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 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 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. stack in a Special Structure hex. 4.6.4 Fire Combat: Units in Road Column will have an improved NOTE: For the Règlements de l’An XXX, a leader is not Fire Defense Value (see Fire Defense Chart) so long as the Fire required for units to stack in a Special Structure hex. Attack comes from a direction that is not in enfilade to the line of the terrain, in which case they will have the usual value (i.e. the Fire Defense Value of a Column). 4.4.5 Formation: Formed units assume General Order formation 4.6.5 Assault and Charge: Units defending in a Sunken Road hex when entering Special Structure hexes. will receive its benefits only if assaulted from a non-Sunken Road hex and through the defenders front hexsides, and/or from a Sunken 4.4.6 Fire Combat: Infantry units firing on a Special Structure halve Road hex. Cavalry may not Charge units in a Sunken Road hexes their Fire Values. Artillery firing on a Special Structure does not from non-Sunken Road hexes and through the defenders front receive the Point Blank Range benefit and use its Long Range Fire hexsides. Nor may cavalry initiate a Charge while in a Sunken Road Value regardless of the actual distance. Regardless of the size of hex. If units with all-around facing (i.e. Square or Disorder) are defending forces, a maximum of 6 increments may be used to fire assaulted or charged in a Sunken Road hex, the defending player from a Special Structure. chooses which side they are on at the moment of the first assault or as 4.5 Walls soon as in an enemy cavalry Charge Zone. The chosen side will remain valid for possible subsequent assaults and charges. Walls have no added benefits or disadvantages other than the extra MP cost in crossing them, and the increased Fire Defense for being 4.6.5.1 Assault and Disorder: Units assaulting into Sunken Road shot at while behind them. from a non-Sunken Road hex and through the defenders front NOTE: For purposes of this rule, the unit at the hexside first is hexsides will do so in Disorder. Units assaulting out of a Sunken considered to have the benefit of the wall. A unit arriving at the other Road hex always will do so in Disorder. Mark the assaulting stacks side of the wall later does not. with a Disorder marker just before the Offensive and Defensive Fire step of the Assault and Mêlée procedure. If the assaulting units were 4.5.1 Formation: Units may not form a multi-hex already in Disorder there is no further effect. That is they do not formation across Wall hexsides. In addition, cavalry may become PGD and Rout. The Disorder occurs even if the target only cross the wall if in Skirmish Order. vacated the hex prior to this point without a Mêlée having been fought, and is applied when the attacker advances into the target hex. 4.6.6 Roll to Stand: Units in a Sunken Road hex assaulted from a 4.6 Sunken Roads non-Sunken Road hex and through defenders front hexsides, and/or The depresseion bordering the south of Hassenhausen and between from a Sunken Road hex receive a +6 modifier to their Roll to Stand the two road segments, is considered to be a sunken road. dice roll.

