La Bataille d’ Austerlitz 1805© Marshal Enterprises

Marshal Enterprises

La Bataille d’ Austerlitz 1805 ©

La Bataille d’ Austerlitz 1805 © By Marshal Enterprises A Napoleonic Grand Battle Game.

In the 1970’s Marshal Enterprises created La Bataille d’ Austerlitz. This is not a reprint of that game. Rather it is an evolution based on better sources and the graphic tools available in 2016 The Game is Copyright Protected ©

La Bataille d’ Austerlitz 1805 By Marshal Enterprises

Table of Contents

1. All Things Austerlitz 2. Battle of the Three Calendars 3. Special Rules

a. General Information and Tables b. Battle Specific Rules c. Order of Battle

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©Marshal Enterprises 2016

La Bataille d’ Austerlitz 1805 By Marshal Enterprises

d. Acknowledgements 4. Counter Values and Facing

5. In the Year 1805 6. Scenarios (1-10)

a.The Heroism of General Jean Rapp Remembered 7. Premier Rules (Updated July 2016) 8. Appendix (Also on the Disk as PDF) a. Scenario Maps 9. Video Narrative by Eric Holmgren

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©Marshal Enterprises 2016

All Things Austerlitz La Bataille d’Austerlitz happened more than 200 years ago, but despite its place in the dim recesses of our collective memory, it still has bright place in the pantheon of notable military

historical events. Austerlitz, more than perhaps any event, established the Napoleonic legend, and preserved a nascent French Empire for another decade. It remains as important an event as any in the history of the French.

Austerlitz is located in today’s Czech Republic—the eastern part in what might be described as the backwater Moravian province. Today, it is called Slavkov u Brna by its Czech Moravian population, as any Germans, who had been living there when it was called Austerlitz, had been expelled by the Czech government in 1945. Other than that many of villages which were around in 1805 have gotten a lot bigger given the population growth of the area, the area does not look terribly different than it did back then. Prominent in the area are the extensive vineyards, just as they were in 1805, nestled in the rolling hills of the area, which is one of the great watersheds of Europe with multiple streams becoming rivers throughout the region. Roughly a million more people live in Moravia now than what populated the area in 1805 changing what had been an area with a large German population to one exclusively of Czech background now. Slavkov u Brna is just a 23 kilometers east of the Moravian capitol of Brno (called Brünn at the time of the Battle of Austerlitz). Despite it being the largest city in Moravia, Brno has not changed the bucolic nature of the surrounding countryside and small villages in more than 200 years. So much of what is missing is the feeling of what it was like those 200 years ago when it was a vibrant part of the Austrian Empire. The German place names and the German people are all gone, so the flavor of the times is missing. A visit to Wagram or Aspern-Essling today will give a visitor a sense that those places are a part of Austrian history. Slavkov u Brna is not Austrian. However, the landmarks of the battlefield and its surrounding terrain still exist with little change over time. There is still a white chapel next to the Santon Hill, which was the mainstay

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of the French line during the battle. Slavkov Castle is still there in what was the village of Austerlitz. The farmhouse which was used by Murat in late November 1805; then Bagration the night before the battle; and then Napoleon the night after the battle and for the next few days to hammer out the armistice terms, remains much like it was back then. In fact, one of the only significant changes in the landmarks since the battle was fought is a cemetery with mass graves from the battle and a monument to those who had fallen.

Austerlitz as the Incarnation of the French Revolution While the battlefield, though interesting and filled with places to visit and pictures to take is not what makes Austerlitz so interesting and important. What makes Austerlitz so important is that, at least for a while, it became an expression of what a movement could become: the French Revolution in its last physical incarnation as the Empire of the French. It also became an expression of the personality of not only Napoleon, but also of his constellation of military leaders ranging from Davout to Soult to Lannes to Rapp leading the charge of the French Guard cavalry to defeat the superior numbers of the Russian Guard. In fact, the French success at Austerlitz set the stage for the Napoleonic Wars of the next decade. Many, if not most, of the successful French leaders, had an extraordinary experience at Austerlitz. Austerlitz was the first major battle of the Napoleonic Wars in which the entirety of the French army was used as a weapon on the battlefield. Prior to Austerlitz, almost all of the battles had 20,000 to 40,000 per side. While the Capitulation at Ulm was obviously a major victory, the success at Ulm was almost entirely a result of the machinations of movement. But the French experience at Austerlitz was a first for them. This was the first time that so many of them had worked together as a team to create a victory that prognosticators were not so sure was going to happen. And for the most part, the French leadership—in stark contrast to the Coalition generals-- came from either modest or even humble backgrounds. So what did Austerlitz reveal about the soul of the French Empire? Consider first: Marshal Louis Davout. He came from a minor aristocratic background which acted to his detriment in that it initially had led his peers to be suspicious of his motives and skills. He also was the youngest of the marshals selected in 1804. His contribution to the French victory at Austerlitz was his orchestration of not only of probably the best forced march in the Napoleonic Wars, but then the performance of his exhausted men after they reached the battlefield. He marched portions of his III Corps, depending on the account one reads, around 140 kilometers in 36 to 48 hours. His march, from the environs of Vienna to the hills of eastern Moravia in wintery conditions, allowed Napoleon to place III Corps on the southern end of the Austerlitz battlefield, where it fought (after its exhausting march) with such ferocity that it was

