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La Bataille de Schöngrabern

La Bataille de Schöngrabern

Règlements Exclusif Pour les Règlements de l’An XXX et Les Règlements des Marie Louises V1.5

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Copyright © 2016 Martial Enterprises V1.4 April 2016

Rules marked with an eagle or are shaded with a grey background apply only to players using the Règlements de l’An XXX.

All rules herein take precedence over any rules in the series rules which they may contradict.

1.0 INTRODUCTION La Bataille de Schöngrabern is a tactical Napoleonic game of Maréchal Murat’s battle of the 16th November 1805 with the Romanov rearguard under Bageration. Murat had negociated an armistice with the Russians, to which the Russians easily agreed since the only thing that Kutuzov wanted was time to make his juncture with Buxhowden

When learned of the brash Murat’s attempt at diplomacy rather than a vigorous pursuit of the Russian forces in front of him, he was furious…as preserved in Napoleon’s correspondence and revealed in a letter to his brother-in-law,… “I cannot find words to express my displeasure. You only command my vanguard and have no right to agree to an armistice without my orders. You will cost me the fruits of a campaign. End the armistice at once, and attack the enemy. Inform him that the general who has signed this has no power to make it, that only the Russian Emperor has the right, and that when the Russian Emperor ratifies this agreement, I will also ratify it. But it is only a ruse. March, destroy the Russian army. You are in a position to take his baggage and artillery.” Murat, now with the direct orders of Napoleon in hand, begins to move his command to attack. He has 30,000 troops of all arms and begins the battle from the village of Schöngrabern in lower Austria between 4 pm and 5 pm on .

The reports from the battle remain sketchy, but it does appear Murat wanted to flank the Russians, who were assembled around Gründ, just east of the French, with around 8,000 mixed arms troops. As Murat begins his flanking move to the left of their starting positions in Schöngrabern, Russian artillery from the heights west of Gründ fired into the French-held village, setting the church and around 60 homes ablaze. The French assault was stymied in large part due to extensive vineyards just east of the town that cover most of the terrain between Schöngrabern and Gründ. The effect of the vineyards was to limit substantially the coordinated French attacks. The attacks from Lannes on the right and Soult on the left started and stopped. The Russian fire was withering and their defense was fanatical in an evening when the light was gone quickly. Murat, who was a master at directing cavalry, was far less capable when providing infantry with orders. His attacks at Schoengrabern, like elsewhere where he commanded infantry, would start and stop, and would prove not very effective.

Then General Nicolas Oudinot along with his Grenadiers was able to attack the Russian center. General Thomas-Alexandre Dumas (father of the famous French writer Alexandre Dumas) in his recollection of the battle described that the brave Oudinot had reached pistol range of the Russian leading his attack. However, Oudinot was seriously wounded with a bullet to the thigh. The fallen Oudinot’s attack appears to have convinced Bagration that the Russian position was untenable and he broke off the six-hour long battle. After the battle, Napoleon assigned General Gerard Duroc to take over command of Oudinot’s grenadiers, and he led them with great success at Austerlitz.

