La Bataille de Vauchamps One of the 6 Days of Glory

Règlements Exclusif Pour les Règlements de l’An XXX et Les Règlements des Marie Louises La Bataille de Vauchamps V2.0

Copyright © 2016 Marshal Enterprises Mar 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 Vauchamps is a tactical Napoleonic game of the battle that was fought on 14 February 1814 between French forces under Napoleon Bonaparte and the Coalition Forces of the Army of under General Blücher, part of the “6 Days of Glory Campaign”.

At the beginning of 1814, the armies of the French Empire, under the direct command of Emperor Napoleon I, were scrambling to defend Eastern France against the invading Coalition Armies. Despite fighting against vastly superior forces, Napoleon managed to score a few significant victories and, between 10 and 13 February had repeatedly beaten Blücher’s “Army of Silesia”. On 13 February, reeling from his successive defeats, Blücher looked to disengage from Napoleon and instead maneuver with a part of his forces to fall upon the isolated Corps of Marshal Auguste de Marmont, who was defending Napoleon’s rear. The Prussian commander attacked and pushed back Marmont, late on 13 February. Nevertheless, the Emperor had read into his enemy’s intentions and directed powerful forces from the Guard to support Marmont.

On the morning of 14 February, Blücher, commanding a Prussian Corps and elements of two Russian Corps, resumed his attack against Marmont. The latter continued to fall back until he was reinforced. Napoleon arrived on the battlefield with strong combined-arms forces, which allowed the French to launch a determined counterattack and drive back the leading elements of the “Army of Silesia”. Blücher realized that he was facing the Emperor in person and decided to pull back and avoid another battle against Napoleon. In practice, Blücher's attempt to disengage proved extremely difficult to execute, as the Coalition force was by now in an advanced position, had virtually no cavalry present to cover its retreat and was facing an enemy who was ready to commit its numerous cavalry.

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 Vauchamps includes the following components: 1. Two 17” x 22” maps 2. A lot of counters 3. Two Series Rules books (Règlements de l’An XXX, et la Règlements des Maries Louises) 4. One Exclusive Rules Book 5. Charts and tables 6. Two organizational displays 7. Game Turn Record Track 8. Terrain Effects Chart 3.1 Change of Scale La Bataille Vauchamps is at a scale of 100m per hex and 20 minutes per turn.

4.0 TERRAIN 4.1 Artillery Ricochet There is no ricochet due to the muddy ground. NOTE: Artillery Ricochet only applies to the Règlements de l’An XXX. 4.2 Woods Artillery may not enter woods except in Road Order 4.3 General Order The following terrain requires formed units to enter General Order when entering:  Town / Village  Woods 4.4 Depots French: La Route de Paris Coalition: Champaubert.

5.0 COMMAND The Organization and Display Charts reveal the command structure of the armies. Refer to them as necessary. La Bataille de Vauchamps 5.1 French  Command Points: The French receives CP’s for Bonaparte, Marmont & Grouchy when they are on the battlefield. On the turn they enter the battlefield as reinforcements their CP is assumed to generate an MU for the forces they enter with.  Marmont and Grouchy are always in command for the purposes of generating a Corps MU.  The Garde Infantry and Cavalrie may only be placed in commanded by Bonaparte, after he arrives, until that time the 3e Garde Cavalrie is attached to Grouchy’s II Cavalrie Corps.  The 7e Infanterie / IV Corps is attached to the VI Corps.  MU Size: The largest MU which the French may create is an Infantry Corps or Cavalry Corps  Leader Casualties: o If Napoleon is killed Berthier replaces him.  Artillery Leaders of Special Ability: Napoleon, Marmont.  Cavalry Leaders of Special Ability: None NOTE: Special Abilities only applies to the Règlements de l’An XXX. 5.2 Coalition  Command Points: The Coalition receives CP’s for Blücher, Kleist, Kapzevich and Olsoviev when they are active. They generate a CP the turn they are activated.  Prussian (Kliest/Zeithen) and Russian (Kapzevich/Olsoviev) CPs may not be used on the other nationality.  Zeithen generates a CP until Blücher or Kleist wakes up. Until this time Hacke’s Bde is attached to Zeithen.  Kapzevich and Olsoviev may only use their CP within their own Corps.  MU Size: The largest MU the Coalition may create is a Corps of Infantry (including attached cavalry). A Cavalry brigade may be attached to each infantry Brigade for the purposes of tracing command.  Artillery Leaders of Special Ability: None.  Cavalry Leaders of Special Ability: Blücher NOTE: Special Abilities only applies to the Règlements de l’An XXX.

6.0 SPECIAL RULES 6.1 The French VI Corps 6.1.1 On the turn they enter Marmont has placed all the VI Corps in command. The Corp’s 3rd and 8th Divisions have two different Orders of Battle depending on different historical references. 6.1.2 The units noted with an “H” on their counters are based on General Marmont’s muster letter from 1900 hours the night before the battle. 6.1.3 The units noted with an “A” are the Alternate OOB from other historical references. Game Play Note: This OOB has significantly more strength than the “H” OOB and is thus easier to play for the French Player. 6.1.4 The units noted with a “B” are used in both OOB’s. 6.1.5 Before the game starts, players must agree to which OOB for this Corps they will use and thus which French OOB Chart the French Player will use. Game Play Note 1: The 3rd Division has two different commanders shown for the OOBs because General Legrange had been seriously wounded a few days earlier and it is not clear if he had recovered for this battle. Game Play Note 2: Both OOBs are depicted on the French Order of Battle Charts, one on one side of the sheet and the other on the reverse. 6.2 Surprise Historical Note: General Ziethen has prepared his troops to continue the attack against Marmont the morning of the battle. Thus it came as a surprise to the Prussians when Marmont’s forces appeared to their front aggressively on the offensive. 6.2.1 On the 9:00am turn, all Prussian 11. & Hacke’s Brigade units have a -9 DRM to their morale checks. 6.2.2 On the 9:20am turn, all Prussian 11. & Hacke’s Brigade units have a -6 DRM to their morale checks. 6.2.3 On the 9:40am turn, all Prussian 11. & Hacke’s Brigade units have a -3 DRM to their morale checks. 6.2.4 There is no modifier for surprise from 10:00am onwards, 6.3 Ground Conditions Game Play Note: The ground in this battles area was soaked with water from previous rains. The cold temperatures at night would freeze the ground, making it less difficult to move upon in the morning, but once the sun heated up the ground, movement became more difficult except on roads and in the towns.. 6.3.1 Before a player moves any units of a division (French or Russian) or Brigade (Prussian) he must make a roll on the Ground Effects Table to see how much each type of unit’s MA that is part of the formation is reduced. 6.3.2 Any non-divisional / brigade units may either be attached to one of the formations or they will have a single separate die roll performed for each individual unit that moves. 6.3.3 The movement reduction is dependent on the current Game Turn’s time and the type of unit, cross-referenced with the die roll. The negative value is the amount that the unit’s MA is reduced by. An NE means no-effect. 6.3.4 Any unit that starts in or assumes (at the very beginning of its movement) Road March formation and only moves along roads and/ or travelling through town / village hexes does not have its MA reduced by this roll. La Bataille de Vauchamps