4 La Bataille d’Auerstaedt 4.6.7 Arrow Markers – Optional: Players may use proper arrow 4.11 Depots markers to indicate which side of the Sunken Road units are on. Note that the arrow marker’s orientation has no relation to the actual facing 4.11.1 French: The entry hex on the eastern map edge marked A. of the units they mark. When using arrow markers all the previous 4.11.2 Foes of Napoléon: The entry hex on the western map edge rules apply with the following exceptions. marked B. 4.6.7.1 Movement: Units that begin the Maneuver Segment in a Sunken Road hex are considered on the side indicated by the arrow 4.12 Terrain and Artillery Ricochet marker. Units that change the arrow marker orientation are Artillery fire which targets the following hexes terminates considered to have crossed the Sunken Road hex and must pay the in them. Ricochet fire may bounce into, but not through cost for crossing it. Units may change the orientation of the arrow the following terrain. marker only when they are active and allowed to move.  Woods 4.6.7.2 Assault: Units defending in a Sunken Road hex will receive  Town its benefits only if the Sunken Road is between the assaulting and  Village defending units. This may be evaluated by the orientation of the  Special Structures arrow marker, the Sunken Road, and by the direction of the Assault. NOTE: Artillery Ricochet only applies to the Règlements de l’An Cavalry may Charge into a Sunken Road hex if the defenders are on XXX. the same side of the Sunken Road as the cavalry. Units with all- around facing will be on the side indicated by their arrow markers (i.e. there is no choice for the owning player at the moment of the 5.0 COMMAND assault or charge as in E4.6.5). 4.6.7.3 Assault and Disorder: Units assaulting into a Sunken Road The Organization and Display Charts reveal the command structure hex from a non-Sunken Road hex will do so in Disorder only if the of the armies. Refer to them as necessary. defending units are behind the Sunken Road (i.e. if the assaulting units must cross the Sunken Road to contact the enemy). Units 5.1 French assaulting out of a Sunken Road hex will do so in Disorder only if the 5.1.1 Command Points: There is one Corps Leader (Davout). He is defenders are not on the same side as the assaulting units. Mark the always In Command. The French receive one Command Point, for assaulting stacks with a Disorder marker just before the Offensive and Davout. In addition any combat unit or Leader stacked with Defensive Fire step of the Assault and Mêlée procedure. If the Davout’s ADC, Colonel Bourke, is In Command and may form a MU assaulting units were already in Disorder there is no further effect. at no expense in Command Points. That is they do not become PGD and Rout. The Disorder occurs even 5.1.2 Command Span: Davout and his division commanders were if the target vacated the hex prior to this point without a Mêlée exceptionally talented. Davout’s Command Span is increased to 8. having been fought, and is applied when the attacker advances into His Divisional Leaders have their Command Span increased to 5. the target hex. 5.1.3 MU Size: The largest MU that the French may create is a 4.7 Slopes Corps. Davout is always In Command and does not need to be Activated by an Army Leader to form a Corps size MU. 4.7.1 Movement: Units incur an extra cost in MPs when crossing (up or down) Slope hexsides. 5.1.4 Leader Casualties: The following leaders may not be replaced: all Aides-de-Camp. 4.7.2 Formation: Units may form a multi-hex formation across Slopes hexsides. 5.1.4.1 Davout: If Davout becomes a casualty or is captured, any French Division leader, except Viallanes, may replace him as Corps leader. If any French Division leader becomes a casualty, or is captured, he may be replaced by a ADC of III Corps d’armée. 4.7.3 Roll to Close: Infantry units assaulting up a Slope suffer a -3 modifier to their Roll to Close dice roll. 5.1.5 Leaders of Special Ability: There are no leaders of special ability present. 4.8 Streams 5.1.6 Light Cavalry Leaders: The following cavalry leaders may Personalities, infantry and cavalry pay additional MPs to cross a roll for initiative to form their own MU. stream hexside; consult the Movement Chart. Artillery may not cross stream hexsides except at bridges or fords. Viallanes. 4.8.1 Assault: Units assaulting across a stream hexside subtract 3 5.2 Foes of Napoléon from their Roll to Close dice roll. 5.2.1 Command Points: The Duke of Brunswick is the army leader. 4.8.2 Charge: Cavalry that Charges or conducts Mêlée across a Field Marshal Kalkreuth is a Corps Leader. Each generates one stream hexside conducts a Short Charge. Mutliply their Mêlée Value Command Point for a total of up to two Command Points when both by ½. are on the map. 4.9 Bridges 5.2.2 MU Size: The largest MU the Prussians may form is a Corps. Only units in Road Column benefit from bridges or fords. Infantry or 5.2.3 Kalkreuth: Field Marshal Kalkreuth is a Corps leader. His cavalry in other formations must still pay the stream hexside costs Corps includes the divisions of Künheim and Arnim. As per the when crossing a bridge or ford hexside. Artillery may only cross series rules, Kalkreuth must be Activated by an Army Leader in order streams at bridge hexsides. to form a Corps size MU. 5.2.4 Blücher: Even though his command includes units other than 4.10 General Order light cavalry, Blücher may roll for initiative as a Light Cavalry The following terrain requires formed units to enter General Order Leader. However, when he forms a MU with Light Cavalry Initiative, when entering: he may only include light cavalry and horse artillery units as part of  Woods his MU.  Town 5.2.4.1 Blücher’s Extended Command: Blücher was given  Village command of additional units by Herzog von Braunschweig as the  Special Structures situation evolved. During the Command Segment, at the usual cost

