La Bataille de Preussisch-Eylau

Règlement Exclusif Pour le Règlement de l’An XXX et Le Règlement des Marie-Louise

La Bataille de Preussich-Eylau 2

Golitsyn V Copyright Clash of Arms 2013 Tolstoy Date Modified: December 24, 2013 Scharnhorst as L’Estocq’s ADC

All rules herein take precedence over any rules in the series rules which There are 2 aides with 14 on the back. One of these is for 4th Division. they may contradict. There are 2 regts named “Sta”, players may wish to put the division Rules marked with an eagle or are shaded with a grey numbers on the front of the battalions. background apply only to players using the Règlements de l’An XXX. Bk = Back of counter Ft = Front of counter

NOTE: All references to Artillery Ammunition *There are 2 of these counters, only one is incorrectly marked. Wagons (AAW), artillery ricochet fire, cavalry skirmishers and tired cavalry apply only to players using the Règlements de l’An XXX. 4.0 TERRAIN 1.0 INTRODUCTION 4.1 Special Structures There are six Special Structure hexes on the map. These include the La Bataille de Preussisch-Eylau is a tactical level simulation of Watermill, Anklappen, the Church (including cemetery) and the Napoléon’s epic winter battle with the remnants of the Hohenzollern Chateau (including the courtyard). army under L’Estocq and the army of the Tsar, commanded by NOTE: The structures in this area weren’t the mini-fortresses Benningsen. that existed in Belgium, Anklappen itself being made of several wooden buildings. So this merits the use of less restrictive Special Structure 2.0 RULES QUESTIONS rules. 4.1.1 Line of Sight: Special Structures block Line of Sight. Send questions or comments to the following address: 4.1.2 Zones of Influence: Zones of Influence do not extend into Special Structure hexes. Clash of Arms Games 1804 Hoffmansville Road 4.1.3 Movement: Only infantry may deploy in a Special Structure hex. PO Box 212 Cavalry, artillery and AAWs may not enter a Special Structure hex, Sassamansville, PA. 19472-0212 except to pass through it. Cavalry, artillery and AAW units that pass through the hex may not stop in the hex, and may not enter the hex Or email us at: [email protected] unless its current movement potential is sufficient to allow it to “Attention: Rules Questions Preussisch-Eylau” continue into the adjoining hex. 4.1.4 Stacking: Up to 6 increments or 1 battalion of infantry may stack Or check the La Bataille forum at Consimworld: in a Special Structure hex. Units may voluntarily stack in a Special http://www.consimworld.com. Structure without the presence of a friendly leader. Leaders are never required for units to stack in the Règlement des Marie-Louise. 3.0 GAME COMPONENTS 4.1.4.1 Regimental Presentation: Infantry units in Regimental Presentation with more than 6 increments, and which have battalion counters, must break down into battalions before entering a Special A complete game of La Bataille de Preussisch-Eylau includes the Structure hex. The stack of battalions entering may total no more than 6 following components: increments. These rules apply for all forms of movement, voluntary or 1. Four 22”x17” maps. involuntary. 2. 960 Counters 4.1.5 Formation: A unit deployed in a Special Structure is always 3. One Standard Rulebook considered in General Order as long as it is in good order (not 4. One Exclusive Rulebook (charts included) Disordered or PGD). No unit may be deployed in a Special Structure 5. Mêlée/Fire Chart and in some other hex. 6. Two Organization Charts 7. Game Turn Record Track 4.1.6 Fire Combat: Infantry units firing on a Special Structure halve their fire values. Artillery firing on a Special Structure does not receive the Point Blank Range benefit and uses its Long Range Fire Value 3.1 Counter Amendments regardless of the actual distance. Regardless of the size of defending forces, a maximum of 6 increments may be used to fire from a Special 3.1.1 French Counter Corrections: Structure. Counter Correction th EXCEPTION: Infantry units firing at Anklappen do not halve 24 Légère Rgt Bk (IV/2/24 Légère) their fire values. Nor do artillery units have to use Long Range Fire 27th Ligne 1st Btn Ft (Btn #) th st Values when firing at Short or Medium range. Artillery does receive its 85 Ligne 1 Btn Bk (85 Ligne/1) Point Blank range benefit when firing adjacent. Co. 2/2nd Art à Cheval* Bk (1/2 Co 3, 2nd Art à Cheval) Co. 1/5th Art à Cheval Bk (Co. 1, 5th Art à Cheval) 4.1.7 Assault: Only 6 increments may Assault or defend a Special Co. 1/2nd Art à Cheval Bk (Co. 1, 2nd Art à Cheval) Structure hex. Regardless of the size of the forces, only six increments Co. 4/7th Art à Pied Ft (Co. # to 4) of the attacking or defending forces may be used for attack or defense. Lasalle Bk (Lt Cav Div) not (VI/2) Infantry assaulting one of these hexes does not have its Mêlée Value modified as if attacking a Square. 3.1.2 Coalition Counter Corrections: Counter Correction 4.1.8 Charging Special Structures: Cavalry may Charge and Mêlée Vladimirskii Rgt Bk (Vladimir/7th) units in Special Structures. When they do their Mêlée Value is Grodnenskii Hussars Bk (Grodnenskii) multiplied by 1/3. However, they do not advance after Mêlée, if Grodnenskii Hussars Ft (M not R for Division) successful, nor may Pursue units retreating from Special Structures. All

Clash of Arms Games 3 other applicable series rules regarding Assaulting and Charging Special 4.6.2 Stacking: Village hexes require formed units to enter General Structures apply. Order when entering. 4.1.8.1 Roll to Stand: Units in Special Structures automatically Stand 4.6.3 Cavalry Charge: Cavalry may not Pursue retreating units into when assaulted or charged. They must still roll the dice, however, to Village hexes. The Pursuit stops at the Village edge. determine if they deliver effective Defensive Fire and receive any Defensive Shifts, but do not Disorder for failing the roll. 4.7 Artillery Ricochet 4.1.9 Two-hex Special Structures: When a unit is in a Special Artillery fire which targets the following hexes terminates in Structure and is firing or attempting to assault the adjacent Special them. Ricochet fire may bounce into, but not through the Structure hex, it is treated as if the unit is outside of the Special following hexes: Structure. In other words, there is no benefit for occupying the same • Village hexes Special Structure other than the defence it provides. • Woods hexes • Up slope hexsides 4.2 Windmill • Special Structure hexes 4.2.1 In general, terrain does not affect the Command Span of leaders; however windmills do, because of the immediate advantage of height 4.8 Depots that the Windmill provides, (being able to see from as well as be seen 4.8.1 French: The road leading off the west map edge to Landsberg by everyone). Therefore the windmill has an effect on command during and the two roads leading off the south map edge to Heilsberg and Flurry and Clear weather turns, if it is occupied by the Leader. Refer to Bartenstein. the Command Span Chart for these effects. 4.8.2 Russian: The road leading off the north map edge to Konigsberg 4.2.2 Line of Sight and Movement: The Windmill has no effect on and the road leading off the east map edge to Friedland. LOS, movement or stacking. 4.8.3 Prussian: The road leading off the north map edge to 4.3 Slopes Konigsberg. 4.3.1 Roll to Close: Infantry units assaulting up a Slope suffer a -3 modifier to their Roll to Close dice roll. 5.0 COMMAND The Organization and Display Charts reveal the command structure of 4.4 Streams and Ponds the armies. Refer to them as necessary. Streams and ponds are frozen for the duration of the battle. Only the section of stream extending from and through Althoff up to and 5.1 French including the small section bordering the Watermill is unfrozen and 5.1.1 Command Points: The French have one Army Leader, will effect movement. Napoléon. The French receive one Command Point for Napoléon, 4.4.1 Artillery and AAWs may not cross unfrozen Stream hexsides. Soult, Augereau, Murat, Davout and Ney for a total of 6 Command Infantry and cavalry incur a movement penalty when crossing an Points. unfrozen Stream hexside (see the Movement Chart). There is no effect 5.1.2 MU Size: The largest MU which the French may create is a on the movement of skirmishers. Corps. 4.4.2 Assault and Disorder: Infantry units assaulting across unfrozen 5.1.3 Headquarters Escorts: Napoléon’s Headquarter Escort (CaC Stream hexsides do so in Disorder. Mark the assaulting stacks with a Squadron), may only move and/or charge during the Leader Chit when Disorder marker just before the Offensive and Defensive Fire step of he is allowed to move. If the owning player chooses, his Escort may the Assault and Mêlée procedure. If the assaulting units were already in instead be treated as an Army Asset. Disorder there is no further effect. That is they do not become PGD 5.1.3.1 Napoléon is not allowed to assume the Movement Potential of and Rout. The Disorder occurs even if the target vacated the hex prior to this point without a Mêlée having been fought, and is applied when units with which he is stacked as in the series rules under Section 8. the attacker advances into the target hex. 5.1.4 Leader Casualties: The following leaders may not be replaced; 4.4.3 Cavalry Charge: Any cavalry that Mêlées across an unfrozen Napoléon, Soult, Augereau, Murat, Davout, Ney and ADCs. stream hexside do so in Disorder. Mark the cavalry with a Disorder 5.1.5 Heavy Cavalry: The three Dragoon divisions and the Cuirassier marker just before the Defensive Fire step of the Charge and Mêlée division will constitute a Corps under the command of Murat. procedure. The Disorder occurs even if the target vacated the hex by 5.1.6 French Guard: The French Guard infantry and cavalry may not Retreat Before Charge. If the cavalry is disordered during Charge be part of a MU until one French formation or two Russian formations Movement by Opportunity Fire it may not Charge/Mêlée across the (this includes Prussians) are on Level 1. The Guard Cavalry is released unfrozen stream hexside. at 10:20 AM if playing Scenario Four, however it must roll on the NOTE: Charge Movement is used only in the reinforcement Arrival Time Chart at 9:20 AM for its actual release Règlements de l’An XXX. time. If any part of the Guard Infantry or Guard Cavalry is attacked 4.4.4 Formation: Infantry and cavalry may not form a directly (Artillery Ricochet does not count), before any of the multi-hex Line across unfrozen Stream hexsides. conditions above are met, then all of the Guard is released. The Guard artillery begins the game released. 5.1.6.1 The artillery of the Guard may be attached to other MUs as 4.5 Woods Army Assets or may form part of a Grand Battery MU as outlined 4.5.1 Line of Sight: Woods hexes block Line of Sight. below. 4.5.2 Stacking: Woods hexes require formed units to enter General 5.1.7 Leaders of Special Ability: Order when entering. 4.5.3 Cavalry Charge: Cavalry may not Pursue retreating units into Artillery: Napoléon Woods hexes. The Pursuit stops at the Wood’s edge. Cavalry: Murat, Bessières and D’Hautpoul 4.6 Villages NOTE: Bessières may not be used in his capacity as a Cavalry Leader of Special Ability until the Guard has been released as per 4.6.1 Line of Sight: Village hexes block Line of Sight. (E5.1.6).

