Reglement Marie Louises Rev3 A4
Reglement Marie Louises Rev3 A4
5.1.4 Cavalry: 5.3.3 Exhausted: Cavalry units begin the game "Ready"
Cavalry (front) Cavalry (reverse) (no marker). Whenever a cavalry unit performs certain
actions an Exhausted marker is placed on top of it to
show the current status of its horses.
as whole numbers from 11 to 66. The Assaut et Mêlée Chart conceptu- simultaneous, and as such, losses incurred due to fire combat do not
alizes these thirty-six possible results by breaking down their left hand affect the unit’s ability to return fire in the same segment at the strength
columns accordingly into six major sections representing the first die with which it began the segment.
result, which are in turn broken into six subsections representing the
second die result. 7.4 Assault Segment
Assaults are resolved. The side with the most Assaut Markers currently
6.1 Modifying Dice Rolls marking Assaults on the game map resolves an Assault first, thereafter
When modifications to a roll of the dice are called for, they are given in Assaults are resolved alternating side to side. In the event of a tie roll
base 10 (as opposed to the base 6 determined by the sides of the dice). the dice to determine who goes first. As Assaults are resolved the As-
If a dice roll of 35 was modified by +9 the player would start with 35 saut Markers are removed. When all Assaults have been resolved, the
then count up nine for the modified result (count up starting with 36, 41, Assault Segment ends.
42, 43, 44, 45, 46, 51, and 52).
7.5 Reorganization Segment
7.0 SEQUENCE OF PLAY 7.5.1 Recovery from Disorder: Units in Disorder that are not adjacent
to enemy combat units make Morale Checks to recover Good Order
7.1 Command Segment (20.2).
7.1.1 Command Point Phase: Each side determines the number of 7.5.2 Recovery from PGD: Units in Plus Grand Désordre (PGD) may
Command Points (CPs) they have for the coming turn. Consult the sce- possibly be compelled to Rout or attempt to recover Good Order (20.2).
nario rules in the Exclusive Rules to determine how many Command 7.5.3 Morale Level Determination: Morale Levels are determined
Points each side receives. For more information on Command see Rule every hour in the Reorganization Segment of the :40 turn (20.3).
8.0. 7.5.4 Cavalry Readiness Recovery: Exhausted cavalry, which do not
7.1.2 Command Tracing Phase: The interrelationship between Army have a Charge marker, may possibly recover Readiness at this time
leaders, Corps leaders, Aides-de-camp, Division leaders, Brigade leaders (19.13).
and their combat units are determined. Every unit and leader on the 7.5.5 Administrative March Completion: Remove any Administrative
game map is determined to be either In or Out of Command. Units and
March MU (8.7) markers which are already flipped over. MUs making
leaders can only be placed In Command during the Command Segment.
an Administrative March whose leader reached the destination hex this
Thus units which are Out of Command during the Command Segment
turn, now flip their MU markers over.
will remain Out of Command for the duration of the current turn. Units
which are In Command may lose their In Command status due to enemy 7.5.6 House Keeping
actions (8.4.3.5). • Charge Markers: Remove Charge markers from units.
7.1.2.1 Division, Corps and Army Assets: Assign Division, Corps and • Leaders: Flip leaders who have moved back to their general side.
Army Assets to leaders (8.4.3.3). Division, Corps and Army Assets are • Prone Markers: Remove flipped Prone Markers from units which
units, such as cavalry units, artillery or sapper units, which may be as- stood up during the Maneuver Segment.
signed to subordinate leaders. Hereafter they may be simply referred to
as Assets.
7.6 Turn Adjustment Segment
After the preceding segment has been completed the game turn ends.
7.1.3 Maneuver Unit (MU) Creation Phase: Command Points (CPs) Advance the Passage of Time Recorder. If this is the last turn of the
are spent to create Maneuver Units (8.4). For every CP a side has, it game, victory is determined at this time and a winner declared.
may create one MU. Sides alternate creating MUs, with the side with
the most CPs going first. In the event of a tie roll the dice to determine
who goes first. As each MU is created, the leader of the MU is marked 8.0 COMMAND
with a MU marker and the duplicate chit of this MU marker (with the The command system consists of three components: leaders, Command
same number) placed into the draw cup. Points (CPs) and Maneuver Units (MUs). In short, leaders command the
7.1.3.1 Light Cavalry Initiative: After all CP’s have been spent by MUs purchased with the CPs awarded in the Command Segment. Ma-
both sides, light cavalry leaders who are eligible may roll for initiative neuver Units are not a representation of command. They are an abstract
(8.5). means by which movement is randomized. Command Points are a rep-
resentation of an army's ability to effectively maneuver in the face of the
7.1.4 Action Chits: After all MU markers that can be created for both
enemy. The more leaders on the field of battle with rank sufficient to
sides have been placed into the draw cup, all Action chits are also placed
impel the men to Maneuver, the better able that army will be to act deci-
into the cup.
sively. The Organizational Displays show the command structure of
7.2 Maneuver Segment each army on the field.
Players alternate drawing chits from the draw cup. Chits are drawn 8.1 Leaders
randomly. If the chit drawn is a MU then the MU it represents becomes
Leaders represent the leader himself plus any attendant staff which ac-
active and all parts of it may move at this time. If the chit drawn from
companies him.
the draw cup is an Action chit, then all actions particular to that chit are
executed. No further chits are drawn from the cup until all activity as- 8.1.1 Stacking: Leaders themselves do not have a stacking value and
sociated with the current chit, or in the case of an active MU, all units any number may stack in a hex. When stacked with a leader, all units in
and leaders belonging to that MU's movement, cease. As leaders move the hex benefit from the leader's bonuses. Leader bonuses are in effect
flip them to their specific side to indicate they have moved this turn. at all times. For instance, a stack that is PGD and containing a leader
When the draw cup is empty the Maneuver Segment ends. involuntarily moves through a hex containing a friendly unit in Good
Order. For that brief moment, when the stacking violation Morale
7.2.1 At the end of the Maneuver Segment flip all leaders that moved
Check is made, the units in Good Order in the hex benefit from the
back to their general side.
leader's Morale Bonus.
7.3 Fire Combat Segment 8.1.2 Movement: When a leader completes his movement flip the
All units that can conduct a Fire Attack and that have a target within counter over to its specific side indicating the leader may not voluntarily
their Line of Sight and Range, now fire. Artillery units must be unlim- move again this turn. When the Reorganization Segment is over flip all
bered in order to make a Fire Attack. All Fire Attacks are considered these leader counters back to their general side.
4 Clash of Arms Games
8.1.3 Line of Sight: Unaccompanied by units, leaders never block LOS. 8.2.4.1 Step Down: If there are no replacement leaders available for
8.1.4 Capture: Leaders never in any way inhibit the movement of divisional/brigade leaders removed from the game, then the corps leader
friendly or enemy combat units. If enemy units enter its hex the leader from the corps to which that division/brigade belongs must step down
will "fly" to the nearest hex containing a friendly unit (just pick him up from his corps command and assume command of that division/brigade.
and move him there). Leaders can only be captured when the units they A leader replacement must be performed if possible instead of a “step
are stacked with surrender (a DS result on the Assaut et Mêlée Chart), or down”. After stepping down, the corps leader will function as the divi-
are reduced to zero increments, or are forced to Rout while the hex they sion/brigade leader. The side to which he belongs loses any CP which
are in is completely surrounded by enemy units, or an enemy unit enters might be associated with him, and his corps can no longer be Activated
the leader’s hex while the hex they are in is completely surrounded by (8.4.3.1) and cannot create a corps sized MU.
enemy units. Leaders may move through hexes solely occupied by en- 8.2.4.2 Step Up: If a returning leader allows one of the corps leader’s
emy leaders. However, they may not stop in these hexes. subordinates to be replaced the corps leader may resume his place in the
8.1.5 Leaders and Movement with Other Units: Leaders may assume chain of command, re-establishing his corps and CP if any.
the Movement Potential of the units they are stacked with as long as 8.2.5 Leader Casualties and Command: When a leader becomes a
they began the segment stacked with that unit. Regardless of the differ- casualty any MU Marker which may be present on the leader and its
ence between the unit's and the leader's natural Movement Potential, a duplicate in the draw cup is removed. The MU is thus forfeit for the
leader may accompany that unit for the duration of its Maneuver. turn.
8.1.6 Leaders and Rout Movement: Leaders which are stacked with 8.2.5.1 Loss of Command Points: When a leader becomes a casualty,
units who become PGD must accompany those units the instant they or is forced to “Step Down,” any Command Points associated with that
conduct their Rout movement and must remain with them throughout leader are lost. If the leader was wounded then his Command Point will
the first turn of Rout movement. On subsequent turns the Leader may be regained the turn after the leader re-enters play. The CP can also be
move away from the PGD units during the Leader Action Chit. regained if another returning leader allows him to “Step Up” to his place
in the chain of command.
8.1.7 Multiple Leaders in a Hex: When more than one leader is in the
8.2.5.2 Corps Disbandment: Any fallen corps leader that cannot be
hex the highest ranking leader is in command (rank as in their relative replaced, or is forced to “Step Down,” effectively causes the disbanding
position in the chain of command). The leader in command of the hex is of the corps he commanded, requiring any future CPs to be spent at the
the one whose bonuses must be used. If multiple leaders are in the hex individual division/brigade level for the creation of MUs (i.e. they may
and have the same rank then the owning player may decide whose bo- not be Activated (8.4.3.1)). The corps can be re-established the turn
nuses’ are used. Consult the Organizational Display for the bureaucratic
after the wounded Corps leader returns or another returning leader al-
relationship of each leader. lows him to “Step Up” to his place in the chain of command.
8.2.5.3 Re-establishing Command: Replacement leaders are enacted
the moment they are needed. However, they must move to the place
where they are needed. They do not automatically appear there. Re-
placement leaders move when the Leader Action chit is activated or with
a MU if part of one. The new role of a leader must be announced to all
players and recorded as such for future reference. Replacement is tem-
porary in the case of wounded leaders who subsequently are able to
return to the battlefield. In this case, the returning leader will reassume
8.2 Leader Casualties his command at the start of the turn following the one in which he stacks
Leaders may never be the targets of Assault, Mêlée or Fire Attacks. with the leader currently serving as his replacement.
They are "inadvertently" wounded or killed as a result of combat that
they are involved in. Whenever a natural (unmodified) 64, 65, 66 is
8.3 Command Segment
During the Command Point Phase players determine the number of
rolled on the Assaut et Mêlée Chart, or a 65 or 66 is rolled on the Com-
Command Points they have available per side. During the Command
bat à Feu Chart, and there is a leader stacked with units in the target hex,
Tracing Phase, the command status of every unit and leader is deter-
or an 11 or 12 is rolled on the Assaut et Mêlée Chart and there is a leader
mined. The status of leaders and units is either In Command or Out of
stacked with the Assaulting units, there is a leader casualty. The owning
Command. A unit must be In Command to form part of a Maneuver
player rolls one die and consults the Leader Casualty Chart.
Unit (MU).
8.2.1 Random Selection: If there is more than one leader in a hex , fate
8.3.1 Command Span and Command Status: A combat unit is In
must choose between one and the other. Roll the dice to choose.
Command if it is within the Command Span of its immediate superior
8.2.2 Mortal Wounds: If a leader is mortally wounded, all units in the officer. If the unit is an Asset of a superior leader it is In Command if it
hex must make a Morale Check subtracting the leader's Morale Bonus. is within the Command Span of the subordinate leader to which it is
In other words, his bonus lessens the chances the unit will pass rather assigned. The Command Span of division and brigade leaders is three
than improves it. Units make this Morale Check the moment the casu- hexes. In other words, any part of that division/brigade as defined and
alty occurs and apply its result immediately. portrayed by the Organizational Display, that is within three hexes of the
EXCEPTION: Leaders with negative Morale modifiers do not add divisional/brigade leader, and is not PGD, is In Command. Any part of
their Morale modifier to the die roll. Consider their Morale modifier to that division/brigade that is four or more hexes away from that leader, or
be 0. in PGD, is Out of Command. The Command Span of a division or bri-
8.2.3 Recovery from Wounds: Wounded leaders should be removed gade leader may not be traced through a hex containing a unit of a
from the map and placed on the Passage of Time Recorder. They return different command.
to the field of battle at a friendly depot hex when the Reinforcement NOTE: Assets belonging to the same superior organization, divi-
Action chit is activated, and the term of their recovery has expired. sion, corps or army, do not count as units of a different command.
