2, TIMED MOVEMENT PHASE: Each side's Movement Phase should be timed to prevent too much talking or message writing. Five minutes is usually about the right period, but players can decide on the time limit for themselves before the game begins (it should be more like ten minutes if the Command Control and Obedience Optional Rules are used). Vlil. DESTROYING BRIDGES This Russian Escort ("E") Infantry unit contains the Russian Pioneer (Engineer) troops. This unit is the only unit in the game that can be used to destroy Bridge hexsides. A. PONTOON BRIDGE DESTRUCTION: The Russiari Escort Infantry unit may be used to destroy a Pontoon Bridge hexside if it is in one of the hexes containing the Pontoon Bridge hexside, and two Movement Factors are expended while the Russian player announces that the Bridge is being destroyed. Once destroyed, a Pontoon Bridge hexside cannot be used for the rest of the game; it becomes a normal non-Ford River hexside {still a Ford hexside if Road crosses River). B. PERMANENT BRIDGE DESTRUCTION: The Permanent Bridge hexside can be destroyed in the same manner as a Pontoon Bridge hexside, except that four Movement Factors must be expended. Once destroyed, the hexside is still a Ford hexside. C. All Bridge destruction takes place during the Russian Movement Phase. IX. OPTIONAL COMMAND ARRANGEMENTS These arrangements change the Chain of Command and make French Command Control somewhat easier. A. All French units that start north of the Kalatsha River are commanded by the Eugene Leader unit. If, the Free Set Up Option, the IV Corps is not placed north of the Kalatsha River, any corps commander used there may be nominated as "Wing" commander for all units on that front. 8. If the Flank Attack Option is used, all units that are used for this are commanded by the Davout Leader unit. X. SET UP OPTIONS These Options can be used instead of using the normal, historical set up. A. and B. can be used alone or together. A. FREE SET UP OPTION: This Option allows the players to set their unit up in a non historical manner. 1. RUSSIAN SET UP: The Russian player may set up his units in any hexes that are or are adjacent to Russian Placement hexes. The Russian side must complete ail set up before the French side begins setting up. 2, The French player may split his units north and south of the Kalatsha River in any desired manner, as long as they remain east of the French Start Line hexsides. B. THE FLANK ATTACK OPTION: Marshali Davout (French I Corps commander), one of Napoleon's most dependable subordinates, urged a flanking maneuver against the Russians rather than the frontal attack that was planned and actually carried out. Napoleon rejected the suggestion, but trying the plan can lead to interesting and different games, 1. The French player may use up to the entire I Corps and two Cavalry Reserve Corps for the flanking movement, The chosen units are not placed behind the French Start Line hexsides 2. Next, the French player must decide and announce which plan is to be used for the flanking maneuver, Two possible plans are available: a. THE SHALLOW FLANKING MANEUVER: This is a movement onto the flank of the Russian positions. b. THE DEEP FLANKING MANEUVER: This is a movement beyond the Russian Flank, and aimed at the rear of their positions, 3. Once the units and the plan are selected, the French player rolls two dice. The number rolled on these dice is the Entry Turn on which the flanking force may start to enter the mapboard. Any or ail of these units may enter the mapboard after the Entry Turn, but the first units may not enter before the Entry Turn. a, If the Shallow Flanking Maneuver plan was selected, the Entry Turn number is the number that was rolled on the two dice. b. If the Deep Flanking Maneuver plan was selected, the Entry Turn number is the number rolled on the dice plus three. 4. The units of the flanking force enter the mapboard on the south edge in any or all of the Flank Entry hexes. a. Russian units may pass through, but may never remain in any of the French Flank Entry hexes. Any Russian unit forced (by Rout, Retirement or Pursuit) to end movement in a Flank Entry hex is consideied to have exited the mapboard, and is removed from play. b, The French units may be placed in the Flank Entry hexes during the Place Entering Units Step of the French Portion of the Entry Turn or later, and then begin normal mapboard operations from there. c, The Fiank Entry hexes that may be used depends on the plan: 1) THE SHALLOW FLANKING MOVEMENT: The Flank Entry hexes for this plan are: 1007, 1008, 1009. (2) THE DEEP FLANKING MOVEMENT: The Flank Entry hexes for this plan are: 1011, 1012, 1013. Xl. THE UMPIRED GAME This Option requires the services of an extra person who will play for neither side, but will serve as "Umpire". These rules, which can be augmented as desired, are less rules than suggestions for the Umpire in running such a game. A. COMBAT DIE ROLLS: The Umpire should handle all Combat die rolls, and should not reveal the number of hits scored to the player who would normally roll the die. Real commanders actually have very little idea of exactly how much damage they are inflicting on the enemy, Each player should be aware only of his own losses. 1. In a Multi-Player game, the Umpire should report losses only to the most subordinate player commanding the hit units. 2. If the Optional Leader Unit Casualties rule is used, the Umpire should roll for if and when the Barclay, Bagration, Murat, and Davout Leader units will return to the mapboard. Tell no one the results, just present the unit (if not eliminated) to the proper player on the Rally Phase of the Turn it returns. 3. Similarly to the return of "wounded" Leader units, the Umpire should roll the die to decide when captured Artillery units are eliminated. Again, tell no one, but add the Victory Points on the Turn the captured Artillery unit is eliminated. 8. VICTORY POINTS: Instead of using the Point Record Chart, the Umpire should count all Victory Points and keep a secret tally on a separate piece of paper. Let the players know as little about this as possible. C. REACTION CHARGES: Instead of placing the "R" face up and revealing that a Reaction Charge is possible, the players should secretly inform the Umpire what forces they have set for Reaction Charges. The "R" is not placed face up. D, FLANK ATTACK: The Umpire rolls the dice to determine the Entry Turn. Don't let either side know when the flanking forces will arrive until they are ready to be placed on the mapboard. "NOTE" THE GREAT REDOUBT ERRATA SHEET Somewhere during production a serious error was made in the printing of the Rulebook. The back cover (page 24) was printed twice, once on the back cover and once on page twenty. The copy intended for page twenty was omitted. In an effort to temporarily rectify this mistake page twenty is printed in its entirety on this sheet. The following Errata applies to the unit counters included in the game. UNIT COUNTER ERRATA 1, The four blue Rout units that are not backed up by green Rout units should be considered as blank units. 2, On the Unlimbered side of the French 2 FT of the IV Corps, the Fire Factors should be "4-3-1". 3. On the Column side of the Russian 1B of the 2G division of the Vlil Corps, the identification should be "Vl11" instead of "Vl I ",