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La Bataille de Eylau

Text of Eylau Rev2

  • La Bataille de Preussisch-Eylau

    Rglement Exclusif

    Pour le Rglement de lAn XXX et

    Le Rglement des Marie-Louise

  • La Bataille de Preussich-Eylau 2

    Copyright Clash of Arms 2013 Date Modified: December 24, 2013 All rules herein take precedence over any rules in the series rules which they may contradict.

    Rules marked with an eagle or are shaded with a grey background apply only to players using the Rglements de lAn XXX.

    NOTE: All references to Artillery Ammunition Wagons (AAW), artillery ricochet fire, cavalry skirmishers and tired cavalry apply only to players using the Rglements de lAn XXX.

    1.0 INTRODUCTION La Bataille de Preussisch-Eylau is a tactical level simulation of Napolons epic winter battle with the remnants of the Hohenzollern army under LEstocq and the army of the Tsar, commanded by Benningsen.

    2.0 RULES QUESTIONS Send questions or comments to the following address: Clash of Arms Games 1804 Hoffmansville Road PO Box 212 Sassamansville, PA. 19472-0212 Or email us at: [email protected] Attention: Rules Questions Preussisch-Eylau Or check the La Bataille forum at Consimworld: http://www.consimworld.com.

    3.0 GAME COMPONENTS A complete game of La Bataille de Preussisch-Eylau includes the following components:

    1. Four 22x17 maps. 2. 960 Counters 3. One Standard Rulebook 4. One Exclusive Rulebook (charts included) 5. Mle/Fire Chart 6. Two Organization Charts 7. Game Turn Record Track

    3.1 Counter Amendments 3.1.1 French Counter Corrections: Counter Correction 24th Lgre Rgt Bk (IV/2/24 Lgre) 27th Ligne 1st Btn Ft (Btn #) 85th Ligne 1st Btn Bk (85 Ligne/1) Co. 2/2nd Art Cheval* Bk (1/2 Co 3, 2nd Art Cheval) Co. 1/5th Art Cheval Bk (Co. 1, 5th Art Cheval) Co. 1/2nd Art Cheval Bk (Co. 1, 2nd Art Cheval) Co. 4/7th Art Pied Ft (Co. # to 4) Lasalle Bk (Lt Cav Div) not (VI/2) 3.1.2 Coalition Counter Corrections: Counter Correction Vladimirskii Rgt Bk (Vladimir/7th) Grodnenskii Hussars Bk (Grodnenskii) Grodnenskii Hussars Ft (M not R for Division)

    Golitsyn V Tolstoy Scharnhorst as LEstocqs ADC There are 2 aides with 14 on the back. One of these is for 4th Division. There are 2 regts named Sta, players may wish to put the division numbers on the front of the battalions. Bk = Back of counter Ft = Front of counter *There are 2 of these counters, only one is incorrectly marked.

    4.0 TERRAIN 4.1 Special Structures There are six Special Structure hexes on the map. These include the Watermill, Anklappen, the Church (including cemetery) and the Chateau (including the courtyard).

    NOTE: The structures in this area werent the mini-fortresses that existed in Belgium, Anklappen itself being made of several wooden buildings. So this merits the use of less restrictive Special Structure rules. 4.1.1 Line of Sight: Special Structures block Line of Sight. 4.1.2 Zones of Influence: Zones of Influence do not extend into Special Structure hexes. 4.1.3 Movement: Only infantry may deploy in a Special Structure hex. Cavalry, artillery and AAWs may not enter a Special Structure hex, except to pass through it. Cavalry, artillery and AAW units that pass through the hex may not stop in the hex, and may not enter the hex unless its current movement potential is sufficient to allow it to continue into the adjoining hex. 4.1.4 Stacking: Up to 6 increments or 1 battalion of infantry may stack in a Special Structure hex. Units may voluntarily stack in a Special Structure without the presence of a friendly leader. Leaders are never required for units to stack in the Rglement des Marie-Louise. 4.1.4.1 Regimental Presentation: Infantry units in Regimental Presentation with more than 6 increments, and which have battalion counters, must break down into battalions before entering a Special Structure hex. The stack of battalions entering may total no more than 6 increments. These rules apply for all forms of movement, voluntary or involuntary. 4.1.5 Formation: A unit deployed in a Special Structure is always considered in General Order as long as it is in good order (not Disordered or PGD). No unit may be deployed in a Special Structure and in some other hex. 4.1.6 Fire Combat: Infantry units firing on a Special Structure halve their fire values. Artillery firing on a Special Structure does not receive the Point Blank Range benefit and uses its Long Range Fire Value regardless of the actual distance. Regardless of the size of defending forces, a maximum of 6 increments may be used to fire from a Special Structure.

    EXCEPTION: Infantry units firing at Anklappen do not halve their fire values. Nor do artillery units have to use Long Range Fire Values when firing at Short or Medium range. Artillery does receive its Point Blank range benefit when firing adjacent. 4.1.7 Assault: Only 6 increments may Assault or defend a Special Structure hex. Regardless of the size of the forces, only six increments of the attacking or defending forces may be used for attack or defense. Infantry assaulting one of these hexes does not have its Mle Value modified as if attacking a Square. 4.1.8 Charging Special Structures: Cavalry may Charge and Mle units in Special Structures. When they do their Mle Value is multiplied by 1/3. However, they do not advance after Mle, if successful, nor may Pursue units retreating from Special Structures. All

  • Clash of Arms Games 3

    other applicable series rules regarding Assaulting and Charging Special Structures apply. 4.1.8.1 Roll to Stand: Units in Special Structures automatically Stand when assaulted or charged. They must still roll the dice, however, to determine if they deliver effective Defensive Fire and receive any Defensive Shifts, but do not Disorder for failing the roll. 4.1.9 Two-hex Special Structures: When a unit is in a Special Structure and is firing or attempting to assault the adjacent Special Structure hex, it is treated as if the unit is outside of the Special Structure. In other words, there is no benefit for occupying the same Special Structure other than the defence it provides.

    4.2 Windmill 4.2.1 In general, terrain does not affect the Command Span of leaders; however windmills do, because of the immediate advantage of height that the Windmill provides, (being able to see from as well as be seen by everyone). Therefore the windmill has an effect on command during Flurry and Clear weather turns, if it is occupied by the Leader. Refer to the Command Span Chart for these effects. 4.2.2 Line of Sight and Movement: The Windmill has no effect on LOS, movement or stacking.

    4.3 Slopes 4.3.1 Roll to Close: Infantry units assaulting up a Slope suffer a -3 modifier to their Roll to Close dice roll.

    4.4 Streams and Ponds Streams and ponds are frozen for the duration of the battle. Only the section of stream extending from and through Althoff up to and including the small section bordering the Watermill is unfrozen and will effect movement. 4.4.1 Artillery and AAWs may not cross unfrozen Stream hexsides. Infantry and cavalry incur a movement penalty when crossing an unfrozen Stream hexside (see the Movement Chart). There is no effect on the movement of skirmishers. 4.4.2 Assault and Disorder: Infantry units assaulting across unfrozen Stream hexsides do so in Disorder. Mark the assaulting stacks with a Disorder marker just before the Offensive and Defensive Fire step of the Assault and Mle procedure. If the assaulting units were already in Disorder there is no further effect. That is they do not become PGD and Rout. The Disorder occurs even if the target vacated the hex prior to this point without a Mle having been fought, and is applied when the attacker advances into the target hex. 4.4.3 Cavalry Charge: Any cavalry that Mles across an unfrozen stream hexside do so in Disorder. Mark the cavalry with a Disorder marker just before the Defensive Fire step of the Charge and Mle procedure. The Disorder occurs even if the target vacated the hex by Retreat Before Charge. If the cavalry is disordered during Charge Movement by Opportunity Fire it may not Charge/Mle across the unfrozen stream hexside.

    NOTE: Charge Movement is used only in the Rglements de lAn XXX. 4.4.4 Formation: Infantry and cavalry may not form a multi-hex Line across unfrozen Stream hexsides.

    4.5 Woods 4.5.1 Line of Sight: Woods hexes block Line of Sight. 4.5.2 Stacking: Woods hexes require formed units to enter General Order when entering. 4.5.3 Cavalry Charge: Cavalry may not Pursue retreating units into Woods hexes. The Pursuit stops at the Woods edge.

    4.6 Villages 4.6.1 Line of Sight: Village hexes block Line of Sight.

    4.6.2 Stacking: Village hexes require formed units to enter General Order when entering. 4.6.3 Cavalry Charge: Cavalry may not Pursue retreating units into Village hexes. The Pursuit stops at the Village edge.

