Napoléon - Columbia Games

Napoléon - Columbia Games
Napoléon
1.0 MAPBOARD
2.0 SEQUENCE OF PLAY
The mapboard depicts the areas of
The game is played in alternate Player
Belgium and France that were important Turns, beginning with a French [F] Turn,
to the Waterloo Campaign. Note these
then an Allied [A] turn. Black turns are
features:
night turns. The player taking a turn is
called the Active player; the opponent
Cities: three major cities (Brussels,
Ghent, and Liège) and many smaller that turn is the Enemy player. Each
towns of 1815 are shown. Units are Player Turn has three phases:
INTRODUCTION
Welcome to an exciting, fastpaced game simulating the famous
Waterloo Campaign of 1815. One player
commands the French army; the other
commands the Allied (Anglo-Dutch &
Prussian) armies. The main objective
of play is to defeat the enemy by
eliminating at least half of their army.
Average playing time is two (2) hours.
The map covers the historical
campaign area. Four major battles were
fought during this campaign, Ligny,
Quatre Bras, Wavre, and Waterloo.
Military units are represented by blocks
which provide elegant mechanics for Fog
of War and Step Reduction.
located on these cities and towns to
indicate position.
Roads: the lines connecting the
towns are roads. Major roads are
indicated by a thick line; minor
roads by a thin line. Units move
from one town to another along
these roads.
Rivers: the major rivers of the region
are shown in blue. These have
an effect on movement when
attacking.
Woods: the woods and forests shown
are decorative. They have no game
effect.
Borders: the Franco-Nederland border
is shown. Note also the AngloPrussian deployment line (small
broken brown line).
Time Record: A record of Turns is
printed on the mapboard, divided
into "F" (French) or "A" (Allied)
turns. The dark squares are Night
turns which have special restrictive
rules.
GAME EQUIPMENT
• Mapboard
• Battle Maps (2)
• Wood Blocks (58 + 12 Terrain)
• Order of Battle Cards (2)
• Dice (4)
• These rules
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2.1 MOVEMENT PHASE
The Active player conducts a quota of
Group Moves (see 5.1). Force-marches
are resolved after all movement.
2.2 BATTLE PHASE
Battles are created when the Active
player moves units into the same town
as enemy units. They are resolved on
tactical boards. Battles are fought over
an unlimited series of alternating Battle
Turns, Active Player first:
• MORALE: Determine morale for
engaged units at strength 1.
• COMBAT: Each unit may Move, Fire,
or Retreat as desired.
• REINFORCE: add new units to the
Reserve from adjacent towns.
The enemy player then takes a
Battle Turn. Alternating Battle Turns are
repeated until one side retreats or is
routed. Several battles may occur at the
same time. See: 6.1.
2.3 SUPPLY & DEFEAT
After all battles have been resolved,
players resolve Allied supply (French
turns only), then check to see if any
of the armies have been defeated.
Determine victory if relevant.
Version 4.0
Napoléon
3.0 UNITS
3.1 NATIONALITIES
The game contains 58 blocks (called
units). One label from the self-adhesive,
die-cut sheet must be attached to the
face of each unit:
NationalityBlock
FrenchBlue
PrussianBlack
Anglo-Dutch Red
Dutch units have orange centers. The
game also contains 12 Green blocks for
marking Terrain and Squares.
4.0 DEPLOYMENT
3.6 UNIT TYPES
3.61 Leaders
Each army has a leader:
The Allies deploy first, then the French
deploy. After initial deployments there
are no limits to the number of units
located in any town and deployment
boundaries are ignored.
French: Napoléon
Anglo-Dutch: Wellington
Prussians: Blücher
2
3
4 F1
4 F1
4
3
1
4
ST 2
4 F1
2
1
ST 3
4
ST 4
1
2
3
Leaders represent the
commander, staff, couriers, and an escort 4.1 ALLIED DEPLOYMENT
Allied units deploy at maximum
guard. They have a unique command
strength in towns of their choice, north
ability (8.0).
of the Franco-Nederland border. Anglo3.62 Infantry
Dutch units must deploy west of the
Units with a crossed
Anglo-Prussian Deployment line; Prussian
musket symbol. They
units must deploy east of that line. No
represent about 3,000
more than four (4) units can deploy in
men per step. Anglo3.2 FOG OF WAR
any town.
