La Bataille De Raab (Győr)
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La Bataille de Raab La Bataille de Raab (Győr) Règlements Exclusif Pour les Règlements de l’An XXX et Les Règlements des Marie Louises V17 La Bataille de Raab 2 Copyright © 2016 Clash of Arms and Nigel Barry July 2016 Rules marked with an eagle or are shaded with a grey background apply only to players using the Règlements de l’An XXX. All rules herein take precedence over any rules in the series rules which they may contradict. 1.0 INTRODUCTION La Bataille de Raab is a tactical Napoleonic game of Eugène’s battle of the 14th of June with the Archdukes Johann and Joseph. At stake was which army would provide reinforcements to their overall leaders’ forces at the decisive battle of Wagram. Eugène’s victory also led 8 days later with the capture of the Raab (Győr) citadel and the control of the Danube crossing, although Davidovich and his force had already escaped through the French cordon. While Eugène brought sustanial forces to aid Napoleon’s assault on the Marchfield, Archduke Johann with some of his reduced forces arrived after the end of the battle, see Optional Rules for La Bataille de Deutch-Wagram. Only a small number of the Insurection Hussar Regiments made the battle, fighting with the Cavalry Reserve. Raab (Győr) was a fortified town & citadel at the junction of the Raab, Rubnitzer and Kleiner Donau Rivers, where the Austrians had also built a large fortified camp. Joseph had arrived with his large (but incomplete) Insurection force late on the 13th and Johann had been forced to cover its arrival with a rearguard action, where Generalmajor Konstantin von Ettingshausen was wounded. The Insurection forces were late deploying on the 14th and it was fortunate that Eugène was also attacking from column of march and many of his forces did not arrive until early afternoon, and some not until after dark. 2.0 RULES QUESTIONS Check the La Bataille forum at Consimworld: http://www.consimworld.com. 3.0 GAME COMPONENTS A complete game of La Bataille de Raab includes the following components: 1. One 34” x 22” map 2. A lot of counters 3. Two Series Rules book (Règlements de l’An XXX, et la Règlements des Maries Louises) 4. One Exclusive Rules Books 5. Charts and tables 6. Four organizational displays 7. Game Turn Record Track 8. Terrain Effects Chart 4.0 TERRAIN 4.1 Streams, Banked Streams and Bridges Note: The Páncza stream from just south-east of Kis-Megyer farm and north-west to the the River Raab, had banks nearly 1½ metres (5 ft) high and provided a substantial obstacle to all movement. The rest of the Páncza stream and the Viczay-árok (ditch) also had smaller banked edges and severely inconvienced the inexperienced Insurrection Cavlary. There were four narrow stone bridges across the Páncza stream, none of these had been demolished or otherwise blocked. 4.1.1 Streams: 4.1.1.1 Only infantry combat formations may cross a banked stream hexside, and are disordered. All artillery and cavalry formations may only cross (including Mêlée or Charge) a banked stream at a bridged hexside. Personalities may freely always move freely across streams. 4.1.1.2 Infantry crossing a double banked stream, must pass a morale check (with no modifiers), if this fail they lose at increment. 4.1.1.3 Infantry assaulting by Mêlée across a banked stream hexside must apply a -12 Roll to Close modifier, and are disordered. 4.1.1.4 Insurrection Hussars crossing a stream must take a morale check and are disrupted if they fail. 4.1.1.5 Cavalry may not Charge across a stream. 4.1.1.6 Infantry assaulting by Mêlée across a stream hexside must apply a -6 Roll to Close modifier. 4.1.2 Bridges: Combat formations may Assault or Charge across a bridge, but the following conditions apply. 4.1.2.1 The assaulting formation may not make an Offensive Fire Attack during the Assault Procedure. 4.1.2.2 Only four increments of one infantry battalion or cavalry regiment may Assault across a single bridge hexside in each Assult Procedure. 4.1.2.3 Infantry formations must be in Column (battalion masse) or Skirmish Order, cavalry formations must be in Column. 4.1.2.4 Infantry adds 6 to its Roll to Close die roll. Cavalry does not make a pre-Mêlée morale check. 4.1.2.5 Cavalry formations are x.33 Mêlée Value as if the cavalry was attacking into a village type hex (General Order). 4.1.3 Ford: The ford across Páncza stream may only be discovered by French cavalry. 