The Russians had fought brilliantly. Even though they lost between 3000 and 4000 troops, Bagration’s delaying tactics had allowed Kutuzov to slip away from Napoleon and join Buxhowden in Brunn, Moravia on November 18. The combined Russian armies, including Bagration’s battered command, would now exceed the size of Napoleon’s forces in the weeks before Austerlitz. 4.1.1 Cavalry  Cavalry must be in skirmish order or in general order. 2.0 RULES QUESTIONS  Only three increments are available from each regiment for Check the La Bataille forum at Consimworld: melee from a single hex. http://www.consimworld.com.  There are no charges in the vineyard. Cavalry may charge into the vineyard.  The cavalry regiment is subject to the movement costs and 3.0 GAME COMPONENTS three increments per regiment for melee calculations. A complete game of La Bataille de Schöngrabern includes the  The tirallieur a cheval rules with regards to slowing infantry following components: movement do not apply in the vineyard. 1. Two 17” x 11” maps 4.1.2 Infantry 2. One hundred counters  Infantry is in general order or skirmish order. No other 3. Two Series Rules book (Règlements de l’An XXX, et la formations are possible. Règlements des Maries Louises)  No regiments may enter or move through the vineyard, only 4. One Exclusive Rules Books battalions. 5. Charts and tables  Infantry on the path moves at 2MP per hex, no bonus. 6. Four organizational displays  Only three increments per battalion per hex are used for all 7. Game Turn Record Track fire and melee calculations. 8. Terrain Effects Chart  Units in General order use the value printed on the counter. 3.1 Extra Counters Skirmishers use up to three factors per hex.  Melee factors will be a fraction of the total while in the Chef de bataillon Fruchard can be represented by a counter with all vineyard. blank values; his only purpose is to command the Artillerie Brigade. 4.1.3 Artillery  Movement only on the path and must be in march order, no 4.0 TERRAIN bonus. May not unlimber on the path.  No prolonging. 4.1 Vineyard (Weintrauben)  One battery per hex stacking on the path.  If retreated or routed or disordered off the path while in the Note: The vineyard is planted in neat rows to vineyard, they are eliminated. facilitate the growing, care and harvesting of 4.1.4 Combat a la Melee the grapes. As such, travel across rows is difficult for any formation and the paths  Combat is based on a maximum of three increments per through the vineyard are narrow. Quickly infantry battalion or cavalry regiment. crossing rows of vines is difficult. 4.1.5 Line of sight

