cardboard pieces represent the atusl military units that took part in the original battle. ‘The ‘numbers and symbols om the pices represent the Strength, movement capability, and ‘pe of unit Fepresente by hat pce. These playing pieces will hereafter be refered to as “unit” [2.4] HOW TO READ THE UNITS Veg j 5-4 Combat Stronach Unit Designations Unite ate Mentiied by numerals in this sequence: slivision/corps (roman numeral) orbrigade/dvision Unit Types Bw Ab. 08 we files Combat Strength i the relative stength ofa unit when atacking and defending, expresed in terms OF Strength Point Movement Allowance is the maximum number of clear terrain hexes thats unit may be moved in a Single Movement Phase, expressed in Movement Points. More than one Movement Point may Be expended for cach hex entered according tothe terrain in the her. (25) GAME SCALE Each hexagon on the map represents between 400 and. 800 meters of real terrain. Each Strength Point represents between $00 and 1,000 men. Each Game-Tura represents between one and two hours of real time (2.6) PARTS INVENTORY Folio Game: QuadiGame: Sheet of Dic Cut Counters 1 4 she Rules Fler 1 ‘iteree Die ° 1 Gare Box ° t Fate) 1 ° any of these parts are damaged or missing write Customer Service Simulations Publications, le 448 Bast 23rd Street New York, N.Y. 10010 Questions regarding the rules of the game, if sccompanied by a stamped, selfaddresed ete lope, will be answered. Send to: Game Questions Editor, atthe sbove address. [3.0] SETTING UP THE GAME The cardboard Playing Pieces should be punched fut of the Unit Counter Sheet. The bie colored Dieces represent French forces the other colored Pieces represent the foros) opposing the French Payers should determine who willbe the French Player and who will command the forees opposing the French (the non-French Player. The Players then consult thei respective Initat Deployment Charts. These chars tell the hex ‘umber, strength and designation of each unit srhich $s in play (on the map) daring the First Game-Tur, Players should simultaneously place each ofthese units in Us proper position on the ‘map. All remaining Units should be placed aside {and brought into play according to the Relnforee ‘ment Chart. In Setting up unis, Players may Aisrepard historical designations, 20 long 28 the tunie type and strength are correct, Once the units are st up, Players are ready to commence Game-Turn One; place the Game-Turn Marker in the first position on the Game-Turn Track In order to determine which Player isthe frst Payer and which the Second Player, consult the Elusive Roles Folder, There Payers wil also Find rales for bringing inthe reiforcement units which are given onthe Reinforcement Chart. Play proceeds. aevording’ to the Sequence of Play ‘hough the final Geme-Turn, [4.0] SEQUENCE OF PLAY ‘The game is played in successive GameTurns composed of alternate Player Turns. During each Player-Turn, the Player mancuves is units and resolves combat in sequence, according to the Following outline, and within te limits provided by the rules which follow. At the conclusion of the Final Game-Turn the Victory Conditions are con sulted ands sinner i determined (4.1) SEQUENCE OUTLINE ‘The Game-Turns divided into Fit Player:Turn and. 2 Second Player-Turn. The Player whose Player-Turn is currently in progress is termed the Phasing Player, The sctity which may take place during each Phase ir outlined bel 1. FIRST PLAYER-TURN ‘A, Movement Phase: The Phasing Player may ‘move ally some ot none of his unite as he desies ‘within the limits and restrictions of the roles of Morement and) Zones of Control, and. the Exclusive Ruler of the game. The Phasing Player ‘may bring reinforcement units onto the map 3s Allowed ty his Reinforcement schedule and. the Reinforcement rules. The nom Phasing Player's units may not move, B. Combat Phaser The Phasing Player uses his sits 49 attack the non-Phasing Player's units according 10 the rules of Combat and Ari. During this Phase wether Player may move his tits except when forced to, as a result of the Combat Resolution procedure 2. SECOND PLAYER-TURN ‘The Second Player now becomes the Phasing Player and accomplisbes movement and combat in the manner described above. 3.GAME-TURN RECORD INTERPHASE ‘The Game-Turn Marker should be advanced one space on the Game-Turn Record Track to mark the passage of one Game-Turm and signal the star of another. [5.0] MOVEMENT GENERAL RULE: During the Movement Phas, the Phasing Payer may move as many of ay few of his units as he desires. They may be moved in any direction oF ‘combination of directions. PROCEDURE: Units are moved one ata time tracing a path of contiguous heres through the hex grid. AS a unit fnters cach hex, it-must pay one or more ‘Movement Pointe from its Movement Allowance CASES: [5.1] PROHIBITIONS [5.11] Movement may never take place out of Sequence. A Player's units may be moved during his own Movement. Phase. During the Combat Phase, a nit-which is elther attacking of defending may be called upon to advance o retceat after is combat is tesoled. Daring the Enemy Player's Movernent Phase, and daring both layers’ Combat Phases, except when advancing or retreating av a result of combat, Friendly unis rust not be moved. [5.12] A unit may never enter a hex containing an Enemy unit [S13] A_ unit may never eit on Enemy controlled hex during any Movement. Phare. An Enemy controlled hex maybe let only during a retest ot advance as result of combat (see 7.7 [5:4] No combat takes place during tbe Movement Phase, Once a Player fas bepua to ressive combat, fand_ has thrown the. dic, he has. reversibly Initiated the Combat Phase [S.18} The numberof Monement Points expended bya alt during a single Movement Phase may not cnceed the Movement Allowance. A unit may fxpend sny portion of the Movement Allowance, but unused Movement Points may not be accumulated until another Movement Phase oF transfered to another uni [5.16] Movement from hex to hex must be conse cutive: that i fo Say, a unit may not skip hexes [5.17] Once a unit has been moved, and the Player's hand is taken from the pice, it may not be moved any further during that Monement Phase, tor may it change is move without the consent oF the opposing [8.2] EFFECTS OF TERRAIN (5.21) A unit must expend one Movement Point to fentera clear ferain hex. To enter other sper of terrain, a. unit must often expend more “Movement Points. And some hexes are prohibited to movement entirely. See 9.0, Terrain Effects Chat. (5.22] A unit which moves from one road hex Aliectly into an adjacent road hex through a oad hexside expends only 14 Movement Point regardless of other fertuin in the hex (5.23) A unit which moves from one trail hex Airey into an adjacent teal hex through a tal hrersige expends only one Movement Point regardless of other tetain in the hex [5.24}Units may croseriverhessides only by moving ‘throagh a bridge hexsde. There is 10 additonal cost for moving through a bridge hexsie (5.25) Units may cross Stream hexsies. Movement through «Stream hexsde costs two additonal Movement Points Example: If 2 unit mores ‘through 1 Stream hexside into forest hes, the ‘ont i four Movement Point {5.26} A unit which moves from a slope hex (containing the slope terrain symbol) through a slope hessfe into clear terrain hex must expend fone sdditional Movement Point. A unit hich moves fom a clear terrain hex throvgh slope heasde, into slope hex expends no additional Movement Points, [5.3] EFFECTS OF FRIENDLY UNITS [5.31] A Friendly wnt may move through hexes focupied by other Friendly units, There is no Additional cost for entering a Frienly-occupied 15.32} A Feendly unit may not end any Phase ‘Macked inthe same hex nit another Friendly (oF Enemy) unit. There may never be more than a single unit in a hex atthe end of any Phase [5.3] There is no limit to the number of Friendly tnits which may passthrough a single hex in one Movement Phase [534] Friendly controled hexes never inhibit the movement of Friendly Unit [6.0] ZONES OF CONTROL GENERAL RULE: “The six hexagons immediately surrounding & hex onsite the Zone of Contrl of any unit in thet hex. Howes upon which a unit exert a Zone of Control sre called controlled hexes 22d ib the movement of Enemy units: All units must cease ‘movement when they enter an Enemy contolled her CASES [6.1] Al units exer a Zone of Control throughout the Game-Turn, regardless of the Phase of Player. ‘Tarn, The presence of Zones of Contol is sever negated by units, Enemy or