La Bataille De Auerstaedt Règlements Exclusif
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La Bataille de Auerstaedt Règlements Exclusif Pour le Règlement de l’An XXX et Le Règlement des Marie-Louise 2 La Bataille d’Auerstaedt Copyright © 2016 Clash of Arms V8 February 9, 2016 The 2nd Edition added an unnamed Aide-de-camp to Maréchal Davout. We’ve added him as Chef d’état-major All rules herein take precedence over any rules in the series rules they Daultanne. His counter, along with the AAWs, are may contradict. available on the La Bataille website (http://labataille.us). In the 1st Edition the 48e régiment de ligne has the incorrect Rules marked with an eagle or are shaded with a gray number of increments on the counter. It should be 18 background apply only to players using the Règlements de increments to include the light companies. The values on l’An XXX. the counter reverse are correct. The 1st Edition also did not contain Organization Displays. NOTE: All references to Artillery Ammunition Wagons (AAWs), These are also available on the La Bataille website. ammunition apply, artillery Ricochet, Cavalry Skirmishers and For each French ligne battalion the ME and 2nd Clash of Grand Charges only to players using the Règlements de l’An XXX. Arms Editions have a Grenadier company in addition to the Voltigeur company. In addition in these two editions the 1.0 INTRODUCTION 13e Régiment d’Infanterie Légère may be deployed as a regiment, battalions plus Carabinier companies, or entirely La Batallie d’Auerstaedt is a game of the battle that took place on as light company counters plus the 2 Carabinier companies. October 14, 1806. The forces of the army of the French Empire In the 1st Edition only the Voltigeur and Carabinier commanded by Maréchal Davout and numbering around 26,000 men companies are present in the counter-mix. clashed with the army of the Kingom of Prussia and their Saxon allies The Clash of Arms Editions have the sunken road south of commanded by the Duke of Brunswick and Frederick William III, Hassenhausen printed on the map. Players using earlier King of Prussia with a total of some 54,000 infantry and 12,000 editions will have to visualize it or do some artwork to cavalry. On the same day, Napoléon himself was fighting the draw it. Prussian rear-guard 15 miles away at Iéna. The Marshal Enterprises’ edition lacked the French Sapeur company. 2.0 RULES QUESTIONS 3.3 Errata and Additional Counters Send questions or comments to the following address: The following counters are either errata counters or additional counters. Replacement counters are available on the La Bataille Clash of Arms Games website. Printing and cutting the counters are optional. 1804 Hoffmansville Road PO Box 212 1st Edition Sassamansville, PA. 19472-0212 48e Régiment de ligne counter – Incorrect number of increments. It should have 18 to account for the two light Or email us at: [email protected] companies. “Attention: Rules Questions Auersaedt” III Corps ADC – Optional: additional ADC representing Chef d’état-major Daultanne. Or check the La Bataille forums on Consimworld: http://www.consimworld.com or on http://boardgamegeek.com. ME Edition 6/2 Compagnie de Sapeurs – Optional 3.0 GAME COMPONENTS All Editions A complete game of La Bataille d’Auerstaedt includes the following AAW Counters for the Règlements de l’An XXX. components: Prussian ADC Scharnhorst – Optional: additional ADC. 1. One 34” x 22” map Prinz Wilhelm von Preussen replacement for Prinz 2. Two sheets of counters Heinrich – Optional: The Prinz Heinrich counter will do if 3. One Series Rulebook players do not want to print and cut their own counter. 4. One Exclusive Rulebook 5. 4 pages of Charts HISTORICAL NOTE: Prinz Wilhelm commanded the Leib Garde 6. Two organizational displays (2nd Clash of Arms Edition) Cavalry Brigade in Prinz von Oranien-Nassau’s Division. Prinz 7. Game Turn Record Track Heinrich commanded an infantry brigade in the same division. Part of Prinz Wilhelm’s brigade was held in reserve for the battle and 3.1 Clarifications covered the retreat. However, this did not prevent Prinz Wilhelm The typeface use for Prussian units may be misinterpreted as reading from taking an active part in the battle by commanding an ad hoc a three, rather than the intended five. Prussian foot artillery, brigade of cavalry. Because of their unique contributions to the battle therefore, have a Movement Potential of “5” as does the Queen and the two Prinzen von Preussen are treated as army Aides-de-Camp. all Prussian Musketier regiments. The Blücher Hussars have a Movement Potential of “15.” 