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able to defeat a far larger group of Russians and Austrians in the capture and holding of the Telknitz and Sokolknitz. Davout, who had never commanded a corps for any length of time prior to the Ulm-Austerlitz campaign, had been considered an unproven entity. His cool direction of both the forced march and the battle was just the start of success for the III commander, who would become both the Duke of Auerstadt and the Prince of Eckmuhl in just a few years after his extraordinary accomplishments. Consider next: Marshal Jean-de-Dieu Soult. This son of a baker had had solid career prior to Austerlitz with exemplary service in Switzerland and in Genoa with Massena. However, what made his career was his work at Austerlitz. As commander of the IV Corps, Soult held off the frenzied Coalition attack on the southern part of the battlefield until Davout was able to march his forces onto the battlefield from Austria. Then, with the French right stabilized, Soult took his corps and smashed the Coalition center at the Pratzen Heights, and the battle was won for the French. After Austerlitz, Soult went on to be a featured commander throughout the remainder of the Napoleonic wars, and continued to serve France with distinction in both political and military affairs up until his death in 1851. Consider next: Marshal Jean Lannes. This son of a farmer had been apprenticed to be a dyer when the Revolution broke out. Elected as a volunteer sergeant early in the Revolution, he quickly raised ranks due to his bravery and skill as a commander. He served with Bonaparte in Italy and Egypt, and led the advance guard over the Alps before Marengo. After winning the Battle of Montebello in 1800, Lannes had a number of military and diplomatic duties before becoming a marshal in 1804. At Austerlitz, he again leads the advance guard as it held the northern part of the battlefield. While his forces are relatively small, he is able to engage the Russian advance guard leader, Prince Pyotr Bagration, and holds him off for the entire battle before Lannes is finally able to overcome him. His skill in parrying with Bagration allowed the rest of the French army to have their way with the Coalition forces. Lannes was a favorite of Napoleon. For the next four years, Lannes would often be called upon to do much of what might be called Napoleon’s desperate assignments---taking on a powerful adversary and pinning them down while Napoleon’s other forces could focus on destroying various Coalition armies. Lannes’ death at Aspern-Essling took away one of Napoleon’s great weapons and certainly one of his favorite marshals. Consider finally, General Jean Rapp: He was the son of a janitor and an Alsatian, whose French language skills always had a Teutonic lilt. His parents wanted him to become a Protestant clergyman. As one of Napoleon’s aides de camp, he would take on a variety of duties, but among his many accomplishments was his brave charge at Austerlitz with the French Guard cavalry that destroyed the far larger Russian Guard.

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Victory Helped Sustain the Myth of French Gloire Rapp was faced with this scenario: Tsar Alexander had ordered the Russian Guard to charge Vandamme’s division which had been pressed towards the Coalition center. The Russians were in the midst of destroying this formation, as the elite Russian horsemen had already penetrated into the center of the French squares sabering the Vandamme’s infantry. Napoleon saw this and said to Rapp who was right next to him, "they are in disorder yonder, go to them that they may be set to rights." Rapp then ordered his Guard cavalry, "soldiers' you see what has happened below there, they are sabering our comrades; let us fly to their rescue." Rapp, in fact, led this small group of horsemen directly into the Russian Guard, and despite heavy casualties, led the French cavalry through the mass of Coalition cavalry and destroyed them as an entity. This climax to the battle clinched the victory for the French army and helped sustain the myth of Imperial gloire. For the rest of the Napoleonic Wars, Rapp never lost a battle despite nearly losing his life many times for his emperor. The exploits of Davout and Soult; of Lannes and Rapp, along with the leadership of Napoleon, would create a myth of invincibility that would hold forth on the European Continent for another decade. The Battle of Austerlitz, more than any other event, was the catalyst for this legend. Of course, Austerlitz remains alive in the hearts and minds of millions, even though the place where the battle took place is no longer called Austerlitz. Every time a Parisian takes a train from the Gare d’Austerlitz; or a citizen of Austerlitz, Netherlands; Austerlitz, New York; or Austerlitz, Kentucky think about the name Austerlitz, then they are reminded of the great battle and what happened over 200 years ago. Austerlitz is the Soul of the French Revolution.

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La Bataille d’Austerlitz 1805

Special Rules

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

TERRAIN EFFECTS

MOVEMENT

Clear

1

Hamlet /Village / Town*

3

Pine Forest / Orchard*

2 Inf / 5 Cav / 3 Cossaques / Artillery Prohibited

Garden 2 Inf / 2 Cav / 4 Art Vineyard (Weintraben) 3 Inf / 5 Cav** / Art. Prohibited

Slope Up / Down

Inf +2 / Cav +3 / Art +4

Road

1/2

Bridge **

1

Stream

Inf +1 / Cav +2 / Art +3

Frozen Lake is treated as clear terrain for all purposes, excepting fire defense

Fasanerie

2 Inf / 5 Cav / 3 Cossaques / Art Special

Fasanerie Wand**

+2 Inf / +2 Cav / +1 Cossaques / Art Special

Santon Redoubt

2 Inf / Cav Prohibited / 4 Art

STACKING

(Increments)

Clear / Frozen Lake

1 Infantry Regiment or 18 Infantry Increments or 1 Cavalry Regiment or 18 Cavalry Increments or 6 Artillery Increments or 12 Infantry & 1 Battery

Hamlet* /Village*

1 Infantry Battalion or 1 Cavalry Regiment or 1 Battery or 1 Infantry Battalion & 1 Battery

Pine Forest*/ Orchard*

1 Infantry Battalion or 1 Cavalry Regiment or 1 Infantry Battalion or 1 Cavalry Regiment or 1 Battery

Fasanerie* (Pheasantry)

Road

4 Increments in Road March

Santon Redoubt

1 Infantry Battalion & 2 Batteries (Stationary) in

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

Vineyards / Weintrauben – see the vineyard rules for this specialized terrain In Clear terrain no more than 3 Infantry Battalions may be stacked together regardless of total In Clear terrain no more than 3 Cavalry Regiments may be stacked together regardless of total (This means you may stack 3 x 6 increment Cavalry Regiments in a clear hex but not 4 x 4 increment Regiments) *Infantry / Cavalry forms general order in this terrain. *Units with a Skirmish Ability may skirmish in these hexes if they so elect. ** Artillery may be unlimbered in the Fansanerie / Pheasantry. But it must unlimber outside and then prolong across the wall.