Dutch infantry are BR
Units stand upright, labels facing the
(British - includes KGL and Ha­­­noverian), 4.2 FRENCH DEPLOYMENT
owning player. This prevents players
NE (Nederland - Dutch and Belgian), and
from observing enemy unit types and
French units deploy at maximum
BK (Brunswick).
strengths until revealed in combat.
strength in any French towns, with a
maximum of twelve (12) units per town.
3.63 Cavalry
3.3 UNIT STRENGTH
Units with a crossed saber 4.3 HISTORICAL DEPLOYMENT
The current strength of a unit is the
symbol. They represent
number on its top edge when standing
The two Order of Battle (OB) cards
about 1,500 men per
upright. Strength determines how many
list the historical deployment locations
step. Heavy cavalry are
six-sided dice (d6) are thrown in combat.
of the various corps at the start of play.
generally rated F3, while Use these locations to play a "historical
For a unit at strength 3, roll 3d6.
Light cavalry are F2.
campaign" or as a guide to your own
3.4 STEP REDUCTION
deployment. Deploy some units in
3.64 Artillery
For each hit taken in combat, strength
adjacent towns to avoid overstacking.
Artillery units represent
is reduced by rotating the unit 90
collected batteries, each
degrees counter-clockwise. The diagram
step being 16 guns. There
below shows the same unit at strength
are two artillery types:
4-3-2-1.
Foot and Horse. Foot guns
move
like
infantry.
Horse guns move like
3
2
1
4 F1
cavalry, but have the unique ability to
Move and Fire.
4
ST 1
3.5 FIREPOWER
Firepower is indicated by the letter
"F" and a number, such as F1 or F2. The
number is the maximum roll that scores
a hit in combat.
3
TYPE
(Infantry)
4 F2
1
NATIONALITY
(British)
1
2
EXAMPLE: a unit rated F1 scores a hit
for each “1” rolled, but one rated F3
scores a hit for each 1, 2, or 3 rolled.
BR
STRENGTH
(4-3-2-1)
FIREPOWER
(F2)
CORPS
(1st)
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Napoléon
5.0 MOVEMENT
5.3 MOVEMENT RATES
Infantry and Artillery can move to
Players are never compelled to
adjacent
towns. Leaders, Cavalry, and
move, but can't accumulate moves for
Horse
Artillery
can move two towns such
future use. Units may pass through
as
from
Waterloo
to Quatre Bras, then to
friendly units, but must stop and fight
an
adjacent
town
like
Nivelles or Ligny.
a battle when they move into any town
Units
may
pass
through
friendly forces,
containing enemy units. This is called
but
not
enemy
forces.
attacking. Units can never Move/Retreat
off-map.
5.4 ROAD LIMITS
The maximum number of units that
5.1 GROUP MOVEMENT
can
move along any section of road
After initial deployment, there is no
(between
two adjacent towns) in one
limit to the number of units that may be
Turn
depends
on its size:
located in any town. All units located in
a single town are referred to as a Group.
MAJOR:8 MINOR:6
Any/all units in a Group can move to
Once the maximums are met for
towns along connecting roads.
any road section, the road is closed to
EXAMPLE: With a group in Brussels,
further movement this Turn except for
a player may move units to one or
Retreating, Reinforcing, and Regrouping.
more of Alost, Ninove, Hal, Waterloo,
5.5 RIVERS
Wavre, Louvain, and Malines.
When attacking across a river, road
The French can make two (2) Group
limits
are halved to four (4) for a major
Moves per turn. The Allies can make one
road
and
three (3) for a minor road.
(1) British and one (1) Prussian Group
Move per turn.
NOTE: If both Allies are located in the
same town, moving both expends both
Allied moves. The Allied player cannot
forego an Anglo-Dutch move for a
second Prussian move (or vice-versa).
5.2 COMMAND CONTROL
Two groups may not attack one group
unless both attacking groups start their
movement adjacent to the defender and
directly connected by road with each
other.
