2.0 THE PLAYING PIECES

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1 These rules were updated. The additions are in Red throughout the rules below. 1.0 INTRODUCTION Masséna at Loano, is a two-player simulation of Napoleonic warfare at regimental/battalion level for the Revolutionary Wars period. The title wants to be a reward for who probably was the best general during the first years of Bonaparte s campaigns. Masséna really was an Italian general from Nizza (Kingdom of Sardinia) even if people of the province Niçois always were more related to French culture than to Italian traditions. Loano battlefield presented some features which the wargaming world did never explore or did partially: mountain warfare in the age of French Revolutionary Wars. The battle itself was not a decisive one. It allowed the French to maintain a bridgehead in Italy with more chances of supply than the naval option, very dangerous due to cruising British ships. Maybe it revealed a modest and good (not a genius) French commander, Schérer, but, above all, saw the birth of the republican military star, general André Masséna, who will put Napoléon out of troubles in many future battles (i.e. Rivoli 1797). The weak attacks of the French left are not simulated here. They were merely fake clashes done to stop a Piedmontese retreat. So the battlefield begins at Borghetto and Zuccarello and ends at Pietra Ligure (obviously for game scale). The Austrian counterpart was, as usual, the common mix between ridiculous chiefs and heroic lower officers. So no news here. 1.1 Game Components Each game includes: One game-map 84x60 cm /8 counters and 140 1/2 counters. Three Player Aid Cards One Rules and Scenarios Manual The game requires the use of a six side die (d6) Game Charts & Tables The following Charts, Tables & Tracks are used during play: Terrain Effects Chart (TEC) Combat Table Initiative Track & Losses Box Casualty Table Turn Record Track (on the map) The Rulebooks They will contain Rules, Scenarios, Historical Commentary, and the Charts & Tables folders. The rules are divided into Major Sections 1.0 through Game scales. 1 turn: 1 hour (2 hours the turn 1 and 12). 1hex: 300 m (about 328 yards). 1 strength point: men for infantry, for the cavalry and 2-3 canons The Map The game maps cover the area over which the battle of Loano was fought. Each hex has a four-digit code printed on it, used for setting up the units prior to play (see Initial Set Up in the Scenario Information for the actual locations). On the map, Slope hexsides represent a steep rise of 50 to 200 feet height. Note. Austro-Piedmontese troops were part of a coalition suffering from bad coordination. The piedmontese plan asked for a forward defense of the Alpine passes while the Austrians sought the defense of Genoa and the Po accesses. Both coalition High Commands thought themselves unable to attack Frenchmen and push them towards Mentone and Nizza. Specially risky would have been an attack along the coast and beyond Borghetto (toward west). Ground was impracticable and some strictures upon the seafront limited movement to the large coastal road, aptly named di Francia. The hilly and mountain side was even more impracticable, with narrow gorges and cliffs, so much that even the French had communication problems beyond the entrenchment line. If the Austrian chose to strike deep beyond the lines at Santo Spirito, this would have been a violation of the High Command orders and, moreover, a risk, as they would have left half of Sérurier division at their back and required to limit their advance to the coastal road. 2.0 THE PLAYING PIECES There are three types of playing pieces: combat units, leaders and markers. 2.1 Combat units These are color coded to represent the troops of the nations involved. The color patterns follow the uniform s colors of the period. Most units have Full strength and Reduced strength (backside) with different color patterns. The numbers and symbols printed on the units indicate their Combat strength, Efficiency, Movement allowance, Unit Type and Unit I.D. 3

2 Sample Combat Units 2.2 Leaders Also color-coded for nationality, the Leaders come in two types: Commanders (Army and Wing/corps commanders) and Officers (Division and Brigade officers). The different capabilities of Commanders and Officers are explained under Command (see 4.0) The back of the leaders represents the Activated side, indicated by a A symbol Each leader also has a Formation-marker (see 5.2). 2.3 Markers Markers are depicted in the rules explaining their use. 3.0 SEQUENCE OF PLAY 3.1 Game-Turns Each Game-Turn is divided in phases further divided into various impulses according to the Command-activation rules Phases Each of the following phases must be resolved in the exact order given. Any action taken out of sequence is in violation of the rules. A. Command phase: This phase is divided in five segment 1. Command Segment. The units which are in Radius of the direct officers are considered in command. The units beyond this Radius are out-of-command (Place the marker Out of command OOC on top of the out of command units). 2. Orders Segment. The players check their Chains of Command In this segment, it is possible to change old orders for new ones (5.3). The player may also declare independent brigade(s) in command (5.4). Out of command officers maintain the order they had in the preceding game turn, but they can try to change it in their activation (5.5). 3.. Initiative Segment The players roll a die to decide who goes first (7.0) and organize their formations on the Initiative Track (7.1). 4. Reorganization segment Players can try to reorganize their Disordered or Routed units if the type of order they received allows for it (20.0). 5. Replacement The players move the eliminated combat units in the Losses Box (21.0). B. Actions phase The players act with the formations according the priorities assigned (7.1). Each formation performs all the Action phase segments (movement and combat segment) before the turn passes to the next activated formation. This Actions phase will continue untill all the formations have completed their actions. 1. Movement segment: If a formation is composed of several leaders the player must activate and move one leader at a time. 1a. Enter Reinforcements. The units may enter the map at this time automatically in Manoeuvre order for their turn of entry. 1b. Movement: Units move following their orders. Artillery that moves must be marked with a Moved counter and does not count for Bombardment and support. Repulse (11.4) may be resolved during this segment When a leader ends the Movement segment, his counter is turn on the back (Activated) side. 2. Combat segment: combat is resolved at the end of the Movement segment of all formation s leaders in a series of utter segments as outlined below (for each combat): 2a. Bombardment: The player can executes the artillery bombardment procedure using the Bombardment table. 4