La Bataille de Preussich-Eylau 4

and have command traced from one of the remaining Brigade Leaders. 5.1.8 Light Cavalry Leaders: Most of the French Infantry Corps have This attachment is permanent until the original Leader returns to play cavalry attached. These cavalry units are organized into brigades and or the replacement Leader is also a casualty. No units may be split. If commanded by their respective Corps ADCs. These ADCs are Gen. L’Estocq becomes a casualty the Russian player may spend recognized by their movement potential of 14 or greater and having a Benningsen’s CP on a Prussian Brigade but not the whole detachment. cavalry Mêlée modifier of at least 1. Three of these brigades start the 5.2.4 Special Army ADCs: Prince Bagration and Barclay de Tolly Grand Battle scenario out of their respective corps leader’s Command may replace any Wing Leader. They will act in all capacities as a Wing Span. LaSalle’s Light Cavalry Division also has a brigade that starts Leader, including generating a CP. They also assume command of the Out of Command. All of these cavalry brigades may roll for Light former Wing Leader’s division. Cavalry Initiative to form their own MU. 5.2.5 Leader Casualties: The following leaders may not be replaced; NOTE: These Light Cavalry Leaders (ADCs) may be replaced as Benningsen, L’Estocq, and Prussian Brigade Leaders, ADCs, Bagration per the series standard rules. and Barclay de Tolly. LaSalle’s Light Cavalry Division has two dragoon regiments attached st 5.2.6 Prussian Depot: Because of the exposed position the Prussian to it from the 1 Dragoon Division. However, LaSalle may still roll for Light Cavalry Initiative to form his own MU. Depot is in, the following rule applies. If the Prussian Depot is captured or the Prussians are cut-off from their depot, they may retreat towards The following light cavalry leaders may roll for initiative to form their the Russian Friedland Depot hex. However, they no longer receive Artillery Resupply until the depot is recaptured. own MU:

ADC IV Corps; ADC VI Corps; ADC VII Corps; ADC III Corps; ADC 5.2.7 Leaders of Special Ability: LaSalle Lt Cav. Div. and LaSalle. Artillery: None 5.1.9 Old Guard: For purposes of all rules involving the French Old Guard, the following four battalions are considered to be part of the Old Cavalry: Galitsin Guard. With the exception of the rule “La Garde Recule” under the Morale Levels section in the series rules. In this case all battalions of 5.2.8 Light Cavalry Leaders: The following light cavalry leaders may the French Imperial Guard Infantry are included. roll for initiative to form their own MU.

• 1st Regiment of (2 Battalions) Platov • 1st Regiment of Chasseurs (2 Battalions) 5.2.9 Russian Army Reserve Artillery: The Russian Reserve Horse 5.1.10 The 18th Regiment of Ligne: This regiment was force marched Artillery may move as a MU under Gen. Resvoi or they may be to the battle by Murat on the 7th and lost about 600 troops to straggling. parcelled out individually to other commands as per the Army Asset In the evening’s action on the 7th it was also badly mauled by Russian rules in the series rules. Gen. Resvoi may not be attached to another cavalry which caught it out of square and inflicted about 500 casualties. command. th th Therefore in any scenario starting on the 7 the 18 Ligne should be 5.2.10 Artillery Prolong: For the Russians only their horse batteries th marked with a 6 increment loss. Any scenario starting on the 8 the may prolong. For the Prussians their horse batteries and the sole light th 18 Ligne should be marked with a 7 increment loss. (This assumes foot battery may prolong. that most but not all of the stragglers arrived on the night of 7/8.) If you are playing scenario 5, mark the 18th Ligne with 6 losses for the start of the 7th and before resuming play on the 8th add 5 increments back plus 6.0 SPECIAL RULES the normal replacement for any losses on the 7th. 6.1 Grand Batteries 5.2 Russian and Prussian (Coalition Forces) Artillery Leaders of Special Ability may, at the usual cost of one CP, 5.2.1 Command Points: There are two Army Leaders (Benningsen form an MU consisting of all artillery batteries, and their AAW’s if and L’Estocq) and no Corps Leaders. However, the Russian army is used, within a command radius of three hexes, regardless of higher unit technically divided into three Wings (Left, Right and Center). affiliation.That is the artillery leader has a Command Span of three Therefore the Russians receive one Command Point for Benningsen, hexes. A Grand Battery MU functions just as any other MU. That is Tuchkov(right wing), Tolstoi(left wing), Sacken(center wing) and they may move, limber and unlimber when their chit is pulled. The L’Estocq for a total of 5 command points. However, there are Grand Battery need not retain its organization from turn to turn. stipulations as to how they are to be spent. L’Estocq may spend his Batteries may be attached and detached at the moment of MU creation. point only on the Prussian detachment. The three Russian Wing Players should keep track of which units form part of this MU when the Leaders must spend their points within their own wing. Benningsen’s MU is created. point may be spent in the Russian army in anyway the owner sees fit. 6.2 Cavalry Skirmish Order 5.2.2 MU Size: The largest MU the Coalition may create is a division, detachment or cavalry wing. Even though there is a row for cavalry skirmishers on the Fire Defense Chart, this applies only to players using the 5.2.3 Detachments: There are three detachments in the Coalition OB. Règlements de l’An XXX. There are two Russian ones under the command of Markov I and Baggavout, and a Prussian one under the command of L’Estocq. All of 6.3 Cossacks the Prussians, except the reserve artillery, regardless of when they enter the map are in this detachment. These detachments are treated in all Cossack units have the following special rules and restrictions. respects as a division. They have the Command Span of a division 6.3.1 To attempt a charge, Cossacks must first pass a Morale Check. If leader and in L’Estocq’s case it extends to the brigade leaders, which in they fail this check a Charge Marker may not be placed on the Cossack turn extends down to the units. unit and its movement for the turn is complete. They may make this 5.2.3.1 Prussian Detachment and Leader Replacement: If any of the check at any time they have a LOS to a potential target, even if they Prussian Brigade leaders become casualties, they are not replaced. All have not declared a Charge. units under command of the concerned Leader must now be attached to