6.3.5 French 9:00am Turn Special Exception. All units entering the map on the Movement Phase of the 9:00am turn do not have to roll for ground movement reduction (they have their full MA available). Historical Note: This takes account their earlier movements and approach to Vauchamps. 6.3.6 A unit or stack of units that must perform rout movement must also modify their rout move distances by making a roll on this table. a. If the routing units are a cavalry stack, the result applies to each unit’s individual rout move MA. b. Do not apply this movement reduction to the rout move of a unit or units that failed to form a Square. 6.3.7 Force March and Ground Effects. The roll for Ground Effects is performed after the player choses to perform Forced March, and it is the modified MA of the unit that is doubled. 6.3.8 Cavalry Charge and Ground Effects. Before beginning the charge move of a cavalry unit or stack, he must perform a roll of the Ground Effects Table to see how much each unit’s movement is reduced. 6.3.9 (Optional) Prior to game start, both players may agree that these movement reduction rolls will be performed for each unit. 6.3.10 Melee Effects: A melee assault that occurs upslope or across a stream will be shifted one column to the left before being resolved. 6.4 Coalition Formation Activation This rule applies only to scenario 2 6.4.1 The Coalition Forces that begin on the eastern map near Champaubert may not move until they have been activated. 6.4.2 After the first artillery fire attack is made in the game, the Coalition player makes a single die roll and references the Coalition Activation Table to determine when these forces can start being activated. Example: On the 9:00am turn, the French player attacks Zeithen’s forces with his artillery. The Coalition player rolls a die with a result of 5. Consulting the Coalition Activation Table, he sees that is a 2-turn delay, so he will be able to begin activations on the 9:40am turn. If the result had been a 1, he could start activations after the last French move of the 9:00am turn. If the result had been a 2-4, he could start activations after in the 9:20am turn. 6.4.3 Each turn one Russian Corps or Prussian Brigade may be activated (Coalition player’s choice), the Coalition announces which formation at the start of the turn. 6.4.4 Blücher and his staff activate with the Prussian 10. Brigade. 6.4.5 Kleist, his staff & the Corps Reserve Artillery activate with the Prussian 12. Brigade. 6.5 Coalition Restrictions 6.5.1 Stacking: Prussian and Russian units may not end up stacked together in the same hex voluntarily. a. If stacked together due to rout or retreat, the Coalition player must perform a morale check for all units in the hex. They are affected by a -12 DRM to this morale check. 6.5.2 Prussian and Russian artillery may not combine together to fire at the same target hex. 6.6 Coalition Withdrawal (Optional – Historical & Pro-French) Blücher did not want to engage in another battle with Napoleon and once he realized that he was facing Napoleon again, he ordered his troops to disengage and withdraw. The regular game allows the Coalition player full control of his troops. With this rule, some of this control is sacrificed to provide a more historically accurate game. 6.6.1 Ziethen’s 11. Infantrie Brigade and Hacke’s Cavalry Brigade a. Starting two turns after the turn in which artillery fires for the first time, the Coalition player rolls a die during the Command Phase for both of these brigades (separately) and consults the Withdrawal Table for the result. b. Apply a +1 DRM for each turn that a roll has already been made for that brigade. c. If the result says “withdraw” the on-map units of the brigade must move towards their Depot (Champaubert). Each activation a unit must expend at least half of its modified MA moving in that direction. d. The Coalition player may end this mandated movement for s unit once it is closer to Champaubert than another friendly unit that is not part of either of these two brigades. e. One unit may be left behind in Vauchamps as a rearguard. f. One unit may be left behind in La Boularderie as a rearguard. 6.6.2 Coalition Army Withdrawal a. The turn after the Old Guard Infantry Division has arrived on the map; the Coalition play must begin rolling for each Prussian Brigade and Russian Division on the map and consult the Withdrawal Table. Any non-divisional / brigade units that are within 2-hexes of any of the units of the formation being rolled for are included in this roll’s result. b. If the result is “Continue Normally” the formation can act as the Coalition player desires for the turn. c. If the result is “Withdraw” the units of this formation from this turn onwards until the end of the game must move towards their depot (Champaubert) and then exit the map from there. Each activation a unit must expend at least half of its modified MA moving in that direction. 6.7 Guard Artillery (Optional – Historical & Pro-French) Design Note: The Guard Artillery did participate slightly in the battle by forming a Grand Battery and firing on the withdrawing Coalition forces between La Boularderie and Champaubert. A Guard Artillery Table is used to inflict hits with the following rules. 6.7.1 This rule must be agreed by both players before the game starts. 6.7.2 Once the Old Guard Cavalry Division is on the map, the French Player can roll for hits on Coalition Forces under the following restrictions. a. Only Coalition units that are east of La Boularderie and west of Champaubert may be targeted. b. The Coalition Units must be within 6 hexes of a Guard Cavalry Division unit (excluding the Garde d’Honneur) 6.7.3 Roll on the Guard Artillery Table. This will give between 0 and 4 attacks to be made. La Bataille de Vauchamps a. The number below the roll is the number of Coalition hexes that may be targeted during this turn’s Artillery Fire Phase. b. The French Player may select that number of clear terrain hexes containing Coalition Infantry. If the infantry it the target hex is in square formation the fire attack is performed on the 3:1 column, if they are not in square the attack is performed on the 2:1 column. c. Resolve any hits and morale checks normally. 6.8 Reinforcements 6.8.1 Each scenario will list where and when any reinforcement units are to enter the game. 6.8.2 Reinforcements are moved onto the map during the owning player’s movement phase. 6.8.3 If the entry hex is occupied by an enemy unit or an enemy ZOI, then the reinforcement may enter within 5 hexes either side of the entry point. If the extended 5-hex zone is also either occupied or in a ZOI of enemy units, extended the entry zone another 5 hexes from the first zone with a turn (20 minute) delay to the entry time. 6.8.4 If the entry hex is not a road hex, then a unit entering must adopt an appropriate formation for the type of terrain of the first hex they enter onto the map (i.e. General Order if the first hex is a forest or town). a. If the entry is via a road hex, the units may enter in Road March Column if desired. b. Units entering in clear terrain may use every formation but Road March and General Order. 6.8.5 All units entering the map are subject to the stacking rules, and may be subject to opportunity fire. 6.8.6 Since reinforcements enter during the Movement Phase, reinforcing cavalry may not charge onto the board. 6.8.7 French Entry Hexes: There are French reinforcement entry areas denoted on the map by the French Flag symbol on the map border and a letter code. The entry hexsides for that letter code have a dashed blue line. French units entering at that entry area may enter into any of the partial or full hexes of that entry area, paying the cost to enter that hex from off-map. 6.9 Skirmish / Rifles The Silesian Schützen are rifle armed and not halved at two hex range; they fire at x4 when adjacent, x3 at two hexes and x2 at three-hexes. 6.10 Old Guard All units of the 1ere Old Guard Infantry Division are considered Old Guard. 6.11 Forced March 6.11.1 During the friendly Movement Phase, a player may declare a division (French or Russian) or brigade (Prussian) whose Command Morale Level is at zero, and all units that are part of it are in Good Order, to Force March. 6.11.2 Force March is conducted by complete divisions or brigades (Prussian), not by individual units or parts of larger formations. 6.11.3 Procedure a. Select a division (or Prussian Brigade) b. Move all its units. Every unit that is not cavalry or horse artillery can move up to double its MA. c. Upon completion of the movement of all the units of the formation, make a single 2d6 roll that is used as the die roll for all morale checks that each non-cavalry / horse artillery unit of the formation must now perform. d. Only a -6 DRM and the formation Leader’s morale DRM apply for this check. e. Units that fail this morale check are marked disrupted (they do not conduct retreat as a result of disruption) 6.11.4 Units conducting a Force March must begin this march in Column or Road March formation. 6.11.5 A unit that is force marching may not enter an enemy’s normal ZOI. 6.11.6 Units may not make a formation change while force marching. 6.11.7 A -12 DRM applies to its morale check if Opportunity charged or for a pre-melee check. 6.11.8 The unit may not perform offensive fire combat or make a melee assault during the turn it Forced Marches. 6.11.9 For each successive turn after the first successful Force March an additional -6 morale check DRM applies (i.e. 2nd Turn: -12 DRM, 3rd Turn - 18 DRM). 6.12 Cavalry Skirmish Order There is no cavalry skirmish order allowed 7.5 Starting Positions 7.0 Scenario 1: The Battle of Vauchamps Coalition: deployed in area “Z” The Prussian Infantrie Regiments must be broken down into their 7.1 Introduction component Bataillons and only one infantrie Bataillon may be The initial attack of Marmont on Ziethen and Hacke. deployed per hex in the setup area. Artillerie units may stack with any infantrie unit. Prussian Artillerie must be setup limbered. 7.2 Time Infantrie and cavalry are in column formation (they were ready to Nine turns beginning with the 09:00am turn and ending with the move forward & contunue the attack against the French). The 11:40am turn. Schützen Bataillon may deploy in skirmish formation. 7.3 Command 11. Prussian Brigade Generalmajor von Ziethen Coalition: Ziethen has a CP. Silesian Hussar Regiment French: Marmont has a CPs as soon as he enters. Fuss Batterie 9 7.4 Map Limits Silesian Schützen Bataillon 1. Silesian Infantrie Regiment (1., 2. & 3. Btns) Use the Western map only. 10. Reserve Infantrie Regiment (1., 2. & 3. Btns) La Bataille de Vauchamps Prussian Cavalry Brigade “Hacke” 7.7 Victory Oberst Hacke Coalition Automatic All units if the VI Corps (excluding 7e Silesian Kürassier Regiment Division eliminated) Silesian Uhlan Regiment Coalition Decisive Have a unit in both Vauchamps (any hex) Reitende Batterie 8 and La Boularderie (at the end of the 7.6 Reinforcements 11:40am turn) Coalition Substantial Have a unit in both Vauchamps (any hex) Entry hexes A at 09:00 e and La Boularderie at the end of the 3 Infanterie Division (H) 11:20am turn General Joubert e e e Coalition Marginal Have a unit in both Vauchamps (any hex) 3 Marin Regiment (2 & btns) and La Boularderie at the end of the 2e Marin Regiment (1e & 2e btns) e e 11:00am turn 2 btn 4 Marin Regiment French Automatic All Prussian units eliminated 37e Légère Regiment (1e & 3e btns) e e French Decisive No Prussian units in Vauchamps (any hex) 4 btn 1 Ligne Regiment and La Boularderie at the end of the 3e btn 15e Ligne Regiment e 11:00am turn 16 Provisional Regiment (3/70 & 4/121 btns) French Substantial No Prussian units in Vauchamps (any hex) e 3 Infanterie Division (A) and La Boularderie at the end of the General Lagrange 11:20am turn 3e Marin Regiment (2e & 3e btns) French Marginal No Prussian units in Vauchamps (any hex) 2e Marin Regiment (1e & 2e btns) and La Boularderie (at the end of the 2e btn 4e Marin Regiment 11:40am turn) 37e Légère Regiment (1e & 3e btns) 11e Provisional Regiment (4/1 & 2/62 btns) 13e Provisional Regiment (3/15 & 4/16 btns) 8.0 Scenario 2: The Battle and Pursuit 16e Provisional Regiment (3/70 & 4/121 btns) 8.1 Introduction Entry hexes B at 09:00 The initial attack of Marmont on Ziethen and Hacke, and the arrival 8e Infanterie Division (H) of the Imperial Guard to carry out the pursuit. General Ricard 8.2 Time 44e Provisional Regiment (3/65 & 1/142 btns) 32e Provisional Regiment (2/50 & 2/136 btns) Twenty-one turns beginning with the 09:00am turn and ending with 3e btn 4e Légère Regiment the 3:40pm turn. 3e btn 2e Légère Regiment 8.3 Command e 8 Infanterie Division (A) Coalition: Ziethen has a CP until Kliest is activated. Blücher, Kleist, General Ricard Kapzevich, Olsoviev have CP’s when activated (see E 6.4) 44e Provisional Regiment (2/138, 3/65, 2/145 & 1/142 btns) e French: Napoleon, Grouchy and Marmont have CP’s as soon as they 32 Provisional Regiment (2/40, 2/50 & 2/136 btns) enter. 3e btn 4e Légère Regiment 3e btn 2e Légère Regiment 8.4 Map Limits e 16 Légère Regiment (2 & 3 btns) Use both maps

