La Bataille de Prusse 1809

Premier Rules for La Bataille ME (August 2017) Assault a Carre - Infantry units which wish to assault a Carre move adjacent to the Carre . Infantry formations, which melee a Carre , do so with melee strength 50% greater than its printed value (or half-again as much). The assaulting infantry does not move on top of the Carre like cavalry Infantry in Carre may not assault other formations. Any time a Carre receives a DD result in melee, consul the Assault á Melee - Matric Example: The unit disorders like any infantry but does not remain in Carre but reverts to a column formation retreating three hexes . Cavalry units wishing to assault a Carre must actually rest in the same hex as the Carre and have suffered defensive fire. Cavalry, which melees a Carre , does so at one-third normal melee strength. The cavalry and Carre occupy the same hex. If the combat result is An AR or AD the cavalry must retreat to an adjacent hex and will no longer occupy the same hex as the Carre Carre Movement - A Carre has a movement value of one at the beginning of its movement phase, unless, the first action they perform is a change of formation, in which case they will have the remainder of their movement value to expend. A unit in Carre can always move one hex if it is moving from one clear terrain hex to another. One battery of guns may fire from a Carre , but the value of the battery’s fire is one third when firing into any single hexside. General Order - All combat formations in dwelling hexes, woods, and forests, are said to be in general order unless they are disordered or routed. All combat formations entering the specific hexes, as outlined in the special rules for general order, adopt said order when they enter that type of hex. For the most part, these are hexes with buildings; dwelling hexes; woods; and forests. Units in general order fire at their printed value. Units defending in general order do not perform a pre-melee morale check. Cavalry in general order melees at one-third their printed melee strength. All other units’ melee at full strength while in general order . The stacking limits are given in the Movement Charts for each game for the different varieties of terrain in which a unit forms into general order. Road March – Units in Road March have a movement rate of 1/2 a movement point for each road hex entered. (This specific rule may be modified by the special rules found in individual games). Up to four increments per hex may use Road March . To place a combat formation in Road March when it has more than four increments simply place an extended line informational counter behind the unit counter for each road hex needed. Thus, a unit with 11 increments would occupy three road hexes using the battalion counter and two extended line informational counters to do this. Here are some specific rules for Road March :

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