RULEBOOK Design by David Fox

Great Battles of the — Volume I Austerlitz System Rules

Table of Contents 1.0 INTRODUCTION . . . . . 2 5.0 MOVEMENT ...... 8 9.2 Morale Effects . . . . . 20 2.0 COMPONENTS . . . . . 2 5.1 Regular Movement . . . 8 9.3 Morale . . . . 20 2.1 Game Scale ...... 2 5.2 Strategic Movement . . . 8 10.0 RETREATS ...... 20 2.2 Definitions & Abbreviations . 2 5.3 Road Movement . . . 8 10.1 Retreat Procedure . . 20 2.3 Playing Pieces ...... 2 5.4 Leader Movement . . . 9 11.0 BREAKPOINT ...... 21 2.4 Status Markers ...... 3 6.0 FACING AND FORMATION 9 11.1 Unit Breakpoint . . 21 3.0 THE TURN ...... 3 6.1 Facing ...... 9 11.2 Division Breakpoint . . 21 4.0 THE COMMAND SYSTEM . 4 6.2 Reaction Zones ...... 9 11.3 Corps Breakpoint . . 21 4.1 Command Counters . . 4 6.3 Formations ...... 10 12.0 RALLY ...... 21 4.2 Command Change . . 4 6.4 Involuntary Formations . . 12 12.1 Rally Procedure . . 21 4.3 In/Out of Command . . 5 6.5 Multi-Hex Counters . . 13 12.2 Rallied Routed Units . . 21 4.4 Initiative Determination . . 5 7.0 STACKING ...... 14 12.3 Recovering . . 21 4.5 Leader Activation . . 5 7.1 Stacking Restrictions . . 14 12.4 Rout Loss ...... 21 4.6 Activations ...... 6 7.2 Stacking Order . . . . . 14 13.0 FATIGUE ...... 21 4.7 Command Breakdown Results 7 7.3 Stacking and Combat . . 14 13.1 Increasing Fatigue . . 22 4.8 Using the Command Card . 7 8.0 COMBAT ...... 14 13.2 Decreasing Fatigue . . 22 8.1 Fire Combat ...... 15 13.3 Fatigue Effects . . . . . 22 8.2 Combat . . 16 14.0 REINFORCEMENTS . . 22 8.3 Assault Combat . . . . . 16 14.1 Reinforcement Entry . . 22 8.4 Combat . . . . . 17 14.2 Reinforcement Delay . . 23 8.5 Combat Results . . . . . 18 14.3 Enemy Presence . . 23 GMT 9.0 MORALE ...... 19 14.4 Subsequent Activation . . 23 GAMES 9.1 Morale Checks ...... 19 CREDITS ...... 23 AUSTERLITZ 1.0 INTRODUCTION show the decline of the Napoleonic the unit. Loss of SPs will determine French army and the improvement of when a unit reaches Breakpoint. Napoleon’s enemies as they adapted to, December 2, 1805. The Third and often copied, his tactical model. Coalition, a loose alliance of nations 2.3 Playing Pieces organized by England to oppose Napoleon Bonaparte’s imperial 2.0 COMPONENTS Battalion (Front) ambitions, is already in trouble. Of the Unit Name Corps Affiliation many grandiose planned invasions and (Battalion/Regiment) (Color Band) Division Affiliation combined operations, only the Austrian A complete game of AUSTERLITZ 1805 Strength Points Morale invasion of Bavaria actually took place. contains: Movement Points This met disaster when Napoleon, 4 Maps (34” x 22” sheets) Firepower 1 reacting with shocking speed, 3 /2 Sheets of counters surrounded and destroyed the Austrian 1 Rulebook Infantry Battalion (Back) army at Ulm on October 20. A sluggish 1 Playbook Nationality Color: Russian army, that had set out in 1 Four-page playing aid of charts Disordered Blue: French September to link up with the 1 Command Card White: Austrian Austrians, finally arrived in November. 1 Ten-sided die (0 is treated as 0, Green: Russian The Russians joined with the shattered not 10) remnant of the Austrian army, and Cavalry Regiment (Front) Corps Affiliation advanced to meet the French in battle at If you are missing any components, please Unit Name Austerlitz in eastern Bohemia. By the contact us for replacements: (Color Band) Division Affiliation time the Battle of Austerlitz was Cavalry Type Morale finished, Napoleon had won the greatest GMT Games Strength Points Movement Points victory of his career, shattering the P.O. Box 1308 Allied army and decisively ruining the Hanford, CA 93232-1308 Third Coalition. Cossacks Regiment (One Side Only) Corps Affiliation www.gmtgames.com Unit Name AUSTERLITZ is the first game in (800) 523-6111 (Color Band) Division Affiliation GMT’s Great Battles of the Napoleonic Disordered Morale Wars series that simulates the battles of Cavalry Type Movement Points the Napoleonic Wars on a detailed 2.1 Game Scale Strength Points tactical level. A variety of systems are at work here to show the most important Each hex represents 150 yards from side Artillery Battery (Unlimbered) Corps Affiliation elements of Napoleonic tactics. to side. Elevations equal 20 feet per Unit Designation (Color Band) Command uses a chit-draw mechanism elevation level. Units represent infantry (Battery i.d./Corps) to reflect the chaotic nature of unit Division Affiliation battalions, cavalry regiments and artillery Morale operations on the battlefield. The Strength Points batteries. Unit scales are: Gun Size combat system reflects the interaction of 1 Strength Point of Infantry = 100 men Firepower infantry, cavalry and artillery, 1 Strength Point of Cavalry = 50 men Reaction particularly emphasizing the various 1 Strength Point of Artillery = 2 guns combat formations— for rapid Artillery Battery (Limbered) movement, line for maximum striking Unit Designation Corps Affiliation power, skirmish to disorder the enemy, 2.2 Definitions and Abbreviations (Battery i.d./Corps) (Color Band) and infantry square as a protection [Cannot Fire] Division Affiliation against charging cavalry. Fatigue plays a Movement Points LIM: Leader Initiative Marker—These Horse Artillery Reaction part as well, simulating the decline of markers are used to activate various unit efficiency from fatigue and friction, combat formations. They dictate the thus encouraging players to keep Multi-Hex sequencing of game play. Counter reserves ready to replace exhausted MP: Movement Point—The cost of formations or take advantage of a moving, changing formation and sudden enemy breakdown. changing facing is expressed in movement points. A unit’s movement Austerlitz is our starting point because Division Commanders. Many leaders are allowance is the number of movement rated as division commanders for the it shows Napoleon’s tactical system at its points it may expend in an activation. finest. Future games in the series will purpose of fulfilling certain game SP: Strength Point—The melee size of functions (essentially because they are

Page 2 Rulebook Great Battles of the Napoleonic Wars, Volume I next in line below corps commanders), 3.0 THE TURN Limited Activation. Only though they nominally were Divisions or lone units may commanders of a “brigade.” activate during this segment, Historically, many nations lacked true Each turn consists of a sequence of play Corps may not. distinctions between divisions and that must be followed in the order 2. Non-Initiative Non-LIM brigades. One of France’s command presented below. When all phases of the Activation Segment: The Non- advantages was that the use of two Sequence of Play are finished, so is the Initiative Player performs the distinct levels of command in between turn. same activities as the Initiative the regiment and corps levels. This is Player in C.1. Repeat steps C.1 reflected in game terms by the A. Pool Placement Phase and C.2, with Players alternating existence of special rules for “Brigade Activations until all eligible 1. Command Change Segment: Commanders” in some scenarios. The Divisions have had an Players who wish to attempt a important distinction for players to opportunity to be activated. If Command Change must roll and remember is the star-rating on one player runs out of eligible check the Command Change the counter and what that Divisions before the other player Table for the result [4.2]. allows the leader to do in the does, that other player may 2. Initiative Determination game (not his unit’s historical continue performing activations Segment: Players determine who designation). until all of his commands have has the Initiative for that turn Corps had the opportunity to be (Cavalry Reserve) [4.4]. Corps Commander activated. At this point proceed 3. Initiative Choice Segment: The to the LIM Removal Segment. Rank (# of Stars) Player with the Initiative for the 3. LIM Removal Segment: Both turn chooses one LIM with which players may remove any of their he will begin the turn. Overall Commander own LIMs from the Command 4. Pool Placement Segment: All Pool. Removal is mostly voluntary remaining available LIMs are and is performed to prevent a placed in an opaque container command from gaining fatigue. from which they can be picked Leader Initiative Markers However, Divisions at Breakpoint blindly. This container is called (LIMs) must be removed [11.0]. the Command Pool. Corps Division and Symbol D. Rally Phase B. LIM Activation Phase Activation Rating 1. Rally Segment: All units that 1. Initiative Activation Segment: have a Morale Level worse than The LIM that was chosen by the 2.4 Status Markers Good may attempt to Rally Initiative Player is now [12.0]. revealed—that command may 2. Rout Loss Segment: Any units Numbered (for SP now attempt to activate [4.5]. that are still Routed retreat one Loss or Fatigue): 2. LIM Selection Segment: Either hex and lose 1 SP. Player now blindly selects one 3. Cavalry Reform Segment: All Morale LIM from the Command Pool. cavalry currently under a Blown Level: The command that corresponds marker which have a Recovery to that LIM may now attempt to marker may decrease their Blown activate. Activation of a command Cavalry level by one, removing the Blown allows individual units to move, Blown & marker if required. fire and melee [see rules 5.0- Recovery: 4. Fatigue Segment: Flip all 10.0]. Repeat step B.2 until all Finished Leaders to their front Others: LIMs have been drawn from the side. Increase and decrease Command Pool. At that point, Fatigue levels as described in the proceed to the Non-LIM Phase. Fatigue rules [13.0]. C. Non-LIM Phase 1. Initiative Non-LIM Activation Segment: The Initiative Player may pick one Division which did not have its LIM in the Command Pool or any one Out of Command unit and perform a