Entry hex C at 09:00 8.5 Starting Positions VI Corps Assets Coalition: deployed in area “Z” Marshal d’Empire Marmont The Prussian Infantrie Regiments must be broken down into their ADC Richemont component Bataillons and only one infantrie Bataillon may be 15e Co 5e Regiment Artilley a’Pied deployed per hex in the setup area. Artillerie units may stack with 16e Co 3e Regiment Artilley a’Pied any infantrie unit. Prussian Artillerie must be setup limbered. 7e Co 3e Regiment Artilley a’Cheval Infantrie and cavalry are in column formation (they were ready to Attached from 3e Old Guard Cavalrie Division move forward & contunue the attack against the French). The Garde d’Honneur Regiment Schützen Bataillon may deploy in skirmish formation. 11. Prussian Brigade, II corps Entry hex E at 10:00 Generalmajor von Ziethen Attached to the VI Corps (7e Infanterie Division / Silesian Hussar Regiment IV Corps) Fuss Batterie 9 Silesian Schützen Bataillon General Leval 1. Silesian Infantrie Regiment (1., 2. & 3. Btns) 101e Ligne Regiment (3e & 4e btns) 10. Reserve Infantrie Regiment (1., 2. & 3. Btns) 105e Ligne Regiment (2e & 4e btns) 2e btn 3e Ligne Regiment Prussian Cavalry Brigade “Hacke”, II corps 4e btn 45e Ligne Regiment Oberst Hacke 10e Légère Regiment (3e & 4e btns) Silesian Kürassier Regiment 17e Légère Regiment (2e & 4e btns) Silesian Uhlan Regiment 7e Co 9e Regiment Artilley a’Pied Reitende Batterie 8 14e Co 4e Regiment Artilley a’Pied 3e Co 4e Regiment Artilley a’Cheval Coalition: within 1 hex of “X” near Champaubert X Russian Corps Assets Generalmajor Kapzevich La Bataille de Vauchamps

