Copyright © Decision Games, 2006.
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.
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).
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.
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 |
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 |
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 |
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 |
Hex,
1st Day |
Hex,
3rd Day |
Strength
/Type |
Designation |
---|---|---|---|
Absent | 0314 | 9-4 | 1 |
Absent | 0315 | 8-4 | 2 |
Absent | 0215 | 8-4 | 3 |
The French Player is the First Player in all Scenarios. His Player-Turn is first in each Game-Turn (see 14.32).
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.
The Allied Player controls all Prussian, Austrian. Russian and Swedish units.
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.
The Owning Player may enter his reinforcements onto the map at any time during his Movement Phase.
Once a unit has entered the map, it may move and engage in combat freely, just as any other unit already present.
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.
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).
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.
Strength
/Type |
Designation |
---|---|
8-4 | 9 |
Strength
/Type |
Designation |
---|---|
8-4 | 32 |
7-4 | 24 |
7-4 | 14 |
Strength
/Type |
Designation |
---|---|
8-4 | 1Gd |
Strength
/Type |
Designation |
---|---|
12-4 | 3 |
11-4 | 4 |
12-4 | 5 |
11-4 | 6 |
4-6c | 1 |
Strength
/Type |
Designation |
---|---|
10-4 | 2/I |
10-4 | 3/1 |
Strength
/Type |
Designation |
---|---|
7-4 | 10 |
7-4 | 25 |
6-6c | Sack |
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 |
Strength
/Type |
Designation |
---|---|
11-4 | 1Gd |
11-4 | 2Gd |
Strength
/Type |
Designation |
---|---|
12-4 | 16 |
9-4 | 13 |
14-4 | 12 |
14-4 | 6 |
Strength
/Type |
Designation |
---|---|
8-4 | 21 |
7-4 | 24 |
7-4 | 26 |
7-4 | 27 |
Strength
/Type |
Designation |
---|---|
9-4 | 1 |
8-4 | 2 |
8-4 | 3 |
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.
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.
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.
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.
Allies | French | |
---|---|---|
Game-Turns 1-5 | 80 | 100 |
Game-Turns 6-11 | 120 | 110 |
Game-Turns 12-20 | 160 | 110 |
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.
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.
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.
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.