Friendly. (6.2) Units do not pay any additional Morement Points to enter an Enemy controlled hex, as in some other SPL games [6.3] There are only two ways to ext a ex in an Enemy Zone of Control: Fither by relteat or Advance a eeu of combat, or by removal ofthe Enemy unit exerting the Zane of Control as est of combat [6.4] Obviously, if a given unit isin an Enemy sontrlled her, dhe Enemy uit is also in its ontalled hex. The two units are equally and mutually affected (65) there is an Enemy and Friendly Zone of Control exerted over the same het, bath Zones co-axist, and that hex is mutually controlled by both Players. There is no additonal effect from having more than one unit exerting. Zones of Control onto & single hes. (6.6) Zones of Control slways extend into alls exes adjacent fo the conrlling uni’ hex, with this exception: Zones of Control never extend ‘hough 4 non-bridged iter heside Example [7.0] COMBAT GENERAL RULE: Combat between adjacent opposing units is mandatory. Arillry wits (0) are the only ucts ‘hich may attack units to which they are not a. ent, The Phasing Player is termed the Attacker; the other Player fs the Defender, epardies of the ‘reall situation. PROCEDURE ‘The Attacker totals the Combat Strengths of all the unis attacking a given hex end compares the total fo the Combat Strength ofthe defending unit im the hex under attack. The comparison is capresed as ratio. between attacking and Gelending Strength Point (attacking. Steagth Points divided by defending Strength Points) and is simplified by rounding down to one ofthe ods ration on the Combat Reslts Table. Example: If thirteen Strength Poins wore attacking four, the ‘combat odd ratio would be 325 to 1, rounded off aay in avo of the defender to three to oe, Having determined the actual combat odds, the attacker rolls the dis. The result indicates a line on the Combae Results Table (7.6), which is crore indered with the column representing the combat tid, The intersection of ine and column yields ombat result. Separate combats may be resolved inn order that the Attacker wishes, Soong as all combats are resolved during that Combat Phase CASES: (7. WHICH UNITS ATTACK [7-1] All Enemy unit that have Friendly units in theit Zones of Control must be attacked by Uhe Feieadly (Phasing) Player's units in the Combat Phase, He may resolve these atacks in any fashion deste, as long a all adjacent units are stacked, within the requirements of 7.2. [722 Al of the Phasing Player's nits which end the Movement Phase in an Enemy controlled hex ‘must attack some Enemy nit duiag the ensuing Combat Phase. The Phasing Player may choose Urhich attacking its wil attack each defending Unit a5 Tong as all adjacent Friendly units parte pate in an attack. 17-13} An Enemy-occupied hex maybe attacked by ‘= many unite as can be brought to bear in sit Sjacenthexes, and by as many artillery units 95 fre within range (se 8.0, [7ald) No unit may attack more than once per Combat Phase, and no Enemy unit may “be stacked more than oace per Combat Pha (7.5) Units may only atack when adjacent tothe ‘defending unit (exception: see 80), (72) MULTIPLE UNIT. AND MULTE-HEX COMBAT (7.21) if Phasing Player's unit is inthe Zone of Control of more than ene Enemy unit, i must attack all those adjacent Enemy units which are rot engaged by some other acacking anit. The Combat Strengths of the defending units are totalled into one combined Strength to which the attacking une compare its Strength to determine the odds. [7.22] Unit in wo or mote diffrent heres may combine their Combat Strengths and attack a single he, if all the attacking units are adjacent to (or-vthin range ofthe Enemy occupied hex, The Combat Strengths of the seacking units are totalled into one combined Combat Strength, and then compared to that of the defending uait in ‘order to determine the odds [73] COMBAT STRENGTH UNITY ‘A given unit's Combat Strength is always unitary; ‘may not be divided among diffrent combats either im attacking or defending. [7.4] EFFECTS OF TERRAIN Units defending in certain types of terrain may have their Combat Strength increased. This Increase is always. a multiple of the origi Comat Strength, Example: A unt with «Combat ‘Strength of "5" would defend, on a Rough Terrain, hex, at an effectine Strength of "10." See the ‘Terrain ‘Effects Chart (80) for a complete [7-5] DIVERSIONARY ATTACKS A ont may make attacks at poor ads in order that adjacent attacks against other defenders may ‘be made at higher odds (by alloting most of the attacking force to the major objective). These tacks are known as "Diversions ot “Holding” ‘tacks. [7.6] EXPLANATION OF COMBAT RESULTS Attacker Eliminated. All Attacking unis are tliminated (remove from the map)- De = Defender Eliminated. All Defending uss ste eliminated Ex = Exchange. All Defending units climingted. The Attacking Player must elimi ‘Atiacking wits whose total, printed (fee vale) Combat Strength at least equals the total printed Combat Strengths of the eliminated. Defending ‘units. Only units which partiipated in a particu attack may be so liminated ‘Ar = Attacker Retreat Al Attacking units must retreat one her (see 7.7), Dr = Defender Retreat. All Defending units must retreat one her, [7.7] RETREATING AND ADVANCING AS A/RESULT OF COMBAT. [7-71] When the Combat Result requires that a Player's units be retreated, the Owning Player ‘must immediately move those units one hex so that thes ae no longer in an Enemy controled hex. The Owning Player may decide the direction that each ‘of his Fetreating units moves. 7.72] A retreating unit may not retreat into a ohibited hex, cross a prohibited hexside, oF enter fn Enemy controlled hex. If no hex i open (0 retreat into, the unit i eliminated. 17-73] A ceteeating unit may enter a vacant hex Gwithin the restrictions of 7.72) If there is no Detmissible vacant hex, the reteating unit may space an adjacent Friendly wait (se 78) 17.74] Whenever a hex is vacated as a result of combat, one vetoious unit which participated in {that combat may advance into the vacated hex. ‘This advance may be made regardless of Enemy Zones of Conttl. The option to advance must be cxerised immediately, before any ther combat resolution. A unit is never forced to advance. A ‘nit may never advance more than one hex a5 2 result of combat. After advancing, units may noite attack nor be attacked that Phase (see ven if their advance places them next to Enemy units whose bats are yet to be resolved, ce who sere not involved in combat, However, auvances are useful in cutting off the reteeat of Enemy nits Whose combat has aot yet been resolved, [7-75} Only one victorious unit may advance into a vacated hex I two henes are vacated asa result of ‘single combat, the victorious Player say. sill ‘vance only one unit (7.8| DISPLACEMENT [71] If che only hex available tothe reveating tunis one which is already occupied by anothe uninvolved Friendly unit then the uninveleed ait Is displaced (pushed out of is Rex) by the retreating unit. The displaced nit is moved back by the Owning Player (asi it were retreating as @ ‘sult of combat) and its poston is taken by the retreating unit. The displaced unit self may rot be forced into Enemy controlled or other prohibited exes. (782) If the displacement would cause the ‘isplaced units) to be eliminated, the retreating ‘unt instead eliminated. Displaced nits a themacher displace other Friendly unite in sort, of chain reaction of displacement, i that i the ‘nly permitted path of dixplacerent open to them, ‘A unit may be displaced more than once per Combat ‘Phase, if that is the only alternative Displaced Artillery units which ave not yet engaged in combat, may not fire during that Combat Phase. Units may not displace. other Friendly units if they have ocher paths of retreat open t them, 79) VOLUNTARY REDUCTION OF COMBAT ODDS Porto the resolution of any atack, the attacking Player may announce that be wishes to reduce the ‘combat odds ofthat attack. He incurs no responsi- bility of penalty by doing this. but he may not change. his mind subsequent 1 the die roll Example: Attack i computed tobe a "5-1" attack Payer announces that he desires a "3.1" attack, and resolves it using that column. Players may ‘sh to do this to avoid excess casualties through exchanges, or to attempt to retreat Friendly unis [8.0] ARTILLERY GENERAL RULE: Unie nanry and caaly wits, Ate units may parteipae tn atacks by bombarding the ‘efnding unt. Arey bombard a unk rm ve ene distance. Avtlry