EXAMPLE: Eight French units can
normally advance along the road
from Laneffe to Charleroi. If, however,
Charleroi is defended by a Prussian
unit, only four units could attack along
this road. The four units left behind
at Laneffe can reinforce the battle at
Charleroi at the normal rate of two (2)
per battle turn. See 6.34.
Crossing multiple bridges when
moving has no additional effect. Units
are affected by rivers only on the final
road segment used to attack.
5.6 FORCE MARCHES
Players can force-march units one
extra town. Infantry and foot artillery
can move two (2) towns, and leaders,
cavalry, and horse guns three (3) towns.
Make a separate 1d6 roll for each unit
force-marching:
1-3: Unit completes move but
permanently loses one (1) step to
stragglers; elimination possible.
4-6: Unit completes move with no
penalty.
IMPORTANT: make all moves before
rolling for any force-marches. Leaders
modify results, see (8.1).
Units may force-march to Attack,
but never to Retreat or Regroup. All
movement rules apply normally.
5.7 NIGHT MOVES
Players can make any normal moves (2
French, 1 Anglo-Dutch, 1 Prussian), but
cannot Attack or Force-March.
DIAGRAM 1
DIAGRAM 1: Allied groups in Waterloo
and Ligny cannot both attack a French
group in Quatre Bras; one group could
attack while the second reinforced the
battle under normal rules. French groups
in Quatre Bras and Nivelles could attack
Waterloo simultaneously, because they
are both adjacent to Waterloo at the start
of the turn, and there is a road directly
connecting them. The two French units
at Wavre could not attack Waterloo with
either French group, but can reinforce a
battle there.
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Version 4.0
6.0 BATTLES
Right
NOTE: if either the Attacker or the
Defender has fewer than three (3)
units present at a battle, see 6.6.
Several battles may occur at the
same time. Multiple battles are
fought simultaneously in a sequence
determined by the Attacker. Both players
complete their turn in one battle, then
in another battle, etc. Repeat until all
battles are resolved.
Left
Move Limit 2
Center
Right
each. Units in excess of this limit due to
morale failure are eliminated. Artillery
may fire across the stream, but Horse
artillery cannot cross.
Hill: One defending
Artillery has +1 Fire
(F1=F2), Long Range only.
One Arty +1
Long Range
STREAM
SQUARE
STREAM
SQUARE
HILL
SQUARE
HILL
WOODS
WOODS
FARM
FARM
STREAM
Four (4) blue units
deploy one Right, one
Left, and two Center.
Seven (7) red units are
deployed, two Left, two
Center, one Right, and
two Reserve.
6.24 Fog of Battle
Units are deployed upright to hide
their strength and type. Players reveal
their units before the battle starts,
except units in the Reserve or in Woods
are not revealed. Revealed blocks may
stand upright when they move to the
Reserve or enter Woods.
OPTION: all units remain hidden until
Woods affect all units in a position,
but Farm and Hill are occupied by
one (1) specific unit. Place the terrain
6.21 Battle Terrain
marker behind that unit. The unit
Before any units are deployed, shuffle defending a Farm or Hill can be freely
the terrain markers face-down. The
exchanged with another unit located
Attacker draws one (1) marker and
in the same position, but not if either
deploys it face-up in any one of his three unit has moved or fired this turn.
Positions. The Defender then draws
Players may capture (and recapture)
two (2) terrain markers, and deploys
an enemy Farm or Hill after elimination
them face-up, in any two of his three
of the defending unit. Occupation of
Positions. Terrain modifies combat:
terrain takes one Battle Move, so not by
Woods:
Infantry
are
a unit that has already moved or fired.
Infantry Only
Move Limit 2
normal. Cavalry fight at
6.22 Unit Deployment
F1 (no shock) and must
The Defender deploys first into three
stop when they enter
Infantry Only
Move Limit 2
separate
battleline positions, Right,
woods. Artillery cannot
Left,
and
Center. There must always be
deploy, enter, or fire into woods. Unenat
least
one
unit in each position. Any
gaged blocks may stand upright (6.24).
number of units may also be deployed in
Farm: One (1) infantry
the Reserve.
+1 Fire (F2=F3). No other
The Attacker now deploys units in
unit types can occupy.
the
same manner as the Defender,
Cavalry cannot
One attack
Arty +1 a
One
Long Range
who
cannot alter deployment once the
Infantry +1
Farm, meaning cavalry
Attacker
begins to deploy.
hits cannot be applied to the Farm unit.