8.2.4 Replacement Leaders: When a leader becomes a casualty or is Division leaders are in turn In Command if they are within six hexes of
captured and is removed from the game map, his place in the chain of their corps leaders. Corps leaders are In Command if they are within ten
command may be taken by any other Aide de Camp. When the casualty hexes of their army leader. In some cases there are brigade leaders
occurs identify the replacement leader. The replacement leader moves which may report to a division leader, a corps leader or even an army
to assume his new command (8.2.5.3). leader. In each case the brigade leader is considered In Command if he
is within the Command Span of his immediate superior. That is he is In
Règlement des Marie-Louise 5
Command if within 3, 6 or 10 hexes if his superior was a division, corps to that corps within the leader's Command Span are part of the MU as
or army leader, respectively. Consult the Exclusive Rules to determine well as any combat units within the respective Command Spans of those
the exact Command Span of each echelon of command and the size of leaders, and, the ADC for that corps and any units stacked with the ADC
MUs which may be formed. Besides Command Span units meeting the (8.4.3.2). Attached Assets that are In Command may be part of the MU
requirements of being part of a March Column MU (8.6) or in a Static (8.4.3.3). In general, the largest MU that may be created is a corps. The
Position (8.8) may be In Command. Exclusive Rules may have additional restrictions.
8.3.1.1 Command Rung Independence: The command status of each 8.4.3 Size of a MU: Command only affects the size of a MU. In other
rung of the ladder of command is independent of the next highest rung. words, one is to envision leaders that receive a Command Point (thus
In other words, if combat units are within their division leader's span generating their MU) as having received an order from general head-
they are In Command, regardless of the fact that their division leader quarters. They may move during the course of the Maneuver Segment
may not be In Command from his corps leader. In such a case, the divi- regardless of being In or Out of Command. However, the effects of this
sion may be created as a MU, but the division may not be part of a corps order only extends down to the units (and/or leaders if they belong to his
level MU. formation) that the leader has within his span. Therefore, if the leader
8.3.2 Command Points (CPs): Command Points are the currency by was an Activated corps commander, the MU he could generate could
which MUs are bought. Generally, a side is awarded a CP for desig- include every part of his corps (division leaders, his ADC, his corps
nated leaders presently on the field of battle. Leaders that are scheduled assets, his attached cavalry unit, and all units belonging to these leaders,
to arrive as reinforcements that turn do not count towards this. During if within their respective Command Spans, as well as any army level
the Command Point Phase, consult the Exclusive Rules to determine assets within the Command Span of one of his subordinate leaders), as
which leaders have CPs associated with them and the number of Com- long as all of it was In Command. However, wherever the break in this
mand Points available. In addition to awarded CPs, designated light "chain" of command occurs, those parts directly beneath the break are
cavalry leaders may possibly roll for initiative (8.5) to form their own Out of Command and may not be part of that MU. Conversely, a corps
MU. whose component divisions are not placed In Command by the corps
8.3.3 Purchasing Maneuver Units: A side may purchase a number of leader could still form MUs in a turn by spending as many CPs as
MUs equal to the number of CPs it has available to it that turn. For needed, if available, to create separate MUs for the different pieces. In
example, if a side has four CPs, it may create four MUs. Though CPs this case all of the corps could move and fight in a turn, but at great cost
are affiliated with particular leaders, there is no restriction on where the in CPs, and under separate, and unpredictable, chit pulls. A MU can be
CPs may be spent to create MUs. Any CP may be spent on any MU on as small as a single leader and a single unit stacked with him, activated
that player’s side, unless the scenario has additional restrictions. by a CP.
COMMAND EXAMPLE: Suppose one side has two complete corps
8.4 Maneuver Units (MUs) on the board, with three divisions in each corps. The army leader is
While the physical act of moving a counter or stack of counters is present with an aide-de-camp, and this aide just happens to be stacked
merely a function of expending Movement Potential and entering hexes, with a limbered artillery unit. This army gets three command points. We
moving decisively (so as to affect the enemy) is done by organizational can therefore create three MUs. In the present situation Corps B can
grouping. These groupings are called Maneuver Units (MUs). MUs can afford to sit tight this turn, but Corps A needs to maneuver. Unfortu-
be as large as a corps or as small as a leader with a single combat unit. nately, the army leader is too far away from the Corps A leader and so
Regardless of size, all movement of the current MU must be completed Corps A is not Activated. Each division of Corps A can be a separate
prior to moving any part of another MU. Combat units and leaders po- MU for this turn with the expenditure of all 3 CPs. Since all the CPs
tentially belong to more than one MU. For instance, in the French army have been expended, Corps B's units cannot be assigned to any MU, so
a combat unit belongs to a division as well as a corps, each of which they can't maneuver or assault normally. The aide-de-camp is not going
could constitute MUs in a single turn. However, in the resolution of the to move, and neither will the artillery stacked with him. The next turn,
movement within a particular turn a combat unit may voluntarily move there are again three MUs to create. Let's say the leader of Corps B is
only once, and thus only be part of a single MU. stacked with the army leader (being Activated as a result of this), but
EXAMPLE: The French player has designated both the Center only two of his division leaders are in his Command Span. One MU can
Wing and Foy’s Division of that wing as MUs in the hopes that by put- be created with the two divisions of his corps that are In Command with
ting both chits in the draw cup he increases the likelihood one will be the expenditure of a single CP. There are two CPs left. They can be
pulled prior to an Allied chit. The chit for Foy’s division is pulled first. assigned to any of the remaining divisional leaders, even the one outside
Its movement is summarily executed. Later that turn the chit for the of the Command Span of his corps leader, or to the aide-de-camp
Center Wing is pulled. Foy’s division may not move again. Conversely, stacked with the battery.
had the chit for the Center Wing been pulled first and Foy’s division 8.4.3.1 Corps Activation: A corps-sized MU may only be created if the
been moved as part of that MU, the chit for Foy’s division remaining in corps leader has been Activated. For a leader of a corps to be Activated,
the draw cup would thereafter be a dud, the division having already the army leader must begin the Command Segment stacked in the same
moved that turn. hex with the corps leader. On subsequent turns, the corps leader re-
mains Activated if he remains within the Command Span of the army
8.4.1.1 Maneuver Unit Assignment: During the MU Creation Phase of
leader. If, at the beginning of the Command Segment, the corps leader
the Command Segment, players spend their Command Points (CPs)
is Out of Command, the corps leader is no longer Active and will need
creating MUs. Sides alternate creating MUs, with the side with the most
to be Activated again. A corps leader which is Activated is marked with
CPs going first. In the event of a tie, roll the dice to determine who goes
a Corps Activation Marker.
first. As each CP is spent a MU marker is placed upon a grouping the
8.4.3.2 ADCs of the Corps and the Army Staff: ADCs are treated as
player wishes to move that turn. After designating the MU on the battle-
Assets. These leaders do not have formations that they command, and
field, the duplicate of this marker is placed into the draw cup. After all
therefore, they do not have a Command Span. They may create a MU of
CP’s have been spent by both sides, light cavalry leaders who are eligi-
any stack that consists of units of the same formation as the leader. In
ble may roll for initiative (8.5).
addition they may be part of a MU of the leader to which the ADC was
8.4.2 What Constitutes a MU: Any leader on the game map can consti- attached if the ADC is In Command of that leader.
tute a MU. Expanding the size of this most basic MU is a function of EXAMPLE: An Army ADC attached to a Corps leader is stacked
Command Span and hierarchy (chain of command). For instance, if the with a cavalry unit of a Brigade leader subordinate to the Corps leader.
leader is a division leader then any parts of that leader's division that are The ADC and cavalry unit are Out of Command with respect to the sub-
within his Command Span may also be part of that MU. If the leader is ordinate Brigade leader, but are In Command with respect to the Corps
an Activated corps leader (8.4.3.1) then any division leaders belonging
6 Clash of Arms Games
leader. If the Corps leader forms a MU the ADC and cavalry unit 8.6 March Column MU
stacked with him may form part of that MU. Units which are part of the same command (and any attached units)
8.4.3.3 Assets – Division, Corps and Army: A Division, Corps or may form a March Column MU, the purpose of which is to allow a
Army leader may have units directly attached to him and not to a subor- group of units to remain In Command while on the march. The leader of
dinate leader. These assets may be assigned to subordinate leaders the MU must be stacked with the leading unit of the March Column
during the Command Segment. Assets which are in the Command Span MU. Units are In Command if they form a contiguous block or chain of
of a subordinate leader, may be part of a MU formed by that leader. units in Road Column or they conform to the conditions of Uncoiling,
Army Assets may be assigned to any subordinate leader in the same Coiling or Reinforcements as below. A March Column MU may not
army. Corps assets may be assigned to any subordinate leader in the contain units that are not part of the same command. That is, a March
same Corps. Division assets may be assigned to any subordinate leader Column MU of a brigade must consist of units of the same brigade and
in the same Division. Assets, which are Out of Command, may be as- divisions must consist of units of the same division.
signed to a subordinate leader, in which case, they may Regroup towards EXCEPTION: Assets may be attached to the March Column and
their assigned leader. interspersed in the March Column.
EXCEPTION: Only horse artillery and cavalry units from Corps or
Army Assets may be attached to cavalry brigades, cavalry divisions or 8.6.1 Corps: Corps-sized March Column MUs may be created provided
cavalry corps. that:
8.4.3.4 Units Pinned by Assault Markers: When a unit is targeted by • each division/brigade of the column conforms to the above points
an Assaut Marker it is Out of Command and may not be part of a Ma- • the corps is Activated
neuver Unit. If the leader that defines a MU is in a hex that is the target • corps-sized MUs are allowed by the Exclusive Rules
of an Assault, the units he is stacked with may not move. However, 8.6.2 Uncoiling: Units at the end of the MU, which have not managed to
since he (being a leader) is not restricted by enemy Zones of Influence, form Road Column are In Command if they are adjacent to another unit
he may move, as may other parts of that MU. Units which are the target of the MU that is In Command. In Command status may be propagated
of an Assault may not move during the Regroup Chit. along a path of such adjacent units.
8.4.3.5 MUs are as Constituted When Drawn: When a MU chit is 8.6.3 Coiling: Units still in Road Column at the tail of a March Column
pulled from the cup or when the Regroup Chit is pulled, In Command MU, but outside of their leader’s Command Span are still In Command
status is determined a second time. This is because of the randomness if they are adjacent to a unit who is within their leader’s Command
of drawing from the cup and the fact that some units may not be there Span. Units trailing a unit satisfying the above condition and the condi-
any longer; practice having overtaken theory in the guise of enemy cav- tions of a March Column MU are also still In Command, even if the
alry Charges, cannonballs and general mayhem. leader is no longer at the front of the March Column MU.