3 2b. Attacks declaration: The players declare their attacks and place the markers, Attack or Attack? according to their orders. If they attack they must attack all enemy combat units projecting a Zone of Control in their hex that will not be attacked by other friendly units. 2c. Retreat before combat: Defending cavalry and skirmisher can retreat before combat. 2d. Defensive Bombardment: The defensive player may bombard with artillery units present in hexes that are under attack. 2e. Attacks segment: All Efficiency checks are taken and the attacks are resolved on the SCT. C. End of turn phase When all the formations have completed their actions, the Game-Turn marker is moved into the next space on the Turn record track, and a new Game-turn begins. 4.0 COMMAND In the recent past wars, Army Commanders tended to create Commands based on tactical tasks they wanted executed in battle. Generally, but not always, good Officers got the better troops. Austrians grouped these Commands under the name of Feldbrigaden (Field Brigades) entrusting the command to military Noblemen not always fit for strategic/tactical management (they were often German High Officers pushed up through the Ranks by the Imperial Court Hofburg of Vienna). When necessary (illnesses, wounds and so on) they were substituted in the Field by good Officers, often of inferior Rank (Obristen or Colonels). This Brigades were grouped in divisional Formations called Columns (Divisions) with a numerical identification or with a position identifier (in respect to the so called Ordre de Bataille; i.e Avant Garde Kolonne; Rechts [right] Kolonne; Haupt [Center] Kolonne). The French organization was almost the same; French Brigades though were identified by numbers, more like their Regiments (or Half Brigade Demi Brigade as they were called). The young Buonaparte was particularly busy with the task of continually passing troops back and forth among commands, depending on the tactics chosen during and after Leaders Each leader represents the named person as well as his accompanying staff and escort. Leaders are of three types: Commanders, Division officers and Brigade officers Leaders perform several important functions: they give orders to formations and place combat units in command so that they may be moved as a formation. they facilitate the Advance after combat of the victorious combat units (15.6.4). they give a modifier in the Efficiency check (16.2). they give a modifier in combat (15.2.6) Any leader of the chain of command of a unit may contribute his modifier for the Efficiency check. Only the leader directly in command of a unit may contribute a combat modifier Leaders have 6 (six) movement points. Leaders may always move up to the maximum of their movement allowance and may exit from enemy ZoC (9.0) independently of the order received Color Codes. Wing and Corps Commanders have a stripe color code whose color indicates the units belonging to their command. 4.2 Commanders Commanders may be Commanders in Chief as well as Wing/Corps Commanders. Commanders stand at the top of the "chain of command" (5.1.2). A Commander may place his orders to any subordinate officers (they are listed in the Scenario rules) Command Rating Each Commander has a Command rating (CR) which is the number of new Orders he may issue in a given Command phase. With each CR point he can change orders to one formation (5.1), create a new formation (5.4), return a Brigade to his original Division (5.4.2), give an order to out of command units (5.4.3). Example: Wallis, with a Command Rating of [2], may give orders to two leaders of his Chain of Command Command Radius Each Commander has a Command Radius expressed in leader Movement point (11.1.5) indicated on the counter(not counting the Commander s hex). All subordinate leaders which are inside this Radius are in Command and can receive orders. 4.3 Officers Officers are the second and third link in the "chain of command" They are in charge of specific formations (Division or Brigade). An Officer commands all combat units that share his command designation (see Sample Combat Units). 5

4 Division Officers may command Brigade officers (see scenario "chain of command ). Brigade officers may never command others leaders. Each Officer has his own Initiative Rating (IR) which is used to determine if he can act as a command independent from the chain of command (5.5) Officers Command Radius Each Division officer can command units (and Brigade officers) that are in his Command Radius. Brigade officers can command units which are in their Command Radius. Units belonging to an officer s formation, which are beyond his command Radius, are Out-of- Command (4.4) Battle lines All units being part of a formation are considered to be in command if they are adjacent to each another and at least one unit of the contiguous line is in command Only the leader that share his command designation (usually, but not always only, the brigade commander) can keep in command the combat units (exc ). Example: If the 1/13 Reinsky unit is outside the command range of its Brigade commander (Brigido) but within the range of the Division commander (Pittoni), the unit is still considered out of command Terrain A command Chain may not be traced through impassable Terrain or through enemy combat units. This command Chain may be traced through enemy ZoCs and across any other types of terrain. 4.4 Out of command unit. A unit out of command must check to obey to the formation order when it is activated by its leader At the moment that his leader is activated an out of command unit must perform an Efficiency check: if it is successful then the unit is considered in command (remove the Out of command marker), otherwise, the unit remain motionless. 4.5 Leader losses A leader may be captured/eliminated with a Combat Result of: "De" and Dr (only if defending), "Ae" (only if attacking) or Ex, or a Bombardment Result of DD or DR A leader may be captured/eliminated with a "De" (if defending) or "Ae" (if attacking) combat Result if the owning player rolls a 5 or A leader may be captured/eliminated in a "Dr" (if defending) or Ex combat Result if the owning player rolls a Should all the units in the hex with a leader be eliminated while the leader is not captured/eliminated, he must immediately move to the nearest friendly unit. If there is no friendly unit within the leader's movement allowance, he may move to any hex, free of enemy units, within his MA If an officer dies, his units are out of command for the rest of the game (but see also 5.4.3) A leader in a hex under Bombardment that suffers a DD or DR result is eliminated if the owning player rolls a Masséna impetuosity Masséna had broken and flanked the Austrian left wing with the crushing defeat inflicted to the Austrian centre by taking the important position of San Pietro del Monte. After foreseeing that the left wing Austrians would retreat and escape through the trails of San Giacomo, Massena ordered a long forced march to his two divisions, in spite of the storm. Meanwhile, Masséna seized the heights of San Giacomo with four weak but resolute French battalions. Masséna, in any Command segment, may take the command of some brigades (at the cost of 1 CR point each) controlled by Charlet and start to act as a division commander for the rest of the game. The IR of Massena is the same of his CR In this case, the Corps command is transferred to Schérer. Place the Schérer counter in the same hex with Massena Massena retains the Command radius of 8 hexes even if acting as division commander and he can change his order any turn without roll for initiative. The French have the Masséna CR modifier for the Initiative if Massèna is on the map also if the Masséna impetuosity rule is in effect. 6

5 5.0 COMMANDER S ORDERS During the Revolutionary period, the command chain was definitely less codified than in the later Imperial times. Theoretically, it was structured along the same lines, but during operations it simply stopped functioning, being substituted by direct orders transmitted by couriers. Practically, lower echelon commanders acted upon improvisation and personal initiative. At Loano, the French had a choice: march in a long column (à la Augereau) risking an Austrian reaction or trust subaltern initiative (as Massena did) and moving fast, cutting the Austrian lines. Commanders may issue orders during play. Orders can be changed every turn. Only formations which are in Command may receive orders. 5.1 Command rating While all formation which are in the Command Radius of a Commander (4.2.2) may automatically receive orders, a Commander cannot issue more new orders than the value of his Command Rating (CR). Example: A Commander has a CR of 3. Each formation of the Chain of command which has its officer inside the Radius may receive orders. Each turn the Commander may issue 3 new orders (no more) to change the order of his subordinate officers The Austrian player must declare first any change Chain of command The starting Chain of command is stated in the scenario rules Out of command officer The effect of being out of the Command Radius of the Commander for any officer is that he can t receive new orders and he can only try to change his order acting by Initiative (5.5). 5.2 Formations A Formation is composed of one (or more) leader and the units of his own command. The formation leader place his formation-marker on the Initiative Track (7.1). If (brigade) leaders (and their related commands) are part of a division officer command, the formation-marker of the subordinate leader(s) is placed in the box with the name of the division officer on the Initiative Track. The formation at the start of the scenario are indicated in the set up. Example: At the start of the scenario 1 (A) the French division officer La Harpe command the brigades of Joubert and S.Hilaire. The La Harpe formation-marker is placed on the Initiative track (it is a formation leader), the formation-marker of Joubert and S.Hilaire are placed on the La Harpe box in the same table (they are in the formation of La Harpe). Note: The formation-marker of the commanders are used only for the movement and the activation of position artillery and flotilla. 5.3 Orders Every formation starts with the orders issued before the battle (called original orders) as stated in the scenario rules and the first markers are placed during set-up Chits. Order markers (chits) are placed in the leader s box on the Initiative Track (7.1). The order of the Brigade officers are placed under the leaders counters on the map. 5.4 Create a new formation. During the Order segment of the Command phase, a Commander may detach a brigade from his division and create a new formation for a Brigade officer who is in command and originally was under the command of a Division officer (in his box on the Initiative Track). This action costs 1 CR. Brigade officers out of the Commander's Command Radius can try to detach from his division acting by Initiative (5.5). If a division leader changes orders all the formations under his command (in his box) that are out of command maintain the old orders until the return in command. They are however NOT considered as detached (they activate the same time their formation commander does) The Brigade officer and his units simply are detached from the division they belong from the start and are considered a new formation. Place a new order under the Officer s counter and place the relevant formation-marker on the Initiative Track in the order segment of the game turn, a commander may return a Brigade in its command range to his division. Units revert to the former command and the formation-marker is removed from the Initiative Track. 7

