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Austerlitz

Battle of Three Emperors
2nd December 1805

Exclusive Rules

Copyright 2006, Decision Games and Decision Games

Contents

[1.0] Introduction

Austerlitz is a tactical level simulation of the battle. between the French Army under Napoleon, and the Austrian and Russian Armies under the Tsar Alexander of Russia. Known as the battle of the Three Emperors, it ended the War of the Third Coalition (1805) with the annihilation of the allied Army. It is noted as one of Napoleons greatest victories.

Game Scale:

Each hexagon on the map sheet represents 400 meters of real terrain from side to side. Each Game-Turn is equivalent to one hour of real time. The playing pieces represent the actual brigades and divisions that were at the battle.

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[4.0] General Course of Play

The game is played in turns. Each complete Game Turn represents one hour of elapsed lime. The game is thirteen Game-Turns in length. Each Game-Turn consists of two separate Phases. The Sequence of Play must proceed exactly as outlined; any action performed out of sequence is a violation of the rules.

[4.1] Sequence of Play Outline

1. Allied Player Turn

A. Allied Movement Phase: The Allied Player moves his units as desired.

B. Allied Combat Phase: The Allied Player executes any and all attacks against French units.

2. French Player Turn:

A. French Movement Phase: The French Player moves his units as desired.

B. French Combat Phase: The French Player executes any and all attacks against Allied units.

3. TURN RECORD: The Players advance the Game-Turn Marker one grade on the Turn Record. Repeat the Sequence of Play until thirteen complete Game-Turns have been played.

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[5.0] Movement

General Rule:

During the Movement Phase of his turn, a Player may move as many or as few of his units as he desires, moving them in any direction or combination of directions.

Procedure:

Units are moved by counting each hex that the unit enters as the expenditure of one Movement Point out of that units total Movement (point) Allowance. For example, a unit with a Movement Allowance of FOUR, could move as much as four hexes in a single Movement Phase,

Cases:

(A) No Enemy movement is allowed during Friendly movement.

(B) No attacks, enemy or Friendly, take place during the Movement Phase of a Players turn.

(C) Each hex moved into by a unit costs that unit Movement Points, A unit may not expend more Movement Points in any given Player-Turn than its total Movement Allowance. Basically, most hexes cost one Movement Point to enter. Often, however, the Movement Point cost to enter a hex is greater than one. See the terrain Effects Chart for a full explanation of the various Entry Costs of different types of terrain.

(D) Movement from hex to hex must be consecutive, that is to say a unit may not skip hexes.

(E) Units may move through or into hexes occupied by Friendly units. They may NOT move through or into hexes occupied by Enemy units.

(F) Units may end their movement in the same hex as other Friendly units providing that the number of units in the hex does not exceed the Stacking Limitations set for each side (See Stacking).

(G) In any given turn a Player may choose to move NONE. SOME or ALL of his units (consistent with the mules regarding Terrain and Zones of Control). Units may be moved LESS than their total Movement Allowance, but they may NEVER be moved MORE than their Movement Allowance in any one Movement Phase.

(H) Once a unit has been moved, and the Players hand is taken from the piece, it may not be moved any further during that Phase, nor may it change its move without the consent of the opposing Player.

(I) Movement Points are NOT transferable from unit to unit, nor may they be accumulated from turn to turn.

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[6.0] Zones of Control

Every unit controls the six hexagons directly adjacent to the one it occupies, with respect to Enemy movement and combat.

Cases:

(A) All units exert a Zone of Control at all times, whether or not it is that Player's turn.

(B) Friendly units are not inhibited in any way by the Zones of Control of other Friendly units.

(C) All units expend one additional Movement Point to enter an Enemy Zone of Control. This expenditure is in addition to any other movement cost due to the terrain of the entered hex.

(D) Infantry and Artillery units must stop upon entering an Enemy Zone of Control regardless of any unused portion of their Movement Allowance. Infantry and Artillery units may never voluntarily leave an Enemy Zone of Control. Once they enter an Enemy controlled hex, they may not leave that hex until the opposing unit(s) is eliminated or retreated, or their own retreat is dictated by the Combat Results Table.

