La Bataille de Prusse 1809

Premier Rules for La Bataille ME (August 2017) counters again adjoining it. If in five hexes, then the parent counter reverts to one hex with the two adjoining hexes left vacant, the informational counters taking up the two hexes on the extremities. Here are the additional rules pertaining to Cavalry Tactical Organization:  Cavalry deployed in line in a multiple of hexes has a melee value per hex equal to the printed melee value divided by the number of hexes, the formation adopts.  Cavalry deployed in line in a multiple of hexes moves at a rate equal to the slowest terrain any part of it passes through. (Since line formation may only be employed in clear terrain this statement refers to slope hex sides).  Lance armed cavalry when in line formation have their lance bonus doubled and added to the melee value of each hex they are deployed into. The lance bonus does not apply to Lance armed cavalry in column formation.  Cavalry may never stack with infantry or unlimbered artillery. It may not pass through non-cavalry units with the exception of horse artillery. Remember, stacking restrictions are in effect during the movement segment of the Chronology of Battle and Charge a’ Cheval .  Cavalry may pass through units in Carre, but may not end their movement in the same hex as a Carre , unless their intent is to have a melee with the Carre . Combat formations that are disordered immediately adopt either column formation when in clear terrain, or general order if the terrain type warrants it. Disordered combat units must be in one or the other. Grand Tactical Command (17)

Timed Moves were a part of the original La Bataille series of games. Each side received 10 minutes to move. This was primarily done to facilitate play and eliminate the search for “the perfect move”. The Household feels strongly this is all that is necessary for so-called command control. A time limit for movement expedites the game and produces a real focus by the players. “What commander had all the time he wanted to review and execute his moves?”

Check the special rules to see if some of the Coalition Armies receive more or less time. The time allowed may also be adjusted for the number of players and there troop allotment. A player should be able to move a corps sized force in 8 to 10 minutes. Timed moves are also a good way to handicap between and expert and novice.

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