0 General 0.1 Purpose of the game To win the French player must take a stated number of villages and positions controlled at the beginning of the game by the Coalition Player. On his side, the latter must take certain French positions. The two players must seek on one hand to retain their original positions and inflict losses on the enemy. Each player is both attacker and defender. 0.2 Scale of the game A hexagon represents about 200 metres of actual terrain, and a turn represents about 20 minutes of real time. A Leader counter represents a corps commander or a general de division, accompanied by his staff (about thirty to fifty men). Each strength point of cavalry represents about 200 horsemen. Each strength point of infantry represents around 400 infantrymen, and each strength point of artillery represents about 6 cannon. 0.3 Terrain The map, orientated north-south, represents the northern part of the battlefield of Austerlitz. A hexagonal grid has been superimposed on the map to permit the movement of the combat units. The different types of terrain are defined by the terrain table with their effects on movement and on combat. Note: the village and wood hexagons are only those containing a considerable number of buildings or trees, The hexes with single houses or tress are considered clear. 0.4 Morale Test When a unit must test morale, the player who controls it throws 2D6. If the result is less than or equal to the unit's morale strength the unit has passed the test. If the result is greater, the unit has failed the test and suffered the specific effects. 0.5 Combat Bonus All the combat modifications (charge, leader bonus, disorder etc.) modify the combat value of the unit, not the dice. 1 The Units The formation, type, movement, fore and combat allowances and the protection value of each unit varies. The tables des potentiels gives this information. 1.1 Infantry A unit of infantry is always in one of two formations, column or line. It is possible to change the formation during the movement phase subject to certain restrictions (see Rule 8.3) The infantry formations: * Column This formation is possible only in clear terrain. The formation optimises movement and close combat. * Line This formation is possible only in clear terrain. The formation optimises fire. * Ordre Mixte: This formation is possible only in clear terrain and for French units only. The formation is a mixture of column and line. Place the appropriate marker to indicate that the French unit is in ordre mixte * En Tirailleurs: This formation is possible only in clear terrain and for regiments of light infantry or jaegers. This formation, indicated by a marker, permits the harassing of an enemy by fire and evasion from infantry attacks (see Rule 11 Evasion). * Formations in Woods and Villages: All units automatically adopt these formations when they enter a village or wood hexagon (using the relevant marker). The change upon entry does not cost MP, and upon exit the unit returns to its previous formation. * Square The square formation is very efficient against cavalry. It is only possible in clear terrain and for all types of infantry (see Entering Square Rule 10.) 1.2 Cavalry There are three kinds of cavalry: Heavy (cuirassiers, carabiniers), Medium (dragoons and uhlans), light (hussars, chasseurs and cossacks). The cavalry is either in normal movement or charge movement. It can fight in either mode. A charge gives a combat bonus, but it permits enemy cavalry to attempt a counter-charge and infantry to enter square (see Rule 10.3). Cavalry is never in a particular formation, because it will adopt the best formation possible for combat. They can evade infantry attacks (see Rule 11). Light cavalry may evade attacks by heavy or medium cavalry. 1.3 Artillery The units of foot and horse artillery have two types of formation: they are either limbered, and may move, or in battery, and can fire. The cost of changing formation is 2MP. The artillery is the only combat unit able to stack with others. (see Rule 4.2) 1.4 Leaders The leaders are vitally important in controlling units. Each leader possesses a command capacity (expressed as a distance), based on an estimate of historical value (see the tables des chefs). The role of leaders is detailed in Rule 6. There are three kinds of leader: * Corps Commanders: With a white geometric symbol (Murat, Lannes, Liechtenstein, and Bagration) * Generaux de Division: With a coloured geometric symbol, in the form and the same colour of their troops (for example, Suchet has the pentagonal symbol of Lannes' Corps, and Markoff, the oval symbol of Bagration). * Aides-de-Camp: These replace the leaders killed in the battle. A leader has a movement value of 10 and no specific formation. A leader may evade all attacks but does suffer from fire normally. 