6.23 Corps Integrity
Stream: Place
One terrain
Arty +1
One
Long Range
Infantry +1
Except for the Reserve, players are
marker on the
middle
ground line between two restricted to deploying only the units
opposing positions where of one corps per position. The units of
Move Limit 2
two different corps can be deployed in a
it is an obstacle to both
leader's position. Once the battle starts,
players. Per Battle Turn, a maximum of
positions can have mixed corps without
two units may cross the Stream to
restriction.
Engage, or two to Disengage, or one of
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BATTLE DEPLOYMENT
Reserve
HILL
FARM
Center
SQUARE
Left
Infantry Only
One
6.2 BATTLE DEPLOYMENT
Infantry +1
Battles are fought on the tactical
boards provided. Mark the location of
each battle on the map as necessary.
DIAGRAM 2
Reserve
STREAM
WOODS
6.1 ATTACKING
A battle occurs when a player moves
units into a town containing enemy
units. They are resolved by a series of
alternating Battle Turns. The Active
player is the Attacker; the other player
is the Defender.
HILL
Only
Napoléon
4
they fire, or if currently engaged.
6.3 BATTLE TURNS
The Attacker has the first Battle Turn.
Each Battle Turn has three phases,
resolved in sequence:
• Morale: determine the morale of all
engaged units at strength 1.
• Combat: Move, Fire, or Retreat units
as desired. These options apply to
individual units which can act in
any sequence to gain any possible
advantage.
• Reinforcements: Add units to the
Reserve from adjacent towns.
6.31 Morale
Morale checks are the first step of
Battle Turns. For each engaged 1-step
unit, roll 1d6:
1-3: Unit has Bad morale. It must
make a Disengage battle move,
perhaps causing a Rout. Units
in square and Foot Artillery are
eliminated.
4-6: Unit has Good morale and may
conduct any desired battle move
or fire.
LEADERS improve morale, see 8.2.
Leaders and sheltering units (6.52) do
not make morale checks.
Version 4.0
Napoléon
6.32 Battle Moves
Three battle moves are possible,
Engage, Disengage, and Redeploy. No
diagonal moves are allowed.
Engage: moving unengaged units to
the same position as enemy units.
Foot Artillery units can never make
Engage moves.
Disengage: moving engaged units back
to unengaged positions. A unit can
never Disengage and Engage (or viceversa) in the same Battle Turn.
Redeploy: moving unengaged units
to an unengaged position. Lateral
movement (sideways) is not allowed.
Cavalry, Horse Artillery, and Leaders
can make two battle moves. Units can
never force-march for a battle move.
Units can move through friendly units
but not through enemy units.
6.33 Battle Fires
Any unit that moves in a Battle Turn
may not fire that turn. Units located in
the Reserve may not fire or be attacked.
Units that are able to fire may do so
once per Battle Turn, in any order
desired. To fire a unit, roll as many dice
as its current strength. A hit is scored for
each die roll equal to or lower than the
unit’s firepower.
EXAMPLES: For F1, every "1" thrown
scores one hit. For F2, every "1 or 2"
thrown scores one hit. For F3 every "1,
2, or 3" thrown scores one hit.
Units with modified firepower FØ
cannot fire, but can take hits.
• Infantry must be Engaged to fire.
• Cavalry must be Engaged to fire. To
reflect shock, they get +1 fire (F2=F3)
on their first fire after they move to
engage. Squares and terrain reduce
cavalry firepower.
EXAMPLE: 3F3 and 3F2 cavalry move
from French Reserve to engage 4F2
Infantry and 4F1 cavalry in British Left.
British infantry fires at 4F2 and cavalry
fires at 4F1 (no shock). Assuming two
hits are taken, French cavalry fire at
2F4 and 2F3 (with shock).
• Artillery have two ranges. Long
range allows fire into enemy units
in the opposing battle position, but
© 2013 Columbia Games Inc.
DIAGRAM 3
BATTLE MOVES
Engage: Artillery British Left fires into French Right; any hits scored are taken.
