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La Bataille pour la Prusse 1806 is a collection of four Napoleonic battle games that explore alternative outcomes of key battles involving the Prussians in 1806. The document discusses the potential for different strategies and decisions that could have led to improved Prussian performance against the French, ultimately affecting the broader context of the Napoleonic Wars. It includes detailed rules, scenarios, and historical insights to enhance gameplay and understanding of the period.
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0% found this document useful (0 votes)
23 views158 pages

Publication

La Bataille pour la Prusse 1806 is a collection of four Napoleonic battle games that explore alternative outcomes of key battles involving the Prussians in 1806. The document discusses the potential for different strategies and decisions that could have led to improved Prussian performance against the French, ultimately affecting the broader context of the Napoleonic Wars. It includes detailed rules, scenarios, and historical insights to enhance gameplay and understanding of the period.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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La Bataille pour la Prusse 1806©

by Marshal Enterprise

Four Napoleonic Battle Games


including the Roberts Award
winning “Halle”
These Games are Copyright Protected ©
La Bataille pour la Prusse 1806©
By Marshal Enterprises

Table of Contents

1. Cover Page
2. Introduction Page
3. Why 1806?
4. Dr. Reeves Window on the World
5. Special Rules
a. General Information and Tables
i. Morale Level Charts

b. Battle Specific Rules

Page 1 of 2 © Marshal Enterprises 2017


La Bataille pour la Prusse 1806©
By Marshal Enterprises

c. Acknowledgements

d. Order of Battle

6. Counter Values and Facing


7. In the Year 1806
8. The Age of Napoleon’s Most successful Man
9. Battles
a. La Bataille de Saalfeld 1806

b. La Bataille de Jena 1806

c. La Bataille de Jena 1806: D'histoire alternative


i. Set-up Maps

ii. Saalfeld Alternative

d. La Bataille d’ Hassenhausen 1806

e. La Bataille d’ Halle 1806 with scenarios

10. Premier Rules (Updated August 2017)


11. Prince Louis Musician
12. Campaign Victory Result

Page 2 of 2 © Marshal Enterprises 2017


La Bataille Pour La Prusse 1806---Le Raison d’Etre…Can the
Prussians Improve Their Performance in 1806 and Set the Stage
for a Coalition Victory in 1807?
More than 200 years have passed since the great French
victory at Austerlitz and the even grander victories at
Jena and Auerstedt. Yet, despite the grandeur of the
French victories there are still questions to the student of
the period about what might have happened differently.
Even though they are overwhelming defeated at
Austerlitz, the Russians come back for just a year later
and give the French all they can handle in the Winter and
Spring campaigns in 1807. And despite the Prussian
collapse in the four battles presented in this publication--
-Saalfeld; Jena; Hassenhausen and Halle, the Prussians
somehow soldier on, and manage to hold on to work with
their Russian allies to almost pull out victories at Eylau;
hold on to the fortress at Danzig for several months; and
keep the French occupied throughout Poland and East Prussia into June 1807 before
Friedland breaks the Fourth Coalition.

So the premise of these games in this package is that the Prussians could have done
things much differently, and had they done so, the outcome might have been much
different to what our history reveals. As discussed in another piece in this package, the
news of the day clearly was leaning towards coalition victories in both 1805 and
1806….the outcomes at Eylau especially, but also at Danzig and Friedland could have
perhaps been changed. Here is a review of each of battles presented and a discussion of
some of the key factors which could have changed and perhaps changed the outcome.

Saalfeld: Prussian Elegy Could Have Changed To Prussian


Celebration
The French surprised Prussians and their Saxon allies in early
October 1806 by moving across frontiers and through the
Thuringian forests in their battalion carre, where all of the
French troops were in close communication with one another.
The French, under Murat’s screen of light cavalry had pushed
aside the Prussians and Saxons with their mixed command at
the Battle of Schleiz on October 9. Here, the weaknesses of the
Prussian command system were felt, as they would be at
Saalfeld; Jena and Hassenhausen. The Prussian system was

Warum 1806? Page 1 of 4 Marshal Enterprises


just too convoluted and indecive. And at Saalfeld, though the Prussians had good
cavalry, they would not use it like the French to screen their enemy from damaging
contact.

On October 10, the commander of the Prussian forces, Prince Louis Ferdinand misread
the communications coming from the Prussian high command and thought he was to
defend Saalfeld against Marshal Lannes and General Suchet. The town of Saalfeld was
actually a difficult town to defend since it was in the lowland next to the Saale River.
Marshal Lannes was able to bombard the town with some effectiveness and start to
assail the Prussian lines from an advantageous angle. Prince Louis Ferdinand, seeing
that his lines had been compromised, panicked and personally led the charge of the
Prussian horseman onto the French. This inopportune charge resulted in his death.
The Prussian lack of leadership depth after the Prince’s death would be just the first
example of several more to come where Prussians simply could not operate effectively
once their leader was gone.

In the Marshal Enterprises game, if the Prussians are able to do even a little better than
they did in the original battle, then the subsequent battle of Jena will provide the
Prussians a more effective order of battle and the French will be delayed somewhat as to
portions of their army’s arrival.

Jena: Prussians Could Have Had A Better Army And Deployment


There is no doubt that Jena is perhaps the least competitive of all the major Napoleonic
battles. But it could have been different. If the
Prussians prevail at Saalfeld, then maybe they have
a better chance at Jena. The Prussians had
magnificent cavalry, and if just a portion of that
cavalry would have been able to exit off the
battlefield, then perhaps some of those troops
would have been able to further delay the
occupation of Prussia; or perhaps they would have
been able to go to the eastern reaches of Prussia
and provide more support for their Russian allies,
or extend the siege of Danzig in some fashion.

Marshal Enterprises has created the ultimate what if scenario….La Bataille de Jena:
D’histoire Alternative…what if the bulk of the Prussian army had been able to unify
with the troops at Jena and perhaps a Prussian victory at Saalfeld…then perhaps the
French would not have been able to roll up the big victory; French losses would have
been heavier; and more Prussians would have been able to cross the Oder river into
eastern Prussia. Would Napoleon have been able to prevail at Eylau ?; or would have
Danzig been besieged longer?; or perhaps Prussians would have fought at Friedland

Warum 1806? Page 2 of 4 Marshal Enterprises


leading to a reversal of fortune for the French? For the French, none of these future
victories were sure things…just 5000 more Prussians at any of these places may have
made a significant difference.

Hassenhausen: A Fresh Approach


The battle at Hassenhausen with Davout defeating the Duke of Brunswick is also no sure
thing. For one thing, had the Prussian
commander, the Duke of Brunswick not
been mortally wounded, and then perhaps
the Prussian army could have survived.
But being led by the Prussian King was too
much like the Hohenzollern prince Louis
Ferdinand leading the Prussians at
Saalfeld. The talent simply was not there
for the Prussians to have the direction
they needed against the resolute Davout
and his III Corps generals.

This was the original Marshal Enterprises game, after helping to create Moscowa with
Larry Groves. Based on all of our subsequent designs, we looked to take a fresh
approach for this battle. Thus Hassenhausen is not just a copy of Auerstadt but entirely
fresh approach. It is now a two map battle with more complex grand tactical
considerations.. The Prussians have several options; either they can try for a decisive
victory by exiting a sizable force off the map or seek a lesser victory by inflicting losses
on the French and seizing the key road network

Halle: The Last Reserve In The West


The final battle of this quartet was the Battle of Halle. Again, the Prussians failed to use
their extensive cavalry to good effect. And again, the Prussians were plagued with an
awkward order of battle that ill served the Prussian commander,
the Duke Wurttemberg, with a poor organization. And again,
the Prussians were failed by the lack of a cohesive plan---just
like the other three battles. A better approach for the Prussians
would have been to have better defended the Saale crossings and
move the Prussian Reserve Korps to Magdeburg in Saxony
where the remnants of the shattered Prussian army could
coalesce for a more spirited defense of Brandenburg and rest of
Prussia. This might have delayed the ultimate Prussian collapse.
But history only has what happened and not what might have happened.

Warum 1806? Page 3 of 4 Marshal Enterprises


Halle was originally a free print and play game featured on the Marshal Enterprises
website. As such, it won the Charles Roberts Award.

The Impact On 1807


As can be noted, any increase in Prussian activity in 1807 would have made it much
more difficult for the French to prevail. Our Friedland game has pointed out how tired
and demoralized the typical French soldier was in Winter and Fall of 1807. Think what
a few more Prussians in Danzig might have done. What might happen if five or six of
the crack Prussian cavalry regiments were in Poland in the Winter of 1807. Would
Eylau become a major French defeat? Prussian arrogance, ever so present during our
quartet of battles, might have continued to prevail and the Prussians would continue to
be doomed. However, a small change in one battle or the other may have led to the
Fourth Coalition prevailing in the winter of 1807.

Why Four Games Instead Of One?


Napoleon used the superior movement of the French Army
to set-up battles in 1806 where the Prussians were at a
distinct disadvantage. By publishing any one battle, the
Prussian player would consider themselves at a distinct
disadvantage. Also, the four battles taken singularly are
rather small in troop numbers. (More the size of a large
scenario).

Combing all four battles in one package, completes the


campaign of 1806. By tying the games together, the
Prussian has a real chance to derail French ambitions. The
French must be very aggressive to maintain the extent of
their victories. However by delaying, inflicting damage and
keeping their own forces intact, the Prussians have a chance at victory.

The Prussians cannot necessarily stand toe to toe with the French and battle their
enemy to a standstill. The Prussians must take their limited advantages and strive to
keep their forces intact.

The battles contained in this release can be played by two players, to a conclusion. Use
the Campaign Victory Result to determine the ultimate victory. The much larger Jena
battle will require multiple players and many days to complete,

In a word, the French must be aggressive and the Prussians crafty.

Warum 1806? Page 4 of 4 Marshal Enterprises


Despite Big Victories, French Were Not Expected Victors

Review of the World of Austerlitz & Jena News of the Day Becomes Trap
That Foils Anticipation Of Coalition Victories In Both 1805 and 1806.

The Battles of Austerlitz and Jena were grimly fought


more than 200 years ago, but what actually happened and
how it was perceived at the time has, for the most part,
receded into the mists of myth, and shrouded by legend
and to that what might have really happened has become
what we have wished it to be.

The legends swirling around Napoleonic glory have


replaced the daily grind of what might have really
happened in the moment. The reality of the events
leading to the great Bonapartist achievements have long
been lost in our own consciousness to what we have
imagined it to be---either the great victories as perceived
by Napoleon’s supporters, or as great evils by his many
detractors after over two centuries of subsequent events.

But what if what had happened during those events of more than 200 years ago are
viewed more through the prism of the contemporary vision in which those events were
presented as an ongoing set of occurrences playing forth as a series of news events
coming out of Austria, Moravia, Saxony and Brandenburg in the fall and winter of 1805-
6, and thus forcing us to look at the memorable events as contemporary problems that
Napoleon, and his Third Coalition opponents, needed to manage rather than to reflect
upon.

Several original source documents were used in the authorship of this piece---especially
the journal of the English physician, Dr. Henry Reeves, as well as after action battle
reports from several Russian commanders reporting after their defeat of at Austerlitz;
and life in the Prussian courts as reported by Dr. Reeves, but also considered in the life
of Prince Louis Ferdinand, the magnificent musician, but only a middling, at best,
general. Prussian court life would be oblivious, if not contemptuous, of the Revolution
personified by Napoleon sweeping throughout Germany.

During the middle weeks of October 1805, Napoleon had accomplished his historic
maneuvers in moving from the English Channel to the depths of southern Germany with
his new creation, La Grande Armée, which directly led to what has been described as
the Capitulation of Ulm, and was moving towards Vienna when our story begins.

Page 1 of 9 Marshal Enterprises


Doctor Reeves Chronicles The World of Austerlitz & Jena

Dr. Henry Reeves was an English physician trained at the University of Edinburgh
where he took his medical degree in 1803. That famous institute of higher learning was
at that time the center of much of the English-speaking world’s scientific and literary
activity. Reeves, not unlike the many of this generation who studied at Edinburgh, were
caught up in the beehive of intellectual hub-bub then occurring in the United Kingdom.
His letters reveal one day a meeting with the elder Disraeli, father of the future prime
minister; and then meeting the great poet Samuel Coleridge the next. He was also a
close friend of the famed English chemist Sir Humphrey Davy, and an acquaintance of
the famed botanist and champion of Australia, Sir Joseph Banks. Rather than take up
the scalpel, Reeves decided to travel to Central Europe to study the culture; history and
science of that time. He spent the first few months of his journey in Neuchatel to study
his French. He was in Neuchatel shortly before that small state was plucked from the
Prussians to create a principality for Napoleon’s Chief of Staff, Marshal Louis-Alexandre
Berthier. This would be just one of the many grievances the Prussians would let fester
in the deteriorating relationship with the French which would lead to war in the
following fall.

Now French was the language of choice throughout


Europe for the upper classes. Boning up on his
French in what was then the Prussian principality of
Neuchatel was a necessary deviation. So if Reeve
wanted to communicate with Prussians; Russians;
Austrians or any German for that matter, then he
better perfect his French. In his journal, Reeve
discusses a dinner party he attended in Vienna with
people from several nations in attendance. The only
German he heard was a rough version of the Teutonic
language spoken to the servants by the Austrian hosts. The rest of conversation in the
Hapsburg capitol was French.

After he left Neuchatel, Dr. Reeve’s arrived in the Bavarian city of Ratisbon---aka
Regensburg---on September 30, 1805, just three weeks before Ulm surrenders to
Napoleon, was an opportune event for historians. Reeve was in central Germany just as
the Prussians became enraged with French Marshal Bernadotte’s violation of the
neutrality of the Prussian principality of Anspach on October 3. This relatively minor

Page 2 of 9 Marshal Enterprises


incident was the source of considerable resentment by the Prussians toward the French,
and is considered one of the sources of war between the French and Hohenzollerns just
a year later.

That this well-educated and well-connected Englishman just happened to be in Austria,


right before and after Austerlitz, and then later in Dresden, Berlin and Hamburg right
before the 1806 campaign, proved to be good fortune for the English-speaking world.
Reeve presents an open window to the French-Third Coalition War swirling around the
Austerlitz campaign, and then the origins of the war with the French and the Fourth
Coalition. As Napoleon and Murat are packing the unfortunate General Mack into a
blood sausage in Black Forest, Dr. Reeves starts his Journal of a Residence in Vienna
and Berlin in the Eventful Winter of 1805-1806, a memoir that covered everything from
surly inn-keepers in Bavaria; to the dining habits of the Viennese; and to all the
descriptions of the efficient French diplomats and soldiers as they governed Vienna and
the rest of Austria till the Peace of Pressburg, which was signed on December 26, 1805
following the French overwhelming victory at Austerlitz earlier in the month. He then
visits several cities in Germany including Dresden; Berlin and Hamburg before
returning to England in the spring of 1806. His post-Pressburg travels out of the
Austrian Empire and into Saxony and then Berlin itself reveals how dysfunctional the
Prussian perspective on the Napoleonic juggernaut that were then changing Germany.

His journal is a neutral though colorful vision of what was going on around him. He
spoke truthfully of both the French and the Austrians, though his comments about the
Russians tended to be harsh and critical. His comments on the Prussians and the rest of
Germany’s attitude towards them explain much as to why the French were successful in
turning much of Germany against Prussian state.

Advancing Into and Invading Bavaria—How Unwise!

As Dr. Reeve fine-tuned his French in Neuchatel and argued with inn-keepers in Vienna,
Napoleon’s La Grande Armée of 210,000 French and 25,000 Bavarians had managed
to confuse and befuddle General Karl Mack as his 72,000 man Austrian Army was
seduced into advancing and into and invading Bavaria—how unwise! The ultimate
result, after a series of small battles and clever moves by the French, was the
Capitulation of Ulm. In a month of aggressive movement by the French, moving from
its encampments along the English Channel and then scurrying over much of Germany
with the then revolutionary corps d’armée, and kept invisible by Prince Joachim
Murat’s reserve cavalry, the Austrians were soon surrounded in the area around Ulm
and lost over 60,000 men—mostly from surrender. Just 12,000 men were able to slip
away in small detachments to fight again later in the campaign. However, the reader
should note, that with all of the French marching and maneuvering from Boulogne to
Bavaria, and the various small battles in Germany, the French forces had fallen below

Page 3 of 9 Marshal Enterprises


200,000. However, the Capitulation at Ulm on October 20, 1805 was merely the final
act in what had been a French-penned melodrama.

But this denouement was not the end of the story.

The French, led mainly by the vainly Murat, went down the Danube in a series of
dashing moves, which led to the surprise capture of Vienna by Napoleon’s brother-in-
law on November 13, 1805. However, the French did not attain the Austrian capital
without substantial cost. The Russians, who had arrived onto the scene, fought hard
along with the remaining Austrians to inflict substantial
and growing losses upon the French and Bavarians in
other small battles in the Danube Valley before the fall of
the Hapsburg capital.

After the fall of Vienna, there are two concurrent events


working at cross-purposes. First, the losses sustained by
the French in lead-up to the capture of Vienna were only
accentuated by further losses at Schoengrabern for the
French on November 16 as they moved north from Vienna
into Moravia. The truth was that the French army was
shrinking, and the French were stretching their lines of
communications even further as they moved further from
Vienna.

Dr. Reeve observed how the French lived off the land, “…the infantry march very quick
and go 12 leagues per day (36 miles); they get forward by forced marches without
baggage, without any encumbrance; they live upon the inhabitants of the towns they
pass through. Almost every soldier has a loaf of bread and a bit of meat on the end of his
bayonet or on his knapsack. Many officers also carried their provisions with them.” The
scarcity of provisions and fodder for the horses was also diminishing La Grande Armée.
Dr. Reeve comments “some of the infantry were badly clothed, but marching with glee
to victory. And he notes, “the weather is excessively cold with a dry, piercing, frosty
wind,” confirming what the French were facing, a harsh debilitating winter already in
place. The Russians were proving to be rigorous opponents to the French, much more
so than what the French had faced in the Austrian army.

“Numbers of wounded are brought in, the poor French soldiers, many of them with their
ears cut off by the savage Russians. An officer, who had served four campaigns, told me
he had never suffered so much, and the army never endured such hardships as the
present: no tents, no baggage, obliged often to sleep on the ground, in cold winter
weather with little or nothing to eat, and sometimes even with nothing to drink but
water. “

Page 4 of 9 Marshal Enterprises


French Failure At Schöngrabern

The second concurrent event was a double headed monster for the French. First, more
and more Russians were coming into the theatre. The French failure at Schoengrabern
to catch the Russians, allowed the two Russian armies under Prince Mikhail Kutuzov
and the Estonian German Frederick Count Buxhowden to unite with more than 70,000
Russian prior to the Austerlitz battle. There were even more Russian and Austrian
forces in the area just a day or two from the main Coalition forces. Then there was the
miracle of Austrian mobilization.

Dr. Reeve reports in his journal about the Austrians, “The mode of recruiting the
(Austrian) armies is violent and severe but very effectual. In the towns, every man is
obliged to put down his name, a certain number are selected by the magistrates ad
libitum (at his pleasure). In the country and villages, an order is sent to the seigneur or
proprietor of the estate for him to furnish so many recruits; he then assembles whom he
pleases. This arbitrary measure excites great disturbance; and the mothers and wives
come and lament the loss of one who took care of the corn and tilled the ground with
them; but when they are assured of having a hand given to them to supply the place of
him who is sent away, they are quite content. The loss of a son or a husband because he
is such, is never thought of; the breaking asunder all the ties is scarcely felt, for very
little affection or sympathy exists among them.” This Austrian form of conscription
allowed the Hapsburgs to once again assemble a new army.

Writing shortly after news of Mack’s surrender at Ulm, Dr.


Reeve commented….”it is astonishing how great the resources
of Austria are in men; her armies have several times been
wholly cut off, and in six months another army has been
ready to take the field. The Aulic Council (the Austrian High
War Council) told a prince four years ago (1801) that the
Austrians had lost 1,150,000 men since the Turkish war, that
is, within the space of 15 years or thereabout.” Reeves wrote
several times about his witness of the aggressive recruitment
of new formations just in the short time between Ulm and
Austerlitz by the Austrians. So as the French march further away from France in both
distance and time, the Coalition armies grow stronger in relationship to what initially
had been perceived to be the French juggernaut.

The question remains how much of this perception was fed by Napoleon’s desire to
convince the Coalition that they indeed had the upper hand and thus seduce the
Coalition into a battle not on their terms, but on terms of the Emperor of the French;
and how much was based upon the reality of an overextended and hungry French army

Page 5 of 9 Marshal Enterprises


which was ready to be collapsed by an aggressive coalition of Russian and Austrian
armies. Napoleon has led historians to believe that the former was true---that the
Coalition was trapped into battle on Napoleon’s plan.

Engaging a Hungry and Overextended French Army

But the condition of the French was not advantageous by any stretch of the imagination,
and had Alexander’s plan to isolate the French from their line of communication on
December 2 had somehow been successful, today’s historian might be writing on the
genius of Alexander and how he wore Napoleon out during the battle of December 2 by
engaging a hungry and overextended French army in a battle they never should have
joined. The evidence of the time showed that the Russians and Austrians had the
advantage, and that it would be no surprise if they had overwhelmed the ragged French
at Austerlitz.

News from the Battle of Trafalgar had also done its part to create a perception of French
failure. The King of Naples abrogated his treaty with the French upon hearing of
Trafalgar and threw his lot in with the Coalition that fall. Russian, British and
Neapolitan forces combined forces in Italy and marched north. However grim that
sounded to the French at the time, of course, the French recovered, sowing the seeds for
Naples becoming yet another fiefdom of the Bonaparte family with first Joseph, and
then Prince Murat, sitting on the Neapolitan throne. However, in the moment, the
Coalition had the advantage as it would appear the French world was collapsing around
them.

Dr. James Shosenberg, a Canadian historian writing for Military History Magazine in
2005 in an article about the Austerlitz campaign…” What was worse for the French, on
October 30, Archduke Charles had attacked Masséna at Caldiero (in Northern Italy),
then skillfully extricated his powerful army from Italy and disappeared into the Alps.
There, he had combined his army with Archduke John’s, and the two brothers were now
moving north. Napoleon was in trouble, and he knew it. The Grande Armée was deep in
enemy territory, his immediate force was heavily outnumbered and huge coalition
reinforcements were on the way. Moreover, Prussia, impressed by Third Coalition
successes, was showing great interest in joining it. To win the war, all Kutuzov had to do
was avoid battle.”

Napoleon’s Undercutting Of The Coalition Plan

But Napoleon knew that he could overcome the perceptions of the time, or better yet the
headlines of the day, by a carefully designed plan that would undercut the Coalition
plan.

Page 6 of 9 Marshal Enterprises


As Austerlitz took place, the perceptions of a
ragged and undermanned French army were
swept away. The battle reports coming from the
Russians after Austerlitz suggested something
else entirely. Despite the supposed
precariousness of the French positions, reports
from at least four of the Russian column
commanders suggested that the French must
have had 150,000 or even 200,000 soldiers at
Austerlitz. Here is what each of them
said:….Prince Peter Bagration wrote to Kutuzov eight days after the battle on December
10, 1805…”having received Your Excellency’s disposition to defend my position at
Proedlitz until Count Buxhowden turned the enemy right flank, I was firm in my
decision to successfully carry out, but superior enemy columns, both cavalry and
infantry attacked me early on”…for Bagration, the battle was lost due to the superior
enemy forces.

Buxhowden, for his part, reported of the success of his columns and their attacks, and
had it not been for the failures of the other parts of the Russian army, the Russians
might have carried the day…”all senior and lower ranks of the 2 nd Column attacked the
enemy with incredible gallantry, repulsed the enemy attacks as hard as they could, but
unfortunately were overwhelmed by the much superior enemy.”

General Count Mikhail Miloradovich (a Serb in Russian service) reported that his
column…”thus began a battle in which four Russian regiments mustering some five
thousand men and two Austrian battalions resolutely fought 28,000 enemy troops (as it
was later
established)”…Miloradovich blames Austrian failures for his defeat, and assumes the
mantle of savior of the Russian army. His column became the only element stopping the
Russians being overrun completely at the battle. Miloradovich and his feisty small band
of Russians holding off somehow Marshal Jean-de-Dieu Soult’s massive attack on the
Pratzen Heights.

The greatest victory was apparently achieved by General Przhebishevsky’s forces of the
Third Column. He reported to Kutuzov, “having defeated the enemy and completely
secured the crossing site, I was completely surrounded despite all my
endeavors….before being finally captured by the enemy.” He further reports that
“although did not achieve complete success in the battle, but commemorated it with
their steadfast faithfulness to you (Kutuzov).”

Page 7 of 9 Marshal Enterprises


The Generals Reported that the Numbers of French were Vastly Superior

Each one of the generals reported that the numbers of French were vastly superior to the
Russians and Austrians. Historians writing subsequent to the battle must have missed
these reports, because only 70,000 French (with some of Davout’s troops coming late)
were reported on the battlefield.

That the contemporary reports bely the


subsequent history should not be too
surprising…as Dr. Reeve wrote in his journal
shortly after Austerlitz,….”The disastrous results
of the battle (for the Coalition) were due in part
to the presence of the Emperor Alexander, who
had been persuaded by his flatters that he could
command an army and meet Napoleon on equal
terms.” The Coalition planned by the present
perception of the time, while Napoleon planned
by how he knew the Coalition would be seduced
by his moves and how he would use those
Coalition perceptions to fool the Russians and Austrians into thinking he was not up to
the quality of the Coalition strategic prowess. The outcome at Austerlitz was clearly
unexpected by the participants; proving once more that battles need to be won and not
merely calculated. The beguiling news of the day was merely the trap into which the
contemporary observers became ensnared during their mistaken evaluation of events.

Despite all the reporting of the impending doom of the French, the fact remains that the
French were at high tide in the fall of 1805, and Austerlitz was the masterpiece of
Napoleon’s fertile career. Yet despite Napoleon’s masterful victory and the resultant
Peace Pressburg signed on December 26, 1805, the Prussians were almost oblivious to
what had just happened to Austria. The Austrians either deserved their defeat; the
Russians were not worthy of battlefield consideration; or the Prussians were better
because they were the successors of Frederick the Great. Any excuse for looking at
French victory through some smoke filled prism was used. But as Doctor Reeve
reported in his journal during his visit to Dresden; then Berlin and then finally
Hamburg, the Prussians were not loved in Germany, and the French would be able to
exploit German dislike of Prussian leadership for almost any reason.

Page 8 of 9 Marshal Enterprises


Prussia Nurtures Grievance Over Loss Of Anspach

The arrogance of the Prussians


would be the source of their
blindness as to their position
versus the French; and that
blindness would allow the French
mastery of the battlefield in 1806
as it did in 1805. For example,
during his visit to Dresden in
March 1806 the Prussians
communicated to Reeve, and that
was confirmed by the Russians,
that despite the Prussians being
given Hannover, an English
possession and far more important than the tiny state of Anspach, the Prussians were
still nursing grievances against the French for the Anspach surrender to the Bavarians.
Prussia just would not accept the reordering of the hodgepodge that was the Holy
Roman Empire in Central Germany to the Confederation of the Rhine.

When Dr. Reeve visited Hamburg, as the last stop in his tour of Germany, he learned
that the people of Hamburg did not like the Prussians and had no intention of following
their leadership—the so-called crime of the Anspach breach of neutrality withstanding.
In fact Hamburg was part of the French sphere of influence by choice till 1814. As late
as a century later in 1914, Hamburg had strong reservations of a Prussian-led German
empire.

And many of the same reasons given for the French success over the Prussians in 1806
would replicate the reasons given for the French success over the Austrians and
Russians in 1805. Austerlitz and Jena would represent the high point of the French
success in Central Europe, but much of that success was the result of attitudes of
Europeans as reported by Dr. Reeve.

Page 9 of 9 Marshal Enterprises


Marshal Enterprises Special Rules

La Bataille pour la Prusse 1806©


ME

NAPOLEON CONQUERS PRUSSIA


THE BATTLES OF SAALFELD, JENA,
HASSENHAUSENAND HALLE
La Grande Armée
Prusse 1806
Use this chart to record Morale Levels at each hour

Morale
Leader Organization Levels
Napoleon and Staff

MdE Bessiers Garde

2, 3, 5

MdE Bernadotte I Corps

5, 10, 14

MdE Davout III Corps

7, 14, 21

MdE Soult IV Corps

5, 10, 15

MdE Lannes V Corps

5, 10, 15

1 of 2 Marshal Enterprises
La Grande Armée
Prusse 1806
Use this chart to record Morale Levels at each hour

Morale
Leader Organization Levels

MdE Ney VI Corps

3, 7, 10

MdE Augereau VII Corps

4, 8, 12

French Corps Garde


Level 1 minus 3 to all morale rolls minus 0 to all morale rolls
Level 2 minus 6 to all morale rolls minus 3 to all morale rolls
Level 3 minus 9 to all morale rolls minus 9 to all morale rolls

2 of 2 Marshal Enterprises
Fourth Coalition
Prussia 1806
Use this chart to record Morale Levels at each hour

Morale
Leader Organization Levels
v. Braunschweig

v. Preussen 2. Division

3, 5, 7

v. Wartensleben 3. Division

3, 5, 7

v. Schmettau 4. Division

3, 5, 7

v. Kalkreuth Reserve Koprs

4, 7, 11

Level 1 minus 3 to all morale rolls


Level 2 minus 6 to all morale rolls
Level 3 minus 9 to all morale rolls

1 of 3 Marshal Enterprises
Fourth Coalition
Prussia 1806
Use this chart to record Morale Levels at each hour

Morale
Leader Organization Levels
v. Hohenlohe
v. Grawert 2. Division

3, 6, 9

v. Zezschwitz 3. S. Division

3, 6, 9
`
v. Trauentzien 4. Division

3, 5, 7

v. Prittwitz 5. R. Division

3, 5, 7

Level 1 minus 3 to all morale rolls


Level 2 minus 6 to all morale rolls
Level 3 minus 9 to all morale rolls

2 of 3 Marshal Enterprises
Fourth Coalition
Prussia 1806
Use this chart to record Morale Levels at each hour

Morale
Leader Organization Levels
v. Rüchel

v. Saxe-Weimar-
Eisenach 1. Division

4, 7, 11

v. Württemberg Halle Reserve

4, 7, 11

Level 1 minus 3 to all morale rolls


Level 2 minus 6 to all morale rolls
Level 3 minus 9 to all morale rolls

Avant Garde Formations do not use morale levels

3 of 3 Marshal Enterprises
La Bataille pour la Prusse 1806©

TERRAIN EFFECTS MOVEMENT


Clear 1

Hamlet /Village / Town* 3

Wood / Forrest 3 Infantry / 5 Cavalry / Artillery Prohibited (use road)

Garden 2 Infantry/ 2 Cavalry / Artillery Prohibited

Garden Wall 2 Infantry / Cavalry and Artillery Prohibited

Hassenhausen Wall 4 Tirailleurs / 6 inf. In column


Cavalry and Artillery Prohibited

Halle City Wall 6 tirailleurs/jägers –fusiliers (skirmish order only)

Slope Up / Down Infantry +2 / Cavalry +3 / Artillery +4

Road 1/2

Stream Infantry+1 / Cav +2 / Art +3

Ford Infantry N0 Effect / Cav +1 / Art +2

Swamp 4 Inf. / Cavalry Prohibited/.Artillery Prohibited

Bridge * 1, ½ in Road March

Raised Bridge/ Road** (Hoch Brücke - Halle) 1

Sunken Road (Hassenhausen) see scenario specific rules

River Prohibited (See special Rules)

* Roads do not continue through towns, villages or hamlets

** When crossing a raised bridge hex side or moving from one raised road hex to another;
Infantry, may only form column, skirmish or Road March.
Cavalry must be in Road March
Cavalry may not Charge over a bridge or along a raised road.
Cavalry may only melee with only the increments in that hex. (4
max.)
Artillery must be in Road March

When combat formations enter a raised bridge hex from a non road hex,
do so by paying to cross a slope hexside.