ont mat pariiate in Combat when adjacent to opposing uit Tn other sons, arliry may parvspate in 0 (pe of tack, depending 00 het distance fom the defending tn (ajacent or no0 Unlike other St, Arilery units are never destroyed or forced {Sreicet when bombarding aunt athough they fe afecte by all sombat resus when they a Acjacet to the unit they ate attacking. PROCEDURE: Determine the odds of the attack in exactly the same fashion as any other attack. AU results are Applied in the same fashion, except that bom: ‘arding Arilery units (ke, units fring from a ron-adjacent hex) are not affected. by. combat results, Thus, ifan "Eachange” wore the result in fan attack solely by bombarding artery, the defending nit would be eliminated, but the Dombarding units would not be affected. OF course, other units cooperating with the bombarding Ailey units fom an adjacent por tion including adjacent Arillery unit) would be affected by combat results, and they would suffer the elfets of an "Exchange" result, CASES: [8.1] BOMBARDMENT ATTACKS (81 Actillery units may attack non-adjaent Enemy units up to two hexes distant, but they are never foreed to attack an Enemy unit merely because i is in range [8.12] Range from the bombarding Atiller unit to the target hex is counted by including the target hes, Dut not the bombarding units hex {8.13] Artillery units may only attack & single Enemy occupied hex when bombarding, except when making ¢ combined atack with infantry oF cavaly (ee 82. (8.14]Arillery attacking fom a non-adjacent hex (hat is, bombarding) suffer no combat results thoy are never destroyed or retreated as result of tele own attacks, [8.15] Bombarding Artery may voluntarily elect to suffer "Attacker Retreat” fi is the combat [8.2] COMBINED ATTACK [8:21] Arillery units may atack alone, in concert With other bombarding ArGllry units, or i com> ert with any Friendly units which are adjacent to Enemy unis within range, adding their bombard ing Combat Strength 0 the attack. [8.22] 1, ina combined attack, Friendly units are stacking Enemy units in more than one hex, the [tery units need only be within range of one of the defending hexes to add their Combat Strength tothe a [8.23] When making a combined atack with bom barging Artillery units infantry and cavalry units mays suffer all combat results chough bombard ing Arillry units do not [83] LINE oF SIGHT. [B31] To determine if an Anillry unit may bombard a given hex, ly a straightedge from the hex of the bombarding Arillry unit to the target, Fpex This straight in ste Line of Sight. Irany of the hexes intervening between the borabarding hex andthe target hex is locking terran, the tar- fet hex may not be bombarded by thatArtlery (832) IF the Line of Sight is congruent to a ease (that is, fling exactly between two hexes) {tis blocked only if bath hexes adjacent to that hexside are blocking terrain. [8.33] Forest and Town hexes are the only blocking terrain hexes (aot Slope ce Rough Terrain hexes of hers. [8.34] The terrain in che target hex and in the hex fof the bombarding Arillery does not block the Line of Sight (8.35) Avtllery units may fre over other units, Enemy and/or Friendly. [8.4] ADJACENT ATTACKS [8.41] When in the controlled hex of an Enemy Uni, Amillery units must participate in an attack adjacent Enemy units. When an Artillery Uniti in an Enemy controlled hex, tis treated like an infantry or eavay uit, and may not bombard. [8.42] When attacking from a controlled hex, Artillery units may attack as many units as they fare adjucent to, but may not attack non-adjcent [8.43 Arion units attacking fom a contlled hex must suffer all the combat results of their attacks. [8.44] Terrain does not prohibit artillery attacks Into adjacent hexes [8.45] Athough normal combat is not permitted actoss an unbridged river hexsie, an Arilery unit ‘may attack any Enemy unit within range across Such a hexside according to the Bombardment ‘Rtack rules (5, [8.5] DEFENSE. [8.51] Ariery units may never add their Combat ‘Strength to another unit's Defensive value by ‘pombardment. They may only bombard during their own Combat Phase (8.52) When Arilery nits are themselves oked, they suffer all combat resulsin the same manner as other unis, even when bombarded by Enemy Artillery ante [9.0] TERRAIN EFFECTS CHART Ge teow) [10.0] NIGHT GAME-TURNS GENERAL RULE: ‘Thotinted Game-Turns onthe Turn Recoré Tack fare night GameTwons, and. have diferent Sequence of Play chan Day Game“Turns, in that the Combat Phase is omitted CASES: (104) EFFECT ON comBAT There is no Combat Phase during a Night rme-Torm, anno combat is allowed. Opporing adjacent units donot engage in combat, they Simply remain in place. Avallery units may not bombard during Night Game-Turns {10.2} EFFECT ON MOVEMENT Movement restrictions during Night Game-Turns are identical to Day Game-Turn movement restric tions. with one addition Units may not enter Enemy conolled hexes during a. Night Game ‘Tarn, nor may snie already in Enemy contelled exes ext them, [11.0] DEVELOPER'S NOTES ‘The Napeloon at War game series is based on the game system developed in 1972 forthe SPY Ino Alcor) Game, Napaleon at Wateo. Despite the popularity of NAW and its wel received essen ants, Boredino and Auster, limited inezest in the pre-Twentieth. Century eras. prohibited the publication of additional Napoleonic games oni the QuadriGame and Folio concepts wee inated by SPI in 1975, While the QuadriGame allows a wider range of {games oe published, it also introduces the two fed concept of standardization. Each series of {mes shares » common set of base rues This permits the layer to Tearn four games at once, i effect. After eis Familia with the basic rales, the Players free to concentrate onthe more enjoyable specs of gameplay. On the other hand, howere, Standatdlzation involves some compromises inthe trex ofboth realism and historical accuracy, Suh Compromises appear inthe Napoleon at War series 5.2 result of the physical limits of the game ompanents. Thus, it was necessary 0 ‘omit Aistinet artillery units in the Bathe of Nations fame, But, in all other respects, the essence of Napoleonic warfare is remarkably preserved ‘throughout the four eames inthis series. Equally important, the inttueton of Special Rules tailored to exch situation bestows an individual sharacter (each game, thas ensuing tht san Gardizaton docs not’ make a game. series Altimall, we ee the Napoleon at War game series Schieves an admitabl balance between playabiligy Spd realm [7.6] COMBAT RESULTS TABLE Probability Ratios (Odds) EXPLANATION OF COMBAT RESULTS ‘Ac= Attacker Eliminated. All Atacking units are worse than 1-5 are treated as 1-5. Die Attacker’s Strength to Defender’s Strength Dig na tend ea Sea oe eo ees pod are eliminated ™ "enaing unis AALBERS AROS DLADRG GAG — Reckngs, An Delong uns re clit face, The Atacking lager musth 2 Ar Ar Ar Dr Dr Dr Dr Dr De De 2 Attacking units whose total, printed (face value) GmbetSengt at eat equal the lpi 3 Ae AR AR AR DET Dr De Dr) Be Be 997) Cina Soccgus ot tne Sinioned Dekoaeg 4 Ae Ar Ar Ar Ar Dr Dr Dr Dr Dr 4 sindnimlnabuhpusnu apart SF a ames At Anting ont met 6 Ae Ae Ae Ar Ar Ar Ar Ex Ex Ex 6 fetveat one hex Gate 7.7. Attacks executed at greater than 6-1 are treated as 6-1; attacks executed at De = Defender Retreat. Al Defending units must retreat one hex (Sce Tereain Key on Map) [9.0] TERRAIN EFFECTS CHART Gatle of Nations, Matengo only) Slope Hexside (Wagram, Marengo, Jena-Auerstadt ony) Terrain ‘Movement Points [MP] Effect on Combat to Enter [or Cross] (Gear Hex IMP Noctfect Foret Hex 2MP: NoEMect(Se08.3) ‘Rough Hex 2MP Defender doubled in hex 1 MP additional wo eross moving from Slope hex Delender doubled when attacked exciusively through Slope hensdes from Slope exes Road Hex ‘Vi MP ifentered through road hexside ‘Depends on other terrain Trail Hex (Marengo ony) 1 MP ifentered through Trail herside Depends on oer terrain Manh Hex (Bate of Nations only) Entty prohibited except through road ‘Defender doubled i hex Town Hex TMP ‘efender doubled in hex See 8.3) River Hewside May only eros a bridges May only attack across bridges Stream Hexside 2MP additional vo cross Defender doubled when attacked exclusively tough Steam hessdes Bridge Hexside ‘Noadditional MP Defender doubled when attacked exclusively through Bridge hessdes) ‘Nove: Terrain Effects are cumulative for Movement purposes, but not for Combat purposes Thus, enter a Rough hex through a Stream hexse costs four Movement Points. A unit in a