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The Battle of Nations

The Encirclement at Leipzig
16-19 October 1813

Exclusive Rules

Copyright © Decision Games, 2006.

Contents

[12.0] Introduction

The Battle of Nations is an operational level simulation of the battle between Napoleon's Grande Armee and four Allied armies (the Army of the North, the Army of Poland, the Army of Silesia, and the Army of Bohemia), which occurred on October 16-19, 1813, near the town of Leipzig in Saxony. Also known as the Battle of Leipzig, the 1813 contest saw the French surrounded and defeated by the combined forces of Prussia, Austria, Sweden and Russia in the largest and most decisive battle of the Napoleonic Era.

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[13.0] The Scenarios

There are actually three different versions of the Battle of Nations game; the First Day (October 16), the Third Day (October 18), and the Grand Battle game, which simulates the entire course of the battle. Each of these versions is called a Scenario and each Scenario constitutes a distinct game. The three Scenarios share the same rules and Victory Conditions, but are differentiated by Game Length, Initial Deployment and Reinforcement Schedules. The First Day Scenario begins on Game-Turn One and ends on Game-Turn Five. The First Day Initial Deployment and Reinforcements through Game-Turn Five are used when playing the First Day Scenario. The Third Day Scenario begins on Game-Turn Thirteen and ends on Game-Turn Twenty. The Third Day Initial Deployment is used when playing the Third Day Scenario. The Grand Battle Game begins on Game-Turn One and ends on Game-Turn Twenty. The First Day Initial Deployment and Reinforcements for Game-Turns One through Twenty are used when playing the Grand Battle Game (the Third Day Initial Deployment is ignored when playing the Grand Battle Game). At the end of the last Game-Turn of the specific Scenario in play, the game is ended and the Players refer to the Victory Conditions to determine the victor (see 17.0).

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[14.0] Initial Deployment and Reinforcement Chart

The Initial Deployment Chart specifies where units should be set-up on the map sheet prior to the First Game-Turn of the Scenario in play. Units marked `absent` are not initially deployed, and enter the game as reinforcements. These reinforcements are specified on a Turn by Turn basis on the Reinforcement Chart (15.5). The rules governing the introduction of reinforcements are located in Case 15.0.

On the Initial Deployment Chart, a `c` following the unit's Strength-Type means the unit is cavalry. All other unspecified units are infantry. There are no artillery units in the game. Note that two Initial Deployments are given; one for the First Day and Grand Battle Scenarios and a different Initial Deployment for the Third Day Scenario. Note also that certain units are listed as `destroyed` on the Third Day Initial Deployment. These units are not placed on the map or brought into play when playing the Third Day Scenario. They are, however, considered eliminated for demoralization and Victory Conditions for that Scenario.

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[14.1] French Army

Hex,
1st Day
Hex,
3rd Day
Strength
/Type
Designation
2315 1914 8-4 4
2314 2015 8-4 5
2313 2016 8-4 6
0518 1214 8-4 8
0614 1315 7-4 11
0917 1726 4-4 12
0817 1725 5-4 15
0717 1624 4-4 38
2313 1812 7-4 10
2311 1813 7-4 16
2210 1814 7-4 19
0819 1013 11-4 20
0921 destroyed 11-4 21
1018 1014 11-4 22
2316 destroyed 8-4 26
0310 1918 6-4 27
1712 1716 5-4 51
1811 1816 5-4 52
1810 1817 5-4 53
0809 1609 8-4 31
0709 1610 8-4 35
0708 1710 7-4 36
0607 1811 7-4 39
1522 1125 6-4 Prov
1918 destroyed 4-4 Prov
1715 1615 15-5 1Gd
1714 1715 15-4 2Gd
1913 1421 16-4 1YGd
1813 1714 15-4 2YGd
1914 1521 15-4 3YGd
1814 1614 16-4 4YGd
1713 1713 8-6c Gd
1915 1613 6-6c I
0507 1410 4-6c II
1322 1216 5-6c III
2115 1717 3-6c IV
2012 destroyed 5-6c V
Absent 1215 8-4 9
Absent 1217 8-4 32
Absent 1113 7-4 24
Absent 1212 7-4 14