Copyright © GMT Games, 2000 Page 3 AUSTERLITZ

likewise enter the pool via Command 4.0 THE COMMAND Command Change. Until their specific LIMs have Rank SYSTEM (Corps) Activation Modifier been added, they may activate when the Command Range Reinforcement LIM (or, in some cases, the Independent LIM) is drawn. The ability of units to move Corps Commanders and perform combat is 4.1.2 Leaders. There are four types of on- Corps Commanders have two regulated by the activation of map leaders—Overall Commanders, ratings—the command range rating their commanders, which is in Corps Commanders, Division and the division activation modifier. turn controlled by the random drawing of Commanders and Special Commanders. The division activation modifier is Leader Initiative Markers (LIMs). At the used to modify activation attempts by start of the game, the scenario rules tell divisions subordinate to the corps the players which LIMs they will use to Rank commander that are within his begin the battle. New LIMs may be added (Overall Command Range command range during a Corps to the Command Pool by either player Commander or Activation. when they successfully attempt a Wing Commander) Command Change; LIMs may be Special Commanders removed from the Command Pool Special Commanders with abilities voluntarily in the LIM Removal Segment Overall Commanders different from normal division and of each turn. LIMs of divisions at Overall Commanders have one rating corps commanders. The rules for Breakpoint must be removed in the LIM printed on their counter—command Special Leaders are in the Playbook. Removal Segment. range. The Overall Commander’s range is the maximum number of hexes Corps Affiliation During each turn, LIMs are drawn at distant that a corps commander can be Personality random from an opaque container called Rank Command Range from the Overall Commander and still (Brigade the Command Pool. The commander Activation be able to place his corps LIM into the Commander) corresponding to that LIM may then Command Pool. Depending upon the attempt Full Activation by rolling equal scenario being played, the Overall Command Span to or less than his activation number. If Commander may also have an Personality Type Command Range the attempt succeeds, that commander’s Initiative Modifier (which is not (Aide) Activation units may move and fight normally during printed on the counter, but is listed in the turn. If the attempt fails, consult the the scenario rules found in the Command Breakdown Table to see the playbook). effects of the activation failure. Command Span Alternatively, the commander may Command Range Corps Affiliation voluntarily choose to forgo a Full Command Activation (Color Band) Type Personality Activation attempt and instead conduct a Rank (Grand Battery Commander) Command Range Limited Activation (this is automatic, (Division) requiring no die roll). Finally, Activation commanders whose LIMs have not been added to the Pool may undertake Limited 4.2 Command Change Activations in the Non-LIM Phase. Division Commanders Division Commanders have three After the first turn of the game, players ratings—an activation rating, a may only add LIMs to the Command Pool 4.1 Command Counters personality rating and a command by successfully attempting a Command range rating. The activation rating is Change. During the Command Change 4.1.1 Initial LIMs. Both players’ initial the number that a division commander Segment, players may announce that they LIMs are listed in the special rules for must roll equal to or less than in order are attempting a Command Change. Each each scenario. These LIMs begin the to perform a Full Activation. The player may only attempt one Command scenario in the Command Pool. LIMs personality rating identifies the Change per turn. A Command Change may always be voluntarily removed from column on the Command Breakdown is normally attempted by the Overall the Command Pool during the LIM Table used if that division commander Commander, however, other commanders Removal Segment. However, LIMs may fails his Full Activation die roll. The may have that ability, depending upon the only be placed back into the pool by command range rating shows the rules of the scenario. Roll on the successfully attempting a Command distance from which a commander can Command Change Table for the Change during the Command Change be from his units for them to still be commander attempting the change, and Segment. LIMs for reinforcements In Command. implement the results immediately. The

Page 4 Rulebook Great Battles of the Napoleonic Wars, Volume I result will either allow that player to add moment a player successfully rolls for a represent a division commander carrying corps LIMs or division LIMs, or not allow Command Change during the Command out (or attempting to, anyway) his orders a change. Change Segment. for the turn. When a division LIM is drawn, the player places the LIM in the 4.2.1 Adding Corps LIMs. A corps LIM 4.3.3 Combat Units. Units appropriate box of the Command Card may only be added if that corps must be In Command to move and may attempt to activate the division commander is within the Overall and fight when their division is commander corresponding to that LIM. Commander’s command range. When a activated. In Command status The player checks the division corps LIM is added, any division LIMs is determined at the moment the division commander’s activation rating and rolls a from that corps already in the pool are is activated; all units within their division die; if the die roll is equal to or less than removed. While the corps LIM remains commander’s range are In Command. the activation rating, the commander may in the pool, no division LIMs from that Units that are outside that range are carry out a Full Activation. The division corps may be added to the Command considered Out of Command—mark such activation die roll may be modified by the Pool. units with an Out of Command marker. corps commander’s activation modifier Out of Command units may not move only if the division commander is 4.2.2 Adding Division LIMs. A division and/or fight when their division is attempting to activate as part of a Corps LIM may only be added if that division activated. They must move and/or fight Activation. If the roll is higher than the commander is within his corps during the Non-LIM Phase. activation rating, the commander has commander’s command range. failed to activate and the player must roll again, consulting the Command 4.2.3 Adding the Reinforcement LIM. 4.4 Initiative Determination Breakdown Table to see the result of the Scenario rules (see the Playbook) list activation failure [4.7]. whether a player receives reinforcements Each player rolls a die, modified by the and on what turn they enter the game. On Initiative Modifier (see scenario rules) of A division commander may voluntarily such a turn, the player may automatically his overall commander. The winner may choose to conduct a Limited Activation add the Reinforcement LIM to the then choose any one LIM with which to and not roll for Full Activation; the Command Pool in the Command Change begin the turn—the Initiative LIM. Ties Limited Activation is automatic. Segment (does not require a Command are rolled again. The remaining LIMs are Change roll). The division LIMs of placed in an opaque container, and the 4.5.2 Corps Activations. The Corps LIM reinforcements can only be added through turn begins with the Initiative LIM represents a corps commander attempting a normal Command Change attempt attempting to activate. to coordinate the activations of his (unless otherwise overridden by scenario subordinate divisions. When a Corps rules). See 14.0 for rules governing the 4.4.1 LIM Selection. Once the Initiative LIM is drawn, the player places the LIM activation of reinforcements. LIM has finished, the LIM is placed aside in the appropriate box of the Command and the player who won the Initiative Card and may attempt a simultaneous Full draws another LIM. If the LIM is one of Activation of all the division commanders 4.3 In/Out of Command his, he may attempt to activate that LIM. subordinate to that corps that are within This continues until the Initiative player the corps commander’s command range. 4.3.1 Command Range. A commander’s draws a LIM belonging to his opponent, Division commanders that are outside of Command Range is the maximum length at which time his opponent may attempt their corps commander’s command range of hexes that a subordinate leader or unit to activate that LIM. That player then when the Corps LIM is drawn may may be from its superior commander to draws the next LIM. Players continue attempt to activate, but cannot use the perform effectively. Command Ranges for drawing LIMs, attempting activations, corps commander’s activation modifier. a player’s commanders are listed in the and placing them (once finished) in the Divisions that previously activated upon playbook and on the playing aid card. Activated box of the Command Card the draw of the Independent LIM cannot until all LIMs have been drawn, and the be activated again. 4.3.2 Leaders. Leaders must be In turn moves to the Non-LIM Phase. Command to have their LIMs placed in Corps Movement. During a Corps the Command Pool. Corps commanders Activation, the player selects one are considered In Command if within the 4.5 Leader Activation division and attempts to activate it, command range of the overall using the corps commander’s commander. Division commanders are There are three types of Activations: activation modifier on the die roll if considered In Command if within the Division, Corps, and Special. the Division commander is within the command range of their corps Corps commander’s range. If commander. A leader’s In Command/Out 4.5.1 Division Activations. Division successful, every unit belonging to that of Command status is determined at the activations are most frequently used and division that is In Command may move. Once that division has

Copyright © GMT Games, 2000 Page 5 AUSTERLITZ

completed movement, the player may 4.6.1 Full Activations. A Full Activation Command may move up to half of choose another division from that is carried out in the following order: their movement allowance corps and attempt to activate it, 1) Movement. All In Command units of (rounded down). Once all units of continuing until all divisions of the a division may move up to the limit of the division have moved (or not), corps have attempted activation. A their movement allowance, subject to they may conduct combat. OR player may not move some units from the movement rules. Units may move b) Any one unit that is Out of one division, then move on to another in any order. However, once a unit has Command may move up to one- division, and return to move the finished moving it is done for the third of its movement allowance remaining units of the first division. turn—a player may not move a unit a (rounded down). Once the unit has The failure of a division to activate portion of its movement allowance, moved, it may conduct combat. does not prevent the other divisions then move a different unit, and return 2) Combat. Under a Limited Activation, from trying to activate to finish the first unit’s movement players may not move one unit that is allowance. outside its division commander’s Corps Combat. Once all movement is 2) Combat. Once all movement is command range and then conduct completed in a Corps Activation, each finished, a player may conduct combat combat with another. Depending upon division of the corps carries out combat with all In Command units of that the movement choice in #1 above, separately. The player selects one division. Once one unit of a division conduct the matching one of these: activated division and may conduct has conducted combat, no more a) Once they have moved, all In combat with every unit belonging to movement is allowed during that Command units the Division that division that is In Command. activation. Units are free to conduct performing the Limited Activation Once that division has completed Fire, Bayonet, Assault and Charge may conduct Fire combat, OR combat the player may choose another combat subject to the Combat rules. b) Any one unit that is Out of activated division from that corps and All Offensive Fire combat is Command which has just moved conduct combat with all of its units, conducted before melee combat, but may conduct Fire combat. The unit continuing until all activated divisions otherwise units may conduct combat may not conduct Melee combat. of the corps have conducted combat. in any order. Players may not fight with some units 3) Leader Finished. Once all from one division, then move on to units of a division under a 4.7 Command Breakdown Results another division, and return to fight Full Activation have with the remaining units of the first finished combat, the STOP: The division commander is division. activation is finished. Flip the finished for the turn. No In Command commander to his Finished side as a unit of that division may activate this 4.5.3 Special Activations. The reminder that he is done for the turn. turn. specific rules (see Playbook) If a divison activation, then the player may allow different types of who conducted the activation may RETREAT: If any unit of the division is Special LIMs; some examples draw another LIM. In the case of a within three hexes of an enemy combat are Grand Battery and Corps Activation, once all units of all unit, the In Command units of the Independent Leader LIMs. See divisions under a Corps Activation entire division must attempt to retreat the Playbook for details. have finished combat, the activation is half of their movement allowances finished and the player who conducted (rounded up) away from the enemy the activation may draw another LIM. (this includes unlimbered artillery, 4.6 Activations which must limber and move away). 4.6.2 Limited Activation. Limited In doing so, they may not move closer There are two types of activations—Full Activations represent division to any other enemy units. Even if no and Limited. Full Activations represent a commanders that have received no retreat takes place, the division division operating at full effectiveness, specific orders (i.e. whose LIM is not commander is finished for the turn. moving aggressively and attacking the drawn), or units that have become enemy. Under a Full Activation, all units separated from their commanders. Players LIMITED: The division may undertake of that division that are within the may not move units from one division and a Limited Activation. division commander’s command range conduct combat with units from another. may carry out all movement and combat Limited Activations are carried out in this FULL: The division may undertake a allowed by the rules. Units that are outside order: Full Activation. of their division commander’s command 1) Movement. Limited Activation units range may only conduct a Limited may not move adjacent to enemy units. CHARGE: If any unit of the division is Activation during the Non-LIM Phase. Choose one activity: within four hexes of an enemy combat Mark such units with an Out of a) All units of a division performing unit, the entire division must Charge Command marker. a Limited Activation that are In (if cavalry) or advance and melee the