Clash of Arms Games 5 of one CP, Blücher may form a MU with any cavalry or horse 6.4 Terminus Hex artillery (reitende-batterie) within his Command Span regardless of their command affiliation. Or using Light Cavalry Initiative, he may For both the French and Foes of Napoléon, the road hexes adjacent to form a MU of light cavalry or horse artillery wiithin his Command Hassenhausen are Terminus Hexes for the purposes of Span regardless of their command affiliation. Reinforcements. 5.2.5 Prinz Wilhelm: Like Blücher, Prinz Wilhem commanded 6.4.1 Administrative March: All units entering as Reinforcements, various cavalry units during different periods of the battle. During including those who do not enter with a leader, may, at the owning the Command Segment, at the usual cost of one CP, Prinz Wilhelm player’s discretion, form their own Administrative March MU. As may form a MU with any cavalry or horse artillery (reitende-batterie) per the series AM rules the destination hex may be either a Terminus units within his Command Span regardless of their command Hex or a location within their superior’s Command Span. affiliation. 6.5 Armored Cavalry HISTORICAL NOTE: Prinz Heinrich commanded an infantry brigade in Orange’s Division. Prinz Wilhelm commanded a cavalry Prussian Kürassiers did not wear the cuirass during this time period brigade in the same Division, but which was left out of the original and are not considered armored cavalry. Following the 1814 game. During the battle Wilhelm command an assortment of cavalry campaign the Prussians would begin to re-equip their Kürassiers with from different brigades on the Prussian right. the cuirass using captured French stocks. 5.2.6 Leader Casualties: The following leaders may not be replaced: 6.6 Saxe-Weimar Fuβ-Jäger Bataillon the King and Queen, and all Aides-de-Camp. The Saxe-Weimare battalion may be in one of two presentations. It 5.2.6.1 Brunswick: If the Duke of Brunswick is wounded, killed or may have its battalion counter or it may have its four company captured, the King becomes army leader, albeit with a tenuous grasp counters deployed on the map, but not both. Changing Battalion of the reins of command. The King does not automatically create a presentation is conducted in the same manner as changing Command Point each turn. Instead whether or not he receives a Regimental presentation. Command Point is determined by a die roll. Each turn during the Command Point Phase roll a die and consult the Der König von 6.7 Prussian Columns/General Order Preussen chart. Should the Duke return to play do not make this check unless he again becomes a casualty. Eventhough the King is Prussians in Column and General Order fire by Increment as in Line army leader he may not Activate Kalkreuth’s Reserve Korps. and do not use their printed Fire Values. When in Column one Kalkreuth’s division leaders must form separate MUs. Increment may fire from a hex. When in General Order two Increments may fire from a hex. 5.2.7 Leaders of Special Ability: Blücher is a Cavalry Leader of NOTE: This rule addresses the Marshal Enterprises’ Edition Special Ability. which has very large Printed Fire Values for the Prussians units, 5.2.8 Light Cavalry Leaders: The following light cavalry leaders because in that edition the Prussians used Printed Fire Values when may roll for initiative to form their own MU. in Line. This was in opposition to the prevailing La Bataille convention of using Printed Fire Values for Column and General Blücher. Order, hence this rule. e 6.0 SPECIAL RULES 6.8 13 Régiment d'infanterie légère The Marshal Enterprise and 2nd Clash of Arms Edition provide the 6.1 Cavalry Skirmish Order 13e Régiment d'infanterie légère the ability to breakdown into companies for a total of three battlefield presentations. It may be Even though there is a row for cavalry skirmishers on the deployed as a regiment, or each battalion may be deployed as a Fire Defense Chart, this applies only to players using the battalion counter plus one light company or as 4 light companies. Règlements de l’An XXX. Changing Battalion presentation is conducted in the same manner as 6.2 Artillery Ammunition changing Regimental presentation. Artillery may be resupplied normally as per the series rules. 6.3 Fog Early morning fog was a common occurrence during the fall campaign of 1806. At the start of every turn roll a die to determine the visibility for the turn. The result of the die roll is the number of hexes of visibility during the turn. Every succeeding hour beginning with the 7 AM turn add an additional +1 to the die roll. For example, beginning with the 7 A M turn add +1, beginning with the 8 AM turn add +2 and so on. The fog lifts completely beginning with the 10 AM turn.  Artillery may not target hexes beyond the current visibility limit.  If the visibility is 3 hexes or less cavalry Charges are considered short Charges and the cavalry’s Mêlée Value is multiplied by ½.  Prior to the 10 AM turn the printed Movement Potential of cavalry is reduced by 3.  Prior to the 10 AM turn the printed Movement Potential of horse artillery is reduced by 2.

