La Bataille D'austerlitz 2Nd Edition
Total Page:16
File Type:pdf, Size:1020Kb
La Bataille d’Austerlitz 2nd Edition Règlements Exclusif Pour le Règlement de l’An XXX et Le Règlement des Marie Louises La Bataille d’Austerlitz 2 Feb 28,2017 5.0 TERRAIN Rules marked with an eagle or are shaded with a grey Frozen streams, swamps and lakes (Whatever calendar you are background apply only to players using the Règlements de using, it is winter) l’An XXX. 5.1 Earthworks: Santon Redoubt NOTE: All references to Artillery Ammunition Wagons (AAWs), Designer’s NOTE: On Napoleon’s orders a redoubt was built on top ammunition apply, artillery Ricochet, Cavalry Skirmishers and of Santon Hill and the east face of the hill was scarped to improved Grand Charges only to players using the Règlements de l’An XXX. the field of fire and prevent a direct assault. Designer’s NOTE: For the most part the earthworks were relatively All rules herein take precedence over any rules in the series rules they small and do not occupy the entire hex. Indeed in many cases not all may contradict. the troops and guns positioned at the earthworks could fit inside and were deployed beside or behind. In addition the earthworks were These rules contain material reproduced with the permission of ME relatively short in height and numerous shot and shell passed over. (aka the Household) Also, keep in mind the earthworks are not unassailable bastions of st Austerlitz 1 edition 1980 © ME defense. Without an active defender mounting counterattacks and nd Austerlitz 2 edition 2016 © ME sending in reinforcements they are merely piles of dirt. 5.1.1 There are two earthworks constructed on the top of the Santon 1.0 INTRODUCTION Height. There are two French (Austrian 3#) batteries of Position which occupy the earthworks. They are unlimbered at the start of the La Bataille d’Austerlitz is a tactical Napoleonic game of Napoleon’s game, they may not limber, move or change facing. battle of the 2nd of December with the Coalition forces which ended the 1805 campaign. 5.1.2 The earthworks hex has 2 front hexsides and 4 rear. Fire defence of the earthworks thru the front hexsides are 10 and thru the rear are 6. Units may move to enter the earthworks hex only thru a 2.0 RULES QUESTIONS rear hexside as it is treated as a clear terrain hex move. Note: A melee assault is the only way to enter an earthwork thru the front hex sides. Send questions or comments to the following address: 5.1.3 A single infantry battalion may enter thru the rear of the Or check the La Bataille forums on Consimworld: earthworks either defensively to stack with and support the batterie, http://www.consimworld.com or on http://boardgamegeek.com. or a single enemy battalion may assault the earthwork to take it. The batterie may only fire through the front hexside of the earthwork. 5.1.4 Melee thru a front hexside is minus 12 to the attackers’ pre 3.0 GAME COMPONENTS melee morale check and any assaulting infantry is halved in melee. A complete game of La Bataille d’Austerlitz includes the following When assaulting thru a rear hexside the attack is made as if it was components: into a clear terrain hex. 1. Six 22” x 34” maps 5.1.5 Artillery Ammunition: French Artillery in the Santon Redoubt 2. A lot of counters does not consume ammunition. 3. Series Rules books 4. One Exclusive Rules Book 5.2 Bridges and Fords 5. Charts All the streams are frozen so bridges and fords have no effect. 6. Game Turn Record Track 7. Terrain Effects Chart 5.3 Slopes Designer’s NOTE: The terrain on which Austerlitz was fought 4.0 COUNTER AMENDMENTS consisted on a series of mainly marshy valleys (well frozen) surrounding the Pratzen plateau, most of the slopes to the plateau NOTE: The following additional leader counters are required to play were steep enough to cause formed units problems. the game. Download the leader counters from the website 5.3.1 Charge: Cavalry may not Charge, and hence may not Mêlée, (http://labataille.us). units across slope hexsides. Nor may cavalry pursue retreating units Both Kienmayer and Bagration showed exception flexibility in their across slope hexsides. formations. In the case of Kienmayer this is the flexibility Austrian Border Divisions had displayed since the Seven Years War, mixed 5.3.2 Assault: Infantry defending against assaults exclusively from Brigades of Grenz, Jäger & Light Cavalry at all levels (in Danzig we units assaulting up slope hexsides receive a +3 Roll to Stand see this at battalion level). In the case of Bagration it is a modifier. Infantry units assaulting up a slope suffer a -3 modifier to continuation of the tactics he employed at Schöngraben, the ability to their Roll to Close. deploy & control a very loose formation to conceal his commands 5.4 Special Structures (Schloss) strengths and weaknesses. 