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[14.2] Prussian Army

Hex,
1st Day
Hex,
3rd Day
Strength
/Type
Designation
0591 destroyed 8-4 AvGd
0429 0918 8-4 1
0330 0817 5-4 2
0230 0919 804 7
0131 0921 6-4 8
2516 2612 10-4 9
2515 2613 10-4 10
2615 2614 10-4 11
2614 2615 10-4 12
Absent 0607 12-4 3
Absent 0507 11-4 4
Absent 0406 12-4 5
Absent 0405 11-4 6
Absent 0809 4-6c 1
Absent 2611 8-4 1Gd

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[14.3] Austrian Army

Hex,
1st Day
Hex,
3rd Day
Strength
/Type
Designation
2720 2317 8-4 1/Ii
2619 destroyed 12-4 2/II
2029 2422 9-4 2/Iii
2030 242 9-4 3/Iii
2605 2306 12-4 2/Iv
2504 2406 12-4 3/Iv
2820 2318 12-4 Gren
2920 2319 12-4 DioB
2303 2003 5-6c Res
2912 2510 12-4 1Gr
2913 2509 12-4 2Gr
2511 2609 6-6c Pahl
Absent 2105 10-4 2/I
Absent 2205 10-4 3/I

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[14.4] Russian Army

Hex,
1st Day
Hex,
3rd Day
Strength
/Type
Designation
2710 507 6-4 5
2709 destroyed 5-4 14
2514 508 6-4 3
2513 destroyed 6-4 4
Absent 1119 7-4 10
Absent 1018 7-4 25
Absent 1019 6-6c Sack
Absent 0717 7-4 7
Absent destroyed 5-4 18
Absent 0715 5-4 9
Absent 0716 6-4 15
Absent 0615 6-4 8
Absent 0616 7-4 22
Absent 0718 8-4 11
Absent 0617 9-4 17
Absent 0518 6-6c StPr
Absent 0409 8-4 21
Absent 0309 7-4 24
Absent 0308 7-4 26
Absent 0207 7-4 27
Absent 2511 11-4 1Gd
Absent 2512 11-4 2Gd
Absent 2506 12-4 16
Absent 2505 9-4 13
Absent 2604 14-4 12
Absent 2603 14-4 6

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[14.5] Swedish Army

Hex,
1st Day
Hex,
3rd Day
Strength
/Type
Designation
Absent 0314 9-4 1
Absent 0315 8-4 2
Absent 0215 8-4 3

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[14.6] Player Sequence

[14.61]

The French Player is the First Player in all Scenarios. His Player-Turn is first in each Game-Turn (see 14.32).

[14.62]

The French Player has no Movement Phase on the First Game-Turn of any Scenario. French units may not be moved during the First Game-Turn of any Scenario, except as a result of combat. The French Movement Phase is reinstated on the Second and all subsequent Game-Turns of a given Scenario.

[14.63]

The Allied Player controls all Prussian, Austrian. Russian and Swedish units.

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[15.0] Reinforcements

General Rule:

Players may receive reinforcements according to the Reinforcement Charts (15.5). These reinforcements are placed on the edge of the hex indicated on the Chart. Reinforcement units arrive during the Player's Movement Phase of the Game-Turn indicated. If reinforcements' entry hexes are occupied or controlled by an Enemy unit, the reinforcements are delayed one Game-Turn. After the one Turn delay, the reinforcement units arrive at the nearest unblocked road hex on the same map edge as their original entry hex.

Cases:

[15.1]

The Owning Player may enter his reinforcements onto the map at any time during his Movement Phase.

[15.2]

Once a unit has entered the map, it may move and engage in combat freely, just as any other unit already present.

[15.3]

Each reinforcing unit expends one Movement Point to be placed on the entry hex. Units may exceed the stacking restriction when entering the map as long as they conform to the stacking limit (one unit per hex) by the end of the Movement Phase.

[15.4]

Units may never voluntarily leave the map. Units which are forced off the map by combat are considered eliminated for Demoralization and Victory determination purposes (see 17.0).

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[15.5] Reinforcement Chart

Reinforcements may not enter the map in Enemy controlled hexes. They may not enter the map if their specified entry hex is occupied. Instead, they are delayed one Turn and appear at the nearest unblocked road hex on the same map edge.