2 Facing 2.1 Infantry All infantry units in line, column, ordre mixte, or en tirailleur have a facing of four front hexes and two rear hexes. Normal movement occurs into the two hexes directly in front of the unit. Units of infantry in square or in woods or villages have six front hexes. They are thus not bothered by facing. They may freely choose their facing when they adopt a new formation. A unit benefits from a bonus of +1 to its combat value when it attacks an enemy unit in its rear hexes. 2.2 Cavalry Cavalry units have six hexes of front. There is no need to orientate them. 2.3 Artillery Artillery in battery has two front hexes and four rear hexes. Artillery can only fire out of its front hexes. Limbered artillery is always considered to have a front. 2.4 Leaders and units in rout These units have neither front nor rear. 3 Zones of Control The front hexes of a unit are its ZOC. The movement phase of a unit is ended when it enters an enemy ZOC (without a leader, see Rule 4.3). It is forbidden to move directly from one enemy ZOC to another ZOC (see Rule 4.3 with leaders). It is possible to leave a ZOC under certain conditions, by disengaging (see Rule 9). ZOCs have an effect on routing units and on lines of command (see Rules 6.4 and 14.2). The units may only fire and have combat with a unit in their ZOC, except for artillery which can fire longer distances. Exception Limbered artillery, leaders and routing units do not have ZOCs but they exert a ZOC only in the hex they occupy. 4 Stacking 4.1 Infantry and Cavalry Stacking is limited to one unit per hex for cavalry and infantry 4.2 Artillery An artillery unit, and only one, may stack with another units of infantry, cavalry or artillery. Stacking and unstacking of a unit of artillery depends on both units not being in disorder or routed, or in an enemy ZOC. Unstacking applies within the normal rules of movement. There is no additional cost for stacking and unstacking. An artillery unit stacked with an infantry or cavalry unit does not form a single unit: the morale of the stack is that of the infantry or the cavalry with a bonus of +1. If a unit of infantry or cavalry makes a morale test the artillery is given automatically its own morale test, with all the consequences that attach to it. An artillery unit stacked with cavalry and infantry is the last to suffer losses from fire or combat, regardless of its position of the stack. An artillery unit, and only one, may stack with another unit of artillery. The morale of the stack is the same for both units (without bonus) and a failure of a morale test applies to both units. In such an attack the inactive player chooses which unit takes the loss. 4.3 Leaders A leader can stack without restriction but only with friendly units. A leader can have two positions in a stack, on top of on the bottom: * On Top The leader is considered at the head of his troops and applies his bonus for morale and combat (attack or defence), but if the stack takes losses there is a greater chance of being killed (see Rule 15). * On the Bottom The leader is better protected but may not use his factors. There can only be one leader on top of the stack, and no more than three in the stack. A leader can change position in a stack during the movement phase, freely and without cost. Whatever his position in the stack, his capacity to command is not affected. The modifiers of a leader only apply to units of his division (for the general) or of his own corps (by a corps commander). A leader stacked with a unit can be killed (see Rule 15). A leader follows the first rout movement of its stack. The protection of a leader against fire applies only when he is on his own, and he is eliminated by combat if he cannot evade and only if he is alone (see Rule 11). A leader is able to move through an enemy ZOC and may pass through the friendly units in rout. 5 Sequence of Play Austerlitz 1805 is played over ten turns. A turn contains two sequences, one for each player. The first player of each sequence is determined at the beginning of the game according to the procedure in Rule 5.1. When a player is undertaking his sequence he is known as the active player and the other as the inactive player. The inactive player intervenes is certain of the active player's phases. 5.1 Determining the first player Random Method Each player throws 1D6, and the winner chooses whether he goes first or second. In the case of a draw the French chose. Bidding method Before the dice are thrown, the players secretly note the number of victory points they will give to play first or second. The player who offers the most points wins, but gives the points to his opponent. In the case of an equal bid the French player decides. 5.2 Sequence of Play 1 Command Phase: The player checks which of his units are in command 2 Rally Phase: The player may try to tally units that are in rout or remove the disorder markers. The non-rallied units continue to rout. 3 Charge Phase: The active player makes his charges. Inactive player can attempt counter-charges and forming square. 