Road March through a Hamlet, Village is 2 mp per hex

Due to the light density of these villages and hamlets, zone d’ influence do exist into an out of this and other general order terrain. Cavalry units attacking into general order terrain use the 1/3 of the combat value . There are no charges into villages, forests, swamps, hamlets, castle or orchards. The Vineyards have their own set of specific rules.

A hamlet is a single, isolated village hex. Very few improved roads existed in Moravia A lake hex has all blue or partially blue shading within the hex body, not just at the boundary.

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Special Rules

INFANTRY UNIT FIRE VALUES

French

Oudinot Gren/Volt

Ligne

Legere

Guard

Column

Printed

Printed

Printed

Printed

Line Carre

X 3 X 3

X 3 X 4

X 3 X 4

X4 X5

General Order

Printed

Printed

Printed

Printed

Skirmish

X 3

X 3

X 4

Disordered formations fire at half strength Po & Corse are Legere Russian

Musketeer Egerskii

Grenadier

Gd Jager

Guard

Column

Printed

Printed

Printed

Printed

Printed

Line Carre

X 2 X 2

X 2 X 2

X 3 X 3

X 4 X 4

X3 X4

General Order

Printed

Printed

Printed

Printed

Printed

Skirmish

X 3

X 5

Disordered formations fire at half strength Austrian

Wien

Linie

Grenz Jäger

6. Battalion

Column

Printed Printed Printed Printed

Line Carre

X 3 X 3

X 3 X 3

X 2 X 2

X 2 X 2

General Order

Printed Printed Printed Printed

Skirmish

X3

X2

6. Battalion Austrians were recently raised from depot units. The main army had been destroyed at ULM.

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La Bataille d’Austerlitz 1805

Special Rules

TERRAIN FIRE DEFENSE VALUES

Column Line Carre General Skirmish Disorder/Rout Artillery

Clear

6 9 4 4 4 4

12

14

6/8*

Frozen Lake

4

4 4

Pine Forest / Orchard Fansanerie / Pheasantry

10

14

16 16 16 16

10 14

8/10*

Hamlet Village

10 10

12 12

6/8* 7/9*

Santon Redoubt

10/6 NA

14 8/10

Fansanerie Wand / Pheasantry Wall

+2 to basic Fire Defense

Vineyard** 10 12 16

NA

Chateux

There are special rules for these hexes

Versteckt Counters (Bagration) are 11 until “discovered”.

In all cases units on a frozen lake hex have a fire defense of 4

*Artillery Fire Defenses are Limbered / Unlimbered If a hex has infantry and artillery present, the Fire Defense is 2 less than for infantry alone unless the infantry formation is in Carre Formations fired upon thru the flank have a fire defense of 5 Formations add 1 to the Fire Attack die roll for every increment in a target hex, over 9. Formations in Road March have a fire defense of 4.

Formations fired upon thru a rear are normal FIRE ATTACK MORALE CHECKS French

Ligne Infantrie will check with every even numbered increment loss Legere Infantrie will check with every even numbered increment loss Oudinot’s Grenadier / Voltiguer Infantrie will check with every even increment loss Guard Infantry will check with every third increment loss Cavalrie Formations will check with every increment loss Artillerie Formations will check with every increment loss Italian Du Po et du Corse Tirailleurs will check with every even numbered increment loss. Russian Musketeers will check with every loss beginning with the 2nd suffered

Egerskii (Jägers) will check with every even increment lost. Grenadiers check morale with every even increment loss

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Special Rules

(This includes the 1 st battalion of all Musketeer Regiments and all Battalions of Grenadier Regiments) Guard Infantry check morale with every odd loss beginning with the 3 rd suffered Cavalry Formations will check morale with every increment loss Artillery Formations will check morale with every increment loss Austrian Linie Infantrie will check with every odd numbered increment loss Wien Jäger formations will check with every even numbered increment loss Linie 6. Battalions will check on every increment loss Grenz formations will check with every even numbered increment lost

Kavallerie formations will check with every increment loss Artillerie formations will check with every increment loss

CARRE REALIZATION TABLE French When forming from Column 4 Movement Points 11-66 3 Movement Points 11-66 2 Movement Points 11-43

CARRE DISORDER ROUT

44-61 32-54

62-66 55-66

1 Movement Point

11-31

When forming from Line 4 Movement Points

11-64 11-45 11-32 11-22

65-66 46-61 33-55 23-53

3 Movement Points 2 Movement Points 1 Movement Point

62-66 56-66 54-66

Personalities subtract 6 from the die roll if present in the hex Legere MINUS 3 from the die roll Oudinot’s Grenadier & Voltiguers MINUS 3 from the die roll Guard Battalions MINUS 6 from the die roll Italians ADD 2 to the die roll If Cavalry is Light ADD 3 to the die roll If Cavalry is Lance Armed ADD 6 to die roll If defender is on morale level ADD to the die roll, 3 for each level Russians CARRE DISORDER ROUT When forming from Column 4 Movement Points 11-55 56-64 65-66 3 Movement Points 11-42 43-56 61-66 2 Movement Points 11-26 31-46 51-66 1 Movement Point 11-22 23-52 53-66