6 This action costs 1 CR During the Order segment, a Commander may also place an order in a hex (only) containing units out of command but in his own command radius. Such order costs 1 CR per each hex and the order applies only to the current turn. Such a stack becomes, to all effects, a new formation that operates in the same way as the others. Immediately place on the stack its new formation commander (use the staff leader Stein, for the Austrian, or Monnier, for the French) which will become, to all effects, a brigade officer from then on. 5.5 Officer Initiative At the moment that his formation is activated (not in the Order segment of the Command phase), if the Officer obtains a die roll equal to or less than his IR, an independent initiative has succeeded and he can change order or detach the brigate. If this fails all combat units of that formation must maintain the original formation and orders. 5.6 Piedmontese (Kingdom of Sardinia) Saluggia and Del Carretto was under the command of the Solaro division, not present in this game. They act like independent formations Saluggia and Del Carretto may change their order only with a successful independent initiative (5.5) 5.7 Dommartin and Verdier Dommartin and Verdier are independent formations under the direct command of the French commander (Augereau). They can act like independent formations Augereau may attach the brigades of Dommartin or Verdier to any division in his command This action costs 1 CR for brigade. 6.0 TYPE OF ORDERS least one hex closer to the enemy than at the start). This order allows to enter EZoC, use Road March (11.3), try Repulse (11.4) and Assault (15.0). Artillery may Bombard (13.4). 6.2 Attack - All the units must move (if possible) at least one hex closer to the enemy units until they come in an EZoC. This movement is toward the enemy line and is not mandatory to reach immediately the EZoCs. All the units in EZoC must attack. This order allows to enter EZoC and use Repulse (11.4) and Assault (15.0). Artillery may Bombard (13.4). 6.3 Defend - Divisions under defend orders must attempt to hold specific terrain or areas. Units may not move more than 1 hex and may not enter EZoCs unless to stack with other friendly units. Units may leave EZoCs. This order allows to use Reorganization (20.0). Artillery may Bombard (13.4). 6.4 Manoeuvre - All the units may move freely but may not enter EZoCs. This order allows to use Reorganization (20.0). Formation with this order may use Road March (11.3). 7.0 INITIATIVE Unless otherwise stated by scenario rules, the players decide who plays first during the Initiative segment of each game turn by rolling 1d6 and adding the overall commander s CR modifier. The higher modified die roll gets the initiative. In case of draw the Commander with the higher CR will plays first First turn In all the scenarios, the first turn the French player automatically roll 6 to determine initiative 7.1 Initiative Track This Track is divided in 11 boxes (from 1 to 10 plus the 0 box) The player that wins the initiative may place a formation-marker of his choice on the 10 box on the Initiative Track, then the other player places all his formation-markers one per box on the Initiative Track, in boxes numbered not higher than the value he obtained with the initiative dieroll. There are 4 types of Orders 6.1 Advance - Each turn that a formation is under Advance order, at least half of its units must move toward the enemy (they must end their activation at 8

7 Example: Austrian player rolled 2 and his Overall Commander has a CR of 2, so his initiative is 4 (2+2) and he lost the initiative. The Austrian player can place his formation-markers on the boxes from 4 to 1. No more than one marker per box. The player with the initiative does the same, placing them in boxes not higher of his modified initiative die roll. All the formation-markers are placed face down (hidden) The formation-marker in box 10 will be the first to be activated, followed by others in descending sequence. This order will be determined for each game turn and will last for the whole game turn If there are formation-marker from both players in boxes with the same number on the Initiative Track, the player with the initiative act first If a player has more formation-markers than the modified die roll he obtained, after he filled all the boxes up to his initiative value he must place all the remaining formation-markers in the box If both players have formation-markers in the 0 box, the initiative player chooses his first formation to act, and the players alternate for further activations. 7.2 Activation If the formation activated consist of several leaders, the movement segment of the Action phase is performed one leader at a time. The Combat segment is resolved after all the activated leaders have completed the movement segment. 8.0 STACKING Players may stack more than one friendly combat unit in a hex at the end of the movement phase. It costs no movement point to stack combat units. You may move through a unit s hex at no extra cost. 8.1 Stacking limits The stacking limits is: a) Two units of the same type (infantry, cavalry) and of the same formation b) One artillery unit of any formation combined with one infantry unit. c) Two artillery units of any formation(s). 1 Skirmisher can freely occupy an hex if stacked with units of the same formation (see 18.2) Exception: The constraint of the same formation does not apply to units in rout Routed units may not stack voluntarily with other units in good order or disordered, if it happens the units must unstack as soon as possible Any artillery unit in the stack must be stacked on top Markers and leaders do not count towards the stacking limit Units in Road March (11.3) may not stack. 9.0 ZONE OF CONTROL The six hexes immediately surrounding a combat unit are its Zone of Control (ZoC) All combat units exert a ZoC even if an hex is occupied by an enemy unit, or is in an enemy unit s ZoC (EZoC). If a friendly combat unit is in an EZoC, the opposing units are equally and mutually affected by the each other ZoC. The presence of a friendly unit in an EZoC does not negate the EZoC effects, but see also operative Chains of command (4.3.4) and Movement (11.1.5) as exceptions ZoCs do not extend across impassable hexside, Ravine slopes and into Redoubts and Entrenchments 9.1 Leaving EZoCs Units in EZoC cannot exit except by Defend Order (6.3) or combat results Units under Defend orders may leave it paying +1 MP Units that start in EZoCs may leave it by advance and retreat after combat. 9.2 Engagement Entering an EZoC is called Engagement Combat units may freely enter EZoCs if their Order permit it but stop moving Leaders may not enter EZoCs voluntarily unless a friendly combat unit occupies the hex. If a hex containing a lone leader is entered by an enemy combat unit, the leader may immediately move up to his full movement allowance to escape. If he can't leave the hex due to Retreat limitations, he is captured and eliminated from the game. 9