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 The vineyard does not block line of sight. Unlimbered 5.0 COMMAND artillery at the top of slope hexside has line of sight anywhere into the vineyard. The Organization and Display Charts reveal the command structure 4.2 Streams of the armies. Refer to them as necessary. Note: The temperatures were freezing at this time but the slopes of 5.1 French the stream banks are steep and slick. 5.1.1 Command Points: The French receive one Command Point Thus the reason for a +1 MP to cross except at a ford. for Murat. 4.3 Fords 5.1.2 MU Size: The largest MU which the French may createif Muart is:- Fords act as clear terrain for all purposes. Units moving across a ford  On-map: a Corps of the whole Avant garde. pay no additional movement point costs to do so.  Off-map, an Infantry Division - with its attached artillerie Units that melee across a ford calculate the melee values the same batterie(s), Cavalrie Brigade or the Atillerie Brigade. as if they were attacking up a slope. 5.1.3 Leader Casualties: The following leaders may not be 4.4 Villages and Hamlets replaced: Murat, ADC, Fruchard, Legrand, Oudinot and Suchet. Sebastini may be replaced by Murat’s ADC. A single hex by itself is considered a Hamlet. All other hexes which If Fruchard is killed all the French batteries move to return to their contain buildings are considered villages. divisions. 4.5 General Order Fruchard - +0 The following terrain requires formed units to enter General Order 0 - 10 - - when entering: 5.1.4 Leaders of Special Ability:  Pine Forest Artillery: None  Vineyards Cavalry: None  Hamlets 5.1.5 Light Cavalry Leaders: The following light cavalry leaders  Villages may roll for initiative to form their own MU. 4.6 Depots None, Sebastiani waits for orders from Murat. 5.1.6 Where is Murat? Each turn a die is rolled before the 4.6.1 French: Their Division’s / Brigade’s entry hex (S, Road, L) command phase and if Murat is:- 4.6.2 Coalition: Guntersdorf (when capture the road off map)  off-map and the roll is 1-3 then he enters the map. 4.7 Terrain and Artillery Ricochet  on-map and the roll is 1-3 then he is removed from the map. Artillery fire which targets the following hexes terminates in them. 5.2 Coalition Ricochet fire may bounce into, but not through the following hexes. 5.2.1 Command Points: The Russians may receive One Command  Hamlets Point for Prince Bagration for a total of 1 Command Points.  Villages If Wintzingerode is stacked with Bagration, Bagration’s command NOTE: Artillery Ricochet only applies to the Règlements de l’An span increases to 15. XXX. If Bagration leaves the field then Wintzingerode takes over 4.7.1 Slopes and Artillery Ricochet: Artillery Ricochet terminates command, Wintzingerode’s command span is 6. where it meets an upslope. Where Artillery Ricochet meets a down 5.2.2 MU Size: The largest MU the Coalition may form is an Army. slope hexside, the slopes creates a one hex shadow over which the 5.2.3 Leader Casualties: The following leaders may not be shot will pass with no effect before continuing along the shot path. replaced: Bagration, Bolkonsky, Wintzingerode, Ulanius, Lieders, 4.8 Abenddämmerung zum Nacht (Dusk) Stryk, Penitzky, and Nostitz. 5.2.4 Leaders of Special Ability: Note: Most of this battle is fought in the late evening and at night, in Artillery: None freezing temperatures. Snowing has been falling intermittently since Cavalry: None October as Europe’s winter at this time started earlier and was 5.2.5 Light Cavalry Leaders: The following light cavalry leaders much longer than we have today. may roll for initiative to form their own CP. On Nov. 16, 1805 the sun set at 17:30 Wien Time Nostitz 4.8.1 Starting with the 17:40 turn: 1  the specific fire values of artillery are reduced by /3.  there is not a four hex range for forming square during a charge 6.0 SPECIAL RULES  the longest range for forming square is three hexes 4.8.2 Starting with the 18:40 turn 6.1 Cavalry Skirmish Order  The specific values for artillery are reduced by ½. Even though there is a row for cavalry skirmishers on the Fire  There is not a three or four hex range for forming square during Defense Chart and a column on the Movment Chart, this applies a charge only to players using the Règlements de l’An XXX.  The longest range for a forming square is two hexes 6.2 Elite Infantry Troops  Skirmisher range is reduced to one  Infantry and foot artillery movement is reduced by 2 Note: Well trained and experienced infantry troops were able to refrain from firing until it had its most devastating impact. This rule 4.9 Artillery Leader reflects the discipline of elite troops and their ability to hold fire to 4.9.1 Artillery Brigade Leader the critical moment of an assault. Chef de bataillon Fruchard commands the Reserve Artillerie of the 6.2.1 Elite infantry troops are defined as those with a printed morale, V Corps. He may create an Artillerie Brigade using all the IV & V without modification, of 11 through 16. Corps Divisional Artillery. He has no values and is solely to allow 6.2.2 The effect is that all the attacking units in this case suffer a the 4 batteries to combine their movement and fire. minus to the roll to close check. The exact minus is determined based 4.9.2 Combined French Artillerie Fire on the morale of the defending unit. A 15 or 16 morale is -6, a 13 or The four French batteries may fire at a single target as a single fire 14 -9, an 11 or 12 is a -12. These minus values are applied as attack if they are all stacked in 2 hexes either with or adjacent to modifiers to the attacker’s morale. Chef de bataillon Fruchard. 6.2.3 When an elite unit attacks, the opposite is true. The roll to stand morale check of the defender is adversely affected. All the defending units are impacted utilizing the rational identified above. 15 or 16 morale is +6, 13 or 14 +9, 11 or 12 is a +12.