Position Battery 39 2e Marin Regiment (1e & 2e btns) Light Battery 29 2e btn 4e Marin Regiment Light Battery 56 37e Légère Regiment (1e & 3e btns) 8th Division, X Russian Corps 4e btn 1e Ligne Regiment e e General Urusov 3 btn 15 Ligne Regiment e 36 Jager Regiment (combined) 16 Provisional Regiment (3/70 & 4/121 btns) e Archangle Musketeer Regiment (1st & 2nd btns) 3 Infanterie Division (A) 7 Jager Regiment (1st & 2nd btns) General Lagrange Ingremannland Musketeer Regiment (1st & 2nd btns) 3e Marin Regiment (2e & 3e btns) Schusselburg Musketeer Regiment (1st & 2nd btns) 2e Marin Regiment (1e & 2e btns) 22nd Division, X Russian Corps 2e btn 4e Marin Regiment e e e General Turtschaninov 37 Légère Regiment (1 & 3 btns) e Viatka Musketeer Regiment (1st & 2nd btns) 11 Provisional Regiment (4/1 & 2/62 btns) e Stroskol Musketeer Regiment (1st & 2nd btns) 13 Provisional Regiment (3/15 & 4/16 btns) e 29 Jager Regiment (1st & 2nd btns) 16 Provisional Regiment (3/70 & 4/121 btns) Attached from 15th Division/IX Corps st nd Entry hexes B at 09:00 12 Jager Regiment (1 & 2 btns) e 8 Infanterie Division (H) Coalition: within 1 hex of “IX” near Champaubert General Ricard e IX Russian Corps Assets 44 Provisional Regiment (3/65 & 1/142 btns) 32e Provisional Regiment (2/50 & 2/136 btns) Generalmajor Olsoviev 3e btn 4e Légère Regiment Light Battery 3 e e th 3 btn 2 Légère Regiment 15 Division, IX Russian Corps e General Udom II 8 Infanterie Division (A) st nd General Ricard Koslov Musketeer Regiment (1 & 2 btns) e st nd 44 Provisional Regiment (2/138, 3/65, 2/145 & 1/142 btns) Vitebsk Musketeer Regiment (1 & 2 btns) 32e Provisional Regiment (2/40, 2/50 & 2/136 btns)