6 La Bataille d’Auerstaedt 7.6 French Reinforcements 7.0 La Bataille d’Auerstaedt All French reinforcements enter during the Reinforcement Chit at the east edge of the map at Road A. 7.1 Introduction This scenario represents the historical battle. In general, it will be 6:00 AM. difficult for the French player to reproduce Davout’s stunning victory e unless the Duke of Brunswick gets killed as he was historically. III Corps d’Armée ADC Davout (Chef d’état-major, Général de brigade Joseph- 7.2 Time Augustin-Fournier de Loysonville dit Joseph Daultanne, marquis d’Aultane) Start Time: The 6:00 AM turn

Finish Time: The 7:00 PM turn (inclusive) 3e Division e 7.3 Victory 25 Régiment d’infanterie de Ligne & Gren. Cie.

FOES OF : 6:20 AM. (3) Decisive Victory: Since, Napoléon is not present a decisive victory may not be obtained by the Prussians. 3e Division 85e Régiment d’infanterie de Ligne & Gren./Volt. Cie. (2) Overwhelming Victory: Place the French III Corps on Morale 3/5 Artillerie à cheval Level III and force Marshal Davout to leave the field of battle by the 7 P.M. turn. 7:00 AM.

(1) A Victory: Place the French III Corps on Morale Level II, control IIIe Corps d’Armée five villages on the map, and have no more than 3 divisions on or Maréchal Louis-Nicolas Davout above Morale Level II by the 7 P.M. game turn. 3e Division FRENCH: Général de division Charles-Etienne Gudin de la Sablonnière (3) Decisive Victory: Capture the King or Queen of Prussia. 21e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 12e Régiment d’infanterie de Ligne & Gren./Volt. Cie. (2) Overwhelming Victory: No Hohenzollern infantry are left on the 3/7 Artillerie à pied field of battle in good order by the 7 P.M. game turn. 8:00 AM. (1) A Victory: Control all hexes of Hassenhausen and have no Hohenzollern units east of that town by the 7 P.M. turn. Cavalerie du IIIe Corps d’Armée 2e Régiment de à cheval Control is defined as having a Good Order infantry unit in the village, or to have been the last side to occupy the village with such a unit 8:20 AM. while no enemy units, in Good Order or not, are in the village. At the beginning of the game the Prussians control all villages and Cavalerie du IIIe Corps d’Armée Hassenhausen. Général de brigade Jean-Baptiste-Théodore Viallanes 12e Régiment de chasseurs à cheval If both sides can claim a level of victory the game is considered a draw unless they are different levels. In which case subtract the 2e Division lesser level from the greater, the result being the true level of victory. Général de division Louis Friant 111e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 7.4 Prussian Restrictions 2/5 Artillerie à cheval Prussian combat units may not enter Road Column during the 6 AM turn. 8:40 AM.

7.5 French Deployment 2e Division The French set up first. 108e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 2/7 Artillerie à pied Farther than three hexes but within 8 hexes of Hassenhausen, and to the east of the axis, Spielberg/Hassenhausen 9:00 AM.