(E) Cavalry units may leave an Enemy Controlled Hex by expending an additional two Movement Points to leave the hex. This expenditure is in addition to any other normal movement cost. Example - A cavalry unit moving directly from one Enemy Controlled hex to another Enemy Controlled hex in Clear terrain would expend a total of four Movement Points; one for the normal cost to enter the hex, one as an additional cost to enter an Enemy Zone of Control, and two additional for leaving an Enemy Controlled hex.

(F) More than One unit may exert a Zone of Control over the same hex.

(G) The overlapping of Zones of Control between non-adjacent units of opposing armies has no effect upon those units; only when the units themselves are actually in each other's Zones of Control does the Zone of Control rule apply.

(H) Zones of Control affect adjacent opposing units mutually.

(I) Zones of Control extend out of, but not into, towns, the Castle, and the Abbey. Units in towns, the Castle, or the Abbey are not required to attack any adjacent units. Units adjacent to Enemy units in towns, the Castle. or Abbey must attack.

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[7.0] Stacking

(more than one unit per hex).

General Rule:

Each Player has imitations on the number of units which may occupy one hex at one time. Any number of units may move through a hex, but only a limited number of units may end their movement in the same hex.

Cases:

(A) There is no additional Movement Point cost to move a unit into a hex occupied by other Friendly units.

(B) French Limitations: the French Player may have any number of units in a single hex but they may not have a total combined Combat Strength exceeding fifteen Strength Points, unless the hex is occupied by a single unit.

(C) Allied Limitations: the Allied Player may have as many units as he wishes in any given hex as long as the total Combat Strength of these units does not exceed ten Strength Points, unless the hex is occupied by a single unit.

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[8.0] Combat

General Rule:

Combat is resolved by comparing the total Combat Strength of the attacking unit(s) to that of the defending unit(s). The comparison is stated as a probability ratio: Attacker's Combat Strength to Defender's Combat Strength. The ratio is simplified to conform to the odds given on the Combat Resolution Table the ratio is always rounded off in favor of the defending unit(s) if it does not conform to the ratios given in the table (A die is rolled) and the result is read from the appropriate line of the table. The Attacking Player IMMEDIATELY takes the action indicated on the table before going on to resolve any other attacks he may be executing during that Combat Phase.

Example:

Two French Infantry units with a combined strength of EIGHT Combat Strength Points attack one Russian Cavalry unit (Combat Strength of THREE). The odds of the attack are EIGHT to THREE, which are then simplified (and rounded off in favor of the defender) to an odds-situation of TWO to ONE. The French Player rolls the die and looks at the results given under the 'TWO to ONE' column on the line indicated by the die-roll number. The result indicated takes effect IMMEDIATELY.

Cases:

(A) To engage an Enemy unit in combat, the attacking units must be adjacent to that Enemy unit during the Combat Phase of the Attacking Player's turn. (Exception: see ARTILLERY RULE.)

(B) All Enemy units which have Friendly units in their Zones of Control at the beginning of a Friendly Combat Phase must be attacked in that Friendly Combat Phase. The Attacking Player has the choice of resolving attacks in any order as long as all adjacent Enemy units are attacked. Demoralization does not remove this obligation to attack or be attacked.

(C) All Friendly units which are in the Zone of Control of Enemy units at the beginning of a Friendly Combat Phase must participate in an attack in that Friendly Combat Phase. The Attacking Player may choose which attacking units will attack each defending Unit, as long as all adjacent Friendly units participate in an attack. Demoralization does not remove this obligation to attack or be attacked.

(D) No defending unit may be attacked more than once per Player-Turn, nor may any attacking unit attack more than once per Player-Turn. When more than one unit is attacking a single defending hex, the Combat Strengths of the attacking Units are totaled into one combined Combat Strength and then compared to that of the defending unit(s) in order to determine the odds.

(E) When more than one unit is attacking a single defending hex, the Combat Strengths of the attacking Units are totaled into one combined Combat Strength, and then compared to that of the defending Units in order to determine the odds.

(F) A single attacking unit may make an attack against two or more defending units to which it is adjacent. The combat strength of the defenders is totaled into one combined strength against which the attacking unit compares its strength to determine the odds.