4.1.3.1 This is done by placing the unit on a hex adjacent to the Stream right of the swamps and rolling 2 dice during the hourly command phase. The unit must be rested and not plus grande disorder in order to roll. 4.1.3.2 A single attempt may be made each hour, no more. If the die roll is 11-26 a ford is located and may be used as soon as the next friendly movement phase. If a roll is 31 or above the Cavalry loses one increment to the river and are Plus Grande Disorder. Further the unit is exhausted following his attempt regardless of success. 4.1.3.3 As soon as the ford is discovered, the Left Wing Kavalrie Batterie is deployed adjacent to the ford and may immediately fire on the discovering cavalry formation. One of the Cavalry Brigades is then deployed within 4 hexes of the ford and the artillery retires limbered behind the Hussars. La Bataille de Raab 3 4.2 Special Structures (Kis-Megyer Farm) Note: Kis-Megyer Farm was a substantial group of brick built farm buildings including farm house, stables and a two storey granary, all surrounded by a stone wall. 4.2.1 Line of Sight: Special Structures block Line of Sight. 4.2.2 Zones of Influence: Zones of Influence do not extend into Special Structure hexes. 4.2.3 Stacking: Up to 6 increments or 1 battalion of infantry may stack in a Special Structure hex. Units may voluntarily stack in a Special Structure without the presence of a friendly leader. 4.2.3.1 Regimental Presentation: Infantry units in Regimental Presentation with more than 6 increments, and which have battalion counters, must break down into battalions before entering a Special Structure hex. These rules apply for all forms of movement voluntary or involuntary. 4.2.4 Movement: Only infantry may deploy in a Special Structure hex. Cavalry and artillery may not enter a Special Structure hex. 4.2.5 Formation: A unit deployed in a Special Structure is always considered as if in Square as long as it is in good order (not Disordered or PGD). It thus has the facing and Zone of Influence of a Square, the firing pattern and fire effects of a Square, and the morale modifier of a Square. Unlike a Square a unit in a Special Structure does not have to subscribe to the 3 increments minimum to receive these benefits. Units may not employ Skirmish Order while in a Special Structure. No unit may be deployed in a Special Structure and in some other hex at the same time. 4.2.6 Fire Combat: Infantry units firing on a Special Structure halve their Fire Values. Artillery firing on a Special Structure does not receive the Point Blank Range benefit and use its Long Range Fire Value regardless of the actual distance. Regardless of the size of defending forces, a maximum of 6 increments may be used to fire from a Special Structure. 4.2.7 Assault: Only infantry may Assault a Special Structure hex (that is Cavalry may neither Charge or Mêlée units in Special Structures). Only 6 increments may Assault or defend a Special Structure hex. Regardless of the size of the forces, only six parts of the attacking or defending forces may be used for attack or defense. Infantry assaulting one of these hexes does not have its Mêlée Value modified as if attacking a Square. 4.2.7.1 Roll to Stand: Units in Special Structures automatically Stand when assaulted. They must still roll the dice, however, to determine if they deliver effective Defensive Fire and receive any Defensive Shifts (but do not Disorder for Roll to Stand failure). 4.2.7.2 Assault and Mêlée Results: Defending units ignore all DR and DD combat results on the Assaut and Mêlée Chart; instead they lose one increment from their strength. 4.2.7.3 Roll to close: Remember to apply the banked stream modifier if appropriate. 4.3 Swamp 4.3.1 Stacking: Infantry units in Regimental Presentation with more than 10 increments, and which have battalion counters, must break down into battalions before entering a Swamp hex. 4.3.2 Only infantry may skirmish in a swamp. All cavalry and formed infantry, (i.e. those not in Disorder or PGD), must enter General Order upon entering. 4.3.3 Artillery may only enter Swamp hexes through connecting trail or road hexes. They may not unlimber in a Swamp hex. 4.4 Villages 4.4.1 Line of Sight: Villages hexes block Line of Sight. 4.4.2 Stacking: Infantry units in Regimental Presentation with more than 6 increments, and which have battalion counters, must break down into battalions before entering a Village hex. 4.4.3 Village hexes require formed units, (i.e. those not in Skirmish Order, Disorder or PGD), to enter General Order upon entering.