4 Movement Phase: Units can be moved all or part of their movement allowance. Units may disengage and change formation. 5 Evasion Phase: The inactive player's units may try to evade. 6 Defensive Fire Phase: Units of the inactive player may fire defensively 7 Offensive Fire Phase: Units of the active player may fire 8 Close Combat Phase: The active players unit may engage the enemy in close combat. Units which fail their morale tests from combat make a rout move. Each turn is shown on the time chart on the map by the appropriate time marker. After both players have completed their sequences the turn marker is advanced one section. 5.3 Random Finish At the end of every turn starting with Turn 7 one of the players rolls 1D6 to find out if the game ends. End of Turn 7 Game ends on 5 or 6 End of Turn 8 Game ends on 4 or greater End of Turn 9 Game ends on 3 or greater End of Turn 10 Game ends automatically 6 Command Phase To use fully the movement and combat factors of a unit it must be commanded by its general de division, who must in turn be under the control of the corps commander. 6.1 Definition: Each corps commander and each general de division possess a command capacity (printed on the counter) representing the maximum distance over which they can exercise their commands. For a unit to be in command it must be able to trace a line of hexes from its leader to the unit, or a distance less than or equal to the command capacity (Line of sight does not have to apply) NB there must be a line of command, not a radius of command. (!!!) 6.2 Procedure During the command phase the active player checks that all generals de division are under the command of their corps commanders. If a general de division is not so commanded no unit of that division can be in command (see Rule 6.6). Then the player checks then checks that the units of the division are in command from their general de division. A unit of a general that cannot trace a line to its superior is Out Of Command. Place the necessary marker on all such units. 6.3 The Corps Commanders The corps commanders are always In Command. They may only command their own generals de division They are not able to substitute for a general de division to command a unit. Exception A unit stacked with the commander is always In Command. 6.4 Line of Command and ZOCs A Line of command cannot cross an enemy ZOC, unless the hex is occupied by a friendly unit. 6.6 Units Out Of Command An out of command unit has only half its movement allowance (round up fractions). It cannot be voluntarily moved next to an enemy unit. In the movement phase, an out-of- command unit of the active player which is adjacent to an enemy unit must test its morale. In the case of failure its movement phase ends. In the case of success, the unit may move normally within the disengagement rules (see Rule 9) but cannot then be placed next to another enemy unit. Out of Command artillery must succeed in a morale test for it to fire at two or more hexes distance. 6.7 General de division out of command Each general de division has an initiative level (see the leader chart). When a general de division is not in command of his Corps Commander, the player may throw 1D6. If the result is less than or equal to his initiative, the general is In Command. In the case of failure he is out of command. Generals test at the beginning of each Command Phase. 7 Rally Phase During the rally phase the active player tries to rally his routing or disordered units. 7.1 Disorder Units with a disorder marker who are not adjacent to an enemy unit may automatically remove the marker. If adjacent to an enemy unit they must pass a morale test in order to remove the marker. 7.2 Rout Routing units who are not adjacent to an enemy unit test their morale with a -1 modifier to the morale. If successful the rout marker is turned over to disorder and the unit takes its previous formation. If they fail, they must make a rout move (see Rule 14.2) Units in rout next to enemy units must make a rout move and cannot attempt to rally that turn. 8 Movement 8.1 General Each unit possesses a movement ability which is a function of its formation type see the Value Chart). To move into a hex a unit must have a certain number of movement points, based on the terrain type (see the Terrain Table). During the movement phase, the active player moves his units up to their movement allowance. A unit's movement must be completed before moving another unit. Movement is made from hex to hex into front hexes as defined for units of infantry in column, line, ordre mixte and en tirailleurs.(Rule 2.1) During movement, a unit may not infringe the stacking rules. For example, an infantry unit may not move through a hex occupied by another unit of infantry, cavalry or by two units of artillery. 