Page 6 Rulebook Great Battles of the Napoleonic Wars, Volume I

closest enemy combat units. If no unit Chosen Initiative LIM: Whomever wins status, place their LIMs in the is within four hexes of the enemy, treat Initiative for the turn places his Removed & Available box. this as a FULL result. selected Initiative LIM here. Meanwhile the players refill the Removed & Fatigued by Combat: Any REACTIVATE: Conduct a Full Command Pool cup with all LIMs in command that does not have its LIM Activation with the division that just the “Activated” section of the in the Command Pool, but is involved rolled on the Breakdown Table. The Command Card and proceed with the in combat during the turn (other than same player may then attempt to turn, beginning with the attempted medium- and long-range artillery fire) activate the CLOSEST friendly activation of the selected Initiative should place its LIM here, as a division (closest is defined as number LIM. reminder to increase its Fatigue Level of hexes from the original division in the Fatigue Segment. commander’s original location to a friendly division commander; if more ACTIVATED Removed & Available: Place here any than one division is equidistant, the command that does not have its LIM player may choose) even if that Activated & Fatigued: Whenever a LIM in the pool, is not activated in the non- division has already been activated this is drawn and activated, place it here as LIM phase, and is not involved in turn (however, no division may be a reminder to increase its Fatigue combat (except for medium- and long- reactivated more than once in a single Level in the Fatigue Segment of the range artillery fire). These Divisions turn). This result cannot occur twice turn. may recover one Fatigue Level in the in a row. If the second division Fatigue Segment, if their units are commander also gains the Activated for Strategic Movement: Place more than two hexes from enemy REACTIVATE result on the any LIMs here that were drawn but units. Breakdown Table, treat it as a FULL used for Strategic Movement only. result instead. These commands DO NOT increase Fatigue during the Fatigue Segment. AT BREAKPOINT ENEMY: The rolling division commander treats this as a STOP Independent LIM Activation: At Breakpoint: Divisions which have result. The enemy player may attempt Whenever the Independent LIM is reached their Breakpoint may no to activate his CLOSEST division drawn, place it in whichever box longer have their Division LIMs in the (closest is defined as number of hexes corresponds to the command(s) that Command Pool. Remove them to this from the original division commander were activated under the Independent box. to an enemy division commander; if LIM. Use this as a reminder to increase more than one division is equidistant, those commands’ Fatigue Level during At Breakpoint & Fatigued by Combat: the enemy player may choose) even if the Fatigue Segment. Place here any Divisions at Breakpoint that division has already been activated which are involved in combat (except this turn (owever, no division may be medium- and long-range artillery fire). reactivated more than once in a single REMOVED These Division will increase a Fatigue turn). This result cannot occur twice Level during the Fatigue Segment. in a row. If the second division Counterpart LIMs: Whenever a corps commander also gains an ENEMY LIM is added to the pool, place its result on the Breakdown Table, treat corresponding division LIMs here. 5.0 MOVEMENT it as a STOP result instead. Whenever a division LIM is added to the pool, place its corresponding corps LIM here. No corps may have both a The movement allowance of Leaders is 4.8 Using the Command Card corps LIM and a division LIM in the 12. All non-leader units have a movement Command Pool at the same time. allowance printed on their counter. The All LIMs that are not in the Command movement allowance (MA) is the number Pool cup should be placed in the LIMs Not Available: Place all LIMs here of movement points (MPs) available to appropriate place on the Command Card. for any commands that have not the unit in one activation of regular The Command Card has three major arrived on the map yet. movement. NOTE: Units abide by the sections—Activated LIMs, Removed MA they have at the beginning of the LIMs and LIMs of commands at Reinforcements: On their turn of arrival, activation (i.e. changing formation from Breakpoint. Each major section is place the LIMs here of all commands disorder does not gain an extra MP). subdivided by dotted lines, primarily for which are arriving as Reinforcements. use in tracking which Divisions are Once those commands lose their Units move from hex to adjacent hex (no subject to Fatigue Level changes during Reinforcement Strategic Movement skipping of hexes is allowed), paying the Fatigue Segment.

Copyright © GMT Games, 2000 Page 7 AUSTERLITZ varied costs to do so, depending upon the more than half of its movement allowance marker may not be placed again until the terrain of the hex being entered. See the (rounded down). Such cavalry may next time the division achieves a Full Terrain Effects Chart (TEC) for a full list conduct their charges during combat— Activation. of movement costs for the various types after all movement and Offensive Fire has of units and formations. Normally, units been completed. 5.2.1 Strategic Movement Effects. Units may only move through their front whose division commander is under a hexsides (see the Facing rules). Movement 5.1.3 Enemy Contact. When a friendly Strategic Movement marker: points may not be accumulated from turn unit moves into an enemy unit’s front hex • Never gain fatigue from activating. to turn, nor may they be lent from one (see 6.0), the friendly unit must end its They MAY gain fatigue from being unit to another. movement for that activation. A friendly attacked [13.0]. unit which begins the activation in an • Never use both strategic and regular There are two types of movement: enemy unit’s front hex may move away movement in the same activation. Regular and Strategic. All units from a (subject to Reaction Fire/Charge), but • May not remain in Line formation. division must use one type of may not move adjacent to the same enemy • Must move as far as possible when movement—some may not use Regular unit. It may move adjacent to a different their LIM is selected. Failure to move Movement while others use Strategic enemy unit, though. all units of the division their full Movement. Regular movement is movement allowance results in the completely voluntary; units are not 5.1.4. Pass Through. Friendly units may removal of the Strategic Movement required to move when activated. Units pass through hexes with other friendly markers from the units and the that move are not required to spend all of units, subject to stacking rules [7.0]. If division’s LIM from the Command their movement points before stopping. during this process the hex becomes Pool. The movement of each individual unit or overstacked, then all units become • Must use Road Movement [5.3] to stack must be completed before that of disordered. The moving unit may not end enter a village, swamp, woods or another unit is begun. Strategic its move such that it causes overstacking orchard hexes, or to cross a river, Movement is semi-voluntary [5.2]. (and would be prohibited from entering stream, hedge, wall or ditch hexside. the hex if it has insufficient MPs to exit • May never move into any hex that is the hex). within three hexes of an enemy combat 5.1 Regular Movement unit. • Lose strategic movement status if an In regular movement, a unit may move up 5.2 Strategic Movement enemy combat unit moves within three to its printed movement allowance, hexes of any unit of the division. expending movement points (MPs) to Units of divisions using However, the marker is not removed enter hexes and cross hexsides, as listed strategic movement may move until the enemy units have completed on the Terrain Effects Chart. No unit may at double their full movement their activation, including combat. • ever enter a hex for which it does not have allowance. A division may use May never initiate combat nor Return the necessary movement points to enter strategic movement if it is a Fire, Reaction Fire, Reaction Charge, or which it is prohibited from entering/ reinforcement entering the Countercharge or Form Square in crossing. Note that a unit’s movement map, or if its LIM has been Reaction. If attacked, they suffer the allowance is either one-half or one-third drawn and it achieves a Full following penalties: of normal (rounded down) when it is Activation, or it the division commander 1) Add 1 to die roll on morale conducting a limited activation [4.6.2]. already possesses a Strategic Movement checks marker and every unit from the division 2) Add 2 to opponent’s melee 5.1.1 Disorder Check. Movement into starts at least three hexes away from the die roll certain types of terrain may require nearest enemy combat unit. To indicate 3) Remove the Strategic disorder checks, as indicated on the that a division is using strategic Movement marker after all Terrain Effects Chart. When so required, movement, place a Strategic Movement combat has been completed a unit makes an immediate disorder check marker on its division commander. As by rolling a die and comparing it to the long as that division commander has a unit’s morale rating. If the unmodified die Strategic Movement marker on it, that 5.3 Road Movement roll is higher than the morale rating, the division may use strategic movement failure means that the unit becomes whether or not its LIM has been placed Units utilizing Road Movement to enter disordered immediately. in the Command Pool. Strategic a hex pay the cost of the road, not the cost Movement markers may be removed of the other terrain in the hex. To use 5.1.2 May Charge. Mark with voluntarily at any time during a division’s Road Movement, a unit may not be in a May Charge marker any activation, but this ends the activation Line formation and must be moving cavalry unit that moved no immediately. The Strategic Movement directly from one road hex to another.

Page 8 Rulebook Great Battles of the Napoleonic Wars, Volume I

Bridges. A unit must use Road Movement direction that it is turning one hexside at one hexside and Return Fire from a to use Bridges. If not in Road Movement, a time, paying the MP cost for each different one. the unit would pay the normal cost to rotation. A unit may rotate any number cross a stream. of hexsides as long as it has enough MP 6.2.3 Cavalry Reaction. Cavalry to pay for the change, subject to any possesses a special type of Reaction Zone Villages. Every village hex is considered additional restrictions due its formation. called a Flank Zone that extends from its to be connected to adjacent village hexes In some circumstances, a unit may About flank hexsides as specified in the via a Secondary Road, whether a Road is Face (see the Terrain Effects Chart). formation rules [6.3]. Whenever an drawn on the map or not. enemy combat unit of any type enters a Skirmishers have no facing (all directions Flank Zone, the cavalry unit may are front hexsides). immediately change facing one hexside. 5.4 Leader Movement For every additional Flank Zone hex that the enemy unit enters, the cavalry unit The movement allowance of Leaders is 6.2 Reaction Zones may turn an additional hexside. This 12 MPs. Division commanders may move facing change does not cost MPs—it is a when their division activates, whether in Every non-routed combat unit has a free movement. Note that making this the LIM or Non-LIM phase. Division Reaction Zone adjacent to its front facing change may be subject to a commanders may move a second time, if hexsides, the size of which is determined Disorder Check depending upon the their division is reactivated. Corps by the unit’s formation (see the diagrams cavalry unit’s formation and the terrain commanders may move once per turn in 6.3 on pages 10-13). The Reaction (see TEC and 5.1.1). along with one of their divisions when it Zone allows a unit to respond to enemy is activated. Overall Commanders may movement within the Reaction Zone, Non-routed cavalry units may attempt to move once per turn, during any friendly depending upon the type of unit. Countercharge a charging enemy cavalry activation. unit that enters its Reaction Zone 6.2.1 Infantry Reaction. Non-routed (regardless of the intended target of the infantry units may Reaction Fire when an original charge). If the Countercharging 6.0 FACING AND enemy unit within its Reaction Zone unit passes a pre-melee morale check, stop expends movement points (to change the enemy cavalry and move the FORMATION formation or facing, or to move away) or Countercharging unit adjacent to it. The charge moves. Note that an enemy unit’s original Charging unit may change facing initial movement into its Reaction Zone to put the Countercharging unit in its All combat units have a variety of does NOT trigger Reaction Fire. An front hexsides. formations available to them, each with infantry unit that is the target of a cavalry its own strengths and weaknesses. A unit’s Charge (or a Reaction Charge while the If an enemy infantry or artillery unit facing is dependent upon its formation. infantry is moving) may attempt to Form enters a cavalry unit’s Reaction Zone, that Square in Reaction [8.4.2 #4]. Instead of cavalry unit may do nothing or one of the Reaction Fire during Bayonet or Assault following actions each time: • 6.1 Facing combat, Skirmishers may Reaction Move Reverse Move one hex backward into an adjacent hex not in an enemy front through its rear hexsides. For every Dependent upon the formation, combat hex. additional movement action units will usually have front, flank and rear (movement, facing change or hexsides (see diagrams related to specific 6.2.2 Skirmisher Reaction. Skirmish formation change) conducted by an formations on pages 10-13). Units may units [6.3.3] possess an all-around enemy infantry or artillery unit in the only initiate combat through their front Reaction Zone. Whenever an enemy unit cavalry unit’s Reaction Zone, it may hexsides. Units that are attacked through enters or expends movement points Reverse Move an additional hex their Flank and Rear hexsides will not within the zone, the Skirmish unit may [6.2.5]. • defend themselves efficiently. Units Reaction Fire or Reaction Move. It may Reaction Charge (see charge combat usually only move through their front Reaction Move into any adjacent hex that rules). If the cavalry unit fails its hexsides, but in some circumstances may will not violate stacking rules; it may not Reaction Charge pre-melee morale also use Reverse Movement to the rear move adjacent to an enemy unit. A check, it is immediately disordered and and Slide Movement to the flank. Skirmish unit surrounded by enemy units does not charge. A Reaction Charge may not Reaction Move; it may only may NOT be Countercharged. A unit may change its facing at any time Reaction Fire. A Skirmish unit may only Resolve the charge combat during movement, at the MP cost given Reaction Fire once per enemy activation; immediately during the movement of in the Terrain Effects Chart. To change after this, it may only Reaction Move. A the stack charged, though the charging facing, the unit changes its front Skirmish unit may Reaction Fire out of cavalry will be the attacker rather than hexside(s) by rotating the counter in the the active stack [8.4].