Infantry now advances to engage French Right. Cavalry (Reserve) moves twice to
assist infantry attack. This unit will have Shock firepower.
Disengage: British Infantry disengages from French Left to British Right. British
Artillery there can now fire long-range into French Left, but not before the
Disengage move.
Redeploy: Cavalry (British Center) redeploys to Reserve. Because this unit has two
battle moves, it may continue from the Reserve to the British Left or Right. NE
Infantry 3F1 cannot move laterally to British Left or Right. Infantry in Reserve
redeploys to British Right.
not when the position is engaged
by friendly units at the instant of
fire. When engaged, artillery units
have Short range fire at +1 (F1=F2)
to reflect grape or canister for their
first fire only. Thereafter they fire
normally.
• Horse Artillery can move one position
and fire, or fire and then move one
position. They can also move twice
without firing, but cannot fire twice
in the same turn.
EXAMPLE: Horse Artillery can move to
engage and then fire at +1 (F1=F2) for
short range in the same battle turn.
Like all engaged artillery, they get the
short range fire bonus on their first
fire only.
6.34 Reinforcements
As the last step in each Battle Turn
a player may reinforce a battle with
friendly units from adjacent towns
that are not battles. Reinforcements
5
are added to the Reserve and used
normally in the next Battle Turn.
Per Battle Turn, one (1) unit may
reinforce along each Minor road and two
(2) units along each Major road. Rivers
have no effect on these limits.
Victorious units can, at normal 2/1
limits, reinforce another adjacent battle,
even units that Regrouped (7.5).
6.4 COMBAT LOSSES
Combat is not simultaneous. All hits
are applied immediately. Each hit is
applied separately to the strongest
enemy unit in that battle position,
regardless of type. When two or more
enemy units share the highest strength,
the owner chooses which to reduce.
Units at strength 1 are eliminated if they
take one more hit.
EXCEPTION: long range artillery
cannot eliminate units.
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Napoléon
6.5 SQUARES
SQUARE
Infantry units can "form
square" or "break
square" as a special
battle move. Units may
form or break square
while engaged, but never while located
forward in the three enemy positions.
Units in square cannot disengage or
otherwise move. Squares cannot be
formed in Woods or Farms. Infantry in
square are +1 morale. Use a marker to
indicate a unit is in square.
For each skirmish, players reveal one
(1) to four (4) units for one (1) round of
combat. Defending units fire first, then
Attacking units. Unrevealed units cannot
fire or take hits.
IMPORTANT: In skirmishes, cavalry,
horse artillery, and leaders fire at F2;
infantry and foot artillery fire at F1.
After the combat round, the player
with the fewer units (including Reserve
units) must retreat normally; if tied the
attacker must retreat. Units that retreat
are disrupted (7.3). Units that win can
reinforce an adjacent battle. Regroups
(7.5) after a skirmish are not allowed.
6.51 Square Targeting
Units in square form a distinct target
group. Each firing unit must specify
NOTE: Skirmishes replace the Pursuit
which group is being targeted. Hits are
Fire rules of earlier editions.
allocated normally to the strongest
units within the targeted group. Surplus 6.7 BATTLE STALEMATE
hits on a target group are forfeit. The
A battle is stalemated when the
following fire modifiers apply:
attacker declines to fire, engage,
or retreat for two consectutive
• Cavalry attacking the square group
friendly battle turns, after adding all
get no +1 shock bonus and fire at
reinforcements. The attacker must
-1 (F2=F1).
immediately retreat all units (normally).
• Infantry in square fire normally.
Enemy infantry firing at the square
7.0 RETREATS
group are +1 (F2=F3).
Units that do not move or fire in a
• Artillery fire +1 (F1=F2) at long
Battle Turn can Retreat back to the map.
range at the square group. Horse
Units that are engaged at the instant of
Artillery firing at the square group
Retreat, take Rout Attrition (7.41).
at short range, are F3 for their first
7.1 RETREAT DESTINATIONS
fire, and F2 afterwards.