    4.7 Artillery Ricochet Artillery fire which targets the following hexes terminates in them. Ricochet fire may bounce into, but not through the following hexes:

    Village hexes Woods hexes Up slope hexsides Special Structure hexes

    4.8 Depots 4.8.1 French: The road leading off the west map edge to Landsberg and the two roads leading off the south map edge to Heilsberg and Bartenstein. 4.8.2 Russian: The road leading off the north map edge to Konigsberg and the road leading off the east map edge to Friedland. 4.8.3 Prussian: The road leading off the north map edge to Konigsberg.

    5.0 COMMAND The Organization and Display Charts reveal the command structure of the armies. Refer to them as necessary.

    5.1 French 5.1.1 Command Points: The French have one Army Leader, Napolon. The French receive one Command Point for Napolon, Soult, Augereau, Murat, Davout and Ney for a total of 6 Command Points. 5.1.2 MU Size: The largest MU which the French may create is a Corps. 5.1.3 Headquarters Escorts: Napolons Headquarter Escort (CaC Squadron), may only move and/or charge during the Leader Chit when he is allowed to move. If the owning player chooses, his Escort may instead be treated as an Army Asset. 5.1.3.1 Napolon is not allowed to assume the Movement Potential of units with which he is stacked as in the series rules under Section 8. 5.1.4 Leader Casualties: The following leaders may not be replaced; Napolon, Soult, Augereau, Murat, Davout, Ney and ADCs. 5.1.5 Heavy Cavalry: The three Dragoon divisions and the Cuirassier division will constitute a Corps under the command of Murat. 5.1.6 French Guard: The French Guard infantry and cavalry may not be part of a MU until one French formation or two Russian formations (this includes Prussians) are on Level 1. The Guard Cavalry is released at 10:20 AM if playing Scenario Four, however it must roll on the reinforcement Arrival Time Chart at 9:20 AM for its actual release time. If any part of the Guard Infantry or Guard Cavalry is attacked directly (Artillery Ricochet does not count), before any of the conditions above are met, then all of the Guard is released. The Guard artillery begins the game released. 5.1.6.1 The artillery of the Guard may be attached to other MUs as Army Assets or may form part of a Grand Battery MU as outlined below. 5.1.7 Leaders of Special Ability: Artillery: Napolon Cavalry: Murat, Bessires and DHautpoul

    NOTE: Bessires may not be used in his capacity as a Cavalry Leader of Special Ability until the Guard has been released as per (E5.1.6).

  • La Bataille de Preussich-Eylau 4

    5.1.8 Light Cavalry Leaders: Most of the French Infantry Corps have cavalry attached. These cavalry units are organized into brigades and commanded by their respective Corps ADCs. These ADCs are recognized by their movement potential of 14 or greater and having a cavalry Mle modifier of at least 1. Three of these brigades start the Grand Battle scenario out of their respective corps leaders Command Span. LaSalles Light Cavalry Division also has a brigade that starts Out of Command. All of these cavalry brigades may roll for Light Cavalry Initiative to form their own MU.

    NOTE: These Light Cavalry Leaders (ADCs) may be replaced as per the series standard rules. LaSalles Light Cavalry Division has two dragoon regiments attached to it from the 1st Dragoon Division. However, LaSalle may still roll for Light Cavalry Initiative to form his own MU. The following light cavalry leaders may roll for initiative to form their own MU: ADC IV Corps; ADC VI Corps; ADC VII Corps; ADC III Corps; ADC LaSalle Lt Cav. Div. and LaSalle. 5.1.9 Old Guard: For purposes of all rules involving the French Old Guard, the following four battalions are considered to be part of the Old Guard. With the exception of the rule La Garde Recule under the Morale Levels section in the series rules. In this case all battalions of the French Imperial Guard Infantry are included.

    1st Regiment of Grenadiers (2 Battalions) 1st Regiment of Chasseurs (2 Battalions)

    5.1.10 The 18th Regiment of Ligne: This regiment was force marched to the battle by Murat on the 7th and lost about 600 troops to straggling. In the evenings action on the 7th it was also badly mauled by Russian cavalry which caught it out of square and inflicted about 500 casualties. Therefore in any scenario starting on the 7th the 18th Ligne should be marked with a 6 increment loss. Any scenario starting on the 8th the 18th Ligne should be marked with a 7 increment loss. (This assumes that most but not all of the stragglers arrived on the night of 7/8.) If you are playing scenario 5, mark the 18th Ligne with 6 losses for the start of the 7th and before resuming play on the 8th add 5 increments back plus the normal replacement for any losses on the 7th.

    5.2 Russian and Prussian (Coalition Forces) 5.2.1 Command Points: There are two Army Leaders (Benningsen and LEstocq) and no Corps Leaders. However, the Russian army is technically divided into three Wings (Left, Right and Center). Therefore the Russians receive one Command Point for Benningsen, Tuchkov(right wing), Tolstoi(left wing), Sacken(center wing) and LEstocq for a total of 5 command points. However, there are stipulations as to how they are to be spent. LEstocq may spend his point only on the Prussian detachment. The three Russian Wing Leaders must spend their points within their own wing. Benningsens point may be spent in the Russian army in anyway the owner sees fit. 5.2.2 MU Size: The largest MU the Coalition may create is a division, detachment or cavalry wing. 5.2.3 Detachments: There are three detachments in the Coalition OB. There are two Russian ones under the command of Markov I and Baggavout, and a Prussian one under the command of LEstocq. All of the Prussians, except the reserve artillery, regardless of when they enter the map are in this detachment. These detachments are treated in all respects as a division. They have the Command Span of a division leader and in LEstocqs case it extends to the brigade leaders, which in turn extends down to the units. 5.2.3.1 Prussian Detachment and Leader Replacement: If any of the Prussian Brigade leaders become casualties, they are not replaced. All units under command of the concerned Leader must now be attached to

    and have command traced from one of the remaining Brigade Leaders. This attachment is permanent until the original Leader returns to play or the replacement Leader is also a casualty. No units may be split. If Gen. LEstocq becomes a casualty the Russian player may spend Benningsens CP on a Prussian Brigade but not the whole detachment. 5.2.4 Special Army ADCs: Prince Bagration and Barclay de Tolly may replace any Wing Leader. They will act in all capacities as a Wing Leader, including generating a CP. They also assume command of the former Wing Leaders division. 5.2.5 Leader Casualties: The following leaders may not be replaced; Benningsen, LEstocq, and Prussian Brigade Leaders, ADCs, Bagration and Barclay de Tolly. 5.2.6 Prussian Depot: Because of the exposed position the Prussian Depot is in, the following rule applies. If the Prussian Depot is captured or the Prussians are cut-off from their depot, they may retreat towards the Russian Friedland Depot hex. However, they no longer receive Artillery Resupply until the depot is recaptured. 5.2.7 Leaders of Special Ability: Artillery: None Cavalry: Galitsin 5.2.8 Light Cavalry Leaders: The following light cavalry leaders may roll for initiative to form their own MU. Platov 5.2.9 Russian Army Reserve Artillery: The Russian Reserve Horse Artillery may move as a MU under Gen. Resvoi or they may be parcelled out individually to other commands as per the Army Asset rules in the series rules. Gen. Resvoi may not be attached to another command. 5.2.10 Artillery Prolong: For the Russians only their horse batteries may prolong. For the Prussians their horse batteries and the sole light foot battery may prolong.

    6.0 SPECIAL RULES 6.1 Grand Batteries Artillery Leaders of Special Ability may, at the usual cost of one CP, form an MU consisting of all artillery batteries, and their AAWs if used, within a command radius of three hexes, regardless of higher unit affiliation.That is the artillery leader has a Command Span of three hexes. A Grand Battery MU functions just as any other MU. That is they may move, limber and unlimber when their chit is pulled. The Grand Battery need not retain its organization from turn to turn. Batteries may be attached and detached at the moment of MU creation. Players should keep track of which units form part of this MU when the MU is created.

    6.2 Cavalry Skirmish Order Even though there is a row for cavalry skirmishers on the Fire Defense Chart, this applies only to players using the Rglements de lAn XXX.

    6.3 Cossacks Cossack units have the following special rules and restrictions. 6.3.1 To attempt a charge, Cossacks must first pass a Morale Check. If they fail this check a Charge Marker may not be placed on the Cossack unit and its movement for the turn is complete. They may make this check at any time they have a LOS to a potential target, even if they have not declared a Charge.