Copyright © GMT Games, 2000 Page 9 AUSTERLITZ

6.2.4 Foot Artillery Reaction. disordered), but it may no longer Reverse Figure A Unlimbered foot artillery may Move during this enemy activation. Infantry in [React] [React] Reaction Fire whenever an Line Front Front enemy unit enters is Reaction This means that an Unlimbered horse Zone. The artillery unit may only fire once artillery unit may limber when an enemy per enemy activation, no matter how unit enters its Reaction Zone, and may many enemy movement actions occur then retreat one hex for each additional Flank Flank within the Reaction Zone. This means enemy movement action performed, that if any enemy division moves within checking for disorder each time it retreats. the Reaction Zone, the artillery unit could Rear Rear only Reaction Fire at ONE enemy unit. 6.2.6 Reverse Movement in Reaction. It may neither Reaction Fire nor Return Cavalry and limbered horse artillery may Fire (see combat) during the remainder Reverse Move as a reaction to an enemy of the activation. If another enemy unit entering its Reaction Zone. When When changing into Line formation, turn division activates and moves within the Reverse Moving, move the unit back one the infantry unit to face the hex vertex, as artillery unit’s Reaction Zone, it may hex via one of its rear hexsides. The unit shown in Figure A above. Any infantry Reaction Fire at one enemy unit from that still retains its original facing. A Reverse unit facing a vertex is considered to be in division. Limbered foot artillery does not Moving unit may not enter prohibited Line formation, without a marker being possess a Reaction Zone. terrain and must still perform all Disorder necessary. Checks [5.1.1] required by the Terrain 6.2.5 Horse Artillery Reaction. Effects Chart. Infantry in Line: Unlimbered horse artillery may • May not use Strategic Movement or Reaction Fire or change 6.2.7 Leader Reaction. Leaders alone in Road Movement. formation once when an enemy their hex have all-around Reaction Zones. • That changes facing more than one infantry or artillery unit enters its Whenever any enemy unit enters the zone vertex per activation must make an Reaction Zone. If a cavalry unit enters the or expends movement points within the immediate Disorder Check, one check Reaction Zone, it may only Reaction Fire. zone, the lone Leader may Reaction per additional vertex. The artillery unit may only Reaction Fire Move. It may Reaction Move into any • May Slide through either of its flank or change formation once per enemy adjacent hex, but may not move adjacent hexes at a cost equal to double the activation, no matter how many to an enemy unit. It may Reaction Move hex’s normal movement cost, but only movement actions the enemy unit any number of times during an enemy if no other combat unit occupies the performs within the Reaction Zone. This activation. flank hex. means that if any enemy division moves • May use Reverse Movement (move within the Reaction Zone, the artillery into either of its rear hexes) at a cost unit could only Reaction Fire at ONE 6.3 Formations of its entire movement allowance, but enemy unit or change formation once. It not into a hex occupied by another may not Reaction Fire or change All combat units must be in a formation combat unit. • formation again during that activation at all times. Formations may be changed May About Face (change its rear (nor may it Return Fire during combat if voluntarily or involuntarily, depending hexside to its front) at a cost of half it has already used Reaction Fire). If upon the circumstances. Each formation its movement allowance. another enemy division activates and is characterized by the number of hexes moves within the artillery unit’s Reaction occupied, the number of Strength Points 6.3.2 Infantry in Column. Column Zone, if may Reaction Fire at one enemy (SPs) contained, facing, and how it moves represents infantry in its best maneuver unit from that division or change and fights. formation, as a solid block of men of formation. usually 60-80 files stacked up 9-18 ranks 6.3.1 Infantry in Line. Line represents a deep. Columns are the easiest formations Limbered horse artillery may line of infantry, usually three or four ranks to maneuver, are strong morale-wise, and Reverse Move one hex through deep, deployed to make maximum use of its are best to use when attempting to melee its rear hexside whenever an firepower. It is an unwieldy formation— enemy units. As drawbacks, columns enemy unit enters its Reaction difficult to move and subject to easy possess relatively weak firepower and are Zone, and may Reverse Move one hex for disruption. suffers penalties a dense target for enemy fire. Column is each enemy movement action performed during morale checks, but has improved the “normal” formation of infantry and [6.2.6]. It must perform an immediate firepower. cavalry units. The combat, morale and Disorder Check every time it Reverse movement values printed on infantry and Moves; failure doesn’t disorder the cavalry counters represent the unit in artillery unit (artillery is never Column formation.

Page 10 Rulebook Great Battles of the Napoleonic Wars, Volume I

Figure B Figure C Skirmish-capable Square provides a maximum morale benefit Infantry in [React] Infantry as and is almost invulnerable to melee combat. Column Front Skirmishers [React] [React] However, Squares are immobile and present Front Front [React] [React] an excellent target for fire combat. Front Front Figure E [React] [React] Infantry in Front Front Square [React] [React] Flank Flank Front Front [React] [React] Rear Front Front [React] [React] Front Front Units in Column must face a hexside as shown in Figure B above, not a hex vertex. hex, with its arrow pointing toward the Any unit facing a hexside is considered parent unit (see Figure D). The unit is [React] [React] Front Front to be in Column, so markers are not assumed to occupy both hexes. necessary. Occupation of this extra hex is voluntary; the owning player may have the Skirmish Infantry in Column: unit remain in only one hex. Units that Form Square are given a Square • May use Strategic Movement and Figure D marker. Squares possess all-around facing. Road Movement. Infantry as Two-Hex Skirmishers They may fire out of any hexside. It may • May change facing any number of only fire at one target at a time. Note that hexsides per activation by paying the Forming Square in Reaction (a reaction [React] [React] [React] appropriate movement costs with no to an enemy cavalry charge) is the only Front Front Front penalty. voluntary infantry formation change • May use Reverse Movement (move [React] [React] allowed during your opponent’s into its rear hex) at a movement cost Front Front activation. equal to double the usual terrain cost, but not into an occupied hex. [React] [React] [React] Units in Square: • May not Slide (through flank hexes). Front Front Front • May not move. • May About Face (changing its rear to • Pay 2 MPs to change formation. its front) at a cost of 2 MPs. Skirmish-capable 6.3.5 Cavalry in Line. Cavalry uses Line 6.3.3 Skirmishers. Skirmish order Skirmish units: formation to cover the maximum amount • represents a special sort of dispersed May not stack with any combat unit of ground. Line was the preferred formation, used to take maximum advantage other than a single battery. formation for charging cavalry, because it • of terrain cover to harass enemy units. May use Strategic Movement and allowed the possibility of overlapping a Skirmish units were usually specialized, elite Road Movement. defender’s flanks [8.4.3]. Cavalry in Line • troops with extra training and often special Since they possess all-around facing, suffers a penalty for morale checks, but equipment (i.e. the British ). As a changing facing is not an issue for may use all of their SPs to calculate melee drawback, Skirmish unit’s firepower is skirmishers. A Skirmish unit faces a odds, and uses its full Charge Bonus. weaker than Line units, and if in melee “front” hexside for convenience only; combat, skirmishers are in big trouble (and it may change this hexside at any time face a significant penalty when attempting during its movement at no cost. Figure F • to Form Square in Reaction to a cavalry Unlike most other formations, Cavalry in Line charge). Skirmish units may move through other units and be moved through at Only units designated as skirmish-capable no penalty (for overstacking). [React] [React] [React] [React] • (see symbol on counter) may form Skirmish units are never involuntarily [React] [React] [React] Skirmish formation. Place a Skirmish Disordered, except when they Rout, at marker on such a unit. Facing is not an which point they lose Skirmish status. [React] [React] Front Front issue with skirmishers (see Figure C). [Flank Reaction] [Flank Reaction] Skirmish units can fire out of any hexside. 6.3.4 Infantry in Square. Square was Flank Flank Skirmish units that possess more than 5 infantry’s preferred formation when charged Rear Rear SPs may occupy two hexes; to signify this, by cavalry and in times of great emergency place the Skirmish marker in the adjacent when surrounded by multiple enemy units.

Copyright © GMT Games, 2000 Page 11 AUSTERLITZ

When changing into Line formation, turn • May change facing any number of 6.3.8 Unlimbered Artillery. Unlimbered the cavalry unit to face the hex vertex, as hexsides by paying the appropriate artillery is unhooked from the horses, caissons shown in Figure F above. Any cavalry movement points. open, and ready to fire. unit facing a vertex is considered to be in • May use Reverse Movement (move Line formation, without a marker being into its rear hex) at a movement cost Figure J necessary. equal to double the usual terrain cost, Unlimbered

but not into an occupied hex. Artillery [React] [React] [React] Cavalry in Line: • May not Slide (through flank hexes). (Foot or • May not use Strategic Movement or • May About Face (change its rear to its Horse) [React] [React] Front Front Road Movement. front hexside) at a cost of 3 MPs. • That changes facing more than one Rear Rear vertex, must make an immediate 6.3.7 Limbered Artillery. Limbered Disorder Check for each additional artillery is hooked up to the horses, ready to Rear Rear vertex. move. Due to its weight and bulkiness, • May Slide through either of its flank artillery doesn’t move very effectively when hexes at a cost equal to double the not on a road or completely flat terrain. Horse hex’s normal movement cost, but only artillery guns were somewhat lighter than When an artillery unit Unlimbers, flip the if no other combat unit occupies the their foot equivalents, allowing them to be counter over to the Unlimbered side. flank hex. hauled around more easily. Unlimbered artillery must face a hex • May use Reverse Movement (move vertex, as shown in Figure J above. Horse into either or its rear hexes) at a cost artillery may Offensive Fire in the same of its entire movement allowance, but Figure H activation in which it unlimbers. Foot not into a hex occupied by another Limbered artillery may NOT Offensive Fire in the Foot combat unit. same activation in which it unlimbers (but Artillery • May About Face (change its rear to its may Reaction Fire).

front) at a cost of 3 MPs. Front Rear Rear Unlimbered artillery: 6.3.6 Cavalry in Column. Cavalry in • May not move into another hex. Column possesses maximum movement and Rear Rear • May change its facing one vertex, and morale. Cavalry charging in column uses Rear may Offensive Fire after turning this only one-third of its SPs when calculating one vertex. melee odds, gains only half of its Charge Bonus, and may be overlapped if countercharged by opposing Line cavalry. Figure I 6.4 Involuntary Formations Limbered Figure G Horse [React] Involuntary formations are those forced Cavalry in Artillery [React] [React] upon a unit by terrain, enemy units, Column [React] [React] [React] [React] morale failure, etc. The term involuntary [React] [React] [React] Front [React] Rear Rear is somewhat misleading, since units can [React] [React] [React] voluntarily Disorder or Rout anytime they [React] [React] [React] [React] Rear Rear wish, but more often these formations are [React] [React] [React] Rear [React] Front [React] forced on them by events. Front Front [Fk React] [Fk React] 6.4.1 Disorder. Disorder represents an [Fk React] [Fk React] Flank Flank otherwise healthy formation that has been [Fk React] Rear [Fk React] When artillery is Limbered, flip the broken up and disorganized from a wide counter to its Limbered side. variety of possible causes. Disordered units have their morale and fire strength reduced When in Column formation, the cavalry Limbered artillery: and can’t voluntarily melee. • unit faces the hexside, as shown in Figure May not fire. Figure K G above. Any cavalry unit facing a hexside • May change facing any number of Disordered [React] is considered to be in Column formation, hexsides by paying the appropriate Infantry [React] Front [React] without a marker being necessary. movement points. (has no Front Front • May never move adjacent to an flank) Cavalry in Column: unrouted enemy infantry or cavalry Rear Rear • May use Strategic Movement and unit. Rear Road Movement.