Streams are considered to be between hexes, not in a hex

Special Rules Page 1 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©
There is assumed to be a ford where ever a road crosses a stream
hexside unless a bridge is shown on the map.

STACKING (Increments)
Clear 1 Infantry Regiment or
18 Infantry Increments or
1 Cavalry Regiment or
18 Cavalry Increments or
6 Artillery Increments or
12 Infantry & 1 Battery

Hamlet* /Village*/Town * 1 Infantry Battalion or


1 Cavalry Regiment or
1 Battery or
1 Infantry Battalion & 1 Battery

Road 4 Increments in Road March

Sunken Road (Defense) 5 increments in line per hex facing the slope

Hoch Brücke (Halle) 4 Increments in Road March

Bridge 4 Increments in Road March

Swamp* 1 Infantry Battalion, or


Cavalry Prohibited
Artillery Prohibited

Woods / Garden * 1 Infantry Battalion, or


1 Cavalry Regiment
Artillery Prohibited

*Infantry / Cavalry forms general order in this terrain.


Units with a Skirmish Ability may skirmish in these hexes if they so elect

In Clear terrain, no more than 3 Cavalry Regiments may be stacked together regardless of total
(This means you may stack 3 x 6 increment Cavalry Regiments in a clear hex but not 4 x 4
increment Regiments)

Cavalry units attacking into general order terrain use the 1/3 of the combat value . There are
no charges into villages, forests, swamps, hamlets or other general order terrain.

A hamlet is a single, isolated village hex

Special Rules Page 2 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

TERRAIN CHART

INFANTRY UNIT FIRE VALUES

French Italian Dismounted


Ligne Legere Guard Legere Dragoons

Column Printed Printed Printed Printed Printed


Line X3 X3 X5 X3 X2
Carre X3 X4 X5 X3 X2
General Order Printed Printed Printed Printed Printed
Skirmish X3 X5 X3 NA
Disordered formations fire at half strength

Prussian
Guard /
Infantrie Jäger Grenadier Fusilier

Column Printed Printed Printed Printed


Line X3 X2 X4 X3
Carre X3 NA X4 X3
General Order Printed Printed Printed Printed
Skirmish X3 X3
Two Hexes X2
Three Hexes X1
Disordered formations fire at half strength

Saxon

Infantry Grenadier

Column Printed Printed


Line X2 X2
Carre X2 X3
General Order Printed Printed
Disordered formations fire at half strength

Special Rules Page 3 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

TERRAIN FIRE DEFENSE VALUES

Column Line Carre General Skirmish Disorder/Rout Artillery

Clear / Road** 6 9 4 12 14 6/8*

Forest /Wood 10 14 16

Garden 10 14 16

Hamlet 10 12 16 6/8*

Village / Town 10 12 16 7/9*

Thru Halle Wall hexside Not Allowed

Thru Hasssenhausen Wall See Hassenhausen Scenario rules (-6 to the die roll)

Swamp 8 12 14

Thru Bridge** hexside 10 10 4 10 14 16

Raised Bridge** (Halle) 6

Sunken Road See Hassenhausen Scenario Rules for complete details

*Artillery Fire Defenses are Limbered / Unlimbered


If a hex has infantry and artillery present, the Fire Defense is 2 less than for infantry alone
unless the infantry formation is in Carre
Formations fired upon thru the flank have a fire defense of 5
Formations add 1 to the Fire Attack die roll for every increment in a target hex, over 9.
**Formations in Road March have a fire defense of 4.
Formations fired upon thru a rear are normal.
Infantry line formations of seven or more increments have a fire defense of 6.

Special Rules Page 4 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

FIRE ATTACK MORALE CHECKS


French
Ligne Infantrie will check with every even numbered increment loss
Legere Infantrie will check with every even numbered increment loss
Guard Infantry will check with every third increment loss
Cavalrie Formations will check with every increment loss
Artillerie Formations will check with every increment loss

Italian
Du Po et du Corse Tirailleurs will check with every even numbered increment loss.

Prussian / Saxon
Prussian Infantrie, Jägers, Fusiliers will check with every odd increment loss
Prussian Grenadiers will check with every even increment loss
Prussian Guard Battalions will check with every even increment loss
Saxon Infantry and Grenadiers check on odd loses
Kavalrie or Artillerie will check with every loss

CARRE REALIZATION TABLE

French CARRE DISORDER ROUT

When forming from Column


4 Hexes 11-66
3 Hexes 11-66
2 Hexes 11-43 44-61 62-66
1 Hex 11-31 32-54 55-66

When forming from Line


4 Hexes 11-64 65-66
3 Hexes 11-45 46-61 62-66
2 Hexes 11-32 33-55 56-66
1 Hexes 11-22 23-53 54-66

Personalities MINUS 6 from the die roll if present in the hex


Legere MINUS 3 from the die roll
Guard Battalions MINUS 6 from the die roll
Foot Dragoons ADD 3 to their die roll
Italians ADD 2 to the die roll
If Cavalry is Light ADD 3 to the die roll
If Cavalry is Lance Armed ADD 6 to die roll
If defender is on morale level ADD to the die roll, 3 for each level

Special Rules Page 5 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

Prussians / Saxon* CARRE DISORDER ROUT

When forming from Column


4 Hexes 11-54 55-63 64-66
3 Hexes 11-42 43-55 56-66
2 Hexes 11-33 34-51 52-65
1 Hexes 11-25 26-44 45-64

When forming from Line


4 Movement Points 11-66
3 Movement Points 11-56 61-64 65-66
2 Movement Points 11-35 36-56 61-66
1 Movement Point 11-25 26-54 55-66

Prussian / Saxon Personalities subtract their morale up to 6 from the die roll if present in the
hex
Prussian Grenadiers MINUS 3 from the die roll
Fusiliers MINUS 3 from the die roll
Jägers may not form Carre
If Charging Cavalry is Light ADD 3 to the die roll
If Charging Cavalry is Lance Armed ADD 6 to die roll
If defender is on morale level ADD 3 to the die roll for each level

CAVALRY RECALL
FRENCH Dragoons 3-6 successfully recalls
FRENCH All other 2-6 successfully recalls
PRUSSIAN Hussar 2-6 successfully recalls
PRUSSIAN Dragoon 3-6 successfully recalls
PRUSSIAN Kuirassier 3-6 successfully recalls
SAXON Heavy 2-6 successfully recalls
SAXON Light 2-6 successfully recalls

Personalities who have a cavalry modifier add 1 to the die roll

CAVALRY CHARGE MORALE MODIFIERS


Condition Defending Infantry/Artillery
Charged in flank: minus 12 to die roll
Charged in rear minus 6 to die roll
In skirmish order minus 12 to die roll
Defender in Line plus 3 to die roll
In disordered state minus 3 to die roll

In Carre plus 12 to die roll


Across a steam hexside within 3 hexes of the target plus 6 to die roll
If charged by Lancers minus 6 to die roll
If charged by Heavy Cavalry minus 3 to die roll
Charge into town, woods or swamp not allowed
Special Rules Page 6 of 15 Marshal Enterprises
La Bataille pour la Prusse 1806©

PRE MELEE MORALE CHECK MODIFIERS


Odds Attacker Defender
1/2 minus 6 plus 6
1/1 minus 3 plus 3
2/1 N/A N/A
3/1 plus 3 minus 3
4/1 plus 6 minus 6
5/1 & over plus 9 minus 9

INFANTRY PRE MELEE MORALE MODIFIERS:

Condition Modification to the Die Roll:


Attacker Defender
Defender is assaulted in flank Plus 12 Minus 12
Defender is assaulted in rear Plus 6 Minus 6
Defender is in Skirmish order No check Minus 6
Defender is in Carre Plus 6
Defender is Disordered (D) Plus 3 Minus 3
Defender is Routed (PGD) Plus 6 Minus 6
Attacker is assaulting up a slope Minus 3 Plus 3
Attacker is assaulting across a stream Minus 3 Plus 3
Attacker lost an increment due to defensive fire Minus 3 for each
Elite Infantry varies see Elite Rule

Prussian Morale Modifiers for Formation To Stand


All Prussian / Saxon Infantry and Grenadier types have morale modifiers for the following
types of formations:

Line ADD 3 to the die roll


Carre ADD 6 to the die roll
Skirmish Order ADD 3 to the die roll (Fusiliers and Jägers)
Disorder MINUS 3 from the die roll
PGD MINUS 6 from the die roll
Road March MINUS 12 from the die roll

ALL MODIFICATIONS ARE RELATED TO THE PRINTED MORALE OF THE UNIT

Special Rules Page 7 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

MELEE VALUE MODIFIERS:

Condition Modification to the Unit Melee Factor:


Attacker Defender
Defender is assaulted in flank X2
Defender is assaulted in rear X 1.5
Defender is in Skirmish order X .5
Defender is Disordered X .5
Defender is Routed X .33
Cavalry Charge 3 hexes straight X2
Heavy Cavalry attacks Light Cavalry X2
Cavalry Attacker is Tired X .5
Cavalry Attacker is Exhausted X .33
Cavalry Defender is Tired X .5
Cavalry Defender is Exhausted X .33
Cavalry Attacker vs Carre X .33
Cavalry attacking into or from General Order X .5
Cavalry Attacker across a stream hexside X .66
Infantry Attackers vs Defender in Carre X 1.5
Infantry Attacking across a Stream Hexside X .66
Prussian / Saxon Infantrie* in Towns /Villages / Hamlets X .66 X .66
*Does not included Guard, Grenadiers, Fusiliers and Jägers

When a mutual retreat is indicated on the combat matrix the defender retreats first and then
the attacker retreats.

Infantry may not join into a melee when cavalry is involved with cavalry. Infantry and / or
artillery could be placed adjacent to the enemy cavalry and provide offensive or defensive fire.

Special Rules Page 8 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

MORALE LEVELS

Morale Levels are not used for Saalfeld

French Imperial Guard 8 battalions

Level 1 2 battalions lost or routed minus 0 to all morale rolls


Level 2 3 battalions lost or routed minus 3 to all morale rolls
Level 3 5 battalions lost or routed minus 9 to all morale rolls

The Dragons a’ Pied are attached to the Guard but do not count in the calculation of Morale
Levels

French I Corps (Halle) 24 battalions

Level 1 5 battalions lost or routed minus 3 to all morale rolls


Level 2 10 battalions lost or routed minus 6 to all morale rolls
Level 3 14 battalions lost or routed minus 9 to all morale rolls

French III Corps 35 battalions

Level 1 7 battalions lost or routed minus 3 to all morale rolls


Level 2 14 battalions lost or routed minus 6 to all morale rolls
Level 3 21 battalions lost or routed minus 9 to all morale rolls

French IV Corps 26 battalions

Level 1 5 battalions lost or routed minus 3 to all morale rolls


Level 2 10 battalions lost or routed minus 6 to all morale rolls
Level 3 15 battalions lost or routed minus 9 to all morale rolls

French V Corps 25 battalions

Level 1 5 battalions lost or routed minus 3 to all morale rolls


Level 2 10 battalions lost or routed minus 6 to all morale rolls
Level 3 15 battalions lost or routed minus 9 to all morale rolls

French VI Corps 17 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 7 battalions lost or routed minus 6 to all morale rolls
Level 3 10 battalions lost or routed minus 9 to all morale rolls

French VII Corps 20 battalions

Level 1 4 battalions lost or routed minus 3 to all morale rolls


Level 2 8 battalions lost or routed minus 6 to all morale rolls
Level 3 12 battalions lost or routed minus 9 to all morale rolls

Special Rules Page 9 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

Avant Garde (v. Blücher) – no morale levels

2. Division (v. Preussen) and Leichte Truppen – 11 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

3. Division (v. Wartensleben) and Leicte Truppen – 11 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

4. Division (v. Schmettau) und Leichte Truppen - -11 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

Reserve Korps (v. Kalkreuth) – 18 battalions

Level 1 4 battalions lost or routed minus 3 to all morale rolls


Level 2 7 battalions lost or routed minus 6 to all morale rolls
Level 3 11 battalions lost or routed minus 9 to all morale rolls

1. Sächisische Avant Garde – no morale levels

Leichte Truppen (v. Schimmelpfennig) – no morale levels

2. Division (v. Grawert) und Leichte Truppen (van Erichsen) -11 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

3. Sächisische Division (v. Zezschwitz) und Leichte Truppen -12 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

Special Rules Page 10 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

4. Division (v. Trauentzien) unf Leichte Truppen (v. Bila) – 10 battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

5. Reserve Division (v. Prittwitz) – 9 Battalions

Level 1 3 battalions lost or routed minus 3 to all morale rolls


Level 2 5 battalions lost or routed minus 6 to all morale rolls
Level 3 7 battalions lost or routed minus 9 to all morale rolls

Avant Garde (v. Winning) – no morale levels

1. Division (v. Saxe-Weimar-Eisenach / v. Rüchel) und Leichte Truppen – 18 batalions

Level 1 4 battalions lost or routed minus 3 to all morale rolls


Level 2 7 battalions lost or routed minus 6 to all morale rolls
Level 3 11 battalions lost or routed minus 9 to all morale rolls

Halle am Saale Reserve (v. Württemberg) 18 battalions

Level 1 4 battalions lost or routed minus 3 to all morale rolls


Level 2 7 battalions lost or routed minus 6 to all morale rolls
Level 3 11 battalions lost or routed minus 9 to all morale rolls

2. Avant Gard (v. Hinrichs) has no morale Levels

Special Rules Page 11 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

1806 Battles Specific Rules:


Special Unit Types and Formations

Elite Infantry Troops- Well trained and experienced infantry troops were able to refrain
from firing until it had its most devastating impact.
This rule reflects the discipline of elite troops and their
ability to hold fire to the critical moment of an assault.

Elite infantry troops are defined as those with a


printed morale, without modification, of 11 through
16. When an elite unit fires defensively against any
attacking hex and the attacker suffers a loss, the pre-
melee morale check of all units participating in that
attack, are impacted.

The effect is that all the attacking units in this case


suffer a minus to the pre-melee morale check. The exact minus is determined based on the
morale of the defending unit. A 15 or 16 morale is minus 6, a 13 or 14 minus 9, a 11 or 12 is a
minus 12. These minus values are applied as modifiers to the attacker’s morale for each
increment the attacker lost due to the Defensive Fire Attack.

When an Elite unit attacks, the opposite is true. If the attacker inflicts a loss the pre-melee
morale check of the defender all the defending units are impacted utilizing the relationship
identified above.

When an Elite unit is the attacker against an elite unit, this rule does not apply. In the event
of an Elite vs an Elite, the attacker has the standard modifier of minus 3 for each fire
increment loss.

Saxon Morale Recovery

When the infantry or grenadier formations from Saxony attempts to recover from PGD and
are unsuccessful, they lose one increment.

Light Infantry
Only infantry formations in tirailleurs/skirmish order are allowed to climb over a city wall.
The movement cost for this act is six movement points, plus the cost of the other terrain.
Units may not fire across a wall hex side.

French Legere Infantry Battalions that begin the game with nine increments may form
tirailleurs/skirmish order in three contiguous hexes. If a battalion takes this formation, it is
assumed the unit has three increments in each hex. When the battalion takes losses down to
six increments, the unit may no longer adopt this three hex formation. Movement is
determined by the middle hex move from hex to hex.
Light Infantry include Prussian Jägers and Fusiliers, French Chasseurs a’ Pied and Legere

Special Rules Page 12 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

River Movement

No unit of any type may attempt to cross a river hex side, unless routed. If a formation enters
a river hex via rout movement, roll 1 die and take the number of increments as lost equal to the
face of the die. This happens individually for each infantry battalion and cavalry regiment.

Routing artillery that must cross a river hexside to complete its rout is eliminated from the
battle.

Terrain Notes

Infantry, Cavalry and Artillery cavalry may cross a ford in normal movement subject to the
terrain chart. For purposes of melee fords are ignored, consider the hexside as a stream
hexside.

Cavalry may not charge into or out of a woods; garden; swamp; town hex; or through a bridge
hex side or across a wall.

Only one battalion; or one regiment of cavalry may assault across a bridge hex side at any
point in time.

Cavalry may only be in column or Road March when crossing a bridge hex side. Cavalry may
not charge through a bridge hexside. All cavalry formations that move through a bridge
hexside add six to their printed morale until their next morale recovery segment; this is in
addition to any other modifiers

Artillery Special Rules

Prussian / Saxon Schwere Fuss Artillerie may limber with a 6


Prussian / Saxon Fuss Artillerie may limber with a roll of 5 or 6
Prussian / Saxon Leichte Artillere may limber with a roll of 5 or 6
Prussian Reitende Artillerie may limber with a roll of 4, 5 or 6
Note: The Prussian artillery train is operated by civilian contractors who normally left the
scene when the shooting started.

A French Batterie á Pied may limber with a roll of 4, 5 or 6.


A French Batterie á Cheval may limber with a roll of 2, 3, 4, 5 or 6.
A French Batterie de la Guard may does not have to roll to limber

Leaders with an artillery bonus add one to the die roll.

Napoleon 1ere adds three to the die roll.

Artillery Leaders with Special Ability

Special Rules Page 13 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©
Napoleon 1ere is a leader of special ability. He may combine two stacks of artillery onto a
single target. Both stacks would combine their fire value for one fire attack in offensive or
defensive fire. The use of Napoleon to command the artillery is optional.

Dragoons a’ Pied

Attached to the French Guard are several battalions of dismounted


dragoons. They act as ligne infantrie ie; they cannot charge, are
not tired or exhausted. Dragoons a’ Pied can be disordered, move,
stack and check morale as ligne infantrie. They may form square
only in their movement phase but may not skirmish.

The battle information contains specific details regarding fog, reinforcements, victory conditions etc.
Please review these.
Just a Note:
These simulations are designed to investigate history and the enjoyment for the players. With systems
this complex there will always be special cases or different interpretations of words. It is up to the
players to review a situation and resolve it to a reasonable outcome. It is preferable to discuss a
situation before taking advantage of it. “Pearl Harbors” to one side or another typically lead to escalated
rules arguments and later vendettas. If both sides clearly understand and mutually adjudicate
situations, the game will flow to a conclusion and you won’t lose a friend
If you are playing a less experienced person, point out significant errors by asking such things as “Are
you sure you really want to do this?” or providing a review of possibilities that less experienced person
might want to decide upon.
We all forget parts of the rules, even the designers, so when in doubt look things up. It is easiest to have
the rules on a tablet and then use a word search.

Special Rules Page 14 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806©

Marshal Enterprises Household

Monte D. Mattson. James G. Soto and Dennis A. Spors


Acknowledgments
In recognition of their efforts which spanned over a year of playtesting small scenarios and the
grand battle of Austerlitz at the Duel in the Desert 2017, the Household acknowledges the
following individuals:

Mark Kaczmarek - Prince Poniatowski


Curtis Kirkland – General of Kavallerie Fürst von Liechtenstein
Ken Ellis - General of Kavallerie von Bellegarde
Ed Wimble - Recently Paroled Emperor
Charles R. Kennedy - Fürst von Hohenlohe
Eric Holgrem – Dd’B Compans
Albert Smith – Gd’D Vadamme
Thomas Whitfield – Gd’D Suchet

Marshal Enterprises Curriculum Vitae


Marshal Enterprises (ME) is a creative consortium of game designers and cultural
commentators. They are the surviving designers of the original La Bataille system and are
dedicated to the study and celebration of the Age of Napoleon and the Age of Revolution.
Marshal Enterprises consists of Monte D. Mattson; Dennis A. Spors and James G. Soto.

In addition to designing La Bataille pour la Prusse 1806 in 2017, ME published La


Bataille d’ Austerlitz 1805 in 2016, La Bataille d’Aspern-Essling 1809 and La
Bataille de Neumarkt 1809 in 2015, La Bataille de Friedland 1807 and Le Siege de
Danzig 1807 in 2014, Le Bataille de Leipzig 1813 in 2013. ME also designed La
Bataille de Vauchamps for Against The Odds Magazine. That game was published in
ATO’s 2013 Annual Review issue.

ME received the Charles S. Roberts award for Best Print & Play Game for 2011 for The Battle
of Halle (aka La Bataille d’Halle). ME has been nominated several other times for its
publications. In addition to the games above, ME has published four other games since 2011.
ME was instrumental in the publication or design of several Le Bataille games in the 70’s; 80’s
and 90’s starting with Le Bataille d’Auerstadt, La Bataille de Preussiche-Eylau, La
Bataille d’Austerlitz, La Bataille deWagram and La Bataille d’ Espagnol-Talavera.

Thank you. We hope you value our talent as much as we value your patronage

Their website is at labataille.me. Please review this site for updates, historical articles and
tactical opinions. Also review the Pinterest site Dennis Spors that includes many things of
interest associated with the period.

Special Rules Page 15 of 15 Marshal Enterprises


La Bataille pour la Prusse 1806 ©

Le Grande Armée 1806


Napoleon I (L'Empereur des Français)
Maréchal d’ Empire Berthier
General d’ Brigade Bertrand
General d’ Brigade Mouton
General d’ Division Duroc
General d’ Division Rapp
General d’ Division Savary
General d’ Division Caulaincourt

Garde impériale
Maréchal d’ Empire Jean-Baptiste Bessières
Maréchal d’ Empire François Joseph Lefebvre
Chief of Staff: General d’ Brigade François-Xavier Roussel

Garde impériale Infantrie Division


General d’ Division Hulin
1ere Chasseurs à Pied
2e Chasseurs à Pied
1ere Grenadiers à Pied
2e Grenadiers à Pied

1ere Dragoon à Pied – attaché


2e Dragoon à Pied -attaché

Garde impériale Cavalrie Division


General d’ Division Frédéric Henri Walther
Chasseurs à Cheval de la Garde
Mamelukes
Grenadiers à Cheval del a Garde
Gendarmes d'Elite
1ere Hussars (attached)

Attached Ligne Artillerie á pied


8e Co / 6e Artillerie á pied
11e Co / 6e Artillerie á pied
15e Co / 6e Artillerie á pied

French OB Page 1 of 7 Marshal Enterprises


La Bataille pour la Prusse 1806 ©

I Corps d’Armee
Maréchal d’ Empire Jean Baptiste Bernadotte
Chief of Staff: General d’ Division Victor Leopold Berthier

1ere Division
General d’ Division Pierre Dupont de l'Etang
9e Legere
32e Ligne
96e Ligne

2e Division
General d’ Division Jean-Baptiste Drouet
27e Legere
94e Ligne
95e Ligne

3e Division
General d’ Division Olivier Macoux Rivaud Comte de Raffiniere
8e Ligne
45e Ligne
54e Ligne

Cavalrie Brigade
General d’ Brigade Jacques Louis François Delaistre de Tilly
2e Hussar
4e Hussar
5e Chasseurs à Cheval

I Corps Artillerie
1ere Co / 8e Artillerie á pied
2e Co / 8e Artillerie á pied
6e Co / 8e Artillerie á pied
2e Co / 3e Artillerie á cheval

III Corps d’Armee


Maréchal d’ Empire Louis Nicolas Davout
Chief of Staff: General d’ Brigade Joseph Augustin Fournier,
Marquis D'Aultanne

1ere Division
General d’ Division Charles Antoine Morand
13e Legere
17e Ligne
30e Ligne
51e Ligne
61e Ligne

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2e Division
General d’ Division Louis Friant
33e Ligne
48e Ligne
108e Ligne
111e Ligne

3e Division
General d’ Division Charles-Étienne Gudin
12e Ligne
21e Ligne
25e Ligne
85e Ligne

Cavalrie Brigade
General d’ Brigade Jean Baptiste Théodore Viallanes
1ere Chasseurs à Cheval
2e Chasseurs à Cheval
12e Chasseurs à Cheval

III Corps Artillerie


2e Co / 7e Artillerie á pied
3e Co / 7e Artillerie á pied
11e Co / 7e Artillerie á pied
15e Co / 7e Artillerie á pied
2e Co / 5e Artillerie á cheval

IV Corps d’Armee
Maréchal d’ Empire Nicolas Soult
Chief of Staff: General d’ Brigade Jean Dominique Compans

1ere Division
General d’ Division Louis Vincent Le Blond de Saint-Hilaire
10e Legere
35e Ligne
43e Ligne
55e Ligne

2e Division
General d’ Division Jean François Leval
24e Legere
4e Ligne
28e Ligne

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46e Ligne
57e Ligne

3e Division
General d’ Division Claude Juste Alexandre Legrand
26e Legere
Tirailleurs Corse
Tirailleurs du Po
18e Ligne
75e Ligne

Cavalrie Brigade
General d’ Brigade Pierre Margaron
8e Hussar
22e Chasseurs à Cheval

Cavalrie Brigade
General d’ Brigade Claude-Étienne Guyot
11e Chasseurs à Cheval
16e Chasseurs à Cheval

IV Corps Artillerie
12e Co / 5e Artillerie á pied
13e Co / 5e Artillerie á pied
14e Co / 5e Artillerie á pied
16e Co / 5e Artillerie á pied
4e Co / 5e Artillerie á cheval

V Corps d’Armee
Maréchal d’ Empire Jean Lannes
Chief of Staff: General d’ Division Claude Perrin Victor

2e Division
General d’ Division Louis Gabriel Suchet
17e Legere
34e Ligne
40e Ligne
64e Ligne
88e Ligne

3e Division
General d’ Division Honoré Théodore Maxime Gazan
21e Legere
100e Ligne
103e Ligne

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Cavalrie Brigade
General of Brigade Anne-François-Charles Trelliard
9e Hussar
10e Hussar
21e Chasseurs à Cheval

V Corps Artillerie
2e Co / 1ere Artillerie á pied
5e Co / 1ere Artillerie á pied
15e Co / 5e Artillerie á pied
3e Co / 6e Artillerie á cheval

VI Corps d’Armee

Maréchal d’ Empire Michel Ney


Chief of Staff: General d’ Brigade Adrien Jean Baptiste Dutaillis

1ere Division
General d’ Division Jean Gabriel Marchand
6e Legere
39e Ligne
69e Ligne
76e Ligne

2e Division
General d’ Division Gaspard Amédée Gardanne

25e Legere
27e Ligne
50e Ligne
59e Ligne

Cavalrie Brigade
General d’ Brigade Auguste François-Marie de Colbert-Chabanais
3e Hussar
10e Chasseurs à Cheval

VI Corps Artillerie
9e Co / 1ere Artillerie á pied
10e Co / 1ere Artillerie á pied
11e Co / 1ere Artillerie á pied
12e Co / 1ere Artillerie á pied

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2e Co / 1ere Artillerie á cheval

VII Corps d’Armee


Maréchal d’ Empire Pierre Augereau
Chief of Staff: General d’ Brigade Claude Marie Joseph Pannetier

1ere Division
General d’ Division Jacques Desjardin (8,242, 8 guns)
16e Legere
14e Ligne
44e Ligne
105e Ligne

2e Division
General d’ Division Étienne Heudelet de Bierre
7e Legere
24e Ligne
63e Ligne

Cavalrie Brigade
General d’ Brigade Antoine Jean Auguste Durosnel
7e Chasseurs à Cheval
20e Chasseurs à Cheval

VII Corps Artillerie


3e Co / 3e Artillerie á pied
4e Co / 3e Artillerie á pied
5e Co / 3e Artillerie á pied
2e Co / 6e Artillerie á cheval

Reserve Cavalrie
Maréchal d’Empire Joachim Murat
Chief of Staff: General d’ Brigade Augustin Daniel Belliard

1ere Cuirassier Division


General d’ Division Étienne Marie Antoine Champion de Nansouty
1ere Régiment des Carabinier
2e Régiment des Carabinier
2e Cuirassier
9e Cuirassier
3e Cuirassier
12e Cuirassier
1ere Co / 2e Artillerie á cheval

2e Cuirassier Division

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General d’ Division Jean-Joseph Ange d'Hautpoul


1ere Cuirassier
5e Cuirassier
10e Cuirassier

1ere Dragoon Division


General d’ Division Louis Klein
1ere Dragoon
2e Dragoon
4e Dragoon
14e Dragoon
20e Dragoon
26e Dragoon
2e Co / 2e Artillerie á cheval

3e Dragoon Division
General d’ Division Marc Antoine de Beaumont
5e Dragoon
8e Dragoon
12e Dragoon
16e Dragoon
9e Dragoon
21e Dragoon
3e Co / 2e Artillerie á cheval

4e Dragoon Division
General d’ Division Louis Michel Antoine Sahuc
17e Dragoon
27e Dragoon
18e Dragoon
19e Dragoon
15e Dragoon
25e Dragoon

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Preußichen Armee 1806

König Friederick Wilhelm III von Hollenzollern, Herzog von Saxe-


Altenburg, Souveräner Fürst des Fürstentums Neuenburg und Kurfürst von
Brandenburg

Königin Louise von Preußen (Mecklenburg-Strelitz)


Stabs-Hauptmann von Grolman

Armee von Braunschweig


Generalfeldmarschall Graf von Braunschweig –Wolfenbüttel, Lueneburg
Lieutenant-quartermaster von Sharnhorst
Oberst von Boyen

Avant Garde
Generallieutnant von Blücher

8. Fusilier Battalion v. Wedell


2 Komp. Jägern zu Fuß A
8. Hussaren Regiment von Blücher
2. Hussaren Regiment von Rudorff
16. Batterie reitende Artillerie

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2. Division (Rechts)
Generallieutenant Prinz Wilhelm - Friederick von Preußen, Fürst von Oranien-Fulda