Rough hex which is attacked through a Stream hexside is merely doubled, not quadrupled NAPOLEON ATWAR patti’? Nations The Encirclementat Leipzig, 1619 October 1813 Exclusive Rules Copyright © 1975, Simulations Publeatone, Ine, New York, NV. 20 NrRopucTION 40 INITIAL DEPLOYMENT 'AND REINFORCEMENT CHART 144 French Ary 142 Psion Ary 145 Seedian Ary 146 Payer Sequence 150 REINFORCEMENTS 16.1 Night Withdraws 17.9 DEMORALIZATION AND VICTORY DETERMINATION 114 Demoaiation Lee 17.2 Ete of Demoraliation 173 Simutaneour Demoraization 175 Line of Communications ISO DESIGNER'S NOTES 190 PLAYER'S NOTES [12.0] INTRODUCTION ‘The Battle of Nations is an operational level simulation of the battle between Napoleon’ Grande Armee and four Allied armies (he Army of the North, the Army of Poland, the Army of Silesia and the Army af Bohemia), which occurred fn October 16-19, 1813, near the town of Leipaig in Saxony. Also known asthe Battle of Leipzig the 1813 contest saw the French surrounded snd Gefeated. by the combined forces of Prussia Ausivia, Sweden and Russa in the largest and most decisive bate of the Napoleonic Era [13.0] THE SCENARIOS There are actually thee diferent versions of the Battle af Nations game; the First Dy (October 16) the Third Day etober I, and the Grand Battle fume, which simulates the entite course of the battle. Bach of thse versions is called Scenario tnd each Seenario constitutes a datnct game. The tee Scenarios share the samme rules and Vietory Conditions, but are differentiated by Game Length, iial Deployment and. Reinforcement Schedules. The Fitst Day Scenario begins on Game-Turn One and ends on Game-Turn Five ‘The Fist Day Inal Deployment and Reinorce: ‘ments through Game-Turn Five are used. when playing the Fist Day Scenario. The Third Day ‘Scenario begins on Game-Turn Thirtson and ends on Game-Tarn Twenty, The Thitd Day Initia Deployment is used when playing the Third Day Scenario. The Grand Battle Game begins on Game-Tura One and ends on Game-Turn Twenty. The First Day” Initial Deployment and Reinforcements for Game-Turns One through Trenty ate used when plasing the Grand Batlle Game (the ‘Third Day Initial Deployment is ignored when playing the Grand Battle Game). At the end of the last Game-Turn of the specific Scenario in play. the game is ended and the Payers refer to the Viclry Conditions to determine the victor (ee 17.0) [14.0] INITIAL DEPLOYMENT AND REINFORCEMENT CHART. ‘The Initial Deployment Chart specifies where units shouldbe set-up on the mapsheet prior tothe First ‘Game-Turn ofthe Scenario in pay. Unis marked "absent" ate not inially deployed, and enter the ‘game as reinforcements, These reinforcements are Specified on a Turn by Turn basis on the Rein forcement Chart (IS. The rules governing the {nteodvetion of reinforcements are loeated in Case 150. ‘On the Initial Deployment Chart, ae" following the uni’ Strength-Type means the unt fear. All other unspecified Unite are infantry. There are ‘no arilery units the game. Not that two Initial Deployments are given one forthe First Day and Grand Buttle Scenarios and’ diferent nial Deployment for the Third Day Scenario. Note also that certain units are Histed as “destroyed” om the ‘hid Day Initial Deployment. These units are not placed on the map’ or brought in play when playing the “Third Day Scenario, They a however, considered eliminated for demoralization and Vietory Conditions for that Scenais, (1441) FRENCH ARMY Hex, Strength IstDay ‘Type Designation 21 (Ag 24 es 2013 BA 6 sis Bas 64 M4 ow 17 44 17 S418, ont 4 ow ar a1 200 0819 p21 1018, 2316 on10 m 811 1810 0809 0709 0708 0007 1522 1918 iis ia 1913 1813 1914 814 m3 1s 0307 mm, 2118 aor absent absent absent absent 1812 813 1814 1013, destoyed ros destroyed 1918 m6 18i6 1817 1609 1610 m0 811 1s destroyed 161 ms wan ma 1821 114 ima 113 1410 116 mnt destroyed 1215 na nina nn 7 1 7 14 4 4 8 6 sa 54 Ba 4 4 4 6 44 Is 154 16-4 1S4 1s 164 Be 6-66 466 Se 36 56. e M4 4 [142] PRUSSIAN ARMY Hey, IstDay 0529 on29 0330 a0 o131 2516 2515 2615 2614 absent sent sbrent aheent stsent absent Hex, Srd Day destroyed 0918 617 19 ova 2612 2613 2014 2615 607 sor 0406, 040s 0809 2611 Strength ‘Type a Ba Se 84 6 104 104 104 104 24 4 14 m4 466 84 [143] AUSTRIAN ARMY Hex, IstDay 270 2619) 2029 2030 260s 2504 2820 20 200 an Her, Sed Day 27 destroyed 2422 2424 2306 205 28 m9 2003 2510) Strength Tipe a4 24 9 94 4 4 4 124 566 a4 Desigaation AvGid wis 9G 2sit 2609 hea absent 105104 abeent 05104 Hex, Strength SedDay Type Designation ec destoyed S44 ise es) destroyed 644 ms 740 absent 1018 TH 8 bsent 1019 Ge ‘Sack absent OITA absent destroyed S418 absent O15, S 8 absent O16 64S absent 061564 absent 0616.74 shunt 07184 fbsont 061794 IT absent 0518 Ge SIP absent 0409 B42 abet 009744 sbsent 0308 2% absent 0207 2 absent 2514 168 absent 2512 268 sbsent 2806 16 absent 2505 3 fbsent 2504 2 fsbsent 2603 6 14.5) SWEDISH ARMY Hex, tet Day Designation went «OM 4 sbeent OS BD sbeent 0215 BH [14.6] PLAYER SEQUENCE 14461) The French Payer isthe Seenarios. His PiayersTurn is fist in each Game-Tar (see 1432), 14462) The French Player has no Movement Phase ‘on the Fist Game-Turn of any Scenario. French tits may not be moved during the First Game: ‘Turn of any Scenario, except asa real of combat, ‘The French Morement Phat i reinstated the Second and all subsequent Game-Turns ofa given Scenario, [14.63] The Allied Player controls all Prussian, ‘Austrian, Russian and Swedish units {15.0] REINFORCEMENTS GENERAL RULE: Players may receive reinforcements according to the Reinforcement Chars (15.8). These reinforce. ments are pliced on the edge ofthe hex indicated ‘the Chart. Reinforcement units erve during the Player's Movement Phase of the Game-Turn Indicated. If reinforcements’ entry hexes are ‘ecules! of controlled ty an Enemy unit, the reinforcements are delayed one Game-Turn, Aer the one Tura delay, che reinforcement units arrive tthe nearest uablocked toad hex on the same map edge as thir original entry hex CASES: [1S] ‘The Owning Player_may enter his reinforcements onto the map at aos time during his Movernent Phase, [15.2] Once @ unit has entered the map, it may move and engage in combat rely. just as any ‘other nit sleady preset, [15.3] Bach reinforcing unit expends one ‘Movement Pont to be placed on the entty hex. Units may exceed the stacking restriction when centering the map as Tong as they conform t0 the Stacking limit one unit per hex) bythe end ofthe Movement Phaze [15.4] Units may noer voluntarily leave the map. Units which are forced off the map by combat are considered eliminated. for Demoralzation and Victory determination purposes (see 17.0) 155] REINFORCEMENT CHART. Reinforcements may not enter the map in Enemy controlled hexes. They may not enter the map it ‘ele specified entry hex i occupied. Instead, they re delayed one Turn and appear atthe nearest Sinblocked rood hex on the same map edge. [US.S1} Preneh Army Strength ‘Type Designation ‘Appearing on Game-Turn Fie on hex OW: B49 Appeating on Game-Turm Seven on hex 0117: ae 14m 744 [15.52] Prussian Army Strength “Type. Designation Appearing on Game-Turn Three on hex 2915: rae Appearing on Game-Turn Twelve on hex 0108: 43 4 4 24 14 4601 (15.83) Austean Army Strength “Type: Designation Appearing on Game-Turn Eleven on hex 2901: 4 21 tos 31 1588) Russian Army Strength ‘Type Designation Appearing on Game-Turn One on hex 0131 14 10 142s 66 Sack Appeating on Game-Tuen Three on hex O125: tA 7 S418 S49 ba 1s 4 8 14 on a4 o4 07 6.66 StPe 14 168 14 268 Appearing on Game-Turn Twelve on hex 290 416 e413 M4 M4 6 84 14M 14% m4 oD [15.85] Swedish Anny Strength “Type. Designation Appearing on Game-Turn Twelve on hex O117 oad B42 B43 (15.56) Game Length “The First Day Scenario consists of Game-Turns One through Five. The Third Day Scenario tomssts of Gamne-Turns Thirteen though Twenty. The Grand Battle Scenario consists of Game-Turms One through Treen. Game-Turns She, Twelve and Eighteen are Night Game-Turns [16.0] SPECIAL RULE GENERAL RULE: historical circumstances, the Rae is am amendment to the [06.1] NIGHT WITHDRAWAL Dring the Friendly Movement Phase of Night Game: Tur, unite may not enter Enemy controlled Ipexes. Units already in Enemy controled heres ‘may, however ext them. Note: This ule shouldbe Comidered aa amendment to Cast 10.2 of the ‘Standard Res, [17.0] DEMORALIZATION AND VICTORY DETERMINATION GENERAL RULE: emoralization represents the cumulative eet of ‘combat esses on army morale. Each army (French tnd Allied is assigned