Page 12 Rulebook Great Battles of the Napoleonic Wars, Volume I

Figure L When a unit Routs, flip it over to its Figure P [React] Disordered Disordered side (if it’s not there already) Multi-Hex [React] Front [React] Front Front Cavalry and mark it with a Rout marker. Players Infantry [React] (has no may voluntarily Rout any combat unit in Disorder flank) [React] [React] Rear Rear during their combat or movement phases [React] [React] [React] or during an opponent’s combat phase. [React] [React] [React] [React] Artillery units never Rout. Rear Rear [React] [React] [React] Rear [React] Front [React] Front Front Figure M Routed Unit Figure Q Rear Rear Multi-Hex Rear Rear Rear Rear Cavalry in Line

Rear Rear [React] [React] [React] [React] [React] Units can assume Disorder status in a Rear number of ways. A player may voluntarily [React] [React] [React] [React] choose to disorder a unit any time during its movement by changing formation. [React] [React] [React] They can fail a Disorder Check [5.1.1] See 9.2.4 for the effects of Rout on a unit. Front Front Front because of movement, they can [Flank Reaction] [Flank Reaction] automatically become disordered upon Flank Flank entering certain types of terrain or when 6.5 Multi-Hex Counters Rear Rear Rear friendly units retreat through their hex. To mark a unit as Disordered, flip it to its Both armies possess several units whose Disorder side. Artillery units and Infantry counters cover more than one hex. These in Skirmish order never become represent combat units, which, through Figure R Disordered. sheer size, would cover more ground than Multi-Hex one 150-yard hex. Multi-Hex counters Cavalry [React] Disordered units: operate in the same fashion as one-hex in Column [React] [React] • [React] [React] [React] Have no flanks (cavalry has no flank counters, with the following exceptions reaction zone). and clarifications. [React] [React] [React] [React] • May fire, but it may not initiate melee [React] [React] [React] [React] Front [React] combat. 6.5.1 Facing. Multi-Hex counters in Line Front Front • [Fk React] May change facing any number of face hex vertices. Multi-Hex counters in [Fk React] times during an activation, subject to [FkReact] [FkReact] Column or Disorder face hexsides. Use Flank Flank MP costs. the “In Column” markers on Multi-Hex [Fk React] [Fk React] • May change formation at any time [FkReact] [FkReact] counters to mark their Column formation. Flank Flank during its movement (subject to terrain These units have multiple front, flank and [Fk React] Rear [Fk React] restrictions). rear hexsides. • May use Reverse Movement (move through their rear hexsides) at a cost Figure N Multi-Hex of double the normal movement cost, Figure S Infantry [React] [React] [React] Multi-Hex but not into hexes occupied by other Front Front Front in Line Cavalry [React] combat units. in Disorder • May not Slide (because they have no Flank Flank [React] [React] flank hexes). [React] [React] [React] • May About Face (change its rear to its Rear Rear Rear [React] [React] [React] [React] [React] [React] [React] front hexside) at a cost of 3 MPs. [React] Front [React] [React] Figure O Front Front 6.4.2 Rout. Rout represents the complete [React] Front [React] Multi-Hex Front Front Rear Rear breakdown of a unit’s morale. A routed unit Infantry will run away from the enemy, and, unless in Column Flank Flank rallied, will lose 1 SP per turn until it is Rear Rear eliminated. When routed, a unit is very Rear vulnerable and will usually be destroyed if Flank Flank Rear attacked by an enemy unit.

Copyright © GMT Games, 2000 Page 13 AUSTERLITZ 6.5.2 Wheeling. Changing facing with 6.5.5 Stacking. Multi-Hex counters may 7.2 Stacking Order multi-hex counters can be tricky. When only stack with one friendly artillery changing facing, multi-hex counters must counter. They may not stack with any The order of the stack matters: “wheel” through intervening hexes. The other combat unit, nor may they stack • Infantry—Only the top unit of a stack multi-hex counter is not allowed wheel with more than one artillery counter may fire, but all units may participate through hexes that are occupied by (regardless of the number of hexes in melee. combat units. spanned by the counter). • Cavalry—Every unit in a stack may participate in melee, but the top unit Figure T New N 6.5.6 Combat. A multi-hex infantry unit Multi-Hex Line Front F suffers the effects first [8.4]. may conduct fire at only one target stack • Wheeling Artillery—One artillery battery, if (using its full fire strength). A multi-hex stacked with other unit types, may fire Right ront ew F N infantry unit may only melee one enemy in addition to any other fire coming stack (using its full strength). A multi- ront ew F N from the hex. A maximum of two hex cavalry unit which charges must batteries may fire from any one hex. melee every enemy stack adjacent to its Artillery SPs do not participate in ront ew front hexsides (calculate odds and roll on melee. Melee Results Table as if they were one stack). Figure U Multi-Hex Column 7.3 Stacking and Combat Wheeling Old Front Right Old Old See the Combat rules [8.0] for the effects Front Front New Front 7.0 STACKING of various types of combat on stacked New Front units. Generally, the top unit of the stack receives fire first and suffers melee results

New Front Stacking is the act of placing more than first [8.5]. one combat unit in a hex at the same time. Leaders may freely stack with themselves 7.3.1 Massed Targets. Stacking more or any other friendly unit with no than one infantry battalion or cavalry restrictions. Players should check the regiment in a hex represents a Massed Target for artillery. Artillery firing at a 6.5.3 Movement. Multi-Hex counters Stacking Chart to see how terrain and formation limit the number of Strength Massed Target, receives a benefitial fire pay the same terrain costs as a one-hex column adjustment—one to the right. unit. Whenever a multi-hex counter with Points that may be placed in a single hex. multiple front hexsides enters more than one type of terrain simultaneously, it expends movement points equal to the 7.1 Stacking Restrictions 8.0 COMBAT highest terrain cost. If it enters terrain requiring it to become Disordered, the Cavalry and Infantry may NEVER stack entire unit becomes Disordered, even if together; A single artillery battery may There are two different types of combat, part of the counter is in clear terrain. stack with any other type of unit. Units Fire and Melee. Melee combat is further of the same type MAY stack together, but subdivided into Bayonet, Assault and 6.5.4 Road Movement. Because of the must all have the same formation and be Charge combat. Only units of the active nature of using a map with a hex grid, from the same division. The SP command may initiate combat. However, players will find that multi-hex counters limitations listed in the Stacking Chart the inactive player may Return Fire and won’t exactly follow a road. When moving may not be violated at the end of initiate Countercharges in reaction to the along a road, the hex occupied by the “top” movement or retreats. Stacking active units. The basic combat procedure of a multi-hex counter is considered the restrictions are always in effect— is as follows: head of the column, while the rest of the including during movement. If violated 1. Active infantry and artillery may counter extends down the road behind it. during movement (as units pass through conduct Offensive Fire. Inactive Players should consider the counter to be each other), all units involved infantry and artillery may Return following the road, not occupying its exact immediately Disorder (except for Fire against units that fired at physical space. Ignore the off-road Skirmishers). For stacking restrictions and them. portion of the counter—it does not count pass through effects during retreats, see 2. Active units may attempt melee. against friendly stacking, does not block 10.2. Active infantry may conduct enemy movement, and may not be Bayonet or Assault Combat; attacked. cavalry may conduct Charges.

Page 14 Rulebook Great Battles of the Napoleonic Wars, Volume I

Inactive infantry and artillery may Offensive Fire if another enemy unit unit’s hex, never count the firing unit’s Return Fire against units that are exists at a higher level of the hierarchy. hex. On the Artillery Range Table, find meleeing them (if they haven’t the type of artillery firing and the range already done so during Offensive For example, you may not Offensive Fire to the defender; the result is the Fire). Inactive cavalry may at an enemy unit two hexes away if adjustment to be made to the artillery Countercharge. another enemy unit is adjacent to your unit’s base Fire Value. front hexside. All active units must complete their 8.1.7 Line of Sight. A firing unit must Offensive Fire before any attempt melee. 8.1.2 Return Fire. Any unit that is fired have a Line of Sight (LOS) to the Once a melee has been declared, the active upon by Offensive Fire may Return Fire defending unit. LOS is traced from the player may not conduct additional at the firing unit, provided the Offensive firing unit through a front hexside to the Offensive Fire. Units which conducted Firing unit is in a front hex and within target hex. Imagine a line drawn from the Offensive Fire may only melee the same range. Return Fire is simultaneous with center of the firer’s hex to the center of units at which they fired. A unit may not Offensive Fire, so the “returning” unit the target’s hex and note through which Offensive Fire at one stack and then does not suffer any results from the hexes and hexsides that line passes. If this melee a different stack at its front. Offensive Fire until after Return Fire. A line straddles two hexes, passing along the unit may only Return Fire once per enemy hexside, then if blocking terrain exists in activation; if about to be fired upon by a either hex, there is no LOS. Situations of 8.1 Fire Combat second enemy unit in a different front hex, blocked LOS are described below. it may only Return Fire at one enemy unit. Fire combat may be performed at various Return Fire does not trigger Return Fire Adjacency: • times during a turn. Only infantry and in enemy units. Units which are not A unit always has LOS into an artillery units may use Fire combat. Fire targetted for Offensive Fire may not adjacent hex. is always voluntary. The ability of units Return Fire. to Fire is restricted by Facing, Range and Same Elevation: • Line of Sight (LOS). 8.1.3 Reaction Fire. Some units may If any hexes between the firer and the Reaction Fire in response to enemy units defender contain another combat unit, 8.1.1 Offensive Fire. All units of an expending movement points within its then the firing unit may not fire at that Active command may perform Offensive Reaction Zone [6.0]. The active player defender. Both enemy and friendly Fire combat after Movement is may NOT Reaction Fire against a combat units block LOS. • completed. A unit may only Offensive Reaction Charge. Like Return Fire, a unit If any hex possesses the following Fire once per turn. Each unit fires may only Reaction Fire once per enemy blocking terrain, then a LOS may be individually—units may not combine activation. A unit that Reaction Fires traced into but not through that hex: fire—and may fire at any ONE enemy during enemy movement may still Return Buildings (Castle, Village) unit in its front hexes within its range, Fire during the following enemy combat Woods • subject to the restrictions listed below. If any hexside possesses the following Infantry in skirmish order or square may 8.1.4 Artillery Fire Limits. blocking terrain, then a LOS may be fire in any direction. Note that a command Artillery may Reaction Fire or traced to the hexes adjacent to these need not be conducting a Full Activation Return Fire once per activation. hexsides, but not beyond: to Offensive Fire; Limited Activation Artillery may not do both in Wall units may Offensive Fire. All activated the same activation. units must complete Offensive Fire before Different Elevations: • any activated unit undertakes melee 8.1.5 Facing. A unit may only fire out of If the intervening terrain level is combat. a front hexside. Units that possess all- higher than both firer and target, LOS around facing (Skirmish and Square is blocked. • A unit conducting Offensive Fire may fire infantry) may only Offensive Fire once. A LOS exists when units and/or at any one enemy unit within its range, However, they may Return or Reaction blocking terrain is on an intervening subject to the following hierarchy: Fire in different directions, at the player’s level which is lower than both the firer 1. An enemy unit adjacent to a front choice. and target. • hexside The minor slopes depict gentle angles, 2. An enemy unit within its Reaction 8.1.6 Range. Range is the distance from with the hilltops being gently sloped Zone the firing unit to the defending unit. peaks, not strictly flat plateaus. Thus, 3. An enemy unit within range. Infantry may only fire at a range of one being behind a slope hexside of a (the defending unit must always be minor slope has no effect upon LOS. • The hierarchy must be followed strictly. adjacent). For artillery, count the number The steep slope hexsides are more An enemy unit may not be the target of of hexes distant that the defender is from significant inclines and sharp slope the firer. Always count the defending hexsides are cliffs. Any unit that is