8 10.0 LINE OF SIGHT Units may spot enemy targets at a distance of three (3) hexes if no blocking terrain or hexsides prevent the spotting. Units trace a LoS tracing a line from the centre of the unit hex to the centre of the target unit hex Blocking hexes Blocking terrain consists of Building, Crest hexsides and occupied hexes (friendly or enemy). If any hex or hexside between the active unit and the target is blocking terrain, the Line of Sight is blocked and the target may not be hit/observed Blocking hexsides block all bombardment attacks and observations. The Line of Sight is blocked if passes through the juncture of two or more blocking hexsides or the juncture of a blocking terrain hexside and a blocking terrain hex. The LOS is blocked also if any intervening hex is higher than either the active unit or the target Crest hexsides artillery LOS is always blocked by a Crest, even if adjacent to the bombarding unit Ravine Slopes These are very steep and rocky slopes, generally impassable and rough. No artillery unit can bombard an adjacent target hex separated by a Ravine Slope Fog of war You may examine an enemy stack only if you can trace a Line Of Sight to that stack MOVEMENT During the movement phase, the phasing player may move all, some, or none of his units and leaders in any direction, subject to their Order, Command status, Initiative, terrain restrictions, and the presence of enemy units and EZoCs. A unit must be activated to be able to move Movement procedure The Phasing player may move units individually or as a stack. Whether moving individually or by stack, the move must be completed before moving the next individual unit or stack. Units may only move from hex to contiguous hex paying MPs for each hex along the way A unit may never expend more movement points than its movement allowance in a single movement phase, but a unit may always move at least one hex per turn, even if the cost of terrain in the hex and hexside exceeds the printed movement allowance of the unit. Exception: Position artillery with a MA of 0 (13.2.2) Unused movement points may not be saved from turn to turn A combat unit (but not a leader, see ) must stop the moment it enters an EZoC (Exception: Repulse, 11.4 and Flexible ZoC 18.3). A unit cannot enter a hex occupied by an opposing combat unit Units not in Road March may move through other friendly units without further costs Leaders may always move the full capacity of movement regardless of the Order of their formation. Terrain cost is reduced by 1 MP (but to never less than 1) for leader movement purpose. A leader may move from enemy ZoC to enemy ZoC if each of these hexes are occupied by friendly combat units Terrain and movement Each hex costs a number of movement points to be entered. This number of movement points (MP) varies depending on the terrain in the hex and on the hexside crossed to enter the hex. For movement point costs see the Terrain Effects Chart. The MP costs are deducted from the movement allowance of the unit as it moves from hex to hex. All movement point costs are cumulative. When the unit has insufficient movement points left to pay the cost of the next hex, that unit must cease moving Road March All units may use Road March, subject to their Order. At any time during movement a unit on a road or trail may declare that it will use the road advantage and that this unit has march orders. Note: There is no cost to declare Road march Each hex from road to contiguous road (not trail) costs one-half ( ½ ) movement point in Road March, and there is no extra cost for bridges. Each hex from trail to contiguous trail costs a movement point less (but never less than 1) than the other hex terrain cost, when in Road March A unit in Road march: a Cannot enter EZoC b May not stack or move as part of a stack (this rule also applies to SK). c May not move through a hex containing other friendly units Repulse Repulse is part of movement. 10

9 During the Movement segment of the Action Phase (3.1.1), a unit may attempt, subject to its current Order, to displace enemy units on its way. This process is called Repulse Repulse procedure A combat unit or stack that starts in (or enter) an EZoC may Repulse the enemy unit exerting it. The combat units attempting Repulse must first expend the movement points necessary to enter the enemy occupied hex. A moving force must simultaneously Repulse all enemy combat units that project a EZoC into its hex (the Repulsing stack pays the highest movement point cost among the hexes occupied by the enemy units). Cavalry, but not Skirmishers, may Retreat (17.2) before the resolution of a Repulse attempt. The Repulse attack can only come from a single hex Resolving a Repulse Attempt During a Repulse attempt steps 2d (Defensive Bombardment) and 2e (Attacks segment) of the Combat segment (14.0) are performed, just like in a normal assault Effects of a Successful Repulse The Repulse is successful if the attacked hex(es) is free of all enemy units after the resolution of the combat. After a successful Repulse, the units may continue moving to the limit of their movement allowance and may even attempt subsequent Repulses. A given combat unit could be Repulsed any number of times in a single turn Effects of a failed repulse If the Repulse attempt is unsuccessful (if the attacked hex isn t freed of all enemy units) the Repulsing stack immediately ceases movement. This stack may attack the unit it attempted to Repulse in the following combat phase (if orders allows it) No Repulse is allowed against troops defending Redoubts & Entrenchment Reinforcements Both players may receive reinforcements, according to the scenario. The new units enter (are physically placed) on the map in the appropriate hex marked with a letter (A to E) on the turn specified on the set up schedule. Reinforcements always enter during the formation Movement segment of the Action phase The reinforcing units arrive paying the normal terrain cost for the entry hex (including Road and Trail bonus). The owning Player may determine the exact order of arrival when he moves reinforcements onto the map and may delay reinforcements to a successive game turn A Reinforcement Force enters on the map with Manoeuvre order Stacking When more than one combat unit is scheduled to arrive at the same entry hex in the same turn, they may arrive stacked, as long as they do not violate the stacking limit. The MP cost of an entry hex is raised by +1 for every successive stack that enters the map through the same hex in the same movement segment Blocked entry hexes If the entry hex is occupied by an enemy combat unit or EZoC (except Flexible ZoC), Reinforcements may instead enter along that map-edge in the nearest hex to the entry hex, on either side, clear of enemy units and EZoC Delayed entry Players may voluntarily delay the entry of Reinforcements indefinitely. However, no other scheduled Reinforcement may enter at this entry hex until the delayed Reinforcements have been brought onto the map (the follow-on reinforcements may enter in the same or subsequent turns). No part of a Reinforcement force may be delayed. Either all units scheduled to arrive at that hex are brought onto the map, or none TERRAIN It was difficult to identify a true clear terrain at Loano. Consequently the simulation of movements needed some improvements Additional Terrain values (ATV) In Masséna at Loano there are two kinds of clear hexes: those with additional value (+1, +2 etc.) and those without it All units must pay 1 MP for each hex without additional value When entering an ATV hex units must pay 1 MP plus the Additional Terrain Value specified for that hex Artillery must pay their full Movement allowance if they want to enter a hex with ATV without using a road/trail Practically, they move only one hex ATVs are cumulative. Simply add the MP increasingly spent till the maximum movement allowance of unit is reached (and not surpassed) ATV and Fire Combat Artillery firing to a target in a non adjacent hex must consider the target s hex ATV as a cover value of that terrain. 11