The Attacker can only retreat to
6.52 Sheltering
adjacent towns that were used to start
Leaders and Artillery can shelter in a or reinforce the battle. The Defender can
square provided they have not moved
retreat to any towns unavailable to the
or fired this turn. One sheltering unit is Attacker, but never to a town containing
assigned to each infantry unit in square. enemy units. Neither player can retreat
Sheltered units do not make Morale
to another battle.
rolls. They cannot fire, but take hits
normally when they are the strongest
7.2 RETREAT ROAD LIMITS
units in the square group. A sheltering
Per Battle Turn, a player can retreat
leader's morale bonus still applies to
two (2) units per Major road and one (1)
all units in the position. Elimination of
unit per Minor road. Retreating across
the assigned infantry in the square also rivers has no adverse effect.
eliminates its sheltering unit.
EXAMPLE: the Defender has five units
6.6 SKIRMISHES
If either player has fewer than three
(3) units in a town, a skirmish is fought
instead of a battle.
All skirmishes are fought before any
battles are deployed, in a sequence
chosen by the Attacker.
© 2013 Columbia Games Inc.
BATTLE TACTICS
• Fight battles on your terms. Try to have some
future battle sites in mind and seek to have
maximum reinforcements available for them.
• It is tempting to get all your units in a battle
engaged with the enemy. However, you should
try to keep some reserves when possible. They
give the flexibility to stave off defeat and the
power to mass against the weakest enemy
position for a breakthrough.
• Seek to engage two enemy positions with the
minimum necessary strength to engage that
position and then try to destroy the remaining
position with overwhelming strength. This works
best if the enemy has ‘committed’ his reserve
and has few, if any, reinforcements available to
shore up the position you hope to rout.
• Cavalry are much too valuable to be used just
like infantry. They should be kept in reserve
and employed in charges when practical. They
should not charge enemy infantry without
infantry and/or artillery support. Otherwise the
enemy infantry will go into square and likely
repulse the cavalry attack. Charging with horse
artillery support is ideal.
• Massing your guns in one position is tempting
and was always a favorite tactic of Napoléon.
The destructive fire of massed-guns can be
decisive if they can fire enough times. However,
this destructive potential will almost certainly
make the enemy charge your guns. Unless you
have sufficient infantry or cavalry to beat off
such an attack it is wiser to divide your guns
between two or three positions.
• If you have any doubt about winning a battle,
an early retreat must be considered. Retreating
while engaged is costly; try to retreat while
unengaged or from the Reserve.
• The consequences of a rout can be harsh.
Routed units lose steps (foot artillery in
particular are gutted) but units will also be
scattered or eliminated if your available retreat
roads are few. It takes considerable time to
regroup a scattered army, especially with an
aggressive enemy army in pursuit.
that wish to retreat. Two possible
retreat roads exist, one major and one
minor. Two units can retreat up the
major road and one unit up the minor
road for a total of three units per
Battle Turn.
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Version 4.0
Napoléon
7.3 DISRUPTION
Units that Retreat are Disrupted
and turned face down. Disrupted units
cannot reinforce any battle during this
Player Turn. They recover at the end of
the current Player Turn.
8.0 LEADERS
7.4 ROUTS
A rout is a forced retreat that occurs
immediately if any friendly battle
position is solely occupied by enemy
unit(s). This can be caused by enemy
fire, morale failure, or a disengage battle
move. A routed player must immediately
(at the instant of rout) retreat all
remaining units.
Leaders can move one or two towns,
and force march one extra town. They
count for all limits, including deployment,
roads, retreats, routs, and reinforcements.
IMPORTANT: Retreat road limits
(Major 2/Minor 1) apply to Routs.
Because all units must retreat at the
same time, significant dispersal and
elimination of units can occur. Units
that cannot retreat for any reason are
eliminated (owner choice).
7.41 Rout Attrition
All units, including those in the
Reserve, are subject to step losses for
rout attrition:
-1 Infantry and Horse Artillery
-2 Foot Artillery
-1 Cavalry, but only if engaged with
enemy cavalry.
EXCEPTION: Leaders are not subject
to rout attrition.
7.5 REGROUPING
When a battle (not Skirmish) ends,
the Victor may Regroup. This allows
the victor to add adjacent units to the
victory town, and/or move units from
the victory town to adjacent friendlyoccupied towns. Units must Regroup at
the instant of victory. They are available
to reinforce another adjacent battle if
applicable. Regroups are subject to 2/1
Retreat road limits (7.2).