8.4.4 Order of Unit Actions within a MU: Some MUs will consist of 8.6.4 Reinforcements: Reinforcements that are still off the map are
infantry, cavalry and artillery. Combat units within a MU may be eligible to form part of the March Column MU.
moved in any order the moving player wishes
8.7 Administrative March MU
8.5 Light Cavalry Initiative MU An Administrative March (AM) order allows a MU to move to a speci-
Commanders of light cavalry may generate their own CP/MU if they fied location over multiple turns without the expenditure of additional
pass an initiative check during the Command Segment. Light cavalry Command Points or using the Regroup procedure. During the MU
leaders eligible to generate CPs through initiative are listed in the Exclu- Creation Phase of the Command Segment, an Administrative March MU
sive Rules. may be created costing one Command Point. Reinforcements may be
8.5.1.1 Initiative Check Procedure: After all CPs have been generated given an AM order at no cost in CPs at the moment they enter the map.
and spent on MUs during the Command Segment a player declares he is Assets attached to the MU must remain with the MU for the duration of
checking the initiative of a light cavalry leader. The initiative of a light the AM. The AM can be a March Column MU. Units conducting AM
cavalry leader is his cavalry Mêlée Bonus. This bonus, regardless of move when the Regroup chit is pulled.
what is printed on the back of the cavalry leader counter, may never NOTE: Kedging occurs when a leader moves away from the units
exceed five or be less than one. A leader with no cavalry Mêlée Bonus under his command during the Leader Chit and his units follow him
has an initiative of one. A single die is rolled and the leader passes this during the Regroup Chit.
check if the die results in a roll equal to or less than his initiative. Mark
8.7.1 Orders Procedure: A MU marker is placed in the hex marking
him with a new MU counter and toss its duplicate into the draw cup.
the destination of the AM. The duplicate MU marker is placed on the
8.5.1.2 Restrictions:
leader of the formation performing the march. The destination hex must
• Light cavalry leaders which are part of a division or corps may not
be either a hex within the Command Span of a superior leader who is in
check for initiative if within the Command Span of their immediate
the leader of the MU’s chain of command or the destination hex must be
superior.
a designated Terminus Hex (8.10.6), or any road/trail hex on the shortest
• The initiative of a light cavalry leader may not be checked until all
route or routes in hexes (regardless of terrain) between them. For exam-
CPs from a side have been spent creating MUs. If a CP has already
ple, a destination hex for a division leader must be within either his
been spent on a particular light cavalry unit, a second MU marker
Corps commander’s or his Army leader’s Command Span, but not nec-
may not be placed on him by checking for initiative.
essarily both. For Reinforcements whose superior leader is not yet on
• A light cavalry division leader may check for initiative and if he
the map, the destination hex may be a Terminus Hex. Players may vol-
passes may form a MU of all of his units, his brigade leaders that
untarily cancel an AM and perhaps specify a new destination hex, by
are In Command and their units that are In Command.
expending another CP.
• Replacement leaders may check for initiative if the leader they
replaced was eligible to check for initiative. 8.7.2 March Procedure: AM MUs move during the Regroup Chit. The
• Horse artillery which are part of the leader’s command will also be destination hex marks the location to which the leader of the MU must
included in the MU if within his Command Span. move. Once the leader has arrived at the destination hex, he stops and
• Horse artillery and other light cavalry Assets (8.4.3.3) may be at- moves no further until the AM is complete or cancelled. During the turn
tached to light cavalry leaders. Other types of units may not be in which the leader reaches the destination hex, the units of the MU may
attached. expend any remaining movement points to adjust their position and
formation. Leave the MU marker in place. During the Reorganization
Segment of the current turn flip the MU marker over. During the Re-
group Chit of the following turn, the units receive a final turn of
Règlement des Marie-Louise 7
movement to adjust their position and formation. During the Reorgani- • Units that move to Regroup may not Assault or Charge an enemy
zation Segment remove any MU markers which have been flipped over. unit.
The AM is complete. • They may not move adjacent to an enemy unit.
8.7.3 Restrictions: • They must cease moving the moment they enter the Command
• During AM, units of the MU may not voluntarily move so as to Span of their leader. They must move in as direct a fashion to their
place themselves Out of Command in the next Command Segment. leader as possible. Where possible they will move in a straight
• When marching to a destination hex, units must move as directly as line.
possible deviating from their path only to move around obstacles • Units in General Order may move into a non-General Order terrain
(i.e. other units, impassible or General Order terrain) or to remain hex and enter Column formation where they may be subject to Op-
on a trail or road. portunity Reactions due to the formation change.
• The AM is immediately canceled when enemy units are within 10 • Units in General Order terrain which move directly to another Gen-
hexes of any part of the marching MU. eral Order terrain hex cease their movement after moving only one
EXCEPTION: Limbered Artillery and PGD units do not cancel the hex.
AM. • Units may only change formation, to exit General Order, or to enter
General Order and thereby cease moving, or to enter or exit Road
8.8 Static Position MU Column or to Limber if unlimbered artillery.
A Static Position is defined by a geographic area as specified in the Ex- • Units that move during this Action chit may be Opportunity
clusive Rules. Units assigned to a Static Position are considered In Charged.
Command if they remain within its boundaries. A CP does not need to 8.9.2.2 In Command Units: During the Regroup Chit units that are not
be expended to form a Static Position MU. part of any MU and are not in an enemy Zone of Influence, but are In
Command may change stacking order, facing and formation.
8.8.1 Assigning Units: Units are assigned to Static Positions by scenario
rules. Units assigned to a Static Position remain assigned to it until it is 8.9.3 Artillery Chit: When this chit is drawn Unlimbered artillery may
dissolved. fire. As in the Fire Segment, all fire is considered simultaneous. Un-
limbered artillery stacked with infantry, and on top, may fire, but the
8.8.2 Dissolving the Static Position: The Static Position is dissolved
infantry may not fire.
when all units assigned to it leave the Static Position voluntarily or in-
voluntarily. Units that were part of a dissolved Static Position revert to 8.9.4 Reinforcement Chit: All units and leaders currently scheduled to
the command of their leader as shown on the Organization Display. enter this turn enter the map from their specified entry hexes. Units
entering as reinforcements may enter as an Administrative March MU
8.8.3 Maneuver: Units assigned to the Static Position move during the
(8.7).
Regroup Chit. They may perform all activities that units which are part
of a regular MU may do. They may voluntarily leave the Static Position 8.10 REINFORCEMENTS
even to Assault or Charge units outside of the Static Position, but like Reinforcements are only considered reinforcements the turn they enter
units leaving the Command Span of a Regular MU will be Out of Com- the game map.
mand until they return to the Static Position.
8.10.1 Entry: Although the scenarios give the specific area where rein-
8.8.4 Regroup: Units that leave the Static Position may Regroup back
forcements must enter, each unit entering may enter the map up to half
to the Static Position in the same manner a unit would seek to re-enter their Movement Potential in hexes on either side of the named road or
the Command Span of its leader. When regrouping the units stop mov- trail that runs off the map in that area.
ing as soon as they enter the Static Position’s boundaries. EXAMPLE: A unit with a Movement Potential of six could enter at
8.9 Action Chits a specific road hex actually on that road hex, or within three hexes of
that road hex, either left or right of it on the map edge.
There are four Action chits in the game. These are tossed into the draw
cup during the Command Segment. When drawn during the Maneuver 8.10.2 Map Edge: Players should not treat the map edges as the end of
Segment the actions they represent are immediately resolved. The side the world, but imagine instead that the terrain, road or trail continues
whose player drew the chit from the cup moves first. The Artillery fire beyond them in identical fashion, and that units that enter in Road Col-
chit is considered simultaneous. umn are deployed off map on this imaginary extension. Therefore, units
that enter behind other units on a road must take into account the MPs
8.9.1 The Leader Chit: When this chit is drawn, all leaders which have
they have already expended reaching the map edge, as measured by the
not yet moved this turn and are not currently part of a MU may move.
units that entered in front of them this turn.
Leaders that move at this time may not move again as part of a MU later
in the Maneuver Segment. When a leader is moved, upon completion of 8.10.3 Actions: Infantry that enters as a reinforcement may Assault the
this movement, his counter is flipped over to its specific side indicating turn they enter. Cavalry that enters as a reinforcement may Charge that
that the counter has moved in this Maneuver Segment. turn. Artillery that enters must enter Limbered.
8.9.1.1 Headquarters Escorts: Some units in a scenario may be desig- 8.10.4 March Column MU (8.6): Units which did not have enough
nated as Headquarters or Leader Escorts. Escorts, which begin the MPs to enter the map on the current turn are considered to still be In
Leader Chit stacked with or within one hex of their escorted leader, may Command if their leader forms a MU and may enter the map when their
move and act at this time as if they were part of a MU. If the owning MU chit is pulled. Otherwise, they may enter during subsequent Rein-
player chooses, Escorts may be treated as Army Assets (8.4.3.3) and, forcement chits.
during the Command Segment, may be assigned to another leader of the 8.10.5 Administrative March: All units that enter the map as rein-
same army. forcements may freely receive an Administrative March order (8.7).
8.9.2 Regroup Chit: Units that are Out of Command and not adjacent to 8.10.6 Terminus Hex: At the beginning of a game the owning player
an enemy unit may move so as to place themselves In Command, or to may designate a Terminus Hex for each Reinforcement entry location.
close the distance separating themselves from their immediate superior The Terminus must be a named location on a road or trail that leads to
leader. Assets which were assigned to a leader and are not In Command the entry hex. The turn following their entry, reinforcements may use
may Regroup towards their assigned leader. Reinforcements may Re- the Regroup procedure with the Terminus acting as if it was the unit’s
group towards a Terminus (8.10.6). Units conducting an Administrative immediate superior. Units are not required to Regroup toward the Ter-
March (8.7) or are part of a Static Position (8.8) move at this time as minus and may instead Regroup toward their immediate superior.
well. NOTE: In some scenarios the Terminus Hex may be specified by
8.9.2.1 Restrictions: scenario rules.
8 Clash of Arms Games
10.1.3 Cavalry: Cavalry units must stop when they enter a Zone of
9.0 FACING Influence of enemy Cavalry.
All combat units in Good Order have a specific facing. Units in Col-
umn, General Order or Road Column are oriented so that the top of the 10.1.4 Leaders: Leaders do not exert a Zone of Influence. Leaders do
counter is facing a hexside. Units in Line or Skirmish Order face to- not have to stop when entering an enemy Zone of Influence. They may
wards the point of a hex formed by two hexsides (the vertex of two move through and exit any number of enemy Zones of Influence during
adjacent hexes). Units in Disorder, Plus Grand Disorder or Square have movement, limited only by their Movement Potential.
all around facing. 10.1.5 Opportunity Reactions: The term Opportunity Reactions in-
cludes Opportunity Fire and Opportunity Charge. Combat units
expending MPs, including formation changes, within a Zone of Influ-
ence may incur Opportunity Reactions. Voluntarily exiting a Zone of
Influence may trigger Opportunity Reactions. Involuntary movement
such as Rout, Recoil or Cavalry Bounce Movement or recovery from
Disorder or PGD does not trigger Opportunity Reactions. Leaders ex-
pending MPs in an enemy Zone of Influence do not trigger Opportunity
Reactions. The Opportunity Reaction occurs prior to the moving unit
completing the action that triggered the reaction, except as noted below.
For instance, a unit changing formation would be fired upon in its old
formation, or a unit exiting a Zone of Influence would be fired on while
still in that Zone of Influence.
NOTE: Moving into a Zone of Influence does not trigger Opportu-
nity Reactions, since the MP was expended prior to entering the hex.
Moving into an Opportunity Charge Zone may trigger an Opportunity
Charge if the reacting player wishes to attempt one.
10.1.5.1 Opportunity Reactions When Joining Friendly Units:
When moving units join friendly units in a hex, Opportunity Reactions,
triggered by actions in the hex the moving units are joining, occur after
the moving units join the stationary units and after they change forma-
tion to match the stationary units.
10.1.5.2 Multiple Triggers or Reactions: If the action requires the
expense of several MPs in a single hex (such as cavalry changing forma-
tion) only a single Opportunity Reaction is triggered, not one for each
9.1 General Rule expended MP. However, several actions will trigger several Opportu-
nity Reactions. If multiple types of Opportunity Reactions occur
9.1.1 All counters in a hex must face in the same direction. The top
Opportunity Fires are conducted first and then Opportunity Charges.
combat unit in the hex determines the facing of all combat units beneath
it if the stack is arranged ambiguously. Units oriented ambiguously on 10.1.6 Infantry and Artillery Exiting a Zone of Influence: Infantry
the game map are to be considered in Column formation. and artillery units may attempt to exit an enemy Zone of Influence by
passing a Morale Check. If this check is successful, it may leave the
9.1.2 Changing Facing: A combat unit may only voluntarily change
Zone of Influence and move (triggering Opportunity Reactions if appro-
facing during the Maneuver Segment, and only if it is part of a MU that
priate). Units which fail this check Disorder and may not move. An
is currently moving or it is moving because of the Regroup or Rein-
already disordered unit which fails this check will Rout.
forcement Action chits. Units may change facing any number of
EXCEPTION: Certain units may leave a ZoI if they are eligible to
hexsides without expending any MPs.