Copyright © GMT Games, 2000 Page 15 AUSTERLITZ

adjacent to a sharp or steep hexside 6) Apply the results simultaneously for 3) Return Fire. The defending stack may and on the lower elevation has no LOS both the Offensive Fire and the Return Return Fire against the attacking to any unit that is on a higher elevation Fire. stack. Skirmishers may Reaction Move if the hexside is between the them. instead (if vacating the hex, the • When target and firer are on the two attacker advances and the melee different elevations—and the 8.2 Bayonet Combat sequence ends). The defender may not elevations are the ones adjacent to a Return Fire against supporting steep or sharp slope hexside—then Only an infantry unit in a Full Activation attackers. Units in strategic movement that hexside blocks LOS if the slope may attempt Bayonet Combat. Only may not Return Fire. If the attacker hexside is not closer to the unit that is defending units not in Defensive terrain survives the Return Fire without on the higher level. If, however, the (see the Terrain Effects Chart) may be becoming Unsteady or Routed, higher unit is closer to the hexside, subjected to Bayonet Combat. The proceed to the next step. then there is a clear LOS. attacking unit must be adjacent to the • If intervening units or blocking terrain defender and the defender must be in the 4) Defender’s Check. Artillery defending (as defined for Same Elevation above) attacker’s front hexside. Only one alone in the hex is eliminated. exist on a level higher than the lowest attacking unit may attempt to Bayonet a Otherwise, every defender conducts a unit, then there is no LOS. defending unit; if more potential attackers Pre-Melee Morale Check, modified as • If intervening units or blocking terrain are adjacent, they may support the listed on the chart. If the defender (as defined for Same Elevation above) attacking unit, but may not Bayonet fails, implement the result listed on the exist on the same level as the lowest themselves. chart. The defender receives a Pre- unit, then the LOS is blocked, if the Melee Morale Check bonus for Flank intervening hex is closer to the unit on 8.2.1 Bayonet Procedure Support. Flank Support is defined as the lower level. 1) Declaration. The active player chooses having a non-routed friendly combat one stack as the attacker and one unit adjacent to a flank hexside. If the 8.1.8 Fire Combat Procedure. Fire target stack in its front hexsides. The defender passes, the combat is combat is conducted as follows: choice is completely voluntary, and the finished. If the defender retreats, 1) Determine the target unit’s Defense attacking unit is not required to defending unlimbered artillery is Value class. Bayonet every unit in its front eliminated, while limbered artillery 2) Determine the firing unit’s Fire Value. hexsides. A defending stack may be retreats. A unit’s Fire Value is printed on the Bayoneted only once per activation. A counter but may be modified by the defending stack in Defensive Terrain Design Note: Melee combat in the open unit’s formation and morale level, and (see the Terrain Effects Chart) may was rare—invariably one unit or the in the case of artillery, by the range to NOT be Bayoneted; instead it must be other would lose its nerve before contact. the target unit. Assaulted [8.3]. A defender in non- 3) Cross reference the modified Fire Defensive Terrain may NOT be Value with the Defense Value on the Assaulted; it must be Bayoneted. Any Fire Table to determine the Fire routed defending unit is automatically 8.3 Assault Combat Column that will be used to resolve the eliminated. fire. Adjust the column according to Only units in a Full Activation may the target’s facing and Terrain. If a 2) Attacker’s Check. The attacking unit conduct Assault Combat. Defending units multi-hex target occupies several conducts a Pre-Melee Morale Check, in Defensive terrain (see the Terrain terrain types, use the one that is closest modified as listed on the Pre-Melee Effects Chart) must be Assaulted; they to the firing unit and to which it can Morale Check table. If the attacker may not be Bayoneted. trace a LOS. If several terrain types fails the Pre-Melee Morale Check, are equally eligible, use the one most then the attacker suffers the results 8.3.1 Assault Procedure beneficial to the defender. Massed listed in the table, and the attack is 1) Declaration. The active player declares Targets are more vulnerable to artillery finished. Any active stacks that are one defending stack as the target of the fire [7.3.1]. adjacent to the defending unit but are Assault.. The active player chooses one 4) Roll one die. Find the die roll on the not Bayoneting provide a –1 modifier active stack that is adjacent to the Fire Table and find the effects (if any) to the attacker’s Pre-Melee Morale defender and has the defender in their on the defending unit. Place a Fired Check by supporting the attack. A front hexsides as the attacker. A stack marker on all units that fired and may stack may only support one Bayonet may only be declared an attacker for not fire again in this same activation. attack per activation, and only if it is one Assault per activation. Any routed 5) Repeat steps 1 through 4 for a unit not Bayonet or Assault attacking itself. defending unit is automatically Returning Fire. If the attacker passes the check, eliminated. proceed to the next step.

Page 16 Rulebook Great Battles of the Napoleonic Wars, Volume I

2) Attacker’s Check. The attacking stack defending infantry or cavalry is attacking stack moves until it is makes a Pre-Melee Morale Check. If eliminated or retreats, defending adjacent to the defending stack. The it fails, then it suffers any results listed unlimbered artillery is eliminated, but attacker moves hex by hex (do not on the Pre-Melee Morale Check chart limbered artillery may retreat. count movement points, but do not and the Assault is finished. Any active move through prohibited terrain). The stacks that are adjacent to the 6) Melee Continues. If the result is attacking stack must always enter a defending unit but are not Assaulting “melee continues” and neither side front hexside during the charge, but it provide a –1 modifier to the attacker’s conducts voluntary retreat to vacate may change facing one hexside per hex Pre-Melee Morale Check by their hex, then repeat step 5. entered during the charge. supporting the attack. A stack may only support one Assault per 7) Attacker Advance. If the defender’s 3) Countercharge. If the defending stack activation, and only if it is not Assault combat units no longer occupy the hex, is non-blown cavalry and the attacker or Bayonet attacking itself. If the stack the attacking units advance into the has entered their Reaction Zone, at passes, proceed to the next step. hex. any point before the attacker moves adjacent the defender may attempt a 3) Return Fire. The defending stack may Countercharge. Every unit in the Return Fire against the attacking 8.4 Charge Combat defending stack makes a Pre-Melee stack. Skirmishers may Reaction Move Morale Check. Any unit that passes instead (if vacating the hex, the Only non-blown cavalry under must Countercharge the attacker. Any attacker advances and the melee a Full Activation and marked units that fail may not Countercharge sequence ends). The defender may not with a May Charge marker may conduct during this activation but suffer no Return Fire against supporting Charge combat during the active player’s penalty. Countercharging units move attackers. Units in strategic movement turn. Inactive non-blown cavalry may forward one hex and meet the attacker may not Return Fire. If the attacker conduct Countercharges or Reaction there; melee is conducted but the survives the Return Fire without Charges. Charging is always voluntary. defender gains a Charge bonus. becoming Unsteady or Routed, proceed to the next step. 8.4.1 Charge Range. Cavalry may only 4) Formation Check. A stack with Charge a defending stack to which it has infantry that is the target of a Charge 4) Defender’s Check. Every non-artillery an LOS and that is within its Charge may either Stand or attempt to Form unit in the defending hex makes a Range. Active cavalry has a Charge Range Square. separate Pre-Melee Morale Check and usually dependent upon the type of applies the result immediately. If the cavalry [as listed in the playbook, see Exceptions: defender is artillery alone, the artillery A13.1]. The Charge Range of inactive • When alone in the hex, Artillery is eliminated. Otherwise, every cavalry is its Reaction Zone. Cavalry may must Stand. defender conducts a Pre-Melee not Charge into or through certain types • Units in Strategic Movement may Morale Check, modified as listed on of terrain (see the Terrain Effects Chart). NOT Form Square. the chart. If the defender fails, If an enemy unit is within a cavalry unit’s • Any routed defending unit is implement the result listed on the LOS and Charge Range, but can’t be chart. If the defender retreats, automatically eliminated reached by the cavalry because of terrain, immediately. defending unlimbered artillery is the cavalry may not charge that enemy eliminated, while limbered artillery unit. retreats. Stand: The infantry in the defending stack makes a Pre-Melee Morale 8.4.2 Charge Procedure 5) Melee. Artillery defending alone in Check and applies any results 1) Declaration. The active player declares immediately. the hex is automatically eliminated. If one cavalry stack as the attacking stack any non-artillery defender remains, Form Square: The infantry and one defending stack within the unit on top of the total the number of strength points attackers’ Charge Range as the target attacking the defending hex, then the defending stack makes a of the Charge. The attacker must have check to Form Square in number of non-artillery SPs defending a LOS to the defender before the the hex. Divide the defender’s total by Reaction (rolling and applying Charge begins. The defending stack modifiers for that table). The the attacker’s (round fractions down); may be the target of only one attacking the result is expressed as an odds ratio results of the check are applied stack and may only be charged once immediately. The charging cavalry and acts a melee combat die roll per activation. modifier. Roll one die, modifying the moves adjacent to the infantry result as shown on the Melee Results (whether they successfully formed 2) Charge Movement. No Pre-Melee square or not). Table, implementing the result of the Morale Check is required. The modified die roll immediately. If all

Copyright © GMT Games, 2000 Page 17 AUSTERLITZ

5) Return Fire. If the cavalry is in the normal by firing or Reaction Figure Y defenders’ front and the defenders Charging. If charged, the Pursuing No Overlap successfully formed square or chose to cavalry unit may not Countercharge. stand, they may Return Fire. Stacks Once the Pursuing unit enters the last that failed in their attempt to form hex of its Pursuit, it ends movement, square may not Return Fire. Apply the it is Disordered, and it receives a results of the Return Fire immediately. Blown-2 marker. If no pursuit occurs, If any attacking cavalry survives the but the defender’s hex has been Return Fire without becoming vacated, the charging cavalry advances Unsteady or Routed, proceed to the into the defender’s space (but there are next step. no further effects and this is not subject to Reaction). 8.4.4 Blown Cavalry. Cavalry under a 6) Melee. Artillery defending alone in Blown-2 marker may only the hex is automatically eliminated. 9) Mark Blown Cavalry. Any cavalry move half of their movement Any non-disordered charging cavalry units that have Charged, Reaction allowance (rounded up), may adjacent to an enemy stack (whether Charged, or Countercharged, are not charge, and are always the original target or an enemy cavalry automatically disordered and are disordered. stack that has Countercharged), must Blown. Place a Blown-2 marker on all melee one enemy stack (multi-hex such units. Cavalry under a Blown-1 cavalry must melee all adjacent stacks). marker may only move half of Cavalry that is Charging, Reaction 8.4.3 Overlap. Overlap exists when a their movement allowance Charging or Countercharging may use multi-hex counter of cavalry (in Line) has (rounded up), and may not its Charge Bonus to modify the Melee charged and exists in more hexes than charge. They may change formation, die roll. Charging cavalry in column occupied by the enemy stacks it is however. formation only uses one-third charging. If the charging cavalry in Line (rounded down) of its SPs to calculate has overlap, it gains a melee die roll 8.4.5 Blown Recovery. Cavalry the size ratio and use half (rounded up) modifier of +1 per hex advantage. that doesn’t move or defend in of its Charge Bonus. Artillery SPs are any type of combat during a ignored in the size ratio calculation. Figure V turn is eligible to Recover. Roll one die and consult the Melee Overlap of +1 Mark such units with a Recovery marker Result Table. Apply any results after their division has finished its immediately. If all defending infantry activation (assuming that the Blown or cavalry is eliminated or retreats, cavalry units haven’t moved during the defending unlimbered artillery is activation). The Recovery marker remains eliminated, but limbered artillery may on the Blown units for the rest of the turn, retreat. but must be removed from a Blown unit if it Reaction Moves or defends in any 7) Melee Continues. If the result is Figure W type of combat except Medium or Long- “melee continues” and neither side No Overlap Range artillery fire. During the Rally conducts voluntary retreat to vacate Phase, remove all Recovery markers and their hex, then repeat step 5, except decrease the cavalry unit’s Blown level by that the Charge Bonus no longer one. Once the Blown marker is removed, applies. the cavalry unit may move and fight normally. 8) Pursuit Check or Advance. If any units opposing a charge are routed, the charging cavalry may pursue. Make a Pursuit Check by rolling a die and 8.5 Combat Results consulting the Pursuit Table. If the Figure X charging cavalry Pursues, it must Overlap of +1 Most combat results will take the form of follow the retreat path of the Routed SP losses and/or morale checks. unit for the number of hexes indicated on the Pursuit Table. For each hex 8.5.1 Strength Point Losses. A entered while Pursuing, eliminate 1 SP stack that suffers SP losses from the Routing unit. If the Pursuing always applies the losses to the cavalry enters the Reaction Zone of an top unit of the stack. Place a SP enemy unit, those units may React as marker equaling the total SP losses under