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

When forming from Line 4 Movement Points

11-66 11-66 11-34 11-31

3 Movement Points 2 Movement Points 1 Movement Point

35-55 32-46

56-66 51-66

Austrians

CARRE DISORDER ROUT

When forming from Column 4 Movement Points 11-56

61-63 51-56 41-53 31-46

64-66 61-66 54-66 51- 66

3 Movement Points 2 Movement Points 1 Movement Point

11-46 11-36 11-26

When forming from line 4 Movement Points

11-64 11-54 11-44 11-34

65-66 55-62 45-55 35-46

3 Movement Points 2 Movement Points 1 Movement Point

63-66 56-66 51-66

Russian Personalities subtract their morale up to 6 from the die roll if present in the hex Austrian Personalities subtract their moral from the die roll if present in the hex. Russian Grenadiers MINUS 3 and Russian Guard MINUS 6 from the die roll Austrian 6. Linie Battalions may not attempt to form Carre during the enemy Charge Phase Egerskii add 3 to the die roll If Cavalry is Light ADD 3 to the die roll If Cavalry is Lance Armed ADD 6 to die roll If defender is on morale level ADD to the die roll 3 for each level CAVALRY RECALL

FRENCH

2-6 successfully recalls 3-6 successfully recalls 2-6 successfully recalls 5-6 successfully recalls 2-6 successfully recalls 2-6 successfully recalls

RUSSIAN Light Cavalry RUSSIAN Heavy Cavalry RUSSIAN Cossaques AUSTRIAN Light Cavalry AUSTRIAN Heavy Cavalry

Personalities who have a cavalry modifier add 1 to the die roll

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La Bataille d’Austerlitz 1805

Special Rules

CAVALRY CHARGE MORALE MODIFIERS

Condition

Defending Infantry/Artillery

Charged in flank: Charged in rear In skirmish order Defender In Line In disordered state

minus 12 to die roll minus 6 to die roll minus 12 to die roll plus 3 to die roll minus 6 to die roll plus 12 to die roll plus 6 to die roll minus 6 to die roll minus 3 to die roll

In square

Across a steam hexside within 3 hexes of the target

If charged by Lancers If charged by Heavy Cavalry Charge into town, woods or swamp

not allowed

PRE MELEE MORALE CHECK MODIFIERS Odds Attacker Defender 1/2 minus 6 plus 6 1/1 minus 3 plus 3

2/1 3/1 4/1

plus 3 plus 6

minus 3 minus 6 minus 9

5/1 & over plus 9

INFANTRY PRE MELEE MORALE MODIFIERS:

Condition

Modification to the Die Roll : Attacker Defender

Defender is assaulted in flank Defender is assaulted in rear Defender is in Skirmish order Austrian Defenders in Line Defender is in Square Defender is Disordered Defender is in Line

Plus 12 Plus 6

Minus 12 Minus 6

No check Minus 6

Minus 3

Plus 3

Plus 6 Plus 3 Plus 6

Minus 3 Minus 6

Defender is Routed

Attacker is assaulting up a slope Attacker is assaulting across a stream

Minus 3 Plus 3 Minus 3 Plus 3 Minus 3 for each

Attacker lost an increment due to defensive fire

Elite Infantry varies see Elite Rule

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Special Rules

MELEE VALUE MODIFIERS:

Condition

Modification to the Die Roll : Attacker Defender

Defender is assaulted in flank Defender is assaulted in rear Defender is in Skirmish order Defender is Disordered

X 2

X 1.5

X .5 X .5

Defender is Routed

X .33

Cavalry Charge 3 hexes straight Heavy Cavalry attacks Light Cavalry Cavalry Attacker is Tired Cavalry Attacker is Exhausted Cavalry Defender is Tired Cavalry Defender is Exhausted Cavalry Attacker vs Carre Cavalry Attacker across a stream hexside Infantry Attackers vs Defender in Carre Infantry Attacking across a Stream Hexside

X 2 X 2 X .5

X .33

X .5

X .33

X .5 X .66 X 1.5 X .66

MORALE LEVELS

French Imperial Guard

6 battalions

Level 1 Level 2 Level 3

1 battalion lost or routed minus 0 to all morale rolls 2 battalions lost or routed minus 3 to all morale rolls 3 battalions lost or routed minus 6 to all morale rolls

French Oudinot Division d’Elites 10 battalions Level 1

2 battalions lost or routed minus 2 to all morale rolls 4 battalions lost or routed minus 4 to all morale rolls 6 battalions lost or routed minus 6 to all morale rolls

Level 2 Level 3

French I Corps

18 battalions

Level 1 Level 2 Level 3

4 battalions lost or routed minus 3 to all morale rolls 7 battalions lost or routed minus 6 to all morale rolls 11 battalions lost or routed minus 9 to all morale rolls

French III Corps

10 battalions

Level 1 Level 2 Level 3

2 battalions lost or routed minus 3 to all morale rolls 4 battalions lost or routed minus 6 to all morale rolls 6 battalions lost or routed minus 9 to all morale rolls

French IV Corps

31 battalions

Level 1 Level 2 Level 3

6 battalions lost or routed minus 3 to all morale rolls 12 battalions lost or routed minus 6 to all morale rolls 18 battalions lost or routed minus 9 to all morale rolls

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La Bataille d’Austerlitz 1805

Special Rules

French V Corps

21 battalions

Level 1 Level 2 Level 3

4 battalions lost or routed minus 2 to all morale rolls 8 battalions lost or routed minus 4 to all morale rolls 12 battalions lost or routed minus 6 to all morale rolls

The Austrian Avant Garde of Kienmayer does not have moral levels. (Cav. / Inf.)