[15.51] French Army

Appearing on Game-Turn Five on hex 0117:
Strength
/Type
Designation
8-4 9
Appearing on Game-Turn Seven on hex 0117:
Strength
/Type
Designation
8-4 32
7-4 24
7-4 14

[15.52] Prussian Army

Appearing on Game-Turn Three on hex 2915:
Strength
/Type
Designation
8-4 1Gd
Appearing on Game-Turn Twelve on hex 0103:
Strength
/Type
Designation
12-4 3
11-4 4
12-4 5
11-4 6
4-6c 1

[15.53] Austrian Army

Appearing on Game-Turn Eleven on hex 2901:
Strength
/Type
Designation
10-4 2/I
10-4 3/1

[15.54] Russian Army

Appearing on Game-Turn One on hex 0131:
Strength
/Type
Designation
7-4 10
7-4 25
6-6c Sack
Appearing on Game-Turn Three on hex 0125:
Strength
/Type
Designation
7-4 7
5-4 18
5-4 9
6-4 15
6-4 8
7-4 22
8-4 11
9-4 17
6-6c StPr
Appearing on Game-Turn Three on hex 2915:
Strength
/Type
Designation
11-4 1Gd
11-4 2Gd
Appearing on Game-Turn Twelve on hex 2901:
Strength
/Type
Designation
12-4 16
9-4 13
14-4 12
14-4 6
Appearing on Game-Turn Twelve on hex 0108:
Strength
/Type
Designation
8-4 21
7-4 24
7-4 26
7-4 27

[15.55] Swedish Army

Appearing on Game-Turn Twelve on hex 0117:
Strength
/Type
Designation
9-4 1
8-4 2
8-4 3

[15.56] Game Length

The First Day Scenario consists of Game-Turns One through Five. The Third Day Scenario consists of Game-Turns Thirteen through Twenty. The Grand Battle Scenario consists of Game-Turns One through Twenty. Game-Turns Six, Twelve and Eighteen are Night Game-Turns.

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[16.0] Special Rule

General Rule:

Due to distinct historical circumstances, the following Special Rule is an amendment to the Napoleon at War Standard Rules. Game turns 6, 12 and 18 are night game turns.

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[16.1] Night Withdrawal

During the Friendly Movement Phase of a Night Game-Turn, units may not enter Enemy controlled hexes. Units already in Enemy controlled hexes may, however, exit them. Note: This rule should be considered an amendment to Case 10.2 of the Standard Rules.

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[17.0] Demoralization and Victory Determination

General Rule:

Demoralization represents the cumulative effect of combat losses on army morale. Each army (French and Allied) is assigned a Demoralization Level for each Day. For each Game-Turn, the Demoralization Level assigned to an Army represents the cumulative Strength Point loss which triggers the demoralization of that army. When playing the Third Day Scenario, units listed as `destroyed` in the Initial Deployment do count toward Demoralization Levels.

Example: On Game-Turn Ten, the French Army is assigned a Demoralization Level of 110. If, anytime during the Tenth Game-Turn, the cumulative total of French Strength Points eliminated since the start of the Scenario reaches 110, the French Army is demoralized at the instant its Demoralization Level is reached.

Case:

[17.1] Demoralization Levels

Allies French
Game-Turns 1-5 80 100
Game-Turns 6-11 120 110
Game-Turns 12-20 160 110

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[17.2] Effect of Demoralization

At the instant either Player's Army is demoralized the game is ended and the Player owning the non-demoralized army is judged the victor.

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[17.3] Simultaneous Demoralization

If both Players' armies reach, or exceed, their respective Demoralization Levels at the same instant (possible by an `Exchange` Combat Result), the Phasing Player is automatically considered the victor.

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[17.4] No Demoralization

If neither Player's army is demoralized at the conclusion of the last Game-Turn of the particular Scenario in play, the game is considered a draw.

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[17.5] Line of Communications

At the end of the last Game-Turn of the Scenario in play, any French unit which cannot trace a Line of Communications to hex 2131 is considered eliminated for Demoralization and determination of Victory purposes. This Line of Communications must be a path of contiguous hexes free of Allied units or Allied Zones of Control leading from the unit to hex 2131. The Line of Communications may not be traced through an Allied controlled hex even if occupied by a French unit.

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