For more information about Blücher, go to Napoléon in Moravia

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1 For more information about Blücher, go to Napoléon in Moravia Military campaign from November 28 th to December 15 th, Designed for the tabletop game «Blücher» from Sam Mustafa Publishing LLC. Mohyla míru. Peace memorial at Pratzen height in Czech republic. Picture taken by the author the 2 nd of december 2014.

2 2 Foreword For more information about Blücher, go to The order of battle is based upon Napoleon and Austerlitz from Scott Bowden edited by The Emperor s Press in An adaptation has been made in order to conform to the units cards sets released by Sam Mustafa publishing LLC. The characteristics of units are not included in the order of battle. This is deliberate in order to conform to the chapter 11 of the Blücher rulebook and to units cards if you use them. Finally If you don't know where to spend your next vacation, I strongly encourage you to visit the beautiful region of Moravia in Czech Republic. You won t be disappointed. You might take a look at the following website : Sincerely yours, Frédéric Laugier. a.k.a fr-f1 on the Honour forum.

3 For more information about Blücher, go to Introduction Napoléon in Moravia represents the last days of Napoleon s campaign in Moravia until the arrival of the Austrian army of Italy commanded by the Archduke Charles. Napoléon needs a decisive victory on the field to impose his conditions before the arrival of the Austrian army reinforcement. The game is based upon the Scharnhorst campaign system of the Blücher rulebook. In the manner of The Hundred Days manual there is some special rules. The map The map consists of 12 pages representing a surface of 27 miles by 25 miles. Each page has a 10 by 7 squares grid pattern. Indexed from A1 to AD28. Each square on the grid is 12 BW. page 1 Page 2 Page 3 Page 4 Page 5 Page 6 Page 7 Page 8 Page 9 Page 10 Page 11 Page 12 The map pages are included in a separate PDF file named Appendices. The campaign calendar A calendar is included in the appendices. The game start on November 28 th and finish on December 15 th. The armies There is two sides : The French and The allies. The allies consist of an Austro-Russian army and a potential Prussian army. The hypothetical arrival of Prussian reinforcements is randomised. All Austro-Russian forces are on the map at the beginning of the game. There is no reinforcement except the Prussian if they declare an ultimatum to Napoléon in the diplomacy phase. The French third corps is en route from Vienna and may enter the map on the main road around the village of Musoff (Q28) but not until the 30 th of November. The entry on the map is randomised.

4 4 The order of battle : For more information about Blücher, go to Franz von Habsburg-Lothringen. Aleksandr Pavlovich. Prince Mikhail Kutusov (Legend, Immobile) Austrian Avant-Garde : Michael von Kienmayer (Hero) 1 Avant-Garde brigade 1 Hussars 1 Russian Avant-Garde : Pyotr Bagratian (Inspiring) 4 Infantry 1 Cuirassiers 1 Cavalry 2 1 Cossacks 3 Column I : Doctorov 4 Infantry Column II : Langeron 5 Infantry Column III : Przbyczewsky 4 Infantry Column IV (Russian) : Mikhail Miloradovich (Cavalry, Vigorous) 2 Infantry Column IV (Austrian) : Kollowrath 4 Vet. Infantry Column V : Liechtenstein 1 Austrian Cuirassiers 2 Russian Cavalry 4 1 Cossacks 5 Napoléon Bonaparte. (Legend, Staffwork) Imperial Guard : Bessières 2 Old Guard 1 Guard Cavalry 1 I Corps : Bernadotte 3 Allied Infantry (Bavarian) 3 Ligne 1 Elite Infantry 1 Light Cavalry 2 IV Corps : Soult 5 Ligne 3 Légère 1 Elite Infantry 1 Light Cavalry 3 V Corps : Jean Lannes (Inspiring) 2 Grenadiers (Guard Inf. model) 2 Ligne 1 Légère 1 Light Cavalry 4 Det. III Corps : Caffarelli 2 Elite Infantry Cavalry Reserve : Joachim Murat (Cavalry, Inspiring) 2 Cuirassiers, Carabiniers 3 Dragoons 1 Light Cavalry 5 Imperial Guard : Konstantine 3 Guards, Grenadiers 2 Guard Cavalry