8.2 Reorientation *Reorientation outside an enemy ZOC: An infantry unit in column, ordre mixte or en tirailleurs outside in an enemy ZOC may reorientate itself by one hex vertex without paying movement points, for each hex into which it enters. An infantry unit in column, ordre mixte or en tirailleurs can turn further by one or two vertices at the cost of 1 MP and an about turn for 2MP. An infantry unit in line, situated outside an enemy ZOC must pay 1MP for each vertex of facing it changes. *Reorientation in an enemy ZOC: An infantry unit in an enemy ZOC may reorientate itself by one hex vertex but this costs all its movement allowances An infantry unit in disorder in an enemy ZOC must pass a morale test to reorientate. If it fails it cannot move that turn. *Cavalry, Infantry in a Village, in woods or square, leaders and limbered artillery, units in rout: All these units have six front hexes and reorientation does not apply to them. *Artillery in battery: A unit of artillery in battery does not have any movement allowance. However, it may change facing by one or two vertices if it has not otherwise moved. Putting the unit into battery allows a change of facing at the choice of the player. An artillery unit situated in an enemy ZOC must test its morale to change facing (by only one vertex) or formation. A disordered artillery unit in an enemy ZOC cannot change facing. 8.3 Changing Formation Infantry A unit of infantry not in an enemy ZOC may change formation, costing 2 MP (or all its points for a unit in square) for each change. A formation change is only possible in clear terrain. The movement allowance available is that of the new formation, having paid the 2 MP for the change. A unit in an enemy ZOC must pass a morale test to change formation. If successful it changes formation at a cost of all its movement points. In the case of failure, it may not change formation that turn but retains its movement. A unit in disorder in an enemy ZOC cannot change formation. Artillery The rules above apply in the same fashion to artillery, except that it may chose to go into battery in the course of movement, which is reduced by the cost of the 2 MP required. 9 Disengagement Disengagement permits a unit to leave an enemy ZOC, subject to certain constraints. To do this the unit must leave the enemy ZOC into a free hex (see 9.1) and if infantry retain the same facing. A unit of infantry disengaging spends it all its MPs. 9.1 Disengagement Hexagon A disengagement can only be made into a hex free of enemy ZOCs (one cannot move from ZOC to ZOC). In addition, a disengagement can only be made into a clear hex, without crossing a river, bridge, escarpment, ditch, or a double level; of change, and without entering a wood or village. It must also follow the stacking rules. 9.2 Disengagement Constraints Infantry An infantry unit in an enemy infantry or artillery ZOC may be able to disengage. It is not possible to disengage in a cavalry ZOC. A unit in square can never disengage. A unit in disorder must pass a morale test to disengage. If it fails its movement is completed for the turn. Cavalry A cavalry unit can disengage if its movement allowance exceeds that of the enemy units exerting the ZOCs. In this case, the cavalry unit pays the normal cost of the hex and is able to complete its movement. If an enemy unit with better or the same movement is adjacent to cavalry that wishes to disengage, it can disengage like infantry, that is by one hex, using all its movement allowance. A cavalry unit in disorder must test its morale to disengage, only if it finds itself in an enemy cavalry ZOC. Artillery Limbered artillery may disengage from an infantry ZOC, but it cannot do so if in the ZOC of an enemy cavalry unit. An artillery unit limbered and in disorder must test to disengage. Artillery in battery can never disengage 10 Cavalry Charge Cavalry charges are a special type of movement followed by combat 10.1 Conditions for a charge A charge can only be declared in the Charge Phase. A charge must be declared from a clear hex which is not adjacent to the enemy. The charge is a form of movement in respect of its limitations (stacking and enemy ZOCs) A cavalry unit can declare a cavalry charge against any enemy unit more than three hexes away in sight (see Rule 16). One turns the cavalry counter to its Charge face. The charge is made by the chosen unit in the most direct route in terms of hexes (not movement points). The unit which charges cannot change target (except in the case of a counter-charge) even if the enemy unit forms square. A cavalry unit cannot charge if the most direct route passes through a river, an escarpment, a ditch, a village, a bridge, a wood, a double change of level, or if the enemy unit is in a village or a wood. The charge gives a bonus of +1 to combat. A