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6.3.2 Cossacks may only Charge unlimbered artillery from the flank or 7.2.3 Cavalry rear. 7.2.3.1 Movement: Subtract five from the printed Movement Potential 6.3.3 Cossacks never become Exhausted when they Retreat before before adjusting for other factors such as Disorder, Rout, Tired or Charge. Exhausted. 6.3.4 Cossacks which are not Exhausted may Retreat before Charge 7.2.3.2 Charge Zone: Charge Zones are reduced to 3 hexes, from heavy or light cavalry. If charged solely by Cuirassiers or the but units still retain the 5 movement point allowance. Grenadiers à Cheval, Cossacks may Retreat before Charge even if 7.2.3.3 Reaction Zone: The Reaction Zone for light cavalry disordered and/or exhausted. is reduced to 3 hexes and 2 hexes for heavy cavalry. The 6.3.5 The Mêlée values of Cuirassiers and the Grenadiers a Cheval are Reaction Zone for tired cavalry is 2 for light and 1 for heavy cavalry. not doubled when involved in a Mêlée with Cossacks. 7.2.3.4 Cavalry Regroup: The Movement Potential for Cavalry 6.4 Armored Cavalry Regroup is reduced to 3. 7.2.4 Command: Flurries reduce the Command Span of all Leaders. The following units are Armored Cavalry: Refer to the Command Span Chart for effects of Flurries on Command 6.4.1 French Spans. • 1er Régiment de Cuirassiers e 7.2.4.1 Corps Activation: Corps Leaders only have to stay in the • 5 Régiment de Cuirassiers normal 10 hex Command Span of their Army Leader to remain • 10e Régiment de Cuirassiers e activated. However, to form a Corps sized MU they must be within the • 11 Régiment de Cuirassiers modified Command Span of the Army Leader. 6.4.2 Coalition: Despite the names the Russian and Prussian Cuirassier did not wear the cuirass at this point in time. The Russians 7.3 Blowing Snow would regain their armour in 1812 and the Prussians in 1814-15 7.3.1 Infantry utilizing captured French stocks. 7.3.1.1 Movement: Subtract four from the printed Movement Potential 6.5 Artillery Ammunition before adjusting for other factors such as Disorder or Rout. Normal artillery ammunition resupply rules apply to both the 7.3.1.2 Fire Combat: All units fire with their printed values regardless Coalition and French artillery units. of formation. In the case of squares this Fire Value is divided by 3. NOTE: Artillery Ammunition only applies to the 7.3.1.3 Square: Units may only attempt square at a range of one hex Règlements de l’An XXX. (adjacent). 6.6 Force March 7.3.2 Artillery 7.3.2.1 Movement: Subtract five from the printed Movement Potential No units may execute Force March in this scenario. before adjusting for other factors such as Disorder or Rout. 7.3.2.2 Formation: All batteries may still limber or unlimber even if 7.0 Weather they don’t have the movement points available, as long as they have not moved or do not plan to move in the same turn. The weather played a very important role in the course and outcome of the battle on the 8th of February, and as such the following weather 7.3.2.3 Fire Combat: The maximum range of all artillery fire is one rules will attempt to recreate this effect. hex. There, obviously, is no ricochet. 7.3.2.4 Artillery Prolong: No artillery can prolong during Blowing At the beginning of every turn, before the Command Segment, the Snow. players will alternate rolling one die and consult the Weather Chart to 7.3.3 Cavalry determine the weather for the current turn. Weather has the following 7.3.3.1 Movement: Subtract eight from the printed Movement effects: Potential before adjusting for other factors such as Disorder, Rout, 7.1 Clear Tired or Exhausted. 7.3.3.2 Charge Zone: Charge Zones are reduced to 2 hexes, No Effect but units still retain a Movement Potential of 5 for Charge 7.2 Flurries Movement. 7.3.3.3 Reaction Charge Zone: The Reaction Charge Zone 7.2.1 Infantry for all cavalry is reduced to one hex. 7.2.1.1 Movement: Subtract two from the printed Movement Potential 7.3.3.4 Skirmishing: When cavalry skirmishes it affects adjacent hexes before adjusting for other factors such as Disorder or Rout. only. The movement modifier is +2 instead of +3 for the adjacent 7.2.1.2 Fire Combat: Units may only fire at adjacent targets. hexes. 7.2.1.3 Square: Units may attempt to form Square in reaction to enemy 7.3.3.5 Regroup: The Movement Potential for Cavalry Regroup is cavalry at a distance of three hexes or less. reduced to 3. 7.2.2 Artillery 7.3.3.6 Opportunity Charge: Opportunity Charge Zones are reduced 7.2.2.1 Movement: Subtract three from the printed Movement to one hex. Potential before adjusting for other factors such as Disorder or Rout. 7.3.4 Command: Blowing Snow reduces the Command Span of all 7.2.2.2 Formation: All batteries may still limber or unlimber even if Leaders. Refer to the Command Span Chart for the effects of Blowing they do not have the movement points available, as long as they have Snow on Command Spans. not moved or do not plan to move in the same turn. 7.3.4.1 Corps Activation: Corps Leaders only have to stay in the 7.2.2.3 Fire Combat: The maximum range of all artillery fire is three normal 10 hex Command Span of their Army Leader to remain hexes unless due to ricochet. activated. However, to form a Corps sized MU they must be within the modified Command Span of the Army Leader. 7.2.2.4 Artillery Prolong: Artillery with a fire range greater than 9 hexes cannot prolong during Flurries.