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    6.3.2 Cossacks may only Charge unlimbered artillery from the flank or rear. 6.3.3 Cossacks never become Exhausted when they Retreat before Charge. 6.3.4 Cossacks which are not Exhausted may Retreat before Charge from heavy or light cavalry. If charged solely by Cuirassiers or the Grenadiers Cheval, Cossacks may Retreat before Charge even if disordered and/or exhausted. 6.3.5 The Mle values of Cuirassiers and the Grenadiers a Cheval are not doubled when involved in a Mle with Cossacks.

    6.4 Armored Cavalry The following units are Armored Cavalry: 6.4.1 French

    1er Rgiment de Cuirassiers 5e Rgiment de Cuirassiers 10e Rgiment de Cuirassiers 11e Rgiment de Cuirassiers

    6.4.2 Coalition: Despite the names the Russian and Prussian Cuirassier did not wear the cuirass at this point in time. The Russians would regain their armour in 1812 and the Prussians in 1814-15 utilizing captured French stocks.

    6.5 Artillery Ammunition Normal artillery ammunition resupply rules apply to both the Coalition and French artillery units. NOTE: Artillery Ammunition only applies to the

    Rglements de lAn XXX.

    6.6 Force March No units may execute Force March in this scenario.

    7.0 Weather The weather played a very important role in the course and outcome of the battle on the 8th of February, and as such the following weather rules will attempt to recreate this effect. At the beginning of every turn, before the Command Segment, the players will alternate rolling one die and consult the Weather Chart to determine the weather for the current turn. Weather has the following effects:

    7.1 Clear No Effect

    7.2 Flurries 7.2.1 Infantry 7.2.1.1 Movement: Subtract two from the printed Movement Potential before adjusting for other factors such as Disorder or Rout. 7.2.1.2 Fire Combat: Units may only fire at adjacent targets. 7.2.1.3 Square: Units may attempt to form Square in reaction to enemy cavalry at a distance of three hexes or less. 7.2.2 Artillery 7.2.2.1 Movement: Subtract three from the printed Movement Potential before adjusting for other factors such as Disorder or Rout. 7.2.2.2 Formation: All batteries may still limber or unlimber even if they do not have the movement points available, as long as they have not moved or do not plan to move in the same turn. 7.2.2.3 Fire Combat: The maximum range of all artillery fire is three hexes unless due to ricochet. 7.2.2.4 Artillery Prolong: Artillery with a fire range greater than 9 hexes cannot prolong during Flurries.

    7.2.3 Cavalry 7.2.3.1 Movement: Subtract five from the printed Movement Potential before adjusting for other factors such as Disorder, Rout, Tired or Exhausted.

    7.2.3.2 Charge Zone: Charge Zones are reduced to 3 hexes, but units still retain the 5 movement point allowance. 7.2.3.3 Reaction Zone: The Reaction Zone for light cavalry is reduced to 3 hexes and 2 hexes for heavy cavalry. The

    Reaction Zone for tired cavalry is 2 for light and 1 for heavy cavalry. 7.2.3.4 Cavalry Regroup: The Movement Potential for Cavalry Regroup is reduced to 3. 7.2.4 Command: Flurries reduce the Command Span of all Leaders. Refer to the Command Span Chart for effects of Flurries on Command Spans. 7.2.4.1 Corps Activation: Corps Leaders only have to stay in the normal 10 hex Command Span of their Army Leader to remain activated. However, to form a Corps sized MU they must be within the modified Command Span of the Army Leader.

    7.3 Blowing Snow 7.3.1 Infantry 7.3.1.1 Movement: Subtract four from the printed Movement Potential before adjusting for other factors such as Disorder or Rout. 7.3.1.2 Fire Combat: All units fire with their printed values regardless of formation. In the case of squares this Fire Value is divided by 3. 7.3.1.3 Square: Units may only attempt square at a range of one hex (adjacent). 7.3.2 Artillery 7.3.2.1 Movement: Subtract five from the printed Movement Potential before adjusting for other factors such as Disorder or Rout. 7.3.2.2 Formation: All batteries may still limber or unlimber even if they dont have the movement points available, as long as they have not moved or do not plan to move in the same turn. 7.3.2.3 Fire Combat: The maximum range of all artillery fire is one hex. There, obviously, is no ricochet. 7.3.2.4 Artillery Prolong: No artillery can prolong during Blowing Snow. 7.3.3 Cavalry 7.3.3.1 Movement: Subtract eight from the printed Movement Potential before adjusting for other factors such as Disorder, Rout, Tired or Exhausted.

    7.3.3.2 Charge Zone: Charge Zones are reduced to 2 hexes, but units still retain a Movement Potential of 5 for Charge Movement. 7.3.3.3 Reaction Charge Zone: The Reaction Charge Zone

    for all cavalry is reduced to one hex. 7.3.3.4 Skirmishing: When cavalry skirmishes it affects adjacent hexes only. The movement modifier is +2 instead of +3 for the adjacent hexes. 7.3.3.5 Regroup: The Movement Potential for Cavalry Regroup is reduced to 3. 7.3.3.6 Opportunity Charge: Opportunity Charge Zones are reduced to one hex. 7.3.4 Command: Blowing Snow reduces the Command Span of all Leaders. Refer to the Command Span Chart for the effects of Blowing Snow on Command Spans. 7.3.4.1 Corps Activation: Corps Leaders only have to stay in the normal 10 hex Command Span of their Army Leader to remain activated. However, to form a Corps sized MU they must be within the modified Command Span of the Army Leader.

  • La Bataille de Preussich-Eylau 6

    8.0 Optional Rules The following rules are included for those who do not have access to the Rglement de lAn XXX but wish to recreate Marchal Murats famous/infamous charge, on the field of Eylau. Owners of Rglement de lAn XXX should refer to the rules therein.

    8.1 Grand Charges A Grand Charge permits several adjacent hexes of cavalry units to Charge simultaneously. Unless contradicted by the rules below, all the rules governing Charges apply to a Grand Charge (refer to Rglement des Marie-Louise). 8.1.1 Grand Charges: Grand charges are allowed only in Flurries and Clear weather.

    NOTE: This also applies to players using the Rglement des Marie-Louise and the Optional Grand Charge rules. 8.1.2 Forming Up for the Grand Charge: A Cavalry Leader of Special Ability must be stacked with or adjacent to all cavalry units involved in a Grande Charge for the duration of the charge (i.e., while the cavalry units are moving) unless the cavalry units drop out of the charge for lack of movement potential or are blocked. Players must imagine all units of the Grand Charge moving at once and as one. A Grand Charge must be declared before the first unit of the charge moves.

    NOTE: Refer to Section 5 of these exclusive rules to determine Cavalry Leaders of Special Ability. 8.1.3 MU: All cavalry units participating in a Grand Charge must belong to the same MU and Charge when the chit for this MU is drawn. The Leader of Special Ability need not belong to this MU. However, the units do need to be In Command when the MU is created and when the Grand Charge is declared. A Grand Charge does not have to be declared until that commands MU chit is drawn. Not all units in this MU have to participate in the Grand Charge, even if adjacent to the Special Leader. They may move and/or participate in single stack charges before or after the Grand Charge is resolved. 8.1.4 Formation: All cavalry units involved in a Grand Charge must be in the same formation. 8.1.5 Morale Bonus: All cavalry units in the Grand Charge receive this Leaders Morale Bonus while the Grand Charge is being executed (i.e. he is only used for morale checks). His cavalry Mle bonus is not used by any cavalry units in the Grand Charge for its duration and resulting Mles. 8.1.6 Grand Charge Zone: This zone defines where the charging units may move and potential targets. Cavalry units of a Grand Charge project an extended Charge Zone. The Charge Zone consists of all the hexes within the printed Movement Potential (Subtract 5 for Flurries) of the slowest cavalry unit in the Grand Charge. This zone extends out of the front hexes of all of the cavalry units in the Grand Charge. If the cavalry units are in Line, this zone will extend out of the 2 front hexes of all of the cavalry units. If they are in Column, this zone will extend out of the 3 front hexes of all of the cavalry units. Cavalry units may not move outside this zone during the charge. Any enemy unit in or adjacent to this Charge Zone is a potential target unless blocked by, enemy or friendly units, or impassable terrain. 8.1.7 Grand Charge Movement: They do not perform normal movement during the Maneuver Segment. Instead, they conduct their Charge using their entire printed Movement Potential (paying all terrain MP costs). All cavalry units move as one giant cavalry unit.

    EXCEPTION: When a portion of a Grand Charge is blocked or drops out for lack of movement potential. 8.1.8 Cavalry units that Grand Charge may not change facing or formation during the Charge, they charge straight ahead according to how they were facing at the start of the Grand Charge. 8.1.9 They must charge their full Movement Potential unless blocked. A Grand Charge pays MPs according to the most costly terrain any part of it enters.