10 So shift the column ratio (in favor of the defender/target) by a number of columns equal to the ATV value ATV and assault When assaulting an enemy unit(s) in an ATV hex, the attacking unit suffers a negative DRM equal to the difference between the value of the ATV of the defending unit(s) hex and the ATV of the attacker hex(es) (In multi-hex combat both consider the most favorable modifier). If the Defending ATV value is the equal or less than the attacker's, there is no ATV DRM. Example 1: A unit in hex 3322 (ATV +1) attack a enemy unit in hex 3321 (ATV +2). The DRM is -1. Example 2: Units in 3423 (ATV +1), 3522 (ATV +2) and 3623 (no ATV) attack a enemy unit in hex 3523 (ATV +2). The attacker consider the most favorable modifier (ATV +2) and there is not DRM D6 Hexes Some hexes carry a D6 symbol. These were particular hard passages, even if paths or trails were present, whose conditions were clearly perceived only at the last moment. When entering such hex, roll a d6-1 and apply an ATV equal to the die result. If this result is more than the remaining unit s movement allowance the unit must end its movement in that hex Units assaulting or Bombarding enemy unit in a D6 hex have an -1 DRM Ravine Slopes These are very steep and rocky slopes, generally impassable. Ravine are passable for command control purposes, can be crosses by Leaders, skirmishers and light infantry (infantry with 5 MP) but it costs them their entire movement allowance. Ravine are impassable to any other unit. No artillery unit may bombard an adjacent target hex separated by a Ravine Slope Bridges Stream bridges have no symbol to denote them. Stream bridges are considered to exist wherever a Road or Trail crosses a stream hexside Movement. The units pay no extra MP cost for crossing bridges. Artillery must use bridges to cross a Stream hexside Combat. Treat the stream bridge like stream for the combat Redoubts & Entrenchments Hexes with Redoubts & Entrenchment are fortifications. They maintain the cost of the other terrain in the hex. Cavalry and artillery may only cross these hexes/hexsides while moving in Road March The ZoC does not extend into fortifications but extend out from them Building There are two types of Buildings: Villages (single hex) and Town (2 or more hex); they are hexes with roads. See the TEC for combat effects Unit(s) in Building or Fortifications may choose to remain stationary (i.e. not move and assault) independently from the order received from its formation Stream creeks Ligurian streams had strong water flood in autumn, with muddy and frozen banks. Marching through their hexsides will cost +2 additional MP to cross. Artillery units must cross them only at bridges (roads) There is a -1 DRM in combat if all the attacking units attacking across a stream Sea Sea is an impassable terrain except for the French flotilla. Note: sea hexes can be light blue, blue or mixed. They are still the same terrain and with a cost of 1 MP ARTILLERY Artillery units may always move (if they want) up to the maximum of their movement allowance and may exit EZoC independently from the order received from formation. When an artillery or horse artillery unit moves, place on it a counter Moved. This counter is removed in the Reorganization segment of the Command phase. An artillery with a counter Moved may not bombard. Sample Artillery Units 12

11 Artillery units may participate in attacks only by bombarding the defending unit. Artillery units are NOT considered for combat purposes, neither for strength nor efficiency. Artillery is never considered for die roll modifications due to target density Artillery ranges Artillery may bombard at a distance of 1, 2 or 3 hexes. The bombarded enemy units (called Target) must be in the artillery LOS (10.0). Range from the bombarding artillery unit to the target hex is counted by including the target hex, but not the bombarding units hex The maximum range of each artillery unit is indicated on the counter Defending artillery If attacked in melée, defending artillery may Bombard the enemy attacking hex If artillery units are themselves attacked when alone in a hex, they may Bombard a hex of attacking units. If, after the Bombardment, an enemy unit is still able to advance in the defending hex, the artillery units is eliminated Adverse results Artillery, stacked with infantry or cavalry that are eliminated or have been forced to retreat as a result of combat, is eliminated Bombardment A bombardment attack is an attack by an artillery unit against an enemy unit. Each artillery unit may only attack a single enemy occupied hex when bombarding. A stack of artillery units may split its bombardments against different targets but a single artillery unit may not split its fire among different targets, even when part of a stack. Multiple artillery units cannot bombard together as a single force but they may bombard the same target (the player roll a die on the Bombardment Table for each attacking artillery unit). Artillery units are never forced to attack an enemy unit merely because it is in range Attacking artillery suffer no adverse Combat Results, as stated in the Bombardment Table Bombardment procedure Artillery units may bombard, if within range of a target in LOS, regardless of command status. Follow this sequence: Designate the Bombarding hex Designate the Target hex Determine the Line of Sight. Determine the Bombarding strength Refer to the Bombardment table. Execute the Bombardment Results 13.5 Bombardment table This table is used to make artillery bombardment Die roll modifiers for range The Bombardment die roll is reduced by TWO (-2) if the Artillery unit is attacking at 3 hex range. The die roll for Bombardment is increased by ONE (+1) if the bombarding artillery unit is attacking at 1 hex range. Artillery ranges table Distance in hexes Effect 1 point-blank fire +1 DRM 2 No modifier 3-2 DRM Die roll modifiers for targets If the target hex contains 1 SPs of any types, the Bombardment die roll is reduced by TWO. If the target hex contains 2, 3 or 4 SPs of any types, the Bombardment die roll is reduced by ONE. If the target hex contains 7 or 8 SPs of any types, the Bombardment die roll is increased by ONE. If the target hex contains 9 SPs or more of any types, the Bombardment die roll is increased by TWO Bombardment results During the Revolutionary Wars, artillery was not so effective at long ranges. Its effects tended to disorganize target enemies without causing heavy losses. For this reason, artillery bombardment cannot directly eliminate strength points from target units. Results are as follow: : No effect; D: All units in the hex must undergo an Efficiency check, if they fail they are Disordered and must retreat one hex. Against artillery treat as No Effect. DD: All units in the hex are automatically Disordered and retreat one hex. Against artillery treat as Eliminated DR: All defending combat units must retreat 1 hex and check efficiency: if passed they are Disrupted, otherwise they Rout. Against artillery treat as Eliminated 13