Grenadier Battalion Knebel


Grenadier Battalion Rheinbaben
25. Regiment Mollendorf
59. Regiment Wartensleben
36. Regiment Puttkamer
34. Regiment Prince Ferdinand
4. Batterie Fußartillerie
23. Batterie Fußartillerie

Kavalrie Brigade
Generalmajor Heinrich von Bismark

3. Leib- Kurassier
11. Leib-Karabinier
11. Batterie reitende Artillerie

Leichte Truppen

4. Hussaren Regiment Württemberg


16. Fusilier Battalion Oswald
10. Leichtbatterie Fußartillerie

3. Division (Zenter)
Generallieutenant von Wartensleben

Grenadier Battalion Alt-Braun


Grenadier Battalion Hanstein
21. Regiment Duke of Brunswick-Luneburg
20. Regiment Prinz Louis-Ferdinand
3. Regiment Renouard
5. Regiment Kleist
1. Batterie Fußartillerie
29. Batterie Fußartillerie
36. Batterie Fußartillerie

Kavalrie Brigade
Generalmajor von Quitzow

6. Kurassier Regiment Quitzow


7. Kurassier Regiment Reitenstein

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Leichte Truppen

3. Dragoon Regiment Irwing


18. Fusilier Battalion Koch
11. Leichtbatterie Fußartillerie

4. Division (Links)
Generallieutenant Graf von Schmettau

Grenadier Battalion Schack


Grenadier Battalion Krafft
28. Regiment Malschitzky
40. Regiment Schimanski
35. Regiment Prince Heinrich
33. Regiment Alvensleben
6. Batterie Fußartillerie
24. Batterie Fußartillerie

Kavalrie Brigade
Generalmajor von Bünting

8. Kurassier Regiment Heisung


12. Kurassier Regiment Bünting
17. Batterie reitende Artillerie

Leichte Truppen

4. Fusilier Battalion Greiffenberg

Reserve Korps Kalkreuth


Generallieutenant Graf von Kalkreuth
Major von Lossau

1. Reserve Division
Generallieutenant von Kunheim

Grenadier Battalion Guard


Grenadier Battalion Prince August
Grenadier Battalion Rabiel
Leib-Guard Battalion

15. Regiment Fuß Guard


18. Regiment v. König
4. Schwerebatterie Fußartillerie
11. Schwerebatterie Fußartillerie

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Kavalrie Brigade
Generalmajor von Beeren

13. Regiment Garde du Korps


10. Regiment Gendarmes
2. Kurassier Regiment Beeren
1. Batterie reitende Artillerie

2. Reserve Division
Generallieutenant von Arnim

Grenadier Battalion Gaudy


Grenadier Battalion Osten
Grenadier Battalion Hülsen
Grenadier Battalion Schlieffen
13. Regiment Arnim
22. Regiment Pirch
24. Regiment Zenge
8. Schwerebatterie Fußartillerie
14. Schwerebatterie Fußartillerie

Kavalrie Brigade
Generalmajor von Irwing

1 / 1. Königin Dragoon Regiment


2 / 1. Königin Dragoon Regiment
2. Batterie reitende Artillerie

Armee Fürst von Hohenlohe


Fürst von Hohenlohe-Ingelfingen
Oberst Massenbach, Stabschef
Major von Gneisenau

1. Sächsische Division, Avant Garde


Generallieutenant Prinz Ludwig-Ferdinand of Prussia

49. Regiment Müffling


Sächsische Regiment Clemens
Sächsische Regiment Kurfürst
3. Leichtbatterie Fußartillerie
Sächsische Batterie Fußartillerie Hoyer

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Kavalrie Brigade
Generalmajor von Trützschler
Sächsische Hussaren Regiment
Schimmelpfenng Hussar Regiment

Leichte Truppen
Generalmajor von Schimmelpfennig

13. Fusilier Battalion Rabenau


14. Fusilier Battalion Pelet
15. Fusilier Battalion Ruhle
2 Komp. Jägern zu Fuß B
12. Leichtbatterie Fußartillerie

2. Division (Rechts)
Generallieutenant von Grawert

Grenadier Battalion Hahn


32. Regiment Hohenlohe
50. Regiment Sanitz
Grenadier Battalion Sack
37. Regiment Grawert
39. Regiment Zastrow
7. Batterie Fußartillerie
8. Batterie Fußartillerie

Kavalrie Brigade
Generallieutenant von Holtzendorf

11. Dragoon Regiment Krafft


1. Kurassier Regiment Donnismark
9. Kurassier Regiment Holtzendorf

Leichte Truppen
Oberst van Erichsen

10. Fusilier Battalion Erichsen


1. Hussaren Regiment Gettkandt
14. Leichtbatterie Fußartillerie

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3. Sächsische Division (Links)


Generalmajor Kavalrie von Zezschwitz I

Sächsische Regiment Thummel


Sächsische Regiment Prince Xavier
Sächsische Regiment Prince Frederick August
Sächsische Regiment Bevilaqua
Sächsische Regiment Low
Sächsische Regiment Niesemeuschel 1 batt
18. Batterie Fußartillerie
Sächsische Batterie Fußartillerie Hausmann
Sächsische Batterie Fußartillerie Ernst

Kavalrie Brigade
Generallieutenant von Zezschwitz II

Sächsische Carabiniers
Sächsische Chevau-Legers Regiment
Sächsische Kochtitzky Kurassierregiment
14. Batterie reitende Artillerie

Leichte Truppen

11. Fusilier Battalion Boguslawski


Polenz Chevau-legers Regiment

4. Division
Generalmajor Graf von Tauentzien

Grenadiers Battalion Herwarth 1/2


46. Regiment Zweiffel
Sächsische Regiment Rechten
Sächsische Regiment Prinz Maximikien
Grenadier Battalion v. Winkel
Sächsische Batterie Fußartillerie Katsch

Leichte Truppen
Generalmajor von Bila

5. Fusilier Battalion Rosen


2 Komp. Jägern zu Fuß C
11. Hussaren Regiment Bila
Prinz Johanne Chevau-Leger Regiment
15. Leichtbatterie Fußartillerie

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5. Reserve Division
Generallieutenant von Prittwitz

Grenadier Battalion Kallin 1/2


Grenadier Battalion Borcke
Grenadier Battalion Dohna
Grenadier Battalion Losthin
Sächsische Grenadier Battalion Thiollaz
Sächsische Grenadier Battalion Lecoq
Sächsische Grenadier Battalion Lichtenhayn
Sächsische Grenadier Battalion Metzsch
Sächsische Grenadier Battalion Hundt
6. Schwerebatterie Fußartillerie
Sächsische Fußartillerie Tullmann

Kavalrie Brigade
Generalmajor von Kraft

Sächsische Clemens Chevau-Legers


2. Dragoon Regiment Prittwitz
7. Batterie reitende Artillerie

Reserve außer Weimar


Generallieutenant von Rüchel
Hauptman von Clausewitz

Avant Garde
Generallieutenant von Winning

27. Regiment Tschammer


1. Kaiserling Fusilier Battalion
2. Fusilier Battalion Bila
2 Komp. Jägern zu Fuß D
19. Batterie Fußartillerie

Kavalrie Brigade

14. Wobeser Regiment Dragoon


3. Hussaren Regiment von Plotz
12. Batterie reitende Artillerie

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1. Division Großherzog Karl von Saxe-Weimar- Eisenach


Generallieutenant von Schenk

9. Regiment von Schenk


23. Regiment von Winning
Grenadier Battalion Borstell
29. Regiment Treuenfels
43. Regiment von Strachwitz
Grenadier Battalion Hellman
10. Regiment von Vedell
26. Regiment Alt Larisch
38. Regiment Tschepe
5. Batterie Fußartillerie
16. Schwerebatterie Fußartillerie
17. Schwerebatterie Fußartillerie

Leichte Truppen
17. Fusilier Battalion Sobbe
19. Fusilier Battalion Ernst
2 Komp. Jägern zu Fuß E
7. Hussaren Regiment von Khohler
16. Leichtbatterie Fußartillerie

Kavalrie Brigade
Generalmajor von Wobeser

5. Kuirassier Regiment Baillodz


4. Dragoon Regiment von Katte
18. Batterie reitende Artillerie

Reserve Korps am Halle


GL Eugene von Württemberg-Stuttgart
Oberst von Roggenbach

Reserve Avant Garde Division


GM Hinrichs
17. Fusilier Battalion Hinrichs
9. Fusilier Battalion Borell
12. Fusilier Battalion Knorr

1. Division
GM Natzmer
Grenadier Battalion Schmeling
Grenadier Battalion Crety
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54. Regiment Natzmer


51. Regiment Kauffberg
17. Regiment Trescow

2. Division
GM Jung-Larisch
Grenadier Battalion Vieregg
53. Regiment Jung-Larisch
4. Regiment Kalkreuth
55. Regiment Manstein

Cavalry Reserve
10. Hussar Usedom
9. Dragoon Hertzberg
10. Dragoon Heyking

Artillerie
Tullman Fuss Batterie
Rechten Fuss Batterie
Hellman Fuss Batterie
Wikel Fuss Batterie
Studwitz Batterie reitende Artillerie

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La Bataille Premier

Formation and Orientation


Column General Order Square
Front Front Front
.. .. ..

Fro
Fro

Fro
nt
nt

nt
1 1 1

Fro
Fro

Fro
32

nt
32

32
nt

nt
1
1

1
9-8 9-8 9-8
Fro
Fla

Fro
nt
nk

nt
Fro

Fro
Fla
nk

nt

nt
Rear Rear Front

Line 2 Hex Line

nt Fro nt Front Fro


Fro nt Fro nt
1 .. 1 ..
32

32
1

Flank

1
Flank

Flank

Flank

9-8 9-8
Re r Re
ar Rea ar Rear r
Rea

Skirmish 2 Hex Skirmish 3 Hex Skirmish

nt Fro nt Front Fro


Fro nt Fro nt nt Front Front Fro
Fro nt
1/9th Legere 1/9th Legere 1/9th Legere
Front
Front

Front

Front
Front

9 2

Front
9 2 9 2
25 25 25
23 23 23

Fla Fla Fla


nk n k nk Rear nk nk Rear Rear
Fla Fla nk
Fla

Lt Cav Column Hy Cav Column General Order Cavalry Skirmish


Front Front Front nt Front Fro
Fro nt
... ... ...
Fro
Fro
Fro

nt
nt
nt

1 1
Fro
Fro
Fro

IIc 12th Hussar


nt
nt
nt

Front
14

1
1

Front

(5)
42
8-14 8-10 8-14
Fro
Fla
Fro

16
nt

nt
nk

Fro
Fro

Fro
Fla
nk

nt
nt

nt Rear nt
Rear Rear Rear Fro
Line 2 Hex Line 3 Hex Line

nt Fro nt Front Fro nt Front Front Fro


Fro nt Fro nt Fro nt
1 ... 1 ... 1 ...
Flank
Flank

Flank

1
Flank

Flank

8-14 8-14 8-14


Re r Re Re
ar Rea ar Rear r ar Rear Rear
Rea Rea
r

Infantry Formation Changes +1 to movement cost


Artillery Formation Changes +2 to movement cost
Cavalry Formation Changes +3 to movement cost
La Bataille Premier
Counter Value Summary

Regiment Number
Corps Organization Regiment Battalion Company Battery Corps Organization
R 1 1 1 2
II ... ..

32
32
1

Wi

1
51

2
51 Division Organization Battalion Number

0-8 16-8 8-8 3-9 2-8 18-8 9-8


Increments Movement

Infantry Infantry
Combat Unit Combat Unit
Fire Value 1/8 Legere
Fire Range 1/8 Ligne Fire Value
Melee Value 9 2 8
21 23 Melee Value
Morale Value 16 24
Morale Value

Light Cavalry Heavy Cavalry Lance Armed Cavalry


Combat Unit Combat Unit Combat Unit

5 Hussar
Skirmish Fire Value 22 Dragoon 9 Lancer
(4) Melee Value Melee Value Melee Value
34 32 35 +4 Lance Bonus
16 31 Morale Value Morale Value 24
Morale Value

Artillery
Combat Unit Leaders
1/7 a Pied Bernadotte
Short Range Value 18 9
Fire Range Melee Bonus
Medium Range Value 12 Melee Value Att / Def 5/9 4 Artillery Bonus
2
Long Range Value 6 16 Cavalry Bonus 2 5
Morale Value Morale Bonus
In the Year 1806

As the year 1806 begins, confusion reigned in the world of the


calendar. The French Empire begins the year by ending their use
of the Revolutionary calendar and reverting to the Gregorian
Calendar. Sanity was restored for 18 days during the Paris
Commune in 1871 when the Revolutionary calendar came back into
use. Apps are now available should the reader decide to restore the
calendar to one’s personal use. There are several apps to review,
but consider kawasemicorp.com.
January 1, 1806 also saw the establishment of the Kingdom of
Bavaria. Bavaria had been a loyal ally of Napoleon during the
recent campaign ending at Austerlitz and was rewarded by
becoming a true kingdom. Of course, the Bavarians exhibited a bit of treachery in 1813
when they switched sides shortly before the Battle of Leipzig. The Emperor
subsequently took the Bavarians to school at the Battle of Hanau after Leipzig and
defeated them soundly. The first Bavarian king was Maximillian I of Wittelsbach. His
descendants would rule Bavaria when the end of World War I and revolution in the
streets of Munich would end both the line and the kingdom.
British forces lay siege to French port of Boulogne using Congreve rockets, invented by
Sir William Congreve
Napoleon occupies Berlin October 27 and proclaims a paper blockade of Britain
November 21
The world was starting to get caught up in the events inspired by the continuing
Revolutionary and Napoleonic Wars. In the South America, Francisco Miranda
attempted to raise a revolution in Venezuela, but fell short of his goal as the Venezuelan
people would not support his efforts against the Spanish throne. This was probably due
to his support by both English ships and American adventurers. Miranda was the only
person to have fought in the American War of Independence; was involved in the French
Revolution; and participated in the Latin American Wars of Independence. Somehow
through all of these wars and revolutions, he was able to keep a journal that had over 63
volumes of bound material for posterity.
The Foreign Slave Trade Act 1806 (46 Geo III c 52), which received the Royal Assent on
May 23, 1806, prohibited British subjects from transporting slaves to the territories of a
foreign (ie, non-British) state. It came into force on January 1, 1807. It did not affect the
slave trade to British colonies.

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In the Year 1806

The Wars Of British Interference


Elsewhere in Latin America, the British invaded what today is called Argentina as part
of its war against France and its Spanish ally. This invasion and subsequent takeover of
Buenos Aires by the British was short-lived however, as the English were easily defeated
and the independence movement against the Spanish received a boost by the English
failure. To this day, the Argentines call their favorite food empanadas rather than meat
pies as it might be in Cockney England.
One continent over from the Rio Plate is South Africa. Again, there was British
interference in the colonial affairs of the allies of the French—in this case, the Dutch of
the Batavian Republic. The origins of the Boer Wars a hundred years later are
embedded in the Cape of Good Hope colony where Dutch colonists were unsuccessful in
fending off the English invasion. The Boers created a lot of grief for almost everyone for
the next 150 years.
Veering over the Indian Ocean to the Indian sub-Continent, the owners of the British
East India Company were showing the world why private enterprise cannot run the
second most populous part of the world.
The Vellore Mutiny of 1806 is the first instance of a mutiny by
Indian sepoys against the British East India Company. The sepoys
were Indian soldiers who worked as mercenaries for the East India
Company. The immediate causes of the mutiny revolved mainly
around resentment felt towards changes in the sepoy dress code,
introduced in November 1805. Hindus were prohibited from wearing religious marks
on their foreheads and Muslims were required to shave their beards and trim their
moustaches. In addition General Sir John Craddock, Commander-in-Chief of the
Madras Army, ordered the sepoys to wear a round hat which was associated at the time
with both Europeans in general, and with Indian converts to Christianity. After a formal
trial, six mutineers were blown away from guns; five shot by firing squad; eight hanged;
and five exiled. The three Madras battalions involved in the mutiny were all disbanded.
The senior British officers responsible for the offensive dress regulations were recalled
to England. This included the Commander-in-Chief of Madras Army, John Craddock.
East India Company refusing to pay even his passage. The orders regarding the 'new
turbans' (round hats) were also cancelled.
Moving Into East Asia
Moving across the Himalayas, China was finally able to suppress the Miao Rebellion in
the eleventh year of the active insurrection. The Miaos refer to the indigenous
inhabitants of Hunan and Guizou provinces who had become upset at the influx of Han
ethnic Chinese into their lands. The Han Chinese, under direction of the Chinese
Imperial government, were quite cruel and provided a bloody end to the insurrection.
There was an even bloodier war about nearly 50 years later. But today, the Han Chinese

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rule the two provinces and Hunan province is not only famous for its cuisine but it is the
birth province of Mao Zedong.
Meanwhile, across the sea in Japan, the arts continued to flourish.
Actor and Woman. Ukiyo-e woodblock print. 1806, Japan
Artist Utagawa Toyokuni was a great master of ukiyo-e,
known in particular for his kabuki actor prints. He was the
second head of the renowned Utagawa school of Japanese
woodblock artists, and was the artist who really moved it to
the position of great fame and power it occupied for the
rest of the nineteenth century. He was known mostly for
his prints related to the kabuki theatre, in particular his
yakusha-e actor portraits, a field which he took to new
heights. He also, however, produced other genres such as
musha-e warrior prints, shunga erotica, and most notably
bijin-ga.
.

The first Japanese came to Oahu, Hawaii in 1806 when an American sea captain rescued
several Japanese seamen who had come stranded at sea for four months, living on
rainwater and eating flying fish leaping into their leaky lifeboat. He left them in at what
would be called Honolulu, in the care of King Kamehameha I. While those Japanese left
Hawaii in just a few months and returned home, the Japanese today consist of the
largest ethnic group in the American state of Hawaii.

A Year of Exploration In The United States.


Thomas Jefferson is President and George Clinton is Vice- President.
In the United States, the Lewis and Clark Expedition completes
its return to its home base of St. Louis, Missouri, on September
23-- ending a successful exploration of the Louisiana Territory
and the Pacific Northwest having gone all the way to the Pacific
Ocean.
Earlier in that same year, The Red River Expedition, also known as the Freeman-Custis
Expedition; Freeman Red River Expedition; Sparks Expedition; or officially as the
Exploring Expedition of Red River in 1806, was one of the first civilian scientific
expeditions to explore the Southwestern United States. It was ordered to find the
headwaters of the Red River (Red River of the South) from the Mississippi River as a

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possible trading route to Santa Fe, then under Spanish colonial control in New Mexico;
to contact Native American peoples for trading purposes; to collect data on flora, fauna,
and topography, and map the country and river; and to assess the land for settlement.
The Spanish officials intercepted the expedition 615 miles upriver, in what is now
northeastern Texas, and turned it back before the party achieved all of its goals.
Finally on November 15, Lieutenant Zebulon Pike begins his second exploratory
expedition of what is today the American Southwest. Lt. Pike sees a distant mountain
peak while near the Colorado foothills of the Rocky Mountains (later named Pikes Peak
in his honor). Today, much of NORAD is embedded in the other mountains close to
Pike’s Peak.
All of this American discovery would lead to lots of road. On March 29, construction is
authorized of the National Road (the first United States federal highway). This is an
early example, but not the first, of American pork in play. Today the National Road
survives as part of Interstate 80. Some drivers will comment that there are some road
repairs needed dating back to 1806.
But not everything was explorers and public works in the 1806 United States. On
January 7 the first baby was born in the White House, the grandson of President
Thomas Jefferson. Later in that child’s life, he was heard to ask his grandfather,
“Grandpa, how do you spell canister?’…he would reply, “my dear boy, how many times
have I told you, look it up in your Webster’s Dictionary. Noah Webster published his
first American English dictionary in 1806. He is said to have changed the spelling of
English words in order for them to be more phonetically accurate to the American
accent. Noah was educated at Harvard where he studied law, and his father was
Governor of Connecticut.
1806: A Year For European War, Diplomacy and Culture At Its Best
The Peace of Pressburg in the closing days 1805 did not result in much peace. The
Prussians seemed to be itching for war through the first nine months of 1806 and voila,
the end of September had the Prussians and Saxons marching off to an impossible war
against the French and their multiple German allies. Of course there were a number of
other related events which contributed to the general war in 1806.
By the end of the year, both the French and the English were managing to blockade each
other through Europe through a series of edicts and pronouncements. The smuggling
and illicit trade throughout Europe was a continued irritant to both the French and
English who collectively had managed to turn the monarchs of Europe into sniveling
petty thieves and liars.
Early in 1806, the French continued their liberation of Italy by invading the Bourbon
territories south of Roman and overturning the decrepit Bourbon regime in Naples.
There, Napoleon established a kingdom under the rule of his brother, Joseph. On July
4, the British intervened by invading Calabria and British General John Stuart defeated
French General Jean Maida. The Bonapartists however ruled the Kingdom of Naples

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In the Year 1806

till 1815 when the heroic King Joachim Murat was killed during his attempt to establish
an independent Italy. The Italians would only get their full, unified independence from
the Austrians and Papal interests in 1870…the Great Murat having played no small part
in inspiring the Italians to achieve national greatness (aided also by the composer
Verdi).
Speaking of music, composer Ludwig van Beethoven was at high
tide. Some of the works he composed in 1806 were: Symphony
No. 4, Piano Concerto No. 4, Violin Concerto, 3 String Quartets,
Op. 59 and 32 Variations in C minor. Sympathy No.4 was
dedicated to the Silesian nobleman Count Franz von Oppersdorf.

On a more “pop” note, the poem Twinkle


Twinkle Little Star is published in Rhymes for
the Nursery. The poem was written by
Englishwoman Jane Taylor. It would later be
made into a popular song of the same name
with several different renderings. One of the
latest versions was a Doo-wop tune called
Little Star by The Elegants. That song made
number one with a bullet in 1958 on both the
Pop and R&B charts.

In the field of the fine arts, two famous paintings with similar
topics were done in 1806…Jean-Auguste-Dominique Ingres
painted a new portrait of Napoleon for presentation at the
1806 Salon, this one showing Napoleon on the Imperial
Throne for his coronation. This painting was entirely different
from his earlier portrait of Napoleon as First Consul.

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In the Year 1806

But our Marshal Enterprises house artist, Jacques-Louis David painted one of his truly
great works…he began his work in 1806 and it was completed the next year and we will
end our discussion of 1806 by a careful meditation of this work below…

An interesting point about this painting regards Napoleon’s mother, Maria Letizia. She
refused to attend the coronation because Letizia did not think Josephine should be the
Empress. However Napoleon instructed David to include his mother in the painting,
even though in reality, Letizia was not present.

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The Age of Napoleon’s Most Successful Man

The Age of Napoleon is bursting with heroic figures; tragic characters; and many, to put
it simply, sad figures whose careers were filled with misfortune and defeat. There are
few figures that could be truly considered successful in all of their endeavors.

Among the truly successful, there are some Frenchmen—Davout and Rapp are but a
couple of examples. There are some Englishmen—Wellesley and Nelson come to mind—
who might meet the description of the truly successful figures. However, even these
figures had flaws in their life tales. Davout’s career, post-Waterloo campaign, was one
of a Bourbon imposed disgrace and substantial financial difficulty in his few remaining
years. Rapp’s career post 1815 was also short-lived, as the Alsatian count painfully
passed after bout with stomach cancer, no doubt enhanced by Rapp’s extensive history
of battlefield wounds. Nelson, of course, had no post Napoleonic career, having died at
Trafalgar. And Wellesley, the Duke of Wellington and victor of Waterloo, eventually
became the British Prime Minister by the 1830’s, only to suffer political failure during
that decade. His personal life reveals a miserable marriage (and thus no heirs). He did
have a bevy of mistresses. However, the Duke of Wellington did have one of the greatest
funeral of te Nineteenth Century.

Jean Baptiste Bernadotte as Marshal of France

There is one figure, however, who despite his long roster of flaws,
stands out as the obvious choice as the most successful figure of
the Napoleonic Age---and that is Jean Baptiste Bernadotte, victor
of Halle and liberator of Lubeck.

Bernadotte came from especially humble beginnings. His father


was descended from a long line of tailors and weavers and was
desperately trying to crawl his way into the bourgeois as an
attorney when Jean was born. His father’s plans were to have
young Jean follow in his footsteps as an attorney, but the elder
Bernadotte passed away when his son was but 14, forever ending
his legal aspirations. Instead in 1780, at age 17, Bernadotte
entered the army. By 1790, Bernadotte had reached the highest rank a commoner could
reach in the army of the Ancien Regime. But by then, the Ancien Regime was
disintegrating and the young dandy Bernadotte was caught up in the maelstrom of the
revolution. By 1794, Bernadotte was a general and distinguished himself in several
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campaigns. He began his rocky relationship with Napoleon in 1797, upon being
assigned to the Army of Italy, with a series of misunderstandings; miscommunications;
and misadventures in the Italian Campaign. As history would show, these twisted
events with Napoleon would only continue as their career would grow together over the
next 12 years.

Desiree Clary Becomes Madame Bernadotte

Making their relationship even more complicated was the convoluted reality their
personal lives presented. Bernadotte’s wife, Desiree Clary, had been Napoleon’s fiancée
in 1795. Her sister, Julie Clary, had married Joseph Bonaparte, and the Clary sisters
and the Bonapartes would forever have their lives intertwined. Napoleon had broken off
his engagement with Desiree after his marriage to Josephine in 1796, and Bernadotte
married Desiree just two years later in 1798 in Italy.

Bernadotte’s Wife Desiree Clary

Many believe that Bernadotte’s many failings, including


those of character and of behavior, were overlooked or
forgiven due to the close relationship the Clary sisters had
with the Emperor throughout the years. Whether Desiree
Clary Bernadotte actively sought to involve herself in the
complicated court intrigues of Napoleon’s young imperial
court; or whether she just was someone who somehow was
always a passive actor in these court passion plays may
never be known; but Desiree, and thus Jean Bernadotte,
could always be counted among the participants.

The reader should fast forward to the campaign of 1806:


most writers place Bernadotte in a form of historical hell for Bernadotte’s failure at the
battles of Jena and Auerstedt on October 14 to march to the sound of the guns and join
in either of those battles. His failure to come to Marshal Davout’s aid at Auerstedt has
been especially criticized. Napoleon almost had him court-martialed, only to tear up the
letter authorizing that event shortly before it was to occur. Clearly Bernadotte’s family
ties to Napoleon and Napoleon’s fondness for Desiree saved him from such a fate.

Napoleon’s strong displeasure at Bernadotte’ failure seems to have inspired the marshal
to prove himself in battle. Just a few days later, on October 17, Bernadotte attacked the
last remaining organized Prussian formation after the debacles at Jena and Auerstedt,
the Duke of Wurttemberg’s reserve corps. Bernadotte’s troops, acted with purposeful

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dispatch, and destroyed roughly half the Prussian force after a battle that lasted most of
the day.

Bernadotte then participated, with the rest of the French army, with a pursuit through
Saxony; Brandenburg; Mecklenburg; and ending with the siege of Lubeck in early
November. Fortuitously for the seemingly serendipitous Bernadotte, the Swedes had
joined the Prussians as Swedish Pomerania was invaded by the French. At the terrible
Battle of Lubeck, Bernadotte had treated some captured Swedish officers with a great
deal of kindness and respect after that particularly vicious battle. That small bit of
goodwill was remembered by the captured Swedish officer, General Carl Carlsson
Morner, who four years later, recommended to the Swedish Riksdag, that Bernadotte be
named Crown Prince of a Swedish Kingdom whose aged monarch had no heir.

While Bernadotte would remain in French service for the next four years, his courteous
treatment of the captured Swedish contingent at Lubeck would prove to be the most
significant event for the rest of his life. His relationship from 1806 to 1810 with
Napoleon would remain stormy and filled with controversy. Napoleon had reached the
end of his patience with Bernadotte after the marshal’s failure in commanding the Saxon
Corps in 1809 at Wagram. He was sent away from Napoleon’s direct command.

Prince Jean Becomes King Carl John

Bernadotte managed to achieve one last success as a


French general in the Walcheren campaign in 1809,
although the Walcheren Fever was the most effective
French weapon in that campaign. Shortly after that last
bit of work for France, Swedish representatives contacted
Bernadotte about going to Stockholm and becoming King
of Sweden.

Napoleon neither approved nor disapproved of the


Swedish overtures to Bernadotte to become Crown Prince
in 1810. Napoleon was probably relieved that one of the many troublesome family
complications in his life would be removed. When Bernadotte went to Sweden, many
thought Bernadotte would do Napoleon’s bidding, but the new Crown Prince, now called
Carl John, surprised Europe with his deliberate and reasoned governance of his new
realm. That governance would quickly lead Sweden to join the Sixth Coalition against
Napoleon. Carl John was one of the developers of the Trachtenberg Plan, the strategy
that led to Napoleon’s defeat in the Leipzig campaign. Carl John also was the
commander of the Army of the North which had a major role in the ultimate French
defeat, first at Grossbeeren and then at Leipzig. Carl John has often been criticized for
not fully engaging the small Swedish army in these campaigns and battles, but he
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preserved the Swedes, who in just a year or so would be engaged with the Danes over
Norway. The result of that war led to Carl John not only ruling Sweden, but also the
Kingdom of Norway. In 1818, Carl John became not only King of Sweden, but the separate
King of Norway. Norway did become an independent kingdom in 1905.

Carl John was a successful and popular ruler of the two kingdoms—Carl XIV of Sweden
and Carl III of Norway. His only son, Oscar, became the next king of the two states
upon his death. Desiree eventually came back to Sweden after living several years in
France. She died in 1860 at age 83, some 16 years after her husband Carl John passed
away.

The House of Bernadotte also gave Europe a great diplomat in Folke Bernadotte, a
Swedish Count, who at the end of World War II, was able to negotiate the release of
31,000 prisoners from German concentration camps, and was also involved, towards the
end of the war, in negotiating a potential German surrender. Just a few years later,
while working for the United Nations in Palestine, was negotiating an end to the Arab-
Israeli troubles, he was assassinated by Israeli terrorists in 1948.

Jean Bernadotte was successful in love, marrying one of the most influential women of
the age. Jean was successful, more often than not, in war. Jean managed to end up on
the throne of two different kingdoms—running both of them with skill and prudence.
Desiree and Jean’s son (Oscar) also became a beloved and successful king. Jean and
Desiree’s heirs continue as the Swedish monarchs. His family continues to be a player
on the European scene 200 years later. Is there anyone who was more successful who
came of age in the French Revolution and was a significant player in the Age of
Napoleon?