5 For more information about Blücher, go to Reinforcements : Prussian army. Friedrich Ludwig Fürst zu Hohenlohe-Ingelfingen. Avant-Garde : Ludwig Ferdinand (Cavalry, Inspiring) 1 Avant-Garde brigade 3 Infantry brigade 1 Light Cavalry 6 III Corps : Nicolas Davout (Vigorous) 2 Ligne 2 Elite infantry 1 Dragoons 1 Light Cavalry 6 Upper Silesian Army Column : von Grawert 3 Infantry brigade 1 Cuirassiers 1 Light Cavalry 7 Artillery : Artillery Batteries of Each Army French : 3 Heavy, 10 Horse, 13 Foot 3 Guard Horse Austrian : 3 Heavy, 5 Horse, 4 Foot Russian : 7 Heavy, 7 Horse, 23 Foot Prussian : 3 Heavy, 3 Horse As per the rules in chapter 11 of Blücher, players must decide how to allocate their artillery batteries. They may mass them to create artillery units or attach them to infantry units. Once the allocation is done it must remain unchanged during the game. The limitation of artillery units is as follow : French : 1 Heavy, 3 Horse, 1 Guard Horse, 4 Foot Austrian : 1 Heavy, 1 Horse, 1 Foot Russian : 2 Heavy, 2 Horse, 5 Foot Prussian : 1 Heavy, 1 Horse The remaining battery must be allocated to infantry units. The limits on assigning artillery units to Formations * is as follow : French : 3 Art. units max per formation. Austrian : 2 Art. units max per formation. Russian : 3 Art. units max per formation. Prussian : 1 Art. unit max per formation. * Formation refers to historical Corps for the French or Column for the Allies.

6 6 For more information about Blücher, go to Set-up the Campaign : Recon The recon rules are the same as in Scharnhorst except that the side who has won the intelligence has the following advantages : - Can create a column marker with no unit in it (a dummy marker). - Can scout for free during the movement phase. - Move first in the campaign. In addition all the units affected on recon can join a battle only if their C-in-C is involved. The C-in-C are Napoléon Bonaparte for the French side and Mikhail Kutusov for the Austro- Russian. The recon must be redone at the end of any battle day (if this is not a decisive victory which ends the game) to determine who gains the intelligence until the next engagement occurs. That implies that after each battle-day any unit of cavalry or cavalry commander may be assigned to reconnaissance. If the Prussians enter the campaign, cavalry and cavalry officer may be used for recon. Creating column There are 9 column markers for the French and 9 for the Austro-Russian. There are 2 column markers for the Prussian. These represents the maximum amounts of markers a side may use. You are not obliged to use them all but you must conform to certain obligations. For more fun I have included two ways to play the game. Before beginning the campaign you and your opponent must choose one of the following options. Option 1 : Historical order of battle If you choose to play historical order of battle each side must conform to the organisation of the order of battle. Units are to be organised in their respective commands. Artillery units must be affected at the beginning of the campaign in any historical formations. The French division of Caffarelli must be assigned either to the I Corps, IV Corps or V Corps at the beginning of the campaign. The French side can includes up to 2 Corps in a column marker. The Austro-Russian up to 3 historical Columns in a column marker, the IV Column of Miloradovich and Kollowrath count as two separate columns for this purpose. The side who has the intelligence may use a column marker with no unit in it as a dummy.