cavalry unit in disorder cannot charge 10.2 The counter-charge A cavalry unit of the inactive player, not adjacent to an enemy unit but within two hexes of a unit of the active player in its line of sight (not the unit of contact nor the departure hex) may make a counter- charge. To do so it must pass a morale test. In the case of failure, the unit does not react and will not make a charge this turn. In the case of success, the unit is changed to its charging face and is automatically moved a hex, to be placed adjacent to the charging enemy unit. The inactive player's unit stops its movement there and its charge is terminated (but its bonus applies anyway). If several cavalry units of the inactive player are in range for counter- charging at the same time, then the inactive player indicates which of them are assigned to the mission. All the units designated must then test their morale and counter-charge if successful (the inactive player cannot wait for the result of one test before declaring another counter-charge. In the following combat phase, a unit which made a counter-charge must be attacked in priority by the cavalry unit of the active player (with his choice in the case of several counter-chargers). A counter-charge suffers from the same terrain restrictions as a charge. A cavalry unit in disorder is not able to counter-charge. A counter-charger has a bonus of +1 in combat. At the end of the turn all units of charging cavalry are returned to their normal face. 10.3 Going into Square A unit of infantry not in an enemy ZOC at two hexes range from and in sight of a cavalry unit may attempt to go into square. To do so it must pass a Morale Test applying a modifier according to its formation at the moment when it attempts to go into square. If the unit is: *In line: -1 from its base morale *en tirailleur: -3 from its base morale *In disorder -1 from its base morale Going into square is not affected by terrain. If the test is failed the infantry unit disorders. If the test succeeds, the unit is put into square. Place the appropriate market in both cases. Note going into square can also be done during movement, in which case no morale test is needed. 11 EVASION Evasion is a special form of movement available to the inactive player only, which permits them to avoid combat with enemy units which are in contact. 11.1 General. An evasion permits a unit of the inactive player to retire one hex, without changing its facing, when an enemy unit is in its ZOC. Only certain units, defined below, are able to make an evasion. In all cases a unit must pass a morale test to be able to evade. A unit in disorder or rout is not able to evade. An evading unit cannot use defensive fire. Note: The evasion procedure is similar to disengagement, but is limited to the units of the inactive player. 11.2 Evasion Hexagons An evasion can be made only into a clear hex which is not in an enemy ZOC, and which is not entered by crossing a river, ditch, escarpment, bridge or double increase of level. The unit must also comply with the stacking rules. 11.3 Units which may evade *Infantry: Light Infantry and Jaegers en tirailleur are the only units to be able to avoid an enemy infantry formation, even another light formation. A unit of light infantry cannot evade a cavalry unit. *Cavalry: Cavalry can evade any infantry formation. Light cavalry is able to evade another cavalry unit but only if it is heavy or medium cavalry. *Artillery: Limbered artillery can avoid infantry but not cavalry. Artillery in battery cannot evade. * Leaders: A leader stacked with a unit evades with that unit. A leader alone in a hex can always evade without any terrain restrictions (or a morale test) all enemy units. A combat unit is not able to evade an enemy unit if it is in the ZOC of another enemy unit. 11.4 Advance after evasion Where an evading unit vacates a hex a unit of the active player which has that hex in its ZOC may automatically advance into it. A unit which advances in this fashion may not fire or engage in close combat. 12 Offensive and Defensive Fire 12.1 General: Offensive and defensive fire are resolved in the same manner. Infantry units may only fire at units in their ZOC (that is in the front hexes). Only artillery can fire at a distance. A unit fires in sequence and only into one hex each. Fire for one unit is resolved before that of other units. A unit firing offensively may not use close combat 12.2 Procedure 1.For artillery units check the LOS (see Rule 16) 2.Take the fire factor of the firing unit and the protection factor of the target (see the Value Table) 3.Apply modifiers for terrain and disorder The result of these operations gives a fire factor shown on top of the Fire Results Table 4.Resolve the fire with 1D6. The results are applied immediately on the target. 