3e btn 4e Légère Regiment Coalition: in or adjacent to Champaubert 3e btn 2e Légère Regiment Army of Silesia Staff 16e Légère Regiment (2e & 3e btns) General de Kavallerie von Blücher AdC von Gneisenau Entry hex C at 09:00 10. Prussian Brigade, II Corps VI Corps Assets Generalmajor Pirch I Marshal d’Empire Marmont 8. Silesian Landwehr Kavallerie Regiment ADC Richemont Fuss Batterie 8 15e Co 5e Regiment Artilley a’Pied West Prussian Infantrie Regiment (1., 2. & 3. Btns) 16e Co 3e Regiment Artilley a’Pied 7. Reserve Infantrie Regiment (1., 2. & 3. Btns) 7e Co 3e Regiment Artilley a’Cheval e Coalition: within 2 hexes of Champaubert Attached from 3 Old Guard Cavalry Division Garde d’Honneur Regiment II Prussian Corps Staff General Kliest Entry hex E at 10:00 Reserve Artillery, II Prussian Corps Attached to the VI Corps (7e Infanterie Division / AdC Kliest Sch. Fuss Batterie 3 IV Corps) General Leval Sch. Fuss Batterie 6 101e Ligne Regiment (3e & 4e btns) Fuss Batterie 11 105e Ligne Regiment (2e & 4e btns) Fuss Batterie 13 2e btn 3e Ligne Regiment Reitende Batterie 9 4e btn 45e Ligne Regiment Reitende Batterie 10 10e Légère Regiment (3e & 4e btns) 12. Prussian Brigade, II Corps 17e Légère Regiment (2e & 4e btns) Generalmajor Pz. August of 7e Co 9e Regiment Artilley a’Pied 7. Silesian Landwehr Kavallerie Regiment 14e Co 4e Regiment Artilley a’Pied Fuss Batterie 21 3e Co 4e Regiment Artilley a’Cheval 2. Silesian Infantrie Regiment (1., 2. & 3. Btns) 11. Reserve Infantrie Regiment (1. & 3. Btns) Entry hex D (La Morbiere) at 10:20 in Road March II Cavalry Corps Assets Prussian Cavalry Brigade “Roder”, II Corps General d’Division Grouchy Generalmajor von Roder 7e Co 4e Regiment Artilley a’Cheval East Prussian Kürassier 8e Co 6e Regiment Artilley a’Cheval Brandenberg Kürassier 2e Légère Cavalry Division, II Cavalry Corps 8.6 Reinforcements General Berkheim 2e Chevau-Légers Lanciers Entry hexes A at 09:00 e e 6 Chevau-Légers Lanciers 3 Infanterie Division (H) 11e Chasseurs a ’Cheval General Joubert e e e e 24 Chasseurs a ’Cheval 3 Marin Regiment (2 & 3 btns) 9e Hussars La Bataille de Vauchamps

10e Hussars e 9.4 Map Limits 2 Grosse Cavalry Division, II Cavalry Corps Use both maps General St Germain 1re Carabiniers 9.5 Starting Positions e 2 Carabiniers Coalition: deployed in area “Z” 12e Cuirassiers re The Prussian Infantrie Regiments must be broken down into their 1 Cuirassiers component Bataillons, and only one infantrie Bataillon may be 5e Cuirassiers e deployed per hex in the setup area. Artillerie units may stack with 10 Cuirassiers any infantrie unit. Prussian Artillerie must be setup limbered. Infantrie and cavalry are in column formation (they were ready to Entry hex E at 11:00 in Road March move forward & contunue the attack against the French). The e 3 Imperial Guard Cavalry Division Schützen Bataillon may deploy in skirmish formation. General Laferriere 11. Prussian Brigade, II corps Grenadier a ‘Cheval Generalmajor von Ziethen Chasseurs a ‘Cheval Silesian Hussar Regiment Empress Dragoons Fuss Batterie 9 The Garde d’Honneur is detached to the VI Corps Silesian Schützen Bataillon 1. Silesian Infantrie Regiment (1., 2. & 3. Btns) Entry hex C at 13:40 in Road March 10. Reserve Infantrie Regiment (1., 2. & 3. Btns) Staff Prussian Cavalry Brigade “Hacke”, II corps Emperor Napoléon Oberst Hacke Marshal d’Empire Berthier Silesian Kürassier Regiment General d’Division Lebrun Silesian Uhlan Regiment General d’Division Corbinau Reitende Batterie 8 General d’Division Billlarderie ere 1 Old Guard Division Coalition: within 2 hexes of “(X)” La Boularderie Marshal d’Empire Ney X Russian Corps Assets 1re Chasseurs (1e & 2e btns) e e e Generalmajor Kapzevich 2 Chasseurs (1 & 2 btns) Position Battery 39 1re Grenadier (1e & 2e btns) e e e Light Battery 29 2 Grenadier (1 & 2 btns) Light Battery 56 8.7 Victory 8th Division, X Russian Corps Coalition Automatic Napoleon is captured or killed General Urusov 36 Jager Regiment (combined) There are no French units in Vauchamps at the end of the:- st nd Coalition Decisive 1:00pm turn Archangle Musketeer Regiment (1 & 2 btns) 7 Jager Regiment (1st & 2nd btns) Coalition Substantial 12:00pm turn st nd Coalition Marginal 11:00am turn Ingremannland Musketeer Regiment (1 & 2 btns) Schusselburg Musketeer Regiment (1st & 2nd btns) French Automatic Prussian & Prussians are at Level 3 nd and Blücher is captured or killed 22 Division, X Russian Corps There are French combat units with any hex AND no Coalition General Turtschaninov st nd combat units in any hex of:- Viatka Musketeer Regiment (1 & 2 btns) st nd French Decisive Vauchamps or La Boularderie – on Stroskol Musketeer Regiment (1 & 2 btns) st nd or before the end of the 1:00pm turn 29 Jager Regiment (1 & 2 btns) French Substantial Vauchamps, La Boularderie or Attached from 15th Division/IX Corps Fromentieres – on or before the end 12 Jager Regiment (1st & 2nd btns) of the 2:00pm turn French Marginal Vauchamps, La Boularderie, Coalition: within 2 hex of “(IX)” Fromentieres Fromentieres or Champaubert – on IX Russian Corps Assets or before the end of the 3:40pm turn Generalmajor Olsoviev Light Battery 3 9.0 Scenario 3: Alternate History Scenario 15th Division, IX Russian Corps General Udom II 9.1 Introduction Koslov Musketeer Regiment (1st & 2nd btns) st nd The initial attack of Marmont on Ziethen and Hacke, and the arrival Vitebsk Musketeer Regiment (1 & 2 btns) of the Imperial Guard to carry out the pursuit. Coalition: within 2 hex of “(10)” Fromentieres 9.2 Time Army of Silesia Staff Twenty-one turns beginning with the 09:00am turn and ending with General de Kavallerie von Blücher the 3:40pm turn. AdC von Gneisenau 9.3 Command 10. Prussian Brigade, II Corps Generalmajor Pirch I Coalition: Blücher, Kleist, Kapzevich, Olsoviev have CP’s when 8. Silesian Landwehr Kavallerie Regiment activated. Fuss Batterie 8 French: Napoleon, Grouchy and Marmont have a CPs as soon as they West Prussian Infantrie Regiment (1., 2. & 3. Btns) enter. 7. Reserve Infantrie Regiment (1., 2. & 3. Btns)