7 For more information about Blücher, go to Option 2 : Do it yourself If you choose this option you can compose each army as you like according to the chapter 11 of Blücher. Austro-Russian Prince Mikhail Kutusov (Legend, Immobile) Michael von Kienmayer (Hero) Pyotr Bagratian (Inspiring) Mikhail Miloradovich (Cavalry, Vigorous) Austrians : 1 Avant-garde Brigade 4 Vet. Infantry 1 Hussars 1 1 Cuirassiers Russians : 3 Guard Infantry 2 Guard Cavalry 19 Infantry 3 Cavalry 2, 4 1 Cuirassiers 2 Cossacks 3, 5 French Napoléon Bonaparte. (Legend, Staffwork) Jean Lannes (Inspiring) Joachim Murat (Cavalry, Inspiring) Nicolas Davout (Vigorous) 2 Old Guard 1 Guard Cavalry 1 3 Allied Infantry 16 Ligne, légère 2 Conv. Elite coys. (guard inf. model) 6 Elite Infantry 5 Light Cavalry2, 3, 4, 5, 6 2 Cuirassiers 4 Dragoons Artillery units must be affected at the beginning of the campaign in any formations. A column marker must have a number of unit between 1 to 16. The side who has the intelligence may use a column marker with no unit in it as a dummy. The French must create a column including Davout and at least 3 units. This column will come as reinforcement during the campaign. Stacking As the Hundred Days campaign up to two friendly columns can stack in a square. A friendly column that enters a square with an existing friendly column must pay an extra 1 movement point to enter that square. You may shuffle units between columns that are stacked together prior moving your first column. If a single column is alone in a square, you may split it into two, assuming you have any spare column markers. You may also merge two columns into one. Removed marker may then be use again even in the same day. Moving two columns together As the Hundred Days campaign you may move two columns together, if they start in the same square and if neither has yet moved on this campaign day. As long as they are moving together, the two columns may not enter any square with any other friendly columns. One of the column may stop, while the other continues to move. But the one that stops may not then move any more that day. Two columns moving together pay movement points as if they were one.

8 8 The C-in-C For more information about Blücher, go to The C-in-C are Napoléon Bonaparte for the French side and Mikhail Kutusov for the Austro- Russian. As in Scharnhorst rules, it is not necessary to assign the C-in-C to a column. But each side must keep track of the deplacement of its C-in-C on a separate sheet. Napoléon has 12 movement points. Kutusov has 8 movement points. If one or more battles are to be fought that day, each side must declare if their C-in-C is involved in a battle. At that moment you must tell your opponent where was your C-in-C on the map in order to avoid any misunderstanding. The French setup At least one column must start at Brünn : M20 and one at Trebisch : A25 You may then place any column on the following squares : Rausnitz : Q17 Wischau : S14 Pohrlitz : N26 Reinforcement - Musoff : Q28 (Davout) The Austro-Russian setup At least one column must start at Olmütz : T3 You may then place any column on the following squares : Prossnitz : R8 Prödlitz : S10 Prerau : X6 Mostkowitz : Q8 Vrahovitz : S7 Prussian reinforcement Muglitz : K1 Sequence of Play Napoléon in Moravia Sequence 1. Set up the Campaign 2. Do reconnaissance 3. Play Campaign Days - Diplomacy - Declare a battle - Move columns 4. Set-up tabletop if a battle occurs - Set-up armies and terrains - Check for battlefield reinforcements - Post battle sequence 5. Check for campaign reinforcements If a battle was fought go to step 2 If not go to step 3

9 For more information about Blücher, go to Diplomacy Historically the Prussians were prepared to join the Austro-Russian. If Napoléon had not won at Austerlitz they surely would have sent an army. In that game we assume that there is a chance that this would happen. During the Diplomacy phase of each day roll a dice and compare the score to the following table : 1 Prussian Ultimatum 2 Re-roll next day with a -1 modifier 3 or more No change in the diplomatic issue Modifiers to the roll : French occupy Brünn (M20) +1 French occupy Olmütz (T3) +2 Allies occupy Pohrlitz (N26) -2 Allies occupy Brünn (M20) -1 Each French minor battlefield victory +1 Each Allies battlefield victory -2 Minor victory means Battle results that do not meet the criteria of a campaign victory. (See Victory chapter below). In case of Prussian ultimatum the Prussian reinforcements enter in (K1) at Muglitz two days later. Move columns on the map Columns move on the map as per Scharnhorst rules. I have represented on the map, the roads and trails. I was thinking on the possibilities of handle them differently than the standard rule but I think it's better to keep it simple. In term of movement rule there is no difference between roads and trails. Battles Declaring battles As the Hundred Day multiple battles may occur on the same day and both side may declare battles simultaneously. When a battle is declared the six squares of the battlefield are frozen and no columns in them may move further, although other columns may move into empty squares on that battlefield, as per Scharnhorst rules. It is possible that battlefields might be adjacent. In that case, units on one battlefield may not act as reinforcements on another. The number of MO dice is according to Blücher rulebook chapter 11 p99.