12.3 Results of Fire and of Combat The fire rests table is different from the close combat table but the results are of the same types which are as follows: *Test Morale test (applied to the fire target, the attacker and/or defender in close combat) *Test-1 or Test -2 Morale test as above but with one or two points deducted from the base morale. *Disorder and X losses and disorder: The unit in question receives a disorder marker and for each loss indicated the player crosses out a box from the left to the right on the loss record chart in regard to the corresponding unit. The morale of the unit diminishes in line with losses, the new morale is used in each case. When a unit has lost all its points - all its boxes are crossed out - it is eliminated and its unit removed from play. Morale points can never be recovered. A unit in disorder which received a further disorder result routs. *Rout and X losses and Rout A unit which routs is marked with a rout counter . It immediately takes a complete rout move (see Rule 14.2). Furthermore it loses the indicated number of points as explained above. 12.4 Defensive Fire After the movement phase but before the active player's combat phase, the infantry units and battery artillery units of the inactive player may fire defensively. The procedure is identical to offensive fire. 13 Close Combat 13.1 General A unit of the active player with an enemy unit in its ZOC may attack it. Combat is not obligatory. Artillery, light infantry en tirailleur, leaders and routed units are not able to have Hand-to-Hand Combat. A unit can only attack one unit a turn. A unit can suffer attacks from a number of units in the same turn but each result is applied before proceeding to the next combat 13.2 Procedure 1. Take the combat value of the attacking unit from the TP, and deduct from it the combat value of the defender. 2. Apply modifiers for terrain, charging, leaders, disorder and rout. The result of this gives the Combat Factor which is found on top of the TRC. 3.The active player throws 1D6 and applies the result simultaneously to the attacker and defender. If both parties score a rout result only the defender routs, the attacker stands in disorder. 13.3 Advance after Hand-to-Hand Combat One unit, and only one, of the active player may advance freely and immediately into a hex vacated by the rout of the enemy. Only a unit which participated in the combat may advance but not necessarily the unit that caused the rout. Movement is limited to one hex. 14 Morale and Rout Morale represents bravery of a unit faced by fire and its level of discipline and training. Morale falls with losses suffered. The initial morale (the higher) is noted on the combat counters. The reduced morale is a function of losses as shown on the order of battle (this also serves to record the losses). 14.1 Morale Test A unit must test its morale (using the procedure in Rule 0.4) in the following cases: *The result of fire or combat requires a test *An out-of-command unit which wishes to disengage *An attempt to evade *Disengagement in rout And, depending on type of unit, must also test in the following cases: Infantry *Changing formation in a ZOC *Changing facing in a ZOC and in disorder *Changing formation outside a ZOC but in disorder *Forming square in the face of a cavalry charge Cavalry *to make a counter-charge Artillery *Changing facing in a ZOC *Firing when not in command 14.2 Rout A unit is put automatically into rout with its second disorder. At the Rally Phase (and after a rout caused by combat), the units who are not rallied make a rout movement. This is a move of three hexes, for cavalry, and two hexes, for infantry, without taking account of the terrain. An artillery unit which routs is eliminated. A unit in rout may have to exit the map, it may not return (see Rule 19 Victory Conditions) Rout Priority The movement of a unit in rout has certain directional limitations. Each routing unit must take the most direct route to a friendly map edge (west for the French, east for the Coalition), following these priorities. *avoiding enemy ZOCs *by hex on the least movement cost. A routing unit must follow the stacking rules. A routing unit which is forced to move through an enemy ZOC loses one point per hex moved. A unit is rout which cannot move is eliminated. The Frozen Lake (near Girzikowitz) It is possible to rout across the frozen lake hexes. One throws 1D6 for each hex crossed and the ice cracks on Infantry 1 Cavalry (except heavy) 1-3 Heavy Cavalry 1-4 If the ice cracks, the unit loses a point for each hex crossed. 15 Death of Leaders 15.1 General When a leader is stacked with a unit which suffers fire or combat, he risks being killed. The player throws the dice and reads on the mort des chefs table on the relevant column. Leaders do not suffer the losses of the unit, but simply test. When a leader is killed, his piece is removed, with the consequences noted in 15.2 and 15.3. The replacement occurs on the second turn after his death. It is then replaced by the aide-de-camp on the reverse of the counter. An aide-de-camp is killed in the same manner and is replaced by the same counter two turns later. 