Jean Bernadotte’s Descendent –King Carl XVI Gustav, King of Sweden

Page 4 of 4 Marshal Enterprises


Battles of 1806:
Specific Information for :
Saalfeld
Jena
Hassenhausen
Halle

Marshal Enterprises
La Bataille pour la Prusse 1806 ©

Battle One

La Bataille de Saalfeld 1806 © (1 map)


Largely Historical

This is a short battle that represents the initial contact between the Corps d’ Armee of Md’E
Lannes and the advance guard forces of Prince Ludwig Ferdinand von Preussen. The Prussian
player will need to be aggressive and inflict the maximum number of losses on the French. This
battle may have impacts on succeeding situations.

 Start 10:00 and finish at the end of the 13:00 turn


 Boundary – Saalfeld Map
 Movement suggestions – with 2 players: 5 minutes for the French and 4 minutes for the
Coalition
 French units rout to the forest where they started or entered. Coalition units rout to the
bridges crossing the Saale (Crosten Road) or
toward Saalfeld. If the French hold both
bridges, then the Coalition routs toward the
Saale River (between the bridge and Saalfeld)
and stop.
 No units start or enter the map in
Road March
 When crossing the Saale Ford, roll
one die for increment losses. An even roll is
one increment and odd is two.

Empire of the French Starting Positions

17e Legere Regiment, 3e Battalion et 9e Hussars on any of the first six hexes of the Garnsdorf
Road as it enters the map, at the forest.

17e Legere Regiment, 1ere Battalion – any hex of Beulwitz

17e Legere Regiment, 2e Battalion - within 9 hexes of west and 11 hexes south of Beulwitz

Gd’ D Victor avec 34e et 40e Ligne Regiments, et 15e Artillerie a’ Pied – on the height, between
the two streams – closest to the middle West Edge of the map

Reinforcements

Enter variance – the units are scheduled to entry at a specific time, but there could be delays.
At the time they are due, roll (one die):
1-4 they arrive on time
5 they arrive one turn late
6 roll again next turn
Roll for each battalion, cavalry regiment and artillery. The leaders enter with any of the units.

Saalfeld 1806 Page 1 of 4 Marshal Enterprises


La Bataille pour la Prusse 1806 ©
10:20 Md’E Lannes et Gd’D Suchet avec 88 Ligne Regiment et 2e Artillery a’ Pied – Garnsdorf
Road where it enters the map at the forest – West Edge

10:40 64e Ligne Regiment et 5e Artillery a’ Pied – Garnsdorf Road where it enters the map at
the forest – West Edge

11:00 Gd’B Trelliard avec 21e Chasseur a’ Cheval, 10e Hussars et 3e Artillerie a’ Cheval -
Garnsdorf Road where it enters the map at the forest – West Edge

Coalition Starting Positions

Major von Gneisenau mit 13. Fusilier Battalion Rabenau und 2 Komp. Jägern zu Fuß B –
any hex in Garnsdorf

15. Fusilier Battalion Ruhle und 2 Komp. Jägern zu Fuß C – any woods hex within 6 hexes of
Garnsdorf

12. Leichtbatterie Fußartillerie – any hex of Saalfeld

GM von Schimmelpfennig mit, Sächsische Hussaren Regiment und 14. Batterie reitende
Artillerie – within two hexes of Saalfeld on the Garnsdorf road

49. Infantrie Regiment, 1. Battalion – within two hexes of the Saale Bridge (north end of the
map)

49. Infantrie Regiment, 2. Battalion – any hex of Crosten

Sächsische Regiments Clemens, Xavier und Kurfurst, und Sächsische Batterie Fussartillerie
(H-1) - on a line between Crosten and Saalfeld, one battalion per hex

GM von Trutzschler mit 6. Hussaren Regiment Schimmelpfennig und 7. Batterie reitende


Artillerie – within two hexes of Saalfeld, two hexes behind the Sächsische Regiments.

Prniz Ludwig (Louis) Ferdinand mit 14. Fusilier Battalion Pelet und 3. Leichtbatterie - within
one hex of Wolsdorf

Reinforcements

Entry variance – the 32. Infantrie Regiment was requested as reinforcements but never arrived.
However there is a chance your request will be answered. Starting with the 11: 00 turn a roll of 1
(one die) and the regiment will arrive. It enters from the north on the Crosten Road. Hopefully
you have held the Saale Bridge!

Saalfeld 1806 Page 2 of 4 Marshal Enterprises


La Bataille pour la Prusse 1806 ©
Victory Conditions

Although the smart strategy for the Coalition may have been to just retreat off the board,
perhaps fortune will shine on you and your legacy will be greater than Prince Ludwig.

Coalition Position Objective Points

Points are awarded when a hex of a listed position is held through the turn listed.
A point is also awarded for every turn past the specified time, the listed position is held.
Example; if one hex of Garnsdorf is held through the end of the 12:00 by the Prussians, the
Prussians would receive 3 points for holding the position through 11:20 and then they would
receive 2 points (11:40 and 12:00) for holding a hex beyond the specified time.

Hold any hex of Garnsdorf until 11:20 – 3 points


Hold any hex of Crosten until 11:20- 3 points,
Hold any hex of Wolsdorf until the end of the game – 5 points
Hold the Schwarza Bridge over the Saale until 12:00– 5 points
Hold the South Bridge (near Saalfeld) by the end of the game – 5 points

Points for the French or Prussians - Increment Losses

For every 4 enemy infantry losses – 1 point

For every 2 enemy cavalry losses – 1 point

For every enemy artillery loss – 1 point

Fractions round down

Routed (pgd) or disordered units do not count toward this total

Victory Levels

Coalition Decisive – 20 or more points


Coalition Substantial – 19 to 15 points
Coalition Marginal – 14 to 10 points
Draw – 9 to 5 points
French Marginal 4 to -5 points
French Substantial -6 to -15 points
French Decisive -16 and below points

Saalfeld 1806 Page 3 of 4 Marshal Enterprises


La Bataille pour la Prusse 1806 ©
Calculating Victory Points

The Coalition adds up all the position objectives that have


been held. Add to this total the points for French losses. Then
subtract the Coalition losses to establish a total. Check the net
number to establish victory

If you are playing the campaign game or Jena, record both


sides’ losses. The French recover increments at the rate of 1
increment recovered for every 2 losses. The Prussians recover
at a rate of 1 increment for every three losses. Based on your
calculations, revise any units that participated in Saalfeld,
when they are scheduled for other games such as Jena.

Note: This is Adrien Marie Legendre, discoverer, in 1806, of


the formula to calculate the regression. His inspiration could
assist you with the calculations.

Saalfeld 1806 Page 4 of 4 Marshal Enterprises


Battle Two
La Bataille de Jena 1806© (4 maps)
Scenario Two – Largely Historical
This is the historic battle for Jena, a decisive victory for the French. Therefore, the French player must be
equally decisive and keep to an aggressive time table. The Prussians may be out- numbered but their
mission is to delay the French for a time, and then withdraw to the next defensive line.
 Start 8:00 and finish at the end of the 15:40 turn
 Boundary – All four Jena maps
 Movement suggestions – with 4 players:
10 minutes for the French and 8 minutes for
the Coalition
 No units may start or enter in Road
March.
 French units rout in the direction
toward their entry points. Prussian units rout
in the direction of Weimar.

Fog
Between 8:00 and the end of the 9:20 turn in the morning, conditions include fog. During this time
frame:

 Artillery is limited to medium or short range only


 Infantry may form Carre in their movement phase, only.
 Infantry movement is reduced by 2 movement points
 Artillery movement is reduced by 2 movement points, except on roads in Road March
 Cavalry and horse artillery movement is reduced by 5 movement points except in Road March
 Cavalry may not Charge, Reaction Charge, or Opportunity Charge
 All fire attacks are modified to reflect 2/3 of their normal value
 Units may always move one if restriction of terrain and fog would not allow them to do so.

Empire of the French Starting Positions

Napoleon and staff, Md’E Bessieres, Gendarmme d’Elite, 1ere Hussars within one hex of Windnolle

V Corps d’ Armee Md’E Lannes and staff, 15e Artillerie a’ Pied, 3E Artillery a’ Cheval, Gd’B Telliard 9e
Hussar, 10e Hussar et 21e Chasseur a’ Cheval within three hexes of the Windnolle

Note: Napoleon and Lannes, and their associated troops listed above, do not roll to enter.

Reinforcements

Jena 1806 Page 1 of 6 Marshal Enterprises


Roll once for all the troops listed as entering at a specific time

Enter variance – the units are scheduled to entry at a specific time, but there could be delays.

At the time they are due, roll (one die):

1-4 on time

5 20 minutes late

6 roll again next turn

8:00 Gd’D Suchet 17e Leger, 34e, 40e, 64e et


88e Ligne, 2e Artillerie a’ Pied
Gd’D Gazan 21e, 100e et 103e Ligne, 5e
Artillerie a’ Pied
Enters on the southern edge anywhere between
the road crossing the Strasse nach Jena and
Closwitz

8:00 Gd’D St. Hilaire avec 10e Legere, 35e, 43e


et 55e Ligne et 12e Artillerie a’ Pied (IV)
Enter Strasse nach Zwatchen

8:20 VII Corps d’ Armee Md’E Augereau et staff


Gd’D Desjardin 16E Legere, 14e, 44e et 105e Ligne, et 3e, 4e Artillerie a’ Pied
Gd’B Durosnel 7e et 20e Chasseur a’ Cheval et 2e Artillery a’ Cheval
Enter Strasse nach Jena

8:40 VI Corps d’Armee Md’E Ney et Staff


25e Ligne Gd’B Colbert avec 3e Hussar et 10e Chasseur a’ Cheval et 2e Artillerie a’ Cheval
Strasse nach Jena

9:00 Md’ E Lefebvre et staff Garde Imperial Infantrie Division, 1ere enter at the south edge at the
Windnolle (the three hex height, three hexes from the south edge)

9:00 IV Corps d’ Armee Md’E Soult and staff 16e Artillerie a’ Pied
8e Hussars et 4e Artillery a’ Cheval (22e Ca’C not used)
Enter Strasse nach Zwatchen

9:40 Gd’B Hulin avec 1ere and 2e Dragoon a’ Pied Regiments south edge at Windnolle

10:00 Gd’B Roussel Garde Imperial Ligne Artillere a’ Pied (8e, 11e, 15e) south edge at Windnolle
(Guard Cavalry Horse Artillery not used)

10:00 Gd’ B Margaron 11e et 16e Chasseur a’ Cheval (IV Corps)


Enter Strasse nach Zwatchen

11:00 Md’E Murat avec Staff, Gd’D Klein avec 1ere Dragoon Div
Enter Strasse nach Zwatchen

11:20 1ere et 10e Cuirassier (2e Cuir. Div.)


Enter Strasse nach Zwatchen

Jena 1806 Page 2 of 6 Marshal Enterprises


11:20 Gd’D Gardanne 25e Legere, 27e, 50e et 59e Ligne, 11e et 12e Artillerie a’ Pied (VI)
Enter Srasse nach Jena

11:40Gd’D Marchand 6e Legere, 39e, 69e et 76e Ligne, 9e et 10e Artillerie a’ Pied (VI)
Enter Srasse nach Jena

13:00 Gd’D Heudelet 7e Legere, 24e et 63e Ligne 5e Artillerie a’ Pied (VII)
Enter Srasse nach Jena

13:40 Gd’D Legrand 26e Legere, Tir. Corse, Tir. Po, 18e et 75e Ligne, 14e Artillerie a’ Pied (IV)
Enter Strasse nach Zwatchen

14:00 Gd’D Hauptoul 2e Cav. Div. (minus 1ere et 10e Cuirassier)


Enter Srasse nach Jena

14: 20 Gd’D Milhaud 13e Chasseur a’ Cheval


Enter Strasse nach Nerkwitz

14:20 Gd’D Nansouty, 1ere Régiment des Carabinier, 2e Régiment des Carabinier
2e Cuirassier, 9e Cuirassier, 3e Cuirassier, 12e Cuirassier
1ere Co / 2e Artillerie á cheval
Enter Srasse nach Jena

Coalition Starting Positions

Fürst von Hohenlohe mit stab


Krippendorf

Sachsische Avant Guard (Ludwig K.I.A.)*

The Sächsische Regiment Kurfürst, Sächsische Leichtbatterie, 3. Leichtbatterie are not used. If playing
campaign see Saalfeld rules

49. Infantrie Regiment und Sächsische Infantrie Regiment Clemens at Kötschau

GM von Schimmelpfennig mit Leichte Truppen (13. Fus., 14. Fus. 15. Fus., 2 Komp Jaeger, 12.
Leichtbatt.)Within one of Closwitz

Sächsische Grenadier Battalion Metzsch, Sächsische Grenadier Battalion Hundt and 1. Hussaren
Regiment Gettkandt
4 hexes northeast of Closwitz. Use 3 hexes to deploy

Grenadiers Battalion Herwarth ½, 46. Regiment Zweiffel, Sächsische Regiment


Rechten and Sächsische Batterie Fußartillerie Katsch - Anywhere on a straight line
between Closwitz and Lützeröde.

Sächsische Regiment Prince Frederick August - Two hexes behind 46. Infantrie
Regiment Zweifel

G.L. von Prittwitz Sächsische Grenadier Battalion Thiollaz, Sächsische Grenadier


Battalion Lecoq and Sächsische Grenadier Battalion Lichtenhayn Sächsische
LichtBatterie Fußartillerie Tullmann - Two hexes behind Sächsische Regiment Prince Frederick August

Jena 1806 Page 3 of 6 Marshal Enterprises


Oberst van Erichsen mit 10. Fusilier Battalion Erichsen and 14. Lichtbatterie Fußartillerie - in
Lützeroda

GL von Grawert mit 2. Division (Hahn Gren. Batt., 32. Reg., 50. Reg.,
Sack Gren. Batt., 37. Reg., 39. Reg., 7. Batterie Fuss und 8. Batterie
Fuss.), 11. Dragoon Regiment Krafft and 1. Kurassier Regiment
Donnismark - Within six hexes of Krippendorf

GM von Trützschler mit Sächsische Hussaren Regiment, 11. Fusilier


Battalion Boguslawski, Polenz Chevau-legers Regiment
No.2- within 5 hexes of Iserstedt
GL von Zezschwitz I mit the Sachische Division (Thummel, Prince
Xavier – minus 4 increments, Bevilagua, Low, Niese. 1- Batt., 18. Batt.
Fuss., Batterie Hausmann und Batterie Ernst -minus SRFA) - Within
10 hexes of Kötschau

GL von Zezschwitz II Kav. Brigade (Carabiniers, Chevau-Legers,


Kochtitzky und 14. Batt. Reit.) - 5 hexes north of Iserstedt

GM von Tauentzien mit Sächsische Regiment Prinz Maximikien and


Grenadier Battalion v. Winkel - at Vierzehnheiligen

GM Von Bila mit Leichte Truppen (5. Fuss., 2. Komp Jaegers, 11. Huss., PJ Chevau- Legers
15.Leichtbatt.) - Within four hexes of Cospeda

G.L. von Holtzendorf mit the Holtzendorf 9. Kurassier und 6.Hussar Regiment Schimmelpfennig
(GL von Prittwitz mit 5. Reserve Division - detached)

Grenadier battalions Borke, Dobna, Losthin und Kallin, und, 6. Schwerebatterie Fußartillerie
Within three hexes of Lehsten

GM von Kraft Kav. Brigade (Clemens C-L, 2. Drag., 7. Batt. Reit.)- Within 4 hexes of Vierzehnheiligen

Prussian Reinforcements (see map)


Roll once per organization i.e. brigade, division….., that is entering

Roll one dice; 1 or 2 on time

3 or 4 20 minutes late

5 40 minutes late

6 roll again next turn

Only one reinforcement “division” may enter on a road or village per turn. If two or more “divisions” start
at the same location, choose the one to enter. The other must roll again next turn.

Jena 1806 Page 4 of 6 Marshal Enterprises


Reserve von Rüchel – enters on the Strasse nach Weimar or delay one turn and enter from the map edge
at Kapellendorf

11:40 GM von Wobsere Kav. Brigade

12:00 Leichte Truppen

13:0o Gl von Rüchel und Stab mit Avant Garde von Winning und Kav. Brigade Frankendor

13:20 Großherzog von Saxe-Weimar-Eisenach 1. Division

Victory Conditions

The French receive points by reaching objectives and inflicting loses within a time frame. The time
frames are based on the historic progress made by the French during the battle. At each objective within
the time limit, the French Player receives the points or the Prussian receive points. The points are
cumulative. At each Objective there are point(s) for casualties and point(s) for the objective.

French Objective Four - Place four total Prussia / Saxon Divisions on level two (2 points) The French
must hold any hex of Kapellandorf, Holstedt, Hermstedt and Gross Romstedt (2 points total) by the end
of the 15:40 turn

French Timed Objective Three - Place three total Prussia / Saxon Divisions on level one or two on level
two (2 points) The French must hold any hex of Kotschau and Klein Romstedt by the end of the 13:40 (1
point total)

French Timed Objective Two– Place two total Prussian / Saxon Divisions on level two (1 point). The
French must hold any of Isserdorf, Vierzehnheiligen, Krippendorf, Altengona, Nerkwitz by the end of the
12:00 turn (2 point total)

French Objective One – Place one of the Prussian / Saxon Divisions on level two (1 point). The French
must hold any hex of Cospeda, Closewitz, Lutzsrode, and Lehsten by the end of the 10:00 turn (1 point
total)

The Prussians receive points by:


Preventing the French from reaching their objectives at the objective time limit (1 point)
Placing a French Corps on a morale level (1 point)
Placing the French Guard on a morale level (2 points)

When tabulating the morale levels reached, the total is counted from the start of the game.

Increment Loses
 All increment losses of the French count for double points for the Prussians (1 to 2)
 All increment losses of the Prussians count single points for the French (1 to 1)

Jena 1806 Page 5 of 6 Marshal Enterprises


Subtract the total Prussian points from the total French points to establish an overall
number.

Based on the result, victory is determined:

French Decisive – (25 points or greater)


French Tactical – (24 to 15 points)
French Marginal – (14 to 5 points)
Draw – (4 to 0 points)
Prussian Marginal – (-1 to -7 points)
Prussian Tactical – (-8 to -15 points)
Prussian Decisive – (-16 points or less)

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La Bataille pour la Prusse 1806 ©

La Bataille de Jena 1806: D'histoire alternative ©


This is a large, multi-player “what-if” scenario. The presumption is
that both the Prussian army and the French army have concentrated,
rather than the historic maneuver that created two separate battles.

In this scenario, each side is provided with some set-up options. The
French are given more flexibility, but they also are not exactly sure
of the victory conditions. The Prussians may stand and fight to the
end, or decide to save some units and retreat in the late afternoon.
Either way, the French will have to be very aggressive. Just sitting
and waiting for Davout could let the Prussians slip away.

 Start 8:00 and finish at the end of the 17:00 turn


 The French set-up first and then the Prussians
 The French move first
 Boundary – All four Jena maps
 Movement suggestions – with 4 players: 10 minutes for the French and 8 minutes for the
Coalition
 No units may start or enter in Road March.
 French Units rout in the direction of Jena. French units that rout off the board, wait one
turn before rolling to recover morale, if successful they re-enter the next turn. If
unsuccessful they may roll every turn until recovery.
 Prussian Units rout in the direction of Weimar or Apolda. Prussian units that rout off the
board are eliminated
 Reduced maps are provided as pdf’s that show the set-ups for both sides.

Fog

Between the beginning of the 8:00 turn and the end of the 9:20 turn, the battle field is covered
in a morning fog. During this time frame:

 Artillery is limited to medium or short range only


 Infantry may form Carre in their movement phase, only.
 Infantry movement is reduced by 2 movement points
 Artillery movement is reduced by 2 movement points
 Cavalry and horse artillery movement is reduced by 5 movement points
 Cavalry may not Charge, Reaction Charge, or Opportunity Charge
 All fire attacks are modified to reflect 2/3 of their normal value
 Units may always move one hex if restriction of terrain and fog would not allow them to
do so.

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La Bataille pour la Prusse 1806 ©

Empire of the French Starting Positions

The forces of France have some options as to their set-up

 Leaders and the units artillery must be set-up with their formation
(Guard, Corps or Cav. Division)
 Napoleon and his escort start on the height (Windknolle) within
the blue circle labeled N

There are Blue Zone ovals numbered one through four. The French player has the option of
placing one of these corps within each zone.

 IV Corps d’Armee (3 Divisions)


 V Corps d’Armee (2 Divisions)
 VI Corps d’Armee (2 Divisions)
 VII Corps d’Armee (2 Divisions)

There are blue squares labeled C1 and C4. The French player may place a cavalry division in
each of these squares. The remaining two will enter as reinforcements designated C2 and C3.
The French player decides what division to place in each.
 1ere Cuirassier Division
 2e Cuirassier Division
 1ere Dragoon Division
 3e Dragoon Division

Reinforcements

Roll once for all the troops listed as entering at a specific time.
Roll by division or Cavalry Brigade

Entry variance – the units are scheduled to entry at a specific time, but there could be delays.
At the time they are due, roll (one die):
1-4 on time
5 20 minutes late
6 roll again next turn

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La Bataille pour la Prusse 1806 ©
9:00 Artillery attached to the Guard enters on the road nach Jena in Zone 1

9:40 C2 Designated Cavalry Division enters Zone 2

10:00 Guard Infantry Division enters on the road nach Jena in Zone 1

10:40 C3 Designated Cavalry Division enters Zone 2

11:00 Guard Cavalry Division enters on the road nach Jena in Zone 1

III Corps d’Armee has two choices for entry: either the Straße nach Dornberg or the Straße
nach Nerkwitz

If the Dornberg Road is chosen, start the entry at 11:00

If the Nerkwitz Road is chosen, start the entry at 12:00

Roll for one of the following, every 20 minutes, in the following order:

 1ere Division
 2e Division
 3e Division
 Cavalrie
 Artillerie

Using the entry variance above

Coalition Starting Positions

Many of the Divisions have assigned starting positions. Those are shown with the leader’s name.
A few cavalry brigades and light troops have been specifically assigned to a rectangle. Otherwise
all the troops listed on the OB under a division, are started in that division’s rectangle
 Leaders and the units artillery must be set-up with their formation
 There are some rectangles assigned for leaders and their staffs including the König und
Königin.

The Reserve Korps Divisions of von Kalkreuth have been given some options as to their set-up.
These options are rectangles R1, R2, R3 and R4. The Coalition Player may place one division in
one of the “R” rectangles. Their cavalry brigades stay with these divisions. These are not
revealed unless:
 The units in a rectangle are moved or
 A French unit comes within 20 hexes of the rectangle
 Use a single marker to represent the division, brigade etc. until one of the two conditions
are met

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La Bataille pour la Prusse 1806 ©
Reinforcements

Roll for one of the following, every 20 minutes starting at 12:00. The order is your choice.
Entry variance – the units are scheduled to entry at a specific time, but there could be delays.
At the time they are due, roll (one die):

1-3 on time
4 20 minutes late
5-6 roll again next turn

Reserve außer Weimar - von Rüchel enters on the Weimar Road starting at the 13:00 turn

 Kavalrie Brigade (Wobeser Dragoons, etc.) und Kavalrie Brigade - von Wobeser
 1. Division von Saxe-Weimar- Eisenach
 Leichte Truppen (Sobe, etc.) und Avant Garde

If the Weimar Road entry hex is captured and held by the French when the first of von Rüchel’s
reinforcements are scheduled to arrive, these reinforcements do not enter. Von Rüchel is
heading to East Prussia.

Victory Conditions

Coalition Strategy Options


The Prussian Army had two competing ideas of how this war was to be pursued. The first was
that the Prussian Army could stand on its own and defeat the French. The second was to fight a
delaying action and then link up with the Russians in East Prussia. As you know, they did a little
of both, although there was very little to reinforce the Russians at Eylau.

The Coalition Commander gets to choose his option at the start of the game, but does not
disclose it to the French until the end of the game.

The opposing players should record losses, if the French go on a Morale Level and also when a
town is captured

Option #1 Stand and Fight

 All increment losses of the French count for triple points for the Prussians ( 1 to 3)
 All increment losses of the Prussians count single points for the French ( 1 to 1)

 Points are awarded if the French or the Prussians occupy every hex of the villages at the
end of the game

Lizteroda – 1 point
Isserstadt – 1 point
Hermstedt – 1 point
Hohlstedt – 2 points
Kappeldorf – 3 points
Schoten – 2 points

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La Bataille pour la Prusse 1806 ©
Gros Romstedt – 2 points
Klein Romstedt – 2 points
Vierzehnheiligen – 2 points

 Points are awarded to the Prussian Player for placing French Corps on a morale level at
any hour. Morale Level one is worth 3 points; Morale Level two is worth 5 points; and
Morale Level three is worth 7 points. Placing the Guard on Morale Level one is worth 5
points, Morale Level two is worth 7 points and Morale Level three is worth 9 points.

Subtract the total Prussian points from the total French points to establish an
overall number.

French Decisive – (25 points or greater)


French Tactical – (24 to 15 points)
French Marginal – (14 to 5 points)
Draw – (4 to 0 points)
Prussian Marginal – (-1 to -7 points)
Prussian Tactical – (-8 to -15 points)
Prussian Decisive – (-16 points or less)

If Napoleon is killed or captured, the French lose decisively

Option #2 Delaying Action

 All increment losses of the French count for double points for the Prussians (1 to 2)
 All increment losses of the Prussians count single points for the French ( 1 to 1)

Prussian Points
Points are awarded for placing French Corps on a morale level at any hour. Morale Level one is
worth 3 points; Morale Level two is worth 5 points; and Morale Level three is worth 7 points

For each Prussian Division, as detailed on the Morale Levels in the special rules, points are
awarded for placing a Prussian Division on Level two – one point and Level Three– 2 points.
The points are awarded at the end of the hour

Points are awarded if the French or the Prussians occupy every hex of
the villages at the end of a specific turn

Litzeroda – 1 point by 11:00


Isserstadt – 1 point by 12:00
Vierzehnheiligen – 1 point by 13:00
Hermstedt – 1 point by 13:00
Hohlstedt – 2 points by 14:00

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La Bataille pour la Prusse 1806 ©
Kappeldorf – 3 points by 14:00
Schoten – 2 points by 15:00
Gros Romstedt – 2 points by 15:00
Klein Romstedt – 2 points by 15:00
Vierzehnheiligen – 2 points by 15:00
The Prussians receive two points for exiting each Prussian Division, off the board on the
road nach Weimar or nach Dornburg. Points are awarded if the Division exits after
16:00. The Division means only the infantry and artillery portion, not cavalry or light
troops. The Division may not have any routed elements and may not be on a morale
level. Divisions may have lost increments or whole units up to 1/3 of the Divisions
infantry increments. This simulates the Division retreating in good order not routing
from the field, as was historically the case.
Subtract the total Prussian points from the total French points to establish an
overall number.

French Decisive – (25 points or greater)


French Tactical – (24 to 15 points)
French Marginal – (14 to 7 points)
Draw – (6 to O points)
Prussian Marginal – (-1 to -8 points)
Prussian Tactical – (- 9 to -17 points)
Prussian Decisive – (-18 points or less)
If Napoleon is killed or captured, the French lose decisively.

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La Bataille pour la Prusse 1806 ©

La Bataille de Jena 1806: D'histoire alternative


“Alternative Jena 1806”, begins by
playing Saalfeld 1806 first. The result
will have an impact on the Jena 1806
game. The French are expected to win
in a big way. If they do not, the whole
French time table and possibly troop
morale will suffer. If the Prussians do
well, their morale will soar.

The Impact of the Battle of Saalfeld 1806


At the conclusion of the Saalfeld game the following results are determined;
 French Decisive, French Tactical or French Marginal
 Draw
 Prussian Decisive, Prussian Tactical or Prussian Marginal.

Depending upon the level of victory, the unit set-up, unit arrival times, morale and other
considerations may be modified:

French Decisive:

No Change

French Tactical:

All French Divisions deploy on the map excluding:


1 Division of the VI Corps rolls for arrival at 9:20
1 Division of the VII Corps rolls for arrival at 9:40

Those divisions will arrive in the Blue Zone oval where the rest of that corps had already been
placed (thus if the division is in the IV Corps, it will go with the rest of the IV Corps).

French Marginal:

All French Divisions deploy on the map excluding:


1 Division of the IV Corps rolls for arrival at 10:00
1 Division of the VI Corps rolls for arrival at 10:20
1 Division of the VII Corps rolls for arrival at 10:40

Those divisions will arrive in the Blue Zone oval where the rest of that corps had already been
placed (thus if the division is in the IV Corps, it will go with the rest of the IV Corps).
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La Bataille pour la Prusse 1806 ©
Draw;

All French Divisions deploy on the map excluding:


1 Division of the IV Corps rolls for arrival at 10:00
1 Division of the VI Corps rolls for arrival at 10:20
1 Division of the VII Corps rolls for arrival at 10:40
C2 Designated Cavalry Division enters Zone 2 10:40
Those divisions will arrive in the Blue Zone oval where the rest of that corps had already been
placed (thus if the division is in the IV Corps, it will go with the rest of the IV Corps).

Prussian Marginal;

All French Divisions deploy on the map excluding:


the III Corps, roll for arrival beginning at 12:00 or 13:00, depending on the road chosen
1 Division of the VI Corps rolls for arrival at 10:20
1 Division of the VII Corps rolls for arrival at 10:40
C2 Designated Cavalry Division enters Zone 2 10:40
C3 Designated Cavalry Division enters Zone 2 11:40

Those divisions will arrive in the Blue Zone oval where the rest of that corps had already been
placed (thus if the division is in the IV Corps, it will go with the rest of the IV Corps).

All Prussian and Saxon leader’s morale is plus 2 to existing value

Prussian Tactical:

All French Divisions deploy on the map excluding:


the III Corps, roll for arrival beginning at 12:00 or 13:00, depending on the road chosen
1 Division of the IV Corps rolls for arrival at 10:00
1 Division of the VI Corps rolls for arrival at 10:20
1 Division of the VII Corps rolls for arrival at 10:40
C2 Designated Cavalry Division enters Zone 2 11:40
C3 Designated Cavalry Division enters Zone 2 12:40

Those divisions will arrive in the Blue Zone oval where the rest of that corps had already been
placed (thus if the division is in the IV Corps, it will go with the rest of the IV Corps).

Von Rüchel (Reserve) rolls for arrival at 12:00 noon

All Prussian and Saxon leader’s morale is plus 3 to existing value

Queen’s Morale is plus 4 to existing value

Prussian Decisive:
the III Corps, roll for arrival beginning at 12:00 or 13:00, depending on the road chosen
1 Division of the IV Corps rolls for arrival at 10:00
1 Division of the VI Corps rolls for arrival at 10:20
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La Bataille pour la Prusse 1806 ©
1 Division of the VII Corps rolls for arrival at 10:40
C2 Designated Cavalry Division enters Zone 2 11:40
C3 Designated Cavalry Division enters Zone 2 12:40

Those divisions will arrive in the Blue Zone oval where the rest of that corps had already been
placed (thus if the division is in the IV Corps, it will go with the rest of the IV Corps).