a Deroralization Level for ‘ch Day. For each Game-Turn, the Demoralza- tion Level assigned to an Army represents the umulative Strength Point Loss eich triggers the ‘Semoralzaton of that army When playing the “Thied Day Scenario, unis listed as “destroyed” in {he Initial Deployment do count toward Demorali- zation Levels Example: On Game-Turn Ten, the French Army is assigned a Demoraliation Level of 110. If, Anytime during the Tenth Game-Turn, the ‘cumulative total of French Strength Points ‘liminated since the start ofthe Scenario reaches 110, the French Army is domoralized at the instant tts Demoralzation Level is reached CASE: 17. DEMORALIZATION LEVELS Allies/French Game-Turns 5 80/100 Game-Tuens 61 20/110 Game-Tuens 12-20, 160/110 [17.2] EFFECT OF DEMORALIZATION ‘At the instant either Payers Army is demoralized the game is ended and the Player owning the non demoralized army is judged the victor [173] SIMULTANEOUS DEMORALIZATION 1 both Payers! armies reach, or exceed, their respective Demoralization Levels at the same instant (possible by an “Exchange” Combat Result, the Phasing Plager is automaticaly considered the vitor [17.4] NO DEMORALIZATION 1 neither Player's army is demoralized conclusion of the last Game Turn of the partic ‘Scenario in play, the game is considered draw, [07.5] LINE OF COMMUNICATIONS [A the ond ofthe fst Game-Turn ofthe Scenario inlay, any French unit which cannot trace a Line of Communications to hex 2131 is considered limited for Demoralzation and determination ‘of Victory purposes. This Line of Communications rust be path of contiguous hexes free of Allied Units of Allied Zones of Coatea leading fom the Unit eo hex 2131. The Line of Communications ‘may not be taced through an Allied eontrlled hex tren if occupied by a French unit [18.0] DESIGNER’S NOTES Leipzig was a massive battle. There were over one hundred divisions engaged ia fierce combat. For this reason, and because of the large scale ofthe game map, arllery uit strength wae incorporated Into the sength of other units ‘As the Players will soon come to real, the game fystem permits the wholersle slaughter of the ‘oppesing armies. However, it was the exception ther than the rule to fight co the last man. More ely one side would delde it had had enough snd attempt to withdraw from the battlefield. In onder {wo Keep the Players from throwing their armies vay, the Demoralzaion rules wee ineoduced, The uniqueness of these rules, ax uzed in The Battle of Nations, is thatthe tion change i sdvantageaus effect om morale the aerial of rein: forcements have. This was paticulaey true inthe case ofthe Allies at Leipig, The knowledge that help was arriving increased ther determination to Stay and fight It oat with Napoleon [19.0] PLAYER’S NOTES French Player You have three advantages which you must atilze to the fullest possible exten. The fist and most ‘obvious i the central position ofthe French Army (although a pessimist might interpret this co mean that the French are surrounded) French ants can bbe switched from point to point more rapidly than Allied units andthe French ean concentrate in one Sector while leaving a serening force to delay the Alles elsewhere, The best results willbe aehicted ‘by using the bulk ofthe French Army for atacking the Army. of Bohemia. inthe south while Marmont's Corps is used to screen the advance of the Army of Silesia in the noeth ‘The second French advantage is the fact that inially the French are much stronger than the Allied frees. This, couples with a distessingly low Allie Demoralizstion Level on the first da presents the opportunity to smash the Allies early before the Prussian Army and other Allied rein forcements turn the balance against the French ‘The thd French advantage isin thee ability to focus 1 great deal of strength against & chosen target hen. This stems from the powerful French ‘init which compose the Imperial Guard, Because tactical success requites using the Advance after (Combat option, the French Player will ultimately he required to commit the Guard in precarious postions open to Enemy counterattacks. Neverthe Fees, such risks must Be accepted to produce French victory. Allied P ‘The first maxi forthe Allied Payer ig tobe as optimistic and ns tenacious as ol Blucher himself ‘The survival ofthe Army of Bohemia willbe your rain concern during the first half of the game. ‘This requires an aggressive and extremely presse defense. The objective is to buy time until the ‘Aemy of Silesia, and later, the Aemies of Poland fd the North ean make their presence felt IF the necessary time is purchased, the sheer weight of Allid numbers vil eventually force the French back The tactics available to the Allied. Player are saree. Iisbasiealy matter of playing earful Sind. maimsiing pressure ia the vt with [Bucner’s forees. The prime thing to avoid is detaching any strength ffom the Army of Bohemia to operate on the west bank of the Elster. This Twould. merely dissipate srength which will be Urgently needed elsewhere. The units which start fm the west bank should be used to tie down French forces and hopefully induce the French to commit more strength against the Allied units west of the Estee It cannot be emphasized too strongly that you snus be precise in play and patient in demeanor ‘Those are the ke to an Alicdvitory. St if you enjoy crushing a "helpless wet,” play the Thied Day” Scenario, but don't be surprised if your French victim turn ou tobe less hapless than you expeet ORDER OF BATTLE ‘GRAND ARDTY (NAPOLEON) 1 Corp Vito) “tv Dron, Se Dison, 624 Dison 1 Gorpe ey) th Dion fy Divas, 12 Dison IV Gues Berean {ey Dison Sth Dion, 28% Divison V orgs Larson) Tosh Brisen 1 Dio, 19% Divioe YE Corp (Mtarnot) nh Dron at Diving, 22nd Dion YI corps dean Bin Dron 1s Divison, 304 Deon VIN Corps Ponto 2th Dron, 27h Dion 1K Corp (Angren) Sle Drisn, iad Divison, $8 Dison 1X1 Corps Macdonald ‘le Dison, sh Dison, 3th Don 3h Dison pa Gannon Margera) 2 Broconal Daatoee (04 Gaurd (Drove {et Dvn, 2nd Diao Young Guard ~ I Corps Ist Dison, rd Dist ‘Young Gard — 11 Corps (Gear Carey Corps 1 avaley Corps (tour Mauer) 1 Cavaly Cage (Sebastian) 1M Cavalry Corp Arig TV Cavey Carpe (Sool) 'V Carly Corps Pao) ARMY OF THE NORTH (BERNADOTTE] 1 Swed Comp Seg) [st Division, 2rd ison, 38 Dison 1 Ruslan Corps (Winsingeode) 21s: ion, 2 Divison, 2th Divison, 27th Dison 1 Prasan Corp Bulow) ee Bade 40 Bode Sh Boa th Bote ARMY OF SULESIA (BLUCHER] 1 Prat Core Yor Advance Guard, Ut Brae, Bs Brease XI Rusia Corps acken) {teh Dna. Seth Dison, Cavalry Dison 1M Rassan Cars angen) 4h Divan, i Drton 1X Russian Corps (Langer) fx Diva, Ih Dnison X Ransan Corp (Lageron) Sen Divon, Zend Dison ‘VI Russian Corps St. Pei) 1th Dison, 17h Divison, Cavaly Dison ARMY OF BOMEDIIA (SCHWARZENBERG] 1 Ansan Corp Cailred) 2nd Dison, rt Dison TT Ansan Coes Deer 1s¢ Deion, Zod Dison 1 Assan Cary (Gr 1 Asan Corp lense) 2nd Divine, Sd Dison Reserve Antian Corp Howe Hombery) Grenade” Dison, "Dat Binet Dion, Caray 1 Massan Corp (Gartschakt) 1 Russian Cor Eugen) Sed Dito, th Dison 1 Prussian Corps (Ris) Sm Bega, TO Brigid, 10h Bega, 120 Brigade Brigade, 7h rade, RESERVE ARMY 1M Awtéan Groanier Corps Ist Grenier Dion, 2ad Grenadier iron 'Y Rasian Guard Core Jac Gused Dison 2nd Guard Divison, Pracian Guard Brigade ovary Cope [RUSSIAN /POLISH ARMY (BENNINGSEN] Corps Deeher) {im Dian, 8h Dison DESIGN CREDITS Game Design: Edvard Curran Physical Systems Design and Graphics: Redmond A. Simonsen Systems Design and Game Development: award Curran, Michael P. Curran, Prank Davis Production: Manfred F. Milkuhn, Lary Catalano, Kevin Zacker, Linda Mosea {7.6 COMBAT RESULTS TABLE Probability Ratios (Odds) Die Roll 15 14 13 12 1 100 Ar Ar Dr Dr Dr 20 Ar Ar Ar Dr Dr 3. Ae Ar Ar Ar Dr 4 Ae Ar Ar Ar Ar 3 Ae Ae Ar Ar Ar 6 Ae Ae Ae Ar Ar Attacks executed at greater than 6-1 worse than 1-5 are treated as 1-5, Attacker’s Strength to Defender’s Strength 21 31 44 Sl 64 Dr Dr De De Dr Dr Dr De Dr Dr Dr Dr Dr Dr Ar Dr Dr Ar Ar Ex are treated as 6 EXPLANATION OF COMBAT RESULTS ‘Ac= Attacker Eliminated. All Attacking units are eliminated (removed from the map) De = Defender Eliminated. All Defending unite se eliminated. Ex = Exchange. All Defending wnits are clini rated. The Attacking. Player must eliminate ‘Attacking units whose total, piated (lace valve) Combat Svengts atleast equal the total printed Combat Strengths of the elimineted Defending ‘nits. Only anits which partipated in «particule attack may be so eliminated. Ar Attacker