Retreat Before Assault (16.3) or Charge (19.4) without making a Morale
9.1.3 Facing, Movement and Combat: A combat unit may only enter, Check.
Charge, fire upon, or Assault through its front hexsides. 10.1.6.1 Leaving an enemy Zone of Influence may only be attempted as
the very first action in a unit's movement. That is, a moving unit may
10.0 ZONES OF INFLUENCE not move into an enemy Zone of Influence and then attempt to exit it.
However, they may exit a Zone of Influence during their movement in
10.1 General Rule the Maneuver Segment, and perhaps again for a Retreat before Charge,
Combat units, except units in Road Column, PGD and Limbered artil- and perhaps again for a Retreat before Assault, since these are all con-
lery units, exert a Zone of Influence (ZoI) into the hexes immediately sidered to be separate movements.
adjacent to its front hexsides. 10.1.6.2 Artillery units may not move directly from one enemy Zone of
NOTE: Zones of Influence should not be confused with Opportunity Influence into another. Infantry units may not move directly from one
Charge Zones (19.14.2), though they are similar. enemy Zone of Influence into another except as a result of Advance
10.1.1 Terrain: Zones of Influence do not extend into terrain that man- after Assault.
dates General Order for formed units. They do not extend into hexes or 10.1.7 Cavalry Exiting a Zone of Influence: Cavalry units may volun-
across hexsides which the units exerting the Zone of Influence are pro- tarily exit any number of Zones of Influence of any enemy artillery and
hibited from entering or crossing. Consult the Exclusive Rules for infantry units possibly triggering Opportunity Fire. Cavalry may volun-
information regarding terrain. tarily exit the Zone of Influence of enemy cavalry only if it is the very
NOTE: The term formed units consists of infantry or cavalry units first action in the unit’s movement. Movement during the Maneuver
in Line, Column, or in the case of infantry, Square. And the term Gen- Segment, Cavalry Regroup (19.1.1 Step 4) and Retreat Before Charge
eral Order terrain refers to terrain that requires formed units to enter (19.5) are considered to be separate movements and as such cavalry may
General Order formation. Artillery is not technically formed, but still exit a Zone of Influence of enemy cavalry as its first action in each of
enters General Order when entering such terrain if allowed to enter by those activities.
the Exclusive Rules. 10.1.7.1 Cavalry units may not move directly from one enemy Cavalry
10.1.2 Infantry and Artillery: Infantry and artillery units must stop Zone of Influence into another Cavalry Zone of Influence except as a
when they enter an enemy Zone of Influence. result of Advance after Charge.
Règlement des Marie-Louise 9
10.1.8 Retreat Before Assault/Retreat Before Charge: Friendly units battalions (wings) and a light company would not suffer an additional
negate enemy Zones of Influence, in the friendly unit’s hex, when units negative modifier.
Retreat Before Assault (16.3) or Retreat Before Charge (19.4, 19.5) 11.1.4 Violating Stacking Limits: Players may not voluntarily move
from an adjacent hex into a friendly unit’s hex. combat units such that stacking limits would be violated. However, this
10.1.9 Retreating Through Zones of Influence: Combat units that is not to say that combat units may not violate stacking limits in the
perform Involuntary Movement, including Rout, Recoil (16.7.1), or course of executing Involuntary Movement. Whenever stacking limits
Cavalry Bounce (19.9.2) Movement, from an enemy Zone of Influence are violated, either by exceeding the stacking limits or by creating an
lose one Increment per stack for each such hex exited. This loss only illegal stack as defined in 11.1.2, consult the Stacking Violation Results
occurs as the unit or stack exits the hex. Several enemy stacks project- Chart. All units in the hex which did not automatically Rout must make
ing Zones of Influence into the same hex do not increase this loss a Morale Check. After all units have taken their Morale Check, passing,
beyond one Increment per stack, per each hex exited. Disordering or Routing as the case may be, if the hex still violates stack-
10.1.9.1 Retreating Through Friendly Units: The presence of friendly ing rules, units must be displaced so that the units remaining in the hex
units negates an enemy Zone of Influence if the friendly units retreat no longer violate stacking rules.
through them. 11.1.5 Displacement: Displacement may occur because of a stacking
violation due to Involuntary Movement including Rout movement, Cav-
11.0 STACKING alry Bounce movement and Recoil, or because a stacking violation
There is a limit to the forces that a player may concentrate in a single occurred due to Advance after Assault or Charge. Displacement allows
hex. See the Stacking Chart. the stacking in the hex to be corrected so that it conforms to the stacking
limit. The priority in which units are displaced is determined by the
11.1 General Rule most recent unit to enter the hex, or, the unit not in Good Order (if Good
The stacking limit varies according to terrain and formation. Be pain- Order units are stacked with units in Disorder or PGD), or the unit in the
fully aware that stacking restrictions apply during movement. Leaders, worst order (PGD being worse than Disorder). Displaced units follow
ADCs, and informational markers do not have a stacking value and the retreat priorities (13.2.4) when displacing. Displaced units keep the
therefore do not count towards the stacking limit of a hex. same facing and formation they had before they were displaced. Dis-
11.1.1 Terrain: The maximum number of Increments that are permitted placed units may cause a stacking violation in the hexes they are
in a hex is given in the Stacking Chart. Where the number is followed displaced to. Treat this as a new stacking violation and if displacement
with an organizational term, such as “six, or one battalion,” indicates is required they are displaced again as the most recent units to enter the
that up to six Increments may stack in the hex, or one battalion of any hex.
number of Increments greater than six. 11.1.5.1 Opportunity Reactions: Displacement may trigger Opportu-
11.1.1.1 Artillery Stacked with Infantry: When stacked with infantry nity Reactions.
one Increment of artillery is equal to six Increments of infantry towards 11.1.6 Minimum Stacking Limits: Some formations require a mini-
the stacking limit. mum number of Increments before that formation can be formed.
11.1.2 Formation: At the end of movement, all units in a hex must be in
the same formation as determined by the top unit in a stack. Units join-
11.2 Stacking Order
ing a stack must conform to the formation of the top unit in the stack and The top combat unit in a stack is considered the unit in front. Whenever
must pay the formation change cost when entering the hex. This is not a another unit joins a stack, or enters a hex with another unit to form a
free formation change. stack, the unit that is moving is placed at the bottom of the stack. The
combat unit at the bottom of the stack is considered at the rear of the
• Infantry and cavalry units may never voluntarily stack together.
formation. This has tactical significance in that the topmost combat unit
• Cavalry and artillery units may never voluntarily stack together.
will affect the morale of the entire stack (20.1.1), and it will suffer the
• Units in Skirmish Order may not stack with any other Combat units
which are not themselves in Skirmish Order. Units that are not in most casualties (17.1). Unlimbered artillery that is stacked with infantry
PGD may freely pass through units in Skirmish Order and units in and is not on top of the stack will not be able to fire (18.5.1).
Skirmish Order may, likewise, pass through other units that are not 11.2.1 Changing Stacking Order: Units may freely change their stack-
in PGD without violating stacking restrictions, but neither may end ing order only if they are eligible to move voluntarily. All units in a
their movement stacked. stack must be eligible to move voluntarily in order to change stacking
• Units in Good Order which voluntarily end their movement stacked order. Changing stacking order does not trigger Opportunity Reactions.
with units in Disorder, or the reverse situation, automatically be-
come disordered and a stacking violation is not triggered. 12.0 TACTICAL ORGANIZATIONS
• Units in Good Order may pass through units in Disorder without In addition to facing, combat units on the game map must have specific
becoming disordered. Units in Disorder may pass through units in Presentation and Formation as well.
Good Order without disordering the Good Order units.
• Units in PGD may rout through friendly units, but will cause a 12.1 Presentation
stacking violation. Consult the Stacking Violations Chart. In those cases where a combat unit is presented by battalions in the
• Friendly units may never stack with enemy units. counter-mix as well as by regiment, only one or the other may appear on
11.1.3 Command: Units that stack without a leader in the hex suffer a the game map. If the battalions of the unit are on the game map, then
-3 modifier to Morale Checks for each combat unit in the hex over the the regiment counter must be occupying the space provided for it on the
first. Organizational Display, or vice versa.
EXCEPTION: Infantry units smaller than a battalion and cavalry 12.1.1 Voluntary Unit Breakdown and Reform: Combat units may
units smaller than a regiment are not counted when determining this only voluntarily breakdown and reform when they are active during the
modifier. The size of the unit is determined by its tactical organization Maneuver Segment. The cost to breakdown or reform is the same as for
(i.e. the number of dots above the unit symbol denoting company, squad- a formation change (e.g. one MP for infantry). Stacking limits for the
ron, battalion or regiment) and not the number of Increments it hex may be temporarily violated as long as the stacking limit is adhered
currently possesses. to at the end of the unit's movement. In other words, they may only
EXAMPLE: A stack of three battalion size units without a leader in violate the stacking limit of the hex if they have Movement Potential
the hex would have a Morale Check modifier of -6. A stack of two half remaining to them while the other battalions move to join them. When a
10 Clash of Arms Games
regiment breaks down the battalions must have enough Movement Po- EXCEPTION: Units that enter terrain that requires General Order
tential to separate, if the stacking limit is exceeded. only pay the terrain cost, in that it does not cost MPs to enter General
12.1.2 Involuntary Breakdown: Infantry units may be forced to break Order.
down from regiments to battalions as a result of losses. Whenever a 12.2.4 Formation Change and Facing: When a combat unit (or stack)
regimental counter reaches 50% in losses, it must break down. This makes a formation change the owning player may freely orient the
breakdown is done immediately. Play is suspended until the regiment is counter (or stack of counters) in any manner he chooses within the hex,
broken down. This breakdown does not cost MPs. as long as all rules concerning the new formation (and stacking) are
12.1.2.1 Breaking down is not a free deployment for these units. They followed.
must maintain the same facing and formation they had immediately
prior to breaking down. 12.3 Column
12.1.3 Opportunity Reactions: Voluntary Breakdown may trigger Column may only be formed in clear or other terrain as allowed in the
Opportunity Reactions. When a regiment is forced to breakdown due to Exclusive Rules.
losses it is considered Involuntary Movement and does not trigger Op- 12.3.1 Facing: A combat unit in Column formation faces a hexside. It
portunity Reactions. has three front, two flank and one rear hexside.
12.1.4 Breakdown and Losses: Whenever a regimental counter breaks 12.3.2 Maneuver: Infantry units in Column expend MPs to enter hexes
down into its battalions, any losses accrued up until the moment of based on the cost of the terrain shown on the Movement Chart.
breakdown must be apportioned as equally as possible between the bat- 12.3.3 Combat: Infantry units in Column fire with the Fire Value
talions. If losses cannot be apportioned equally, then losses are printed on the specific side of their counter. Only the top combat unit of
distributed starting with the oldest numbered battalion on down (the first a stack of units in Column may fire. When an infantry unit in Column
battalion is always older than the second battalion, etc.). has been reduced by losses to a single Increment the unit conducts fire
combat at one-half of this printed value (17.2.1). All Mêlée Values of
12.2 Formations units in the hex are totaled for attack and defense. Cavalry does not fire,
Combat units must have a specific formation while on the game map. it Charges instead.
The formation of a unit is how it is deployed for combat and Maneuver.
The terrain type in the hex may limit the kind of formation deployed 12.4 Line
therein. Line may only be formed in clear or other terrain as allowed in the Ex-
12.2.1 Voluntary Formations: Voluntary Formations are ones that a clusive Rules.
player may impose on his units. These cost MPs to employ. Because 12.4.1 Facing: When a combat unit is in Line formation, it faces the hex
these cost MPs, they may only be changed during the Maneuver Seg- vertex (or point). A unit in line has two front, two flank, and two rear
ment when the unit is active. hexsides.
EXCEPTION: Units may form Square when the opponent is moving
12.4.2 Maneuver: Infantry units deployed in Line pay the cost of the
(19.7).
terrain plus one (+1) MP per hex entered. Cavalry deployed in Line
Whenever a combat unit makes a voluntary change in formation or Pres- pays the normal cost for entering a hex as shown on the Movement
entation, it must spend MPs in accordance with the Formation Change Chart.