La Bataille de Preussich-Eylau 6 8.0 Optional Rules 8.1.10 Unlike regular Charges cavalry units participating in a Grand Charge may charge the same target. The following rules are included for those who do not have access to 8.1.11 Recall: Cavalry units participating in a Grand Charge may not the Règlement de l’An XXX but wish to recreate Maréchal Murat’s Recall, but must always pursue their target if possible. famous/infamous charge, on the field of Eylau. Owners of Règlement 8.1.12 Squares: Grand Charges must ride over enemy combat units in de l’An XXX should refer to the rules therein. Square. 8.1 Grand Charges REFER TO: E8.1.18 8.1.13 When A Portion of a Grand Charge is Blocked: When a A Grand Charge permits several adjacent hexes of cavalry units to portion of a Grand Charge halts (as a result of contacting reacting Charge simultaneously. Unless contradicted by the rules below, all the enemy cavalry, enemy combat units that will roll to Stand, or rules governing Charges apply to a Grand Charge (refer to Règlement impassable terrain) the remaining portion must continue the Charge. If des Marie-Louise). cavalry units find their path blocked by other parts of the Grand Charge 8.1.1 Grand Charges: Grand charges are allowed only in Flurries and that are blocked, they must keep up with the main body by “slipping” Clear weather. around the obstacle by entering any of their front hexes as long as they NOTE: This also applies to players using the Règlement des do not change their orientation and as long as they remain stacked with Marie-Louise and the Optional Grand Charge rules. or adjacent to the Cavalry Leader of Special Ability. Otherwise the 8.1.2 Forming Up for the Grand Charge: A Cavalry Leader of cavalry unit(s) must stop. Special Ability must be stacked with or adjacent to all cavalry units 8.1.14 Grand Charge and Opportunity Charges: When Opportunity involved in a Grande Charge for the duration of the charge (i.e., while Charged, at least one cavalry unit of the Grand Charge must accept the the cavalry units are moving) unless the cavalry units drop out of the charge. The part of the Grand Charge closest to the reacting cavalry charge for lack of movement potential or are blocked. Players must unit must accept the Opportunity Charge. imagine all units of the Grand Charge moving at once and as one. A 8.1.15 Roll to Stand in the face of a Grand Charge: Infantry and Grand Charge must be declared before the first unit of the charge unlimbered artillery units that attempt to Roll to Stand in the face of a moves. Grand Charge modify their Morale Check dice roll by -12 and ignore NOTE: Refer to Section 5 of these exclusive rules to determine the “type” of cavalry units making up the Grand Charge. During Cavalry Leaders of Special Ability. Flurries the Roll to Stand is modified a further -3 for a total of -15. 8.1.3 MU: All cavalry units participating in a Grand Charge must Targets of the Grand Charge Roll to Stand after all cavalry units of the belong to the same MU and Charge when the chit for this MU is drawn. Grand Charge complete their charge movement. The Leader of Special Ability need not belong to this MU. However, 8.1.16 Forming Square in the face of a Grand Charge: Combat units the units do need to be In Command when the MU is created and when attempting to form Square, in the face of a Grand Charge, modify their the Grand Charge is declared. A Grand Charge does not have to be Square Formation dice roll by +6. declared until that command’s MU chit is drawn. Not all units in this MU have to participate in the Grand Charge, even if adjacent to the 8.1.17 Grand Charge and Cavalry Regroup: Cavalry participating in Special Leader. They may move and/or participate in single stack a Grand Charge may expend their entire printed Movement Potential charges before or after the Grand Charge is resolved. (Subtracting 5 in the case of Flurries) when conducting Cavalry Regroup. 8.1.4 Formation: All cavalry units involved in a Grand Charge must be in the same formation. 8.1.18 Riding over Combat Units in Square: Cavalry units in a Grand Charge may not Mêlée units in Square; they must “Ride over” 8.1.5 Morale Bonus: All cavalry units in the Grand Charge receive this them. There is no Recall attempt; they automatically ride over the Leader’s Morale Bonus while the Grand Charge is being executed (i.e. Square. he is only used for morale checks). His cavalry Mêlée bonus is not used by any cavalry units in the Grand Charge for its duration and resulting 8.1.18.1 Cavalry that rides over a Square pays the MP cost for entering Mêlées. the hex containing the square and enters the hex. The cavalry unit first suffers Opportunity Fire for exiting the hex adjacent to the Square. 8.1.6 Grand Charge Zone: This zone defines where the charging units Then if the number of combined increments exceeds the stacking limit may move and potential targets. Cavalry units of a Grand Charge all enemy and friendly units in the hex take a Morale Check for the project an extended Charge Zone. The Charge Zone consists of all the stacking violation. The cavalry unit takes further Opportunity Fire as it hexes within the printed Movement Potential (Subtract 5 for Flurries) exits the hex the Square is in and if it continues movement it takes of the slowest cavalry unit in the Grand Charge. This zone extends out Opportunity Fire for exiting the hex adjacent to the Square. This of the front hexes of all of the cavalry units in the Grand Charge. If the Opportunity Fire is conducted at the normal 1/3 Square Fire Value cavalry units are in Line, this zone will extend out of the 2 front hexes times ½ for Opportunity Fire. While the cavalry unit is in the hex with of all of the cavalry units. If they are in Column, this zone will extend the Square it cannot be Opportunity Charged or Opportunity Fired upon out of the 3 front hexes of all of the cavalry units. Cavalry units may by other units. The cavalry may not charge anyone while in the hex not move outside this zone during the charge. Any enemy unit in or with a Square. The Square may not fire at other units while its hex is adjacent to this Charge Zone is a potential target unless blocked by, occupied by an enemy cavalry unit. enemy or friendly units, or impassable terrain. 8.1.18.2 If there is blocking terrain or enemy units in the hexes 8.1.7 Grand Charge Movement: They do not perform normal opposite the entry hex the charging cavalry must slip around the Square movement during the Maneuver Segment. Instead, they conduct their while staying remaining stacked with or adjacent to the Leader of Charge using their entire printed Movement Potential (paying all terrain Special Ability. If it cannot then it must Mêlée the Square. MP costs). All cavalry units move as one giant cavalry unit. EXCEPTION: When a portion of a Grand Charge is blocked or 8.1.19 Mêlée: No Mêlées are conducted until all units of the Grand drops out for lack of movement potential. Charge have completed moving. This includes any Opportunity Charges that may have resulted during the Grand Charge. 8.1.8 Cavalry units that Grand Charge may not change facing or formation during the Charge, they charge straight ahead according to how they were facing at the start of the Grand Charge. 9.0 DETERMINING VICTORY 8.1.9 They must charge their full Movement Potential unless blocked. A Grand Charge pays MPs according to the most costly terrain any part 9.1 Victory Determination System of it enters.

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Victory is achieved mainly by causing losses to the enemy and/or by 10.1.4 French Command: The 2 regiments, the 18th and 46th exiting troops off the map and/or having control of key points on the Regiments of Line, which start on the map, are In Command as long as battlefield. Consult the scenario rules for Victory conditions and levels. they remain within 3 hexes of the Landsberg road entry hex. They may do any action that a unit In Command may normally perform. 9.2 Optional Victory Determination System However, they may not voluntarily move out of this zone. They may If players agree they can use an optional system to determine the victor, leave the zone in the case of Advance after Combat, Recoil or Rout. consisting of tallying victory points for each side, subtracting the There is no CP to spend, just simply assign them an MU. The turn after Russian total from the French total and then consulting the Victory a regiment’s respective Division Leader arrives on the map, all normal Point Chart for the scenario. command rules apply for that regiment and its division. NOTE: This system is recommended for the Grand Battle and the 10.1.4.1 Starting with the 3:00pm turn, a CP becomes available to Campaign Scenario only. spend on any leader within 6 hexes of the Landsberg road entry hex. The Leader and all subordinate units may leave this 6 hex zone Victory points are awarded for losses inflicted on the enemy and for voluntarily. This rule is in effect for subsequent turns until Marshals controlling locations on the map using the following formula: Murat and Soult enter the map. The turn after they enter all commands revert to the series standard command rules. Victory Points = (Weighted losses inflicted on the enemy)/10 + (VP’s for locations on the map) 10.2 Victory Conditions The French win if by the end of the scenario they control all of Freiheit, 9.2.1 Losses: To determine weighted losses, multiply the number of the Chateau, the Church, and at least two thirds of Preussisch-Eylau. increments lost, of each type, by their corresponding weight. The Russians win if by the end of the scenario they control two thirds of Preussisch-Eylau, or place the French IV Corps on Level 2. If neither side can claim victory, move on to Scenario Five. VICTORY POINT LOSS WEIGHTING 10.3 French Deployment Infantry 1 Cavalry 2 Set up second. Artillery 2 Cossacks 1 Deploy at the map edge, on or adjacent to the Landsberg road. Russian and Prussian Grenadiers 2 IVe Corps d’Armée e French Guard Infantry 3 3 Division d’Infanterie French Guard Cavalry 3 18e Régiment d’infanterie de ligne (- 6 incréments) French Guard Horse Artillery 3 e 2 Division d’Infanterie 46e Régiment d’infanterie de ligne 9.2.2 Locations: Victory Points are awarded to each side that controls certain locations on the map. Control is awarded to the last side to have entered the hex with a Good Order infantry unit. In the case of multi- 10.4 Russian Deployment hex locations, all hexes must be or have been occupied to have the VPs awarded. Set up first.

NOTE: Some of the Scenario set-up locations have been Deploy at least six but no more than eight hexes from Eylau and between the Heilsberg and Landsberg roads. changed from the original rules to allow for the recent changes in th stacking rules and the need for the Règlement de l’An XXX rules to 8 Division have a leader present in order to create a stack for certain stacks. General-Leitenant Essen III, Peter Kirillovich Moscovskii Regiment Shlisselburgskii Musketeer Regiment 10.0 SCENARIO ONE: THE OPENING Staroingermanlandskii Musketeer Regiment MOVES Archangelogorodskii Musketeer Regiment Podolskii Musketeer Regiment February 7, 1807 – Two Player 7th Jaeger Regiment 3 x Light Batteries This is the combat of the evening before the Grand Battle. The scenario begins with the 2:00 PM game turn and continues to the end of the 7:00 In the town of Eylau with at least one battalion and battery deployed PM game turn. adjacent to the Church. 10.1 Scenario Rules General-Major Barclay de Tolly, Mikhail Bogdanovich Detachment Baggavout 10.1.1 Weather: The weather will be clear for the entire scenario. General-Major Baggavout, Charles Fedorovich 10.1.2 Scenario Boundaries: No units may maneuver east of the Staroskolskii Musketeer Regiment Bartenstein road hexes inclusive, or, north or east of the stream running Kostromskii Musketeer Regiment from Althoff to Eylau. The one exception to this restriction is the 1st Jaeger Regiment th Russian 4 division, which may cross this line to enter as 4th Jaeger Regiment reinforcements. If a unit is forced to violate this restriction because of 3rd Jaeger Regiment recoil, rout or bounce, it may not reenter the battle. 20th Jaeger Regiment 10.1.3 Russian Command: The Russians have 2 CPs. One comes from Iziomskii Musketeer Regiment Bagration and the other one from Barclay de Tolly. These CP’s may be Aleksandrskii Musketeer Regiment spent in any manner the player wishes, within the limits of the series Olviopolskii Musketeer Regiment command rules. Polskii Lancers 3 x Light Batteries