Retreat All Attacking units mast retreat one hex (se 7.7) r= Defender Retreat. All Defending units must retreat one her. [9.0] TERRAIN EFFECTS CHART (See Terrain Key on Map) Terrain “Movement Points [MP] fect on Com fo Enter (or Cross} (hear Hex IMP Noefest Forest Hex 2MP. ‘No Efeet See 83) Rough Hex 2MP Defender doubled in hex (Battle of Nations, Marengo on) Slope Hesside (Wagram. Marengo, Jena-Auerstad ols) 1 MP additional to eros moving from Slope hex Defender doubled when atacked exclusively through Slope heesdes from Slope exes Road Hex ‘VEMP ifentered through oad herside Depends on other rain Taller TMP ifentered through Trallherside Depends on other terrain (Marengo only) ‘Man Hex Entry prohibited excep through road Defender doubled in hex Galle of Nations only) Town Hex MP ‘defender doubled in hex See 8.3) River Hesse ‘May only erossat bridges May only attack across bridges ‘Stream Heaside MP addtional fo eoss Defender doubled when attacked exclusively through Stream hexsies Bridge Hess ‘Noaddiional MP Defender doubled when attacked exclusively ‘through Bridge hessials) ‘Note: Terain Effects are comulatve for Movement purposes, but not for Combat purposes. Thus, to enler@ Rough hex dough a Stream hexside cons four Movement Points A unit in-a Rough hex which is attacked through a Stream hexsie is merely doubled, not quadrupled BATTLE OF NATIONS 11-4 | 11 GR: er eee) Peg - Ey TN ee En al re / vaca d MS QI AE pation! Nations The Encirclementat Leipzig, Sere g Ry NAPOLEON ATWAR Standard Rules for the games ‘MARENGO, JENA-AUERSTADT, WAGRAM, THE BATTLE OF NATIONS Copyright © 1875, Simulations Publications, Ine, Now York, N.Y. saimrropuction 20 GAME EQUIPMENT 21 The Game Map 22 Game Charts and Tables 24 How 1 Read the Units 25 Game Sele S0SETTING UP THE GAME -ADSEQUENCE OF PLAY 41 Sequence Outi 54 Prisons 2 Efe of Tern 60 70NES OF CONTROL sncomBar 72 Mahiple Unit ané Mole Hex Combat 73.Combat Sieogth Usiy 7 Combat Res Table 117 Retreting ad Advancing a+ Rel of Combat TADislacement 79 Volomary Retuston of Combat O43 1.0 ARTILLERY ‘Ar Bombardment Attacks 22 Combined artack 13 Line of Sight AS Dalene 99 TERRAIN EFFECTS CHART 100 NIGHT GAME-TURNS. 10. Ett on Combat 10.2 et on Movement 110 DEVELOPER'S NOTES. [1.0] INTRODUCTION The Napoleon at War game system is an operational simulation of warfare during the era of the Napoleonic Wars. Each game in the system represents one of the great battles inthe perid. ‘The Playing Pieces represent the acto unite which participated in the bales, and the Map fepresents the terrain over which those” units fought ‘The rues foreach game in the Napoleon at War Series are contained in to folders The ist con ‘sins Standard Roles, which ate common ta the games in the series. The second folder contains Exclusive Rules. Intal Deployment and. Rein forcement Rules, which are different in cach game This game has been designed to insure maximom playability and maximum reslity in that orden). In frder to achieve thase goal, the physical compo nents, a6 well as the game rules, have been Gesigned to make the game easier t0 understand and play. The components include a smaller, more ‘compact playing map, bever more than & hundred playing pieces, and standardized rales. ‘The standardization makes it easier fr the gamer togorom one game to another within the sees It also enables the games’ designers to concentrate tn the realism aspect ofthe games (the standart ‘avon generally fakes care of any playability problem. [2.0] GAME EQUIPMENT [2] THE GAME MAP The22" x17" mapsheet portrays the area in which the bat was fought. 1eincludes all the significant terrain inthe Bail, @ Terrain Key, anda Tura Record Track. ‘A hexagonal grid is superimposed over the terain features printed nthe mapshoet in oder to cep larize movement and positioning of the playing lees, ‘Tormake the map ie flat, back fold it agsinst the ceases Small ploces of masking tape may be used ft the conmers of the map to hold it taut [2.2] GAME CHARTS AND TABLES. ‘Various visual aids are provided for the Players in order (0 simplify and llsrate certain. game functions. These are the Terrain Effects Chart, the Combat Results Table, the Reinforcement Chart and the Deployment Chart, [23] THE PLAYING PIECES ‘The cardboard pieces represent the atusl military units that took part in the original battle. ‘The ‘numbers and symbols om the pices represent the Strength, movement capability, and ‘pe of unit Fepresente by hat pce. These playing pieces will hereafter be refered to as “unit” [2.4] HOW TO READ THE UNITS Veg j 5-4 Combat Stronach Unit Designations Unite ate Mentiied by numerals in this sequence: slivision/corps (roman numeral) orbrigade/dvision Unit Types Bw Ab. 08 we files Combat Strength i the relative stength ofa unit when atacking and defending, expresed in terms OF Strength Point Movement Allowance is the maximum number of clear terrain hexes thats unit may be moved in a Single Movement Phase, expressed in Movement Points. More than one Movement Point may Be expended for cach hex entered according tothe terrain in the her. (25) GAME SCALE Each hexagon on the map represents between 400 and. 800 meters of real terrain. Each Strength Point represents between $00 and 1,000 men. Each Game-Tura represents between one and two hours of real time (2.6) PARTS INVENTORY Folio Game: QuadiGame: Sheet of Dic Cut Counters 1 4 she Rules Fler 1 ‘iteree Die ° 1 Gare Box ° t Fate) 1 ° any of these parts are damaged or missing write Customer Service Simulations Publications, le 448 Bast 23rd Street New York, N.Y. 10010 Questions regarding the rules of the game, if sccompanied by a stamped, selfaddresed ete lope, will be answered. Send to: Game Questions Editor, atthe sbove address. [3.0] SETTING UP THE GAME The cardboard Playing Pieces should be punched fut of the Unit Counter Sheet. The bie colored Dieces represent French forces the other colored Pieces represent the foros) opposing the French Payers should determine who willbe the French Player and who will command the forees opposing the French (the non-French Player. The Players then consult thei respective Initat Deployment Charts. These chars tell the hex ‘umber, strength and designation of each unit srhich $s in play (on the map) daring the First Game-Tur, Players should simultaneously place each ofthese units in Us proper position on the ‘map. All remaining Units should be placed aside {and brought into play according to the Relnforee ‘ment Chart. In Setting up unis, Players may Aisrepard historical designations, 20 long 28 the tunie type and strength are correct, Once the units are st up, Players are ready to commence Game-Turn One; place the Game-Turn Marker in the first position on the Game-Turn Track In order to determine which Player isthe frst Payer and which the Second Player, consult the Elusive Roles Folder, There Payers wil also Find rales for bringing inthe reiforcement units which are given onthe Reinforcement Chart. Play proceeds. aevording’ to the Sequence of Play ‘hough the final Geme-Turn, [4.0] SEQUENCE OF PLAY ‘The game is played in successive GameTurns composed of alternate Player Turns. During each Player-Turn, the Player mancuves is units and resolves combat in sequence, according to the Following outline, and within te limits provided by the rules which follow. At the conclusion of the Final Game-Turn the Victory Conditions are con sulted ands sinner i determined (4.1) SEQUENCE OUTLINE ‘The Game-Turns divided into Fit Player:Turn and. 2 Second Player-Turn. The Player whose Player-Turn is currently in progress is termed the Phasing Player, The sctity which may take place during each Phase ir outlined bel 1. FIRST PLAYER-TURN ‘A, Movement Phase: The Phasing Player may ‘move ally some ot none of his unite as he desies ‘within the limits and restrictions of the roles of Morement and) Zones of Control, and. the Exclusive Ruler of the game. The Phasing Player ‘may bring reinforcement units onto the map 3s Allowed ty his Reinforcement schedule and. the Reinforcement rules. The nom Phasing Player's units may not move, B. Combat Phaser The Phasing Player uses his sits 49 attack the non-Phasing Player's units according 10 the rules of Combat and Ari. During this Phase wether Player may move his tits except when forced to, as a result of the Combat Resolution procedure 2. SECOND PLAYER-TURN ‘The Second Player now becomes the Phasing Player and accomplisbes movement and combat in the manner described above. 