EXAMPLE: The French have won a
battle at Ligny. The Prussians have
retreated to Gembloux and Namur.
The French also occupy Quatre Bras
with 4 units. The French have the
option to Regroup 2 Ligny units to
Quatre Bras, the maximum for this
road.
© 2013 Columbia Games Inc.
FRENCH STRATEGY
Leaders are 1-step units that
represent the commander, staff, and
escort guard. Blücher can only command
Prussian units, and Wellington only
Anglo-Dutch units.
8.1 FORCE-MARCH (FM) BONUS
A revealed leader provides +1 to the
FM roll for any units in the same town.
Leaders can themselves FM with the +1
bonus (at risk of elimination).
8.2 MORALE BATTLE BONUS
A revealed leader provides a +1 (to
the die roll) bonus to all friendly units
in the same battle position. Leaders do
not themselves make Morale checks
unless they are the only unit occupying a
position; they make that roll at +1.
8.3 LEADER ELIMINATION
Leaders can engage and fight enemy
units normally; being 1-step units such
action is risky. If eliminated, the benefits
of a leader are no longer available to
that army, and it counts as a "dead unit"
when determining Victory.
9.0 ALLIED SUPPLY
The Allies have three supply cities. If
the French occupy a supply city with at
least one (1) unit, the respective Allied
army is reduced as noted:
Ghent: Anglo-Dutch (–1 unit)
Brussels: Anglo-Dutch (–1 unit)
Liège: Prussian (–2 units)
Units removed are chosen by the
Allied player at the end of every French
Turn (after any battles in that turn are
resolved) for as long as the occupation is
maintained.
Occupation of a supply city must be
maintained by at least one French unit
to remain effective. If a supply city is
vacated or recaptured, the attrition
ceases until the French reoccupy. The
French have no supply city problems.
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The objective is to destroy both Allied armies.
Because the combined Allied strength exceeds the
French strength the necessity to defeat one ally
at a time is obvious. Since the French deploy after
the Allies and then move first, they can maneuver
against any one ally at an advantage. Time is also
an important factor. Given enough time, the Allies
can concentrate and therefore the French must
advance with speed regardless of which strategy
they use. The French have three main strategies,
although many combinations and feints exist.
LEFT MANEUVER: Advance against the AngloDutch, the maneuver Wellington feared the most.
The aim must be to threaten the supply cities of
Ghent and Brussels and force this ally to fight on
your terms before turning your attention to the
Prussians. French deployment would be centered
on Conde, Maubeuge, and Valenciennes with an
advance via Mons and/or the road to Leuze. This
strategy is the easiest for the French, but an allied
awareness of this fact may make it less likely to
succeed.
RIGHT MANEUVER: Advance against the
Prussians, threatening Liege, and destroying this
ally first. French deployment would be centered
on Philippeville and Givet with an advance via
Dinant to Namur or a more flanking advance
through Ciney and Marche. The main problem
with this strategy is getting across the River
Meuse between Liege and Namur. The river will
probably be well defended.
CENTRAL POSITION: The strategy used by
Napoléon. The aim is get between the two Allies
and defeat each in turn. French deployment
would be centered on Philippeville and
Beaumont with an advance via Charleroi. The
goal is to command the central east-west major
road from Liege to Braine Le Comte along which
the Allies like to maneuver. This strategy works
best when Allied deployment allows a rapid
advance through Charleroi.
ALLIED STRATEGY
Because the burden of attack rests with the
French, the Allies can usually remain on defense
until they make some concentration of forces.
Some protection for Brussels is necessary, but
a strong defence of Liege and Ghent may allow
the French to defeat one ally before the other
can help. Something can be said for allowing,
if necessary, the French to occupy a supply city
while you concentrate for a devastating counterattack. The ‘safe’ Allied deployment is a slight
concentration of forces towards the middle,
seeking to hold the major roads Mons – Brussels,
Charleroi – Brussels, and Braine le Comte –
Liege. Some attempt to delay the French advance
with cavalry screens can be useful provided only
a few units are used. These screening units will
likely be overwhelmed by the French, but the
time they buy can be decisive. Key deployment
points, other than the supply cities, are Ath, Hal,
Quatre Bras, Ligny, Namur, and Ciney.