Page 18 Rulebook Great Battles of the Napoleonic Wars, Volume I the unit suffering the loss. If the unit has Retreat, see 8.5.4 Double Retreats. A combat effectiveness declines also, until already received a loss, the SP marker player may voluntarily Rout units at the it Routs and runs away. Artillery units should be adjusted to add the combat end of each round of Melee in order to handle Morale somewhat differently than result to losses already suffered. The unit break the stalemate if he wishes. infantry and cavalry, as outlined below. must also perform an immediate Morale Please note that Disorder is not a Morale Check, adding the number of SPs lost 8.5.4 Double Retreats. When Fire or Level, but instead represents a unit whose minus one. So, a unit that loses one point Melee combat results in morale checks for formation has become badly broken up makes a regular Morale Check, a unit that the attacking and defending stacks, and due to terrain or other factors. suffers two points makes a Morale Check as a result both stacks Rout and/or +1, and so on. Note that any changes in Unsteady Retreat, the following hierarchy Morale level caused by the SP loss are is in effect: 9.1 Morale Checks applied before the Morale Check. • If both stacks Unsteady Retreat, the players roll a die and the low-rolling During combat a stack may be required Breakpoint. A unit that suffers player’s stack must retreat, while the to make a Morale Check. Consult the cumulative SP losses of greater than other becomes Unsteady but does not Morale Check Table and roll a die, half its strength may reach Unit retreat. applying all necessary modifiers. If the • Breakpoint [11.0]. If one stack Routs and the other stack modified die roll is equal to or less than a Unsteady Retreats, the Routing stack unit’s Morale rating, the unit has passed Elimination. A unit that suffers still Routs while the Unsteady stack and suffers no other effects. If greater than cumulative SP losses equal to its remains Unsteady but does not retreat. the rating, the unit will lose one or more • strength is eliminated. Remove the If both stacks Rout, the players roll a Morale Levels, as indicated by the Morale counter from the board. ALL units die and the low-rolling player’s stack Table. stacked beneath an eliminated unit must rout, while the other becomes must make an immediate Morale Unsteady but does not retreat. 9.1.1 Morale Levels. The four possible Check. If the unit at the top of a stack Morale Levels are, in order: is eliminated, but some SP losses still 8.5.5 Leaders in Combat. Any time a 4. Good remain, they are applied to the next combat unit loses a SP and a leader is 3. Shaken unit in the stack before the results of stacked in the hex, roll one die. If more 2. Unsteady the Morale Check are applied (units than one leader is stacked in the hex, roll 1. Rout that Rout as a result of the top unit for each leader individually. On a roll of being eliminated don’t escape any 0 the leader has become a casualty. Any time a unit fails a Morale Check, remaining losses). Randomly draw a new downgrade morale by the indicated (unnamed) leader counter from number of levels and place the 8.5.2 Morale Check. The defending unit among the replacement leaders corresponding marker on the unit. It is immediately checks morale, modifying provided in the counter set. entirely possible for a unit to fall from the die roll if required by the combat That replacement leader is now Good to Rout if it fails a Morale Check result. So, an M+2 would be a Morale the new leader of that division or corps, badly enough. All units in a stack must Check plus 2, plus any other appropriate and his ratings are used for all command have the same Morale Level, and their modifiers. Apply the effect of the Morale effects. level must be equal to the worst Morale Check immediately. Only the top unit of in the stack. So, if a Shaken unit stacks a stack makes the Morale Check. Leaders may freely decide to join or not with a Good unit, both units become However, if that unit Routs, then all other join retreating units in its stack. Leaders Shaken. Routed units may not voluntarily units in the stack must immediately make left alone in their hex are immediately stack with other units. a Morale Check. placed in the nearest hex with a unit under his command (player’s choice if Exceptions: 8.5.3 Melee Continues. This is a Melee equidistant). If all of his units are • When the top unit in a stack retreats result in which each side loses 1 SP (one destroyed, so is the leader. as a result of its Morale reaching Rout SP total, not one per unit) and checks or Unsteady, the entire stack does not morale for the unit that lost the SP. If also Rout or Unsteady retreat. Instead, units from both players remain in the hex, 9.0 MORALE every other unit in the stack makes a the Melee continues. Recalculate odds morale check. and roll again. Cavalry units don’t receive • Leaders do not have morale and may a Charge Bonus during continued Melee. All infantry and cavalry units operate at voluntarily join the retreat or remain Note that due to repetition, a Melee may all times under a Morale Level ranging with the other unit(s) of the stack. continue as long as units remain. If due from Good to Shaken to Unsteady to to Morale Checks, all remaining units of Rout. As a unit’s Morale declines its both sides would Rout and/or Unsteady

Copyright © GMT Games, 2000 Page 19 AUSTERLITZ

• May not perform any type of combat as backing away from the enemy. 9.2 Morale Effects and is automatically destroyed if it However, Routed units change facing to receives any result from fire combat face the direction of the retreat. The 9.2.1 Good Morale. A unit without a other than No Effect, or if it is the retreat path must follow the retreat Morale Level marker is always considered object of a melee declaration (unless priorities as far as possible, giving saved by a Countercharge). emphasis first to the earlier numbered to be in Good morale. A unit in Good • morale moves and fights normally. May not stack voluntarily with other priorities. The retreat path must adhere units—however, if units from the same to the retreat restrictions. stack Rout, they must Rout together. 9.2.2 Shaken Morale. A unit • in Shaken Morale is given a Suffers a +2 penalty to all Rally Morale 10.1.1 Retreat Restrictions. A retreating Checks. stack: Shaken marker and suffers a +1 • • penalty to all Morale and Pre- Will lose an additional SP during the Cannot end its Retreat stacked with Melee Morale Checks. Rally Phase if it fails to rally [12.4]. non-Retreating units. It will continue • If rallied, may never return to Good Retreating until it enters a vacant hex. • 9.2.3 Unsteady Morale. A unit morale. Shaken is the highest morale Must remain together; the stack can’t level it can ever reach. Use the Shaken- split up while Retreating. in Unsteady Morale is given an • Unsteady marker and must R and Unsteady-R markers to indicate May not enter or move through immediately retreat one hex if this. prohibited terrain, nor an enemy- occupied hex. infantry and two if cavalry [10.0]. If the • retreating unit is the top unit in a stack, Cannot enter a hex more than once in 9.3 Artillery Morale the same retreat. all other units in the stack must • immediately make a Morale Check. Any Is subject to Reaction (but not from friendly units that are adjacent at the Artillery morale is handled somewhat the units causing the Retreat) if it moment of the retreat must also check differently from infantry and cavalry moves through an enemy unit’s Morale. It is entirely possible that the morale. Artillery is always in Good Reaction Zone (other than the hex Morale. Artillery that is required to make from which the Retreat begins). retreat of one unit will, through a chain • reaction of Unsteady results, cause an a Morale Check, whether from a SP loss Cannot Retreat off the map, but entire line to retreat. or Morale Check combat result, checks instead halts at the map edge and loses morale normally using the Morale Check a number of SPs equal to the number Table. However, for each Morale Level of Retreat hexes not moved. An Unsteady unit: • • Suffers a +2 penalty to all Morale and that the artillery unit loses, it instead loses Which cannot Retreat its full distance Pre-Melee Morale Checks. 1 SP. So, if the Morale Check result was due to the presence of enemy units or • May not initiate melee combat of any “–2 Morale Levels,” the artillery would prohibited terrain loses 1 SP each hex type, including Countercharge and instead lose 2 SPs. Artillery losses from not retreated. Reaction Charge. It may defend failed Morale Checks don’t result in against Melee, however. additional Morale Checks. 10.1.2 Retreat Priorities. Retreating units should follow the following 9.2.4 Rout. A unit in Rout priorities and move: Morale is immediately 10.0 RETREATS 1) Away from the enemy units that Disordered; if already caused the Retreat. Disordered it remains in 2) As far away from enemy units as possible. Disorder. Place a Rout marker Units that become Unsteady or Routed on the unit, which must Rout retreat. If 3) Through unoccupied hexes. must immediately retreat. Unsteady units 4) Through friendly-occupied hexes, if the Routed unit is in a stack, every other retreat one hex if infantry and two hexes unit in the stack must make a Morale entering them allows the retreating if cavalry. Routed units retreat a number unit to move farther away from the Check. In addition, every friendly unit of hexes equal to half of its movement that is adjacent to the Routed unit at the enemy. Retreats through friendly units allowance (rounded up). Retreats are by causes the stationary stack to make a moment of Rout must make an immediate number of hexes, not movement points. Morale Check. It is entirely possible that Morale Check. the Rout of one unit will, through a chain 5) Toward their army’s Retreat Direction (specified in the playbook). reaction of Rout or Unsteady results, cause 10.1 Retreat Procedure an entire line to Rout or Retreat. 6) In as straight a line as possible, using the path of least resistance. Move the retreating unit a number of A Routed unit: • hexes equal to the required retreat length. May not move voluntarily and has no Unsteady units maintain their original facing. facing after the Retreat—think of them

Page 20 Rulebook Great Battles of the Napoleonic Wars, Volume I 11.2.1 Division Breakpoint Effects. A 12.2 Rallied Routed Units division that has reached Breakpoint: 11.0 BREAKPOINT • May no longer conduct a Full A Routed unit that Rallies Activation. If its LIM is in the immediately changes facing Command Pool, it is withdrawn in the freely, but remains Disordered. There are three types of Breakpoint: unit, next LIM Removal Phase and may no division and corps. In addition, a unit that Routs longer be added under any and then is Rallied may never circumstances. recover Good morale—the best • May not activate as part of a Corps 11.1 Unit Breakpoint Morale Level it can ever hold Activation or upon the drawing of the is Shaken. Mark such units Independent LIM. with an Unsteady-R or Shaken-R marker An infantry or cavalry unit that suffers a to remind players that they can’t achieve number of cumulative SP losses greater Good Morale. than half of its original strength has reach 11.3 Corps Breakpoint Unit Breakpoint. At the end of the combat in which it reached Breakpoint, A corps with all of its divisions at 12.3 Recovering Cavalry if the unit was in Good Morale it Breakpoint has reached Corps immediately becomes Shaken. A unit in Breakpoint. When at Corps Breakpoint, After a charge, cavalry is given any other Morale Level besides Good is the corps may no longer attempt a Corps unchanged. a Blown-2 marker. During the Activation. There are no additional Rally phase, each Blown effects, although such a situation may be cavalry unit that possesses a Exceptions: a victory condition for the other player. • Certain elite units, as defined in the Recovery marker may decrease its Blown playbook, may not be subject to Unit level by one, from Blown-2 to Blown-1, Breakpoint. or from Blown-1 to regular status. This is • Artillery units are never subject to Unit 12.0 RALLY automatic and doesn’t require a Morale Breakpoint. Check.