10 10 Battle time length For more information about Blücher, go to At that period and at the latitude of the campaign map the «military dark» is set from 5pm to 730am. Then battle can be fought from 730am to 5pm, so be careful to reduce the number of battleturn on the clock accordingly. I suggest to stop at the end of the turn 24. (Each side will then have 12 battle-turns). Terrain After placing mandatory terrain. Each side may use up to 2 terrain features. No urban areas is allowed unless those marked on the map. If a road crosses a major river then there is a bridge crossing the river. Feel free to use historical maps. For example if you engage a battle around famous places try to be accurate on the tabletop battlefield and terrain features. On the map there is a symbol that represent fortified cities. These are Brünn and Olmütz. Their size is 4 urban bases. A defending unit in garrison in these cities received a +2 modifier in combat when attacked by enemy infantry. An attacking unit into such urban base receives a -2 penalty (-1 for difficult terrain and -1 for heavy fortifications). Objectives Like the hundred days each table section should have one objective. If there is an urban area then the objective is placed there. If there is no urban areas on the map square then place the objective as close as perfectly-centered on that section. Post battle sequence Battle ended at night fall Reorganise units and columns and place them on the battlefield still under control. The columns are concealed from enemy. If there is not enough place to stack columns on any remaining square under control then you must stack as many columns remaining on an adjacent map square. If there is no map square available then units that cannot be stacked elsewhere are permanently lost. Battle ended by victory or defeat The defeated army retreat from the battlefield. The winning side may reorganise its army into any number of columns available on any square of the battlefield. The side retreating must reorganise its army in any number of columns available and must be placed to any map square adjacent to the battlefield where the side had units. As mentioned above if there is no room left to place columns on any square available then units that cannot fit elsewhere are permanently lost. Losses after combat Units at the end of a battle that have had more than half of its elan crossed-off suffer losses. Units that suffer losses put the understrength marker. Any unit who already has an understrength marker permanently loses an elan box.

11 For more information about Blücher, go to Campaign reinforcements At the end of the 30 th of November Davout and his force may enter in the square Q28 around the village of Musoff. Roll a dice and compare the result on the table below. 1, 2 or 3 Re-roll next day with Davout enters the map with his column If reinforcement occurs the column is placed on the map in Q28. The column may move during the next day of campaign. Victory The french army were far from her source of supply. The only line of communication is the main road to Vienna. The crossroad at Pohrlitz (N26) is vital for this purpose. On the map a french flag represent the supply source. This is a major objective for the Allies, if they occupy this crossroad then the French army line will be severed. French out of supplies The French line of communication is the main road to Vienna. On the map there is a crossroad near the town of Pohrlitz (N26). If the Allies occupy that square with at least a column comprising at least one unit, then the line of communication is severed. The French will then suffer attrition. At the end of the next day the situation occurs and as long as the Allies occupy the square roll for attrition on the following table : Result of 1D6 roll 1 Re-roll next day with a +1 bonus 2, 3 R1 4, 5 R2 6 R3 R1 : Roll for each French column marker 1D6 and note the result for each column. R2 : Roll for each French column marker 2D6 and note the result for each column. R3 : Roll for each French column marker 3D6 and note the result for each column. The results is the number of units who suffer attrition in each column. If the result is superior to the number of units then all units in the column suffer attrition. Begin with the units of infantry who has the lower elan score then proceed to cavalry and artillery unit. Mark out one elan (or ammo box) on each unit who suffer attrition. If all units of a column has already an elan box crossed by that process then mark out another box. When a unit has 3 elan boxes crossed-off and suffer attrition again then put an understength marker on it. If they already have the understrength due to combat losses then the unit is lost. Once all units in a column have an understrength marker (and 3 boxes off) then any units who suffer attrition again will be permanently lost. Exception : For the Old guard infantry and cavalry do not mark the understrenght marker, instead continue to cross-off one elan box each time attrition occurs. Do the same to artillery units.