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6.2.4 When an elite unit is the attacker against an elite unit, this rule 7.0 Scenario 1: Prinz Bagration holds the does not apply. In the event of an elite versus an elite, the attacker has the standard modifiers. Line 6.3 Russian Dragoon’s Ability 7.1 Introduction Note: The Russian dragoons had a demonstrated ability to fight as MdE Murat had agreed to an armistice during the morning, but this more than a mounted wave of assault troops. was quickly rescinded and Bagration was notified when hostilities The Russian dragoons have a “Sk” on the top of the specific side of would be re-started. As the pursuit commander, Murat did not their counter. This value permits them to adopt an infantry type necessarily take an active part in the release of the infantry divisions skirmish mode in 2 hexes. When they are sitting on a hex side with under his command. The terrain was not suited to his cavalry. their specific side facing up, a dragoon regiment of 6 increments or Therefore, the French advance was not an orderly advance of less will assume to have 2 increments in each of the two hexes. A superior forces. dragoon regiment of 7 increments or larger will assume to have 3 increments in each of the two hexes. The Russian dragoon has a fire 7.2 Time value equal to 2 factors per increment. Combine all factors which Beginning with the 16:00pm turn, November 16th and ending with are firing on a single target hex. the 21:00pm turn (16 turns). Note the Dusk rules (E4.8), starting at This is not a “cavalry skirmisher” formation as defined in the 17:40. Cavalry Tirailleurs. For all fire aspects the unit is assumed to be infantry in skirmish 7.3 Command order. The dragoon unit may not charge, reaction charge, French: Maréchal d’ Murat opportunity charge, or melee in any fashion. If an enemy cavalry Russians: Prince Bagration unit charges the dragoon, or attempts to melee the dragoon, the The IV Corps & V Corps artillerie start detached into an ad hoc Russian checks his morale, at the moment of contact. If successful, brigade under the command of Chef de bataillon Fruchard. the Russian dragoon then may retreat up to his movement value away from the enemy, and at the end of this movement assumes a 7.4 Starting Positions column formation. If unsuccessful, the Russian dragoon will rout its 7.4.1 French delayed arrival full movement away from the enemy. While a few units do start on the map, the arrival of other French This special ability may only be used when the dragoon is in; clear, troops is variable. The entry times listed are the first opportunity the pine forest or vineyard. infantry or cavalry regiments may move onto the map. A roll one (1) 6.4 Russian Jägers on a six sided dice is required for each regiment. With each subsequent turn the probability increases by one increment ie (1, 2), Note: Russian jägers deployed into the buildings unlike their then (1, 2, 3) etc. Infantry counterparts. 7.4.2 Romanov use of terrain Russian jägers in a village hex must be in skirmish order, never Note: Prinz Bagration was a skillfull master of terrain and screening general order. The entire unit deploys into the number of built-up his troops from detection. At this battle, he worked with the Tsar’s hexes detailed by the phasing player. They have no rear or flank Aides to negotiate a pause in the battle that the Russians used to hexsides while in the village or town. The jägers however do count their advantage. Bagration selected this terrain and the coming for stacking if a unit stops in the hex. Units that move through the nightfall to aid his ability to hold the French pursuit of the Ruussian town or village will not be over stacked as a result of the jägers. main army under Kutusov. If Bagration loses here, there may be no 6.5 Russian Cossaques Austerlitz. The Russians set-up as detailed below. Each of the Russian counters Note: The Russian Cossaque regiments that are present in the game in the vineyard has a blank placed on it. In addition, 6 blank counters are irregular cavalry. Based upon that premise, apply the following may also be used with another blank on top of them in the vineyard. series of adjustments in their use and interaction with other units These are placed without the knowledge of the French player. The within the structure of the game. blank is only removed when the French melee or end their move The Cossaques will check morale whenever an infantry formation adjacent to, a Russian counter stack (discovered). which is not disordered or an artillery unit fires at the Cossaque. A When Russians move more than four hexes away from French units, Cossaque casualty is not required. In addition if the Cossaque suffers the blank may be replaced if the Russian unit is still in the vineyard. a casualty due to the fire it routs. However, the Russian unit may not be PDG and have a blank placed Further, Cossaques may not charge infantry that is in good order on it. from any orientation, or unlimbered artillery into a front hexside of Once the Russian each dummy (blank counters) with blanks is the enemy. discovered, it is removed permanently. 6.6 French Grenadiers / Voltiguers (combined Start on the Map at 16:00, at Schöngrabern (artillerie may be elite companies) unlimbered & stacked) 1ere Grenadier Division/V Corps d’Armée (part) ere Note: The French combined elite companies which form the 1 Général de Division Nicolas Charles Oudinot Grenadier Division of the V (Reserve) Corps, have been assembled 5e Grenadier Régiment (1ere & 2e btns) by combining 4 elite companies from different regiments into ad hoc battalions for the campaign. Général de Division Oudinot leads Ad hoc Artillerie Brigade these battalions. Many of the battalions have the ability to skirmish and many are elite infantry. V Corps d’Armée Staff (part) Chef de bataillon Fruchard 6.7 Artillery 1ere Grenadier Division/V Corps d’Armée (part) 6.7.1 Combined Fire 1ere Co. / 1ere Artillerie à Pied The four French batteries may fire at a single target as a single fire 3e Division / V Corps d’Armée (part) attack if they are all either stacked together or adjacent to each other 15e Co. / 5e Artillerie à Pied in 2 hexes (without a leader). 5e Co. / 1ere Artillerie à Pied 6.7.2 Artillery Ammunition 3e Division / IV Corps d’Armée (part) All batteries start with 8 rounds 14e Co. / 5e Artillerie à Pied French batteries may not resupply.