IIIe Corps d’Armée IIIe Corps d’Armée Adjudant-commandant Colonel Jean-Raymond-Charles Bourke 5/7 Artillerie à pied

NOTE: Until Davout arrives the French player will have to 2e Division make due with Bourke moving individual stacks of units. 33e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 48e Régiment d’infanterie de Ligne & Gren./Volt. Cie. Cavalerie du IIIe Corps d’Armée 1er Régiment de Chasseurs à cheval 9:40 AM.

Same as above, but on or adjacent to the road 1re Division Général de division Charles-Antoine-Louis-Alexis Morand 3e Division 13e Régiment d’infanterie Légère & Carabinier Cie. Volt. Cie./25e Régiment d’infanterie de ligne 1/7 Artillerie à pied

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1/5 Artillerie à cheval Batterie zu Fuß Nr. 5 “Stankar” Batterie zu Fuß Nr. 24 “Röhl” 10:00 AM. Reitende Batterie Nr. 11 “Graumann”

IIIe Corps d’Armée 6:20 AM. 4/7 Artillerie à pied 6/7 Artillerie à pied Oberstleutnant Friedrich Wilhelm Karl, Prinz von Preussen 6e Compagnie/2e Bataillon de sapeurs Avante-Garde (Blücher) 1er Division Reitende Batterie Nr. 17 “Schorlemmer” 1/17e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 3. Division (Schmettau) HISTORICAL NOTE: The 2nd battalion remained to guard the Bünting Kürassier-Regiment Nr. 12 bridge at Kosen. 1. Reserve Division (von Kunheim) 10:20 AM. Bereen Kürassier-Regiment Nr. 2 Garde du Corps Kürassier-Regiment Nr. 13 1re Division Gens d’Armes Kürassier-Regiment Nr. 10 30e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 51e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 7:20 AM. 61e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 2. Division Wartensleben Generalleutnant Leopold Alexander, Graf von Wartensleben 7.7 Prussian Deployment Prinz Louis Musketier Regiment Nr. 20 The Foes of Napoleon set up second. Braunschweig Musketier Regiment Nr. 21 Reynouard Musketier Regiment Nr. 3 Within 2 hexes of Hassenhausen Kleis Musketier Regiment Nr. 5 Alt-Braunschweig Grenadier Bataillon Avante-Garde Hanstein Grenadier Bataillon Generalleutnant Gebhart Lebrecht Blücher Batterie zu Fuß Nr. 1 “Wilkins” Irwing Dragoner-Regiment Nr. 3 Batterie zu Fuß Nr. 22 “Heuser” Batterie zu Fuß Nr. 36 “Lange” 3. Division (Schmettau) Königin Dragoner-Regiment Nr. 5 9:00 AM.

Within 3 hexes of Poppel 1. Division Oranien Generalleutnant Willem Frederik Prinz von Oranien-Nassau 3. Division (Schmettau) Oberst Heinrich Freidrich Karl, Prinz von Preussen Heising Kürassier-Regiment Nr. 8 Möllendorf Musketier Regiment Nr. 25 II/Alvensleben Musketier Regiment Nr. 33 Wartensleben Musketier Regiment Nr. 59 Prinz Ferdinand Musketier Regiment Nr. 34 2. Division (Wartensleben) Puttkamer Musketier Regiment Nr. 36 Reitzenstein Kürassier-Regiment Nr. 7 Knebel Grenadier Bataillon Reitende Batterie Nr. 19 “Merkatz” Rheinbaben Grenadier Bataillon Batterie zu Fuß Nr. 2 “Riemen” Within 2 hexes of Gernstädt Batterie zu Fuß Nr. 23 “Lehmann”