La Bataille de Vauchamps

Coalition: within 2 hexes of Champaubert 3e Co 4e Regiment Artilley a’Cheval II Prussian Corps Staff General Kliest Entry hex D (La Morbiere) at 10:20 in Road March Reserve Artillery, II Prussian Corps II Cavalry Corps Assets AdC Kliest General d’Division Grouchy e e Sch. Fuss Batterie 3 7 Co 4 Regiment Artilley a’Cheval e e Sch. Fuss Batterie 6 8 Co 6 Regiment Artilley a’Cheval e Fuss Batterie 11 2 Légère Cavalry Division, II Cavalry Corps Fuss Batterie 13 General Berkheim Reitende Batterie 9 2e Chevau-Légers Lanciers Reitende Batterie 10 6e Chevau-Légers Lanciers 12. Prussian Brigade, II Corps 11e Chasseurs a ’Cheval e Generalmajor Pz. August of Prussia 24 Chasseurs a ’Cheval e 7. Silesian Landwehr Kavallerie Regiment 9 Hussars e Fuss Batterie 21 10 Hussars e 2. Silesian Infantrie Regiment (1., 2. & 3. Btns) 2 Grosse Cavalry Division, II Cavalry Corps 11. Reserve Infantrie Regiment (1. & 3. Btns) General St Germain 1re Carabiniers Prussian Cavalry Brigade “Roder”, II Corps 2e Carabiniers e Generalmajor von Roder 12 Cuirassiers re East Prussian Kürassier 1 Cuirassiers e Brandenberg Kürassier 5 Cuirassiers 10e Cuirassiers 9.6 Reinforcements Entry hexes A at 09:00 Entry hex E at 11:00 in Road March 3e Infanterie Division (A) 3e Imperial Guard Cavalry Division General Lagrange General Laferriere 3e Marin Regiment (2e & 3e btns) Grenadier a ‘Cheval 2e Marin Regiment (1e & 2e btns) Chasseurs a ‘Cheval 2e btn 4e Marin Regiment Empress Dragoons 37e Légère Regiment (1e & 3e btns) The Garde d’Honneur is detached to the VI Corps 11e Provisional Regiment (4/1 & 2/62 btns) 13e Provisional Regiment (3/15 & 4/16 btns) Entry hex C at 13:40 in Road March 16e Provisional Regiment (3/70 & 4/121 btns) Staff Emperor Napoléon Entry hexes B at 09:00 Marshal d’Empire Berthier 8e Infanterie Division (A) General d’Division Lebrun General Ricard General d’Division Corbinau 44e Provisional Regiment (2/138, 3/65, 2/145 & 1/142 btns) General d’Division Billlarderie 32e Provisional Regiment (2/40, 2/50 & 2/136 btns) 1ere Old Guard Division 3e btn 4e Légère Regiment Marshal d’Empire Ney 3e btn 2e Légère Regiment 1re Chasseurs (1e & 2e btns) 16e Légère Regiment (2 & 3 btns) 2e Chasseurs (1e & 2e btns) 1re Grenadier (1e & 2e btns) Entry hex C at 09:00 2e Grenadier (1e & 2e btns) VI Corps Assets 9.7 Victory Marshal d’Empire Marmont ADC Richemont Coalition Automatic Napoleon is captured or killed 15e Co 5e Regiment Artilley a’Pied There are no French units in Vauchamps at the end of the:- 16e Co 3e Regiment Artilley a’Pied Coalition Decisive 1:00pm turn 7e Co 3e Regiment Artilley a’Cheval Coalition 12:00pm turn Attached from 3e Old Guard Cavalry Division Substantial Coalition Marginal 11:00am turn Garde d’Honneur Regiment French Automatic Prussian & Prussians are at Level 3 and

Blücher is captured or killed Entry hex E at 10:00 e There are French combat units with any hex AND no Coalition Attached to the VI Corps (7 Infanterie Division / combat units in any hex of:- IV Corps) French Decisive Vauchamps or La Boularderie – on or General Leval before the end of the 1:00pm turn 101e Ligne Regiment (3e & 4e btns) French Substantial Vauchamps, La Boularderie or 105e Ligne Regiment (2e & 4e btns) Fromentieres – on or before the end of 2e btn 3e Ligne Regiment the 2:00pm turn 4e btn 45e Ligne Regiment French Marginal Vauchamps, La Boularderie, 10e Légère Regiment (3e & 4e btns) Fromentieres or Champaubert – on or 17e Légère Regiment (2e & 4e btns) before the end of the 3:40pm turn 7e Co 9e Regiment Artilley a’Pied 14e Co 4e Regiment Artilley a’Pied 10.0 Bibliography Nafziger Archive: www.cgsc.edu/CARL/nafziger La Bataille Vauchmaps: ATO Magazine / Marshal Enterprises 2013 fr.wikipedia.org