Coalition I Column

20 battalions

Level 1 Level 2 Level 3

4 battalions lost or routed minus 4 to all morale rolls 8 battalions lost or routed minus 6 to all morale rolls 12 battalions lost or routed minus 9 to all morale rolls

Coalition II Column

17 battalions

Level 1 Level 2 Level 3

3 battalions lost or routed minus 4 to all morale rolls 7 battalions lost or routed minus 6 to all morale rolls 10 battalions lost or routed minus 9 to all morale rolls

Coalition III Column

18 battalions

Level 1 Level 2 Level 3

4 battalions lost or routed minus 4 to all morale rolls 7 battalions lost or routed minus 6 to all morale rolls 11 battalions lost or routed minus 9 to all morale rolls

Coalition IV Column Austrians

17 battalions

Level 1 Level 2 Level 3

3 battalions lost or routed minus 4 to all morale rolls 7 battalions lost or routed minus 6 to all morale rolls 10 battalions lost or routed minus 9 to all morale rolls

Coalition IV Column Russian

12 battalions

Level 1 Level 2 Level 3

2 battalions lost or routed minus 4 to all morale rolls 4 battalions lost or routed minus 6 to all morale rolls 7 battalions lost or routed minus 9 to all morale rolls

Coalition V Column

10 battalions

Level 1 Level 2 Level 3

2 battalions lost or routed minus 2 to all morale rolls 4 battalions lost or routed minus 4 to all morale rolls 6 battalions lost or routed minus 8 to all morale rolls

Coalition Right Wing

14 battalions

Level 1 Level 2 Level 3

3 battalions lost or routed minus 4 to all morale rolls 6 battalions lost or routed minus 6 to all morale rolls 9 battalions lost or routed minus 8 to all morale rolls

Lost = eliminated Rout is counted at the beginning of the hour

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La Bataille d’Austerlitz 1805

Special Rules

Battle Specific Rules:

Special Unit Types and Formations Elite Infantry Troops- Well trained and experienced infantry troops were able to refrain from firing until it had its most devastating impact. This rule reflects the discipline of elite troops and their ability to hold fire to the critical moment of an assault. Elite infantry troops are defined as those with a printed morale, without modification, of 11 through 16 . When an elite unit fires defensively against any attacking hex and the attacker suffers a loss, the pre-melee morale check of all units participating in that attack, are impacted. The effect is that all the attacking units in this case suffer a minus to the pre-melee morale check. The exact minus is determined based on the morale of the defending unit. A 15 or 16 morale is minus 6, a 13 or 14 minus 9, a 11 or 12 is a minus 12. These minus values are applied as modifiers to the attacker’s morale for each increment the attacker lost due to the Defensive Fire Attack. When an Elite unit attacks, the opposite is true. If the attacker inflicts a loss the pre-melee morale check of the defender all the defending units are impacted utilizing the relationship identified above. When an Elite unit is the attacker against an elite unit, this rule does not apply. In the event of an Elite vs an Elite, the attacker has the standard modifier of minus 3 for each fire increment loss. Russian Dragoner Ability- The Russian Dragoons had a demonstrated ability to fight as more than a mounted wave of assault troops. The Russian Dragoons have a “Sk” on the top of the specific side of their counter. This value permits them to adopt an infantry type skirmish mode in 2 hexes. When they are sitting on a hex side with their specific side facing up, a Dragoon Regiment of 6 increments or less will assume to have 2 increments in each of the two hexes. A Dragoon Regiment of 7 increments or larger will assume to have 3 increments in

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

each of the two hexes. The Dragoon has a fire value equal to 2 factors per increment. Combine all factors which are firing on a single target hex.

This is not a “cavalry skirmisher” formation as defined in the Cavalry Tirailleurs (20).

For all fire aspects the unit is assumed to be infantry in skirmish order. The dragoon unit may not charge, reaction charge, opportunity charge, or melee in any fashion. If an enemy cavalry unit charges the dragoon, or attempts to melee the dragoon, the Russian checks his morale, at the moment of contact. If successful, the Russian Dragoon then may retreat up to his movement value away from the enemy, and at the end of this movement assumes a column formation. If unsuccessful the Russian Dragoon will rout its full movement away from the enemy. This special ability may only be used when the Dragoon is in either clear or pine forest terrain. Russian Egerskii (Jägers)- Russian Egerskii deployed into the buildings unlike their Infantry counterparts . Therefore Russian Egerskii in a village (not hamlet – single building) hex must be in Skirmish Order, never General Order. The entire unit deploys into the number of built-up hexes detailed by the phasing player, a maximum of 3 per hex. They have no rear or flank hexsides while in the village or town. The Egerskii however do count for stacking. However Russian Units that move through the town or village will not be overstacked as a result of the Egerskii. Russian Cossaques- The Russian Cossaque Regiments that are present in the game are irregular cavalry. Based upon that premise please apply the following series of adjustments to their use and interaction with other units within the structure of the game. The Cossaques will check morale whenever an infantry formation which is not disordered, or an artillery unit fires at the Cossaque. It does not require the result of a casualty to force the morale check. In addition if the Cossaque suffers a casualty due to the fire it routs. Further Cossacks may not charge infantry that is in good order from any orientation, or unlimbered artillery into a front hexside of the enemy. This rule is ignored by the Russian Guard Cossaque which is considered a regular combat unit. French Grenadiers / Voltiguers (combined specialty companies)- The French combined elite companies which form the 1 st Grenadier Division of the Reserve. They were assembled by combining 4 elite companies from different regiments into ad hoc battalions for the campaign. General of Division Oudinot leads these battalions. Many of the battalions have the ability to skirmish and some might be elite infantry as identified by the criteria of printed morals of 11 thru 16. Cossaques have a different movement rates for various terrain types than other Cavalry.

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

Imperial Guard Marching Band

Anytime a French combat formation attempts to recover from a routed state within four hexes of the Imperial Guard Marching Band, the combat formation adds 6 to the die roll. If the Band routs it is eliminated

Terrain

Frozen streams, swamps and lakes (Whatever calendar you are using, it is winter)

Swaps and lakes These areas are treated as clear terrain for all purposes with the exception of Fire Defense. Fire Defense is a special case when any unit on a Frozen Lake hex will have a fire defense of 4 for Artillery or combined artillery and infantry fire. There is an additional movement cost for moving across a stream hexside, even though it is frozen. Attacking across a stream reduces the melee of the attacker because of the stream slopes (x.66 – see melee value modofiers) When a unit is fired upon on any lake, a roll of 65 or 65 indicates the ice has broken. Roll one die, the result indicates the number of increments lost. The Lake remains frozen however. The Fasanerie ( Pheasantry ) The Pheasanrty was an area of shooting sport for aristocrats. There is one anomaly associated with the Pheasantry. Although artillery may not enter a Forest or an Orchard hex type, if the hex is within walls of the Pheasantry one unlimbered artillery unit may prolong across the wall and into a Forest or Orchard hex.