15.2 Death of generals de division All the units of a division are out of command until the aide-de-camp replaces the general. On his arrival the aide-de- camp is placed within two hexes of one of the units of the division (if French) or one hex (if Coalition) 15.3 Death of a Corps Commander All the generals de division in the corps are out of command but they may attempt to use their own initiative (see Rule 6.6). On his arrival the aide-de-camp is placed within four hexes of one of a friendly unit (if French) or three hexes (if Coalition) 16 Line of Sight To be able to fire artillery, make a charge, a counter-charge or go into square, a unit must be able to trace a LOS to its target. A LOS is traced from centre of a hex to the centre of a hex. On the same level a village, wood or a unit (but not a leader) block the LOS if it passes through their hex ( but not along the hex edge). With a different level, one can only see into the first hex of a higher level. One can see behind a village of wood only if the unit is on a lower level and is behind or adjacent to village or wood. A unit does not block a LOS between two hexes on different levels. 17 Special Rules The Santon (French only) The two French units placed on The Santon may not leave it except in rout. The artillery battery has a range of eight hexes and fires twice a turn, at the same target. When it has to test for losses it does so only once. These units are always in command. NOTE: these units had received Napoleon's personal order to hold the position to the death, which explained their excellent morale. They consisted in part of 5 12 pounder guns, the strongest on the field The Village of Blasiowitz (Russians) The three Russian units placed in Blasiowitz may not leave the three hexes of the village and its adjacent hexes, except in rout, before Turn 3. At the end of Turn 3, one throws a dice at the beginning of each Command Phase. On a six, by leave the map by hex 1130 with a route free of enemy ZOCs. They cannot fight of fire, except in defence, and must move as quickly as possible in column. A modifier of +1 for every turn after Turn 3 (Turn 6 they will get three more). These units are always under command. NOTE: these units are the LifeGuard recalled suddenly because of the combats on the Pratzen. 18 Set Up Two set-ups are possible: a historical set- up or a free set-up (for competition). In these two cases, the set-up formation of a unit is the choice of the owning player. *Historical Set-Up As given on the order of battle *Free set Up A zone of deployment is marked on the map, with a white colour for the French (the western part of the map, between Girzikowitz and the Santon) and red for the Coalition (the eastern part of the map, between Kowalowitz and the east of Blasiowitz). The two armies may deploy freely, save for obligatory set-ups (the French on the Santon, the LifeGuard in Blasiowitz). Liechtenstein's Corps must be placed in south zone and Bagration's in the north. The first player sets up second. 19 Victory Conditions Each side scores Victory Points (PV) by capturing objectives and inflicting losses on their opponent. One must calculate, as necessary the Opening Value of the players (see Rule 5.1) and the eventual Side Bid Value. The latter permits one to overcome, according to the players estimation, any imbalance between the two armies. The Side Bid Value works in the same way as the initiative bid (both sides bid value for each army) End of The Game At the end of the last turn of the game, the players halt (the plateau of the Pratzen, to the south, is completely occupied by French troops). The calculation of VPs (detailed in the chart) defines which of the armies has lost the northern flank to the other. *VP for losses inflicted Points are scored for each morale point loss inflicted on one's opponents, with a supplementary bonus for each unit entirely eliminated. For example, a player who destroyed an enemy infantry unit with three morale points marked would score (3x2VP) plus 4 = 10 VPS For a unit which leaves the map in route one counts the total of morale points which have been lost but not the bonus for elimination (This would give only 6 VPs in the above example). *Control of Territory The players score equally for hexes controlled at the end of the game (the village formation markers serve as an indicator for control) At the end of the game, where there is a difference in points between the two sides. The winner is the side with more than 15 VP more than his opponent. Any other result is a draw. FRENCH VICTORY POINTS COALITION VICTORY POINTS Agreed Value of side Agreed Value of side Value of