11.1.1 Unit Breakpoint Effects. A unit During the Rally Phase at the end of a 12.4 Rout Loss that has reached Breakpoint: turn, units whose Morale is worse than • Suffers a +1 modifier to all Morale Good may attempt to Rally (regardless of In the Rout Loss Segment of the Rally Checks. whether the unit is with a leader, In • Phase, any Routed units on the map lose May never initiate melee combat, but Command or Out of Command). 1 SP and retreat one hex. If there are no may defend normally against melee. Rallying is completely voluntary. • May never recover Good morale (the adjacent vacant hexes, the unit continues to retreat until it enters a vacant hex. best Morale Level it can Exception: Units which are adjacent to ever reach is Shaken). Use enemy units may NOT rally. the Shaken-R and Unsteady-R markers to so indicate this. 12.1 Rally Procedure 13.0 FATIGUE

For each stack attempting to Rally, make All combat units except artillery have a 11.2 Division Breakpoint a Morale Check. Use all applicable Fatigue Level ranging from 0 to 9. Fatigue modifiers. If it passes, improve the unit’s is tracked by division; all units of a A division that has a number Morale by one level. If it fails, the unit division possess the same Fatigue Level. of combat units at Unit retains its current Morale Level. A stack To indicate a division’s Fatigue Breakpoint equal to its that is Shaken or Unsteady attempts to Level, place a number counter Division Breakpoint Level has Rally only the top unit. If it rallies, the equal to the Fatigue Level reached Division Breakpoint. A Division’s entire stack improves its Morale Level. beneath the division Breakpoint Level is listed on Command commander. Usually divisions Card. When a division reaches its A stack of Routed units must attempt to begin a scenario at Fatigue Level 0. As Breakpoint, mark the division commander Rally each unit individually. It is entirely Fatigue rises from activity in the game, with a Division at Breakpoint marker. possible that at the end of the Rally Phase, the division’s abilities become impaired the stack may contain both Routed and (see Fatigue Effects Table). Exception: Certain divisions, as listed un-routed units—this state of affairs won’t in the playbook, may not be subject last long, however, as the Routed units will to Division Breakpoint. then retreat a hex [12.4].

Copyright © GMT Games, 2000 Page 21 AUSTERLITZ

Fatigue Level changes and their effects Rally Phase, if all three of the following hex or Entry Area, one division at a time, are not implemented until the Fatigue conditions apply: using Full Activation (no activation roll Segment. Use the boxes on the Command • Its LIM was not in the Command is required). This is the only time when Card to keep track of which commands Pool, and reinforcements may enter during a turn— are subject to Fatigue Level changes. As • It has not performed nor been the should a player decline to enter his you flip “Finished” leaders back to their victim of any combat (other than reinforcements, he must wait until next ready side for the next turn, be sure to Medium and Long Range artillery turn when the Reinforcement LIM comes make the proper Fatigue adjustments to fire), and out again. Brigade Commanders (see Playbook). • It is three hexes or more from the nearest enemy combat unit. 14.1.1 Entry Area. The numbered flag symbols on mapedge hexes are Entry 13.1 Increasing Fatigue Areas for reinforcements. The scenario 13.3 Fatigue Effects rules in the Playbook specify which Entry A division’s Fatigue increases if its LIM Areas are used and when. was drawn from the Command Pool, or At Fatigue Levels of 4 or higher, the if it participated in combat. A division’s division’s units are impaired by the effects 14.1.2 Entry Chain. Players should Fatigue may only go up one Level per listed on the Fatigue Effects Table. consider the reinforcements as being lined turn. Immediate Effects are implemented when up in a chain off the map edge, so that the Fatigue increases to that level during each additional reinforcing stack that 13.1.1 Command Pool. Every time a the Fatigue Segment (do NOT recover enters the map pays the terrain cost Division’s LIM is drawn from the lost morale levels when Fatigue multiplied by the number of Command Pool, its Fatigue Level will decreases). Duration Effects are lasting reinforcement units that have entered increase by one in the Fatigue Segment. effects—lasting through the duration of ahead of it through that entry hex. So, the The level will increase regardless of being at that level. Levels are not first unit would pay normal terrain costs, whether the division performs a Full cumulative (e.g. a unit at Fatigue Level 5 the second would pay double the normal Activation or not. This includes Corps that increases to Level 6 still has a +1 terrain cost for its first hex on the map, activations; all divisions of a corps gain Morale Check modifier, not 1+1 = 2). the third unit would pay triple the normal Fatigue when the Corps LIM is drawn, terrain cost for its first hex on the map, whether they are within their corps and so forth. As a result of the length of commander’s range or not. The drawing this entry chain, it is possible that some of the Independent LIM only triggers a 14.0 REINFORCEMENTS reinforcements won’t be entered onto the Fatigue increase for a command, if the map during the turn they are scheduled command activates under the to appear. Independent LIM. Reinforcements that will enter the game are listed for the 14.1.3 Objective. The scenario rules may Exception: If a division’s only action specific scenarios in the give reinforcements an objective hex or when its LIM is drawn from the playbook. Each scenario will hexes. In this case, when activated, any of Pool is to perform Strategic list the specific units, the turn of arrival, these reinforcement under Strategic Movement, then its Fatigue Level location (usually an Entry Area number) Movement must take the shortest path of will not increase. and any special conditions for the arrival least resistance towards their objective of reinforcements and movement hex. The units must attempt to reach the objective by the shortest path (in MPs) 13.1.2 Combat. A Division which has not objectives. which doesn’t bring them within three placed its LIM in the Command Pool will hexes of the enemy. Remove the Strategic still increase Fatigue if it performed or was Movement marker from the commander the victim of any combat (other than 14.1 Reinforcement Entry at the end of the activation in which one Medium and Long-Range artillery fire). of his units reaches one of its objectives. Its Fatigue may only go up one Level per Unless the scenario specifies otherwise, If the Strategic Movement marker is turn, regardless of how many times it reinforcements will enter the map via removed involuntarily (due to enemy attacked or was attacked. Strategic Movement. During the Pool Placement Segment of units), the command no longer need move a reinforcement turn, the player toward the objective, although it may receiving the reinforcements remain under other scenario movement 13.2 Decreasing Fatigue places the Reinforcement LIM restrictions related to capture of the into the Command Pool at no cost. When objective(s). A Division may decrease its Fatigue Level drawn, the owning player may enter all by one during the Fatigue Segment of the reinforcements onto the map at their entry

Page 22 Rulebook Great Battles of the Napoleonic Wars, Volume I 14.2 Reinforcement Delay CREDITS

Reinforcements voluntarily or Design: David Fox involuntarily (through lack of MPs or Development: Sal Vasta, William F. Ramsay, Jr., Stuart K. Tucker presence of enemy units) may be unable Playtesting: David Antonio, Marty Arnsdorf, Richard Berg, Don Evans, Steve to enter the map on their scheduled Leonard, Jack Polonka, Stuart K. Tucker, Sal Vasta, Dick Vohlers reinforcement turn. A player may Game Map Graphics: Mark Simonitch continue placing the Reinforcement LIM Counter Art: Mark Simonitch into the Command Pool for every turn in Cover Art: Rodger MacGowan which he has reinforcements that have not Rules Editing and Layout: Stuart K. Tucker entered the map. Such units may be Production Coordination: Tony Curtis delayed as long as the player wishes with no ill effects. Some scenarios may allow the owning player to delay the Designer’s Special Acknowledgements: reinforcements and enter them at another Wilbur Gray, for generously sharing his Napoleonic expertise. entry hex—see the scenario rules in the Dave Powell, for lending me his Austerlitz maps. playbook for details. Victoria Fox, my always supportive spouse.

14.3 Enemy Presence

Reinforcements, when off-map, may not be attacked by enemy units in any way. Reinforcements may not enter the map into enemy units or Reaction Zones. If the presence of enemy units or Reaction Zones prevents the reinforcements’ entry, those reinforcements are delayed one turn and may then enter at the nearest available hex (compared to the original entry hex) that is not blocked by enemy units or their Reaction Zones. Reinforcements which can’t enter the map in Strategic Movement (due to enemy units being within three hexes) may enter using Regular Movement instead.

14.4 Subsequent Activation

As long as the reinforcement commander has a Strategic Movement marker on it, that command gets Full Activation and may use Strategic Movement whenever the Reinforcement LIM is drawn. Once the Strategic Movement marker is first removed (voluntarily or not), that command is subject to normal LIM draws and activation procedures. Thereafter, it will get Non-LIM Limited Activation until its LIM is added to the Command GMT Games Pool via Command Change. Until then, P.O. Box 1308 keep the LIM in the appropriate portion Hanford, CA 93232-1308 of the Command Card as a reminder that the command is a reinforcement eligible www.gmtgames.com for Full Activation while in Strategic (800) 523-6111 Movement.

Copyright © GMT Games, 2000 Page 23 AUSTERLITZ

FORMATIONS [6.3] Figure I Figure J Limbered [React] Figure H Unlimbered Horse [React] [React] [React] [React] [React] Limbered Artillery Front Artillery [React] [React] [React] (Foot or Foot Rear Rear [React] [React] [React] Front [React] Horse) Artillery Rear Rear Front Front

Rear Rear Rear Rear Rear Rear Rear Rear Rear Rear Figure A Figure B Infantry in Infantry in Line [React] [React] [React] Front Front Column Front [React] [React] Front Front Figure K Flank Flank Disordered [React] Infantry [React] Front [React] (has no Front Front Flank Flank flank) Rear Rear Rear Rear Rear Rear

[React] [React] Figure N [React] Front [React] [React] Front [React] Multi-Hex Front Front Front Front Figure O Figure P Infantry [React] [React] [React] Multi-Hex Multi-Hex in Line Front Front Front Flank Flank Rear Rear Infantry Infantry in Disorder Flank Flank in Column Flank Flank Rear Rear Rear Rear Rear Rear Rear

Figure F Figure L Figure G Cavalry in Disordered Cavalry in Line Cavalry Column [React] [React] [React] [React] [React] [React] (has no [React] [React] flank) [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] Front Front [React] [React] [React] [React] [React] [React] [React] Front [React] [React] Front [React] [Flank Reaction] [Flank Reaction] Front Front Front Front Flank Flank [Fk React] [Fk React]

Rear Rear [Fk React] [Fk React] Rear Rear Flank Flank [Fk React] Rear [Fk React] Rear Figure Q Multi-Hex Figure R Figure S Cavalry Multi-Hex [React] Multi-Hex [React] in Line Cavalry [React] [React] Cavalry [React] [React] [React] [React] [React] [React] [React] in Column [React] [React] [React] in Disorder [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] [React] Front [React] [React] Front [React] [React] [React] [React] Front Front Front Front Front Front Front [Fk React] [Fk React] [FkReact] [FkReact] Rear Rear [Flank Reaction] [Flank Reaction] Flank Flank Flank Flank [Fk React] [Fk React] [FkReact] [FkReact] Rear Rear Rear Rear Rear Flank Flank [Fk React] Rear [Fk React] Rear

Page 24 Rulebook