Russian battreies resupply from Guntersdorf, until it is captured Start offmap at 16:00 Avant Garde Staff Maréchal d’Empire

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ADC Murat is with Légère Cavalrie Brigade. 10e Hussar Regiment Park: Chef de bataillon Fruchard is commanding the The Chasseur à Cheval enter at 17:00 Artillerie Brigade. Attached from Staff ADC Murat Start on the Map at 16:00, must be located in the first vineyard area bounded by the two streams. Starting with the 16:20, roll to receive Enter at 16:20, at S (roll to enter) permission to leave the area. A roll one (1) on a six sided dice is 3e Division / V Corps d’Armée (part) required for each regiment. With each subsequent turn the Général de Division Louis-Gabriel Suchet probability increases by one ie (1, 2), then (1, 2, 3) etc. 17e Legere Régiment (1ere & 2e btns) Light Brigade 34e Ligne Régiment (1ere, 2e & 3e btns) GM Ulanius Enter at 16:20, at L (roll to enter) th st nd rd 6 Jäger (1 , 2 , & 3 btns) 3e Division / IV Corps d’Armée (part) Khaznenkov Cossaque Général de Division Claude Juste Alexandre Louis Sysoev Cossaques Legrand

26e Legere Régiment (1ere & 2e btns) The remainder of the Russian Army is placed anywere on the map, 75e Ligne Régiment (1ere & 2e btns) 12 hexes from the western edge of the map. That is in the Vineyard or closer to Gründ. It is up to the Russian’s discretion. Enter at 17:00, at S (roll to enter) Rearguard Staff 3e Division / V Corps d’Armée (part) GM Prinz Pyotr Bagration 40e Ligne Régiment (1ere & 2e btns) ADC: From the Tsar– General-Adjutant Wintzingerode 64e Ligne Régiment (1ere & 2e btns) Prince André Bolkonsky has gone to command the Enter at 17:00, at L (roll to enter) artillery e Note: Prince Bolkonsky is from Tolstoy’s “” 3 Division / IV Corps d’Armée (part) 3e Ligne Régiment (1ere, 2e & 3e btns) Infantry Division 18e Ligne Régiment (1ere & 2e btns) GM Major Lieders Bataillon de Tirailleurs Corse Little Grenadier (1st, 2nd, & 3rd btns) Bataillon de Tirailleurs du Pô Kiev Grenadier (1st, 2nd, & 3rd btns) Enter at 17:00, road to Schöngrabern (roll to enter) Novgorod Musketeer (Gr btn only) 1ere Grenadier Division/V Corps d’Armée (part) Infantry Division 3e Grenadier Régiment (1ere & 2e btns) GM Stryk 4e Grenadier Régiment (1ere & 2e btns) Narva Musketeer (Gr btn only)

