La Bataille de Berlin 1813

Premier Rules for La Bataille ME (July 2021)

 PGD – cavalry does not become disordered like infantry. Cavalry is either in good order or is routing.

Other Cavalry Considerations

o Limits of increment stacking are defined by the Special Rules in each game

Grand Tactical Command (17)

Timed Moves were a part of the original La Bataille series of games. Each side received 10 or less minutes to move. This was primarily done to facilitate play and eliminate the search for “the perfect move”. The Household feels strongly this is all that is necessary for so-called command control. A time limit for movement expedites the game and produces a real focus by the players. “What commander had all the time he wanted to review and execute his moves?”

Check the special rules to see if some of the Coalition Armies receive more or less time. The time allowed may also be adjusted for the number of players and there troop allotment. A player should be able to move a corps- sized force in 8 to 10 minutes. Timed moves are also a good way to handicap between an expert and novice.

Movement (18)

All combat formations may move through a number of hexagons up to the printed movement points on the general side of the counter with the following restrictions:

 Terrain restrictions (see Terrain Effects Chart in the Special Rules )

 Tactical organization restrictions ( Tactical Organization) .

 Units move through their front-facing hexsides.

Changing Facing

o Infantry and limbered artillery - 1 additional movement increment to change facing.

o Prolonged (unlimbered) artillery may move in any direction, one hex only if permitted (see terrain rules). It may change only one hex facing when unlimbered. Artillery may not prolong and change facing in the same turn.

o Cavalry changing formation during movement costs three additional movement points. See the Charge a’ Cheval Rule 37 for additional information

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