Generalstabes der Preussichen Armee 10:40 AM. Der König von Preussen Friedrich Wilhelm III Generalfeldmarschall Karl Wilhelm Ferdinand, Erbprinz und Die Königin Luise Herzog von Braunschweig-Lüneburg-Wolfenbüttel Oberst Johann David von Scharnhorst Reserve Corps Generalfeldmarschall Wichard Joachim Heinrich von Generalleutnant Wilhelm Heinrich Adolf von Kalkreuth Möllendorf 1. Reserve Division von Künheim Generalleutnant Johann Ernst, Graf von Künheim 7.8 Prussian Reinforcements Garde Bataillons (4 Bataillons) 1 All Prussian reinforcements enter during the Reinforcement Chit at König Musketier Regiment Nr. 18 the west edge of the map at Road B. Rabiel Grenadier Bataillon Prinz August Grenadier Bataillon 6:00 AM. Batterie zu Fuß Nr. 4 “Faber” Reitende Batterie Nr. 1 “Scholten” 3. Division Schmettau Generalleutnant Friedrich Wilhelm Carl, Graf von Schmettau 11:20 AM. I/Alvensleben Musketier Regiment Nr. 33 Schimonsky Musketier Regiment Nr. 35 Avante-Garde Prinz Heinrich Musketier Regiment Nr. 40 1 Malchitsky Musketier Regiment Nr. 28 These 4 battalions are the two battalions of Garde Regiment Nr. 15, Schach Grenadier Bataillon the Garde Grenadier battalion and the Leibgarde battalion.

8 La Bataille d’Auerstaedt

2. Bataillon Blücher’s Husaren-Regiment Nr. 8 Württembergischen Husaren-Regiment Nr. 4

2. Warsaw Brigade 2 Saxe-Weimar Fuß-Jäger Bataillon 3 Fusilier Bataillons

11:40 AM.

2. Reserve Division von Arnim Generalleutnant Alexander Wilhelm von Arnim Arnim Musketier Regiment Nr. 13 Zenge Musketier Regiment Nr. 24 Pirch Musketier Regiment Nr. 22 Gaudi Grenadier Bataillon Schlieffen Grenadier Bataillon Hülsen Grenadier Bataillon Osten Grenadier Bataillon Batterie zu Fuß Nr. 33 “Heyden” Batterie zu Fuß Nr. 26 “Bychelberg”

2 These three battalions are the Kloch, Greiffenberg and Oswald Fusilier battalions. In the original game the Saxe-Weimar battalion was possibly double counted.

Clash of Arms Games 9

8.4.3 Losses: Some units listed in this scenario have text like (# losses) following their listing. In these cases distribution the losses 8.0 The Duke of Brunswick among the battalions of the regiment beginning with the seniormost (i.e. first) battalion. Thus if there are an odd number of losses, the 8.1 Introduction first battalion will have one more loss than the second. This scenario represents the historical battle as it occurred when the Duke of Brunswick received his mortal wound. 8.5 French Deployment HISTORICAL NOTE: The Duke had finished aiding the deployment The French set up first. of Wartensleben’s division and was accompanying it to the attack when he was struck through both eyes by a bullet. The bullet entered Within 8 hexes of Zäckwar. above his right eye and exited through the left. He was conducted to the rear and taken to Blankenburg. He later died at Altona on e th Cavalerie du III Corps d’Armée November 10 . His staff was dispersed on various missions and Général de brigade Jean-Baptiste-Théodore Viallanes there was no one to carry the news to the King, who was the only one 1er Régiment de Chasseurs à cheval who could make arrangements of command and no second in 2e Régiment de chasseurs à cheval command had been nominated. The King also did not take it upon 12e Régiment de chasseurs à cheval himself to actively exercise command when the news of the Duke’s distress did finally reach him. In the absence of direct leadership FM Within 5 hexes of Hassenhausen. Mollendorf, senior ADCs, General Staff Officers, etc. all issued orders engendering chaos, which was particularly ruinous to the 3e Division cavalry who were ordered hither and yon as many officers directed Général de division Charles-Etienne Gudin de la Sablonnière the cavalry to aid their own troops. To compound the issue General 21e Régiment d’infanterie de Ligne & Gren./Volt. Cie. Schmettau was mortally wounded at approximately the same time. 12e Régiment d’infanterie de Ligne & Gren./Volt. Cie. (2 losses) 8.2 Time 25e Régiment d’infanterie de Ligne & Gren./Volt. Cie. Start Time: The 10:20 AM turn 85e Régiment d’infanterie de Ligne & Gren./Volt. Cie. (2 Finish Time: The 7:00 PM turn (inclusive) losses) 3/5 Artillerie à cheval 8.3 Victory 3/7 Artillerie à pied FOES OF NAPOLEON: (3) Decisive Victory: Since, Napoléon is not present a decisive Within 5 hexes of Spielberg. victory may not be obtained by the Prussians. 2e Division (2) Overwhelming Victory: Place the French III Corps on Morale Général de division Louis Friant Level III and force Marshal Davout to leave the field of battle by the 33e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 7 P.M. turn. 48e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 108e Régiment d’infanterie de Ligne & Gren./Volt. Cie. (1) A Victory: Place the French III Corps on Morale Level II, control 111e Régiment d’infanterie de Ligne & Gren./Volt. Cie. five villages on the map, and have no more than 3 divisions on or 2/7 Artillerie à pied above Morale Level II by the 7 P.M. game turn. 2/5 Artillerie à cheval