Lannes is relieved of command (Not used in the game)


French V Corps begins the game on Level 1, and is considered to have 6
battalions routed (PDG) for level calculation purposes.

Von Rüchel (Reserve) rolls for arrival at 12:00 noon

All Prussian and Saxon leader’s morale is plus 4 to existing value

Queen’s Morale is plus 6 to existing value

Casualties returning for Jena

Not all increments lost in one battle are totally unavailable for the next. Some are slightly
wounded, lost or just run away. Therefore a percentage return to their units.
At the conclusion of Saalfeld total the increment loses and calculate how many return.
The French – for every 3 increments eliminated, 1 increment returns
Prussians / Saxons – for every 4 increments eliminated, 1 increment returns
Leaders do not return.

La Bataille de Jena 1806: D'histoire alternative Page 3 of 3 Marshal Enterprises


La Bataille de Jena
1806: D’histoire
alternative
Set-up Maps
Alternative Set up

1 SS AG R2 ?

R1 ?

Hohenlohe
K&k

Jena 1806 1
Alternative Set up

R3 ? R4 ?

3D v. Wartensleben

Jena 1806 2
Alternative Set up

5RD v. Prittwitz

4D Trauentzien
2D Grawert V. Zez II

v. Schim.
v. Trutz.

C1 N
Zone 1 ? Zone 2 ?
Jena 1806 3
v. Quitzow

Alternative Set up

III Corps

v. Bismark
III Corps

C4

Zone 4 ?
Zone 3 ?
Jena 1806 4
La Bataille pour la Prusse 1806 ©

Battle Three

La Bataille d’ Hassenhausen 1806 © (2 maps)


Largely Historical

This is the decisive battle between the main Prussian army and the III Corps d’ Armee of
Marshal Davout. The French player will find this scenario extremely challenging.

 Start 6:00 and finish at the end of the 15:00 turn


 Sequence for 6:00
1. Coalition deployment
2. French deployment
3. French movement
4. Coalition movement

 Boundary – Hassenhausen maps (2)


 Movement suggestions – with 2 players: 10 minutes for the French
and 8 minutes for the Coalition
 Prussian units rout in the direction in the direction of Gernstedt.
 French units rout in the direction of Punschrau
 Prussian units may enter the map in Road March and French
units may enter in Road March if using the road hexes.

Fog

There is fog between 6:00 and end of the 7:40 turn. During this time frame:

 Artillery is limited to medium or short range only


 Infantry may form Carre in their movement phase, only.
 Infantry movement is reduced by 2 movement points
 Artillery movement is reduced by 2 movement points, except on roads in Road March
 Cavalry movement is reduced by 5 movement points except in Road March
 Cavalry may not Charge; Reaction Charge or Opportunity Charge
 All fire attacks are modified to reflect 2/3 of their normal value
 Units may always move one if restriction of terrain and fog would not allow them to do
so.

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Sunken Road

This is a special terrain feature only located at Hassenhausen. Each Sunken Road hex has steep
slopes on either side with a road in the middle of the hex. There is good protection from
offensive fire, perpendicular to the road. Should the enemy flank the road, the fire casualties to
the defender could be extensive. Cavalry cannot charge into the Sunken Road as it would be in
Road March

Movement

There is no penalty for moving along the road however cavalry and artillery must be in Road
March.

Movement is restricted when the unit crosses the steep slope hex side as follows:

Infantry +2 to movement

Tirailleurs (Legere, Fusiliers, Jägers) +1 to movement when in this formation

Cavalry Not Allowed (this includes charge a’ cheval of any type) except Ta’C

Tirailleur a’ Cheval +5 to movement when in this formation

Artillery Not Allowed

Personalities +5 to movement

Defensive Fire – When being fire upon in the Sunken Road, across the slopes

Infantry

 Column 14
 Line 12
 Tirailleurs 20
 Disorder or Rout 18

Cavalry

 Rout 8

Road March - Along the road hex side the fire defense is dramatically reduced. These units
would be compressed to the level area of the road.

 All formations 4

Cavalry forced to retreat across a steep slope hex side would suffer disorganization.

 Plus Grande Disordre

Formations

 Infantry may not form carre.


 Artillery may not unlimber. Artillery may only be voluntarily in Road March

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 Cavalry may only be voluntarily in Road March. The cavalry could melee into or from
one Sunken Road hex to another but with only 4 increments.
 Unlimbered artillery adjacent to the sunken road could not fire down the slope given the
severe angle of depression.

Stacking (except in Road March)

 5 increments only to receive the defensive fire value


 Increments of more than 5 in a hex would not receive the fire defense benefit of the
Sunken Road and would be based on the formation (line, column, skirmish)

Wall (Hassenhausen)

Movement

Only infantry formations are allowed to climb over the wall.

 Tirailleurs 4 movement
 Infantry in column or general order 6 movement
 Cavalry / Artillery may not cross the wall
 Units may not rout over the wall
 Infantry Units may disorder over the wall, not cavalry or artillery.
 Personalities may not cross the wall

Fire Attack /Defense

 Units may fire across a wall hex side if adjacent, -6 to the die roll
 If the unit’s fire is parallel to the wall, use the same fire defense as the terrain (no
advantage for the wall). This includes enfilade. The garden is general order
 The combination of fire over the wall and parallel to the wall on a unit, use the column
value or general order depending on the terrain. (Which side of the wall the target is on.)
 The wall blocks line of sight, unless a unit is adjacent. Artillery adjacent to the wall may
not fire over it.
 Artillery adjacent, 1 or 2 hexes away from the wall cannot fire on a defender adjacent (on
the other side) of the wall. Artillery three or more hexes away from the wall may fire on a
defender adjacent to the wall.

Melee across the Wall

 The attacker subtracts 6 from the pre-melee morale check.

French (PGD) off the Map

If the French rout off the south edge of the map, they are not eliminated. As long as at least one
non wounded French leader is held off the map, routed units may roll for morale. If the roll is
“successful” the French unit returns the following turn with a one increment loss. If
unsuccessful the unit continues to be off the map but can roll for morale the following turn. The

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La Bataille pour la Prusse 1806 ©
leader’s morale bonus can be used. Returning units enter the South edge of the map within 5
hexes of the Hassenhausen Road.

Prussian Units that rout off the map are eliminated.

Empire of the French Starting Positions

1ere Chasseur a’ Cheval, 25e Ligne Regiment, 2e Battalion within 8 hexes south of
Hassenhausen (not in Road March) (Cache units)

25e Ligne Regiment, 1ere Battalion at south edge on road to Hassenhausen (May be in Road
March) (Cache unit)

Cache counters

At the start of the scenario, the French Player may deploy 6 Cache
counters that serve as a source of confusion regarding their exact
deployment. They represent 3 real units and 3 misidentified units.
The real infantry units must be in a one hex formation. In addition
to Cache counters representing only one hex cavalry formations,
the Cache counter may represent light cavalry in Tirailleur a’
Cheval. French Tirailleurs a’ Cheval would only use one counter to
represent the unit. These counters are the French Flags.

These counters are placed on the map, and they will be revealed,
upon one of three actions: 1) if the counter is fired upon by
infantry or artillery and suffers a casualty; 2) is meleed or charged
by cavalry at the point of contact), (3) Cavalry using the Ta’C properties (slowing down infantry)
is revealed.

Units that retreat before combat (no fire loses) may do so without being revealed

The use of Cache counters continue after the fog has ended, until they are revealed

When the Cache counter is revealed, it is either replaced with the actual combat unit it
designates or it will be removed from play.

Cache counters have a movement value of 7 and a fire defense of 11.

During the French fire phases, all Cache counters which would normally be able to make a fire
attack on an enemy formation will make a 1 to 1 fire attack. The result will be applied to the
Coalition formation. This includes the loss of increments, leader casualties and morale checks.

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Reinforcements enter from the south edge within two hexes of the road to
Hassenhausen near Punschrau

Variable Entry – the units are scheduled to enter at a specific time, but there could be delays.
Roll once per organization ie regiment that is entering
At the time the reinforcements are due, roll (one die):
1-4 they arrive on time
5 they arrive one turn late
6 roll again next turn

The leaders enter with any of the units under their command but not before their listed time.

6:20 85 Ligne Regiment et 2e Artillery a’ Pied

6:40 21e Ligne Regiment, 3e Battalion et 12e Ligne Regiment, 3e Battalion

7:00 MdE Davout and staff, GdD Gudin, 21e Ligne Regiment, 1ere et 2e Battalions 12e Ligne
Regiment 1ere et 2e Battalions et 3e Artillery a’ Pied

7:40 111e Ligne Regiment, 3e Battalion

8:00 111e Ligne Regiment, 1ere Battalion

8:20 GdD Friant, 111e Ligne Regiment, 2e Battalion et 2e Artillerie a’ Cheval

8:40 2e Chasseur a Cheval, 108e Ligne Regiment et 15e Artillerie a Pied

9:00 GdB Viallanes, 12e Chasseur a Cheval, 33e Ligne Regiment, 48 Ligne Regiment et 11e
Artillerie a Pied

9:400 13e Legere Regiment

10:00 17e Ligne Regiment, 1ere battalion (2e is guarding a bridge at Kosen and is not used)

10:20 GdD Morand, 30e Ligne Regiment, 51e Ligne Regiment, 61e Ligne Regiment

Coalition Starting Positions

6:00 3. Irwing Dragoons und 1/1Königin Dragoons (both tired) four hexes north of
Hassenhausen. (Not in Road March)

6:00 GL v. Blücher, GM v. Bünting mit 8. Kuirassier Regiment, 12. Kuirassier Regiment v.


Bünting, Grenadier Battalion Schack, 33. Regiment 2. Battalion, 17. Reitende Batterie within
two hexes of Poppel (Not in Road March)

6: 00 GL v. Schmettau and the remainder of the 4. Division (Links) without 4. Fusilier within 2
hexes of Gernsteadt (May be in Road March)

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Reinforcements enter from the north edge within two hexes of the road to Gernstaedt (may
enter in Road March) 2. Division with Kav. und Lights troops enter from the west edge on the
road to Auerstedt (May enter in Road March)

At the time the reinforcements are due, roll (one die):

1, 2 they arrive on time

3, 4 they arrive one turn late

5 they arrive two turns late

6 roll again next turn

6:20 König, Graf v. Braunschweig und staff, 4. Fusilier Battalion (4. Division)

6:40 GM v. Beeren 13. Regiment Garde du Korps, 10. Regiment Gendarmes, 2. Kuirassier
Regiment v. Beeren. 1. Batterie reitende Artillerie

7:00 Remaining Leichte Truppen (3. Division) 18. Fusilier and 11. Leichtbatterie

7:20 GL v. Wartensleben mit 3. Division (Zenter)

7:40 GM v. Quitzow Kavalrie Brigade (3. Dvision)

8:20 Leichte Truppne (2. Division Rechts) 4. Hussaren, 16. Fusilier, 10 Leichtbatterie

9:00 GL v. Preußen mit 2. Division (Rechts)

9:20 GM v. Bismark, Kavalrie Brigade (2. Division Rechts)

10:00 Avant Garde 8. Fusilier, 2. Komp. Jägers, 8. Hussaren, 2. Hussaren und 16. Batterie

10:20 Königin Louise, Oberst v. Boyen GM v. Irwing, 2. Batterie reitende Artillerie, 2/1.
Königin Dragoons, Königin Dragoons Escort, GL v Kalkreuth und staff, GL v. Kunheim mit 1.
Reserve Division

11:00 GL v. Arnim mit 2. Reserve Division

Victory Conditions

French Decisive
Place four separate Coalition divisions on morale level two by the end of the game

French Substantial
Place three separate Coalition divisions on morale level two by the end of the game

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La Bataille pour la Prusse 1806 ©
French Marginal
Place two separate Coalition divisions on morale level two by the end of the game

Draw
No other victory conditions are met

Coalition Marginal
Place units in every hex of Hassenhausen and Poppel by the end of the game

Coalition Substantial
Place units in every hex of Hassenhausen at any time and exit 50 infantry increments off the
eastern edge of the map between Punschrau and the road to Hassenhausen or place the III
Corps d’ Armee on morale level one

Coalition Decisive
Exit 70 infantry increments off the eastern edge of the map between Punschrau and the road to
Hassenhausen or place the III Corps d’ Armee on morale level two. The Prussian units exiting
may not be on a morale level.

General Notes
It is possible for each side to claim a victory.
Hassenhausen has four village hexes
Poppel has four village hexes
“..between the road to Hassenhausen… the northern edge of Punschrau (5 hexes)

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La Bataille pour la Prusse 1806 ©

Battle Four

La Bataille d’ Halle 1806 © (1 map) Oct. 17, 1806


C. Roberts Award Winner

Scenario One – Largely Historical


As Eugene of Württemberg, you have at your command some of the last fresh
units in the Prussian army. Holding back the pursuing French will have
dramatic impacts on latter strategic situations. As Marshal Bernadotte you
are seeking to save your honor, after being absent from both the battles of
Jena and Hassenhausen.

 Start at 9:00 and finish at the end of the 16:00 turn


 Boundary – Halle map (1 page)
 Movement Suggestions – with 2 players 10 minutes for the French and
8 minutes for the Prussians

Coalition Starting Positions:

9. Dragoon Regiment - within eight hexes of Passendorf, this unit starts in a tired state.

Res. Avant Garde Hinrichs - two fusilier battalions; and one horse battery within three hexes
of any covered bridge. One fusilier battalion must deploy west of the most western covered
bridge.

The Balance of Eugene’s Reserve Korps - within eight hexes of Bolberg, on the east side of the
Saale. All battalions must be in a two hex line formation. No combat units may be stacked
when deployed. All batteries with this main body start unlimbered.

Kav. Brigade Graf von Heyking - starts east of the Salle

No unit may begin in any town hex of Halle. (Fighting in towns was not part of Prussian
infantry doctrine.)

At the end of the Prussian part of the 10:00 turn, the Prussian player makes a secret die roll. A
“1” through “3” and his line of communications and his retreat route is the road to Magdeburg
(north map edge). A “4” through “6” and his line of communications, as well as his retreat
route, is the road to Leipzig (south map edge).
La Bataille pour la Prusse 1806 ©

Empire of the French Reinforcements

9:00 -The 5e Hussar; 1 battalion of the 9e Legere Infantry; et the 96e Ligne Infantry
Regiment - enter at Passendorf. There is no Charge a Cheval Phase during the French
portion of the 9:00 turn.

9:20 Md’E Bernadotte and staff; Gd’D Dupont; the 32e Ligne Infantry Regiment; 2
battalions of the 9e Legere Regiment et 1ere Co / 8e Artillerie á pied- enters at Passendorf

10:00 Gd’D Raffiniere avec 3e Division; 2e Co / 8e Artillerie á pied; the 4e Hussars avec Gd’B
Tilley; et 2e Co / 3e Artillerie á cheval - enters at Passendorf

12:00 Gd’D Drouet avec 2e Division; 6e Co / 8e Artillerie á pied et the 5e Chasseurs a Cheval
-enters at Passendorf

Victory Conditions – It is possible to have multiple victory levels.

French Decisive: Drive the Prussians from the field prior to 13:00, with only the use of
DuPont’s Division; the light cavalry brigade; and associated batteries. Additionally, the
French must exit 25 increments off the map edge towards is the Prussian Line of
Communications.

French Tactical: Drive the Prussians from the field prior to 14:00. Additionally you must exit
25 increments off the map edge that is the Prussian line of communications.

French Marginal - Drive the Prussians from the field prior to 16:00 (historical). Additionally,
you must exit 20 increments off the map edge that is the Prussian Line of Communications.

Draw - Prussians inflict at least 10 increments of casualties on the French; and do not permit
the French to exit any combat formation off of the map, toward your line of communications,
prior to 13:00.

Prussian Marginal - Prussians inflict more casualties on the French than they suffer; and do
not permit the French to exit any combat formation off of the map, towards the Prussian line
of communications, prior to 15:00.

Prussian Tactical - Prussians inflict 6 more increments of casualties on the French than they
suffer; and do not permit the French to exit any combat formation off of the map, towards the
Prussian line of communications.

Prussian Decisive- Prussians inflict 12 more increments of casualties on the French than they
suffer; and do not permit the French to exit any combat formation off of the map, towards the
Prussian line of communications.

Halle Page 1 of 9 Marshal Enterprises


La Bataille pour la Prusse 1806 ©

Scenario Two: Before the Saale

The Duke of Württemberg decides to defend with


all of his Corps, west of Halle. This gives Md’E
Bernadotte the opportunity to capture the entire
Prussian Reserve

 Start at 9:00 and finish at the end of the 16:00


turn
 Boundary – Halle map (1 page)
 Movement Suggestions – with 2 players 10 minutes for the French and 8 minutes for
the Prussians

Kingdom of Prussia Starting Positions:

Res. Avant Garde Hinrichs und the 1s. Division Natzmer - start within 8 hexes of Passendorf.

2e Division Jung-Larisch starts on the islands in the river, either or both.

Kav. Brigade Graf von Heyking- starts east of the Salle

No unit may begin in any town hex of Halle.

At the end of the Prussian Part of the 10:00 turn, the Prussian player makes a secret die roll. A
“1” through “3” and his line of communications and his retreat route is the road to Magdeburg
(north map edge). A “4” through “6” and his line of communications, as well as his retreat
route, is the road to Leipzig (south map edge).

Empire of the French Reinforcements

The order of appearance is per Scenario One

Victory Conditions Per Scenario One

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La Bataille pour la Prusse 1806 ©

Scenario Three: Revision of the Engaged Forces

To accelerate the pursuit, Bernadotte is given Sahuc’s Dragoon


Division. Raffiniere’s Division is sent down river to counter
enemy movements and is not used in this scenario

 Start at 9:00 and finish at the end of the 16:00 turn


 Boundary – Halle map (1 page)
 Movement Suggestions – with 2 players 10 minutes for
the French and 8 minutes for the Prussians

Kingdom of Prussia Starting Positions:

Res. Avant Garde Hinrichs und 1. Division Natzmer - starts within seven hexes of the western-
most bridge, but not on the islands.
2. Division Jung-Larisch - starts on the islands in the river, either or both.

Kav. Brigade Graf von Heyking- starts east of the Salle

No unit may begin in any town hex of Halle. (Fighting in towns was not part of Prussian
infantry doctrine.)

Reinforcements

At the end of the Prussian Part of the 10:00 turn, the Prussian player makes a secret die roll. A
“1” through “3” and his line of communications and his retreat route is the road to Magdeburg
(north map edge). A “4” through “6” and his line of communications, as well as his retreat
route, is the road to Leipzig (south map edge).

The 2. Avant Garde von Winning can appear on the line of communications road, starting with
10:00 turn. You must roll a “5” or “6” to receive these reinforcements. Roll every turn until
they arrive. Von Winning’s 2nd Avant Garde may enter in any formation (Road March, col
etc.).

Empire of the French Reinforcements

9:00 - The 5e Hussar, 1 battalion of the 9e Legere Infantry et the 96e Ligne Infantry Regiment
- enter at the map edge by Passendorf.

9:20 Md’E Bernadotte and staff; Gd’D Dupont; the 32e Ligne Infantry Regiment; 2
battalions of the 9e Legere Regiment et 1ere Co / 8e Artillerie á pied - enters at Passendorf

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La Bataille pour la Prusse 1806 ©

9:40 Gd’D Sahuc’s Dragoon Division - enters on the north edge of the map, west of the Saale
River

11:00 4e Hussars avec Gd’B Tilley; et 2e Co / 3e Artillerie á cheval - enters at Passendorf

12:00 Gd’D Drouet avec 2e Division; 6e Co / 8e Artillerie á pied et the 5e Chasseurs a Cheval
- enter at Passendorf

Victory Conditions

French Decisive: Place the Prussians on Level Two and exit 30 increments, using only Dupont
and Sahuc Divisions, off the road that is designated the line of communications before 14:00

French Tactical: Place Prussians on Level One and exit 30 steps off the road that is designated
as the line of communications before 15:00

French Marginal: Exit 25 steps from the field off the road that is designated as the line of
communications prior to 16:00.

Draw: Prussians inflict at least 25 increments of casualties on the French

Prussian Marginal: Prussians inflict 12 more increments loss on the French, than they suffer.

Prussian Tactical: Prussians inflict 18 more increments loss on the French, than they suffer.

Prussian Decisive: Prussians inflict 24 more increments loss on the French than they suffer.

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La Bataille pour la Prusse 1806 ©

Historical Commentary THE ACTION OF HALLE—


17TH OCTOBER.
BY F. LORAINE PETRE “NAPOLEON’S CONQUEST OF PRUSSIA
1806”

The town of Halle lay at the foot of, and on the slope rising
about 100 feet above the right bank of the Saale, which,
opposite the town, divides into several branches, across
which the road from Querfurt enters the town by a series of
covered bridges, the Hohe Brucke. These bridges are
reached, on the left bank, across the marshy low ground, by
an embankment about half a mile in length. This open low
ground made a plain of considerable extent, opposite to
and above the town, whilst a little below it the river, again
united in a single stream, flows between steep banks.
On the north of this plain, where the high ground trends towards the river, the knolls are
covered with vineyards, and farther back are the extensive woods of Dolau, just north of the
village of Nietleben on the Eisleben road. The Querfurt road descends from the heights to the
valley at Passendorf.
Halle itself had no modern fortifications, but was surrounded by an old wall which, towards
the river, formed a double enceinte. Due north, parallel to the right bank of the river, ran the
road to Bernburg and Magdeburg. From the north-eastern gate—the Steinthor—issued the
roads to Dessau and to Wittenberg, via the Bitterfelde on the Mulde. The southeastern gate
the Galgenthor was the starting point of the Merseburg and Leipzig roads.

The Duke of Württemberg had at his disposal, at and about Halle, about 11,350 infantry, 1675
cavalry, and 58 guns. The two divisions with which Bernadotte was approaching by the
Querfurt road numbered 12,190 infantry, 1000 cavalry, and 12 guns. Except, therefore, in the
matter of artillery, the forces were fairly equal; neither had seen any fighting worthy of
mention as yet.
At 8 a.m. the Duke received a report that his dragoon regiment at Passendorf had been
attacked by French cavalry, who were driving it in. He sent four companies, with two guns,
into the plain beyond the farthest of the Hohe Brucke, whilst five more companies, with four
guns, occupied the island behind it, and guarded a ford below the bridge. The Prussian
dragoons were now driven back in confusion; some of them, unable to reach the bridge, had to
ford or swim the river above it. The Prussian commander was still doubtful if Bernadotte’s
attack was serious, but, as he heard from Merseburg that there was no enemy in that direction,
he began to prepare for retreat on the Elbe, sending off his baggage to Dessau. A false alarm of
the French started a panic in the baggage column, which fled in terrible confusion, abandoning
many wagons, to Dessau.
Bernadotte, considering that he would do well to attack promptly, before the arrival of the

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La Bataille pour la Prusse 1806 ©

hostile column from Eisleben and that of the small force from Merseburg, of which he appears
to have had intelligence, sent for Drouet’s division, which had remained behind on the
Eisleben road, and ordered Rivaud to hurry up. About 10 a.m., as Rivaud came in sight, the
marshal, keeping the 96th and the cavalry in reserve at Passendorf, sent forward Dupont with
the 32nd, followed by one battalion of the 9th Light Infantry and supported by three light
guns, against the bridge. These regiments charged along the embankment in columns, whilst
their skirmishers, right and left, dealt with the Prussians opposite them, and fired on the
flanks of the defenders of the dam, Losing heavily, the Prussians were forced across the first
bridge and the island, those on either side in the island being cut off and captured.
The second and third bridges were captured in like manner; within three-quarters of an hour
Dupont was pressing through the town from west to east. General Hinrichs, commanding in
this part, was taken. Another Prussian battalion, sent forward from the Galgenthor, was only
in time to meet the French in the market-place, where it was almost entirely destroyed or
captured. Yet another battalion was driven back through the Galgenthor, which Dupont now
occupied, as well as the Steinthor, and the edge of the town between them. He was, however,
still too weak to venture on issuing from the town against the main Prussian force.
The position of the latter, south of the town, was badly chosen. Its line of retreat, to Magde-
burg and Dessau, was far beyond its right flank, completely open to the enterprises of the
enemy. The Duke, hurrying across the eastern front of the town with two battalions, reached
the Steinthor only just in time to stop the issue of the French on the Dessau road, that of
Magdeburg was already lost.
DuPont’s men, awaiting reinforcements, barricaded themselves at the two gates and along the
front of the town, and kept up a steady fire on the Prussians as they moved to their right to
take position towards the Dessau road.
Presently arrived DuPont’s 96th and the second battalion of the 9th Light Infantry, which had
taken no part in the storming of the town. At Maison’s suggestion, Bernadotte had pushed for-
ward Rivaud’s division, which now also began to arrive, headed by the 8th Infantry. The last-
named regiment, by occupying the Galgenthor, enabled Dupont to collect his whole division
and a regiment of hussars towards the Steinthor. The gardens between the gates swarmed with
French skirmishers, whose fire, from behind the cover of walls, caused much loss and
annoyance-to the Prussians as they moved to the heights on the road to Zorbig and Dessau.
The French now broke out vehemently from the whole eastern front of the town. At the
Galgenthor and the Steinthor the strenuous fire of the Prussians could not save them from
being overwhelmed, even though their artillery was able to bring a heavy cross-fire on the
ground between the gates, whilst the garden walls offered good protection to their infantry.
Cavalry, standing behind the Funkengarten near the Steinthor, soon found both its flanks
exposed to the fire of the advancing French, and was compelled to fall back on Motzlich. As
the covering forces at the two gates were repulsed, the cross-road between them ceased to be
practicable for the Prussian movement towards the Dessau road. Consequently, their center
was forced and the wings were compelled to retire, partly towards Zorbig and Dessau, partly
towards the Mulde at Bitterfelde, followed on both roads by the victorious French. At
Motzlich the rearguard of the right wing made a stand, only retiring in good order when the
rest of the column was safe through the village.
At Oppin the cavalry again checked the pursuit, which here ceased, the Prussians reaching
Dessau after midnight the same night. Their left wing, unable to reach the Dessau road,
retired by that of Wittenberg in disordered fractions, hotly pursued by the whole of Rivaud’s
division and the greater part of Bernadotte’s cavalry. At Rabatz the latter were driven back
by the Prussian horsemen on the infantry, who stood fast, enabling the pursuit to be again

Halle Page 6 of 9 Marshal Enterprises


La Bataille pour la Prusse 1806 ©

continued till nightfall. At Bitterfelde the beaten left wing crossed the Mulde, burning the
bridge behind it, and made for Dessau, which it reached early on the 18th.
The debris of the Reserve corps, now reunited after crossing the Elbe at Roslau, burnt the
bridge there and marched by the right bank on Magdeburg, which was reached on the 19th.
The small force which had been sent to Merse-burg in the morning of the 17th, cut off by
Rivaud’s advance, eventually crossed the Mulde at Duben, making direct for Potsdam and
Berlin. Whilst Dupont and Rivaud were beating the main body at Halle, Drouet fought a little
action by himself with von Treskow’s regiment, which appears to have been the column he was
left to check in its advance from Eisleben to Halle. Von Treskow, about 9 a.m., hearing the
firing at Halle, and apparently aware of the presence of a considerable French force on the
road in front of him, moved to his left, round the north of the Dolau wood. Drouet
meanwhile, in obedience to Bernadotte’s orders already noted, had hurried along the
Eisleben-Halle road. Arriving at Mitleben, he was informed of the approach of a column
beyond the great wood. He at once sent a strong detachment into the wood to fall on the
right and rear of this column as he himself attacked it in front. There was danger of its
getting into Halle on the left rear of Dupont, thus causing embarrassment, if not disaster.
As von Treskow, with nine companies of infantry, a few hussars, and his regimental guns,
approached the edge of the heights where they join the left bank of the Saale below Halle, he
was met and forced to deploy by Maison with a company of the 8th from Rivaud’s division
and a few hussars. Von Treskow drew up his men with his right resting on a vineyard and his
left on the Saale. Against this position Drouet sent the 95th and the 27th Light Infantry, with
two guns. The 94th and the 5th Chasseurs were sent to reinforce the main fight in Halle; it
was the former which decided the retreat of the Prussian left wing after the cavalry charge at
Rabatz.
Von Treskow, attacked in front by Drouet with superior forces, and seeking to regain the
Eisleben road by the wood, found himself checked by the French detachment in it. He now
commenced to retreat, in squares, down the left bank of the Saale towards Crollwitz. For some
time the retreat was conducted in good order, but as the rear battalion attempted to move
round the head of a marshy valley it was thrown into disorder, which spread to the leading
battalion. Drouet, now attacking in earnest, drove von Treskow to the paper-mill below
Crollwitz, capturing his guns.
On the Ochsenberg height an attempt was made to stem the pursuit, but after losing 200 men,
the whole force, save a few who escaped by swimming the Saale, was forced to surrender to
Drouet.
The fight at Halle had cost the Prussians a loss of 5000 men in killed, wounded, and prisoners,
besides 11 guns and 4 standards. With a loss of between one-third and one-half of its strength,
it may be well imagined that the Reserve corps had lost most of its fighting value. Bernadotte
gives his own loss as 800 only.
The action was certainly not creditable to the Prussian commander. The faults of his main
position, with his lines of retreat uncovered, have already been demonstrated. His attempt to
defend Halle and the passage of the river was half-hearted and disjointed. If he wished to hold
the town at all, the force originally employed was insufficient, and the companies thrown
across the farther bridge were exposed to almost certain defeat. He would have done much
better to have burnt that bridge, concentrating his de fence in the island beyond the bridge,
better still, perhaps, to have burnt all three bridges, confining his defense to the right bank.
The reinforcements which he eventually sent to the defenders of the town were brought up
piecemeal, and exposed to defeat in detail. With the news which he had of the defeats of Jena
and Auerstedt and the retreat on Nordhausen, it seems almost impossible to doubt that his

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La Bataille pour la Prusse 1806 ©

wisest course would have been, not to attempt to defend Halle, but to retreat at his best pace,
vid Bern-burg, to Magdeburg, there to provide a nucleus of unbroken troops on which the
debris of the armies could fall back and reorganize. His position, it must be admitted, was
rendered more difficult by the omission to send him orders from headquarters. In the
confusion his existence seems to have been forgotten there. On the night of the 17th,
Bernadotte’s corps, exhausted by a march of 17 miles followed by a severe fight, bivouacked on
both sides of Halle. The Marshal had intended marching on Dessau next morning, but hearing
that the Emperor was at Merseburg, he decided to await further orders.