Azov Musketeer (Gr, 2nd & 3rd btns) Enter at 17:20, road to Schöngrabern (roll to enter) Podolia Musketeer (Gr, 2nd & 3rd btns) Attached Legere Cavalrie Division (part) Brigade 1ere Chasseur à Cheval Régiment GM Penitzky 13e Chasseur à Cheval Régiment Chernigov Dragoons #3 21e Chasseur à Cheval Régiment Pavlograd Hussars #2

Line Light foot artillery (4th Regiment) Enter at 17:40, at S (roll to enter) Attached from Rearguard Staff 3e Division / V Corps d’Armée (part) Prince André Bolkonsky 88e Ligne Régiment (1ere & 2e btns)

Austrians at Gründ. They are PGD and their morale is plus 12 the 7.6 Boundary printed value for the entire game. If they pass their morale checks Both map sections. on any turn, they are considered to be exhausted. Note: The Austrians had been battered the day before. 7.7 Victory Austrian Brigade Coalition Decisive Hold four hexes of Guntersdorf Generalmajor Johann Nepomuk Graf Nostitz-Rieneck Coalition Substantial Hold five hexes of Guntersdorf 4. Hesse Homburg Hussaren Coalition Tactical Hold all hexes of Guntersdorf French Marginal Capture one hex of Guntersdorf 7.5 Reinforcements French Substantial Capture two hexes of Guntersdorf French Decisive Capture all hexes of Guntersdorf Enter at 16:00, road to Schöngrabern (no roll to enter) If the French win decisively, there is probably no Battle of 1ere Grenadier Division/V Corps d’Armée (part) Austerlitz. The French would catch up to Kutusov before his 1ere Grenadier Régiment (1ere & 2e btns) battered army is reinforced. 2e Grenadier Régiment (1ere & 2e btns)

Enter at 16:00, road to Schöngrabern (roll to enter) 8.0 BIBLIOGRAPHY Attached Légère Cavalrie Brigade Matial Enterprises, La Bataille de Schöngrabern, 2016 Général de Brigade Horace François Bastien Sébastiani Nafziger Collection. 9e Hussar Regiment

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FIRE EFFECTS CHART General Order Line Column Square Skirmish Redoubt FRENCH Ligne x3 PRINTED x3 PRINTED NP Légère (including Tirailleurs Corse / Pô) x3 PRINTED x4 PRINTED x3 Oudinot’s Grenadiers / Voltigeurs x4 PRINTED x4 PRINTED x4 AUSTRIAN Musketeer x2 PRINTED x2 PRINTED NP Jäger x3 PRINTED x3 PRINTED x3 Grenadier x3 PRINTED x3 PRINTED NP Disordered formations fire at half strength

FIRE DEFENSE CHART Pine Clear Vineyard 5 Hamlet Village Forest Infantry Column 6 - - - - Line 9 - - - - Square 4 - - - - Skirmish Order 14 14 12 12 12 General Order 12 10 10 10 10 Disorder / PGD 16 16 16 16 16 Cavalry Column 6 - - - - Line 8 - - - - Skirmish Order 3 14 14 12 12 12 General Order 12 10 10 10 10 Disorder / PGD 16 16 16 16 16 Artillery1,2 Limbered 6 - 5 6 - Unlimbered 8 - - 8 7 w/Infantry 4 6 - - 8 8 1. Artillery in Disorder is either unlimbered or limbered for the purposes of this chart. 2. When Artillery is stacked with infantry use the fire defense of Artillery w/Infantry row of the chart above. 3. Cavalry Skirmish Order only applies to players using the Règlements de l’An XXX. 4. Use whenever infantry and artillery stacked together is the target of a Fire Attack. 5. See Vineyard rules.

