La Bataille d’ Austerlitz 1805© Marshal Enterprises

La Bataille d’Austerlitz 1805

Special Rules

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

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

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

Fire defense for infantry in the chateaux is 14

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

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

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

Page 15 of 27

Marshal Enterprises

Made with FlippingBook flipbook maker