3.GAME-TURN RECORD INTERPHASE ‘The Game-Turn Marker should be advanced one space on the Game-Turn Record Track to mark the passage of one Game-Turm and signal the star of another. [5.0] MOVEMENT GENERAL RULE: During the Movement Phas, the Phasing Payer may move as many of ay few of his units as he desires. They may be moved in any direction oF ‘combination of directions. PROCEDURE: Units are moved one ata time tracing a path of contiguous heres through the hex grid. AS a unit fnters cach hex, it-must pay one or more ‘Movement Pointe from its Movement Allowance CASES: [5.1] PROHIBITIONS [5.11] Movement may never take place out of Sequence. A Player's units may be moved during his own Movement. Phase. During the Combat Phase, a nit-which is elther attacking of defending may be called upon to advance o retceat after is combat is tesoled. Daring the Enemy Player's Movernent Phase, and daring both layers’ Combat Phases, except when advancing or retreating av a result of combat, Friendly unis rust not be moved. [5.12] A unit may never enter a hex containing an Enemy unit [S13] A_ unit may never eit on Enemy controlled hex during any Movement. Phare. An Enemy controlled hex maybe let only during a retest ot advance as result of combat (see 7.7 [5:4] No combat takes place during tbe Movement Phase, Once a Player fas bepua to ressive combat, fand_ has thrown the. dic, he has. reversibly Initiated the Combat Phase [S.18} The numberof Monement Points expended bya alt during a single Movement Phase may not cnceed the Movement Allowance. A unit may fxpend sny portion of the Movement Allowance, but unused Movement Points may not be accumulated until another Movement Phase oF transfered to another uni [5.16] Movement from hex to hex must be conse cutive: that i fo Say, a unit may not skip hexes [5.17] Once a unit has been moved, and the Player's hand is taken from the pice, it may not be moved any further during that Monement Phase, tor may it change is move without the consent oF the opposing [8.2] EFFECTS OF TERRAIN (5.21) A unit must expend one Movement Point to fentera clear ferain hex. To enter other sper of terrain, a. unit must often expend more “Movement Points. And some hexes are prohibited to movement entirely. See 9.0, Terrain Effects Chat. (5.22] A unit which moves from one road hex Aliectly into an adjacent road hex through a oad hexside expends only 14 Movement Point regardless of other fertuin in the hex (5.23) A unit which moves from one trail hex Airey into an adjacent teal hex through a tal hrersige expends only one Movement Point regardless of other tetain in the hex [5.24}Units may croseriverhessides only by moving ‘throagh a bridge hexsde. There is 10 additonal cost for moving through a bridge hexsie (5.25) Units may cross Stream hexsies. Movement through «Stream hexsde costs two additonal Movement Points Example: If 2 unit mores ‘through 1 Stream hexside into forest hes, the ‘ont i four Movement Point {5.26} A unit which moves from a slope hex (containing the slope terrain symbol) through a slope hessfe into clear terrain hex must expend fone sdditional Movement Point. A unit hich moves fom a clear terrain hex throvgh slope heasde, into slope hex expends no additional Movement Points, [5.3] EFFECTS OF FRIENDLY UNITS [5.31] A Friendly wnt may move through hexes focupied by other Friendly units, There is no Additional cost for entering a Frienly-occupied 15.32} A Feendly unit may not end any Phase ‘Macked inthe same hex nit another Friendly (oF Enemy) unit. There may never be more than a single unit in a hex atthe end of any Phase [5.3] There is no limit to the number of Friendly tnits which may passthrough a single hex in one Movement Phase [534] Friendly controled hexes never inhibit the movement of Friendly Unit [6.0] ZONES OF CONTROL GENERAL RULE: “The six hexagons immediately surrounding & hex onsite the Zone of Contrl of any unit in thet hex. Howes upon which a unit exert a Zone of Control sre called controlled hexes 22d ib the movement of Enemy units: All units must cease ‘movement when they enter an Enemy contolled her CASES [6.1] Al units exer a Zone of Control throughout the Game-Turn, regardless of the Phase of Player. ‘Tarn, The presence of Zones of Contol is sever negated by units, Enemy or Friendly. (6.2) Units do not pay any additional Morement Points to enter an Enemy controlled hex, as in some other SPL games [6.3] There are only two ways to ext a ex in an Enemy Zone of Control: Fither by relteat or Advance a eeu of combat, or by removal ofthe Enemy unit exerting the Zane of Control as est of combat [6.4] Obviously, if a given unit isin an Enemy sontrlled her, dhe Enemy uit is also in its ontalled hex. The two units are equally and mutually affected (65) there is an Enemy and Friendly Zone of Control exerted over the same het, bath Zones co-axist, and that hex is mutually controlled by both Players. There is no additonal effect from having more than one unit exerting. Zones of Control onto & single hes. (6.6) Zones of Control slways extend into alls exes adjacent fo the conrlling uni’ hex, with this exception: Zones of Control never extend ‘hough 4 non-bridged iter heside Example [7.0] COMBAT GENERAL RULE: Combat between adjacent opposing units is mandatory. Arillry wits (0) are the only ucts ‘hich may attack units to which they are not a. ent, The Phasing Player is termed the Attacker; the other Player fs the Defender, epardies of the ‘reall situation. PROCEDURE ‘The Attacker totals the Combat Strengths of all the unis attacking a given hex end compares the total fo the Combat Strength ofthe defending unit im the hex under attack. The comparison is capresed as ratio. between attacking and Gelending Strength Point (attacking. Steagth Points divided by defending Strength Points) and is simplified by rounding down to one ofthe ods ration on the Combat Reslts Table. Example: If thirteen Strength Poins wore attacking four, the ‘combat odd ratio would be 325 to 1, rounded off aay in avo of the defender to three to oe, Having determined the actual combat odds, the attacker rolls the dis. The result indicates a line on the Combae Results Table (7.6), which is crore indered with the column representing the combat tid, The intersection of ine and column yields ombat result. Separate combats may be resolved inn order that the Attacker wishes, Soong as all combats are resolved during that Combat Phase CASES: (7. WHICH UNITS ATTACK [7-1] All Enemy unit that have Friendly units in theit Zones of Control must be attacked by Uhe Feieadly (Phasing) Player's units in the Combat Phase, He may resolve these atacks in any fashion deste, as long a all adjacent units are stacked, within the requirements of 7.2. [722 Al of the Phasing Player's nits which end the Movement Phase in an Enemy controlled hex ‘must attack some Enemy nit duiag the ensuing Combat Phase. The Phasing Player may choose Urhich attacking its wil attack each defending Unit a5 Tong as all adjacent Friendly units parte pate in an attack. 17-13} An Enemy-occupied hex maybe attacked by ‘= many unite as can be brought to bear in sit Sjacenthexes, and by as many artillery units 95 fre within range (se 8.0, [7ald) No unit may attack more than once per Combat Phase, and no Enemy unit may “be stacked more than oace per Combat Pha (7.5) Units may only atack when adjacent tothe ‘defending unit (exception: see 80), (72) MULTIPLE UNIT. AND MULTE-HEX COMBAT (7.21) if Phasing Player's unit is inthe Zone of Control of more than ene Enemy unit, i must attack all those adjacent Enemy units which are rot engaged by some other acacking anit. The Combat Strengths of the defending units are totalled into one combined Strength to which the attacking une compare its Strength to determine the odds. [7.22] Unit in wo or mote diffrent heres may combine their Combat Strengths and attack a single he, if all the attacking units are adjacent to (or-vthin range ofthe Enemy occupied hex, The Combat Strengths of the seacking units are totalled into one combined Combat Strength, and then compared to that of the defending uait in ‘order to determine the odds [73] COMBAT STRENGTH UNITY ‘A given unit's Combat Strength is always unitary; ‘may not be divided among diffrent combats either im attacking or defending. [7.4] EFFECTS OF TERRAIN Units defending in certain types of terrain may have their Combat Strength increased. This Increase is always. a multiple of the origi Comat Strength, Example: A unt with «Combat ‘Strength of "5" would defend, on a Rough