12 In the case of DD or DR result, a leader present in the target hex must check for elimination (4.5.5) Defensive Bombardment After the attacking player declared all his assaults, but before he rolls for Efficiency checks if due, the defending player may bombard with artillery units directly assaulted Resolve the defensive bombardment as in Bombardment (13.4.2) and immediately apply the result Position artillery batteries Austro-Sardinians and French position batteries are indicated by a 0 (zero) value in MPs as they cannot move Position artillery batteries are always in command. Position artillery is under the command of the Corps commanders Wallis (Austrian with white numbers), Argenteau (Austrian with yellow numbers) and Augereau (all the French position artillery batteries) Position artillery batteries are activated when the formation-marker of their commander is activated The set up hex of the position artillery unit is specified on the back of the counter formation (i.e. historically Regiment but in the games brigades/division) and fire point-blank Flotilla The French gunboat Flotilla counters act as naval units with a movement allowance of three MP per turn. Flotilla may move only in sea hex (cost of a sea hex = 1 MP) The Flotilla units are considered artillery Roll a die before their activation (one per turn not one per counter): on a result of 1 they must return to Borghetto (admiral Nelson at the horizon!), on any other result they may move and bombard The French Flotillas cannot move before the NOV 23, 4th turn. The last turn in which Flotillas may operate is the 8th turn. Flotillas do not operate on NOV 24 turns Bombardment against naval units Flotilla units may be attacked by artillery only. Every D result suffered by a naval unit must be fulfilled by a retreat to Borghetto. Every DD result suffered by a naval unit leads to its destruction COMBAT 13.8 Canister fire Some artillery units have canister ability (indicated with a yellow triangle on the upper right of the counter) The player may add the canister DRM if the artillery unit is supporting a friendly assault or subtract the DRM from the enemy die roll if supporting a defending stack (being itself in the stack). However, when using the Canister fire bonus, artillery CANNOT Bombard Canister fire gives a 2 DRM if artillery strength is 3 or more, 1 DRM if artillery strength is 1 or This special kind of support may be used only if artillery units are stacked with their own All combat between opposing units occurs during the formation Combat segments of the Action phase. Only adjacent combat units may be attacked (except bombardment). The attacker conducts a series of Assaults in any order he desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack 14.1 PROCEDURE: Each assault is resolved in a series of steps which must be played through in their exact order. The acting player is designated the Attacker, the reacting player is the Defender. 1. Bombardment: The Attacker player executes all the artillery Bombardment using the Bombardment Table (see rule 13.4) 2. Assault: Define which units will attack which defenders. (see rule 15.1) 14

13 3. Retreat before combat: In some circumstances, some unit types may retreat before combat. (17.2, ) 4. Defensive Bombardment Step: The defending player may bombard with artillery units that are under attack (13.6) 5. Odds: Check for Efficiency (15.3), determine the odds (15.4.2) and the effects of terrain. 6. Results: Having determined the actual combat odds, the attacker rolls the die and apply the results COMBAT RESOLUTION All active units with an Attack order must attack enemy units that are in their ZoC, units with an order Advance aren t obliged to. If a unit assaults an enemy, all units in its ZoC must be attacked (even if by others friendly units) The player may choose which attacking units will attack each defending unit as long as all adjacent friendly units participate in an attack Assaults Declarations The phasing player must declare all the attacks he wants execute. Place an Attack marker on every unit in EZoC with an Attack Order and an Attack? marker over every unit with an Advance Order. Remember that all the enemy units in ZoC must be attacked Units in an active formation with an Advance order may attack, but they must pass a Efficiency check. During the Assault Declaration Phase, the phasing player chooses which units will attack and places an Attack? marker over them. Units with other order types cannot attack, but defend normally Pre-shock Morale All the units marked with an Attack? marker and those in Skirmisher mode must undergo an Efficiency check before their attacks. If they pass it, they receive an Attack marker, there s no penalty for units that fail Efficiency, they simply don t attack The acting Player is termed the Attacker; the other player is the Defender, regardless of the overall situation No unit may attack more than once per turn (Repulse are not attacks), and no enemy unit may be attacked more than once per Combat segment Assault The assault is conducted by each side adding the strength of its units. Divide the total modified attack strength by the total modified defence strength to determine the combat odds on the Shock Combat Table (SCT), rolling 1d6 and finding the results An enemy controlled hex may be attacked by as many units as can be brought to bear from the six adjacent hexes. Units may only attack when adjacent to the defending unit (except artillery, which may make Bombardment attacks) Multiple Unit and Multi-hex Combat. All units in a given hex must defend as a single strength total A single attack may involve any number of attacking or defending units in different hexes. To be resolved as a single combat, all the attacking units must be adjacent to all the defending units. The defender may not withhold a unit in a hex under attack. The attacker must attack with all the units in a stack. Different units in a given hex may not be attacked separately. If more than one attacking unit is in a given hex, these units must be used as an integral Combat Strength. They may not be used in separate attacks Combat Strength Unit. A unit Combat Strength is always unitary. It may not be divided among different combats either attacking or defending. If a player unit is in the ZOC of more than one Enemy unit, it must attack all the adjacent Enemy units which are not engaged by some other attacking unit. Units in two or more different hexes may combine their Combat Strengths and attack a single hex Diversionary Attacks. Units may make attacks at poor odds so that adjacent attacks against other defenders could be made at higher odds (by allotting most of the attacking force to the major objective). These attacks are known as 'Diversionary'' Attacks. It s forbidden to declare attacks with an odd worse than 1-5, but it s possible that an attack with better odds could become worse than 1-5 due to Efficiency checks Higher than maximum ratio. Attacks executed at greater than '6-1' odds are treated as '6-1', but the attacker has a +1 to die roll for each further level (Ex. 8-1 is resolved as a roll on the 6-1 column with +2 to die); attacks executed at worse than '1-5' are automatically AE Officers in combat. An officer (and only one) may add (or subtract if on the defender side) his IR to (from) the die roll if part of a stack during a combat Efficiency At the beginning of the combat, both sides must check their Efficiency. 15