La Bataille de Preussich-Eylau 8

In addition: Enter at the edge of the map, on or adjacent to the Heilsberg road. 3 x Heavy Batteries 2e Division d’Infanterie

e Set up adjacent to Freiheit. 28 Régiment d’infanterie de ligne St. Peterburgskii Dragoons 57e Régiment d’infanterie de ligne 13e Compagnie/5e Régiment d’artillerie à pied Set up within 3 hexes of the Chateau. e e General-Leitenant Khyaz (Prince) Bagration, Peter Ivanovich 17 Compagnie/5 Régiment d’artillerie à pied Detachment Markov General-Major Markov I, Alexander Ivanovich Enter at the edge of the map, anywhere between the Heilsberg and Belozerskii Musketeer Regiment Landsberg roads. Polotskii Musketeer Regiment Maréchal Murat, Joachim, Grand-duc de Berg, Prince de Pskovskii Musketeer Regiment L’Empire Azovskii Musketeer Regiment Grodnenskii Hussars Maréchal Soult, Nicolas Jean de Dieu 1 x Light Battery Brigade de la Division de Cavalerie Légère Attached Aide de Camp Lasalle (Général de Brigade Bruyères, Pierre 2 x Horse Batteries Joseph) 10.5 French Reinforcements 1er Régiment de Hussards e 2:40 PM 13 Chasseurs à Cheval Enter at the edge of the map, on or adjacent to the Landsberg road. 1re Division de Dragons 2e Division de Dragons Général de Division Klein, Dominique Louis Antoine Général de Division Grouchy, Emmanuel Marquis de er 1 Régiment de Dragons 3e Régiment de Dragons e 2 Régiment de Dragons 6e Régiment de Dragons e 4 Régiment de Dragons 10e Régiment de Dragons e 14 Régiment de Dragons 11e Régiment de Dragons e ½ Compagnie 2/2 artillerie à cheval ½ Compagnie 2/2e artillerie à cheval

Enter at the edge of the map, on or adjacent to the Heilsberg road. 3:20 PM e IV Corps d’Armée Enter at the edge of the map, anywhere between the Heilsberg and 2e Division d’Infanterie Landsberg roads. e Général de Division Leval, Jean François IV Corps d’Armée re 4e Régiment d’infanterie de ligne 1 Division d’Infanterie 24e Régiment d’infanterie légère Général de Division Saint-Hilaire, Louis Vincent Joseph le Blond e 10 Régiment d’infanterie légère e Enter at the edge of the map, on or adjacent to the Heilegenburg road. 36 Régiment d’infanterie de ligne e IVe Corps d’Armée 43 Régiment d’infanterie de ligne e Brigade de Cavalerie Légère 53 Régiment d’infanterie de ligne 12e Compagnie/5e Régiment d’artillerie à pied Aide-de-Camp IV Corps (Général de Brigade Guyot, Etienne) 16e Compagnie/5e Régiment d’artillerie à pied 8e Régiment de Hussards

16e Chasseurs à Cheval Enter at the edge of the map, within 3 hexes of the Heilegenberg road. 22e Chasseurs à Cheval e VII Corps d’Armée 3:00 PM Brigade de Cavalerie Légère Enter at the edge of the map, on or adjacent to the Landsberg road. Aide de Camp VII Corps (Général de Brigade Durosnel, Antoine e Jean Auguste Henri) IV Corps d’Armée 7e Chasseurs à Cheval e 3 Division d’Infanterie 20e Chasseurs à Cheval Général de Division Legrand, Claude Juste Alexander e 26 Régiment d’infanterie légère 3:40 PM e 75 Régiment d’infanterie de ligne Enter at the edge of the map, anywhere between the Heilsberg and Tirailleurs du Po Landsberg roads. Tirailleurs du Corse 2e Division de Grosse Cavalerie e e 14 Compagnie/5 Régiment d’artillerie à pied Général de Division d’Hautpoul, Jean Joseph Ange e e 15 Compagnie/5 Régiment d’artillerie à pied 1er Régiment de Cuirassiers

Clash of Arms Games 9

5e Régiment de Cuirassiers Maréchal Bessières, Jean Baptiste, Colonel-Général de la Garde à 10e Régiment de Cuirassiers Cheval 11e Régiment de Cuirassiers ½ Compagnie 4/2e artillerie à cheval Division d’Infanterie de La Garde Général de Brigade Souley, Jérôme Enter at the edge of the map, within 3 hexes of the Heilegenberg road. 1er Régiment de Grenadiers à pied de la garde VIIe Corps d’Armée 1er Régiment de Chasseurs à pied de la garde e Maréchal Augereau, Pierre François Charles 2 Régiment de Grenadiers à pied de la garde e 1re Division d’Infanterie 2 Régiment de Chasseurs à pied de la garde

Général de Division Desjardins, Jacques Jardin dit 16e Régiment d’infanterie légère Division de Cavalerie de La Garde 14e Régiment d’infanterie de ligne Général de Division Walter, Fréderic Henri 44e Régiment d’infanterie de ligne Grenadiers à Cheval 105e Régiment d’infanterie de ligne Chasseurs à Cheval 4e Compagnie/3e Régiment d’artillerie à pied Escadron de Mameluks ½ Compagnie 2/6e Régiment d’artillerie à cheval Artillerie de La Garde 4:00 PM 1er Compagnie/Artillerie à cheval de la garde e Enter at the edge of the map, between the Heilsberg and Landsberg 2 Compagnie/Artillerie à cheval de la garde roads. 3e Compagnie/Artillerie à cheval de la garde 3e Division de Dragons 4e Compagnie/Artillerie à cheval e Général de Division Milhaud, Edouard Jean Baptiste 5 Compagnie/Artillerie à cheval 5e Régiment de Dragons e 8e Régiment de Dragons VI Corps d’Armée 9e Régiment de Dragons Aide de Camp VI Corps (Général de Brigade Colbert de 12e Régiment de Dragons Chabanais, Auguste François Marie) e 16e Régiment de Dragons 3 Régiment de Hussards e 21er Régiment de Dragons 10 Chasseurs à Cheval ½ Compagnie 3/2e Régiment d’artillerie à cheval 10.6 Russian Reinforcements 4:00 PM Enter at the edge of the map, on the Heilegenberg road. Set up within one hex of 4. VIIe Corps d’Armée Reserve Wing e 2 Division d’Infanterie th 4 Division Général de Division Heudelet de Bière, Etienne General-Major Somov, Andrei Andreievich 7e Régiment d’infanterie légère Tulskii Musketeer Regiment 24e Régiment d’infanterie de ligne Tenginskii Musketeer Regiment 63e Régiment d’infanterie de ligne Navaginskii Musketeer Regiment 3e Compagnie/3e Régiment d’artillerie à pied Tobolskii Musketeer Regiment 5e Compagnie/3e Régiment d’artillerie à pied 2 x 4th Division Light Batteries ½ Compagnie 2/6e Régiment d’artillerie à cheval 11.0 SCENARIO TWO: THE ASSAULT 4:40 PM OF THE VII CORPS. Enter at the edge of the map, anywhere between the Heilsberg and Landsberg roads. February 8, 1807-Solitaire Le Grande Armée, Staff and Escort This scenario is intended for solitaire play. The scenario begins with Empereur des Français Napoléon, Roi d’Italie the 8:40 AM turn and ends at the end of the 11:00 AM turn. Maréchal Berthier, Louis Alexandre, Prince de Neuchâtel, Ministre d’Guerre, Major Général de l’Armée 11.1 Scenario Rules Général de Division Rapp 11.1.1 Weather: The scenario begins with Flurries. Starting with the Escadron d’Escort : Chasseurs à cheval de la garde 9:00 AM turn, roll according to the special rules. 11.1.2 Solitaire Rules: This scenario is designed for solitaire play. You will command the Russian forces. The French will move along the hex Garde Impériale row they are deployed in and may not change direction until at least one Russian battery has been overthrown. After this, all French infantry

La Bataille de Preussich-Eylau 10 will move towards Anklappen. They may deploy in square during the first turn, but may only attempt to form square thereafter if within sight All units of the 2nd Dragoon Division, the 2nd Cuirassier Division (with of a Russian cavalry unit. The Russian Cavalry of the Center may not Maréchal Murat), the 3rd Dragoon Division and all units of the Guard move until at least one French assault has been made. Cavalry Division (with Maréchal Bessières) set up between points VII 11.1.3 Command: Command rules are not used in this scenario. and SH but no more than 8 hexes from each. They must be arrayed in the order above, one behind the other. In other words the 2nd Dragoon 11.2 Victory Conditions Division will be up front and the first to charge, etc. The French win if at any time during the scenario they have occupied 12.4 Russian Deployment Anklappen, otherwise the Russians win. Set up first.