Cost Chart. Voluntary formation changes may trigger Opportunity Re- EXAMPLE: An infantry unit that marches three hexes in Line ex-
actions. This Opportunity Reaction will take place prior to the change in pends six MPs assuming the cost of the terrain entered was 1 MP.
formation. Cavalry would pay one MP per hex of clear terrain entered.
EXCEPTION: When units join a hex containing friendly units the 12.4.2.1 Old Guard Infantry: Units designated as Old Guard only pay
formation change, required to conform to the units already in the hex, (+1) MP for every other hex entered when in Line formation.
occurs first. EXAMPLE: An Old Guard Infantry unit that moves five hexes in
12.2.2 Involuntary Formations: Involuntary Formations are ones that Line in clear terrain will spend seven MPs doing so.
result from play. Disorder and PGD are involuntary formations which 12.4.3 Combat: Infantry units in Line fire by Increment and not their
occur as a results of a Morale Check or due to combat. When a unit is printed Fire Value. Up to four Increments may fire from a single hex.
neither in Disorder nor in PGD, it is said to be in "Good Order." Gen- When infantry in Line fire, consult the Fire Effects Chart and locate the
eral Order is an involuntary formation which a unit automatically enters Fire Multiple for the type of unit firing. The number of Increments fir-
upon moving into certain terrain types. Consult the Terrain Effects and ing times this multiple equals the Fire Value of the attack.
Fire Defense Charts. These do not cost MPs to employ and do not trig- EXAMPLE: Three Increments of French line infantry times a Fire
ger Opportunity Reactions. Multiple of three yields a Fire Attack of nine.
Regardless of the number of Increments in Line, the maximum that may
Voluntary Formations Involuntary Formations fire from the hex is four. Cavalry does not fire, it Charges and Mêlées
Column* General Order* instead. All Mêlée Values of units in the hex are totaled for attack and
Line* Disorder (Désordre) defense.
Square* (Carré) Plus Grand Désordre (PGD)
12.4.4 Line and Refused Flanks: The hex-grid overlaid on the game
Skirmish* (Tirailleur)
map can force a string of units in Line formation to artificially present
Road Column*
an exposed flank. A flank hex is considered Refused as long as it is also
Limbered (artillery)
a front hex of an adjacent combat unit also in Line formation. Hexes at
Unlimbered (artillery)
the end of a series of combat units in Line cannot be Refused, only the
hexsides within the Line of contiguous units. Refused Flanks are in all
*Units in this formation are automatically in Good Order as well.
aspects treated as front hexsides.
NOTE: Artillery is always either Limbered or Unlimbered regard-
less of the state of the formation which can be Good Order, Disorder or
in the case of Limbered artillery PGD.
12.2.3 Formation Change and Terrain: Combat units that must
change their formation due to terrain they enter during movement pay
the cost of the formation change in addition to the cost of the hex they
enter.
Règlement des Marie-Louise 11
3. Once this total is achieved divide it by three. This result will 12.8.6 Skirmishers and Fire Combat: Infantry units in Skirmish Or-
be the value of each Fire Attack. der fire by increment. Up to three increments may fire from a single
hex. Only infantry with a Range of "2" printed on their counter may
Illustration of the Firing Pattern of Units in Square enter Skirmish Order. As this implies, when they initiate fire combat
they may fire at target hexes two hexes away. They may only make a
Fire Attack at targets two hexes away when deployed in Skirmish Order.
However, the Fire Value of Fire Attacks made at a two-hex distance is
halved (x ½) unless the firing unit is armed with rifles. See the Exclu-
sive Rules for which units are armed with rifles.
12.10.4 Morale: Units in PGD have their Morale Check dice roll modi- Potential, subject to terrain, Zones of Influence and formation change
fied by -6 (for the worse), in addition to any other modifiers. The only costs. During this time the non-phasing player may only move his units
time they make a Morale Check is when they attempt to recover Good as a reaction to friendly activity as in 13.1.8.
Order during the Reorganization Segment. 13.1.1 Movement Potential: All combat units and leaders have Move-
ment Potential (the bottom right hand number on the general side of
12.11 British Prone their counter) expressed in terms of Movement Points (MPs) which is
During the Maneuver Segment, any active British or KGL infantry unit based on unit type and formation as given on the Movement Chart.
not in an enemy Zone of Influence may elect to go Prone, or stand up, These MPs are expended as the counter moves from hex to hex, or
as part of its movement. They may also go Prone, or stand up, during the changes formation or Presentation within the hex. Maintain a running
Regroup Chit under the provisions of the Stacking, Facing and Forma- count of Movement Potential as movement points are expended. All
tion clause of the Regroup Chit rule. Prone units are marked with a hexes have a cost in MPs that varies according to the terrain represented
Prone informational Marker. within them. Some hexsides may also have a cost in MPs that will be in
12.11.1 Maneuver: There is no movement point cost for going Prone or addition to the cost of the hex entered. Unspent MPs may not be saved
standing (that is removing the Prone Marker). However, to go Prone a from turn to turn, nor may they be transferred to other counters. Units
unit must have Movement Potential remaining. Units may not stand up must follow the hex grid and may not skip hexes.
and go Prone again in the same Maneuver Segment. Flip the Prone 13.1.1.1 Rounding: Often a unit’s MP is modified due to formation
Marker over to indicate they have stood up this turn. Prone units may (e.g. Disorder or PGD) or other condition (e.g. Exhausted). When modi-
not move, change stacking order, change facing, nor change formation. fying MP round any resulting fractions to the nearest integer with ½
To do any of these things they must first stand. rounding to the next highest integer.
EXAMPLE: 5 1/3 rounds to 5. 6 ½ rounds to 7. 5 2/3 rounds to 6.
12.11.2 Terrain: Units may only go Prone if in Clear, Farmettes &
Houses, or Cultivated Ground hexes. 13.1.2 Movement Chart: Infantry battalions and regiments always use
the Infantry column of the Movement Chart regardless of their forma-
12.11.3 Stacking: The maximum stacking for a hex with a Prone
tion. Infantry companies in Skirmish Order use the Infantry Skirmisher
Marker is one battalion (and its light company). A mixed stack of British
Company column. Cavalry always uses the Cavalry column. Limbered
and/or KGL and non-British units may not go Prone, nor may a stack of
artillery always uses the Artillery column. Leaders use the Leaders
infantry and artillery go Prone. A stack may not contain a mix of Prone
column.
and standing units.
EXCEPTION: If a unit stands to leave the hex, units staying in the 13.1.3 Stacking: Units are moved individually or in stacks. Stacking
hex may remain Prone. rules are in force during movement of any kind (11.0). A player must
complete the movement of a unit or stack before another's movement
12.11.4 Formation: Units may be in any voluntary formation except
can begin.
Road Column while, or prior to going Prone. A Prone unit which enters
EXCEPTION: Leaders may move to another hex and accompany
Disorder or PGD formation stands and removes its Prone marker. Units
these units (13.1.3.3).
maintain their current formation and facing when standing or going
13.1.3.1 The Movement Potential of a stack is the lowest Movement
Prone.
Potential of any unit in the stack.
12.11.5 Line of Sight: Prone units do not block Line of Sight. Even so, EXCEPTION: Leaders may, if they wish, assume the MP of the
friendly units may not fire over Prone units. stack regardless of the leader's MP (8.1.5).
12.11.6 Fire Combat: Prone units may not fire. Only artillery and 13.1.3.2 To enter a hex, a stack must pay the highest movement cost of
Skirmishers (infantry and cavalry) may fire on Prone units. Prone units any of its constituent units.
behind hedgerow or wall hexsides or in cultivated ground hexes are not 13.1.3.3 Picking Up Units: Combat units may not pick up other units
seen (and may not be targeted) by enemy units that execute Fire Attacks. as they move.
Prone units have their Fire Defense value improved by two (+2) in all EXCEPTION: Leaders may move to a hex containing combat units
other types of terrain. and, if they then move with those units, must accompany the units for
12.11.7 Assault: When assaulted, Prone units receive a +3 modifier to the duration of their movement.
all their Roll to Stand dice roll. Units assaulting Prone units have a –6 13.1.3.4 Dropping Off Units: A stack may drop off units as it moves.
modifier to their Roll to Close dice roll. Prone units that stand in face of Units which are dropped off may not voluntarily move any further dur-
an Assault must remove their Prone Marker just prior to the Offensive ing that segment.
and Defensive Fire step (they must stand to fire effectively), this means 13.1.4 Enemy Units: Units may not enter the hexes of enemy combat
that they will not get the +2 modifier to their Fire Defense value in this units. Units may enter a hex occupied only by enemy leaders (8.1.4).
step because they are now standing. 13.1.5 Zones of Influence: Infantry and artillery units stop moving
12.11.8 Charge: Prone units in the Charge Zone of enemy active cav- when they enter any enemy Zone of Influence (10.1.2). Cavalry units
alry may exercise the same options as non-Prone units, (i.e. forming stop moving when they enter the Zone of Influence of enemy cavalry
Square) but must first remove the Prone Marker. Prone units that stand (10.1.3).
versus Charge remove their Prone Marker just prior to the Defensive 13.1.6 Facing: Combat units voluntarily move only through their front
Fire step (they must stand to fire effectively). hexsides into adjacent front hexes. Leaders do not have facing, per se,
and may therefore move in any direction.
13.0 MOVEMENT 13.1.7 Terrain Effects on Movement: As per the Movement Chart,
The physical act of moving on the battlefield is a function of the printed each hex and hexside feature costs MPs to enter or cross. A unit must
Movement Potential of the unit or leader, formation, Zones of Influence pay the entire cost of entering a hex before entry.
and the cost of the hex entered or hexside crossed. 13.1.7.1 Prohibited Terrain: Units may not enter or cross prohibited
hexes and hexsides.
13.1 General Rule 13.1.7.2 Roads and Trails: The Road or Trail movement cost may
When a chit for a MU is pulled, the owning player may move as many only be used by units in Road Column. To use Road or Trail movement
or as few units, which constitute the MU, as desired. Similarly, when an costs units in Road Column must enter a hex via a Road or Trail hex-
Action Chit is pulled the owning player may move as many or as few of side.
his units which are eligible to move during the Action Chit. Units may
move as many or as few hexes as desired within the unit's Movement
14 Clash of Arms Games
13.1.8 Restrictions: During the Maneuver Segment, until a unit belong- 14.1 General Rule
ing to a MU is activated (through the drawing of the MU from the cup) A Line of Sight stretches from the center of the firing hex to the center
it may not voluntarily expend MPs except in the cases listed below: of the target hex (use a length of string or a transparent ruler to deter-
1. Opportunity Charge (if formed cavalry). mine this). A combat unit always has a LOS to an adjacent hex. A LOS
2. Retreat before a Charge (if infantry in Skirmish Order or if to a combat unit is required in order to:
light cavalry charged by heavy cavalry). 1. Fire on the combat unit.
3. Form Square if within 4 hexes of active enemy cavalry. 2. Declare the combat unit to be a target of a Charge.
4. Cavalry Regroup or Pursuit. 3. Reactively form Square if an infantry unit within 4 hexes of
5. Conduct Reinforcement, Regroup or Leader Chit activities. active enemy cavalry.
13.2 Involuntary Movement 14.1.1 Blocking LOS: If any of the following interferes with the path of
Involuntary Movement takes place as the result of a Mêlée or Fire At- hexes necessary for establishing a LOS to an enemy unit, then the LOS
tack that requires one side to Rout or Recoil (16.7.1), whether as the is not established.
consequence of a DR or AR on the Mêlée Chart or a second Disorder 1. Any terrain listed as blocking LOS in the Exclusive Rules.
occurring from a failed Morale Check or an AD# or DD# on the Mêlée 2. Slope hexsides (14.2).
Chart. Cavalry Bounce is also considered Involuntary Movement 3. Combat units not Prone, not in Square nor in Skirmish Order.