La Bataille de Vauchamps

FIRE EFFECTS CHART Line Column Square General Order Skirmish FRENCH Provisional x2 PRINTED x2 PRINTED NP Ligne / Marin x3 PRINTED x3 PRINTED NP Légère / Old Guard x3 PRINTED x3 PRINTED x3 PRUSSIAN Reserve x2 PRINTED x2 PRINTED NP Reserve Fusilier x2 PRINTED x2 PRINTED x2 Linen x3 PRINTED x3 PRINTED NP Fusilier x3 PRINTED x3 PRINTED x2 Schützen 1 x5 PRINTED x5 PRINTED x4 / x3 / x2 2 RUSSIAN Musketeer x3 PRINTED x3 PRINTED NP Jäger x3 PRINTED x3 PRINTED x2 1. Schützen are rifle armed and not halved a two hex range 2. x4 adjacent, x3 at 2 hexes, x2 at 3-hex range

FIRE DEFENSE CHART Clear Village Town Woods Infantry Column 6 - - - Line 8 - - - Square 4 - - - Skirmish Order 12 12 12 14 General Order - 10 10 10 Disorder / PGD 14 12 12 16 Road Order 4 4 4 4 Cavalry Column 6 - - - Line 8 - - - Skirmish Order3 12 14 14 - General Order - 10 10 - Disorder / PGD 14 12 12 - Road Order 4 4 4 4 Artillery1,2 Limbered 6 6 7 - Unlimbered 8 8 9 - w/Infantry4 6 8 8 - 1. Artillery in Disorder is either unlimbered or limbered for the purposes of this table. 2. When Artillery is stacked with infantry use the fire defense of Artillery w/Infantry row of the table above. 3. Cavalry Skirmish Order only applies to players using the Règlements de l’An XXX. 4. Use whenever infantry and artillery stacked together are the target of a Fire Attack.

MOVEMENT CHART Personalities Infantry Artillery Skirmishers Cavalry Clear 1 1 1 1 Slope 2 +2 +3 +4 +2 Woods 3 4 NP 4 Town / Village 3 3 3 1 Road / Bridge 1 ½ ½ ½ ½ Road in town / village 2 2 2 2 Stream +3 +5 +4 +3 1. Roads negate the movement cost of the terrain they cross provided the hexes are connected by a road and the units are in Road Column. 2. Cost is in addition to the cost of the other terrain in the hex being entered. La Bataille de Vauchamps

GROUND CONDITIONS TABLE(E6.3) 9:00am – 11:00am 11:20am – End of Game Infantry Cavalry Foot Horse Infantry Cavalry Foot Horse Personalities Art Art Personalities Art Art 1 NE NE NE NE NE -1 -1 -2 2 NE -1 -1 -1 -1 -2 -1 -4 3 -1 -2 -1 -3 -1 -3 -2 -6 4 -1 -3 -2 -4 -2 -4 -3 -6 5 -2 -4 -2 -5 -2 -5 -4 -8 6 -2 -5 -3 -6 -3 -6 -5 -10

SQUARE FORMATION TABLE French Form Square Disorder Rout 4 Hexes 11-66 - - Column 3 Hexes 11-63 64-66 - Formation 2 Hexes 11-36 41-61 62-66 Adjacent 11-24 25-51 52-66 4 Hexes 11-56 61-66 - Line 3 Hexes 11-42 43-54 55-66 Formation 2 Hexes 11-25 26-52 53-66 Adjacent 11-15 16-44 45-66 FRENCH MODIFIERS Guard Infantry -9 Marine Infantry -3 Provisional Infantry +3 Prussian Form Square Disorder Rout 4 Hexes 11-66 - - Column 3 Hexes 11-66 - - Formation 2 Hexes 11-45 46-55 56-66 Adjacent 11-31 32-52 53-66 4 Hexes 11-66 - - Line 3 Hexes 11-53 54-62 63-66 Formation 2 Hexes 11-32 33-53 54-66 Adjacent 11-22 23-44 45-66 AUSTRIAN MODIFIERS Reserve Infantry +2 2 Musketeer Infantry +4 Fusilier Infantry -6 Russian Form Square Disorder Rout 4 Hexes 11-52 53-64 65-66 Column 3 Hexes 11-36 41-53 54-66 Formation 2 Hexes 11-23 24-43 44-66 Adjacent 11-15 16-36 41-66 4 Hexes 11-66 - - Line 3 Hexes 11-66 - - Formation 2 Hexes 11-32 33-55 56-66 Adjacent 11-31 32-45 46-66 RUSSIAN MODIFIERS Jager Infantry -3 MODIFIERS If a Personality is in the hex -6 If the cavalry stack is light +3 If the cavalry stack containers lancers +6 Attempting Units Morale Level +? Note 1: When modifying the dice any number greater than 66 is treated as 66. Note 2: Reserve will be combined with Musketeer or Fusilier

La Bataille de Vauchamps

STACKING CHART TOWN / CLEAR WOODS VILLAGE 18 Column, Line, Square Any 1 battalion Any 1 battalion INFANTRY 1,2 1 1 3 Skirmish 3 Skirmish 3 Skirmish Any 1 regiment or CAVALRY 18 Column, Line Any 1 regiment Any 1 regiment 3 Skirmish1,2 6 Limbered 1 battery ARTILLERY 6 Unlimbered Not Possible (& 1 infantry battalion) 1/3 Combined 1. Cavalry units in Skirmish Order, regardless of increments, are always deployed in two hexes may. References to units in two hexes apply only to the Règlements de l’An XXX. In the Règlements des Maries Louises units are always deployed in one hex regardless of size. 2. Units in Skirmish Order may move through other units or have other units move through them, but they may never remain stacked with other units.