11.3 French Deployment All units of the 2nd Infantry Division, the 3rd Infantry Division, and the 14th Infantry Division along with the Artillery and Infantry of the Left Set up second. and Center Heavy Batteries, and the Cavalry of the Center, set up as per

their starting positions in the Grand Battle scenario. Deploy all units of the French VII Corps as per their starting positions in Scenario Four, the Grand Battle scenario, but with no more than 1 12.5 Reinforcements regiment per hex. Line infantry must be deployed facing units of either the Russian 2nd or 3rd divisions, in Column or Square. There are no reinforcements for either side in this scenario.

11.4 Russian Deployment 13.0 SCENARIO FOUR: GRAND Set up first. BATTLE SCENARIO

Deploy all units of the 2nd and 3rd Divisions, Artillery and Infantry of February 8, 1807-Two or more players the Left and Center heavy batteries, and Cavalry of the Center, as per The scenario begins with the 7:40 AM turn and concludes at the end of their starting positions in Scenario Four, the Grand Battle scenario. the 8:00 PM turn.

11.5 Reinforcements 13.1 Scenario Rules 13.1.1 Weather: Begin the 7:40 AM turn with a roll according to the There are no reinforcements for either side in this scenario. Exclusive Rules. 13.1.2 Artillery: All Russian batteries and Prussian Reserve batteries 12.0 SCENARIO THREE: MURAT’S belonging to the three Grand Batteries must begin the scenario in an CHARGE. unlimbered state. 13.1.3 Aides: All ADCs, unless otherwise stated, begin in the hex with the superior leader printed on their counter. Or in the case of February 8, 1807-Two Player or Solitaire reinforcements, enter with the superior leader. The scenario begins with the 10:40 AM turn and plays through the end of the 12:40 PM turn. 13.1.4 Reinforcements: One hour before their scheduled turn of 12.1 Scenario Rules arrival, both sides will roll for their reinforcements, on the chart below, to determine their actual time of arrival. 12.1.1 Weather: The scenario starts with Blowing Snow. Beginning with the 11:00 AM turn, roll according to the exclusive rules with a -2 to the die roll. DICE RESULT ARRIVAL TIME 12.1.2 Scenario Rules: This scenario is designed for two players or 11 thru 15 40 minutes early may be played solitaire as per the rules in scenario two. The French must charge at least one division per turn as a Grand Charge, (visibility 16 thru 25 20 minutes early permitting), or as a series of individual charges. 26 thru 45 On time 12.1.3 Command: All command rules are in effect. 12.1.3.1 The French have 2 CPs. They receive one CP from Murat and 46 thru 61 20 minutes late one CP from Napoléon, who is assumed to be just “off map”. 62 thru 66 40 minutes late 12.1.3.2 The Russians have 2 CPs. They get one CP from Tolstoi and one from Sacken. 12.1.4 It is understood that when pulling chits a cavalry command that 13.1.5 Grand Charge: If both players agree, use the optional Grand Charge rule from Scenario three, 12.1.5. is “behind” the other commands may be pulled before the front units have a chance to move and therefore blocking the rear command’s 13.2 Victory Conditions Grand Charge movement. We suggest that when one of the cavalry MU chits is pulled, the owning player is allowed to choose which one to 13.2.1 French Decisive: Drive all Russian and Prussian infantry from move. This is allowed only in the case above. the field of battle by the end of the 8:00 pm turn. 13.2.2 French Overwhelming: Capture thirty Russian or Prussian 12.2 Victory Conditions batteries and place three Russian divisions on Level 3 by the end of the The French must place at least one Russian Division on Level 3 by the scenario (destroyed batteries will count as captured for purposes of this end of the scenario. victory conditions). 13.2.3 French Victory: By the end of the scenario be the last to 12.3 French Deployment occupy, or garrison, all hexes of Schmoditten, Schloditten, Anklappen, Set up second.

Clash of Arms Games 11

Althoff, Mollwitten, Klein Sausgarten, Serpallen and all towns which 1er Régiment de Chasseurs à pied de la garde began the game in French control. 2e Régiment de Grenadiers à pied de la garde 13.2.4 Coalition Decisive: Kill or capture the Emperor of the French. 2e Régiment de Chasseurs à pied de la garde 13.2.5 Coalition Overwhelming: Be the last to occupy all towns on the map except Althoff and place two French Corps on Level 3 by the Deploy within 2 hexes of G. end of the scenario. Or if the French player admits defeat any time prior to the end of the scenario. Division de Cavalerie de La Garde 13.2.6 Coalition Victory: Place one French Corps on Level 3 and Général de Division Walter, Fréderic Henri control Schmoditten, Kutschitten and Lampasch by the end of the Grenadiers à cheval de la garde scenario. NOTE: Be it known that if both players can claim an equivalent Chasseurs à cheval de la garde Level of victory then neither is considered to have won. Escadron de Mameluks

Deploy within 2 hexes of Rothenen. OPTIONAL VICTORY POINTS CHART Coalition Decisive Victory -20 or less * Cavalerie de la Reserve Coalition Victory -19 to -13 Maréchal Murat, Joachim, Grand-duc de Berg, Prince de L’Empire Coalition Tactical Victory -12 to -5 re Draw -4 to 3 1 Division de Dragons French Tactical Victory 4to 13 Général de Division Klein, Dominique Louis Alexander er French Victory 14 to 25 1 Régiment de Dragons e French Decisive Victory 26 + * 2 Régiment de Dragons 4e Régiment de Dragons * Denotes that the winning side must have fewer casualties than the e other. 14 Régiment de Dragons If Napoléon is killed or captured, move the Victory Level two levels in ½ Compagnie 2/2e Régiment d’artillerie à Cheval favour of the Coalition. e NOTE: The above victory point schedule has not been fully play tested. 2 Division de Dragons Général de Division Grouchy, Emmanuel Marquis de

3e Régiment de Dragons 13.3 French Deployment 6e Régiment de Dragons Set up first. 10e Régiment de Dragons

11e Régiment de Dragons Deploy in the Church (includes graveyard), or adjacent. ½ Compagnie 2/2e Régiment d’artillerie à cheval Le Grande Armée Staff and Escort 3e Division de Dragons Empereur des Français Napoléon, Roi d’Italie Général de Division Milhaud, Edouard Jean Baptiste Maréchal Berthier, Louis Alexandre, Prince de Neuchâtel, e Ministre d’Guerre, Major Général de l’Armée 5 Régiment de Dragons e Général de Division Rapp, Jean 8 Régiment de Dragons e Escadron d’Escort : Chasseurs à cheval de la garde 9 Régiment de Dragons e 12 Régiment de Dragons 3e Division d’Infanterie, IVe Corps d’Armée 16e Régiment de Dragons e 18 Régiment d’infanterie de ligne (- 7 incréments) 21er Régiment de Dragons ½ Compagnie 3/2e Régiment d’artillerie à cheval Artillerie de La Garde 2e Division de Grosse Cavalerie er 1 Compagnie/Artillerie à cheval de la garde Général de Division d’Hautpoul, Jean Joseph Ange e 2 Compagnie/Artillerie à cheval de la garde 1er Régiment de Cuirassiers e 3 Compagnie/Artillerie à cheval de la garde e 5 Régiment de Cuirassiers e 4 Compagnie/Artillerie à cheval 10e Régiment de Cuirassiers e 5 Compagnie/Artillerie à cheval e 11 Régiment de Cuirassiers

½ Compagnie 4/2e Régiment d’artillerie à cheval Deploy within 2 hexes of the Heilsburg road, but within 3 hexes of the Church. Deploy within 3 hexes of F. Garde Impériale Maréchal Bessières, Jean Baptiste, Colonel-General de la Garde à Cavalerie Légère Cheval Division d’Infanterie de La Garde Brigade de Cavalerie Légère, IVe Corps d’Armée Général de Brigade Souley, Jérôme Aide-de-Camp IV Corps (Général de Brigade Guyot, Etienne) 1er Régiment de Grenadiers à pied de la garde 8e Régiment de Hussards