initiative Value of initiative Terrain Terrain Blasiowitz, each of three hexes 5 VP Bosenitz, each of four hexes 5 VP Kruch-Holubitz, each of three hexes 5 VP Girzikowitz, each of two hexes 5 VP Kowalowitz, each of 4 hexes 3 VP Hamlet of Wellatitz (0110) 3 VP The Holobtizer Inn (2118) 3 VP The Maxlowka Inn (0115) 5 VP Posoritzer Post (2619) 5 VP The Rochlenka Inn (0416) 5 VP La Foulerie (2527) 10 VP The Goldbach Bridge (0120) 5 VP The Pratzen roads: French flank (0127): 10 VP hex 1130 3 VP Santon (0513) 20 VP hex 1730 10 VP Enemy Losses Enemy Losses Infantry 2 VP for each SP Infantry 2 VP for each SP 4 VP for each elim 4 VP for each elim Cavalry 3 VP for each SP Cavalry 3 VP for each SP 6 VP for each elim 6 VP for each elim Artillery 5 VP for each SP Artillery 5 VP for each SP Corps commander killed 15 VP Corps commander killed 15 VP General killed 9 VP General killed 9 VP aide -Corps killed 10 VP aide -Corps killed 10 VP aide -div killed 6 VP aide -div killed 6 VP Return to Austerlitz (from Vae Victis 4) In the cause of historical realism, and following the remarks of numerous readers who are specialists in the Empire, the strength of some units have been altered. It is recommended that you use the new table shown below (see VV4). Modifications to the rules 10.1 Cavalry Charge A cavalry charge can be made on a target up to two hexes away and not at three hexes range. Following the charge advance after combat is obligatory if the hex attacked is cleared (by evasion, route or elimination). 13 Squares in Combat A square cannot voluntarily engage in hand-to-hand combat. 14.2 Rout A routing unit may, if so obliged, pass through a friendly unit, in which case it inflicts an automatic disorder on the units through which it passes. Rout of Artillery An artillery unit can rout if it is not in an enemy ZOC at the beginning of its rout. The movement factor in rout of a foot battery is 2 points and for a horse battery 3 points. It may rally normally. A routed artillery unit in an enemy ZOC is eliminated. 17 The Santon The units in the Santon position may suffer a disorder but may not rout (they must be eliminated to take the position). Amendments Only the Austrian horse artillery may move 5 hexes. Artillery may not go into battery in broken terrain. A may not be made through a friendly artillery battery. Cavalry loses one point of its value when attacking a village or leaving a village. The movement factor of an infantry unit in a wood or a village is that of the formation it had before it entered. The cost of movement is that of these hexes (where the cost is 2 MPs) is 2 for units in column or en tirailleurs , and 1 for a line. Infantry in square may not advance in a forest. A moral test failed after fire, melee or a failure to enter square inflicts a disorder on the unit. 14.2 Rout A routed unit that must take a moral test from fire or melee fails automatically and must immediately start a new rout movement. A unit in rout must take its obligatory movement in the rally phase. A routed unit may not fire or fight hand-to- hand. Leaders The terrain effects are the same for a leader as a unit of cavalry. A leader may only giove his morale and melee bonus if he is stacked with a frontline unit. Leaders bonuses are not cumulative. A leader who survives an attack may evade if a unit with which he was stacked was destroyed and an enemy unit advances after combat. If the evasion cannot occur, the leader is captured and retired from the game. His enemy receives victory points. A general de division without troops is removed from the map (he rejoins the emperor), he may not return but his removal does not cause VPs to be received by the enemy. The Russian Imperial Guard The detached units of the Russian Guard must (at the end of each movement phase be in or adjacent to Blasiowitz, until their departure on Turn 3. The units had received an order to move to the Pratzen and those in an enemy ZOC may stay and fight. Nevertheless, once they are outside an enemy ZOC they must move towards the Pratzen by the most direct route. The priority route passes through the hexes 1130, 1230, 1330, 1630, 1730, 1830, 1930, 2030, 2130, 2230, 2330, 2530. Units which leave the map in the direction of the Pratzen are not in rout and do not give the enemy any VPs for their retreat. Competition For the most competitive game a chess clock should be used. This gives a more exciting game and imposes a realistic restraint. Proceed in the following stages: Choice of side, paid in VPs Free placement of hidden units Choice of initiative (in VPs) Play is limited to 6 first turns of the game, each player having ninety minutes in total. A player suffers a penalty of 3 VPs for each minute after that stage. Victory points are attributed after the end of the last turn on the basis of who last controlled the hexagon. Charles Vasey roughly translated from Vae Victis.