FRENCH: Within 5 hexes of the French entry hex A. (3) Decisive Victory: Capture the King or Queen of Prussia. 1re Division (2) Overwhelming Victory: No Hohenzollern infantry are left on the Général de division Charles-Antoine-Louis-Alexis Morand field of battle in good order by the 7 P.M. game turn. 13e Régiment d’infanterie Légère & Carabinier Cie. 1/17e Régiment d’infanterie de Ligne & Gren./Volt. Cie. (1) A Victory: Control all hexes of Hassenhausen and have no 30e Régiment d’infanterie de Ligne & Gren./Volt. Cie. Hohenzollern units east of that town by the 7 P.M. turn. 51e Régiment d’infanterie de Ligne & Gren./Volt. Cie. 61e Régiment d’infanterie de Ligne & Gren./Volt. Cie. Control is defined as having a Good Order infantry unit in the village, 1/7 Artillerie à pied or to have been the last side to occupy the village with such a unit 1/5 Artillerie à cheval while no enemy units, in Good Order or not, are in the village. At the beginning of this scenario the French control Hassenhausen, Stack with any French units. Punscherau, Zäckwar and Speilberg. The Prussians control all other named locations. IIIe Corps d’Armée Maréchal Louis-Nicolas Davout If both sides can claim a level of victory the game is considered a ADC Davout (Chef d’état-major, Général de brigade Joseph- draw unless they are different levels. In which case subtract the Augustin-Fournier de Loysonville dit Joseph Daultanne, lesser level from the greater, the result being the true level of victory. marquis d’Aultane) Adjudant-commandant Colonel Jean-Raymond-Charles Bourke 8.4 Special Rules 8.4.1 The Duke: Rule E5.2.6.1 applies from the beginning of this scenario. 8.4.2 Schmettau: General Schmettau was mortally wounded at approximately the same time as the Duke of Brunswick. Any ADC stacked with the King at the start of the scenario may be appointed as a replacement.

10 La Bataille d’Auerstaedt

Rheinbaben Grenadier Bataillon 8.6 Prussian Deployment Batterie zu Fuß Nr. 2 “Riemen” Within 2 hexes of Gernstädt. Batterie zu Fuß Nr. 23 “Lehmann”

Generalstabes der Preussichen Armee 8.7 Prussian Reinforcements Der König von Preussen Friedrich Wilhelm III All Prussian reinforcements enter during the Reinforcement Chit at Oberst Johann David von Scharnhorst the west edge of the map at Road B. Generalfeldmarschall Wichard Joachim Heinrich von Möllendorf 10:40 AM.

