La Bataille D'aspern-Essling La Bataille De Neumarkt Règlements Exclusif

La Bataille D'aspern-Essling La Bataille De Neumarkt Règlements Exclusif

La Bataille d’Aspern-Essling La Bataille de Neumarkt Règlements Exclusif Pour les Règlements de l’An XXX et Les Règlements des Marie Louises La Bataille d’Aspern - Essling Copyright © 2015 Marshal Enterprises V1.2 Feb 2017 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 d’Aspern - Essling is a recreation of the famed 1809 battle on the banks of the Danube in which Erzherzog Karl of Austria was able to push back the French Emperor Napoleon after the treacherous river crossings on May 21 and 22 of 1809, but fell short of his aim destroying a substantial part of La Grande Armée d’Allemagne. La Bataille de Neumarkt, 24 April 1809, one of the Austrian counterattacks in Bavaria leading up to Aspern - Essling. 2.0 RULES QUESTIONS Check the La Bataille forum at Consimworld: http://www.consimworld.com. 3.0 GAME COMPONENTS A complete game of La Bataille d’Aspern – Essling / Neumarkt includes the following components: 1. Four 36” x 24” maps Aspern – Essling 2. Four 17” x 11” scenario maps for Aspern – Essling, these can be downloaded from www.labataille.me 3. One 17” x 11” map Neumarkt 4. One Neumarkt setup-map, this can be downloaded from www.labataille.me 5. One (Donau) Bridge Chart, this can be downloaded from www.labataille.me 6. A lot of counters 7. Two Series Rules books (Règlements de l’An XXX, et la Règlements des Maries Louises) 8. Exclusive Rules Book 9. Charts and tables 10. Two organizational displays 11. Game Turn Record Track 12. Terrain Effects Chart 3.1 Counter Clarifications Lasalle – 6e Hussars on the OB and back of the counter. 8e on the front of the counter. 6. Austrian Hussars has 8 on the front – They all look alike! 4/25 & 4/24 Ligne both have 4/24 on the back 1/13 & 2/13 Grenzer both have 1/13 The 6. St. Georger Grenz and 7. Brod Grenz were merged at Aspern 4.0 TERRAIN 4.1 Aspern Church, Essling Granary and Sankt Veit Monestre (Neumarkt) These sites are the historic key battle points that defined the struggle for these towns. The Aspern – Essling maps have a pair of hexes marked with structures and a bold outline of the hex. These indicate either the Church in Aspern or the Granary in Essling. The Neumarkt map has one hex for the Monestre. The defender of these hexes has special advantages. Only infantry combat types and leaders may enter these hexes or melee into them. Any infantry will not check moral as part of the pre-melee morale check process. Additionally the unit’s morale is improved (subtract) by six (6) for any and all morale checks while the unit is in the hex. A defender who suffers a DD result will disorder in place, suffering an increment loss for their trouble. The defender does not retreat 3 movement points due to the DD. The Austrians do not get the fire advantage in these hexes like they do in other town hexes. Attackers who assault such hexes may only advance after combat with 1 battalion into a vacated hex. Cavalry may not assault or enter into these hexes. Freiwilliger, add two (2) to their morale number and they do not get the advantages listed above when in these hexes. 4.2 Slopes (Aspern – Essling) For Aspern – Essling, slope hexsides do not block line of sight. The gradients of this river plain battlefield are slight. 4.3 Swamps (Aspern – Essling) Only infantry formations in Skirmish order may enter swamp hexes. Melee values attacking into or defending in a swamp are x .25 of printed. Other units may DD or PGD into the swamp if there is no other path. They keep moving toward their line of communication (French to the river bridge and the Austrians North) until they are out of the swamp. Artillery that routs into the swamp is eliminated. 4.4 Earthworks (Aspern – Essling) There are three earthworks which were constructed on the battlefield to protect the French Bridgehead on the Donau. French batteries that move into and unlimber in the earthworks may not limber and may not then move or change facing. Each earthworks hex has 2 front hexsides and 4 rear. Fire defense of the earthworks through the front hexside is 10 and through the rear is 6. Units may move to enter the earthworks hex only through a rear hexside as it is treated as a clear terrain hex move. Note: A melee assault is the only way to enter an earthwork through the front hex sides. La Bataille d’Aspern - Essling A single infantry battalion may enter thru the rear of the earthworks either defensively to stack with and support the batterie, or a single enemy battalion may assault the earthwork to take it. The