(19.9.2). The moment a unit Bounces, Recoils or becomes PGD and EXCEPTION: A unit to which LOS is blocked cannot itself block
executes Rout movement this movement is considered involuntary and LOS.
does not trigger Opportunity Reactions regardless of its movement tak- 14.1.2 Firing Through Combat Units: Combat units may never fire
ing it through the Zones of Influence of enemy units. through other combat units friendly or otherwise even if a LOS does
13.2.1 All MP costs are in effect when a unit conducts Bounce or Rout pass through them.
Movement. When a unit Recoils, it retreats the indicated number hexes 14.1.3 Firing Over Combat Units: Combat units may never fire over
regardless of MP costs, but is not allowed to violate the retreat rules friendly combat units, but may fire over enemy combat units under the
below and is subject to the Path of Retreat requirements. Infantry units conditions of Elevation.
which Rout use the MP costs for infantry. Cavalry units which Bounce 14.1.4 LOS and Hexsides: If the LOS passes precisely along a hexside
or Rout use the MP costs for cavalry. Limbered artillery units which with blocking terrain or units then the LOS is blocked.
Rout use the MP costs for artillery.
13.2.2 Retreating units cannot retreat through enemy combat units. They 14.2 Elevation
may retreat through enemy leaders who are alone in the hex. A slope hexside represents mild undulations of terrain and not cliff sides
13.2.3 Retreating units may not enter terrain they are prohibited from or mountains. A slope hexside, thus, represents no more than the pas-
entering. sage from lower to higher ground or vice versa.
13.2.4 Path of Retreat: Units conducting Involuntary Movement must 14.2.1 When a LOS crosses slope hexsides it may be blocked by the
follow a path of retreat as follows. When a unit conducts Involuntary changing elevation. If the firing combat unit and target combat unit are
Movement (Rout, Recoil or Bounce) each hex entered must be one hex on different elevations and there is potential blocking terrain or combat
further from the nearest enemy unit, if possible. If not possible the own- units, as listed in 14.1.1, between them, the LOS is clear only if the
ing player chooses the hex to be entered. Retreating units are not intervening obstacle is closer to the higher combat unit.
allowed to enter the same hex twice. If unable to do so the retreating 14.2.2 A combat unit always has a LOS to an adjacent hex regardless of
units surrender and are removed from play. elevation.
13.2.5 Involuntary Movement During the Reorganization Segment: Illustration of LOS
Units already in PGD may not voluntarily move during the Maneuver
Segment. During the Reorganization Segment units in PGD that are not
stacked with a leader automatically Rout if they are less than 15 hexes
from any enemy unit in Good Order. PGD units that are stacked with a
leader and are not adjacent to an enemy unit may attempt to recover
(20.2). Units that Rout during the Reorganization Segment must con-
tinue to move away from the nearest enemy combat units.
13.2.6 Seeking Cover: Upon reaching a distance of 15 hexes from en-
emy units, PGD units will seek the nearest non-clear terrain (e.g. any
type of town or structure, woods, marsh or cultivated) that is also at least
15 hexes away from all enemy units and must use the remainder of their
Rout Movement Potential attempting to achieve this. Stacking rules still
apply. Once PGD units reach cover they will Rout again if at the begin-
ning of the Reorganization Segment an enemy unit in Good Order is
again within 15 hexes.
13.2.7 Routing Off the Map: Combat units that Rout off the map are
considered destroyed and are returned to the Organizational Display EXAMPLE: Sympher’s battery can fire at enemy unit 7 only. Tar-
flipped to their specific side. Leaders that Rout off the map return as a get 6 is blocked by unit 7. All other targets are blocked by the friendly
reinforcement during the Reinforcement Chit of the following turn. The British units in line regardless of elevation difference. Bull’s battery can
returning leader enters on the map edge within 15 hexes of any friendly fire at units 3, 4 and 7. Target units 3 and 4 are eligible despite the
depot. presence of unit 7, because fire over enemy units is allowed (14.1.3). If
unit 7 was a friendly unit, Bull’s battery could not fire at units 3 and 4.
14.0 LINE OF SIGHT (LOS) Bull cannot fire at unit 5, because it can fire over units 6 and 7, but not
If a combat unit can see another combat unit then it is considered to through unit 4. Bull cannot fire at unit 6 because the LOS passes down
have a Line of Sight (LOS) to that combat unit, and vice versa. the spine containing a friendly unit (Rogers). Rogers’ battery can fire at
enemy units 6 and 7 only. Enemy units 3 and 4 are blocked because
Règlement des Marie-Louise 15
LOS passes through unit 7, which is not closer to the higher unit than 15.4 Executing Fire Combat
the lower firing battery. Ross’ battery can fire at enemy units 4, 6 and 7. The total Fire Value of all units firing at the target hex is divided by the
Unit 4 is an eligible target because it is up slope and unit 6 is closer to Fire Defense of the hex. This resulting number is expressed as odds.
the higher unit than to the lower firing battery. Gardiner’s battery can Round down to the lower odds.
only fire at enemy unit 8 because it is adjacent (15.5.1). Enemy units 4, EXAMPLE: If the Fire Value were 18 and Fire Defense 7, the re-
6 and 7 are ineligible because of the presence of unit 8. If enemy unit 8 sult would be 2.57:1. Dropping the remaining fraction, the closest odds
was not present unit 5 would still be blocked by the trees. column to this number on the Fire Combat Chart is 2.5:1. Roll the dice.
This result is modified if any Fire Combat modifiers apply and then
Illustration of LOS and Elevation located on the 2.5:1 odds column.
A unit may be fired on any number of times within a single turn; it could
receive Opportunity Fire while it is moving or it could receive Defensive
Fire during a cavalry Charge; it could be fired on during the Artillery
Action chit; it could be fired on during the Fire Segment, it could be
fired on during the Assault Segment by Offensive or Defensive Fire.
15.4.1 One Target Hex, One Attack: A hex may be the intentional
target of a Fire Attack only once in the Fire Segment.
15.4.2 Combining Fire: A hex may be fired on by several different
15.0 FIRE (Feu) units from diverse hexes, as long as each firing unit has a LOS to the
target hex, and all Fire Attack values are totaled into one attack.
15.1 General Rule 15.4.3 Minimum Odds Requirement: Fire Attacks at odds of less than
Fire is directed against a hex, not a particular combat unit. Basically, 1:3 may not be made. Fire Attacks at odds of greater than 10:1 are
fire combat is resolved by comparing the fire factors of all units attack- treated as 10:1 attacks.
ing a given hex, to the terrain of the target hex, and the formation of the
unit deployed in that hex, rolling the dice and locating the result of the 15.5 Fire Combat (Combat à Feu)
Fire Combat Chart. There are three types of Fire Attacks; Fire Combat, Exchanging fire occurs during the Fire Segment, Assault Segment and
Opportunity Fire and Offensive/Defensive Fire during the Assault Seg- during the Artillery Action chit whenever it is pulled during the Maneu-
ment. ver Segment (in this case, however, it is just an exchange of artillery
fires). Fire combat is treated as if it occurs simultaneously. A combat
15.2 Fire Defense unit fires with the strength (and facing/formation) with which it began
The Fire Defense of a hex is determined by: the Fire Segment, temporarily disregarding losses it may have incurred
1. The target type of the combat unit (infantry, cavalry or artil- previously in that same Fire Segment as well as mandatory formation
lery), and; changes, Disorder or Rout results called for as a result of such losses.
2. The formation the unit is in (Line, Column, Square, Skirmish
Order, etc.), and; 15.5.1 Arc of Fire: Combat units may only fire through their front fac-
3. The terrain of the target hex (clear, woods, town, etc.). ing and must have a LOS to targets that are not adjacent to them. Any
To best determine Fire Defense locate these in the order given above. target hex within the range of the firing unit may be fired on.
Fire Defense may also be affected by the orientation of the counter EXCEPTION: All units must fire on an adjacent unit if possible,
within the hex (i.e., whether or not the attack is in enfilade to the target), regardless of a more "opportune" target somewhere else.
and the size of the target (density being increased with a greater number 15.5.2 One Fire Attack Per Firing Hex: A hex may fire only once
of men/Increments in the hex). These and other modifiers are summa- during the Fire Segment.
rized in the Fire Effects and Fire Defense Charts. EXCEPTION: Units in Square (12.7.4).
15.5.3 Assaulting Infantry: Assaulting infantry and their targets do not
15.3 Fire Value perform Fire Combat during the Fire Segment. Instead they conduct
The Fire Value of an infantry unit is determined by its Offensive and Defensive Fire during the Assault Segment.
1. Nationality (not side)
2. The type of troops they are (line, light, jäger, schützen, chas- 15.6 Opportunity Fire (Feu de Chance)
seur, guard, fusilier, grenadier, etc.). Opportunity Fire occurs whenever a unit expends MPs in or exits an
3. The tactical formation it is in (Line, Column, Skirmish Order, enemy infantry or artillery Zone of Influence (10.1.5). Any number of
etc.). stacks may perform Opportunity Fire upon a single stack in a hex that is
4. In some cases the number of men firing (how many Incre- in the Zone of Influence of all of them, and like Fire Attacks, all the fire
ments in the case of units in Line, Square, and Skirmish Order, strengths must be combined into a single Fire Value. All Opportunity
but not in Column, General Order or Disorder). Fires are conducted at ½ (one-half) strength.
Cross-reference these variables on the Fire Effects Chart. The result is a
15.6.1 Stacking: When a moving unit is temporarily stacked with an-
Fire Multiple (x2 for instance) or a result stating "printed." This Fire
other unit and Opportunity Fire is triggered, use the Fire Defense of the
Multiple times the number of Increments firing is the Fire Value of the
moving unit to determine the odds. The moving unit takes all losses
attacking unit. A result of "printed" is the Fire Value printed on the
caused by the Fire Attack.
specific side of the unit counter. This number is the Fire Value of units
firing from Column, General Order or Disorder. Fire modifiers are cu- 15.7 Massed Targets (Target Density)
mulative (e.g. units in Disorder that Opportunity Fire have their Fire
Any target hex that contains more than nine Increments is a massed
Value quartered.) target. Although artillery Increments are equal to six times their worth in
EXAMPLE: Assume there are three Increments of French Légère in infantry Increments for stacking purposes, they do not count the same
Skirmish Order. Cross-referencing the French Légère row with the for target density (18.3). Dice rolls for Fire Attacks on massed targets
Skirmish Order formation column on the Fire Effects Chart indicates a are modified by the Fire Chart Dice Roll Modifiers Chart.
Fire Multiple of x3. They thus have a Fire Value of nine (3x3=9). If EXAMPLE: A target hex containing 16 Increments would modify
they were in Column formation, their Fire Value would be their its Fire Attack dice roll by +12.
"printed" value of eight.
15.7.1 Target Density Effects: To reflect the advantage of enfilade
attacks, modify the Fire Defense of the hex as follows:
16 Clash of Arms Games
1. Enfilade: Whenever a unit in Line is fired upon through its 3. Assault Resolution:
flank hexside, the Fire Defense of the hex is treated the same a. Roll to Close (16.4) and Roll to Stand (16.5): Each assault-
as if the unit were in Column. Firing through a flank hexside ing and defending stack takes a Morale Check. Assaulting
is treated as enfilade fire even when in combination with units units check first. If all assaulting units fail their Roll to Close
firing through its front and/or rear hexsides. If the fire is co- defending units must still Roll to Stand, but they do not Disor-
incident with a hex spine it is not considered enfilade fire. der if they fail. The dice roll simply becomes a check to see if
2. Doubled Files: Whenever a hex contains more than six In- the units delivered effective fire. Consult the Roll to Close
crements of units in Line, its Fire Defense is that of a Column. and Roll to Stand vs. Assault Modifiers Charts for adjustments
3. Large Square: Whenever a hex contains a Square of more to Morale Check dice rolls.
than nine Increments, its Fire Defense is four. i. Assaulting units Roll to Close
4. Artillery: When unlimbered artillery and infantry are stacked • Pass – Passing stacks multiply their Offensive Fire
together use the row on the Fire Defense Chart for Artillery Value by 2.
w/Infantry. In this case artillery takes the even numbered • Fail – Failing stacks Disorder, and will Mêlée in that
losses and infantry the odd (17.1.1.1). state, or Rout if already Disordered. If all assaulting
units Rout the Assault is finished. Proceed to Step 5.