Hoch Brücke

Halle Page 8 of 9 Marshal Enterprises


La Bataille Premier ME ©
Rules for Napoleonic Grand Tactical Warfare 1792-1815

“From the Marshal Enterprises Household to the


Citizens of the Gaming World”

http://www.labataille.me
Premier Rules for La Bataille ME (August 2017)
Introduction (1)

Chronology of Battle (2)

Game Scale (3)

Markers of Play (4)

Informational Counters (5)

Combat Units (6)

Leaders (7)

Errors in Judgment (8)

Machinations of Fate (9)

Increments (10)

Incremental Losses (11)

Proportion of Increment Loses (12)

 Infantry Formations

 Cavalry Formations

 Artillery Formations

Orientation (13)

Zones d’Influence (14)

Tactical Organization (15)

 Column

 Line

 Square

 Skirmish

 General Order

 Road March

 Routed

Tactical Organization Special Rules (16)


Page 2 of 47 Marshal Enterprises
Premier Rules for La Bataille ME (August 2017)
Grand Tactical Command (17)

Movement (18)

Infantry Tirailleurs/skirmishers (19)

Cavalry Tirailleurs/skirmishers (20)

Combat á la Feu (21)

Massed Targets (22)-

Line of Sight (23)

Infantry Fire Rules (24)

Artillery Special Rules (25)

Artillery Ranges (26)

Defensive Fire (27)

Opportunity Fire (28)

Retreat Before Melee (29)

Morale (30)

How to Check Morale (31)

Assault a’ Melee (32)

The Assault a’ Melee Process (33)

Assault a’ Melee Results (34)

Cavalry (35)

Cavalry Readiness (36)

Charge á Cheval (37)

Charge á Cheval Process (38)

Reaction Charge (39)

Opportunity Charge (40)

Cavalry Charges and Artillery (41)

Cavalry Recall (42)

Page 3 of 47 Marshal Enterprises


Premier Rules for La Bataille ME (August 2017)
Grand Tactical Levels (43)

Infantry Force March (44)

Reinforcements (45)

Special Rules Definition (46)

Designers’ Notes--1979 (47)

Designers’ Notes—2011 (48)

Introduction (1)

This document has been provided for the use of all players who strive to enjoy the multiplayer
effort of participating in the Age of Napoleon. Yet the rules are flexible enough to facilitate one-
on–one play for smaller scenarios and battles—especially corps versus corps engagements.

The authors of this script believe this drama can best be played in the recreation of larger
battles, like Austerlitz and Eylau, in which there are a number of commanders for each side. If
you are playing with just one other player; or just trying to familiarize yourself with the system;
or even playing solitaire, then try your hand with one of the smaller engagements like Auerstadt
or Halle. As you gain more confidence with the system, then you may want to escalate to the
larger multi-player games where you will be able to experience the intrigue and symphonic
dynamics inherent to La Bataille.

This is your script to become a character in a play and the theater is a battlefield in Europe
during the early 19th Century. The emotions of tragedy and comedy; glory and humiliation;
envy and self-sacrifice; and jealousy and compassion; are an important part of the politics and
wars of the period. The authors passionately believe the interaction of human players is the only
way to create this drama.

The Bataille system has existed and thrived for a period of years that has now exceeded the
years that France enjoyed both the First Republic and First Empire. This is not an accident.
Nor is it an accident that there are many souls who have differing opinions regarding the tactics
of the period and the results caused by each. The system continues to flourish because it works.
La Bataille is easy to play, and the players can come to a conclusion in a battle in a very
reasonable period of time. If you find yourself struggling for hours to complete a turn, you are
playing some major aspect of the game incorrectly—like a technician or bureaucrat. We suggest
the player review the information again to discover where the error may lie. Perfection is not in
achieving a mirror image of what someone perceives as an accurate replay of technical events.
Perfection is achieving resolution on the battlefield.

The summary provided herein is not a legal document; a textbook; or an instruction manual for
the assembly of a technologically advanced piece of equipment. It is a merely a script to the
director or dramatist of history who wishes to become a Corps or Army Commander for a day—
competing for la gloire and recognition by his sovereign.
Page 4 of 47 Marshal Enterprises
Premier Rules for La Bataille ME (August 2017)
The Chronology of Battle (Le Chronologie de Bataille) (2)

The passage of time and the order of play make up the chronology of battle. Though the play is
not simultaneous, this chronology will still capture the color and intensity of the era of
Napoleon, and the ebb and flow of the events on the battlefield.

Although the following sequence may seem rigid, it is important to note that in every part of the
chronology of battle there will be noteworthy events, which may result in dynamic changes to
the action portrayed. Thus in a manner the defensive fire of a unit may dramatically affect the
momentum of a charge by cavalry and force a major shift in tactics or strategy. Understanding
the chronology of battle involves knowing when to make plans and when to change them.

The French and their allies, who have decided to join the revolution from the tyranny of the
royal oppressors, will always move first, as was their custom. This relates to the French
normally having the initiative on the battlefield. Occasionally, a special rule for a specific battle
late in the era may provide for the Enemies of Enlightenment to have the initiative and
consequently move first for that specific battle. All in all, do not let these minor facts trouble
you, for after all, c’est la guerre.

COMMAND SEQUENCE

There is a mutual sequence to commence the turn where both sides check their individual
movement duration allocation and identify reinforcements. Morale Levels are checked at the
hour. When all of these actions have concluded, then move to the Imperial Sequence then the
Coalition Sequence.

SEQUENCE FOR THE FRENCH AND FRENCH ALLIES

Charge a’ Cheval

Movement

Defensive Fire by the Opponents of the Rights of Man

French Offensive Fire

Melee Assault

Morale Recovery

SEQUENCE FOR THE ENEMIES OF THE REVOLUTION

Charge a’ Cheval

Movement

Defensive Fire by the Liberators of the Oppressed

Allied Offensive Fire


Page 5 of 47 Marshal Enterprises
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Melee Assault

Morale Recovery

For every battle, this sequence is followed for every turn. After each side completes their portion
in order, the time record is advanced, and the players again start the Command Sequence. This
is a summary of the chronology of battle and it will continue until the fates have determined the
end of the conflagration and a victor is proclaimed.

Game Scale (3)

Each complete turn represents approximately 20 minutes of real time. Each hex is
approximately 100 meters across.

Each Infantry Increment is equal to 100 men

Each Cavalry Increment is equal to 50 men and their associated mounts.

Each Artillery Increment is equal to 4 cannon.

Markers of Play (4)

There are numerous counters associated with the game and used for many purposes during play.
For the most part there are three types, Combat Units, Leaders and Informational Markers.

The Combat units represent individual Regiments, Battalions, Companies, Squadrons and
Batteries.

The Leaders are individual personalities; their associated Aides des Camp; and selected staff
which leads the troops on the field.

Informational Markers (5)

Informational Markers are just that, markers that identify specific facts about a unit or units in a
hex. Those markers include, but are not limited to, information about the unit’s state of morale;
combat effectiveness; formation status; cavalry readiness; and whether a cavalry unit might be
selected for a charge.

Increments Loss counters are the white counters with a number on each side. When a combat
unit takes a loss, place an increment counter under the formation to reflect the loss suffered. If
a 14 step regiment suffers two losses due to fire combat, place a “2” counter under the regiment
to represent the new value as “12.”

Other informational markers indicate specific formations such as infantry Carre or Road March
order; and there are specific counters that denote morale status when a combat formation is
disordered (DD) or routed (PGD). Further, cavalry that charges and melees will have a counter
added to reflect the combat formations’ state of readiness.

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Combat Units (6)

Combat Units are counters, which represent Infantry, Cavalry and Artillery.

Combat Units are printed on both sides of the counter. The front side contains visual
information regarding how the unit was uniformed, the higher organization to which the unit
belonged, the unit type, and its size. It further contains specifics about how many men are in the
unit and the movement points at its disposal for a turn. This face of the combat unit counter is
the unit’s general side.

The reverse of the counter is the unit’s specific side. The information contained therein is again
the organizational information related to the unit and the command to which it belongs. The
specific combat values for the unit related to fire, melee and morale are shown here as well. In
some cases there is additional information on the specific side of the counter regarding range of
fire, or special abilities of the individual combat formation.

The general side of the counter provides the player with information of a bureaucratic view of
the unit. The specific side provides a more detailed historical view of the combat ability of the
unit. As a basic concept of the game opponents do not view the specific side of the combat units
of the other side.

Infantry

Infantry units may be on the map either as a regiment; a series of battalions or in some cases,
companies. If the regiment is on the map the associated battalions are held off the map on the
organizational display. When and if a battalion deploys as companies, the battalion counter is
placed upon the organizational display and is then replaced on the map with the companies that
represent it.

During the set-up of the game, review the order of battle carefully. In some cases regiments
were not present on the field because of decisions made within that specific army. Occasionally
a regiment did not have all of its battalions present, or the battalions were brigaded together in
an organization, which was not based on the parent regiment.

A player may deploy his formations in any manner he wishes as long as it is consistent with the
terrain restrictions, and losses to the unit, (a regiment which has suffered 50% losses or the
value of a single battalion must break into battalions)

Cavalry

There are two types of cavalry: light and heavy. Heavy Cavalry has a movement rate of 12 or
less. Light cavalry has a movement rate of 13 or more. There are no exceptions to this rule.

Cavalry never breaks down into a smaller formation. There are some individual combat
formations, which are squadrons, but they do not assemble into regiments, and a regiment does
not breakdown into its squadron equivalent.

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If a light cavalry unit has a fire value in parentheses that specific regiment may skirmish. More
information regarding the tirailleur a’ Cheval is located in that section of the rules. Some light
cavalry has a second number and a plus sign next to their melee value of the specific side of the
counter. This is a lance bonus. Additional Lancer rules are found under the specific cavalry
rules.

Artillery

There are two types of artillery, foot and horse that are identified in the OB. When the general
side of the counter is up, the battery is limbered. When the specific side of the counter is up, the
battery is unlimbered. The specialized artillery rules follow under their own section.

Leaders and Aides des Camp (7)

These counters represent the injection of an important personality into


the battle, at a specific point. The numbers found on the specific side of
the counter are the modifiers to the die rolls made when using the leader
to effect fire of artillery, melee of an enemy formation or improve the
morale of friendly troops. Leaders may suffer casualties as a result of
their use. Also be aware some leaders have negative values, in these cases
the leader actually injures the effort, but it is only historical.

The leader artillery bonus never improves infantry fire unless the firing
formation is conducting fire combat in conjunction with artillery. The
leader, however, must be stacked with the artillery piece.

Leader casualties- A leader may be affected by the outcome of a combat result. During offensive
or defensive fire, or during melee, there is a possibility of a leader casualty. During the fire
phase; a natural die roll of “65” or “66” on the fire table will cause a leader casualty in the target
hex if there is a leader present.

During the assault phase if the attacker rolls a natural “11” or “12” in an attack lead by a leader,
there is a casualty with the attacker. If the attacker rolls a natural “64”, “65” or “66” and there is
a leader present with the defender, then the defender's hex suffers a casualty. In every case, a
natural number implies an unmodified dice roll back to the original player.

Whenever there is a leader casualty, roll one die and consult the following chart for the casualty
description:

1. Head wound. (Dead)

2. Chest wound (Dead)

3. Leg wound. (Roll two dice for the number of hours out of the battle. A “3” on each die would mean
out for six hours.)

4. Arm wound. (Roll one die for the number of hours out)

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5. Capture (the counter is removed from play) If casualty is from fire, roll again.

6. Flesh wound (no time out of battle)

If the leader is killed, or wounded the units in the hex containing the leader checks morale at
once, subtracting the leader’s bonus from the dice roll. Should a formation containing a leader
be eliminated, the leader will move to the closest hex to the defeated group that is not in an
enemy zone of influence unless:

1. The group is completely surrounded by enemy unit counters.

2. The formation surrendered.

In both of these cases the leader is captured and removed from play.

Leaders may always retreat before melee, if there is a path open to them. They may not retreat
before a charge.

An unescorted leader is captured as soon as an enemy cavalry formation enters the hex, during
either the movement or charge phase that the enemy leader occupies.

In the event there is more than one leader in a stack that suffers a leader casualty, randomly pick
one of the leaders to take the result, if a leader is used in the combat to affect the roll, he will
take the casualty 50 percent of the time, all others are randomized equally.

Errors in Judgment (8)

It is a difficult task to reflect the errors in judgment, which surface during a major battle. This is
part of the theater that goes on, and has been reported through the ages by historians of every
society. Most of the blunders, or more politely, the errors in judgment, that fill the annals of
war, happen because of too little or, too much time, being spent on a critical decision.

The fact is, if that decision is to form square or stand while cavalry is charging the last 300 yards
to reach your formation, you have less than 30 seconds to pass the order. So that the players
feel this drama, the movement phase for each side is a timed period. All movement for all units
for a side will be completed during the time period assigned.

Machinations of Fate (9)

Like life itself, a certain amount of luck is built into the Bataille system. There are two major
charts: Fire and Melee, as well as numerous other charts related to the play of the game. These
charts are referenced following the cast of two different six-sided die. One of the die is always
the “tens” digit; and the second die is always the “ones” digit. The two dice will yield a result
between 11 and 66.

The system uses a base six numerical concept to reflect these events, and the two die provide for
36 numerically equal results. Therefore, when a player adds “4” to the die roll, as directed by the

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rules, he cast the dice, and reads a “4” and a “3” as “43” plus the “4” to yield a “51” result for
comparison to the chart or table.

Occasionally there are minuses to the die roll and you subtract them in the same manner as
outlined above.

Increments (10)

Increments are the basic men, and their equipment including horses, in the cavalry and artillery.
The area represented by the hexagon on the map has finite boundaries, and therefore there are
limits to the quantity of men; horses and material, allowed in the hex. The stacking chart
provides guidance as to the maximum stacking for infantry, cavalry and artillery in all available
formations for each terrain type. If the limit provided on the stacking chart is exceeded, for any
reason, all individual combat formations in the over-stacked hex must immediately make a
morale check. Failing the morale check will cause the specific unit to disorder and retreat three
hexes away from the enemy. If, following the morale check, there still are more increments in
the hex than permitted, the last units into the hex are displaced back to the hex they entered
from, until the stacking limit is no longer exceeded.

If cavalry units move through hexes which contain infantry in line or column, all combat
formations must make a morale check, subtracting “6” from the die roll. If the infantry is in
skirmish order, no check is required. If infantry enters a hex containing cavalry, the same check
is required, minus “6.” If the cavalry is in skirmish order (tirailleur a’ Cheval), there is no
morale check. Horse artillery may be ignored for movement conflicts with cavalry, but may not
end a movement phase stacked together with cavalry.

Formations in a single hex that have more than nine increments will have a penalty applied to
them when they are fired upon. For every increment over nine, add “1” to the die roll result for
a fire attack, when the dense formation is the target. Therefore, if a hex holds a regimental
column of 24 increments, when the unit is the target of a fire attack add 15 to the dice when
consulting the fire chart.

Incremental Losses (11)

Lost increments, due to fire or melee, do not specifically mean dead and or wounded. It means
loss of effectiveness. Formations that are not as dense in manpower; or have a poorer grade of
troops; or have fewer or lesser quality officers--both commissioned and non-commissioned--
leading those troops, will lose more men than others.

Losses due to fire and or melee are always taken against the top unit in the hex. Multiple losses
due to artillery fire will be taken equally against all units in the hex. For example, if there are
four battalions in a hex and a fire loss of “3” due to artillery is suffered, then the top three
battalions each take one a one increment loss.

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If unlimbered artillery is in a hex with infantry and multiple losses are suffered the first loss is
taken by the infantry and the next is suffered by the artillery. If more than 2 losses are taken
the odd increments are suffered by the Infantry and the even by the artillery.

Proportion of Increments Loses (12)

When a formation suffers a loss, all specific combat values are affected in one way or another.
The specific values which are impacted first are the melee values. The melee value of the unit is
proportioned downward in a direct relationship to the quantity of the loss. That is, if a five
increment battalion with a melee value of 15 suffers an increment loss, the melee value goes
down by 20%, from 15 to 12. The printed fire value of battalions is not modified until there is
only one increment remaining and then the printed fire value is halved. When an infantry unit
has sustained more than 50% losses, subtract 6 from all subsequent morale rolls

Artillery batteries suffer proportionate loss of fire and melee values with every loss suffered.

Cavalry suffers proportionate loss of melee value with every increment lost. Cavalry fire remains
the same until 75% losses and then the fire value is halved. The Lance bonus listed on select
cavalry units is also proportionally modified due to incremental losses.

It is the players’ option to retain fractions which determining fire or melee odds. Come to an
agreement prior to the start of hostilities with your opponent and play appropriately.

Orientation (13)

Orientation is the direction a combat unit is facing. Only combat units have an orientation;
leaders, aides and informational counters do not. If there is a question, always look at the top
combat unit, nothing else matters.

Infantry: When an infantry unit is in either column or general order, the top of the counter
faces a hex side. When in column, the unit has three front hex sides, two flank hex sides and
one rear hex side. When an infantry unit is in general order, the formation has five front hex
sides and one rear hex side.

When an infantry unit is in line formation in one hex, the top of the counter faces a hex vertex.
When the combat unit is four increments or less, the unit occupies a single hex. When in a
single hex the combat formation in line has two front sides, two flank and two rear hex sides.

When the line formation has five or more increments, is in line and extends into two hexes, use
extended line makers to designate the hexes the formation’s increments are in. When an
infantry unit of more than five increments is in line, the formation has four front, two flank and
four rear hex sides.

When an infantry unit has a fire range on the specific side of its counter, it may enter skirmish
order. When in skirmish order, and having three increments or less, the unit occupies a single
hex; faces a hex vertex; and is inverted to signify the unit is in skirmish order. When an
infantry unit has four or more increments; has a fire range; and is placed on a hex side between
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two hexes with its specific side up, it is in skirmish order in two hexes. When in a single hex, the
skirmisher has four front hex sides and two flank hex sides. Units deployed in two hexes in
tirailleur/skirmisher order have six front hex sides; two flank sides; and two rear hex sides.

When an infantry combat unit is in Carre, it is signified by placing a square informational


counter on top of the unit. Further, the Carre has six front hex sides.

Cavalry: When light cavalry is either in column or general order, the unit has five front hex
sides and one rear hex side, a column of cavalry faces the top edge of the counter along a hex
side.

When heavy cavalry is in column, the unit has three front, two flank and one rear hex sides.
When heavy cavalry is in general order, the unit has five front hex sides and one rear hex side.

Cavalry regiments in line always face a hex vertex, they have two front, two flank and two rear
hex sides. Multi-hex cavalry lines always have two flank hex sides, and an equal number of front
and rear hex sides.

Artillery: When Artillery is limbered or unlimbered it faces a hex side.

The formation has three front hexes, two flank and one rear hex sides. To signify the battery as
limbered, the general side of the counter is face up. To illustrate that the battery is unlimbered,
flip the counter over, and place it so the specific side of the counter is face up, and the top of the
counter is placed along a hex side.

When, and or if, a combat formation is attacked through one of its flank hex sides; the defending
unit subtracts “12” from its pre-melee morale check; and it has special fire defense, as per the
fire effects chart. For the attacking unit, the pre-melee morale check roll is modified by plus
“12”, and the melee value of the attacking unit is doubled.

When a combat unit is attacked through one of its rear hex sides, the pre-melee morale check for
the defender is minus “6” from the dice roll. For the attacking unit the pre-melee morale check
has a modifier of plus “6”, and the melee combat value of the attacker is 150% of normal.

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Zone d’Influence (14)

All combat units have a zone of influence. The zone is the area adjacent
to their front hex sides. The zone is the area in front of the unit—the one
hex-- that affects enemy movement; defensive fire; opportunity and
reaction charges. The Zone of Influence presents the unit’s best defense
orientation. When a combat unit enters a hex adjacent to a front hex side
of an enemy combat formation, it is said to have entered the opposing
unit’s zone of influence.

There is one exception to this rule, infantry in Carre does not exert a
zone of influence, yet units moving adjacent to the Carre are subject to defensive fire as they exit
the hex or make organizational, orientation or formation changes.

All units in an enemy zone of influence may receive defensive fire from his opponent during the
defensive fire segment of the turn. Foot artillery and infantry must stop movement when they
enter an enemy zone of influence. Artillery may expend movement points to unlimber if that is
their choice at this time--assuming they have enough movement potential remaining to do so.

Foot artillery and infantry units may only exit an enemy zone of influence at the beginning of
their movement phase, and to do so will provoke a defensive fire attack on them. Horse artillery
and cavalry must stop movement when they enter a zone established by enemy cavalry. If the
zone belongs to infantry and or artillery, the moving cavalry may keep moving. When exiting an
enemy zone of influence hex, the non phasing player may make a defensive fire attack on the
exiting combat unit. These defensive fire attacks are called opportunity fires.

Any time a combat unit expends movement points in a hex which has an enemy zone of
influence the non-phasing player may make an opportunity fire attack upon the phasing combat
unit. This includes facing and formation changes if there are movement points used.

If a unit voluntarily leaves a zone of influence, the non-phasing player may have opportunity
fire at the unit that exits. If the exiting unit decides to change formation (line to column) in the
zone of influence and then leave, the non-phasing player may have two opportunity fire
attacks.

Opportunity fire attacks are just like defensive fire attacks that happen in the defensive fire
phase of the chronology of battle, including fire value calculation, column shifts etc.

Whenever a combat formation exits an enemy zone of influence involuntarily as a result of a


melee attack, the retreating formation will lose one increment for every hex it exits which has a
zone of influence upon it. If the hex is occupied by a friendly combat formation, no loss is
suffered.

Always consult the Assault á Melee - Matric, cross indexing the type of unit, condition and
result.

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Examples of Combat:

So if during an assault a combatant suffers a “AD or DD” result, the combat unit is disordered
and must retreat three movement points or a minimum of one hex whichever is greater, the
combat formation loses an increment for the first hex from which the unit retreats, and one
increment for any other hex it retreats from that has an enemy zone (s) of influence in which is
not occupied by a friendly combat formation. It is possible to have multiply zones d’ influence on
one hex but the result is a single increment loss per hex retreated through.

Additionally, if during an assault a combatant suffers a “AR or DR” result, the combat unit is
routed (Plus Grande Disorder) and must retreat it’s full movement allowance, the combat
formation loses an increment for the first hex from which the unit retreats, and one increment
for any other hex it retreats from that has an enemy zone of influence in which is not occupied
by a friendly combat formation. . See combat matrix for any special cases like DR to routed
units.

When infantry or guns make an involuntary retreat through a hex, which has an enemy cavalry
zone of influence, as a result of melee, the infantry or limbered artillery will become routed if
they are not already. The rout move will not provoke an opportunity change by the cavalry.

Tactical Organizations (15)

During the age of Napoleon, a combat formation would assume different tactical organizations
for different conflict situations. Rarely did men fight as a mob; rather, they fought with some
preconceived notion of what they should do when a new situation arose. The essence of the
battle tactics of the age can be summed by the following formations; each with its particular se.

Line: A combat formation that emphasized firepower. Units deployed in a series of ranks,
usually three but sometimes two.

Column: An organized mass of men which relied on weight and momentum. Used as a
formation of maneuver or assault in critical situations.

Carre: A formation developed for infantry against cavalry onslaughts. The most temporary of all
formations in that it was practically immobile and extremely susceptible to combined arms
attacks.

General order: Basically, every man for himself. A formation employed when terrain made it
difficult to direct or maneuver soldiers as a mass.

Skirmish: Infantry or cavalry deployed to make maximum use of terrain, or, as more often was
the case, deployed in small groups which would not provide the easy target provided by the
other combat formations. Used for screening friendly troops and harassing the enemy.

Road March: Used only on viable transportation routes when combat readiness was sacrificed
for speed.

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Tactical Organization Special Rules (16)

A hex may never have two types of formations, such as line and column, deployed in it
simultaneously except during movement of certain combinations of troops. Cavalry may not
charge, or move into or through, other non-cavalry formations with the exception of infantry in
Carre, tirailleurs, artillery in Carre or limbered artillery. Cavalry may not end a movement
segment with friendly infantry in the same hex, regardless of the rules noted above. Infantry in
Carre when moving one hex may enter a hex containing enemy cavalry.

Infantry formation changes cost 1 movement point each, artillery formation changes cost 2
movement points each and cavalry formation changes cost 3 movement points each. Combat
units do not pay for a formation change to enter or exit general order.

Infantry in Column - Infantry facing a hex side is assumed to be in column unless the terrain
requires the adoption of general order. In clear terrain, the columnar stacking limit is one
regiment, or 18 increments. Vorsicht!: columns with more than nine increments are subject to
very heavy fire losses!

General Order - The stacking limit for units in general order is given in the Terrain Effects
Chart for each type of unit. Whether it is in column or general order, only the top unit in a hex
may initiate fire combat. In column or general order, all increments are used for the attacker’s
pre-melee morale check. In column or general order, all units in a hex are counted for melee.

Infantry In Line - Infantry in line face a hex vertex and may deploy in two hexes as long as at
least five increments remain in the counter. When entering into a line formation, an infantry
unit pays one movement point in addition to any terrain cost. Units may enter line formation in
one hex even if there is only one increment remaining in the unit. As many as 18 increments
may be deployed in line formation in a single hex. Line formation may only be employed in
clear terrain (remember to treat slopes as clear terrain). When infantry is in a formation other
than line, and wishes to deploy into line in two hexes, another movement point is expended for a
total of two.

Whenever infantry deployed in line in two hexes suffers casualties reducing the unit to four or
less increments, it must reduce or shrink into a single-hex line formation as soon as the loss
occurs. This change of deployment does not trigger opportunity fire and is an exception to the
opportunity fire rule.

Movement in Line - Units deployed in line reduce two from their movement value at the
beginning of the movement segment of the chronology of battle. This penalty applies throughout
the movement segment regardless of the units' option to change their formation.

This movement reduction applies to cavalry as well as infantry formations.

The special rules for a particular battle may modify the exact movement in line formations. Fire
from Line - Up to a maximum of four increments may fire from any hex where there are Infantry
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units deployed in line formation (even though there may be more than four increments in the
unit). Additionally a single battery may fire in consort with the 4 increments of the line, when
the battery is present. See Assault a la Feu.

Fire Defense in Line - When there are seven or more increments deployed in a hex in line
formation, the hex will have the fire defense of a column (see Fire Defense chart). A unit will
have the fire defense of a line when there are six increments or less deployed in the hex in line
formation. Artillery deployed with infantry in line formation orients itself for its zone of
influence in the same manner as the infantry: it must therefore, have the same front, flank and
rear as the infantry. If artillery is unlimbered with infantry in line then up to four increments of
the infantry may fire in conjunction with the guns.

Assault from Line - A formation in line, conducting an assault, may only use up to a maximum
of four increments for the pre-melee morale check even if there are more than four increments
in the hex. In defense, however, the formation in line uses all increments in the hex for pre-
mêlée morale check. In conducting the actual assault, however, all melee values are used for
both attack and defense.

Multi-hex line assaults – Whenever a multi-hex unit moves to assault with one hex of the line,
the other half of the unit is not stopped by enemy Zd’I as long as it is used as part of the assault.
The unit moving through the Zd’I would suffer opportunity fire for each movement point
expended.

Refused Flanks – for a unit in line formation, a flank hex is considered refused as long as it
also is the front hex of adjacent unit in any formation, except units in tirailleur order. Refused
flanks are treated as front hexsides.

Forming Carre - A Carre may only be formed in clear terrain and requires a minimum of three
increments in the hex. The maximum stacking for a Carre is 18 increments or a regiment. A
Carre does not exert a zone of influence except in the hex where it actually rests. Units form
Carre in their movement phase (square) by paying one movement point and placing a Carre
informational counter on top of it. A Carre may also be formed in the enemies charge phase. A
Carre has six front hex sides and an orientation with every hex adjacent to it. Units may adopt
Carre during their regular movement segment of the chronology of battle or during the enemies
charge a’ Cheval segment of the chronology of battle.

Units in Carre have their morale decreased by six (for the better).

Firing from Carre - A Carre may fire into three non-contiguous adjacent hexes. The fire value of
a Carre is one-third the increments of the square times the fire multiple (see Fire Effects chart).
This fire value is constant regardless of the number of fire attacks it makes.

When an enemy cavalry formation is in the same hex as a Carre, the Carre has the fire value of
the total number of increments times the fire multiple.

Further if the target is on top of the Carre, that is, in the same hex, the battery fire value is
doubled and a column shift for canister is used.
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Assault a Carre -

Infantry units which wish to assault a Carre move adjacent to the Carre. Infantry formations,
which melee a Carre, do so with melee strength 50% greater than its printed value (or half-again
as much). The assaulting infantry does not move on top of the Carre like cavalry

Infantry in Carre may not assault other formations.

Any time a Carre receives a DD result in melee, consul the Assault á Melee - Matric

Example: The unit disorders like any infantry but does not remain in Carre but reverts to a
column formation retreating three hexes.

Cavalry units wishing to assault a Carre must actually rest in the same hex as the Carre and
have suffered defensive fire. Cavalry, which melees a Carre, does so at one-third normal melee
strength. The cavalry and Carre occupy the same hex. If the combat result is An AR or AD the
cavalry must retreat to an adjacent hex and will no longer occupy the same hex as the Carre

Carre Movement - A Carre has a movement value of one at the beginning of its movement
phase, unless, the first action they perform is a change of formation, in which case they will have
the remainder of their movement value to expend. A unit in Carre can always move one hex if it
is moving from one clear terrain hex to another.

One battery of guns may fire from a Carre, but the value of the battery’s fire is one third when
firing into any single hexside.

General Order - All combat formations in dwelling hexes, woods, and forests, are said to be in
general order unless they are disordered or routed. All combat formations entering the specific
hexes, as outlined in the special rules for general order, adopt said order when they enter that
type of hex. For the most part, these are hexes with buildings; dwelling hexes; woods; and
forests.

Units in general order fire at their printed value. Units defending in general order do not
perform a pre-melee morale check. Cavalry in general order melees at one-third their printed
melee strength. All other units’ melee at full strength while in general order.

The stacking limits are given in the Movement Charts for each game for the different varieties of
terrain in which a unit forms into general order.

Road March – Units in Road March have a movement rate of 1/2 a movement point for each
road hex entered. (This specific rule may be modified by the special rules found in individual
games). Up to four increments per hex may use Road March. To place a combat formation in
Road March when it has more than four increments simply place an extended line
informational counter behind the unit counter for each road hex needed. Thus, a unit with 11
increments would occupy three road hexes using the battalion counter and two extended line
informational counters to do this. Here are some specific rules for Road March:

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 Units in Road March must be broken down into their smallest organization (i.e.
battalions for infantry) in order to enter Road March.