    8.1.10 Unlike regular Charges cavalry units participating in a Grand Charge may charge the same target. 8.1.11 Recall: Cavalry units participating in a Grand Charge may not Recall, but must always pursue their target if possible. 8.1.12 Squares: Grand Charges must ride over enemy combat units in Square.

    REFER TO: E8.1.18 8.1.13 When A Portion of a Grand Charge is Blocked: When a portion of a Grand Charge halts (as a result of contacting reacting enemy cavalry, enemy combat units that will roll to Stand, or impassable terrain) the remaining portion must continue the Charge. If cavalry units find their path blocked by other parts of the Grand Charge that are blocked, they must keep up with the main body by slipping around the obstacle by entering any of their front hexes as long as they do not change their orientation and as long as they remain stacked with or adjacent to the Cavalry Leader of Special Ability. Otherwise the cavalry unit(s) must stop. 8.1.14 Grand Charge and Opportunity Charges: When Opportunity Charged, at least one cavalry unit of the Grand Charge must accept the charge. The part of the Grand Charge closest to the reacting cavalry unit must accept the Opportunity Charge. 8.1.15 Roll to Stand in the face of a Grand Charge: Infantry and unlimbered artillery units that attempt to Roll to Stand in the face of a Grand Charge modify their Morale Check dice roll by -12 and ignore the type of cavalry units making up the Grand Charge. During Flurries the Roll to Stand is modified a further -3 for a total of -15. Targets of the Grand Charge Roll to Stand after all cavalry units of the Grand Charge complete their charge movement. 8.1.16 Forming Square in the face of a Grand Charge: Combat units attempting to form Square, in the face of a Grand Charge, modify their Square Formation dice roll by +6. 8.1.17 Grand Charge and Cavalry Regroup: Cavalry participating in a Grand Charge may expend their entire printed Movement Potential (Subtracting 5 in the case of Flurries) when conducting Cavalry Regroup. 8.1.18 Riding over Combat Units in Square: Cavalry units in a Grand Charge may not Mle units in Square; they must Ride over them. There is no Recall attempt; they automatically ride over the Square. 8.1.18.1 Cavalry that rides over a Square pays the MP cost for entering the hex containing the square and enters the hex. The cavalry unit first suffers Opportunity Fire for exiting the hex adjacent to the Square. Then if the number of combined increments exceeds the stacking limit all enemy and friendly units in the hex take a Morale Check for the stacking violation. The cavalry unit takes further Opportunity Fire as it exits the hex the Square is in and if it continues movement it takes Opportunity Fire for exiting the hex adjacent to the Square. This Opportunity Fire is conducted at the normal 1/3 Square Fire Value times for Opportunity Fire. While the cavalry unit is in the hex with the Square it cannot be Opportunity Charged or Opportunity Fired upon by other units. The cavalry may not charge anyone while in the hex with a Square. The Square may not fire at other units while its hex is occupied by an enemy cavalry unit. 8.1.18.2 If there is blocking terrain or enemy units in the hexes opposite the entry hex the charging cavalry must slip around the Square while staying remaining stacked with or adjacent to the Leader of Special Ability. If it cannot then it must Mle the Square. 8.1.19 Mle: No Mles are conducted until all units of the Grand Charge have completed moving. This includes any Opportunity Charges that may have resulted during the Grand Charge.

    9.0 DETERMINING VICTORY 9.1 Victory Determination System

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    Victory is achieved mainly by causing losses to the enemy and/or by exiting troops off the map and/or having control of key points on the battlefield. Consult the scenario rules for Victory conditions and levels.

    9.2 Optional Victory Determination System If players agree they can use an optional system to determine the victor, consisting of tallying victory points for each side, subtracting the Russian total from the French total and then consulting the Victory Point Chart for the scenario.

    NOTE: This system is recommended for the Grand Battle and the Campaign Scenario only. Victory points are awarded for losses inflicted on the enemy and for controlling locations on the map using the following formula: Victory Points = (Weighted losses inflicted on the enemy)/10 + (VPs for locations on the map) 9.2.1 Losses: To determine weighted losses, multiply the number of increments lost, of each type, by their corresponding weight.

    VICTORY POINT LOSS WEIGHTING Infantry 1 Cavalry 2 Artillery 2 Cossacks 1 Russian and Prussian Grenadiers 2 French Guard Infantry 3 French Guard Cavalry 3 French Guard Horse Artillery 3

    9.2.2 Locations: Victory Points are awarded to each side that controls certain locations on the map. Control is awarded to the last side to have entered the hex with a Good Order infantry unit. In the case of multi-hex locations, all hexes must be or have been occupied to have the VPs awarded.

    NOTE: Some of the Scenario set-up locations have been changed from the original rules to allow for the recent changes in stacking rules and the need for the Rglement de lAn XXX rules to have a leader present in order to create a stack for certain stacks.

    10.0 SCENARIO ONE: THE OPENING MOVES February 7, 1807 Two Player This is the combat of the evening before the Grand Battle. The scenario begins with the 2:00 PM game turn and continues to the end of the 7:00 PM game turn.

    10.1 Scenario Rules 10.1.1 Weather: The weather will be clear for the entire scenario. 10.1.2 Scenario Boundaries: No units may maneuver east of the Bartenstein road hexes inclusive, or, north or east of the stream running from Althoff to Eylau. The one exception to this restriction is the Russian 4th division, which may cross this line to enter as reinforcements. If a unit is forced to violate this restriction because of recoil, rout or bounce, it may not reenter the battle. 10.1.3 Russian Command: The Russians have 2 CPs. One comes from Bagration and the other one from Barclay de Tolly. These CPs may be spent in any manner the player wishes, within the limits of the series command rules.

    10.1.4 French Command: The 2 regiments, the 18th and 46th Regiments of Line, which start on the map, are In Command as long as they remain within 3 hexes of the Landsberg road entry hex. They may do any action that a unit In Command may normally perform. However, they may not voluntarily move out of this zone. They may leave the zone in the case of Advance after Combat, Recoil or Rout. There is no CP to spend, just simply assign them an MU. The turn after a regiments respective Division Leader arrives on the map, all normal command rules apply for that regiment and its division. 10.1.4.1 Starting with the 3:00pm turn, a CP becomes available to spend on any leader within 6 hexes of the Landsberg road entry hex. The Leader and all subordinate units may leave this 6 hex zone voluntarily. This rule is in effect for subsequent turns until Marshals Murat and Soult enter the map. The turn after they enter all commands revert to the series standard command rules.

    10.2 Victory Conditions The French win if by the end of the scenario they control all of Freiheit, the Chateau, the Church, and at least two thirds of Preussisch-Eylau. The Russians win if by the end of the scenario they control two thirds of Preussisch-Eylau, or place the French IV Corps on Level 2. If neither side can claim victory, move on to Scenario Five.

    10.3 French Deployment Set up second. Deploy at the map edge, on or adjacent to the Landsberg road. IVe Corps dArme 3e Division dInfanterie

    18e Rgiment dinfanterie de ligne (- 6 incrments)

    2e Division dInfanterie 46e Rgiment dinfanterie de ligne

    10.4 Russian Deployment Set up first. Deploy at least six but no more than eight hexes from Eylau and between the Heilsberg and Landsberg roads. 8th Division General-Leitenant Essen III, Peter Kirillovich

    Moscovskii Grenadier Regiment Shlisselburgskii Musketeer Regiment Staroingermanlandskii Musketeer Regiment Archangelogorodskii Musketeer Regiment Podolskii Musketeer Regiment 7th Jaeger Regiment 3 x Light Batteries

    In the town of Eylau with at least one battalion and battery deployed adjacent to the Church.

    General-Major Barclay de Tolly, Mikhail Bogdanovich Detachment Baggavout General-Major Baggavout, Charles Fedorovich

    Staroskolskii Musketeer Regiment Kostromskii Musketeer Regiment 1st Jaeger Regiment 4th Jaeger Regiment 3rd Jaeger Regiment 20th Jaeger Regiment Iziomskii Musketeer Regiment Aleksandrskii Musketeer Regiment Olviopolskii Musketeer Regiment Polskii Lancers 3 x Light Batteries

  • La Bataille de Preussich-Eylau 8

    In addition: 3 x Heavy Batteries

    Set up adjacent to Freiheit.