(G) Players may deliberately make attacks at poor odds in order that adjacent attacks against other defenders may be made at higher odds (by allotting most of the attacking force to the major objective). Such 'Suicidal' attacks at euphemistically called 'diversionary' attacks.

(H) The combat strength of a unit must be used as an integral whole. That is. It may not be split in order to apply some Strength Points to one attack and some to another.

(J) Units defending on certain types of terrain may have their Combat Strength increased or decreased by the terrain, i.e., units defending in villages have their Combat Strength tripled. etc. See Terrain Effects Chart.

(K) In situations where units do not have to attack an enemy in their zone of control e.g. Demoralized enemy units, or attacking out of buildings. Then where a unit opts to attack it must meet all the usual conditions above. That is if attacking any enemy unit in its zone of control then all enemy units in its zone of control must be attacked or be able to be attacked by a another friendly unit.

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[9.0] Combat Resolution

Explanation of Results

Attacks executed at greater than 6 to 1 are treated as 6 to 1.

Attacks executed at worse than 1 to 6 are treated as 1 to 6.

Ae = Attacker Eliminated: The attacking unit(s) is eliminated (destroyed) and is immediately removed from the map.

Ar = Attacker Retreats: The attacking unit(s) is immediately moved back one hex.

Ex = Exchange: The defending unit(s) is eliminated and the attacking unit(s) suffer a loss AT LEAST equal (in terms of Strength Points) to that of the Defenders unmodified printed strength. Only those attacking units directly involved in that particular attack may be used to make up this equal exchange of Strength Point losses. This will sometimes mean that one side will lose more Combat Strength Points than the other. Both side's losses are immediately removed from the map. A surviving attacking unit may then exercise the option to advance into the hex formerly occupied by the Defender. An 'Ar' result may be substituted for an 'Ex' at the attacker's option.

Dr = Defender Retreats: The defending unit(s) is immediately moved back one hex.

De = Defender Eliminated: The defending unit(s) is eliminated (destroyed) and is immediately removed from the map.

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[9.3] Retreat and Advance As A Result of Combat

Retreating and advancing due to combat does not count as an expenditure of Movement Points.

[9.31] Mandatory Retreat:

When units are forced to retreat, the victorious Player decides in which direction they will be retreated, within the following restrictions: Units may not retreat into Enemy Zones of Control, off the map, through Lake hexsides, or into Enemy occupied hexes. If no path of retreat is open to the retreating unit (aside from the forbidden hexes described above) then the retreating unit is ELIMINATED instead, and immediately removed from the map.

[9.32] Displacement

If the only hex available to the retreating unit is one which the unit could not normally move to because of stacking restrictions, then the involved unit is displaced (pushed out of its hex) by the retreating unit. The uninvolved unit is moved back as if it were retreating, and its position taken by retreating unit. The displaced unit itself not be forced into Enemy units or Zones Control or other prohibited hexes as in 9.31. If the displacement would cause the uninvolved unit to be eliminated in this fashion, the retreating unit is instead eliminated, and no displacement takes place. Displaced units can themselves displace other Friendly units in a of chain reaction of displacement, if that is only safe path of displacement open to them. Artillery units which are displaced, and have not yet engaged in combat during that combat Phase, may not fire in that Combat Phase. Units may not be forced to displace her friendly units if they have other paths of treat open to them.

[9.33] Optional Advance:

Whenever a hex is vacated as a result of combat, one victorious unit responsible for the enemy elimination or retreat may advance the vacated hex. This may be done even if victorious unit is still in an Enemy Zone and/or if the vacated hex is in an my Zone of Control. The option to advance must be exercised immediately. A unit is never forced to advance. A unit may never advance more than one hex as a result of combat. Advances are useful in cutting off the line of retreat of Enemy units whose combat has yet to be resolved. Advancing units may not participate in another attack or defense in the Combat Phase in which they advance, even if their advance places them next to Enemy units whose battles are yet to be resolved.

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[10.0] Artillery

General Rule:

Unlike Infantry and Cavalry units, Artillery units may participate in attacks by bombarding the defending unit. Artillery bombards a unit from two hexes distance Artillery units must participate in combat when adjacent to opposing units. In other words, artillery may participate in two types of attack, depending on their distance from the defending unit adjacent or two hexes distant). Unlike other units. Artillery units are never destroyed or forced to retreat when bombarding a unit, although they are affected by all combat results when they are adjacent to the unit being attacked.