14 The player determines the efficiency most present (in SP) among his units in combat The player chooses which one to use in case of a tie Example: If you have 2 SP with efficiency 2, 3 SP with efficiency 3 and 2 SP with efficiency 4, your efficiency is 3 (because that's the rate of the largest group of SP) should you have 2 SP of each efficiency value, you might choose any efficiency from 2 to Efficiency difference between the attacker value and the defender value becomes a die roll modifier Shock combat Table Assault are resolved with the Shock combat Table DRM and Column shift modifiers for Shock combat: 1. Disorder: 2 DRM (19.1.1) 2. Efficiency: DRM = difference (see 15.3) 3. Leaders. add or subtract the IR to the DRM. 4. Higher than maximum ratio: See Canister: 1 or 2 DRM (see ). 6. Terrain: see Terrain Effects Chart. 7. Infiltration: +1 column (see 18.5) Odds. The attacker totals the Combat Strengths of all the units attacking a given hex and compares the total to the total Combat Strengths of the defending units in the hex under attack. The comparison is expressed as a ratio between attacking and defending Strength Points (attacking Strength Points divided by defending Strength Points) and is simplified by rounding up to one of the odds ratios on the Combat Results Table. Example: If 13 Strength Points were attacking 4, the combat odds ratio would be 3.25 to 1, rounded off (always in favor of the defender) to three to one The result of the die roll indicates a line on the Combat Results Table, which is cross indexed with the column representing the combat odds. The intersection of line and column yields a combat result. This should be immediately applied to the involved units, before going on to resolve any other combat. Separate assaults may be resolved in any order wished the attacker, as long as all combats are resolved during that Combat Phase Explanation of Combat Results Ae / De: Attacker / Defender Eliminated. All attacking or defending units are eliminated (15.7). Ad : All attacking unit(s) are Disorder (exc. SK). Ad*: During Fog and Rain treat as Ex; otherwise treat as Ad. Ne: No effect. If the attacking units were under Attack order, the player may check the efficiency most present (in SP) of his unit that were involved in that combat: if passed, treat as Ex; if not, treat as Ad. Ex: Exchange. The attacker looses a unit (of his choice) with the efficiency value used for the combat or higher and the defender must looses a number of units whose total SP is at least equal to the attacker's losses. All other units involved in combat (exc. SK) must undergo an Efficiency check, any unit failing it will be Disordered. Dd: All defending units are Disordered (exc. SK). Dr: All defending combat units must retreat 1 hex and check Efficiency: if passed they are Disordered, otherwise they Rout. If attacking into Town or fortifications treat as Ex Retreat When the Combat result requires a player's units to retreat, the owning player must immediately withdraw those units one hex. The retreat must end one hex further from every attacking unit. A retreating unit may not retreat into a prohibited hex or cross a prohibited hexside. Two units from the same hex may retreat into two different hexes. The owning Player may decide the direction that each of his retreating units moves A unit may retreat in EZoCs if no other path of retreat is available, but receives one more Disorganization level (19.1.3). Combat units may retreat into flexible ZoC (18.3) If the only hex available to the retreating unit (included Ezoc) is one which it could not normally move into because of stacking restrictions, the unit must retreat an extra hex and receive one more Disorganization level (for any extra hex) If a combat unit cannot retreat because of prohibited hexsides and/or enemy combat units, it is permanently eliminated Advancing as a result of combat Whenever a hex is vacated as a result of combat, one victorious unit adjacent to that hex, which participated in that combat, may advance into the vacated hex, providing its formation issued an Attack order. This advance may be made regardless of EZoCs. The option to advance must be exercised immediately, before any other combat resolution. 16

15 If under an Advance order a unit must pass an Efficiency check before advancing (only one attempt is possible per attack) Disordered units may not advance after combat. Artillery unit may never advance after combat A unit is never forced to advance. A unit may never advance more than one hex as a result of combat Only one victorious unit may advance into a vacated hex. If two hexes are vacated as a result of a single combat, the victorious player may still advance only one unit All combat units present in a hex may advance if a leader is present in the stack and advances along with it; in this case, advancing units may also split the stack to advance into different vacated hexes Attacking SK stacked with a combat unit involved in that combat may advance with the unit Eliminated Units. Any time a full strength combat unit is eliminated, the owning player must determine if it could have retreated 1 hex (even though the result does not specify a retreat). If able to retreat, the unit is placed in the Eliminated box of the LB box. If unable to retreat, the unit is permanently eliminated. Combat units that are already at their reduced strength, or that do not have a reduced strength, or are obliged to retreat across stream or bridge are permanently eliminated A unit eliminated when on reverse side for creating SK cannot recover. It is permanently eliminated but do not count toward demoralization Off-map retreats Units which are forced to retreat off map are permanently eliminated but don t count for the victory conditions (23.0) French unit which are forced to retreat off the West map may retreat along the map edge (column 09XX) MORALE The efficiency measures morale, èlan, aggressiveness, leadership, training and experiences of the units Efficiency check When a unit must perform an Efficiency check, the player rolls one die: if the result is equal to or less than the unit efficiency, the check is successful, otherwise it fails An Efficiency check always succeeds with an unmodified die roll of 1 and always fails with an unmodified Officer modifiers The officer may influence the Efficiency check. The Efficiency of the units is increased if the unit is stacked or adjacent to an officer of his chain of command. Add the IR of the officer to the Efficiency of the unit. The leader modifier is used only for efficiency check. The only way a leader can use his modifier in combat is per rule Only a officer add his IR regardless of the number of officers present. Example: The 4e bataillon de l Ardéche can receive the modifier by Banel or Pourally, but not both CAVALRY There was no terrain suitable for cavalry charge in the area of Loano. Cavalry actions at Loano were mainly at squadron level Cavalry in combat The Cavalry may not charge. It has Combat Strength halved (rounded up) if attacking in terrain other than clear A cavalry unit attacked by enemy infantry has its Combat Strength halved (rounded up) Retreat Before combat After an assault has been declared a defending cavalry unit(s) may retreat one (1) hex prior to the odds calculation if the attacker side includes only infantry If all unit(s) retreat before combat, the attacking units may advance into the hex vacated by the retreating units SKIRMISHER Loano was Masséna's battle, characterized by his particular aggressive warfare made en Tirailleur. Since 1794, the French on all fronts were commonly detaching skirmishers to form screens for all formations, generally men per battalion. They also used to commit complete battalions and whole demi-brigades of both line and Légére to skirmishing tasks. Any nation whose doctrine supports infantry forming skirmish screens, may have skirmish screens. Only France, up to 1796, used such doctrine but Austria did something similar with its Plänkler tactics. 17

16 The unit in Skirmisher mode have a T (Tirailleur) instead of Combat Strength. All the units in Skirmisher mode have a Combat Strength of 1. The terrain costs are reduced by 1 MP (but never less than 1) for Skirmisher (SK) Creating Skirmisher Battalions may split into two or more smaller units and enter skirmish mode. The parent unit splits into Skirmishers units and flip itself on the reverse (reduced) side. The SK number created is the same of the SP lost by the unit Every infantry unit that possess SK counters may create a SK unit Reassembling the unit. Battalions that were split into skirmishers can be reconstituted (providing no skirmish unit was eliminated). To reassemble the unit, the correct number of SK from that unit must end their movement phase in the same or adjacent hex(es), and they must end the movement with one MP remaining. Simply remove the SK units and replace them with the full strength parent unit Stacking Skirmishers count against the stacking limit and follow the normal rules of stacking with the following exceptions: Up to 3 SK of the same formation count as 1 unit for stacking purposes, and 1 SK may freely occupy an hex if stacked with units of the same formation. All SK units of the same parent unit may stay in the same hex if NO other unit is present Flexible ZOC Skirmisher have flexible ZoCs through which enemy combat units may pass or retreat Infantry and cavalry (but not SK) in their movement phase may exit enemy skirmisher EZoC if they pass an Efficiency check (they may even move directly from an EZoC to another). In case of a moving stack, use the best Efficiency value. There s no penalty for units that fail their Efficiency check, they simply don t move Units may retreat into a flexible EZoC but they must continue the retreat and cannot stop in flexible EZoC Skirmisher in combat All units in SK mode must undergo an Efficiency check before attack (even with an Attack Order). If successful they receive an Attack marker. There s no penalty for SK units that fail the check, they simply don t attack SK in combat follow infantry rules except: a. SK with an Attack order may choose to not attack; b. Attacks made by SK only against hexes containing only SK are not resolved on the CRT (see 18.6). c. SK may retreat before combat. d. SK in combat alone against non SK units are considered Disordered for DRM SK ignore Disorder (treat like no effect) and they never Rout, if they receive a Rout result and have a retreat route they are placed in the Eliminated box of the LB box instead, otherwise are permanently eliminated Retreat before combat. SK may voluntarily retreat before combat if attacked only by infantry. After an attack has been declared, the SK may retreat one hex prior to the odds calculation. SK may not retreat before combat if attacked by enemy SK only If all unit(s) retreat before combat, the attacking units may advance into the hex vacated by the retreating units Retreating units may not pass through Stream hexsides Infiltration During the Revolutionary Wars, unlike the previous Frederick the Great period, and especially on broken ground, flanking happened through infiltration rather than massed manoeuvre. Such tactics was successfully employed by Massena's wing tiralleur units. To counter enemy infiltrations, Austrians resorted to maintain their battalions in view of each other Only French skirmisher may use infiltration If attacking SK pass the Efficiency check before attack (18.4) they may immediately move to an adjacent hex in the defender EZoC hexes, if such hex is not in the EZoC of any other enemy units Effects. An attacker who successfully used the special movement infiltration tactics gains a 1 odds column shift in his favors on the SCT Skirmisher against Skirmisher Combats between SK (only) are not resolved on the CRT Each player roll a die for any friendly SK involved: If the result is equal to the SK efficiency 1 enemy SK must retreat; if the die roll is less of the SK efficiency the enemy looses 1 unit, otherwise no effect. 18