4.0 TERRAIN st 3.2 Marshal Entreprises and Clash of Arms 1 4.1 Woods and 2nd Edition Differences 4.1.1 Line of Sight: Woods hexes block Line of Sight. st nd The Marshal Enterprises’, the 1 and the 2 Clash of Arms editions 4.1.2 Zones of Influence: Zones of Influence do not extend into of La Bataille d’Auerstaedt contained some minor differences. In Woods hexes. addition there was an edition published in Europe by AGEMA and 4.1.3 Movement: Artillery may not enter Woods hexes except via with the exception of the game box is the same as the Clash of Arms roads or trails in Road Column. If forced to retreat from a Woods nd 2 Edition. These rules should be applicable to all versions. hex they must do so through a road or trail hexside. They are Desktop Published counters are available on the website. eliminated if unable to retreat via a road or trail hexside. They may not unlimber in a Woods hex. Clash of Arms Games 3 4.1.4 Formation: Formed units assume General Order formation HISTORICAL NOTE: Prior to the widespread use of the rifle, when entering Woods hexes. soldiers viewed sunken features on battlefields as deathtraps, not as shelter. Instead of deploying in them they deployed behind them, 4.2 Town treating the sunken feature as a convenient obstruction across which The only town on the map is Hassenhausen. All remaining named their enemy would have to attack, breaking momentum and cohesion places are villages. thereby. 4.2.1 Line of Sight: Town hexes block Line of Sight. Units employing Road Column are considered moving in the 4.2.2 Zones of Influence: Zones of Influence do not extend into depression. Units in other formations are considered behind the Town hexes. terrain feature (that is units are deployed with the depression between 4.2.3 Formation: Formed units assume General Order formation their front and the enemy). when entering Town hexes. 4.6.1 Movement: Artillery may only enter a Sunken Road hex via a road while in Road Column. Artillery may not unlimber in a Sunken 4.3 Village Road hex. Infantry and cavalry units not in Road Column may move 4.3.1 Line of Sight: Village hexes block Line of Sight. parallel to the Sunken Road paying the cost of the other terrain in the 4.3.2 Zones of Influence: Zones of Influence do not extend into hex. Units may move along a Sunken Road and exit a Sunken Road Village hexes. hex without paying the movement point cost for crossing a Sunken Road hex only if they remain on the same side of Sunken Road, 4.3.3 Formation: Formed units assume General Order formation otherwise the cost for crossing the Sunken Road hex must be paid at when entering Village hexes. the moment the units leave the hex. Units that begin a movement phase in a Sunken Road hex are considered to have crossed to the 4.4 Special Structures side most advantageous to their movement. The churches in Hassenhausen and 4.6.2 Stacking: Sunken Road hexes have a maximum stacking limit Punscherau (1st edition) of the other terrain in the hex. Units that move along a Sunken Road Gernstädt (2nd edition) may freely pass through units in Road Column in a Sunken Road hex are considered Special Structures in this game. All series rules and vice versa (within the stacking limit of the hex), but neither may regarding Special Structures apply. end their movement stacked. 4.4.1 Line of Sight: Special Structures block line of sight. NOTE: This is an exception to the general stacking rules that prohibit voluntary stacking of some types of friendly units (i.e. 4.4.2 Zones of Influence: Zones of Influence do not extend into cavalry with infantry and cavalry with artillery). Special Structure hexes. 4.6.3 Formation: Only units in Road Column are considered in the 4.4.3 Movement: Only infantry may deploy in a Special Structure depression. Units in Line may not be deployed as if to straddle a hex. Cavalry and artillery may not enter a Special Structure hex, Sunken Road. Units in Line may not enter a Sunken Road hex if they except to pass through it and only if they enter and exit via a road or cannot do so without straddling the Sunken Road. They must be trail in Road Column. Cavalry and artillery units that pass through the deployed parallel to the feature conforming to the natural line created hex may not stop in the hex, and may not enter the hex unless its by the terrain instead. Units in Line straddle the Sunken Road if they current movement potential is sufficient to allow it to continue into have at least a road pass through a front and a rear hexsides (not the adjoining hex. necessarily the same road). Infantry may form Square in Sunken 4.4.4 Stacking: Up to 6 increments or 1 battalion of infantry may Road hexes.