12 12 French major victory on the battlefield For more information about Blücher, go to Napoléon needed a quick and a decisive victory on the battlefield to impose his conditions. If the French side win a tabletop battle (Allies army morale collapse) with the conditions described below we consider that the French have won a major victory putting the campaign to its end. - The Allies army comprises at least 22 units (except artillery units). - The Russian imperial guard count as 1.5 units rounding up. In case of Prussian ultimatum that campaign objective is null and void. Victory by Exhaustion At the ends of a campaign day if any one of the armies has reached its exhaustion number that army has collapsed and the other side has won the campaign. The exhaustion number for the French is 16 units. For the Austro-Russian it is 14 units. If the Prussians enter on the map the exhaustion number for the Allies army is 18 units. The exhaustion number represents the number of units permanently lost. Victory by survival If the French have not won by the end of the 15 th of December, then the Allies win. We assume that the Austrian Army of Italy led by the Archduke Charles arrives on the map at the end of that campaign day. Optional rules Weather You may determined the weather at the beginning of each day of campaign by rolling a dice. 1 Rain 2 Clear but muddy 3, 4, 5 Snow 6 Snow and fog Mud & Rain : reduce column s movement by 1. Snow : reduce column s movement by 2.

13 For more information about Blücher, go to Advanced Recon with the use of Vedettes The following rules supersede the basic recon rules. The vedettes are the eyes of an army. Usually these are regiments of light cavalry sent ahead of any army corps to do the reconnaissance job. In the order of battle any unit of cavalry marked with a superscript ID number may be commit to recon. Any units on recon are not included in any column. They are deployed into vedette markers. The ID number on each unit correspond to a vedette ID marker. Exception : The unit of French guard cavalry may deploy a vedette and be placed in a column. Vedette markers are deployed on the map on any square containing a friendly column or to any square adjacent to a friendly column. Vedette markers do not count toward stacking limits, but if you decide to form back any vedette markers into cavalry units you may do so in any column as long as the unit limitation number of 16 is not reached in case the option do it yourself. If you play the game with the historical organisation the vedette must return to its parent column. To form back a cavalry unit, the vedette marker must be stacked with a friendly column. This can be done during the movement phase at any time a marker is stacked with a column. A vedette must be form back into cavalry unit in order to participate to any battle. Recon score +1 for each vedette marker +2 for each cavalry officer The side who gain the intelligence : Moves first in the campaign. Has an advantage during scouting roll and vedette repulse (see below). The recon must be redone at the end of any battle day (if this is not a decisive victory which ends the game) to determine who gains the intelligence until the next engagement occurs. That implies that after each battle-day any unit of cavalry or cavalry commander may be assigned to reconnaissance. Moving vedettes The vedette markers may move during the movement phase. Vedette pays the normal cost of terrain plus any weather penalty. Scouting is free. The movement allowance of vedette is 10 MP.

14 14 Scouting For more information about Blücher, go to The normal rule of scouting applies for any adjacent enemies columns. It may be useful to use the advantage of the faster movement of vedette for scouting an enemy column. A scouting may be done by a vedette adjacent to an enemy column. To do so, throw a dice and consult the following table : 1 Scout failed 2, 3, 4, 5 Scout succeded* 6 Scout succeded and exact numbers of inf, cav & art in the maps square is known** Modifier to the dice roll : Side with the intelligence +1 Russian cossacks -1 Snow -1 Fog -1 * only the total number of units is known. ** even if two columns are presents you must reveal the exact composition. Vedette repulse Vedette may be used to act as a counter-vedette against enemy vedette. When moving your vedette you may try to repulse any encountered enemy vedette. To do so, move your vedette into the square containing the enemy vedette paying the movement cost. If more that one enemy vedette are present you cannot do the repulse. You must have at least the same numbers of vedette than your enemy. Then roll a dice and consult the result : 4+ Repulse succeeded Modifier : +1 if your side has the intelligence If you succeed the repulse, the enemy vedette must fall back into any adjacent square. If you have some MP left you may continue the repulse, but you must re-do the roll each time you perform a repulse. If repulse failed then it is you that are repulsed. Move to the previous square and the movement for this vedette is finished.

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