16.0 ASSAULT ii. Defending units Roll to Stand
• Pass – Passing stacks multiply their Defensive Fire
During Assault players determine the willingness of their units to close
Value by 2 and a die is rolled to determine the number
with the enemy (the Assault procedure). Only infantry units may As-
of left column shifts (called Defensive Shifts) on the
sault. Cavalry units Charge instead, but may be assaulted. Artillery
may never Assault, but may be assaulted. Assaut et Mêlée Chart.
DESIGNER’S NOTE: Mêlée should not necessarily be interpreted
as hand to hand combat with the bayonet. Instead it should be more DIE ROLL LEFT COLUMN SHIFTS
liberally interpreted as close combat under 100 yards where the intent is 1-3 0
to close with the enemy, albeit more or less successfully. 4-5 1
16.1 General Rule 6 2
During the Maneuver Segment, units that wish to Assault declare their
intention to do so and indicate their target. At the time the Assault is • Fail – Units which are not in Special Structures, Dis-
declared mark the assaulting units with an Assaut Marker and place a order or Rout if already disordered, unless all
Number Marker beneath the Assaut Marker indicating the Roll to Close assaulting units failed their Roll to Close. If all de-
distance (16.4). The Roll to Close distance is the number of hexes be- fending units routed proceed to Step 4.
tween the assaulting units and the nearest enemy combat unit inclusive NOTE: Assuming facing allows, defending stacks which have
of the enemy’s hex, but not the hex of the assaulting units. After the artillery as the top unit in the stack has its fire shifted two
Assaut Marker is placed, the assaulting units move adjacent to their odds in its favor on the Fire Chart for firing canister at an ad-
target, expending MPs as necessary, and the Assaut Marker is adjusted jacent target (18.6.1) in addition to any fire benefits it may
with the arrows indicating the target. If the assaulting units have insuf- receive from passing its Roll to Stand.
ficient MPs to reach a hex adjacent to their intended target they become b. Offensive and Defensive Fire: Attacking and Defending units
disordered and the Assault is cancelled. Remove the Assault and dis- simultaneously exchange Offensive and Defensive Fire. Of-
tance marker. There is no further effect if they were already in Disorder. fensive and Defensive Fire is conducted as a Fire Attack with
During the Assault Segment each Infantry Assault is resolved to com- the usual modifiers plus any modifiers obtained in Step 3a.
pletion one at time. The player with the most Assaults chooses first. • For each casualty inflicted by Defensive Fire the Mêlée
Players alternate choosing the next Assault thereafter. In the event of a resolution die roll is modified by -6.
tie roll the dice to determine who goes first. • For each casualty inflicted by Offensive Fire the Mêlée
resolution die roll is modified by +6.
16.1.1 Assault and Mêlée Procedure: The following is the detailed Defending units must have an Assaulting unit in their front
procedure for resolving assaults, players should refer to it while resolv- hexsides in order to perform Defensive Fire. If all assaulting
ing assaults and follow the steps in their proper sequence as numbered units are eliminated by Defensive Fire the Assault is finished.
below. Doing so will help answer many questions. Proceed to Step 5. If all defending units were eliminated by
1. Automatic Advance: Offensive Fire proceed to Step 4.
a. Mayhem (16.2.5): If the target hex was vacated prior to the NOTE: Units involved in the Assault do not take Morale
resolution of this Assault, assaulting units must advance into Checks from casualties resulting from Offensive and Defensive
the vacated hex. They may immediately declare an Assault on fire.
any units in its front hexsides (16.3.8). If a new Assault is not c. British Huzzah Charge: Any British or KGL unit in Line
declared the Assault is finished, proceed to Step 5. formation, which passed their Roll to Stand may "turn the ta-
b. Units which are PGD (12.10.3) or in Road Column (12.6.4) bles" on assaulting units in their front orientation. If there are
Rout. After the units Rout, if no targets remain proceed to Step no assaulting units in their front orientation, they may not
4. conduct a Huzzah Charge. The British player announces his
2. Retreat Before Assault (16.3): Units that are eligible to Retreat intention with a loud "Huzzah!" Units conducting a Huzzah
Before Assault do so now. Retreat Before Assault may trigger Op- Charge may Assault any units in their front orientation, which
portunity Reactions. were formerly assaulting them. They are not required to As-
• British and KGL light companies may execute a special Fire sault all units in their front orientation, but must Assault at
Attack as a “parting shot” (16.3.9). least one such stack.
• Assaulting units must advance into the vacated hex and may i. Each formerly assaulting stack which is now the target of
immediately declare an Assault on any units in its front hex- the Huzzah Rolls to Stand with a -6 Huzzah modifier to
sides (16.3.8). If a new Assault is not declared the Assault is the dice. Apply applicable modifiers from the Roll to
finished, proceed to Step 5. Stand vs. Assault Modifiers Chart.
Règlement des Marie-Louise 17
• All stacks Pass – Huzzah is not successful and Mêlée 16.2.4.1 Joining an Assaulting Stack: Additional friendly infantry
is resolved with the originally Assaulting units as the units may join stacks conducting the Assault (those marked with the
attackers in Step 3d. Assaut Marker). They may combine into a single Assaulting stack, but
• Some stacks Fail – Failing stacks Disorder or Rout if are not allowed to violate stacking limits. Units that join an Assaulting
already disordered. Mêlée is resolved with the remain- stack are considered in the rear of the Assault and go to the bottom of
der of the originally assaulting units as the attackers in the stack.
Step 3d. 16.2.4.2 Joining a Target Stack: During their own movement addi-
• All stacks Fail – Failing stacks Disorder or Rout if al- tional friendly units may join a hex which is the target of an Assault, and
ready disordered. The British or KGL units now also become targets of the Assault.
become the attacker for the remainder of this Mêlée. 16.2.4.3 Infantry with Artillery: When infantry which is stacked with
All other formerly assaulting units are ignored for the artillery declares an Assault against an adjacent target the infantry
remainder of the Mêlée. Any shifts granted to the Brit- moves to the top of the stack. The artillery does not participate in the
ish in Step 3.a.ii now become right column shifts in Assault, nor may it fire now that it is not the top unit in the stack. It
favor of the British on the Assaut et Mêlée Chart. If no does, however, suffer any adverse results of the Assault. Since no MPs
originally assaulting units remain proceed to Step 4 are expended when changing stacking order, an Opportunity Reaction is
with the British or KGL units as the advancing units. not triggered.
d. Determine Mêlée Odds (16.6): The odds are calculated as a 16.2.5 Mayhem: Assaulting units whose targets have vacated their hex
ratio of Attacker Mêlée Value to Defender Mêlée Value. Con- prior to the Assault Segment retain their Assaut Marker and must ad-
sult the Mêlée Modifiers for Infantry and Artillery Chart. Shift vance into the target hex and may assault any unit in its front facing
the odds according to the number of shifts obtained in Step 3a. including the unit which vacated the hex. Essentially, this is treated as
e. Mêlée Resolution: Roll two dice, add modifiers from Step 3b an Advance after Retreat Before Assault (16.3.7). The distance marker
and leader Mêlée modifiers, if any, and consult the Assaut et for the purposes of Roll to Close remains in place. The advance may
Mêlée Chart. trigger Opportunity Reactions.
• AS – Attacker Surrenders. Remove all attacking units 16.2.5.1 Units which move into a hex which is the target of a an Assault
from play. The Assault is finished. Proceed to Step 5. become targets of the Assault themselves, even if the target hex had
• AR – Attacker Routs. The attacking units conduct Rout been previously vacated.
movement. The Assault is finished. Proceed to Step 5.
• AD# – Attacking units become Disordered and Recoil 16.2.6 Diverting an Assault: Remember that movement to an Assault
(16.7.1) the number of hexes indicated. If an attacking occurs during the Maneuver Segment, whereas Rolling To Close or
Stand and Mêlée occur during the Assault Segment. Therefore, it is
stack was already Disordered it Routs instead. The As-
sault is finished. Proceed to Step 5. possible that units that are marked by an Assaut Marker may be “di-
• Blank – The Assault is finished. Proceed to Step 5. verted,” (in turn being Assaulted, or Charged, by an enemy unit).
• DD# – Defending units become Disordered and Recoil Assaulting stacks that are Assaulted or Charged in the same turn become
the number of hexes indicated. If a defending stack was diverted stacks. They now become defending stacks (targets of As-
already Disordered it Routs instead. Proceed to Step 4. sault/Charge) and remove their Assaut Marker. When an Assaulting
EXCEPTION: Units in Special Structures do not Recoil unit is diverted, remove its Assaut Marker immediately.
when this result occurs. However, if they are already in 16.2.6.1 Diverted by Charge: Assaulting units charged by cavalry may
Disorder, they will Rout per the usual second Disorder not form Square or Retreat Before Charge, but must Roll to Stand versus
Cavalry with a -12 dice roll modifier.
rule.
• DR – Defender Routs. The defending units conduct Rout 16.2.7 Assault and Fire Combat: Infantry units which are either con-
movement. Proceed to Step 4. ducting an Assault or are the target of an Assault do not engage in fire
• DS – Defender Surrenders. Remove all defenders from combat during the Fire Segment that precedes the Assault Segment.
play. Proceed to Step 4. They perform Offensive and Defensive Fire during the Assault Segment
NOTE: Each Routing or Recoiling stack loses one increment for instead.
each Zone of Influence retreated from (10.1.9). The path of retreat 16.2.7.1 Artillery as the Target: Artillery units which are the target of
must subscribe to the retreat priorities listed in 13.2.4. Unlimbered an Assault may fire when the Artillery Chit is pulled.
artillery which is forced to Rout or Recoil is eliminated (18.7.3). 16.2.7.2 Non-assaulting Units: Units which are not assaulting and are
4. Advance after Assault (16.8): If the defending hex was vacated, not a target of an Assault themselves, may fire at units which are as-
for any reason, attacking units must advance into the vacant hex. If saulting or are the target of an Assault.
the hex was vacated because of a result on the Assaut et Mêlée 16.2.7.3 Opportunity Fire: Assaulting units and their targets are not
Chart advancing units become Disordered. Mark them as disor- allowed to conduct Opportunity Fire.
dered before they advance. If already disordered they remain 16.2.8 Leaders: A leader, or a stack composed exclusively of leaders,
Disordered, but do not become PGD. Advance after Assault may may not be the target of an Assault.
trigger Opportunity Reactions.
16.2.9 Assault vs. Cavalry: When infantry assaults cavalry the proce-
5. Clean Up: Remove Assault and Roll to Close Distance markers.
dure is the same as in 16.1.1 with the following exceptions. If the
16.2 Assault Restrictions cavalry is unable to Retreat Before Assault, then in Step 3.a.ii they
automatically Stand. However, they still roll the dice to determine if
16.2.1 Facing: A stack may only Assault through its front facing. they are eligible for Defensive Shifts. If they fail, they do not receive
16.2.2 One Target Hex: A stack may only Assault one target hex. any Defensive Shifts. If they pass, roll a die to determine the number of
16.2.3 Multiple Stacks Assaulting a Target: Multiple stacks may As- Defensive Shifts they receive. In Step 3.b the cavalry does not conduct
sault a single defending stack, but their Mêlée Values are combined into Defensive Fire. Cavalry that is the target of an Assault may still Oppor-
one attack and Mêlée Resolution is resolved as a single roll of the dice. tunity Charge. All Opportunity Charge rules apply.
16.2.4 Stacking: A stack of assaulting units, adjacent to its target, may 16.3 Retreat Before Assault
not contain a mix of assaulting and non-assaulting infantry units. All Certain units may Retreat Before Assault (i.e., before the resolution of
infantry in the hex must participate in the Assault, using the shortest Mêlée). Essentially, units Retreat Before Assault instead of Rolling To
Roll to Close Distance Modifier acquired by any unit in the stack. All Stand.
units in a stack must Assault the same target hex.