La Bataille de Preussich-Eylau 12

16e Chasseurs à Cheval 2e Division d’Infanterie e 22 Chasseurs à Cheval Général de Division Heudelet de Bière, Etienne e Brigade de Cavalerie Légère, VI Corps d’Armée 7e Régiment d’infanterie légère Aide de Camp VI Corps (Général de Brigade Colbert de 24e Régiment d’infanterie de ligne Chabanais, Auguste François Marie) 63e Régiment d’infanterie de ligne e 3 Régiment de Hussards 3e Compagnie/3e Régiment d’artillerie à pied e 10 Chasseurs à Cheval 5e Compagnie/3e Régiment d’artillerie à pied e Brigade de Cavalerie Légère, VII Corps d’Armée ½ Compagnie 2/6e Régiment d’artillerie à cheval Aide de Camp VII Corps (Général de Brigade Durosnel, Antoine Jean Auguste Henri) Deploy within 3 hexes of SH. e 7e Chasseurs à Cheval IV Corps d’Armée 20e Chasseurs à Cheval 1re Division d’Infanterie Brigade de la Division de Cavalerie Légère Général de Division Saint-Hilaire, Louis Vincent Joseph le Blond Aide de Camp Lasalle (Général de Brigade Bruyères, Pierre 10e Régiment d’infanterie légère Joseph) 36e Régiment d’infanterie de ligne er 1 Régiment de Hussards 43e Régiment d’infanterie de ligne e 13 Chasseurs à Cheval 53e Régiment d’infanterie de ligne 12e Compagnie/5e Régiment d’artillerie à pied Deploy within 4 hexes of the Château. e e IVe Corps d’Armée 16 Compagnie/5 Régiment d’artillerie à pied

Maréchal Soult, Nicolas Jean de Dieu 2e Division d’Infanterie 13.4 Russian Deployment Général de Division Leval, Jean François Set up second. 24e Régiment d’infanterie légère e 4 Régiment d’infanterie de ligne In Anklappen 28e Régiment d’infanterie de ligne 46e Régiment d’infanterie de ligne Russian Imperial Army Staff 57e Régiment d’infanterie de ligne General der Kavallerie Bennigsen, Levin Augustus Theophile 13e Compagnie/5e Régiment d’artillerie General-leitenant Prince Bagration, Peter Ivanovich 17e Compagnie/5e Régiment d’artillerie Deploy within 3 hexes of III. Deploy within any town hex of Eylau. Grand Battery of the Right Wing e Prussian Reserve Battery 8 IV Corps d’Armée Prussian Reserve Battery 34 3e Division d’Infanterie Prussian Reserve Battery 37 Prussian Reserve Battery 39 Général de Division Legrand, Claude Juste Alexander e Russian Horse Battery 26 Régiment d’infanterie légère 2 x Russian Heavy Batteries 75e Régiment d’infanterie de ligne Tirailleurs du Po Deploy within 2 hexes of II. Tirailleurs du Corse Grand Battery of the Center e e 6 x Russian Heavy Batteries 14 Compagnie/5 Régiment d’artillerie à pied 3rd Jaeger Regiment 15e Compagnie/5e Régiment d’artillerie à pied 20th Jaeger Regiment ½ Compagnie 3/5e Régiment d’artillerie à pied ½ Compagnie 4/5e Régiment d’artillerie à pied Deploy within 1 hex of I. Grand Battery of the Left Deploy within 2 hexes of VII. 3 x Russian Heavy Batteries VIIe Corps d’Armée Deploy within 1 hex of Anklappen. Maréchal Augereau, Pierre François Charles er Reserve Artillery Park 1 Division d’Infanterie General Resvoi, Dmitry Petrovich Général de Division Desjardins, Jacques Jardin dit 6 x Russian Horse Batteries 16e Régiment d’infanterie légère e 14 Régiment d’infanterie de ligne The Right Wing e 44 Régiment d’infanterie de ligne General-Leitenant Tuchkov I, Nicholas Alexeievich 105e Régiment d’infanterie de ligne e e Deploy within 3 hexes of T. 4 Compagnie/3 Régiment d’artillerie à pied th e 5 Division ½ Compagnie 2/6 Régiment d’artillerie à cheval General-Leitenant Tuchkov I, Nicholas Alexeievich Permskii Musketeer Regiment Mogilevskii Musketeer Regiment

Clash of Arms Games 13

Sievskii Musketeer Regiment Olviopolskii Hussars 24th Jaeger Regiment Polskii Lancers 25th Jaeger Regiment 3 x Baggovout Det. Light Batteries 2 x 5th Division Light Batteries Markov Detachment Pskovskii Musketeer Regiment The Reserve Azovskii Musketeer Regiment Deploy within 1 hex of 4. Markov Detachment Light Battery 4th Division

Deploy within 3 hexes of Schmoditten. General-Major Somov, Andrei Andreievich Markov Detachment Tulskii Musketeer Regiment General-Major Markov I, Alexander Ivanovich Tenginskii Musketeer Regiment Belozerskii Musketeer Regiment Navaginskii Musketeer Regiment Polotskii Musketeer Regiment Grodnenskii Hussars Tobolskii Musketeer Regiment Markov Detachment Light Battery 2 x 4th Division Light Batteries

Deploy within 1 hex of D. The Center Wing 7th Division General-Leitenant Sacken von der Osten, Fabien Vilielmovich General-Leitenant Dochtorov, Dimitri Sergeievich Ekaterinoslavskii Grenadier Regiment Deploy within 3 hexes of E. Vladimirskii Musketeer Regiment 8th Division Voronezhskii Musketeer Regiment General-Leitenant Essen III, Peter Kirillovich Muscovskii Musketeer Regiment th Moscovskii Grenadier Regiment 5 Jaeger Regiment th Shlisselburgskii Musketeer Regiment 2 x 7 Division Light Batteries Staroingermanlandskii Musketeer Regiment Archangelogorodskii Musketeer Regiment Deploy within 2 hexes of K. th Podolskii Musketeer Regiment 14 Division 7th Jaeger Regiment General Graf Kamenski II, Nicholas Mikhailovich 3 x 8th Division Light Batteries Ryanzanskii Musketeer Regiment Uglitskii Musketeer Regiment Deploy between I and II (at least 2 hexes from each; but no more than Sofiiskii Musketeer Regiment 5). 23rd Jaeger Regiment 3rd Division 26th Jaeger Regiment th General-Leitenant Sacken von der Osten, Fabien Vilielmovich 2 x 14 Division Light Batteries Tavricheskii Grenadier Regiment Litovskii Musketeer Regiment Deploy on or adjacent to the Konigsberg road but within 10 hexes of Koporskii Musketeer Regiment Anklappen. Muromskii Musketeer Regiment Cavalry of the Right Wing Chernigovskii Musketeer Regiment General-Major Korpf, Fedor Karlovich Dneprovskii Musketeer Regiment Ordenskii Cuirassiers 21st Jaeger Regiment Ekaterionoslavskii Cuirassiers 3 x 3rd Division Light Batteries Sumskii Hussars Pskovskii Dragoons Kievskii Dragoons The Left Wing Rizheskii Dragoons General-Leitenant Graf Osterman-Tolstoi, Alexander Ivanovich Kazanskii Dragoons Liflyndskii Dragoons Deploy within 3 hexes of I. Sissoiev Cossacks 2nd Division Malachov Cossacks General-Leitenant Graf Osterman-Tolstoi, Alexander Ivanovich St. Petersburgskii Grenadier Regiment Deploy within 3 hexes of Anklappen. Pavlovskii Grenadier Regiment Cavalry of the Center Wing Rostovskii Musketeer Regiment General-Leitenant Prince Golitsin V, Dimitri Vladimirovich Eletskii Musketeer Regiment Lieb Cuirassiers 2 x 2nd Division Light Batteries Elisavetgradskii Hussars Deploy within 1 hex of Serpallen. Pavlogradskii Hussars Baggovout Detachment Korgopolskii Dragoons General-Major Baggavout, Charles Fedorovich St. Petersburgskii Dragoons Staroskolskii Musketeer Regiment Kostromskii Musketeer Regiment Ingermanlandskii Dragoons 1st Jaeger Regiment Andronov Cossacks th 4 Jaeger Regiment Kisselev Cossacks Iziomskii Hussars