Artillery within the Pheasantry may not stack with other combat units.

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Special Rules

Unlimbered artillery in the Pheasantry which is attacked by fire across the Pheasantry wall has a fire defense of 16 Once an artillery battery has unlimbered and prolonged across the wall and into the Pheasantry, it may not move again for the rest of the day.

Infantry which melees across the wall is halved and minus 12 for pre melee morale checks.

Cavalry may not charge into, out of, or thru any hex of the Fasanerie

Shooting birds in this location is considered poaching and will be dealt with harshly.

Earthworks There two earthworks constructed on the top of the Santon Height. There are two French (Austrian 3#) batteries of Position which occupy the earthworks. They are unlimbered at the start of the game, they may not limber, move or change facing. The earthworks hex has 2 front hexsides and 4 rear. Fire defense of the earthworks thru the front hexside is 10 and thru the rear is 6. Units may move to enter the earthworks hex only thru a rear hexside as it is treated as a clear terrain hex move. Note: A melee assault is the only way to enter an earthwork thru the front hex sides. A single infantry battalion may enter thru the rear of the earthworks either defensively to stack with and support the batterie, or a single enemy battalion may assault the earthwork to take it. The batterie may only fire through the front hexside of the earthwork. Melee thru a front hexside is minus 12 to the attackers pre melee morale check and any assaulting infantry is halved in melee. When assaulting thru a rear hexside the attack is made as if it was into a clear terrain hex.

Hint: If the French are defending the Santon, they need a new battle plan. Vineyard (Weintrauben)

The vineyard is planted in neat rows to facilitate the growing, care and harvesting of the grapes. As such, travel through rows is difficult for any formation. It is difficult to deploy troops in the vineyard, also Cavalry Cavalry must be in skirmish order or in general order . Only three increments are available from each regiment for melee from a single hex. There are no charges in the vineyard. Cavalry may charge into the vineyard. The cavalry regiment is subject to the movement costs and three increments per regiment for melee calculations. The tirallieur a’ cheval rules with regards to slowing

infantry movement do not apply in the vineyard.

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Special Rules

Infantry is in general order or skirmish order . No other formations are possible No regiments may enter or move through the vineyard, only battalions. Only three increments per battalion per hex are used for all fire and melee calculations. Units in general order use the value printed on the counter. Skirmishers use up to three increments per hex. Melee factors will be a fraction of the total while in the vineyard. When a vineyard stands as a single hex, the battalion entering is assumed to be exclusively in the vineyard hex. There is a Zone d’ Influence into and out of the hex. Only three increments can fire out or defend in a vineyard hex. Historically the vineyards played an important part of the battle . Artillery Not allowed to enter. If an artillery battery is forced into or routs into the vineyard, it is eliminated. The vineyard does not block line of sight when firing into a vineyard hex. It does block fire through the hex. Vineyard Combat a la Melee Combat is based on a maximum of three increments per battalion or cav. regiment Line of Sigh t You can only see the adjacent hex when in the vineyard Chateaux (Schloss) The Chateaux has limited access and stacking. Only infantry may enter the Chateaux hex. Therein the Infantry may only adopt either general order or skirmish order. Only infantry may assault the Chateaux. Artillery and infantry may fire at it. Infantry defending within the Chateaux hex does not check morale as a defender in the pre melee morale process.

Infantry defending does not make a morale check due to combat a la Feu.

Additionally a DD result does not cause a defender to retreat, it does cause the defender to lose an increment. The unit does have to check morale as a result of the DD.

Fire defense for infantry in the chateaux is 14

Combat a la Melee – this position is made of substantial stone walls and limited access. Therefore, the defender has an advantage unless Sappers breakdown the thick, wooden entrance. After calculating the odds, roll one dice. A roll of a one and the Sappers breakdown the door. In this case there is no defensive melee modifier. A roll of two, three, four, five or six and the defenders melee value is multiplied by 1.5.

Only infantry units have Sappers. (NOT Egerskii or 6. Battalion)

Attackers who occupy the Chateaux after combat, must remain in the hex for one complete turn before gaining the defensive advantage of 1.5 times their melee value.

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Marshal Enterprises

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Special Rules

Coalition Cooperation Austrian and Russian units may not stack together “voluntarily”. If they are stacked together for any reason, each unit is disordered immediately and must roll for morale in the morale recover portion of the turn. Austrian Leaders only have value for Austrian Troops. Russian Leaders only have value for Russian Troops. Leaders may stack with their allies but have no value. Arguments defining who is really Russian and who is an Émigré, are permitted. Coalition Coordination – see scenarios for optional rules Artillery Special Rules A Russian Light Battery may limber with a roll of 5 or 6 A Russian Horse Battery may limber with a roll of 4, 5 or 6 A Russian Position Battery may limber with a roll of 6 A Russian Guard Battery may limber with a roll of 3, 4, 5 or 6. An Austrian Brigade Battery may limber with a roll of 4, 5 or 6 An Austrian Position Battery may limber with a roll of 5 or 6 An Austrian Kavalrie Battery may limber with a roll of 4, 5 or 6 A French Batterie á Pied may limber with a roll of 4, 5 or 6. A French Batterie á Cheval may limber with a roll of 2, 3, 4, 5 or 6. A French Batterie de la Guard may does not have to roll to limber. A French Allied Batterie may limber with a roll of 5 or 6. Leaders with an artillery bonus add one to the die roll for attempting to limber. French Marechals, Bagration, and Docturov add one to the limber roll. Artillery Leaders; Songis and Muller-Zakomelski add two to the die roll.