batterie may only fire through the front hexside of the earthwork. Melee through a front hexside is minus 12 to the attackers pre melee morale check and any assaulting infantry is halved in melee. When assaulting through a rear hexside, the attack is made as if it was into a clear terrain hex. 4.5 Donau Bridge (Aspern – Essling) French Troops must be in road order to use the bridge from Lobau to cross the Danube to the main battlefield. French troops may not charge across or melee across this bridge. This bridge is the only path for French reinforcement, the French must protect this feature. If an Austrian infantry unit moves adjacent and remains there for another two full turns, the Bridge is considered destroyed and French Morale rolls subtract six (6) from the die roll. There is no provision to rebuild this Bridge. This rule is not used for the Scenario #3 which has its own set of rules for all the bridges. The Bridge on the map board was one of several for crossing the whole Danube (Donau). Historically this bridge was never under assault or broken. 4.6 Major and Minor Watercourses There are numerous major and minor rivers as well as streams and swampland that make up the lowlands of the Danube basin. Additionally the lowland is a major barrier to infantry and cavalry. No river hex may be entered, a partial river and land hex may be entered, but you may not cross a river hexside. There is a ford across one of the streams and this is vital for French reinforcements. 4.7 Aspern – Essling Towns The following hexes are designated as towns: Aspern, Essling, Gross Enzersdorf, Breitenlee, and Raasdorf. There is no zone d’influence into the Towns. Units in the Towns exert a zone d’influence to surrounding non-town hexes but not to other town hexes. The structures in these towns are largely made from stone and withstood repeated bombardment and musket fire. Zone d’ influence extends into and out of the Gardens All other hexes which contain buildings are considered Villages. Any single hex of buildings by itself is considered a Hamlet. 4.8 General Order The following terrain requires formed units to enter General Order when entering: Town Swamp Woods Garten Church / Granary / Monestre 4.9 Depots (Aspern – Essling) Austrians: All roads off the map edge (except the Donau Bridge) French: The Donau Bridge. 4.10 Depots (Neumarkt) Austrians: The road at Niederturfkirchen French: The town of Neumarkt north of the Rott Fluß. 4.11 Terrain and Artillery Ricochet Artillery fire which targets the following hexes terminates in them. Ricochet fire may bounce into, but not through the following hexes. Town Swamp Woods Rivers Garten Church / Granary / Monestre NOTE: Artillery Ricochet only applies to the Règlements de l’An XXX. 5.0 COMMAND (Aspern – Essling) The Organization and Display Charts reveal the command structure of the armies. Refer to them as necessary. 5.1 French Command Points: The French receive CP’s for Napoleon, Oudinot, Lannes, Davout, Masséna, Bessieres MU Size: The largest MU which the French may create is an Infantry Corps or Cavalry Division Lariboisiere may create an Artillerie Division containing any artillerie batteries Light Cavalry MU: Montbrun(III), Marulaz(IV), Lasalle(CR) Artillery Leaders of Special Ability: Napoleon, Lariboisiere Cavalry Leaders of Special Ability: Bessieres NOTE: Special Abilities only applies to the Règlements de l’An XXX. 5.2 Coalition Command Points: The Coalition receives CP’s for Karl, Hiller, Bellegarde, Hohenzollern, Rosenberg, Liechtenstein MU Size: The largest MU the Coalition may create is an Infantry Korps, or Reserve Division. Grünne may create an Artillerie Division containing any Artillerie batteries Light Cavalry MU: None There are no Coalition Leaders of Special Ability: NOTE: Special Abilities only applies to the Règlements de l’An XXX. La Bataille d’Aspern - Essling 6.0 COMMAND (Neumarkt) The Organization and Display Charts reveal the command structure of the armies. Refer to them as necessary. 6.1 French Command Points: The French receive CP’s for Wrede & Molitor Wrede’s CP may only be applied to VII or III Corps formations Molitor’s CP may only be applied to IV Corps formations. MU Size: The largest MU which the French may create is an Infantry Division, with attached assets Light Cavalry MU: Jacquinot(III) There are no French leaders of Special Ability NOTE: Special Abilities only applies to the Règlements de l’An XXX. 6.2 Coalition Command Points: The Coalition receives CP’s for Hiller Kienbacher may create an infantry division containing any infantry regiments.

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