    St. Peterburgskii Dragoons

    Set up within 3 hexes of the Chateau. General-Leitenant Khyaz (Prince) Bagration, Peter Ivanovich

    Detachment Markov General-Major Markov I, Alexander Ivanovich

    Belozerskii Musketeer Regiment Polotskii Musketeer Regiment Pskovskii Musketeer Regiment Azovskii Musketeer Regiment Grodnenskii Hussars 1 x Light Battery

    Attached 2 x Horse Batteries

    10.5 French Reinforcements 2:40 PM Enter at the edge of the map, on or adjacent to the Landsberg road. 1re Division de Dragons

    Gnral de Division Klein, Dominique Louis Antoine 1er Rgiment de Dragons 2e Rgiment de Dragons 4e Rgiment de Dragons 14e Rgiment de Dragons Compagnie 2/2e artillerie cheval

    Enter at the edge of the map, on or adjacent to the Heilsberg road.

    IVe Corps dArme 2e Division dInfanterie

    Gnral de Division Leval, Jean Franois

    4e Rgiment dinfanterie de ligne 24e Rgiment dinfanterie lgre

    Enter at the edge of the map, on or adjacent to the Heilegenburg road.

    IVe Corps dArme Brigade de Cavalerie Lgre

    Aide-de-Camp IV Corps (Gnral de Brigade Guyot, Etienne) 8e Rgiment de Hussards 16e Chasseurs Cheval 22e Chasseurs Cheval

    3:00 PM Enter at the edge of the map, on or adjacent to the Landsberg road.

    IVe Corps dArme 3e Division dInfanterie

    Gnral de Division Legrand, Claude Juste Alexander 26e Rgiment dinfanterie lgre 75e Rgiment dinfanterie de ligne Tirailleurs du Po Tirailleurs du Corse 14e Compagnie/5e Rgiment dartillerie pied 15e Compagnie/5e Rgiment dartillerie pied

    Enter at the edge of the map, on or adjacent to the Heilsberg road.

    2e Division dInfanterie 28e Rgiment dinfanterie de ligne 57e Rgiment dinfanterie de ligne 13e Compagnie/5e Rgiment dartillerie pied 17e Compagnie/5e Rgiment dartillerie pied

    Enter at the edge of the map, anywhere between the Heilsberg and Landsberg roads.

    Marchal Murat, Joachim, Grand-duc de Berg, Prince de LEmpire Marchal Soult, Nicolas Jean de Dieu

    Brigade de la Division de Cavalerie Lgre Aide de Camp Lasalle (Gnral de Brigade Bruyres, Pierre Joseph)

    1er Rgiment de Hussards 13e Chasseurs Cheval

    2e Division de Dragons Gnral de Division Grouchy, Emmanuel Marquis de

    3e Rgiment de Dragons 6e Rgiment de Dragons 10e Rgiment de Dragons 11e Rgiment de Dragons Compagnie 2/2e artillerie cheval

    3:20 PM Enter at the edge of the map, anywhere between the Heilsberg and Landsberg roads.

    IVe Corps dArme 1re Division dInfanterie

    Gnral de Division Saint-Hilaire, Louis Vincent Joseph le Blond 10e Rgiment dinfanterie lgre 36e Rgiment dinfanterie de ligne 43e Rgiment dinfanterie de ligne 53e Rgiment dinfanterie de ligne 12e Compagnie/5e Rgiment dartillerie pied 16e Compagnie/5e Rgiment dartillerie pied

    Enter at the edge of the map, within 3 hexes of the Heilegenberg road.

    VIIe Corps dArme Brigade de Cavalerie Lgre

    Aide de Camp VII Corps (Gnral de Brigade Durosnel, Antoine Jean Auguste Henri)

    7e Chasseurs Cheval 20e Chasseurs Cheval

    3:40 PM Enter at the edge of the map, anywhere between the Heilsberg and Landsberg roads.

    2e Division de Grosse Cavalerie Gnral de Division dHautpoul, Jean Joseph Ange

    1er Rgiment de Cuirassiers

  • Clash of Arms Games 9

    5e Rgiment de Cuirassiers 10e Rgiment de Cuirassiers 11e Rgiment de Cuirassiers Compagnie 4/2e artillerie cheval

    Enter at the edge of the map, within 3 hexes of the Heilegenberg road.

    VIIe Corps dArme Marchal Augereau, Pierre Franois Charles

    1re Division dInfanterie Gnral de Division Desjardins, Jacques Jardin dit

    16e Rgiment dinfanterie lgre 14e Rgiment dinfanterie de ligne 44e Rgiment dinfanterie de ligne 105e Rgiment dinfanterie de ligne 4e Compagnie/3e Rgiment dartillerie pied Compagnie 2/6e Rgiment dartillerie cheval

    4:00 PM Enter at the edge of the map, between the Heilsberg and Landsberg roads.

    3e Division de Dragons Gnral de Division Milhaud, Edouard Jean Baptiste

    5e Rgiment de Dragons 8e Rgiment de Dragons 9e Rgiment de Dragons 12e Rgiment de Dragons 16e Rgiment de Dragons 21er Rgiment de Dragons Compagnie 3/2e Rgiment dartillerie cheval

    Enter at the edge of the map, on the Heilegenberg road.

    VIIe Corps dArme 2e Division dInfanterie

    Gnral de Division Heudelet de Bire, Etienne 7e Rgiment dinfanterie lgre 24e Rgiment dinfanterie de ligne 63e Rgiment dinfanterie de ligne 3e Compagnie/3e Rgiment dartillerie pied 5e Compagnie/3e Rgiment dartillerie pied Compagnie 2/6e Rgiment dartillerie cheval

    4:40 PM Enter at the edge of the map, anywhere between the Heilsberg and Landsberg roads.

    Le Grande Arme, Staff and Escort Empereur des Franais Napolon, Roi dItalie Marchal Berthier, Louis Alexandre, Prince de Neuchtel, Ministre dGuerre, Major Gnral de lArme Gnral de Division Rapp Escadron dEscort : Chasseurs cheval de la garde

    Garde Impriale

    Marchal Bessires, Jean Baptiste, Colonel-Gnral de la Garde Cheval

    Division dInfanterie de La Garde Gnral de Brigade Souley, Jrme

    1er Rgiment de Grenadiers pied de la garde 1er Rgiment de Chasseurs pied de la garde 2e Rgiment de Grenadiers pied de la garde 2e Rgiment de Chasseurs pied de la garde

    Division de Cavalerie de La Garde Gnral de Division Walter, Frderic Henri

    Grenadiers Cheval Chasseurs Cheval Escadron de Mameluks

    Artillerie de La Garde 1er Compagnie/Artillerie cheval de la garde 2e Compagnie/Artillerie cheval de la garde 3e Compagnie/Artillerie cheval de la garde 4e Compagnie/Artillerie cheval 5e Compagnie/Artillerie cheval

    VIe Corps dArme Aide de Camp VI Corps (Gnral de Brigade Colbert de Chabanais, Auguste Franois Marie)

    3e Rgiment de Hussards 10e Chasseurs Cheval

    10.6 Russian Reinforcements 4:00 PM Set up within one hex of 4.

    Reserve Wing 4th Division

    General-Major Somov, Andrei Andreievich Tulskii Musketeer Regiment Tenginskii Musketeer Regiment Navaginskii Musketeer Regiment Tobolskii Musketeer Regiment 2 x 4th Division Light Batteries

    11.0 SCENARIO TWO: THE ASSAULT OF THE VII CORPS.

    February 8, 1807-Solitaire This scenario is intended for solitaire play. The scenario begins with the 8:40 AM turn and ends at the end of the 11:00 AM turn.

    11.1 Scenario Rules 11.1.1 Weather: The scenario begins with Flurries. Starting with the 9:00 AM turn, roll according to the special rules. 11.1.2 Solitaire Rules: This scenario is designed for solitaire play. You will command the Russian forces. The French will move along the hex row they are deployed in and may not change direction until at least one Russian battery has been overthrown. After this, all French infantry

  • La Bataille de Preussich-Eylau 10

    will move towards Anklappen. They may deploy in square during the first turn, but may only attempt to form square thereafter if within sight of a Russian cavalry unit. The Russian Cavalry of the Center may not move until at least one French assault has been made. 11.1.3 Command: Command rules are not used in this scenario.

    11.2 Victory Conditions The French win if at any time during the scenario they have occupied Anklappen, otherwise the Russians win.

    11.3 French Deployment Set up second. Deploy all units of the French VII Corps as per their starting positions in Scenario Four, the Grand Battle scenario, but with no more than 1 regiment per hex. Line infantry must be deployed facing units of either the Russian 2nd or 3rd divisions, in Column or Square.

    11.4 Russian Deployment Set up first. Deploy all units of the 2nd and 3rd Divisions, Artillery and Infantry of the Left and Center heavy batteries, and Cavalry of the Center, as per their starting positions in Scenario Four, the Grand Battle scenario.