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MOVEMENT CHART Personalities Cavalry Infantry Cavalry Artillery Skirmishers Skirmishers5 Clear 1 1 1 1 1 Pine Forest 2 5 (31) NP 2 NP Vineyard 3 5 NP 3 NP Hamlet 3 3 3 3 NP Village 3 3 3 3 NP Ford 2 NE NE +1 NE NE Path in Vineyard 3 2 NE 1 NE NE Slope hexside 4 +2 +3 +4 +2 +3 Stream 2,4 +1 +1 NP +1 +1 1. 3MP. 2. Artillery prohibited except at fords in Road Order 3. In road order only, may not unlimber or prolong 4. Cost is in addition to the cost of the other terrain in the hex being entered. 5. Applies only to the Règlements de l’An XXX.

SQUARE FORMATION CHART French/Units Form Square Disorder Rout In Column 4 Hexes 11-66 - - 3 Hexes 11-66 - - 2 Hexes 11-43 44-61 62-66 Adjacent 11-31 32-54 55-66 In Line 4 Hexes 11-64 65-66 - 3 Hexes 11-45 46-61 62-66 2 Hexes 11-32 33-55 56-66 Adjacent 11-22 23-53 54-66 Légère -2 Oudinot’s Grenadiers and Voltgeurs -3 Russian Unit Form Square Disorder Rout In Column 4 Hexes 11-55 56-64 65-66 3 Hexes 11-42 43-56 61-66 2 Hexes 11-26 31-46 51-66 Adjacent 11-22 23-52 53-66 In Line 4 Hexes 11-66 3 Hexes 11-66 2 Hexes 11-34 35-55 56-66 Adjacent 11-31 32-46 51-66 Grenadiers, Jager -3 MODIFIERS If a Personality is in the hex -6 If the cavalry stack contains Lancers +61 If the cavalry stack is light +31 1. These modifiers are not cumulative. Note: When modifying the dice any number greater than 66 is treated as 66, less than 11 is treated as Form Square.

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STACKING CHART CLEAR PINE FOREST VINEYARD HAMLET VILLAGE Any 1 regiment or 18 Column, Line, Any 1 battalion or Any 1 battalion or Any 1 battalion or: Any 1 battalion or: INFANTRY Square 3 Skirmish2,3 3 Skirmish2,1 3 Skirmish2,3 3 Skirmish2,3 3 Skirmish2,3,5 Any 1 regiment or CAVALRY 18 Column, Line Any 1 regiment Any 1 regiment 1 Any 1 regiment Any 1 regiment 3 Skirmish2,3,6 Any 6 increments or Any 1 battery & 1 Any 1 battery & 1 1 battery & 1 Any 1 battery Any 1 battery 4 ARTILLERY battalion battalion battalion 1. See Vineyard rules, only 3 increments may melee. 2. For infantry battalions in Skirmish Order in two hexes with more than 6 increments, the extra increments (greater than 3/hex) are ignored. Cavalry units in Skirmish Order, regardless of increments, are always deployed in two hexes may. References to units in two hexes apply only to the Règlements de l’An XXX. In the Règlements des Maries Louises units are always deployed in one hex regardless of size. 3. Units in Skirmish Order may move through other units or have other units move through them, but they may never remain stacked with other units. 4. May enter via path hex in Road Column, they may not unlimber in the hex. 5. No more than 3 infantry battalions may be stacked togeather 6. No more than 3 cavalry regiments may be stacked togeather

MORALE LEVELS CHART FRENCH Russians Morale Level Morale Level Battalions Corps Battalions Formation (Battalions) (Battalions) 1 2 3 1 2 3 Legrand, IV 11 2 4 6 Bagration 17 3 5 8 Oudinot, V 10 2 4 6 Suchet, V 11 2 4 6 MORALE CHECK MODIFIERS Level 1 Level 2 Level 3 French -3 -6 -9 Russians -4 -6 -8

DEPOT LOCATIONS French: Their Division’s entry hex. (S, Road, L) Russians: Guntersdorf.