Napoleon adds 3

Artillery Leaders of Special Ablity – Napoleon, Songis and Muller-Zakomelski

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Special Rules

La Grand Armee Emperor Napoleon I MdE Berthier Général de Brigade Guillaume Mathieu Dumas Général de Brigade Bertrand Général de Division Savary Général de Division Georges Mouton Général de Division Songis Général de Division Jean Rapp Garde impériale MdE Bessieres Aide de Camp Général de Brigade Roussel

Garde impériale Infantrie GdB Hulin

Grenadiers a Pied Chasseurs a Pied

Grenadiers a Pied of the Royal Italienne Garde Chassuers a Pied of the Royal Italienne Garde

Garde impériale Cavalarie GdB Ordener

Grenadiers a Cheval Chasseurs a Cheval Mameluc

1ere Batterie de la Garde a Cheval 2e Batterie de la Garde a Cheval Batterie a Cheval of the Royal Italienne Garde Marching Band ♪

2e Division, V Corps d’Armee (séparer) GdD Oudinot GdD Géraud Christophe Michel Duroc

1ere Grenadier Regiment 2e Grenadier Regiment 3e Grenadier Regiment 4e Grenadier Regiment 5e Grenadier Regiment

1ere Co./1ere Artillerie a Pied

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Special Rules

Iere Corps d’Armee MdE Bernadotte Aide de Camp Général de Brigade Berthier

1ere Division GdD Rivaud de la Raffiniere 8e Ligne

45e Ligne 54e Ligne

1ere Co./8e Artillerie a Pied 2e Co./3e Artillerie a Cheval

2e Division GdD Drouet 27e Legere 94e Ligne 95e Ligne

2e Co./8e Artillerie a Pied

Iere Corps Legere Cavalrie GdD Francois Kellerman

2e Hussar 5e Hussar 4e Hussar 5e Chasseur a Cheval

IIIe Corps d’Armee MdE Davout Aide de Camp Général de Brigade Fournier

2e Division GdD Friant 15e Legere 33e Ligne 48e Ligne 108e Ligne 111e Ligne

2e Co./7e Artillerie a Pied

1ere Dragoon

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Special Rules

IVe Corps d’Armee MdE Jean de Dieu Soult Aide de Camp Général de Brigade Salligny

1ere Division GdD St. Hilaire 10e Legere

14e Ligne 36e Ligne 43e Ligne 55e Ligne

2e Division GdD Vandamme 24e Legere

46e Ligne 57e Ligne 4e Ligne 28e Ligne

3e Division GdD Legrand 26e Legere

18e Ligne 75e Ligne

Tirailleurs Corse Tirailleurs du Po 3e Ligne

IVe Corps Legere Cavalrie GdB Margaron 8e Hussar 11e Chasseurs a Cheval 26e Chasseurs a Cheval 4e Co./5e Artillerie a Cheval 12e Co./5e Artillerie a Pied 13e Co./5e Artillerie a Pied 14e Co./5e Artillerie a Pied 17e Co./5e Artillerie a Pied

Ve Corps d’Armee MdE Jean Lannes Aide de Camp Général de Brigade Compans

1ere Division, III Corps d’Armee GdD Caffarelli du Falga

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La Bataille d’Austerlitz 1805

Special Rules

51e Ligne 61e Ligne 13e Legere

1ere Co./7e Artillerie a Pied

3e Division GdD Suchet 17e Legere 34e Ligne 40e Ligne 64e Ligne 88e Ligne

15e Co./5e Artillerie a Pied 16e Co./5e Artillerie a Pied Ve Corps Legere Cavalrie GdB Anne Trelliard 9e Hussar 10e Hussar 13e Chasseurs a Cheval 21e Chasseurs a Cheval

Cavalrie Reserve MdE Joachim Murat Aide de Camp Général de Brigade Belliard

1ere Grosse Cavalerie Division GdD Nansouty 1ere Carabinier 2e Carabinier 2e Cuirassier 9e Cuirassier 3e Cuirassier 12e Cuirassier 4e Co./2e Artillerie a Cheval 2e Grosse Cavalerie Division GdD Jean d’Hauptoul 1ere Cuirassier

5e Cuirassier 10e Cuirassier 11ere Cuirassier

2e Dragoon Division GdD Walther

Page 20 of 27 3e Dragoon 6e Dragoon 10e Dragoon

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La Bataille d’Austerlitz 1805

Special Rules

11e Dragoon 13e Dragoon 22e Dragoon 2e Co./2e Artillerie a Cheval

3e Dragoon Division GdB Boye

5e Dragoon 8e Dragoon 12e Dragoon 9e Dragoon 16e Dragoon 21e Dragoon

4e Dragoon Division GdD Bourcier

15e Dragoon 17e Dragoon 25e Dragoon 27e Dragoon

Legere Cavalrie Brigade Milhaud GdB Milhaud

16e Chassuer a Cheval 22e Chasseur a Cheval

Grand Parc d’Artillerie du Santon

1ere 3# Captured Austrian Foot Batterie 2e 3# Captured Austrian Foot Batterie

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Special Rules

Armee der Dritten Koalition Alexander I, Tsar of all the Russias Generalmajor Dolgorski Generalmajor Winzingerode Generallieutenant Muller-Zakomelski

Franz I Kaiser von Österreich, Franz II Erwählter Römischer Kaiser Generallieutenant Prinz v. Schwarzenberg Links General of Infantry Buxhowden MG v. Chilebowski Avant Garde (Österreich) FML Baron v. Kienmayer