Within 5 hexes of Rehehausen. Die Königin Luise

Oberstleutnant Friedrich Wilhelm Karl, Prinz von Preussen Reserve Corps Generalleutnant Wilhelm Heinrich Adolf von Kalkreuth Avant-Garde Reitende Batterie Nr. 17 “Schorlemmer” 1. Reserve Division von Künheim Generalleutnant Johann Ernst, Graf von Künheim 3. Division (Schmettau) Garde Bataillons (4 Bataillons) Bünting Kürassier-Regiment Nr. 12 (2 losses) König Musketier Regiment Nr. 18 Königin Dragoner-Regiment Nr. 5 (1 loss) Rabiel Grenadier Bataillon Prinz August Grenadier Bataillon Within 5 hexes of Hassenhausen, but within 15 hexes of Rehehausen. Batterie zu Fuß Nr. 4 “Faber” Reitende Batterie Nr. 1 “Scholten” Avant-Garde Generalleutnant Gebhart Lebrecht Blücher 11:20 AM. Irwing Dragoner-Regiment Nr. 3 (2 losses) Avante-Garde 1. Reserve Division (von Kunheim) 2. Bataillon Blücher’s Husaren-Regiment Nr. 8 Bereen Kürassier-Regiment Nr. 2 Württembergischen Husaren-Regiment Nr. 4 Garde du Corps Kürassier-Regiment Nr. 13 Gens d’Armes Kürassier-Regiment Nr. 10 2. Warsaw Fusilier Brigade Saxe-Weimar Fuß-Jäger Bataillon Within 8 hexes of Hassenhausen, but west of the wall. 3 Fusilier Bataillons

3. Division Schmettau 11:40 AM. I/Alvensleben Musketier Regiment Nr. 33 (1 loss) Schimonsky Musketier Regiment Nr. 35 (4 losses) 2. Reserve Division von Arnim Prinz Heinrich Musketier Regiment Nr. 40 (3 losses) Generalleutnant Alexander Wilhelm von Arnim Malchitsky Musketier Regiment Nr. 28 (4 losses) Arnim Musketier Regiment Nr. 13 Schach Grenadier Bataillon (1 loss) Zenge Musketier Regiment Nr. 24 Batterie zu Fuß Nr. 5 “Stankar” Pirch Musketier Regiment Nr. 22 Batterie zu Fuß Nr. 24 “Röhl” Gaudi Grenadier Bataillon Reitende Batterie Nr. 11 “Graumann” (1 loss) Schlieffen Grenadier Bataillon Hülsen Grenadier Bataillon 2. Division Wartensleben 3 Osten Grenadier Bataillon Generalleutnant Leopold Alexander, Graf von Wartensleben Batterie zu Fuß Nr. 33 “Heyden” Prinz Louis Musketier Regiment Nr. 20 (1 loss) Batterie zu Fuß Nr. 26 “Bychelberg” Braunschweig Musketier Regiment Nr. 21 (1 loss) Reynouard Musketier Regiment Nr. 3 (1 loss) Kleis Musketier Regiment Nr. 5 9.0 BIBLIOGRAPHY Alt-Braunschweig Grenadier Bataillon Hourtoulle, F.-G. Jena-Auerstaedt, The triumph of the Eagle, Historie & Hanstein Grenadier Bataillon (1 loss) Collections. Paris. 1998. Batterie zu Fuß Nr. 1 “Wilkins” Höpfner, Eduard von. Der Krieg von 1806 und 1807. 1850. Pp. 429-472. Batterie zu Fuß Nr. 22 “Heuser” Lettow-Vorbeck, Oskar von. Der Krieg von 1806 und 1807. Berlin. 1896. Batterie zu Fuß Nr. 36 “Lange” Maude, F.N. The Jena Campaign 1806. Sonnenschein. 1909. Miller, Stephen, The Prussian Army at Auerstadt: 14 October 1806, Within 5 hexes of Gernstädt. www.napoleon-series.org. October 2004. December 2012. Petre, F. Lorraine. Napoleon’s Conquest of Prussia. 1907. La Bataille d’Auerstaedt, Clash of Arms Games. 1986. 1991. 1. Division Oranien Generalleutnant Willem Frederik Prinz von Oranien-Nassau Oberst Heinrich Freidrich Karl, Prinz von Preussen Möllendorf Musketier Regiment Nr. 25 Wartensleben Musketier Regiment Nr. 59 Prinz Ferdinand Musketier Regiment Nr. 34 Puttkamer Musketier Regiment Nr. 36 Knebel Grenadier Bataillon

3 Reitende Batterie Nr. 19 “Merkatz” was lost to enemy action near Hassenhausen.