    11.5 Reinforcements There are no reinforcements for either side in this scenario.

    12.0 SCENARIO THREE: MURATS CHARGE.

    February 8, 1807-Two Player or Solitaire The scenario begins with the 10:40 AM turn and plays through the end of the 12:40 PM turn.

    12.1 Scenario Rules 12.1.1 Weather: The scenario starts with Blowing Snow. Beginning with the 11:00 AM turn, roll according to the exclusive rules with a -2 to the die roll. 12.1.2 Scenario Rules: This scenario is designed for two players or may be played solitaire as per the rules in scenario two. The French must charge at least one division per turn as a Grand Charge, (visibility permitting), or as a series of individual charges. 12.1.3 Command: All command rules are in effect. 12.1.3.1 The French have 2 CPs. They receive one CP from Murat and one CP from Napolon, who is assumed to be just off map. 12.1.3.2 The Russians have 2 CPs. They get one CP from Tolstoi and one from Sacken. 12.1.4 It is understood that when pulling chits a cavalry command that is behind the other commands may be pulled before the front units have a chance to move and therefore blocking the rear commands Grand Charge movement. We suggest that when one of the cavalry MU chits is pulled, the owning player is allowed to choose which one to move. This is allowed only in the case above.

    12.2 Victory Conditions The French must place at least one Russian Division on Level 3 by the end of the scenario.

    12.3 French Deployment Set up second.

    All units of the 2nd Dragoon Division, the 2nd Cuirassier Division (with Marchal Murat), the 3rd Dragoon Division and all units of the Guard Cavalry Division (with Marchal Bessires) set up between points VII and SH but no more than 8 hexes from each. They must be arrayed in the order above, one behind the other. In other words the 2nd Dragoon Division will be up front and the first to charge, etc.

    12.4 Russian Deployment Set up first. All units of the 2nd Infantry Division, the 3rd Infantry Division, and the 14th Infantry Division along with the Artillery and Infantry of the Left and Center Heavy Batteries, and the Cavalry of the Center, set up as per their starting positions in the Grand Battle scenario.

    12.5 Reinforcements There are no reinforcements for either side in this scenario.

    13.0 SCENARIO FOUR: GRAND BATTLE SCENARIO

    February 8, 1807-Two or more players The scenario begins with the 7:40 AM turn and concludes at the end of the 8:00 PM turn.

    13.1 Scenario Rules 13.1.1 Weather: Begin the 7:40 AM turn with a roll according to the Exclusive Rules. 13.1.2 Artillery: All Russian batteries and Prussian Reserve batteries belonging to the three Grand Batteries must begin the scenario in an unlimbered state. 13.1.3 Aides: All ADCs, unless otherwise stated, begin in the hex with the superior leader printed on their counter. Or in the case of reinforcements, enter with the superior leader. 13.1.4 Reinforcements: One hour before their scheduled turn of arrival, both sides will roll for their reinforcements, on the chart below, to determine their actual time of arrival.

    DICE RESULT ARRIVAL TIME 11 thru 15 40 minutes early

    16 thru 25 20 minutes early

    26 thru 45 On time

    46 thru 61 20 minutes late

    62 thru 66 40 minutes late

    13.1.5 Grand Charge: If both players agree, use the optional Grand Charge rule from Scenario three, 12.1.5.

    13.2 Victory Conditions 13.2.1 French Decisive: Drive all Russian and Prussian infantry from the field of battle by the end of the 8:00 pm turn. 13.2.2 French Overwhelming: Capture thirty Russian or Prussian batteries and place three Russian divisions on Level 3 by the end of the scenario (destroyed batteries will count as captured for purposes of this victory conditions). 13.2.3 French Victory: By the end of the scenario be the last to occupy, or garrison, all hexes of Schmoditten, Schloditten, Anklappen,

  • Clash of Arms Games 11

    Althoff, Mollwitten, Klein Sausgarten, Serpallen and all towns which began the game in French control. 13.2.4 Coalition Decisive: Kill or capture the Emperor of the French. 13.2.5 Coalition Overwhelming: Be the last to occupy all towns on the map except Althoff and place two French Corps on Level 3 by the end of the scenario. Or if the French player admits defeat any time prior to the end of the scenario. 13.2.6 Coalition Victory: Place one French Corps on Level 3 and control Schmoditten, Kutschitten and Lampasch by the end of the scenario.

    NOTE: Be it known that if both players can claim an equivalent Level of victory then neither is considered to have won.

    OPTIONAL VICTORY POINTS CHART Coalition Decisive Victory -20 or less *

    Coalition Victory -19 to -13

    Coalition Tactical Victory -12 to -5

    Draw -4 to 3

    French Tactical Victory 4to 13

    French Victory 14 to 25

    French Decisive Victory 26 + *

    * Denotes that the winning side must have fewer casualties than the other. If Napolon is killed or captured, move the Victory Level two levels in favour of the Coalition. NOTE: The above victory point schedule has not been fully play tested.

    13.3 French Deployment Set up first. Deploy in the Church (includes graveyard), or adjacent.

    Le Grande Arme Staff and Escort Empereur des Franais Napolon, Roi dItalie Marchal Berthier, Louis Alexandre, Prince de Neuchtel, Ministre dGuerre, Major Gnral de lArme Gnral de Division Rapp, Jean Escadron dEscort : Chasseurs cheval de la garde

    3e Division dInfanterie, IVe Corps dArme 18e Rgiment dinfanterie de ligne (- 7 incrments)

    Artillerie de La Garde 1er Compagnie/Artillerie cheval de la garde 2e Compagnie/Artillerie cheval de la garde 3e Compagnie/Artillerie cheval de la garde 4e Compagnie/Artillerie cheval 5e Compagnie/Artillerie cheval

    Deploy within 2 hexes of the Heilsburg road, but within 3 hexes of the Church.

    Garde Impriale Marchal Bessires, Jean Baptiste, Colonel-General de la Garde Cheval

    Division dInfanterie de La Garde Gnral de Brigade Souley, Jrme

    1er Rgiment de Grenadiers pied de la garde

    1er Rgiment de Chasseurs pied de la garde 2e Rgiment de Grenadiers pied de la garde 2e Rgiment de Chasseurs pied de la garde

    Deploy within 2 hexes of G.

    Division de Cavalerie de La Garde Gnral de Division Walter, Frderic Henri

    Grenadiers cheval de la garde Chasseurs cheval de la garde Escadron de Mameluks

    Deploy within 2 hexes of Rothenen. Cavalerie de la Reserve

    Marchal Murat, Joachim, Grand-duc de Berg, Prince de LEmpire

    1re Division de Dragons Gnral de Division Klein, Dominique Louis Alexander

    1er Rgiment de Dragons 2e Rgiment de Dragons 4e Rgiment de Dragons 14e Rgiment de Dragons Compagnie 2/2e Rgiment dartillerie Cheval

    2e Division de Dragons Gnral de Division Grouchy, Emmanuel Marquis de

    3e Rgiment de Dragons 6e Rgiment de Dragons 10e Rgiment de Dragons 11e Rgiment de Dragons Compagnie 2/2e Rgiment dartillerie cheval

    3e Division de Dragons Gnral de Division Milhaud, Edouard Jean Baptiste

    5e Rgiment de Dragons 8e Rgiment de Dragons 9e Rgiment de Dragons 12e Rgiment de Dragons 16e Rgiment de Dragons 21er Rgiment de Dragons Compagnie 3/2e Rgiment dartillerie cheval

    2e Division de Grosse Cavalerie Gnral de Division dHautpoul, Jean Joseph Ange

    1er Rgiment de Cuirassiers 5e Rgiment de Cuirassiers 10e Rgiment de Cuirassiers 11e Rgiment de Cuirassiers Compagnie 4/2e Rgiment dartillerie cheval

    Deploy within 3 hexes of F. Cavalerie Lgre Brigade de Cavalerie Lgre, IVe Corps dArme

    Aide-de-Camp IV Corps (Gnral de Brigade Guyot, Etienne) 8e Rgiment de Hussards

  • La Bataille de Preussich-Eylau 12

    16e Chasseurs Cheval 22e Chasseurs Cheval

    Brigade de Cavalerie Lgre, VIe Corps dArme Aide de Camp VI Corps (Gnral de Brigade Colbert de Chabanais, Auguste Franois Marie)

    3e Rgiment de Hussards 10e Chasseurs Cheval

    Brigade de Cavalerie Lgre, VIIe Corps dArme Aide de Camp VII Corps (Gnral de Brigade Durosnel, Antoine Jean Auguste Henri)

    7e Chasseurs Cheval 20e Chasseurs Cheval

    Brigade de la Division de Cavalerie Lgre Aide de Camp Lasalle (Gnral de Brigade Bruyres, Pierre Joseph)

    1er Rgiment de Hussards 13e Chasseurs Cheval

    Deploy within 4 hexes of the Chteau. IVe Corps dArme

    Marchal Soult, Nicolas Jean de Dieu 2e Division dInfanterie

    Gnral de Division Leval, Jean Franois 24e Rgiment dinfanterie lgre 4e Rgiment dinfanterie de ligne 28e Rgiment dinfanterie de ligne 46e Rgiment dinfanterie de ligne 57e Rgiment dinfanterie de ligne 13e Compagnie/5e Rgiment dartillerie 17e Compagnie/5e Rgiment dartillerie

    Deploy within any town hex of Eylau.