 Units in Road March have 1/4 of their melee value per hex and no fire value.

 Units in Road March have their morale values increased by 12 (for the worse)

 Whenever a road is intersected by a village or town hex, the road does not go through the
town or village unless shown.

Artillery Tactical Organization

Artillery is either limbered (ready for movement) or unlimbered (ready to give fire). It costs two
movement points to limber or unlimber a battery of guns.

Artillery Formation Change - All foot batteries which wish to limber must roll one die to do so.
(Specifics are within the Special Rules for each Battle.) Leaders with an artillery bonus number
add one to this roll. Leaders of special ability add three.

Artillery may prolong by moving one hex in clear or slope terrain per movement phase. Certain
types of very heavy artillery may not have this capability. See Special Rules

When unlimbered artillery is fired upon, losses are only taken if the result on the Fire Chart is
an even number. Example: If a “4” was the result, the artillery would lose two increments, or, if
a “3” were the result the artillery would lose one increment. A roll of “1” indicates no loss.

If infantry is stacked with unlimbered artillery, then the odd losses noted in the paragraph above
are absorbed by the infantry. Example: A result of "5" on the Fire chart would have the infantry
lose three increments and the artillery loses two, or, a result of “1” would just have the infantry
take a loss. In the case of infantry fire then, these losses represent casualties among the gunners,
rather than the actual destruction of guns, though the end result is the same.

Cavalry Tactical Organization

The stacking limit for cavalry in clear terrain in either line or column is one regiment or 18
increments per hex. The stacking for cavalry in general order is given in the Movement Chart for
the different varieties of terrain.

Cavalry may enter line formation in multiple hexes in the same manner as infantry with these
exceptions: as long as there is a minimum of four increments per hex the cavalry may form line
in more than two hexes; and it costs cavalry three movement points to change its organizational
status (formation).

When cavalry enters line formation in more than two hexes, two extended line informational
counters are placed in the adjoining hexes pointing toward the unit counter; it is assumed that
there is the same number of increments in each hex with any overage or underage in this parent
counter. If deployed in four, the parent counter rests on a hex side with the two informational

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counters again adjoining it. If in five hexes, then the parent counter reverts to one hex with the
two adjoining hexes left vacant, the informational counters taking up the two hexes on the
extremities.

Here are the additional rules pertaining to Cavalry Tactical Organization:

 Cavalry deployed in line in a multiple of hexes has a melee value per hex equal to the
printed melee value divided by the number of hexes, the formation adopts.

 Cavalry deployed in line in a multiple of hexes moves at a rate equal to the slowest
terrain any part of it passes through. (Since line formation may only be employed in clear
terrain this statement refers to slope hex sides).

 Lance armed cavalry when in line formation have their lance bonus doubled and added
to the melee value of each hex they are deployed into. The lance bonus does not apply to
Lance armed cavalry in column formation.

 Cavalry may never stack with infantry or unlimbered artillery. It may not pass through
non-cavalry units with the exception of horse artillery. Remember, stacking restrictions
are in effect during the movement segment of the Chronology of Battle and Charge a’
Cheval.

 Cavalry may pass through units in Carre, but may not end their movement in the same
hex as a Carre, unless their intent is to have a melee with the Carre.

Combat formations that are disordered immediately adopt either column formation when in
clear terrain, or general order if the terrain type warrants it. Disordered combat units must be
in one or the other.

Grand Tactical Command (17)

Timed Moves were a part of the original La Bataille series of games.


Each side received 10 minutes to move. This was primarily done to
facilitate play and eliminate the search for “the perfect move”. The
Household feels strongly this is all that is necessary for so-called
command control. A time limit for movement expedites the game
and produces a real focus by the players. “What commander had all
the time he wanted to review and execute his moves?”

Check the special rules to see if some of the Coalition Armies receive
more or less time. The time allowed may also be adjusted for the
number of players and there troop allotment. A player should be
able to move a corps sized force in 8 to 10 minutes. Timed moves are also a good way to
handicap between and expert and novice.

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Movement (18)

All combat formations may move through a number of hexagons up to the printed movement
points on the general side of the counter with the following restrictions:

 Terrain restrictions (see Terrain Effects Chart)

 Tactical organization restrictions (Tactical Organization).

 Units move through their front facing hexsides. It takes 1 additional movement
increment to change facing. Prolonged artillery may move in any direction, one hex only.

 All formations which begin with either player’s movement phase of the Chronology of
Battle in line formation reduce their printed movement capabilities by two.

 Cavalry may freely move or charge through hexes containing friendly units in
tirailleur/skirmish order, or all units in Carre, or friendly limbered artillery, or other
friendly cavalry formations.

 Cavalry may not move thru or be stacked with any other types of friendly combat
formations, or units.

Infantry Tirailleurs/Skirmishers (19)

All infantry battalions and companies which are given a tirailleur


fire multiple on the Fire Effects Chart are considered to have an
offensive fire range of two hexes and are permitted to enter
tirailleur order. When in this formation the unit counter is
inverted.

Units in tirailleur order with three or less increments have four


front hex sides and two flank hex sides. Refer to Formation and
Orientation Chart.

Combat units with three or less increments adopt this formation in one hex and face a hex
vertex. Combat formations with four or more increments must be deployed in two hexes with
the increments to be divided as evenly as possible between the two hexes. If a unit in tirailleur
order, deployed in two hexes, suffers sufficient losses mandating that it adopt this formation in
one hex, it does so as soon as the casualty is taken. This change of deployment will not trigger
opportunity fire and is an exception to the opportunity fire rule. In essence, the unit is not
moving or changing formation, but is reduced to represent the remaining troops.

Up to three increments may fire out of a hex containing a unit deployed in tirailleur order. In
rare cases, a unit may have more than six increments and still be permitted to enter tirailleur
order. In this case, the unit may exceed the stacking limit for tirailleur order but no more than

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three increments per hex may be used for fire purposes. The extra increment, or two, is there to
absorb losses and add to the melee strength.

Units deployed in two hexes in tirailleur order have six front hex sides; two flank sides; and two
rear hex side.

When units are deployed in tirailleur order, they have a range of two hexes for offensive fire.
When firing at a target two hexes distant, the fire is halved. In order to initiate opportunity or
defensive fire, enemy units must be adjacent to the infantry tirailleur. If adjacent to an enemy
use 3 increments per hex and the fire multiple as defined in the Special Rules. Certain infantry
like Jägers may have a range of three or more hexes. Consult the Special Rules for fire values.

Tirailleurs, which are the declared target of a cavalry charge, may retreat before the cavalry if
they are adjacent to: infantry in good order (not DD or PGD) or general order terrain. They must
retreat into the aforementioned hexes, and do so without giving defensive fire or checking
morale. (This is different than an opportunity charge.) When this option is taken, they stand at
the bottom of the hex in column. This is not the same as a retreat before combat which will be
dealt with later in the rules.

Tirailleurs may not attempt to stand or form square in the face of charging cavalry. They either
retreat as described in the above case or rout (PGD). They would rout if not adjacent to a
friendly unit in good order or general order terrain. If the Tirailleurs are routed, the cavalry
would trample them at the rate of 2 increments per remaining movement points. This includes
the additional 5 movement points cavalry gets for charging. When not acting as tirailleurs, the
unit acts like regular infantry.

Combat formations in tirailleur order have their melee value halved. Therefore, if tirailleurs
are deployed in two hexes, the tirailluers would essentially have 1/4 of the printed melee value
per hex.

Combat formations deployed as tirailleurs may move through or be moved through by any
friendly type of formation without penalty to either set of units. Units may deploy into tirailleur
order when in a hex with other friendly units of the same type (i.e. cavalry or infantry), but may
never end a movement phase stacked with units in a different formation, or violate the
maximum stacking limit for each hex. If they do end up stacked with units of a different
formation, treat them as “Defender Disordered (DD)” in the combat phase.

Cavalry Tirailleurs/skirmishers (20)

Certain types of light cavalry may perform as mounted skirmishers. Any light cavalry unit with a
skirmish factor may act as cavalry tirailleurs/skirmishers.

Cavalry in tirailleur order is inverted and deployed in two hexes regardless of the number of
increments in the unit.

Cavalry tirailleurs/skirmishers affect the movement of infantry or artillery as follows: entering


or exiting a cavalry tirailleurs/skirmishers zone of influence will cost three additional movement
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points if the hex is adjacent to the Cavalry tirailleurs/skirmishers. All hexes two hexes away will
cost the infantry or artillery two additional movement points to enter or exit.

When an enemy combat formation moves adjacent to cavalry tirailleurs/skirmishers, the


tirailleur may fire and retreat before offensive fire if:

 The enemy unit is not an unlimbering artillery unit or a cavalry tirailleur. This retreat
occurs after defensive fire by the tirailleurs, but before the offensive fire of the phasing
player.

If the enemy moving adjacent unit is unlimbering enemy artillery, the Cavalry
tirailleurs/skirmishers may fire before the artillery unit unlimbers (opportunity fire) and then
remain to give defensive fire on the unlimbered artillery, then retreat one hex, but must face
offensive fire due to the nature of artillery range.

The effects described (movement or retreat before combat) in the rule above are canceled by
moving any enemy light cavalry formation, not necessarily in cavalry tirailleurs/skirmishers
order, next to the enemy cavalry tirailleurs/skirmishers.

Cavalry tirailleurs may fire their total skirmish factor at all adjacent combat formations.
Example: Three enemy units occupy hexes adjacent to cavalry tirailleurs/skirmishers; two are in
column in one hex each, while the third is deployed in two hexes in line. Four hexes are,
therefore, occupied by enemy units. The cavalry tirailleurs/skirmishers formation may make
three fire attacks. One each upon the units deployed in column, and one upon the unit deployed
in line. In each fire attack the cavalry tirailleurs/skirmishers fires its full skirmish fire value as
indicated on the specific side.

Cavalry acting as cavalry tirailleurs/skirmishers may not charge; melee at half their printed
value; and may only retreat before combat if there is a printed movement differential of two or
more in their favor.

Combat a’ la Feu (21)

Though the climax of battle in the Age of Napoleon was often during assault by melee, the effects
of fire combat still went a long way in the final determination of the outcome. Fire combat, from
either musket or cannon, was often the preliminary of the offensive assault, while defensive fire
was used to blunt the attacking forces.

Since marksmanship was an art that was more decorative than functional, given the accuracy of
the musket, fire can best be imagined as an action against an area (a hex) rather than against a
combat formation. A hex may be the designated target only once during a fire segment of the
chronology of battle.

The fire defense value of a hex is determined by the tactical organization employed by the
defender and the type of terrain where the defender is deployed. In addition, the human and
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horse density of the target may also affect the fire defense. To fire against a hex, simply total the
eligible fire factors and compare this sum to the fire defense factor. Make sure to take into
account the number of increments in the hex; the tactical organization; and the terrain.
Establish the odds (round any fractions down); roll the dice; and find the result on the Fire
Combat Chart. The result is the number of increments lost. Place the appropriate numeric
informational counter under the unit to represent this loss, or adjust one that may already be
there.

Example: Two batteries are firing at an infantry unit deployed in line and in clear terrain. The
batteries are at four hexes distant from the infantry and therefore at medium range where they
both fire 7. Their combined fire equals 14. The fire defense of a line formation with less than
seven increments is 9 in clear terrain. This translates into 14 to 9 or 1 1/2 to 1 on the Fire
Combat Chart. The dice are rolled with a result of 43. By cross-indexing the dice roll of 43 with
the odds column, 1.5 – 1, we see that “1” is the result. The unit in the defending hex is now
reduced by one increment.

Any combat formation with a fire factor may initiate an offensive fire attack as long as the range
and line of sight provisions are not violated. All infantry, not in tirailleur/skirmisher order, have
a range of one hex.

Whenever a modified dice roil falls below 11 on the Fire Combat Chart, the result of 11 will be
applied.

Massed Targets (22)

Any time a target hex has more than nine increments; there is an addition to the fire attack dice
roll. Add one to the die roll for each increment over nine. Example: A target hex with 15
increments, regardless of terrain or the units' formation, would modify the die roll by a plus six.

When a unit is in line formation and has more than seven increments present in the hex, it will
have the fire defense of a column.

When an infantry unit is in Carre, or an infantry and artillery unit is in square the fire defense of
the square is “4”. The die roll for the fire attack is also modified for the total number of
increments as outlined above. Other formations may be defined in the Special Rules.

When a fire attack is made through the flank hex of a unit in line formation, the defender will
have a fire defense of “5”.

Line of Sight (23)

To say that a unit has a line of sight is to state that the firing unit can see its prospective target.
(Line of Sight will also apply to Charge a’ Cheval and Carre realization and will be dealt with in
the appropriate headings).

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A unit’s line of sight may only pass through the units front hexsides, regardless of terrain or
orientation of the unit. This specifically means units may not trace a line of sight thru their
rear or flank hexsides.

To determine Line of Sight, either use a straight edge or stretch a piece of string from the center
of the firing hex to the center of the target hex. If this line at any point intersects terrain which
qualifies as blocking terrain, or units in good order, then the Line of Sight is incomplete, and the
fire attack not permitted. If the line pass directly down a hex edge between two hexes, and
either of the two hexes would be blocking, the line of site is blocked. The following block a Line
of Sight:

 Village, city, town or other type of dwelling hexes regardless of elevation differences

 Any type of wooded hex unless otherwise stated in the Terrain Effects Chart.

 All non-routed combat formations (this does not include leaders or aides-de-camp, but
does include disordered units).

 Slope hexes in some cases. Firing along a slope hex is not blocked. See Elevation below.

 Wall hexes as defined in the Special Rules

Elevation - Elevation will sometimes play a part when determining Line of Sight. Adjacent
attacks are permitted regardless of elevation. Remember, a series of slope hexes represents the
undulating rise and fall of the ground and not cliff sides or mountain barriers.

In general -If the intervening terrain or unit counter is closer to the firing unit than it is to the
target hex, and the firing unit is on a higher elevation, then the fire attack is permitted. If the
firing hex is on a lower elevation than the target hex, and the blocking unit or terrain is closer to
the target hex, then the attack is also permitted, unless the blocking unit is adjacent to the target
and is a friendly unit.

Infantry Fire Rules (24)

 All infantry not acting as tirailleurs have a range of one hex.

 While in column, only the top unit (regardless of it being a regiment or battalion) may
fire.

 While in line, only four increments may be used for fire per hex, times the fire multiple
indicated on the Fire Effects Chart. Example: A French Legere battalion of 10
increments is in line and deployed in two hexes. The fire multiple on the Fire Effects
chart shows that French Legere troops fire at X3. Because only four increments may fire
from a hex if the unit is in line, this particular unit may use 8 since it is deployed in two
hexes. It therefore has a fire value of 24 (8 X 3 = 24).

 Only three increments may fire from a hex while in tirailleur/skirmisher order.
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Artillery Fire Rules (25)

When artillery is unlimbered in clear terrain, all increments may fire up to the stacking limit of
the hex. In all other terrain types, regardless of the number of increments, only the top battery
may fire. Slopes not having any other terrain designation are considered clear terrain for this
purpose only.

When artillery stands with an infantry formation in line in the same hex, artillery has the same
orientation as the infantry. Up to four increments of infantry may fire in conjunction with one
battery if they are in the same hex and fire at the same target.

In Carre, a battery may fire in conjunction with up to twelve increments of infantry.

When artillery and infantry are stacked together in column, only the top combat formation may
fire.

Adjacent batteries may fire upon the same target hex only if there is a leader in one of the firing
hexes, and the leader has an artillery bonus. If three hexes of artillery are to fire at the same
target, then a leader of special ability must be present and adjacent to all three firing hexes.
Artillery in different hexes may, however, always combine their fire if the target hex is adjacent
to them both.

Artillery Ranges (26)

There are three ranges for artillery fire. Short range is at one and two hexes. Medium range is
from three to five hexes. Long range is anything six or more hexes distant.

Canister (adjacent) - When firing artillery at point blank range--an enemy formation which is
adjacent to the artillery’s front hex sides--shift the calculated odds column one to the right to
reflect the use of canister. Example: a “5 to 1” becomes a “6 to 1”.

If artillery elects to fire, the battery must fire at the closest target, regardless of there being a
better shot at a more distant range.

Defensive Fire (27)

Any combat formation with a fire factor that has an enemy combat formation adjacent to one of
his front hex sides, may fire defensively in the appropriate segment of the Chronology of Battle
at the enemy formation. Defensive fire differs from offensive fire only in that it must be made
against adjacent targets and, therefore, has a range of one. Units may only give fire once during
the defensive fire segment of the chronology of battle.

Opportunity Fire (28)

Any time a combat formation exits a zone of influence or changes formation in a zone of
influence, his opponent may initiate opportunity fire. This may happen more than once per turn.
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If the unit gives fire unto a unit changing formation in its zone of influence, the unit which
receives the fire, does so in its former formation. In other words, artillery, which unlimbers in
the zone of influence of a unit, is fired upon in its limbered state.

Opportunity fire only has a range of one hex. Although units in Carre formation do not have a
zone of influence into adjacent hexes, units using movement points next to, or on the Carre, are
subject to opportunity fire. This includes cavalry moving from adjacent hexes to the Carre hex
and leaving to an adjacent hex.

Retreats Before Melee (29)

Certain combat formations may exercise an option to withdraw prior to melee combat. This
retreat occurs before the pre-melee morale check, but after offensive fire. These combat
formations include tirailleurs/skirmishers facing infantry; cavalry and limbered horse artillery
with a printed movement differential of at least two greater than its attackers; cavalry before
infantry regardless of it being tired or exhausted; and leaders or aides-de-camp. Cavalry acting
as tirailluers/skirmishers presents a specialized case for firing, and then retreating before
combat, given their mobility. Please consult this specific rule. No unit may retreat before combat
if there is not a path free of enemy zones of influence.

A unit exercising this option may retreat up to one-half of its movement rate, but it may not
move any closer to the enemy. If a unit retreats more than one hex, at the end of its retreat
movement a “blank” counter is placed on top of it to signify that the unit has expended its
movement potential for the next friendly turn. This “blank” counter is removed immediately
after the next friendly movement phase. There are no other ill effects.

The attacker may always advance into the first vacated hex, following a retreat prior to melee
and initiate one more melee assault. Units which are thus attacked may not give defensive fire,
nor may they change formation unless so mentioned in the special rules.

Retreat before combat does not trigger opportunity fire.

Morale (30)

While fire and bayonet did real damage to the body of the Napoleonic Age soldier; the fear of
death, dismemberment, and other indignities wrought havoc in the common mind of a combat
formation. Morale, then, is of supreme importance. While looking death in the eye, the thoughts
of glory drove some men to do the impossible.

When a combat formation has good morale, it can be expected to fight according to its
capabilities. When the morale of a unit is poor, its behavior would be akin to a house of cards.

Infantry: infantry is either in order (good morale), disorder, or routed (plus grande disorder).
When infantry is in order, it is able to perform to the levels indicated on the printed counter.
When infantry is disordered, it has no organization. Disordered infantry only has half of its
printed fire; melee and movement values. Furthermore, it must subtract “3” from the dice roll
whenever there are subsequent morale checks until it recovers its good morale. Infantry combat
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formations remain disordered until the next friendly Morale Recovery Segment of the
Chronology of Battle. During that segment, the formation will either recover its good morale or
rout. If the unit recovers its good morale, the unit will either assume column organization or
general order, depending which terrain they are in at the time of the recovery.

Once infantry is routed, the routed formation may not initiate fire combat; melees at one-third
of its printed value for defense only; and has a movement factor of ten (10) during the Morale
Recovery Segment. The unit does not move during the movement phase. In other words, it
continues to flee the battlefield. When morale checks, in subsequent turns, subtract “6” from
the dice roll until morale is finally restored.

Cavalry - Cavalry is either in order (good morale) or routed. Cavalry which rout, move at their
printed movement rates. They may not fire and melee at one-quarter of their value. Whenever
routed (PGD) cavalry check morale, subtract “6” from the dice roll.

Artillery - Unlimbered or Limbered artillery may be in good order, disorder or routed. For
melee combat results see the combat results matrix. Disordered limbered artillery acts in the
same manner as disordered infantry as noted above. In disorder, therefore, it will be reduced to
one half value, but never below strength of one.

Paths of retreat for all disordered or routed formations:

 As soon as any formation disorders it moves away from enemy formations three
movement points. The disordered formation must move a minimum of one hex. (There
are exceptions for artillery see the combat results matrix.)

 Disordered or routed formations never move to place themselves closer to the enemy.

 They move through the most economical terrain possible—that is the terrain most
suitable for rapid departure.

 They do not move through friendly units if there is another path, of equal terrain cost,
which will not place them at any time closer to the enemy.

 They must end their movement further away from all enemy formations than when they
began.

 Combat formations that are unable to make their full rout move, surrender to the enemy.

If all of these conditions are met then the rout move is made. If the unit is unable to make the
full rout movement within these restrictions the routing unit surrenders.

Remember that units in the rear ranks were often more dangerous to routing formations than
the enemy. Units which rout amid enemy formations move in the direction least occupied by
enemy zones of influence, as long as all the priorities given above are followed.

Units may not make a rout move in a direction which takes them behind enemy lines.

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Each time, during the Morale Recovery Segment, that a combat unit fails to recover its morale,
and it is not 15 hexes away from all enemy combat formations, it must continue to make its full
rout move away from the enemy. When the routed unit starts the rout recovery phase more
than 15 hexes away from the enemy the unit checks its morale and if it fails it moves to the
nearest woods or dwelling hex which is also at least 15 hexes away from any enemy combat
formation paragraph.

If the presence of enemy formations, force a plus grande disorder unit to move to the map edge
and it have movement point remaining, the routed unit is considered to have routed off the map
and is eliminated. (Some scenarios provide for off map recovery. See the scenario rules.)

Cavalry units that recover good morale from Plus Grande Disorder are considered to be in an
exhausted state at that time and subject to the recovery rules.

How to Check Morale (31)

When checking morale, simply roll two dice. The total must exceed (after all modifications) the
printed morale value. When this is done the unit either maintains good order or has recovered
good order. Example: A unit with morale of 32 must roll a 33 or better to be able to sustain good
order. If the unit was in disorder it must toll a 36 to return to order and keep from going to rout.
If the unit was in rout, there must be a roll of at least 43 in order to recover good order. When
Combat Formations Check Morale:

 During the Recovery Segment of the Chronology of Battle, if the unit is in disorder or
rout.

 Whenever a combat formation which is disordered or routed begins; ends; or moves


through other units which are in good order. The units in good order must check their
morale.

 When the limit of increments in a hex has been exceeded, all units in the hex check their
morale with a single dice roll, if the roll exceeds a unit’s morale value, then the unit
stands. If the roll is equal to or less than the printed morale value, then the unit
disorders. If the hex exceeds the stacking limit after the check, then the units must
displace away from the enemy until the stacking limit is no longer exceeded.

 When a combat formation wishes to stand before a cavalry charge.

 When a defending formation faces assault in clear terrain. When an attacking formation
wishes to assault.

 When a leader casualty is suffered in a hex.

 When called for as a result in the Melee Chart. When the results of the Fire Combat
Chart dictate a check. When increments are lost as directed by the special rules for each
game.

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 Whenever the special rules call for a morale check.

 Whenever a formation attempts a force march.

 Whenever cavalry initiates an opportunity or reaction charge.

 If a unit is an existing stack fails morale, other units in that stack must check

 If the leader is killed or wounded, units in that stack check morale minus the leaders
morale value.

Assault a’ Melee (32)

Although there are times when the fire assault can break an opponent, it is the assault by melee
that more often than not provided the dramatic denouement to the Napoleonic battle.

Here are some general rules when engaging in Assault by Melee:

 There is never fire during the melee assault phase.

 All fire must be concluded during its appropriate segment of the chronology of battle.

 Attacking combat formations may only initiate melee through their front orientations.

 Units in column have all their increments included for the pre-melee morale check odds
ratio calculation.

 Units in line combat formation use only their top four increments as the attacker for the
pre-melee morale check odds ratio. The defending formation in line uses all increments
in the hex for pre-mêlée morale check.

 Regardless of formation, all increments in hex total their melee values when defending.

 All attacking units which have passed their pre-melee morale check total their melee
values.

 Combat formations may only assault the hex that they have fired upon. In other words, a
unit may not fire upon one unit and melee another.

 Melee combat is never mandatory if units are in the zones of influence of one another.
Theoretically, a player could have a melee assault in one hex, and then decide not to do a
melee assault in the adjacent hex.

 Units cannot melee a hex that they are prohibited from entering

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The Assault a’ Melee Process (33)

Here is the Assault a’ Melee Process:

 At the start of the melee segment the phasing player declares an assault.

 The defender then retreats any units or personalities that are eligible to retreat before
combat if such is his desire.

 If there are any combat formations remaining in the hex or the attacking player has
exercised his option to advance in pursuit of a retreating formation, and comes adjacent
to a defender, the defender makes a pre-melee morale check, with all appropriate
modifications.

 Total the number of defending increments, and compare this to the number of assaulting
increments. This will give the pre-melee morale check odds ratio. The defender checks
first and applies any other morale modifiers given in the Assault by Melee Morale Chart.

 If the defender passes this check, the attacker must then check according to the same
procedure. Remember units defending in general order, or Cavalry do not make a pre-
melee morale check. Infantry in attack or defense with cavalry do not make a pre-melee
morale check

 If either the Attacker or the Defender fail their pre melee morale check the unit disorders
and retreats 3 MP but no less than 1 hex away from the enemy and adopts a disordered
state. This applies to either the attacker or the defender whichever side has failed their
check.

 If a defender vacates a hex due to a pre melee morale check, the attacker may occupy the
hex.

 If both attacker and defender have good morale as a result of this check, then the melee
odds are established using all the units’ melee values.

 Find the appropriate column of the Melee Assault Chart; roll the dice; and apply the
result.

 If the defender suffers a DD, DR or DS as a result of the melee roll, the attacker must
advance at least one unit into the hex vacated by the defender. If the defender is
eliminated, the attacker must advance into the “vacated” hex with a least one unit.

 Cavalry never makes a pre-melee morale check whether on attack or defense,

 Units which assault through the flank hex side of the defender have their melee value
doubled (x2) for purposes of melee odds calculation.

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 Units assaulting through the rear hex side of a defending formation have their melee
strength increased by 50% (multiply existing strength by 1.5)

Assault a’ Melee Results (34)

A detailed Assault á Melee – Matrix is provided for the results, situations and participants,
explaining each.

In general, when cross-indexing the odds column with the dice roll the user will notice one of
the following results:

Blank - No or minor effects

AR or DR- the attacker or defender suffer rout (PGD) or possible surrender

AD or DD - the attacker or defender suffer disorder (DD) or Cavalry routs (PGD)

DS - the defender surrenders and is removed from play.

#/# - Each side loses a specified number of increments.

See the Assault á Melee - Matrix provided in each game. This foldout document provides an
explanation of each result and simplifies the interactive combat results.

Cavalry (35)

The use of cavalry is a delicate art. When used properly, cavalry will have far more importance
than its size would indicate, and will go a long way in pointing the player towards victory.

Cavalry introduces a dynamic element to the battle because it increases a soldier’s mass; height;
velocity; and speed compared to someone on foot. There are many specialized types of cavalry,
and the rules governing its use are somewhat complex, and require knowledge and patience.

Cavalry has the special ability to rout enemy units before the movement of other troops. It may
also react to movement in its front hex sides and delay the movement of troops into a zone.

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Cavalry may either charge; or cavalry may move. Cavalry cannot both charge and move during
any single player turn of the Chronology of Battle. Cavalry may charge during the charge phase;
and melee during the melee phase of the same player turn.

Cavalry may move in the movement phase; and then melee in the following melee phase if
desired.

See the Cavalry Readiness rules for further explanation.

Cavalry special rules pertaining to combat / morale:

 Cavalry never makes a pre-melee morale check unless so specified in the special rules.

 All modifications for melee and morale made to cavalry combat formations are
cumulative.

 While heavy cavalry engages light cavalry, in either attack or defense and through a
heavy cavalry’s front hex sides, the heavy cavalry melee value is doubled.

 When heavy cavalry is in line, its melee value is halved.

 Lancers in line formation have their lance bonus doubled and added to the melee value
for each hex in which the lancers are placed. Lancers add this lance bonus when they
assault and are in good order. The special rules for each battle have the specific Lancer
modifications for standing or forming Carre.

 Cavalry assaulting a Carre does so with one-third of its printed melee value. The lance
bonus is never reduced by one-third when encountering a Carre. Cavalry assaults in the
same hex as the square.

 Cavalry is never disordered; it goes from good morale to rout, when it fails a check.

 Combat results have been summarized in the melee / feu foldout with each game

 Other combat arms may not join in to a cavalry on cavalry melee.

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Cavalry Readiness (36)

Because cavalry relies on a rather fragile animal,


the horse, cavalry will find itself almost useless
without frequent periods of recovery. The
recovery may require extended periods of
inactivity. Since the simulation is based on
alternating sequences it takes the French and
Coalition Sequences to equal a 20 minute turn.
In order to reflect this need to rest the equines
properly, there are three states of readiness for
cavalry formations: Fresh, Tired and
Exhausted. This is how cavalry is affected by its
readiness:

Fresh - Cavalry moves and melees at its printed values as shown on the counters.

Tired - Cavalry becomes tired whenever it melees (attacks, defends, or charges). When cavalry
is tired, the melee value is halved. Tired cavalry may not charge in the Charge a’ Cheval
segment, but is allowed to do a reaction or an opportunity charge.

Exhausted - Cavalry becomes exhausted after it has been involved in a melee while being tired;
or, if it charges and melees as a result of the charge. Exhausted cavalry has one-third of its melee
value, and may not initiate any kind of charge. Exhausted cavalry may not retreat before combat
against fresh cavalry.

Cavalry may avoid being reduced in its readiness (that is, from normal-to-tired, or tired-to-
exhausted) if cavalry melees and elects to employ only one third of its melee value. If it does so,
then it will remain at the same level of readiness that it started its melee. Since combat effects
are cumulative; if tired cavalry uses this option, it will be at one-third of the current one-third
strength (for exhausted cavalry this would mean one-third of one third of its melee value).
Example: If the melee value of unit is normally “18”, then one-third of one-third of that is “2”.

Readiness Recovery – A source of some confusion

The chronologie de bataille is based on phases constituting the Imperial


Player Sequence and then the Coalition Player Sequence. These two
phases constitute a complete turn or 20 minutes

Combat a la melee and its effects generally happen in the attacker’s


combat phase. This is true for cav. vs. inf. or artillery. However
defending cavalry has combat in the attacker’s phase also. This is true
for cav. vs. cav. and Opportunity Charges. It is important to understand
when the cavalry becomes tired or exhausted and how to then calculate
a complete turn of rest.