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CAVALRY RECALL CHART ADDITIONAL MELEE MODIFIERS Nationality Success CONDITION MODIFIER 2 French 1-5 Cavalry attacking across a stream x /3 2 Russian Light 1-4 Infantry attacking across a stream x /3 Russian Heavy 1-5 CONDITION MODIFIER

If stacked with a leader with a cavalry -1 Mêlée Bonus COMMAND SPAN CHART COMMAND LINK SPAN IN HEXES 1 ARTILLERY LIMBERING CHART Army Leader to Division / Brigade Leader 10 Division Leader to Units 32 French Limbers Brigade Leader to Units 22 Batterie à pied 1-3 1. Use when the Army leader is in direct command of the Brigade leader and the Brigade leader does not have a Division commander. Russian Limbers (15 hexes with Russian ADC bonus) Light foot 1-2 2. Light Cavalry Leaders use their Cavalry Mêlée rating as their Command Span when they are forming an MU as a result of a CONDITION MODIFIER successful initiative check. Stacked with a leader with artillery -1 bonus or Chef de bataillon Fruchard. CAVALRY SKIRMISHER HARASSMENT (11.10.7.1) ADDITIONAL TERRAIN TYPE DEFENSE FACTOR ROLL TO CLOSE MODIFIERS Clear 2 Pine Forest, Hamlet, Village 4 CONDITION MODIFIER Modifiers to Basic Defense Factor: If the assaulting stack is assaulting Cavalry Skirmishers +1 -6 across a stream Retreating Before Assault/Charge +2 If the assaulting stack is assaulting Cavalry or Horse Artillery PGD +1 -3 across a ford

ADDITIONAL ROLL TO STAND MODIFIERS CONDITION MODIFIER If the target of an Assault exclusively by units which are assaulting across a +6 stream If the target of an Assault exclusively by +3 units which are assaulting across a ford

 La Bataille de Schöngrabern Permission to Photocopy This Page

Avant Garde Romanov Murat CP  Bagration CP  ADC: α  ADC: Bolkonsky α  Park: Fruchard α  ADC: Wintzingerode α 

Légère Cavalerie Light Brigade (Sebastiani)  (Ulanius)  9e Hussards 3 x 6th Jager 10e Hussards Khaznenkov Cossaque 1ere Chasseurs à Cheval Sysoev Cossaques 13e Chasseurs à Cheval 21e Chasseurs à Cheval Infantry Division (Lieders)  3e / IV Corps 3 x Little Russia Gren (Legrand)  3 x Kiev Gren 2 x 26e Legere 1 x Novgorod 2 x 18e Ligne 2 x 75e Ligne Infantry Division 1 x Tir Corse (Stryk)  1 x Tir Pô 1 x Narva 3 x 3e Ligne 1 x Azov 14e / 5e Art à Pied 1 x Podolia

1ere / V Corps Brigade (Oudinot)  (Penitzky)  ere 2 x 1 Grenadiers Chernigov Dragoons #3 2 x 2e Grenadiers Pavlograd Hussars # 2 2 x 3e Grenadiers Line Light foot artillery 2 x 4e Grenadiers e 2 x 5 Grenadiers Austrian Brigade 1ere / 1ere Art à Pied (Nostitz)  4. Hesse Homburg Hussaren 3e / V Corps (Suchet)  2 x 17e Legere 3 x 34e Ligne 2 x 40e Ligne 2 x 64e Ligne 2 x 88e Ligne 15e / 5e Art à Pied 5e / 1ere Art à Pied

CP = Generates a Command Point α = Army Asset γ = Corps Asset  = Leader not Replaceable