    IVe Corps dArme 3e Division dInfanterie

    Gnral de Division Legrand, Claude Juste Alexander 26e Rgiment dinfanterie lgre 75e Rgiment dinfanterie de ligne Tirailleurs du Po Tirailleurs du Corse 14e Compagnie/5e Rgiment dartillerie pied 15e Compagnie/5e Rgiment dartillerie pied Compagnie 3/5e Rgiment dartillerie pied Compagnie 4/5e Rgiment dartillerie pied

    Deploy within 2 hexes of VII.

    VIIe Corps dArme Marchal Augereau, Pierre Franois Charles

    1er Division dInfanterie Gnral de Division Desjardins, Jacques Jardin dit

    16e Rgiment dinfanterie lgre 14e Rgiment dinfanterie de ligne 44e Rgiment dinfanterie de ligne 105e Rgiment dinfanterie de ligne 4e Compagnie/3e Rgiment dartillerie pied Compagnie 2/6e Rgiment dartillerie cheval

    2e Division dInfanterie Gnral de Division Heudelet de Bire, Etienne

    7e Rgiment dinfanterie lgre 24e Rgiment dinfanterie de ligne 63e Rgiment dinfanterie de ligne 3e Compagnie/3e Rgiment dartillerie pied 5e Compagnie/3e Rgiment dartillerie pied Compagnie 2/6e Rgiment dartillerie cheval

    Deploy within 3 hexes of SH.

    IVe Corps dArme 1re Division dInfanterie

    Gnral de Division Saint-Hilaire, Louis Vincent Joseph le Blond 10e Rgiment dinfanterie lgre 36e Rgiment dinfanterie de ligne 43e Rgiment dinfanterie de ligne 53e Rgiment dinfanterie de ligne 12e Compagnie/5e Rgiment dartillerie pied 16e Compagnie/5e Rgiment dartillerie pied

    13.4 Russian Deployment Set up second. In Anklappen Russian Imperial Army Staff

    General der Kavallerie Bennigsen, Levin Augustus Theophile General-leitenant Prince Bagration, Peter Ivanovich

    Deploy within 3 hexes of III. Grand Battery of the Right Wing

    Prussian Reserve Battery 8 Prussian Reserve Battery 34 Prussian Reserve Battery 37 Prussian Reserve Battery 39 Russian Horse Battery 2 x Russian Heavy Batteries

    Deploy within 2 hexes of II. Grand Battery of the Center

    6 x Russian Heavy Batteries 3rd Jaeger Regiment 20th Jaeger Regiment

    Deploy within 1 hex of I. Grand Battery of the Left

    3 x Russian Heavy Batteries

    Deploy within 1 hex of Anklappen. Reserve Artillery Park

    General Resvoi, Dmitry Petrovich 6 x Russian Horse Batteries

    The Right Wing General-Leitenant Tuchkov I, Nicholas Alexeievich

    Deploy within 3 hexes of T. 5th Division

    General-Leitenant Tuchkov I, Nicholas Alexeievich Permskii Musketeer Regiment Mogilevskii Musketeer Regiment

  • Clash of Arms Games 13

    Sievskii Musketeer Regiment 24th Jaeger Regiment 25th Jaeger Regiment 2 x 5th Division Light Batteries

    Markov Detachment Pskovskii Musketeer Regiment Azovskii Musketeer Regiment Markov Detachment Light Battery

    Deploy within 3 hexes of Schmoditten. Markov Detachment

    General-Major Markov I, Alexander Ivanovich Belozerskii Musketeer Regiment Polotskii Musketeer Regiment Grodnenskii Hussars Markov Detachment Light Battery

    The Center Wing General-Leitenant Sacken von der Osten, Fabien Vilielmovich

    Deploy within 3 hexes of E. 8th Division

    General-Leitenant Essen III, Peter Kirillovich Moscovskii Grenadier Regiment Shlisselburgskii Musketeer Regiment Staroingermanlandskii Musketeer Regiment Archangelogorodskii Musketeer Regiment Podolskii Musketeer Regiment 7th Jaeger Regiment 3 x 8th Division Light Batteries

    Deploy between I and II (at least 2 hexes from each; but no more than 5). 3rd Division

    General-Leitenant Sacken von der Osten, Fabien Vilielmovich Tavricheskii Grenadier Regiment Litovskii Musketeer Regiment Koporskii Musketeer Regiment Muromskii Musketeer Regiment Chernigovskii Musketeer Regiment Dneprovskii Musketeer Regiment 21st Jaeger Regiment 3 x 3rd Division Light Batteries

    The Left Wing General-Leitenant Graf Osterman-Tolstoi, Alexander Ivanovich

    Deploy within 3 hexes of I. 2nd Division

    General-Leitenant Graf Osterman-Tolstoi, Alexander Ivanovich St. Petersburgskii Grenadier Regiment Pavlovskii Grenadier Regiment Rostovskii Musketeer Regiment Eletskii Musketeer Regiment 2 x 2nd Division Light Batteries

    Deploy within 1 hex of Serpallen. Baggovout Detachment

    General-Major Baggavout, Charles Fedorovich Staroskolskii Musketeer Regiment Kostromskii Musketeer Regiment 1st Jaeger Regiment 4th Jaeger Regiment Iziomskii Hussars Aleksandrskii Hussars

    Olviopolskii Hussars Polskii Lancers 3 x Baggovout Det. Light Batteries

    The Reserve Deploy within 1 hex of 4.

    4th Division General-Major Somov, Andrei Andreievich

    Tulskii Musketeer Regiment Tenginskii Musketeer Regiment Navaginskii Musketeer Regiment Tobolskii Musketeer Regiment 2 x 4th Division Light Batteries

    Deploy within 1 hex of D. 7th Division

    General-Leitenant Dochtorov, Dimitri Sergeievich Ekaterinoslavskii Grenadier Regiment Vladimirskii Musketeer Regiment Voronezhskii Musketeer Regiment Muscovskii Musketeer Regiment 5th Jaeger Regiment 2 x 7th Division Light Batteries

    Deploy within 2 hexes of K. 14th Division

    General Graf Kamenski II, Nicholas Mikhailovich Ryanzanskii Musketeer Regiment Uglitskii Musketeer Regiment Sofiiskii Musketeer Regiment 23rd Jaeger Regiment 26th Jaeger Regiment 2 x 14th Division Light Batteries

    Deploy on or adjacent to the Konigsberg road but within 10 hexes of Anklappen. Cavalry of the Right Wing

    General-Major Korpf, Fedor Karlovich Ordenskii Cuirassiers Ekaterionoslavskii Cuirassiers Sumskii Hussars Pskovskii Dragoons Kievskii Dragoons Rizheskii Dragoons Kazanskii Dragoons Liflyndskii Dragoons Sissoiev Cossacks Malachov Cossacks

    Deploy within 3 hexes of Anklappen. Cavalry of the Center Wing

    General-Leitenant Prince Golitsin V, Dimitri Vladimirovich Lieb Cuirassiers Elisavetgradskii Hussars Pavlogradskii Hussars Korgopolskii Dragoons St. Petersburgskii Dragoons Ingermanlandskii Dragoons Andronov Cossacks Kisselev Cossacks

  • La Bataille de Preussich-Eylau 14

    Deploy within 8 hexes of Klein Sausgarten but within 7 hexes of K.

    Cavalry of the Left Wing General-Major Pahlen III, Peter Petrovich von der

    Malorossiskii Cuirassiers Litovskii Lancers Kurlyandskii Dragoons Finlyndskii Dragoons Mitavskii Dragoons Moskovskii Dragoons

    Deploy within 3 hexes of Klein Sausgarten.