Procedure:

Determine the odds of the attack in exactly the same fashion as any other attack. Alt results are applied in the same fashion, except that bombarding Artillery units (i.e., units firing from range or two hexes) are not affected by combat results. Thus, if an Exchange were the result, an attack solely by bombarding artillery, the defending unit would be eliminated, but the bombarding units would not be affected. Of course, other units co-operating with the bombarding Artillery units from an adjacent position including adjacent Artillery units) would be affected by combat results, and they would surfer the effects of an 'Exchange' result.

Cases:

(A) Artillery units may attack Enemy units which are two hexes away, but they are never forced to attack an Enemy unit merely because it is within two hexes. Artillery units muse participate in an attack if they are adjacent to an Enemy unit, although they would not necessarily have to attack an adjacent unit: some other Friendly unit could attack the adjacent Enemy unit, while the Artillery unit would be free to bombard another Enemy unit two hexes away. This might only be done if there were another Enemy unit within two

Hexes.

(B) Artillery units may attack atone, in concert with other Artillery units, or in concert with Infantry and/or Cavalry units. Artillery units may combine attacks from adjacent positions. and in the bombardment role of two hexes distance.

(C) When an attack fails, bombarding artillery (i.e., attacking from two hexes distant) suffer no ill effects: they are never destroyed or retreated as a result of their own failed attacks. Artillery units attacking from an adjacent position must suffer all the combat results of their attacks. Bombarding Artillery units may voluntarily elect to suffer an "Attacker Retreat" combat result. When cooperating with other, non-artillery units, these other units always suffer all combat results, no matter what the distance of the attacking artillery.

(D) Artillery units may only attack a single Enemy occupied hex when bombarding; when attacking from an adjacent position, artillery units may attack as many units as they are adjacent to.

(E) When artillery units themselves are attacked, they suffer all combat results as do all other units. Artillery units may not use their two-hex range in a defensive situation.

(F) Artillery units may fire over other intervening units (Enemy or Friendly), knoll hexes, and Town hexes in order to attack from two hexes distant.

(G) When a unit is destroyed or retreated by attacking artillery which is not adjacent to the defender, the attacking artillery may not advance.

(H) Artillery may fire through all types of hexsides.

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[11.0] Demoralization

If the losses on either side reach 70 Combat Strength Points, the forces on that side are demoralized immediately. Demoralization occurs at the instant losses reach 70 Combat Strength Points. Only one side may be demoralized: after one side reaches 70 Combat Strength Point Losses and becomes demoralized, the other side cannot be demoralized no matter what their subsequent losses.

Demoralized units do not have Zones of Control for the purposes of movement and retreat; however, they must observe Enemy Zones of Control. Demoralized units' Combat Strengths are cut in half (retaining fractions, for the purposes of attack and defense but retain their full strength for the purposes of an exchange(EX) combat result.

If, by freak chance, both sides should reach the 70 Strength Point loss level at exactly the same instant (through an "Ex" result) then the defending Player is considered to be demoralized.

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[12.0] Reinforcements

General Rule

At the very beginning of their respective Movement Phases of the second Game-Turn, each Player receives additional units.

The Allied Player receives;

one 13-3, one 10-5, one 8-3.

The French Player receives;

one 5-6, one 4-6, one 6-5, one 4-5, one 3-5, one 6-4.

Procedure:

At the beginning of the Allied Player's Movement Phase in the second Game-Turn, the Allied Player places his reinforcements on one or more of the entry hexes on the east edge of the map. At the beginning of the French Player's Movement Phase in the second Game-Turn, the French Player places his Reinforcements on one or more of the entry hexes on the west edge of the map.

Cases:

(A) The placement of a reinforcement unit in an entry hex expends one Movement Point of that unit's Movement Allowance. Reinforcements may be initially placed in violation of the stacking limits, but they must conform to stacking limits by the end of the Movement Phase.

(B) Reinforcements may move and participate in combat in the Player-Turn in which they enter the game.

(C) Reinforcements may not delay their appearance.

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