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In order to recover a step of readiness, that is to go from tired to fresh or exhausted to tired or
both a cavalry unit must ‘rest” in some fashion for a complete turn. Since combat reduces the
cavalry unit’s readiness, it is in the Morale Recovery phase that readiness is achieved but this
can be the case for both players.

Think of a turn like a 24 hour day. There is the AM as the Imperial phase and the PM as the
Coalition phase. If you were to measure a whole day (turn) from combat in the Coalition phase,
then 24 hours would include the remainder of the PM (Coalition turn) the AM (Imperial Turn)
and then the PM through the end of the combat. Recovery is conveniently determined in the
Recovery Phase;

Looking at it another way: The following is a readiness example after melee between an Imperial
Attacker and Coalition defender:

Imperial Attacker Recovery One Step

 Does not move more than half the units movement points in the Imperial players next
Movement phase
 Does not melee in the next Coalition or Imperial Melee phase
 Does not suffer an increment loss from combat a la feu during the Coalition or Imperial
Player’s next Fire Phase
 Does improve one step at the Imperial Player’s following Morale Recovery phase, if
the above conditions are met (one full turn)

Coalition Defender Recovery One Step

 Does not move more than half the units movement points in the Coalition players next
Movement phase
 Does not Retreat before combat from cavalry in the next Imperial Melee Phase
 Does not suffer an increment loss from combat a la feu during the Coalition or Imperial
Player’s next Fire Phase
 Does improve one step at the Imperial Player’s following Morale Recovery phase, if
the above conditions are met (one full turn)

Notice the Coalition had to meet a number of requirements in its own phase and the Imperial
Phase. Recovery is just solely meeting the requirements in your own phase

Basic Readiness per turn

If Cavalry did not move more than half, no combat or fire losses, improve one level of readiness

If Cavalry did not move more at all, no combat or fire losses, did not retreat before combat,
improve two levels of readiness

In order to track the events that lead to the reduction in readiness and therefore the sequence
and phase of recovery, the tired and exhausted informational markers will be identified by

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Imperial or Coalition tired or exhausted. Existing markers can just be denoted with a blue or red
highlight on the informational counter. This differentiation lets everyone know when the
recovery period of a turn will end.

Murat the King of Naples was an expert at wine, women and how to recover cavalry in battle.
With a little practice it will become intuitive when the units have rested. Having the ability to
recovery only in your phase would give a distinct advantage to one side and provide too much
flexibility to the mounted troops. Thus a whole turn is required.

Charge á Cheval (37)

The penultimate use of cavalry in The Age of Napoleon is the Charge a’ Cheval. The Charge a’
Cheval can represent spectacular brilliance or tremendous folly. It often determined victory or
defeat. The effects of hundreds of oncoming horsemen upon a unit's morale were extreme. Only
the best drilled; or those with the most warning; or those with the greatest élan could overcome
the initial impulse to flee. Although cavalry troopers would not break into a gallop until well
within the two hex range; once a unit of cavalry took its first steps in a charge, an eerie stillness
would come over the field. A great portion of the charge movement was spent building
momentum and keeping order. After the charge finally did go in; this momentum carried the
cavalry well beyond its own lines; where rout was often its only means of rescue.

Remember, that the time represented by the Charge a’ Cheval segment is relative to the
differences between soldiers slogging about on foot, and those mounted on horsebacks. Keep
this in mind while reading the following rules:

 Cavalry may either charge, in the charge sequence or move, in the movement sequence;
it may not, however, do both.

 Only cavalry formations which are in a good morale state, and are not tired or exhausted,
may charge. Tired units may opportunity charge or reaction charge an enemy.

 All cavalry formations which charge increase their printed movement value by “5.”

 Cavalry may charge as individual regiments, or as a group of regiments which are in the
same hex. In order to charge a stack of cavalry regiments, a leader of the same
nationality, who has a cavalry bonus, must be in the hex with the stack when the Charge
a’ Cheval phase begins. All cavalry regiments which begin in a single hex, and charge as
a stack, must remain together throughout the charge segment unless separated by lack of
movement points.

 Cavalry may change their formation at the beginning of the charge; but that formation
change costs twice the normal cost for formation change—it now costs six movement
points. At no other point during the charge is the unit permitted to change its formation.
This change may only occur in the first hex of the unit's charge movement.

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 Cavalry may not charge into or through dwelling hexes; forest; woods; redoubts or any
other terrain specified as restricted for charges in the individual battle special rules.

The Charge Process (38)

Here is the process for the Charge á Cheval phase in the Chronology of Battle:

 At the beginning of the Charge á Cheval, designate each cavalry unit or stack of units
that will charge. Not until all charges are declared and identified, may you proceed with
the next step.

 Each individual charge is resolved separately.

 Select a cavalry unit or stack, and advance the charging unit one hex at a time, paying
attention to facing; formation; and terrain costs. The first hex entered must be the one
directly to the front center of the charging formation. A formation change is only
permitted in the second hex. In the event of a line formation, the first hex may be either
of the two front hexes.

 Charging cavalry must expend one move increment to change its facing; one movement
increment per hex side changed. So to “360” would cost 6 movement increments.

 When charging cavalry comes within 4 hexes or an adjusted range (ie night), infantry
may elect to change formation to Carre. There must be a line of sight to the cavalry for
the infantry (front hexsides) to attempt to form Carre . See the appropriate Carre table.

 Whenever a charging cavalry formation is two hexes from any enemy formation for
which the cavalry has a line of site, the charging formation must declare if that enemy
formation is the target of the charge. The target must be in a straight line for these two
movement points.

 If the enemy formation is not the target of the cavalry charge, the charging unit may
continue its movement. However, it may not at any time during that player turn attack
the specific unit it passed (not the target)

 Charging cavalry must move in a straight line for the last three hexes of its charge and
directly face the infantry it wishes to charge. If the straight line was not maintained for
the last three hexes, it may melee the enemy formation, but without any charge benefits
to melee or morale or detriments to the declared infantry target

 Infantry has only two options in the face of a cavalry charge (when declared the target):

1. The infantry attempts to stand in its current order when contacted by the charging
cavalry

2. The infantry attempts to form Carre at a variety of hex distances

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Option #1

 If the infantry elects to stand in its current order, the cavalry completes the charge move,
and ends that move adjacent to the infantry.

 At this point, the infantry makes a modified morale check. Any time an infantry
formation is charged by cavalry, and the infantry does not elect to enter Carre, the
infantry will have the following modifications made to its morale check:

1. See the Cavalry Charge Morale Modifiers located in the special rules of each game

 If the infantry succeeds in this check, the cavalry charge is halted. Infantry in this case
are considered to have passed their pre-melee morale check and things stop until the
defensive fire phase.

 If this infantry unit fails to pass the morale check and disorders, it will stand in the hex
where it is. The cavalry is then adjacent to the infantry and things stop unit the defensive
fire phase and melee. There is no pre-melee morale check for either side.

 Following defensive fire, melee between the cavalry and infantry is completed.

 The cavalry attacks at this point and the infantry is not in square, the cavalry will have its
assault value doubled if it has charged in a straight line for the last three hexes.

Option #2

 If the infantry attempts to form Carre, the infantry must state its intent. This may
happen at any time there is a charging enemy cavalry unit within four hexes of the
infantry.

 An infantry formation may only attempt to form Carre once per charge sequence.

 The infantry may not attempt to form Carre if it does not have a line of sight to the
cavalry, as defined within the line of sight rules.

 When the infantry attempts to form Carre, the die roll is made and the Carre
Realization Table in the special rules is consulted. If artillery is with the infantry,
it always obtains the same result as the infantry.

 Infantry must have Carre as one of its possible formations

The results of the Carre Roll and options for the cavalry:

Infantry Formed Carre

 If it was not the declared target of a charge, the infantry stands. The cavalry may charge
other units, move over the top of the Carre and through the Carre, move to another
hex(s) (accepting defensive fire), move in another direction or halt.
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 If the infantry was a declared target the cavalry must advance until it is adjacent to the
infantry Carre. Then the cavalry moves on top of the Carre and suffers defensive fire,
and charge movement ends. Once in the hex with the Carre, cavalry must suffer
defensive fire according to the defensive fire rules. After suffering any ill effects of the
defensive fire, the cavalry must melee the defensive Carre in the melee phase.

 If the melee result has the Carre disordering it must retreat three hexes and loss an
increment for each zone exited (Result 8). It the result is blank, the cavalry attacker
must retreat one hex (Result 7).

Infantry Disordered

If not the declared target of a charge. The infantry disorders in place. The cavalry may move
adjacent or move to another location. The cavalry may not move on or through the disordered
unit.

If the infantry was a declared target, the cavalry contacts the disordered infantry, if the cavalry
has movement points available and it is possible. This ends the charge. Neither unit may move
in the movement segment. Defensive fire and melee the cavalry melees the infantry in the melee
assault phase. (The cavalry could be out of movement points when four hexes from the infantry
unit)

Infantry Routed

 The cavalry rolls to recall rather than follow the routing infantry. Cavalry may attempt to
recall only once during the charge by rolling. See Recall Chart in the Special Rules for
each game.

 If the cavalry recalls, it may move on or if movement permits follow the routed
attempting to make contact.

 If the cavalry fails to recall, it must continue its move toward the routed infantry and
attack the first enemy combat formation it encounters, if possible. When a cavalry unit
fails to recall it may only expend a maximum of 5 more movement points from the hex
vacated by the routing infantry.

 At the conclusion of movement, fire and melee the cavalry unit that did not recall is
considered PGD

 At the conclusion of any charge and melee sequence, cavalry that charged and assaulted
an enemy will be exhausted.

When charging combat formations in road advantage, the “target” are always routed and any
formation adjacent to the “target” must check morale.

Cavalry, which charges, that could have contacted an enemy unit and fails to do so for melee,
automatically routs in the final hex of its movement and stands in place; the unit does not move
away from the enemy. It is possible an infantry unit routs and the cavalry is unable to reach
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them, which would be a special case. The intent is not to have cavalry declaring charges and then
maneuvering around but not attacking anything.

At this time, the charge phase for these units have ended, and both the infantry and cavalry are
routed in place, additionally the cavalry is exhausted

Cavalry may charge other cavalry but there is no morale check to stand. The charging cavalry
will have its assault value doubled if it has charged in a straight line for the last three hexes if the
defender elects to stand. However if the defending cavalry successfully Reaction Charges, there
is not doubling of melee factors for going in a three hex straight line. Some mutual
understanding is important because of the hexagon grid.

Reaction Charge (39)

This is a reaction to charging cavalry.

All cavalry in good order have an extended zone of influence during the Charge a’ Cheval
segment of the Chronology of Battle. This zone is called the reaction charge zone.

 Light cavalry has a reaction zone of four hexes passing out of the unit’s front 5 hex sides.

 Heavy cavalry has a reaction zone of three hexes, passing out of the unit’s front 3 hex
sides.

Only one reaction charge attempt is permitted per cavalry formation, per enemy charge
segment, per turn of the Chronology of Battle. Reaction charges are only permitted within the
reaction zones of the cavalry formation. This zone does not increase as the reacting unit moves
forward.

Whenever an enemy cavalry formation charges into or within this reaction zone, the defending
cavalry which has a line of sight to the charging cavalry, may attempt a reaction charge as
follows:

 The reacting cavalry must make a successful morale check.

 If this check is successful, then the reacting cavalry formation moves one hex forward
through its one of its front hexes. The enemy formation now moves one hex at a time
through its charge.

 Reacting units thereafter pay movement including facing changes costs in the same
manner as the charging units.

 This process continues with the two cavalry units alternating hexes until they are
adjacent to each other or not. Please use common sense and movement point costs in
this sequence. The mutual moves will continue until either contact is made, or the
phasing player evades the reacting cavalry.

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 Reacting cavalry may only move four hexes if light and three hexes if heavy. If the two
enemies come adjacent, all charge or reaction charge movement stops, and it is time to
proceed with other charges, movement, melee, morale etc. Reaction charges are just part
of the charge sequence.

 If the two enemies do not come adjacent and the reacting cavalry has expended all its
movement increments, the phasing play continues the charge and the reacting cavalry
halts and will be tired at the end of the phasing players turn.

 Melee Assault between the two units is mandatory, and at the completion of the melee,
both units are exhausted. If there is no melee, the reacting cavalry is tired. The phasing
player always remains the attacker. This simplifies the mechanics of combat.

 Cavalry units which fail to pass their morale check in an attempt to reaction charge
merely stand where they are, in good order. There is no loss in readiness.

 if the defending cavalry successfully Reaction Charges, there is not doubling of melee
factors for going in a three hex straight line.

 There is no +5 movement bonus for a reaction charge. The reacting cavalry may not
attack any other unit.

Opportunity Charge (40)

An opportunity charge may occur whenever an enemy combat formation, during the movement
phase, comes adjacent to the normal zone of influence of a cavalry formation in good order (two
hexes away).

When the non-phasing player elects to make an opportunity charge:

 The defending cavalry unit checks morale.

 If this check is successful, then the cavalry unit moves one hex forward so as to bring
them adjacent to the enemy combat formation.

 Infantry and artillery may not attempt to change their organizational status when
contacted by an opportunity charge. This means they may not elect to form Carre, they
must attempt to stand in their formation. The artillery may not unlimber.

 The same process found in the regular charge sequence above is used for the infantry or
artillery that attempts to stand. Make a morale check; if successful, then there is
defensive fire and melee. If unsuccessful, the infantry cavalry routs and retreats away its
remaining movement. No cavalry recall is necessary. The cavalry does not have to use its
full melee value.

 Attacking player’s cavalry units that move into the opportunity charge zone, once
contacted, just stand in place with no morale check.
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 The phasing player always remains as the attacker.

 Melee Assault between the two units is mandatory, and at the completion of the melee,
the cavalry is exhausted. Cavalry Units that opportunity charge and only use 1/3 melee
are tired and not exhausted.

 Skirmisher only - If a skirmisher moves adjacent to the cavalry Zd’I and the cavalry
opportunity charges, the skirmisher would have to check morale. If the skirmisher
passed the morale check it could retreat into an adjacent unit or general order terrain. If
it failed, the skirmisher would be routed ( PGD) and the cavalry could trample
increments at the rate of 2 movement points for each increment using the cavalry’s
printed movement, minus one. Example (10-1=9) Skirmisher loses 4 increments to the
Cuirassier.

 Skirmisher Only -If there was no general order terrain or formed unit adjacent, the
skirmisher automatically routs in place and the cavalry could trample increments at the
rate of 2 movement points for each increment using the cavalry’s printed movement,
minus one. Example (15-1 =14) Skirmisher loses 7 increments to the Hussar.

 At the conclusion of the increment loss the routed skirmisher retreats it full movement
points. The cavalry occupies the hex vacated by the skirmisher and is tired

 Cavalry Units which fail to pass their morale check in an attempt to opportunity charge
merely stand where they are, in good order. There is no loss in readiness. Cavalry may
only attempt to opportunity once per turn.

 If the infantry or artillery unit routs there is no cavalry recall.

Cavalry Charges and Artillery (41)

There are several states for artillery vs. cavalry to consider: Is the artillery is alone in a hex or
the artillery is accompanied with infantry? Is the artillery limbered or unlimbered? Is the cavalry
facing the front of the guns or not?

When the artillery is alone in a hex:

 If the artillery is alone and it is limbered and cavalry charges the formation and comes
in contact with it, the guns automatically rout away their movement value losing an
increment. If the Charging Cavalry can actually come in contact with the Plus Grande
Disordered artillery that is alone, the artillery is eliminated.

 If the Artillery is alone in a hex and is unlimbered, bring the charging cavalry adjacent
to the guns, if it is a front hex of the guns, make a modified morale check with the
artillery, and if the guns succeed in passing their check proceed to defensive fire then
melee in the appropriate phase. If the guns fail their morale check, they are eliminated

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from play, and the charging cavalry may continue their charge and stop in the artillery
hex. The cavalry would have meet the requirement to contact a charging unit

 If the Artillery is alone in a hex and is unlimbered, bring the charging cavalry adjacent
to the guns, if it is not in a front hex, make a modified morale check with the artillery,
and if the guns succeed in passing their check proceed to melee in the appropriate phase.
If the guns fail their check, they are eliminated from play, and the charging cavalry may
continue their charge.

When the artillery is in a hex with accompanying infantry;

 If the Artillery is in a hex with accompanying infantry, and is limbered, the guns accept
the result of the infantry action, be it stand in place, attempt to form Carre, etc. If the
infantry disorders the limbered guns disorder with them, if they rout, the guns also rout
losing an increment. If the Charging Cavalry can actually come in contact with the Plus
Grande Disordered artillery that is alone, the artillery is eliminated. If the infantry is
assaulted by melee the guns add their melee values to the attack, and accept the result of
the melee as does the infantry.

 If the Artillery is unlimbered in a hex with accompanying infantry, the guns and the
infantry must each make a morale check when the charging cavalry comes adjacent.
They can stand or the infantry may be able to form Carre, depending on line of site. This
check is modified for orientation. If the artillery succeeds in passing the check, they
stand in the hex regardless of the fate of the infantry. The guns may be part of the Carre
if the infantry forms one. Following movement the guns may fire, if the cavalry is at their
front or the artillery is in a square. Melee would proceed after all defensive and offensive
fire

 If at any time during the enemy charge sequence, an unlimbered artillery unit
disorders it does so in place and its fire is halved. (This disordering in place is contrary
to the mandatory retreat when infantry.) If at any time the unlimbered artillery routs, it
is eliminated from play.

 Artillery with Infantry always suffers the same fate as the infantry when a melee result is
rendered. Consult the melee matrix for the meaning or DD, DR or DS.

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Cavalry Recall (42)

As witnessed historically, cavalry could not always be controlled, especially when the enemy
broke and ran. Cavalry recall is the recovery of control. If successful the player may continue to
control the cavalry. If unsuccessful the cavalry must follow a strict procedure to engage the
enemy and at the conclusion of the melee find itself routed in place.

The phasing player that is charging, will encounter enemy infantry /artillery formations as the
target of a charge that elect to stand or attempt to form caree.

Infantry units that elect to stand will either remain in place or failing a morale check, disorder
or if already disordered rout (pdg).

Infantry units that elect to form caree (see special rules table) will either form a square, disorder
and move three hexes away remaining disordered or rout (pgd).

Infantry units routing move a number of hexes away equal to a die roll (1 through 6)

Units that disorder or rout as a result of a charge, are not allowed to voluntarily move when the
current defender becomes the phasing player.

When infantry routs as stated above (as a result of a charge) that charging cavalry must roll for
recall.

 If successful (see chart in the special rules) the cavalry may expend remaining movement
points at the phasing player’s discretion including moving adjacent to the routing
infantry. In this specific case the cavalry eliminates one increment of the routed infantry
unit for every hex while moving to contact. Melee could be the result after all other
movement.

 If cavalry recall is unsuccessful, the cavalry must expand its remaining movement points
to make every effort to move adjacent to the routing unit, and melee the first enemy
unit the cavalry becomes adjacent to ( even if that is not the target of the charge). The
non-recalled cavalry modifiers their melee value by x.5 for the ensuing melee. Following
the sequence of defensive and offensive fire, and melee apply results to both the attacker
and defender. At the conclusion of all melees the cavalry that did not succeed in their
recall will be routed (pgd) in place.

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Morale Levels (43)

Morale on the grand scale plays a very important part


in the manner in which an army reacted to the enemy
in the ongoing battle. For the most part the game
utilizes the basic organization of the infantry battalion
to reflect this. Depending upon how the army was
organized at the time of the battle, each corps or large
divisional organization will be the means to simulate
these events. The Special Rules for each battle will
establish the specific information for the levels and
impact.

There are four levels of morale that these grand tactical organizations may attain during the
battle. Generally the percentages for levels are listed below but check the Special Rules:

 Level Zero, where 0 to 19 percent of the battalions are ineffective.


 Level One where 20 to 39 percent are ineffective,
 Level Two where 40 to 59 percent are ineffective, and
 Level Three where more than 60 percent are ineffective.

A battalion is considered ineffective when it has either been eliminated from play by
surrender, or loss of all increments due to fire or melee, or is in a state of plus grande disorder.

At the top of each hour, (8:00 am, 9:00 am, and 10:00 am etc.) count the eliminated and routed
battalions. Compare the total number for each grand tactical organization with the chart within
the Special Rules. The formation is considered to be on the calculated morale level for any and
all morale checks during the entire hour of the calculation.

Therefore, if a Corps or Division is determined at the 14:00 to be on level two, every morale
check made by any element of that corps is modified by the Level Two factor during the three
turns that constitute the period in the game between 14:00 and 15:00. It is understood that a
battalion which is in a routed state at 14:00 may recover at 14:20, but that fact will not alter the
morale level that is determined and in play until the next hour (15:00).

The designers strongly suggest if you maintain fresh reserves at the Grand Tactical
Organizational Level, (Corps and Divisions) this rule may impact a portion of your army but
not all of it at the same time. A fresh Corps at an important time in the battle can be very
effective when engaging an enemy that is on a higher morale level.

Infantry Force Marches (44)

Any infantry combat formation, which is in good order, and is currently on its strategic
organization morale level of zero, may attempt to force march. The force march takes place
during the movement phase of the Chronology of Battle. Simply designate the units you wish to
force march and follow the procedure listed below:
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 The smallest organization you may attempt to force march is a division.

 If an infantry battalion of a division attempts to force march, all other infantry battalions
of the division must also attempt to force march. Regiment counters are not used.

 Select a unit and roll to check its morale, subtracting “6” from the die roll.

 If the roll is successful, and the unit remains in good morale, then it may move with
double its printed movement allowance, in either column or road mode. If the roll fails,
the unit stands in place, and may not move.

 Units may not make a formation change while force marching, add 12 to their printed
morale if charged by cavalry, and may not engage in fire or melee combat as the attacker
in the turn they force march.

 If the formation attempts to force march a second turn in a row, the die roll modifier is
minus 12, when checking to march. This modification is cumulative for every turn. (turn
one, minus six; turn two, minus twelve; turn three, minus eighteen)

Artillery may attempt to force march if the battery is attached to the division. Cavalry may not
force march.

Reinforcements (45)

The Scenario or Order of Battle will list any units that enter the game as reinforcements; their
entry hex; and when they are to arrive.

If the entry hex is occupied by an enemy formation or an enemy zone of influence, then the
reinforcement may enter five hexes either side of the entry point. If the extended five hex zone is
also in a zone of influence extend the entry zone to another 5 hexes from the first zone with a
turns delay to the entry time, and so on.

If the entry hex is not a road hex then the units must adopt the appropriate formation for the
type of terrain they first encounter like general order in a forest or town. If the entry is a road
hex, the units may enter as a column; Carre or in Road March. Units entering in clear terrain
may use every formation but Road March and general order.

All units entering the map are subject to the stacking rules and may be subject to opportunity
charge and fire. Reinforcements may not charge onto the board.

Entry Times for reinforcement may also be variable. These variations should be checked for the
earliest possible entry time and once resolved, written down. They result does not need to be
revealed to your opponent until the units are brought into play. Reinforcements may also be
voluntarily delayed.

Page 45 of 47 Marshal Enterprises


Premier Rules for La Bataille ME (August 2017)
Special Rules Definition (46)

Each game will have a Special Rules package identifying terrain, particular army and unit rules,
order of battles, Scenarios and other information for a particular battle. As the armies and
leaders changed throughout the Napoleonic Wars, the special and technical rules will be revised.
These may specifically modify some of the provisions of this rule book

“Please note this version of the rules did not significantly modify any of the
Premier Rules. Our goal was to clarify the language in certain areas based on
questions from the players.”

Designers’ Notes 1979 (47)

This historical simulation is the result of over a


generation of constant development by the Marshal
Enterprises Household and to an extent by their
despotic detractors. Some concepts which at first may
seem to be absurd or radically different than many
existing simulations are the result of this exhausting
process and are not accidental. Our design staff is
diverse in theoretical preference, and thusly every
tactical opinion is represented in the game system.

The games of this series are not finite or exact. That is


to say we attempt to be a part of history instead of perverting it with a twentieth century
interpretation. Like the concepts of élan and glory this is an expression of the human spirit. Our
constantly overriding concept is to have each player control his destiny as much as possible, in
each dramatic confrontation. We strive to make you the important factor instead of a technician
following an instruction manual to the inevitable.

This principle should be remembered as you read the victory conditions. We chose not to reward
the mere tactical winner, but leave such considerations to the over-vain. Victory, the total defeat
of the enemy, is only achieved in the strategic sense. Do not concern yourself with the loss of a
battalion or the gaining of some minor geographical objective. The ultimate victory is to break
the spirit of your enemy.

You must always strive to be the decisive element in the struggle. Reputation or estimation of
skills by your opponents may make your force worth double or half of its real value. It is also of
importance to gain the eye of your sovereign from whom titles and endowments are awarded.
Glory is often a matter of fate, the fleeting moment in the universe when an assault, a melee,
cannon shot, or charge a’ Cheval, breaks the enemy. Do not let these moments pass in
indecision, they are forever lost and few in number.

Although victory has its rewards, do not be misleading into believing only the victorious have a
chance for glory. The man, who keeps his head during the chaos of defeat, may win the battle
with a perfect rearguard, or he may escort his sovereign from the danger of capture. Above all, is
Page 46 of 47 Marshal Enterprises
Premier Rules for La Bataille ME (August 2017)
the noble man who can lead his formations to a certain death at the simple and direct order of
his superior, all without discussion or any sense of hesitance.

Designer’s Notes 2011 through 2017 (48)

Several systems claim to hold the only historical reality for Napoleonic
Warfare. As the years go by, more and more tactical clauses;
procedures; chit cups and die rolls gorge the rules booklet; but to what
end?

This is a grand tactical series, not a miniatures game, nor a tutorial for
being a sergeant. Some concepts are summarized, but you have
assumed the role of a corps commander; and that is why there is a chain
of command under you. There are enough major rules contained in this
booklet and the Special Rules to provide a historically accurate
simulation that is still playable, and in a reasonable amount of time.
Typically, the corps-on-corps actions can be played in less than four
hours; and the larger battles will take a weekend with several players.
That is the designers’ intent.

Energetic rules arguments typically ensue when one side takes advantage of a rules
interpretation to dramatically change events. Before such instances, please have the courtesy to
advise the other player. This is especially important with line of sight. In theory there cannot be
enough rules written to cover every possible event.

Some question the accuracy of the system because they are unable to recreate some purported
act identified in an obscure source. Although this is a game of cardboard and ink, we want to
accommodate these anomalies. Therefore roll six dice, and if all are sixes, then your one-off
situation, not covered by the rules, can be included. If you fail in obtaining all sixes, then roll on
the leader casualty table for a leader of your choice.

Dennis A. Spors, Grand Maréchal du Palais

M. D. Mattson, Vice Roi d’Italia, prince de Venise, grand-duc de Francfort

James G. Soto, Prince de Neufchatel et de Wagram, duc de Valengin

Page 47 of 47 Marshal Enterprises


Musician First General Second

Louis Ferdinand Saalfeld Death Makes His Music Almost


Mythical But His Military Reputation Not Close To Uncle

Louis Ferdinand was a Hohenzollern prince, a Prussian soldier


and a great musician and composer whose exploits a soldier
were dwarfed by his accomplishments at the keyboard and as a
first rate composer writing in the years just before the War of
the Fourth Coalition.

Louis Ferdinand was the son of Frederick the Great’s brother,


Prince August Ferdinand and therefore the nephew of the great
Prussian King. Louis Ferdinand was also the great-grandson
of King George I of Great Britain. But then, he probably had
any number of cousins; aunts and other relations who were
sitting on thrones or running duchies or earldoms throughout
Europe.

A nephew of a deceased ruler or a cousin of a ruling monarch had a limited career line in
18th Century Europe, so most of them either became marriage fodder or cannon fodder
in the wars of the Age of Reason. Louis Ferdinand was no different.

He entered the Prussian army at a very young age and by the age of 20 was serving as a
young officer at the Coalition Siege of Mainz the summer of 1793. He would be
wounded during those battles and had no exposure to the dramatic changes coming
about to warfare during that time. Prussia had no appetite for continued warfare with
the French and discreetly and in some parts of the treaty, secretly signed the Peace of
Basel in 1795. Prussia instead preferred to dine on Polish cuisine with the two last
partitions of Poland. Thus Louis would not face Bonaparte or Desaix or Moreau. He
never understood what the Revolution had become.

For more than a decade, Louis Ferdinand became a creature of the Hohenzollern court.
However, he quickly discovered that he had extensive musical gifts and was recognized
as a great pianist, playing frequently in the salons of Potsdam and Berlin. Ludwig van
Beethoven dedicated his Third Piano Concerto to Louis in recognition of the Prince’s
great keyboard skills. A lesser known composer today, Anton Reich wrote a massive
variation cycle, L’art de varier for Louis Ferdinand.

Page 1 of 2 Marshal Enterprises


Originator of the Piano Quintet

Louis Ferdinand composed 13 works for piano-- mainly piano trios and quartets-- that
were published, including several after his death. He also composed a piano quintet
(Opus #1), which is considered to be one of the very first of that type of composition.
Most are available on YouTube and will provide substantial enjoyment to the listener.

Though his quintet is numbered Opus #1, he is believed to have written several other
pieces that do not have opus numbers and are still heard from time to time.

However, his musical career was cut short by


the Napoleonic Wars. Prussian aristocracy
and royalty became gripped by a war fever
which drove the Kingdom of Prussia into a
hopeless war in 1806 with Napoleon and the
Empire of the French. And along with the
Queen, one of the main agitators for war was
Louis Ferdinand. He was the commander of
the Prussian Saxon division defending
Saalfeld in the very early days of the 1806 fall
campaign. While he was the most musically gifted of the Hohenzollern—besting even
Frederick the Great—he was not gifted at all militarily. The Battle of Saalfeld provides a
list of Louis Ferdinand’s bad decisions just in the few days he had before his battlefield
death, including his final decision not to accept the offer of quarter by the French hussar
who killed him.

Louis Ferdinand became more famous in death than in life—especially in music. Some
40 years after the prince’s death, the great piano composer Franz Liszt wrote his Elegie
sur des motifs du Prince Louis Ferdinand de Prusse for solo piano…a romantic ode to
the inspirational Prince Louis Ferdinand.

Page 2 of 2 Marshal Enterprises


La Bataille pour la Prusse 1806 ©
Campaign Victory Result
France Coalition

Decisive Tactical Marginal Decisive Tactical Marginal

Saalfeld 3 2 1 4 3 2

Jena (H) 9 6 3 10 7 3

Hassenhausen 12 8 4 11 7 4

Halle (H) 6 4 2 5 3 1

Any Draw results in


zero points
30 or above 29 - 20 19-10 30 or above 29 -20 19-10
1806 Results

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