    Don Cossacks Ataman of the Don Cossacks Platov, Matthew Ivanovich

    Papuzin Cossacks Ilovaisky Cossacks Grekov Cossacks Efremov Cossacks

    13.5 French Reinforcements 9:00 AM Enter on the Bartenstein Road.

    IIIe Corps dArme Brigade de Cavalerie Lgre

    Aide de Camp III Corps (Gnral de Brigade Marulaz, Jacob Franois Marola dit)

    1er Chasseurs Cheval 12e Chasseurs Cheval

    9:40 AM Enter at the edge of the map, between Mollwitten and the Bartenstein road.

    IIIe Corps dArme Marchal Davout, Louis Nicholas

    2e Division dInfanterie Gnral de Division Friant, Louis

    33e Rgiment dinfanterie de ligne 48e Rgiment dinfanterie de ligne 108e Rgiment dinfanterie de ligne 2e Compagnie/7e Rgiment dartillerie pied

    10:20 AM Enter at the edge of the map, between Mollwitten and the Bartenstein road (or at least one turn after the arrival of Davout).

    IIIe Corps dArme 1re Division dInfanterie

    Gnral de Division Morand, Charles Antoine Louis Alexis 13e Rgiment dinfanterie lgre 17e Rgiment dinfanterie de ligne 30e Rgiment dinfanterie de ligne 51e Rgiment dinfanterie de ligne 61e Rgiment dinfanterie de ligne 1er Compagnie/7e Rgiment dartillerie pied 4e Compagnie/7e Rgiment dartillerie pied

    Compagnie 14e /7e Rgiment dartillerie pied 1er Compagnie/5e Rgiment dartillerie cheval

    11:40 AM Enter at the edge of the map, between Mollwitten and the Bartenstein road (or at least two turns after the arrival of Morand).

    IIIe Corps dArme 3e Division dInfanterie

    Gnral de Division Gudin de la Salblonniere, Charles Etienne 12e Rgiment dinfanterie de ligne 21e Rgiment dinfanterie de ligne 25e Rgiment dinfanterie de ligne 85e Rgiment dinfanterie de ligne (1er Bataillon only) 3e Compagnie/7e Rgiment dartillerie pied Compagnie 15e /7e Rgiment dartillerie pied

    3:20 PM Enter on the western edge of the map, within 25 hexes of Althoff.

    Division de Cavalerie Lgre Gnral de Division Lasalle, Antoine Charles Louis

    5e Rgiment du Hussards 7e Rgiment du Hussards 11e Chasseurs Cheval 2e Bavaria Chevau-Lgers Rgiment, Koenig 20e Rgiment de Dragons 26e Rgiment de Dragons

    5:40 PM Enter on the western edge of the map, within 5 hexes of Althoff (or at least 1 turn after the arrival of Lasalle).

    VIe Corps dArme Marchal Ney, Michel

    1re Division dInfanterie Gnral de Division Marchand, Jean Gabriel

    6e Rgiment dinfanterie lgre 39e Rgiment dinfanterie de ligne 9e Compagnie/1er Rgiment dartillerie pied 1er Compagnie/2e Rgiment dartillerie cheval

    6:20 PM Enter on the western edge of the map, within 5 hexes of Althoff (or at least 1 turn after the arrival of Ney).

    VIe Corps dArme 2e Division dInfanterie

    Gnral de Division Gardanne, Gaspard Amde 25e Rgiment dinfanterie lgre 27e Rgiment dinfanterie de ligne 50e Rgiment dinfanterie de ligne 59e Rgiment dinfanterie de ligne 10e Compagnie/1er Rgiment dartillerie pied 11e Compagnie/1er Rgiment dartillerie pied

  • Clash of Arms Games 15

    13.6 Hohenzollern Reinforcements 12:40 PM Enter within 5 hexes of Althoff, on either edge of the map. Avant-Garde Brigade

    Generalmajor von Auer, Johann Kasimir 1st Battalion, Auer Dragoons 2nd Battalion, Auer Dragoons Bredow Horse Battery

    1:00 PM Enter within 5 hexes of Althoff, on either edge of the map (or at least 1 turn after the arrival of the Avant Garde). Hohenzollern Detachment

    General Lieutenant von lEstocq, Anton Wilhelm Oberst Johann David von Scharnhorst

    Brigade Rembow Generalmajor von Rembow, Michael Szabrszinski

    Towarczys Uhlanen (Lancers) Viborgskii Musketeer Regiment (Russian)

    Shoening Musketeer Regiment Decker Horse Battery

    1:20 PM Enter within 5 hexes of Althoff, on either edge of the map (or at least 1 turn after the arrival of lEstocq). Brigade Diericke

    Generalmajor von Diericke, Christoph Friedrich Otto Fabecky Grenadier Battalion Schliessen Grenadier Battalion* Stutterheim Fusilier Battalion* Reuchel Musketeer Regiment Baczko Dragoons Wagenfeld Cuirassiers Rentzel Horse Battery

    * If either of these two battalions is brought on the map, (Coalition player option) then all of the French VI Corps units and LaSalles Light Cavalry Division units arrival times are advanced by one hour. If these battalions are not brought on the map they will enter the turn directly ahead of the arrival of the first units of LaSalles division.

    14.0 SCENARIO FIVE: LA BATAILLE DE PREUSSISCH-EYLAU

    The scenario begins with the February 7, 1807, 2:00 PM turn and plays to the end of the 10:00 PM turn. Play resumes with the February 8, 1807, 7:00 AM turn and concludes with the end of the 10:00 PM turn. If it is agreeable to both players, this scenario may be continued through February 9 under the same victory and suspension of action rules described below.

    14.1 Scenario Rules 14.1.1 Weather: All turns on February 7 have Clear weather. Do not roll for weather. On all February 8 game turns, roll for weather as directed in Scenario Four. On February 9 subtract 2 movement points from the printed Movement Potential of infantry and foot artillery;

    subtract 4 movement points from the printed Movement Potential of cavalry and horse artillery, otherwise there are no ill effects from the thaw. 14.1.2 Special Rules: All of the rules in Scenario One apply to Scenario Five during the February 7 turns, except that units which rout beyond the perimeter defined in Scenario One may be rallied and return to play. Units forced to exit the map may not return until the 7:40 AM game turn on February 8. They will re-enter the map on the road closest to the hex they exited from, in Good Order and with half their casualties recovered (round fractions down). 14.1.3 Combat: No combat is permitted between enemy units after the 8:00 PM game turn on February 7, and no combat is permitted between enemy units before the 7:40 AM game turn on February 8. Units may still maneuver on the map during these turns. 14.1.4 Disengagement Phase: The Disengagement Phase is performed just before the 8:20 PM Maneuver Segment. Running from North to South both players withdraw any units one hex, according to the Retreat Priorities in the standard rules, which are adjacent to enemy units. This is done simultaneously so that the concerned units are now 2 hexes apart. This may trigger displacement. However, this does not trigger Opportunity Reactions. Units may not disengage into an enemy zone of influence. The presence of a friendly unit negates an enemy zone of influence for disengagement purposes. At the end of the disengagement phase units which are surrounded by enemy units and/or enemy zones of influence surrender and are removed from play. Their loss does count for Victory Point purposes. Then players determine who is in possession of each village. Next the player that does not possess Eylau withdraws 6 hexes from each enemy controlled village. The player that controls Eylau may not move during the 8:20 PM turn, to allow the other player to withdraw. The withdrawing player must retreat by the fastest route possible selecting the least costly terrain to move through. He must use the full movement potential of his units when conducting this withdrawal. Units in a village that are not contested are not required to withdraw. However, the side that does not own the village must retreat 6 hexes from the village in question. If a village is contested, that is both sides have units in the village, then both sides must move at least 3 hexes from that village. Units failing to withdraw the required number of hexes stated above are placed in Disorder at the end of the 8:40 PM Maneuver Segment. Prior to the start of the 7:00 AM game turn on February 8th or 9th, all infantry and cavalry units regain half of the casualties inflicted upon them the day before, rounded up. However units with only one loss still retain that loss. Artillery losses are not replaced, and dead leaders remain dead. Of course if Barclay de Tolly is not killed he remains in the game. In

    addition the 18th Ligne receives a further 5 increments. 14.1.5 Artillery Ammunition All ammunition fired by artillery units is considered to have been replaced during the night. However AAWs are not

    replaced. Some batteries may have to share ammo. NOTE: Artillery Ammunition only applies to the Rglements de

    lAn XXX.

    14.2 French Deployment Set up second. All units set up as per Scenario One.

    14.3 Russian Deployment Set up first. All units set up as per Scenario Four if no position is given for them in Scenario One.

    14.4 Victory Conditions These are the same as Scenario Four.

    14.5 Victory Locations At the start of the February 7, 2:00 PM game turn the Coalition Forces control all Victory Point locations except the French Depot hexes.

  • La Bataille de Preussich-Eylau 16