Terrain, hex, at an effectine Strength of "10." See the ‘Terrain ‘Effects Chart (80) for a complete [7-5] DIVERSIONARY ATTACKS A ont may make attacks at poor ads in order that adjacent attacks against other defenders may ‘be made at higher odds (by alloting most of the attacking force to the major objective). These tacks are known as "Diversions ot “Holding” ‘tacks. [7.6] EXPLANATION OF COMBAT RESULTS Attacker Eliminated. All Attacking unis are tliminated (remove from the map)- De = Defender Eliminated. All Defending uss ste eliminated Ex = Exchange. All Defending units climingted. The Attacking Player must elimi ‘Atiacking wits whose total, printed (fee vale) Combat Strength at least equals the total printed Combat Strengths of the eliminated. Defending ‘units. Only units which partiipated in a particu attack may be so liminated ‘Ar = Attacker Retreat Al Attacking units must retreat one her (see 7.7), Dr = Defender Retreat. All Defending units must retreat one her, [7.7] RETREATING AND ADVANCING AS A/RESULT OF COMBAT. [7-71] When the Combat Result requires that a Player's units be retreated, the Owning Player ‘must immediately move those units one hex so that thes ae no longer in an Enemy controled hex. The Owning Player may decide the direction that each ‘of his Fetreating units moves. 7.72] A retreating unit may not retreat into a ohibited hex, cross a prohibited hexside, oF enter fn Enemy controlled hex. If no hex i open (0 retreat into, the unit i eliminated. 17-73] A ceteeating unit may enter a vacant hex Gwithin the restrictions of 7.72) If there is no Detmissible vacant hex, the reteating unit may space an adjacent Friendly wait (se 78) 17.74] Whenever a hex is vacated as a result of combat, one vetoious unit which participated in {that combat may advance into the vacated hex. ‘This advance may be made regardless of Enemy Zones of Conttl. The option to advance must be cxerised immediately, before any ther combat resolution. A unit is never forced to advance. A ‘nit may never advance more than one hex a5 2 result of combat. After advancing, units may noite attack nor be attacked that Phase (see ven if their advance places them next to Enemy units whose bats are yet to be resolved, ce who sere not involved in combat, However, auvances are useful in cutting off the reteeat of Enemy nits Whose combat has aot yet been resolved, [7-75} Only one victorious unit may advance into a vacated hex I two henes are vacated asa result of ‘single combat, the victorious Player say. sill ‘vance only one unit (7.8| DISPLACEMENT [71] If che only hex available tothe reveating tunis one which is already occupied by anothe uninvolved Friendly unit then the uninveleed ait Is displaced (pushed out of is Rex) by the retreating unit. The displaced nit is moved back by the Owning Player (asi it were retreating as @ ‘sult of combat) and its poston is taken by the retreating unit. The displaced unit self may rot be forced into Enemy controlled or other prohibited exes. (782) If the displacement would cause the ‘isplaced units) to be eliminated, the retreating ‘unt instead eliminated. Displaced nits a themacher displace other Friendly unite in sort, of chain reaction of displacement, i that i the ‘nly permitted path of dixplacerent open to them, ‘A unit may be displaced more than once per Combat ‘Phase, if that is the only alternative Displaced Artillery units which ave not yet engaged in combat, may not fire during that Combat Phase. Units may not displace. other Friendly units if they have ocher paths of retreat open t them, 79) VOLUNTARY REDUCTION OF COMBAT ODDS Porto the resolution of any atack, the attacking Player may announce that be wishes to reduce the ‘combat odds ofthat attack. He incurs no responsi- bility of penalty by doing this. but he may not change. his mind subsequent 1 the die roll Example: Attack i computed tobe a "5-1" attack Payer announces that he desires a "3.1" attack, and resolves it using that column. Players may ‘sh to do this to avoid excess casualties through exchanges, or to attempt to retreat Friendly unis [8.0] ARTILLERY GENERAL RULE: Unie nanry and caaly wits, Ate units may parteipae tn atacks by bombarding the ‘efnding unt. Arey bombard a unk rm ve ene distance. Avtlry ont mat pariiate in Combat when adjacent to opposing uit Tn other sons, arliry may parvspate in 0 (pe of tack, depending 00 het distance fom the defending tn (ajacent or no0 Unlike other St, Arilery units are never destroyed or forced {Sreicet when bombarding aunt athough they fe afecte by all sombat resus when they a Acjacet to the unit they ate attacking. PROCEDURE: Determine the odds of the attack in exactly the same fashion as any other attack. AU results are Applied in the same fashion, except that bom: ‘arding Arilery units (ke, units fring from a ron-adjacent hex) are not affected. by. combat results, Thus, ifan "Eachange” wore the result in fan attack solely by bombarding artery, the defending nit would be eliminated, but the Dombarding units would not be affected. OF course, other units cooperating with the bombarding Ailey units fom an adjacent por tion including adjacent Arillery unit) would be affected by combat results, and they would suffer the elfets of an "Exchange" result, CASES: [8.1] BOMBARDMENT ATTACKS (81 Actillery units may attack non-adjaent Enemy units up to two hexes distant, but they are never foreed to attack an Enemy unit merely because i is in range [8.12] Range from the bombarding Atiller unit to the target hex is counted by including the target hes, Dut not the bombarding units hex {8.13] Artillery units may only attack & single Enemy occupied hex when bombarding, except when making ¢ combined atack with infantry oF cavaly (ee 82. (8.14]Arillery attacking fom a non-adjacent hex (hat is, bombarding) suffer no combat results thoy are never destroyed or retreated as result of tele own attacks, [8.15] Bombarding Artery may voluntarily elect to suffer "Attacker Retreat” fi is the combat [8.2] COMBINED ATTACK [8:21] Arillery units may atack alone, in concert With other bombarding ArGllry units, or i com> ert with any Friendly units which are adjacent to Enemy unis within range, adding their bombard ing Combat Strength 0 the attack. [8.22] 1, ina combined attack, Friendly units are stacking Enemy units in more than one hex, the [tery units need only be within range of one of the defending hexes to add their Combat Strength tothe a [8.23] When making a combined atack with bom barging Artillery units infantry and cavalry units mays suffer all combat results chough bombard ing Arillry units do not [83] LINE oF SIGHT. [B31] To determine if an Anillry unit may bombard a given hex, ly a straightedge from the hex of the bombarding Arillry unit to the target, Fpex This straight in ste Line of Sight. Irany of the hexes intervening between the borabarding hex andthe target hex is locking terran, the tar- fet hex may not be bombarded by thatArtlery (832) IF the Line of Sight is congruent to a ease (that is, fling exactly between two hexes) {tis blocked only if bath hexes adjacent to that hexside are blocking terrain. [8.33] Forest and Town hexes are the only blocking terrain hexes (aot Slope ce Rough Terrain hexes of hers. [8.34] The terrain in che target hex and in the hex fof the bombarding Arillery does not block the Line of Sight (8.35) Avtllery units may fre over other units, Enemy and/or Friendly. [8.4] ADJACENT ATTACKS [8.41] When in the controlled hex of an Enemy Uni, Amillery units must participate in an attack adjacent Enemy units. When an Artillery Uniti in an Enemy controlled hex, tis treated like an infantry or eavay uit, and may not bombard. [8.42] When attacking from a controlled hex, Artillery units may attack as many units as they fare adjucent to, but may not attack non-adjcent [8.43 Arion units attacking fom a contlled hex must suffer all the combat results of their attacks. [8.44] Terrain does not prohibit artillery attacks Into adjacent hexes [8.45] Athough normal combat is not permitted actoss an unbridged river hexsie, an Arilery unit ‘may attack any Enemy unit within range across Such a hexside according to the Bombardment ‘Rtack rules (5, [8.5] DEFENSE. [8.51] Ariery units may never add their Combat ‘Strength to another unit's Defensive value by ‘pombardment. They may only bombard during their own Combat Phase (8.52) When Arilery nits are themselves oked, they suffer all combat resulsin the same

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