Version 4.0
Napoléon
10.0 VICTORY
Defeats are effective after all battles
and supply for the current turn are
resolved. All remaining units of a
defeated army are eliminated.
10.1 FRENCH VICTORY
• The French win if they defeat both
Allied armies before time expires.
The Anglo-Dutch army is defeated
when eight (8) or more units are
eliminated. The Prussian army is
defeated when nine (9) or more
units are eliminated.
• The French also win if they are
undefeated and occupy any two of
Brussels, Ghent, or Liege after the
French turn of June 22.
• The French also win if all three
armies are simultaneously defeated.
10.2 ALLIED VICTORY
• The Allies win if they defeat the
French army by eliminating twelve
(12) or more units.
• The French fail to win before time
expires.
12.0 TOURNEY BIDDING
Players should always bid for sides in
Tourney games. Flip a coin to determine
who bids first. Bids should be made in
increments of 1 (a first bid of 0 is OK).
The highest bid plays their named side
and removes steps equal to the bid. For
example, a winning bid of "Allies 2" plays
the Allies but removes two steps (total)
from Allied starting units. Similarly, a
winning bid of "French 3" plays the
French with three steps removed. No
unit can take more than one step loss.
PUBLISHING HISTORY
1974: First edition published by
Gamma Two Games.
1977: 2nd edition published by
Avalon Hill under license.
1993: 3rd edition published by
Columbia Games.
2013: 4th edition published by
Columbia Games.
11.0 THREE PLAYER GAME
Two players command the Allies:
one Prussian and one British. The Allied
players follow the normal rules except
that each has ultimate control over their
respective forces. The Allied players
are forbidden from communicating
with each other except during initial
Deployment and Allied Night turns.
CREDITS
Designers:
Tom Dalgliesh
Ron Gibson
Lance Gutteridge
Contributors:
Jeffrey Cornett
Grant Dalgliesh
Ron Draker
Joe Geistwhite
Stan Hilinski
Mark Kwasny
Paul Regulski
Carl Willner
Cover Art: Howard David Johnson
Map: Tom Dalgliesh
© 2013 Columbia Games Inc.
COLUMBIA GAMES, INC
POB 1600, BLAINE
WA 98231 USA
360/366-2228
800/636-3631 (toll free)
INDEX
Artillery, 3.64
Battle Moves, 6.32
Firepower, 6.33
Attacking, 6.1
Battles, 6.0
Battle Moves, 6.32
Deployment, 6.2
Firepower, 6.33
Morale, 6.31
Battle Terrain, 6.21
Battle Turns, 6.3
Cavalry, 3.63
Battle Moves, 6.32
Firepower, 6.33
Road Moves, 5.3
Combat Losses, 6.4
Corps Integrity, 6.23
Deployment, 4.0
Allied Deployment, 4.1
French Deployment, 4.2
Engage/Disengage, 6.32
Fog of War, 3.2
Fog of Battle, 6.24
Force Marches, 5.6
Night Turns, 5.7
Leader Bonus, 8.1
Infantry, 3.62
Battle Moves, 6.32
Firepower, 6.33
Squares, 6.5
Leaders, 3.61, 8.0
Force-March Bonus, 8.1
Morale Bonus, 8.2
Mapboard, 1.0
Morale, 6.31
Leader Morale Bonus, 8.2
Movement, 5.0
Command Control, 5.2
Group Moves, 5.1
Movement Phase, 2.1
Movement Rates, 5.3
Nationalities, 3.1
Night Turns, 5.7
Pursuit Fire, 6.6
Regrouping, 7.5
Reinforcements, 6.34
Retreats, 7.0
Destinations, 7.1
Disruption, 7.3
Road Limits, 7.2
Routs, 7.4
Rivers, 5.5
Road Limits, 5.4
Routs, 7.4
Sequence of Play, 2.0
Squares, 6.5
Step Reduction, 3.4
Supply, 9.0
Terrain, Battle, 6.21
Three Player Game, 11.0
Tourney Rules, 12.0
Units, 3.0
Victory, 10.0
French Victory, 10.1
Allied Victory, 10.2
For game updates and discussion, see:
www.columbiagames.com
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Version 4.0
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