Aleksandrskii Hussars

La Bataille de Preussich-Eylau 14

Deploy within 8 hexes of Klein Sausgarten but within 7 hexes of K. ½ Compagnie 14e /7e Régiment d’artillerie à pied Cavalry of the Left Wing 1er Compagnie/5e Régiment d’artillerie à cheval General-Major Pahlen III, Peter Petrovich von der Malorossiskii Cuirassiers 11:40 AM Litovskii Lancers Enter at the edge of the map, between Mollwitten and the Bartenstein Kurlyandskii Dragoons road (or at least two turns after the arrival of Morand). e Finlyndskii Dragoons III Corps d’Armée Mitavskii Dragoons 3e Division d’Infanterie Moskovskii Dragoons Général de Division Gudin de la Salblonniere, Charles Etienne 12e Régiment d’infanterie de ligne Deploy within 3 hexes of Klein Sausgarten. 21e Régiment d’infanterie de ligne Don Cossacks 25e Régiment d’infanterie de ligne Ataman of the Don Cossacks Platov, Matthew Ivanovich 85e Régiment d’infanterie de ligne (1er Bataillon only) Papuzin Cossacks 3e Compagnie/7e Régiment d’artillerie à pied Ilovaisky Cossacks ½ Compagnie 15e /7e Régiment d’artillerie à pied Grekov Cossacks Efremov Cossacks 3:20 PM 13.5 French Reinforcements Enter on the western edge of the map, within 25 hexes of Althoff. 9:00 AM Division de Cavalerie Légère Général de Division Lasalle, Antoine Charles Louis Enter on the Bartenstein Road. 5e Régiment du Hussards IIIe Corps d’Armée 7e Régiment du Hussards Brigade de Cavalerie Légère 11e Chasseurs à Cheval Aide de Camp III Corps (Général de Brigade Marulaz, Jacob 2e Bavaria Chevau-Légers Régiment, « Koenig » François Marola dit) 20e Régiment de Dragons 1er Chasseurs à Cheval 26e Régiment de Dragons 12e Chasseurs à Cheval

5:40 PM 9:40 AM Enter on the western edge of the map, within 5 hexes of Althoff (or at Enter at the edge of the map, between Mollwitten and the Bartenstein least 1 turn after the arrival of Lasalle). road. VIe Corps d’Armée IIIe Corps d’Armée Maréchal Ney, Michel Maréchal Davout, Louis Nicholas 1re Division d’Infanterie 2e Division d’Infanterie Général de Division Marchand, Jean Gabriel Général de Division Friant, Louis 6e Régiment d’infanterie légère 33e Régiment d’infanterie de ligne 39e Régiment d’infanterie de ligne 48e Régiment d’infanterie de ligne 9e Compagnie/1er Régiment d’artillerie à pied 108e Régiment d’infanterie de ligne 1er Compagnie/2e Régiment d’artillerie à cheval 2e Compagnie/7e Régiment d’artillerie à pied

6:20 PM 10:20 AM Enter on the western edge of the map, within 5 hexes of Althoff (or at Enter at the edge of the map, between Mollwitten and the Bartenstein least 1 turn after the arrival of Ney). road (or at least one turn after the arrival of Davout). VIe Corps d’Armée IIIe Corps d’Armée 2e Division d’Infanterie 1re Division d’Infanterie Général de Division Gardanne, Gaspard Amédée Général de Division Morand, Charles Antoine Louis Alexis 25e Régiment d’infanterie légère 13e Régiment d’infanterie légère 27e Régiment d’infanterie de ligne 17e Régiment d’infanterie de ligne 50e Régiment d’infanterie de ligne 30e Régiment d’infanterie de ligne 59e Régiment d’infanterie de ligne 51e Régiment d’infanterie de ligne 10e Compagnie/1er Régiment d’artillerie à pied 61e Régiment d’infanterie de ligne 11e Compagnie/1er Régiment d’artillerie à pied 1er Compagnie/7e Régiment d’artillerie à pied

4e Compagnie/7e Régiment d’artillerie à pied

Clash of Arms Games 15 13.6 Hohenzollern Reinforcements subtract 4 movement points from the printed Movement Potential of cavalry and horse artillery, otherwise there are no ill effects from the 12:40 PM thaw. Enter within 5 hexes of Althoff, on either edge of the map. 14.1.2 Special Rules: All of the rules in Scenario One apply to Avant-Garde Brigade Scenario Five during the February 7 turns, except that units which rout Generalmajor von Auer, Johann Kasimir beyond the perimeter defined in Scenario One may be rallied and return 1st Battalion, Auer Dragoons to play. Units forced to exit the map may not return until the 7:40 AM nd game turn on February 8. They will re-enter the map on the road closest 2 Battalion, Auer Dragoons to the hex they exited from, in Good Order and with half their Bredow Horse Battery casualties recovered (round fractions down). 14.1.3 Combat: No combat is permitted between enemy units after the 1:00 PM 8:00 PM game turn on February 7, and no combat is permitted between enemy units before the 7:40 AM game turn on February 8. Units may Enter within 5 hexes of Althoff, on either edge of the map (or at least 1 still maneuver on the map during these turns. turn after the arrival of the Avant Garde). Hohenzollern Detachment 14.1.4 Disengagement Phase: The Disengagement Phase is performed just before the 8:20 PM Maneuver Segment. Running from North to General Lieutenant von l’Estocq, Anton Wilhelm South both players withdraw any units one hex, according to the Oberst Johann David von Scharnhorst Retreat Priorities in the standard rules, which are adjacent to enemy units. This is done simultaneously so that the concerned units are now 2 Brigade Rembow hexes apart. This may trigger displacement. However, this does not trigger Opportunity Reactions. Units may not disengage into an enemy Generalmajor von Rembow, Michael Szabrszinski zone of influence. The presence of a friendly unit negates an enemy Towarczys Uhlanen (Lancers) zone of influence for disengagement purposes. At the end of the Viborgskii Musketeer Regiment (Russian) disengagement phase units which are surrounded by enemy units and/or enemy zones of influence surrender and are removed from play. Their Shoening Musketeer Regiment loss does count for Victory Point purposes. Then players determine ½ Decker Horse Battery who is in possession of each village. Next the player that does not possess Eylau withdraws 6 hexes from each enemy controlled village. The player that controls Eylau may not move during the 8:20 PM turn, 1:20 PM to allow the other player to withdraw. The withdrawing player must Enter within 5 hexes of Althoff, on either edge of the map (or at least 1 retreat by the fastest route possible selecting the least costly terrain to turn after the arrival of l’Estocq). move through. He must use the full movement potential of his units Brigade Diericke when conducting this withdrawal. Units in a village that are not Generalmajor von Diericke, Christoph Friedrich Otto contested are not required to withdraw. However, the side that does not own the village must retreat 6 hexes from the village in question. If a Fabecky Grenadier Battalion village is contested, that is both sides have units in the village, then Schliessen Grenadier Battalion* both sides must move at least 3 hexes from that village. Units failing to Stutterheim Fusilier Battalion* withdraw the required number of hexes stated above are placed in Reuchel Musketeer Regiment Disorder at the end of the 8:40 PM Maneuver Segment. Prior to the start of the 7:00 AM game turn on February 8th or 9th, all infantry and Baczko Dragoons cavalry units regain half of the casualties inflicted upon them the day Wagenfeld Cuirassiers before, rounded up. However units with only one loss still retain that ½ Rentzel Horse Battery loss. Artillery losses are not replaced, and dead leaders remain dead. Of course if Barclay de Tolly is not killed he remains in the game. In

addition the 18th Ligne receives a further 5 increments. * If either of these two battalions is brought on the map, (Coalition 14.1.5 Artillery Ammunition player option) then all of the French VI Corps units and LaSalle’s Light All ammunition fired by artillery units is considered to have Cavalry Division units’ arrival times are advanced by one hour. If these been replaced during the night. However AAW’s are not battalions are not brought on the map they will enter the turn directly replaced. Some batteries may have to share ammo. ahead of the arrival of the first units of LaSalle’s division. NOTE: Artillery Ammunition only applies to the Règlements de l’An XXX. 14.0 SCENARIO FIVE: LA BATAILLE 14.2 French Deployment DE PREUSSISCH-EYLAU Set up second. All units set up as per Scenario One. The scenario begins with the February 7, 1807, 2:00 PM turn and plays to the end of the 10:00 PM turn. Play resumes with the February 8, 14.3 Russian Deployment 1807, 7:00 AM turn and concludes with the end of the 10:00 PM turn. Set up first. If it is agreeable to both players, this scenario may be continued All units set up as per Scenario Four if no position is given for them in through February 9 under the same victory and suspension of action Scenario One. rules described below.

14.1 Scenario Rules 14.4 Victory Conditions These are the same as Scenario Four. 14.1.1 Weather: All turns on February 7 have Clear weather. Do not roll for weather. On all February 8 game turns, roll for weather as 14.5 Victory Locations directed in Scenario Four. On February 9 subtract 2 movement points from the printed Movement Potential of infantry and foot artillery; At the start of the February 7, 2:00 PM game turn the Coalition Forces control all Victory Point locations except the French Depot hexes.

La Bataille de Preussich-Eylau 16