La Bataille de Friedland et Danzig 1809

Premier Rules for La Bataille ME

Cavalry may either charge; or cavalry may move. Cavalry cannot both charge and move during any single player turn of the Chronology of Battle . Cavalry may charge during the charge phase; and melee during the melee phase of the same player turn. Cavalry may move in the movement phase; and then melee in the following melee phase if desired.

See the Cavalry Readiness rules for further explanation. Cavalry special rules pertaining to combat / morale:

 Cavalry never makes a pre-melee morale check unless so specified in the special rules.  Cavalry which melees and then rolls a no effect on the Melee Assault table is said to have achieved a “bounce.” The “bounce” means the defender does not have to check morale and take any losses, but the attacker must immediately retreat three hexes and check its own morale.  If the cavalry fails the morale check following the bounce, the cavalry routs.  All modifications for melee and morale made to cavalry combat formations are cumulative.  While heavy cavalry engages light cavalry, in either attack or defense and through a heavy cavalry’s front hex sides, the heavy cavalry melee value is doubled.  When heavy cavalry is in line, its melee value is halved.  Lancers in line formation have their lance bonus doubled and added to the melee value for each hex in which the lancers are placed. Lancers add this lance bonus when they assault and are in good order. The special rules for each battle have the specific Lancer modifications for standing or forming carre .  Cavalry assaulting a carre does so with one-third of its printed melee value. The lance bonus is never reduced by one-third when encountering a carre .  Cavalry is never disordered; it goes from good morale to rout, when it fails a check. Cavalry Readiness (36) Because cavalry relies on a rather fragile animal, the horse, cavalry will find itself almost useless without frequent periods of recovery. The recovery may require extended periods of inactivity. Since the simulation is based on alternating sequences, recovery requires going through both the French and Coalition Sequences to equal a 20 minute turn. In order to reflect this need to rest the equines properly, there are three states of readiness for cavalry formations: Fresh, Tired and Exhausted . This is how cavalry is affected by its readiness:

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