MORALE LEVELS CHART FRENCH COALITION Morale Level Morale Level Formation Bataillions Corps Bataillons (Bataillions) (Bataillons) 1 2 3 1 2 3 IV 10 2 4 6 II 18 4 8 11 VI (H) 16 4 8 12 IX & X 21 4 8 12 VI (A) 23 5 10 15 Guard 8 2 4 6 MORALE CHECK MODIFIERS Level 1 Level 2 Level 3 Old Guard -3 -6 -9 French -4 -8 -16 Prussian -3 -9 -15 Russian -3 -9 -18

COALITION WITHDRAWAL (E6.6) Ziethen & Hacke 1-4 Continue Normally 5-6 Withdraw Other Coalition formations 1-4 Continue Normally 5-6 Withdraw

GUARD ARTILLERY (E6.7) DR 1 2-3 4 5 6 Number of Fire Attacks 0 1 2 3 4

DEPOT LOCATIONS

11.1.1 French: Route de Paris

11.1.2 Coalition: Champaubert

CAVALRY RECALL TABLE ADDITIONAL Nationality Success French 1-5 ROLL TO CLOSE MODIFIERS Coalition 1-5 CONDITION MODIFIER

CONDITION MODIFIER If the assaulting stack is assaulting 1 -6 If stacked with a leader with a cavalry across a stream. -1 Mêlée Bonus If the assaulting stack is assaulting up a 1 -6 slope. 1. There is a one column shift to the left (E6.3.10) ARTILLERY LIMBERING TABLE

Limbers COMMAND SPAN CHART Horse Batteries 1-4 COMMAND LINK SPAN IN Foot Batteries 1-3 HEXES CONDITION MODIFIER Stacked with leader with artillery bonus -1 Corps Leader to Division Leader 6 Corps Leader to Brigade Leader 6 Division Leader to Units 3 ADDITIONAL (Prussian Infantry Bde) ROLL TO STAND MODIFIERS Brigade Leader to Units 2

CONDITION MODIFIER COALITION ACTIVATION (E6.4) If the target of an Assault exclusively by 1 +6 units across a stream. DR When 1 After the last French Activation this turn Melee while Forced Marching (E6.10.7) -12 2-4 Next Turn Opportunity Charged (E6.10.7) -12 5-6 2 Turns 1. Including across a bridge La Bataille de Vauchamps Permission to Photocopy This Page Napoleon CP  VI Corps Blücher CP  COS: Berthier α  Marmont CP  COS: Gneisenau α  Kapzevich CP  ADC: Lebrun α  ADC: Richmont γ  39 Heavy Artillery γ ADC: Corbinau α  Garde d’Honneur γ II Corps 29 Artillery γ ADC: Billarderie α  15e Co 5 Rgt Art a’Pied γ 56 Artillery γ e Kleist CP  16 Co 3 Rgt Art a’Pied γ e ADC: γ  1re Old Guard Inf Div 7 Co 3 Rgt Art a’Cheval γ Reserve Artillery 8 Division (Ney)  e 3 12pdr Fuss Bty γ (Urusov)  2 x 1er Gren a’Pied 3 Division (H) 6 12pdr Fuss Bty γ 1 x 36 Jager 2 x 2e Gren a’Pied (Joubert)  11 6pdr Fuss Bty γ 2 x Archangle 2 x 1er Chas a’Pied e 2 x 3 Ligne 13 6pdr Fuss Bty γ 2 x 7 Jager 2 x 2e Chas a’Pied e 2 x 2 Ligne 9 6pdr Reitende Bty γ 2 x Ingremannland e Légère 2 x Schusselburg e 2 x 37 10 6pdr Reitende Bty γ 3 Garde Cavalrie Div 1 x 1e Ligne e (Laferriere)  1 x 15 Ligne Brigade Hacke 22 Division Grenadier a’Cheval 2 x 16 e Prov (Hacke)  (Turtschaninov)  Chasseurs a’Cheval 1 x 4e Marin Silesian Kürassier 2 x Viatka Empress Dragoons Silisian Uhlan 2 x Stroskol e 8 Division (H) 8 6pdr Reitende Bty 2 x 29 Jager II Cavalrie Corps (Ricard)  2 x 12 Jager Grouchy CP  2 x 44 e Prov Brigade Roder 7e Co 4 Rgt Art a’Cheval γ 2 x 32 e Prov (Roder)  Attached (IX Corps) 8e Co 6 Rgt Art a’Cheval γ 1 x 4e Légère East Prussian Kürassier Olsoviev CP  e 1 x 2 Légère Brandenberg Kürassier 3 Artillery γ 2e Légère Cavalry Div e (Berkheim)  3 Division (A) 10 Brigade 15 Division 2 Lanciers (Lagrange)   (Pirch) (Udom II)  6 Lanciers e 8 Silesian Landwehr Kav 2 x 3 Ligne 2 x Koslov 11 Chassseurs a’Cheval e 8 Fuss Bty 2 x 2 Ligne 2 x Vitebsk 24 Chassseurs a’Cheval e 3 x West Prussian 2 x 37 Légère 9 Hussars e 3 x 7 Reserve 2 x 11 Prov 10 Hussars 2 x 13e Prov 2 x 16 e Prov 11 Brigade 2e Gross Cavalry Div 1 x 4e Marin (Zeithen)  (St Germain)  Silesian Hussars 1 Carabinier 8e Division (A) 9 Fuss Bty 2 Carabinier Silesian Schützen (Ricard)  12 Cuirassiers e 3 x 1 Silesian 1 Cuirassiers 4 x 44 Prov 3 x 10 Reserve e 5 Cuirassiers 3 x 32 Prov e 10 Cuirassiers 1 x 4 Légère e 12 Brigade 1 x 2 Légère e  2 x 16 Légère (Pz August) 7 Silesian Landwehr Kav 21 Fuss Bty Attached 3 x 2 Silesian 7e Division / IV Corps 2 x 11 Reserve (leval)  2 x 101e Ligne 2 x 95e Ligne 2 x 10 e Légère 2 x 17 e Légère 3e Co 4 Rgt Art a’Cheval 7e Co 9 Rgt Art a’Pied 14e Co 4 Rgt Art a’Pied

CP = Generates a Command Point α = Army Asset γ = Corps Asset  = Leader not Replaceable