17 Note. Both SK force may receive adverse results in this combat There are not die roll modifier in combats between SK DISORDER & ROUT Disordered or Routed units suffers some limitations Units in Disorder mode Units in Disorder have their efficiency reduced by 1 (but never less than 1) Disorder units involved in a assault grants a 2 DRM (even if in the combat there are disorder and not disorder units) to the opposing side Disorder units that must retreat in EZoC receives an additional Disorder level. If a unit already disorder receive an additional Disorder is routed Units in Rout mode A unit routing as a result of combat must immediately retreat 2 hexes Units in Rout mode cannot attack, have their efficiency reduced to 1 and cannot move at all. If an enemy unit arrives adjacent to a routed unit the latter must undergo an Efficiency check: if passed the routed unit must retreat 2 hexes, otherwise is eliminated Routed units ignore EZoC. If they cannot retreat due to enemy units and/or impassable terrain, they are permanently eliminated REORGANIZATION During the Reorganization segment of the Command phase the unit in disorder or rout may try to reorganize, if their order allows it Disorder Units may try to remove disorder, if their order allows it, provided they pass an Efficiency check Disordered units that start the segment adjacent to enemy units may not check to remove disorder and must retreat until not adjacent to enemy unit(s) Disordered units that cannot retreat must undergo an Efficiency check, if successful they stay in the hex, otherwise they Rout Rout Any Routed unit must make an Efficiency check. If failed, the unit is placed in the Unrecovered box of the LB box. If passed and they are in command, not adjacent to enemy units and their order allows this, they rally (become Disordered); otherwise their status remains unchanged. Note. This rule simulate more a combat capability loss than a rout in the common sense as routs were almost impossible (as were desertions) at Loano, due to the constricting terrain REPLACEMENTS Eliminated combat units that are eligible for Replacement (15.7) are placed in the Eliminated section of the Losses Box (LB). An eliminated unit must first be recovered before it can be Replaced. During the Reorganization segment of the Command phase, players check for any box of the LB in this order: 21.1 Recovered box First removes all the combat units from the Recovered section of the LB and places them (in disorder and on their reduced strength side) beneath or adjacent their formation s leader, not overstacked or in EZoC. Exception: SK return not in disorder Unrecovered box Afterward a player may make an Efficiency check die roll for each single unit in the Unrecovered section of the Losses Box of his army. On a successful die roll, the counter is placed in the Recovered section of the LB Eliminated box At last, the combat units in this box are turned on the reduced strength side and placed in the Unrecovered box Any two SK of the same unit in the eliminated box one is placed directly in the Recovered box and the other is permanently eliminated MORALE LEVEL The Casualty Track is used to record Friendly losses and the Demoralization of the Armies or Corps. 19

18 22.1 Casualty Level Marker Every Army and Corps has a Casualty Level Marker. This counter start in the box indicated on the Casualty Track As further units or leader are permanently eliminated (not reduced or placed in boxes of the LB box), the owning player adjusts the markers (army and corps morale) to reflect the strength points loss, moving the counters a number of spaces down the track equal to the unit s full Combat Strength (or IR of leader) Flotillas do not count toward Demoralization. Position batteries count for the Army Morale only. Skirmishers units do count toward demoralization When an Army or Corps is Demoralized can only receive Defend and Maneuvre Order. Any other order immediately becomes Defend When an Army Casualty Level Marker reach the 0 box, the army surrender (it s an automatic victory for the enemy) VICTORY CONDITIONS Victory points are awarded at the end of the game Victory points Depending upon the strength of combat units eliminated, enemy corps demoralized, control of certain terrain features, voluntarily exiting the map, etc. The victory conditions are indicated in the scenario rules METEO Historical weather was Fair and Fog & Rain in the afternoon. Players may agree to use this situation. The historical weather is indicated on the Scenario rule Fog and Rain Artillery units may not bombard during Fog and Rain game turns. The artillery may bombard in Defensive Bombardment. During Fog and Rain there is no Advance After Combat, but it is possible to advance in a hex vacated by a retreat before combat or enter in a hex with only a enemy artillery unit (after the defensive bombardment) During Fog and Rain treat the combat result of AD* like EX Optional Weather Table From game turn 10 (and each turn thereafter) roll a die. Add 1 if the previous turn was Fair, subtract 2 if the previous turn was Fog and Rain. Die Roll Meteo Fog and Rain Fair - Good 25.0 OPTIONAL RULES The following rules are optional. Players may add them upon mutual agreement French initiative During the battle of Loano, the French always maintained the initiative and their leaders showed more resourcefulness than the Austrians During the initiative segment of the Command phase, the French player does not roll the die; consider the French roll to automatically be a French officers have -2 DRM when checking for initiative (5.5) Battle confusion "No battle plan survives contact with the enemy" (Helmuth von Moltke the Elder) If during an Initiative check (5.5) an officer roll a unmodified 6, the die is rolled again. If the second die roll is: 1-3 = the officer maintain the original order. 4-6 = the officer change order and the new order is chosen by the enemy player Grenzer. Austrian Grenzer also were experts at infiltration techniques and surprise attacks (especially in rough terrain), as particularly evidenced in the Tyrol campaign Ignores rule , Austrian SK too may use infiltration attacks. 20

19 25.4 Artillery retreat. Any time an artillery unit is eliminated for or 13.3, the owning player may retreat the unit 1 hex (if possible) at reduced strength (face down) Artillery that are already at their reduced strength, or that do not have a reduced strength, or are obliged to retreat across stream/bridge or in ATV, fortification or d6 terrain (even though the result does not specify a retreat) are permanently eliminated. 21

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