1/7. Grenz Broder Regiment 14. Grenz Szekler Regiment 15. Grenz Szekler Regiment 3. Chevaux-leger O’Reilly (2) Austrian Reitende Batterien

GM Graf v. Nostiz 2. Uhlanen Schwarzenberg 4. Huszaren Hesse -Homburg 11. Huszaren Szekler Sesajew Cossaque Medentiew Cossaque I. Colonne GM Doktorov 1/7. Egerskii (Jaeger) New Ingremanland Musketeer Regiment

Yaroslav Musketeer Regiment Vladimir Musketeer Regiment Bryansk Musketeer Regiment Vyatka Musketeer Regiment Moscow Regiment

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Special Rules

Kiev Grenadier Regiment Denisov Cossaque 3 Russian Light Batteries 2 Russian Position Batteries

II. Colonne GM Langeron 2/8. Egerskii 3/8. Egerskii

Vyborg Musketeer Regiment Kursk Musketeer Regiment Perm Musketeer Regiment Ryazan Musketeer Regiment Fangoria Grenadier Regiment St Petersberg Dragoner Isajew Cossaque 3 Russian Light Batteries III. Colonne GM Przybyczewsky Galitz Musketeer Regiment Butrsk Musketeer Regiment Narva Musketeer Regiment Azov Musketeer Regiment Podolsk Musketeer Regiment Gardjew Cossaque 2 Russian Light Batteries Zenter FM Prince Kutusov Generalmajor v. Weyrother IV. Colonne Field Marshal Graf v. Kollowrath GM Count Miloradovich Little Russia Grenadier Regiment Smolensk Musketeer Regiment Apsheron Musketeer Regiment Novgorod Musketeer Regiment 2/7. Egerskii 3/7. Egerskii 1/8. Egerskii 2 Russian Light Batteries 1 Russian Position Battery Rottermund Division GM v. Rottermund 1. Dragoner Wien Jägers 23. Infantry Regiment Salzburg

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

6/20. Infantry Regiment Kaunitz 6/24. Infantry Regiment Auesberg 2 Austrian Battalion Batteries 1 Austrian Position Battery Jursbek (Jurcik) Division GM Jursbek 6/1. Infantry Regiment Kaiser 2/9. Infantry Regiment Czartoyski 6/55. Infantry Regiment Reuess-Greitz 3/38. Infantry Regiment Wurttemberg 3/58. Infantry Regiment Beaulieu 6/49. Infantry Regiment Kerpen 4/29. Infantry Regiment Lindenau 6/40. Infantry Regiment 2 Austrian Battalion Artillery V. Colonne Grand Duke Konstantine Pavlovich Generalmajor Depreradovich Life-Garde Infantry Generallieutenant Maliutin Life-Garde Egerskii Semenovsky Garde Regiment Preobragensky Garde Regiment Ismailovsky Garde Regiment Life-Garde Grenadier Regiment Life-Garde Cavalry Generalmajor Kologrivov Garde Huszaren Garde Cossaque Chevalier Garde Garde du Corps Life-Garde Artillery 1 Life Garde Artillery Battery 1 Life Garde Horse Artillery Battery 2 Life Garde Light Batteries Coalition Cavalrie Reserve FML Prince J. v Liechtenstein Hohenlohe Cavalrie Division

FML v. Hohenlohe 5. Kürassier Nassau 7. Kürassier Lothringer 1. Kürassier Kaiser

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La Bataille d’Austerlitz 1805

Special Rules

Uvarov Cavalry Division Generallieutenant Uvarov Grand Duke Constantine 3. Uhlanen

Kharkov Dragoner Chernikov Dragoner Elizabethgrad Huszaren 2 Austrian Reitende Batterie 1 Russian Horse Battery

Rechts Avant Garde of the Coalition Armee Generalmajor Prince Bagration Generalmajor Wittgenstein Avant Garde Generalmajor Dolgoruki 5. Egerskii Regiment 6. Egerskii Regiment Archangle Musketeer Regiment Pskov Musketeer Regiment Old Ingremanland Musketeer Regiment Tsarina Cuirassier Tver Dragoner

Pavlovgrad Huszaren Mariopol Huszaren

1 Horse Artillery Batteries 2 Foot Batteries Cossaque Brigade Generalmajor Czaplitz Kiselev Cossaque Kharusmkov Cossaque Malachow Cossaque

Aide de Camp

The aide counters are in the game are leaders in every respect and may be captured, wounded or killed. Their primary function is to provide an advantage in attack, defense or rallying route units.

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Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

In a multi-player game they may be used to transfer notes between commanders of one side. As a general rule no discussion of the tactical or strategic acts of the game should be permitted. The only means of communication between players should be the aides. For those of you who seek a deeper meaning to our products, we recommend the following works. They have provided the foundation for our efforts, and the inspiration to our cause.

“La Nouvelle Heloise” JJ Rousseau “The Art of War” Baron Jomini “War and Peace” Tolstoy “Don Giovani” WA Mozart “The Oath of the Horatio” David “Fidelio” van Beethoven

And in particular

‘I threw myself alone into a boat which I rowed out to the middle of the lake when the water was calm. There stretching myself out to full length in the baot, my eyes toward heaven.I let myself go and wander about slowly at the will of the water , plunged into a thousdand delightful reveries” JJ Rousseau

In recognition of their efforts which spanned over a year of playtesting small scenarios and the grand battle of Austerlitz at the Duel in the Desert 2016, the Household acknowledges the following individuals:

Mark Kaczmarek - Prince Poniatowski Curtis Kirkland – General of Kavallerie Fürst Liechtenstein Ken Ellis - General of Kavallerie v. Bellegarde Charles R. Kennedy Ed Wimble Eric Holgrem Albert Smith – GdD Vadamme

David Mignerey David Barsness Thomas Whitfield

Marshal Enterprises Household Monte D. Mattson. James G. Soto et Dennis A. Spors

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