5.4.1 The Schloss has limited access and stacking. Only infantry may 4.1 Austrian enter the Schloss hex. Therein the Infantry may only adopt either general order or skirmish order. Add brigade leader Carneville (Lt/AG) 0-12 -/2/-/2 Add brigade leader Stutterheim (Cav/AG) 0-15 -/2/-/2 5.4.2 Only infantry may assault the Schloss. Artillery and infantry may fire at it. 4.2 Russian 5.4.3 Infantry defending within the Schloss hex does not check Add brigade leader Kamensky II (Bde/AG) 0-10 2/-/-/2 morale as a defender in the pre melee morale process. Add brigade leader Engelhardt (Bde/AG) 0-10 1/-/-/1 5.4.4 Infantry defending does not make a morale check due to combat Add brigade leader Voropaitzky (Cav/AG) 0-12 -/1/-/2 a la Feu. La Bataille d’Austerlitz 5.4.5 Additionally a DD result does not cause a defender to retreat; it There are no charges in the vineyard. Cavalry may charge into does cause the defender to lose an increment. The unit does have to the vineyard. The cavalry regiment is subject to the movement check morale as a result of the DD. costs and three increments per regiment for melee calculations. 5.4.6 Fire defence for infantry in the Schloss is 14 The tirailleur a’ cheval rules with regards to slowing infantry movement do not apply in the vineyard. 5.4.7 Combat a la Melee – this position is made of substantial stone walls and limited access. Therefore, the defender has an advantage 5.8.1 Infantry unless Sappers breakdown the thick, wooden entrance. Infantry is in general order or skirmish order. No other 5.4.8 After calculating the odds, roll one dice. A roll of a one and the formations are possible Sappers breakdown the door. In this case there is no defensive melee No regiments may enter or move through the vineyard, only modifier. A roll of two, three, four, five or six and the defenders battalions. melee value is multiplied by 1.5. Only three increments per battalion per hex are used for all fire and melee calculations. 5.4.9 Only infantry units have Sappers. (NOT Egerskii or 6. Units in general order use the value printed on the counter. Battalion) Skirmishers use up to three increments per hex. Melee factors 5.4.10 Attackers who occupy the Schloss after combat, must remain will be a fraction of the total while in the vineyard. in the hex for one complete turn before gaining the defensive When a vineyard stands as a single hex, the battalion entering is advantage of 1.5 times their melee value. assumed to be exclusively in the vineyard hex. There is a Zone d’ Influence into and out of the hex. Only three increments can 5.5 Marsh fire out or defend in a vineyard hex. 5.5.1 These areas are frozen and treated as clear terrain for all 5.8.2 Artillery purposes with the exception of Fire Defence. Fire Defence is a Not allowed to enter. special case when any unit on a Frozen Lake hex will have a fire If an artillery battery is forced into or routs into the vineyard, it defence of 4 for Artillery or combined artillery and infantry fire. is eliminated. 5.5.2 There is an additional movement cost for moving across a The vineyard does not block line of sight when firing into a stream hexside, even though it is frozen. Attacking across a stream vineyard hex. It does block fire through the hex. reduces the melee of the attacker because of the stream slopes (x.66 – 5.8.3 Vineyard Combat a la Melee see melee value modifiers) Combat is based on a maximum of three increments per battalion or 5.5.3 When a unit is fired upon on any lake, a roll of 65 or 66 cav. regiment indicates the ice has broken. Roll one die, the result indicates the 5.8.4 Line of Sight number of increments lost. The Lake remains frozen however. You can only see the adjacent hex when in the vineyard 5.6 Pheasantry (Fasanerie) 5.9 General Order The Pheasantry was an area of shooting sport for aristocrats. The following terrain requires formed units to enter General Order Shooting birds in this location is considered poaching and will be when entering: dealt with harshly. Sokolnitz Castle 5.6.1 There is one anomaly associated with the Pheasantry. Although Woods and Pheasantry artillery may not enter a Forest or an Orchard hex type, if the hex is Village and Chapel within walls of the Pheasantry one unlimbered artillery unit may prolong across the wall and into a Forest or Orchard hex.