18 Clash of Arms Games
16.3.1 Which Units Are Eligible to Retreat Before Assault: the new target beginning with Step 1 of the Assault and Mêlée Proce-
• Leaders (16.3.5). dure. Otherwise, if the new target is being assaulted from other hexes it
• Cavalry which is not Exhausted nor PGD (16.3.4). joins that Assault. The distance marker for the purposes of Roll to
• Infantry deployed as Skirmishers (12.8.4, 16.3.3). Close remains in place. The new target may be the same unit that had
• Light companies, in Skirmish Order or not, may still elect to previously Retreated Before Assault if it did not retreat more than one
retreat, if the first hex retreated into contains its parent battal- hex.
ion. If it does so, it stops its retreat and assumes the parent NOTE: Under these circumstances it is possible for a hex to be as-
unit’s facing and formation, and is placed at the bottom of the saulted more than once in the same Assault Segment.
stack (16.3.3). 16.3.9 British and KGL Light Companies: British or KGL Light
16.3.2 Path of Retreat: The path of hexes followed by the retreating companies, in Skirmish Order or not, that Retreat Before Assault into
unit is called the Path of Retreat. Units which Retreat Before Assault their parent battalion are allowed to give the assaulting units a “Parting
expend MPs to follow the Path of Retreat, changing facing as necessary. Shot”. The retreating light company may execute one Fire Attack on an
During their retreat they may only change formation to enter General assaulting stack just before executing its retreat. Furthermore if the par-
Order or to join a stack of friendly formed units in Good Order in which ent battalion is subsequently the target of an Assault after the assaulting
case they change facing and formation to match the units presently in units makes its mandatory advance after Retreat Before Assault it may
the hex and are placed at the bottom of the stack. At the end of their conduct Opportunity Fire on the advancing units.
retreat, they may reface. They may retreat up to their full Movement
Potential, but must stop in the first hex they enter in the course of their 16.4 Rolling To Close
retreat that mandates General Order for formed units. Combat units that When Rolling To Close the top infantry unit in the stack must pass a
Retreat Before Assault are not allowed to violate stacking rules in the Morale Check. Each stack of assaulting units Rolls to Close separately.
course of their retreat. Consult the Roll to Close Modifiers Chart. If the top unit in the stack
16.3.3 Infantry: Infantry units may not retreat through enemy units nor passes this Morale Check then it and all other units in that stack auto-
may they retreat into enemy Zones of Influence. However, friendly matically pass as well and have their Offensive Fire Value doubled. If
units negate enemy Zones of Influence when units Retreat Before As- the top unit in the stack fails then all units in the stack Disorder and will
sault into or through a friendly unit’s hex (10.1.8). They may retreat conduct Defensive Fire and Mêlée in that reduced state. Units which are
through Opportunity Charge Zones, but they may trigger Opportunity already disordered Rout.
Charges (19.14). If a Path of Retreat is not available the skirmishers 16.4.1 Roll to Close Distance: The Roll to Close distance is determined
must Roll To Stand instead with a -6 modifier for the worse. at the time a stack declares its intention to Assault, or when it begins its
16.3.3.1 Exhaustion: Infantry units that expend more than half of their movement. Use whichever is closer. It is the distance between the as-
Movement Potential conducting a Retreat Before Assault end that retreat saulting units and the nearest enemy combat unit, inclusive of the
in Disorder. enemy’s hex, but not the hex of the assaulting units. Cross-reference the
16.3.4 Cavalry: Cavalry may move through enemy infantry and artil- distance, the nationality and the time period, with the appropriate col-
lery Zones of Influence and thus may retreat through them, but may umn of the Roll to Close Modifiers Chart. If multiple units from
incur Opportunity Fire. They may not retreat into enemy cavalry Zones different hexes join a stack of assaulting units use the shortest Roll to
of Influence. However, friendly units negate enemy Zones of Influence Close Distance modifier for the entire stack.
when units Retreat Before Assault into or through a friendly unit’s hex 16.4.2 Methods of Attack: Different nations applied different methods
(10.1.8). They may retreat through Opportunity Charge Zones, but they of attack during the Napoleonic Wars. To determine the Roll to Close
may trigger Opportunity Charges. If a path of retreat is not available to modifier locate the Method of Attack column to use by the nationality
a cavalry unit it must Stand and Mêlée. and year the scenario takes place on the Roll To Close Modifier Chart.
16.3.4.1 Exhaustion: Cavalry that expends more than half their Move- Units using the British or Prussian method suffer an additional -6 modi-
ment Potential conducting a Retreat Before Assault end their retreat fier if they are in Column formation at the time the Assault is declared.
Exhausted.
16.3.5 Leaders: Leaders may freely Retreat Before Assault through any
16.5 Rolling To Stand
Rolling To Stand requires the top unit in the defending stack to make a
Zone of Influence.
successful Morale Check using the dice roll modifiers found on the Roll
16.3.6 Opportunity Reactions: Units which Retreat Before Assault To Stand Vs. Assault Modifiers Chart, and any other modifiers that may
may trigger Opportunity Reactions, with the exception above for apply. If the top unit in the stack passes this Morale Check then it and
friendly units negating an enemy Zone of Influence. Retreating units all other units in that stack automatically pass as well. They are consid-
which are Opportunity Charged, may in turn Retreat Before Charge ered to be Standing in the face of an Assault. Their Defensive Fire
(19.4, 19.5), providing they are eligible to do so. If retreating units are Value is doubled and they roll a die to determine if they receive any
Opportunity Charged, suspend the Assault, resolve the Opportunity Defensive Shifts. If the top combat unit in the stack fails this Morale
Charge and resume the Assault procedure. Check then it and all other units in the stack automatically Disorder, or
16.3.7 Advancing After Units That Retreat Before Assault: Infantry Rout if already Disordered.
units marked by an Assaut Marker must advance into the hex vacated by 16.5.1 Assault Odds: To determine the "Odds Assaulting the Target
a unit that Retreats Before Assault. This advance may trigger Opportu- Hex" count up the number of hexes from which the attacker is launching
nity Reactions. Infantry units that advance after a Retreat Before his Assault.
Assault may not advance further than the initial hex vacated by the re- EXAMPLE: If the attacker is attacking from three hexes the odds
treating stack. It may not alter the formation or facing it had when would be 3:1. The modifier yielded by the Assault Odds Morale Check
adjacent to the unit that retreated. Modifiers Chart is -9, which is added to any other modifiers that may
16.3.7.1 If more than one stack advances into the vacated hex and they pertain to the combat .
are in different formations or are unable to form a legal stack, then those
16.5.2 Cavalry: Cavalry units automatically Stand. However, they still
stacks Disorder after the advance.
roll the dice to determine if they are eligible for Defensive Shifts. If
16.3.8 Declaring a New Target: If the target hex was not in General they fail they do not receive any Defensive Shifts. If they pass, roll a die
Order terrain, advancing infantry may declare a new target for their to determine the number of Defensive Shifts they receive.
Assault upon entering the hex. This target, however, must be in the
16.5.3 Special Structures: Units in Special Structures automatically
front facing of the advancing unit, and adjacent. If the new target is not
Stand when assaulted. They must still roll the dice, however, to deter-
being assaulted from any other hexes, the Assault is now resolved with
Règlement des Marie-Louise 19
mine if they deliver effective Defensive Fire and receive any Defensive launched their Assault until the stacking limit for that hex is satisfied
Shifts. (11.1.5).
16.8.1.1 Different Formations: If more than one stack advances into
16.6 Mêlée the same hex and the stacks are in different formations or they are un-
To resolve a Mêlée the sum of the Mêlée Values (printed Mêlée Values able to form a legal stack then, the combined stack Disorders, but does
plus their modifiers) of all units in the Assaulting stack(s) are divided by not Rout if already Disordered.
the sum of the Mêlée Values of the target stack. This produces the odds 16.8.2 Opportunity Reactions: Advance after Assault/Mêlée may trig-
ratio. Round down any fractions to conform to the nearest odds column ger Opportunity Reactions.
on the Assaut et Mêlée Chart. Shift the odds left by a number of col-
umns equal to the Defensive Shifts received, or in the case of a 16.9 French Old Guard Infantry Charge
successful British Huzzah Charge, shift the odds right by the same num- Any infantry battalions of the French Imperial Guard designated as Old
ber of columns. Roll the dice and locate the result in the appropriate Guard in the Exclusive Rules may make an Old Guard Charge. The
column. The Assaulting player rolls the dice. Mêlée odds at less than French player must declare Old Guard Charges as such. Assaults of the
1:3 are conducted as 1:3 odds. Mêlées conducted at odds greater than Old Guard that are not declared as Old Guard Charges are resolved in
5:1 are treated as 5:1 odds. the same manner as Assaults by any other unit. An Old Guard Charge is
16.6.1 Modifiers may apply to the Mêlée Values of the combat units resolved during the Maneuver Segment and not in the Assault Segment.
involved (see Mêlée Modifiers For Infantry and Artillery Chart and An Old Guard Charge is conducted just as a regular Assault, except in
Cavalry Mêlée Modifiers Chart). Modifiers may apply to the dice result the event the Old Guard Charge is successful and the stack Advances
for Offensive and Defensive Fire or if a leader is present with either the after Assault, it may continue moving. All rules regarding Assaults
attacking or defending force. apply to Old Guard Charges except where noted here.
16.6.1.1 Special Structures: Only six Increments may Assault or de- 16.9.1 Procedure: All steps as in 16.1 except as noted.
fend a special structure hex (e.g. walled farm, mill, chateau or fortified 1. Automatic Advance: As in 16.1 Step 1.
church). Regardless of the size of the forces, only six parts of the at- 2. Retreat Before Assault (16.3): As in 16.1 Step 2 except as fol-
tacking or defending forces may be used for Assault or defense. Consult lows. After a target stack Retreats before Assault, the charging
the Exclusive Rules to determine which hexes are designated as special stack may continue moving , provided they are not currently in an
structures. enemy Zone of Influence. Proceed to Step 5.
EXAMPLE: A battalion of eight Increments and a Mêlée Value of 3. Assault Resolution: As in 16.1 Step 3.
16 occupies the hex. If Assaulted only 6/8ths of the unit's Mêlée Value 4. Advance after Assault: As in 16.1 Step 4.
will count as the unit's defense strength (16/8 x 6= 12). 5. Old Guard Charge Exploitation: If the Old Guard units success-
Sapeurs increase the Assaut et Mêlée Chart odds against Special Struc- fully advanced into the target hex they may continue moving with
tures by one column. The Sapeurs must be the top unit in a stack to any MPs remaining to them, provided they are not currently in an
increase the odds. enemy Zone of Influence. The initial hex of advance in Step 4
16.6.1.2 Assaults to the Flank or Rear: Infantry that Assaults an en- does not cost MPs and hence does not reduce the Old Guard unit’s
emy unit in the flank and/or rear has its Mêlée Value doubled. remaining MPs. They may declare a new Assault, even if disor-
dered, which is resolved as a normal Assault during the Assault
16.7 Retreat after Assault Segment.
After Assault, units may be required to retreat due to Rout or Recoil.
16.9.2 Old Guard infantry Charges may be conducted by individual Old
16.7.1 Recoil: Units which suffer an AD# or DD# result from Mêlée Guard battalions, stacks of Old Guard, or any stack of units with an Old
and did not become PGD are forced to retreat the indicated number of Guard unit as the top unit in the stack.
hexes. These units are said to be recoiling. Recoiling units must con-
form to the retreat priorities (13.2.4).
EXCEPTION: Units in Special Structures do not retreat due to Re- 17.0 LOSSES
coil. Losses should not be thought of as piles of dead. They are, instead,
losses in unit effectiveness.
16.7.2 Rout: If the Mêlée results in a DR or AR, or already disordered
units suffer an AD# or DD# result, the defeated units Rout. The Routing 17.1 Losses and Stacking
units must conform to the retreat priorities (13.2.4).
The position of a unit in a stack effects which unit takes the losses from
16.7.3 Units that retreat because of Mêlée and retreat from enemy Zones Fire Combat, Pursuit, retreating through enemy Zones of Influence, etc.
of Influence lose one Increment per stack for each hex so exited 17.1.1 Losses: Losses are always taken from the top combat unit except
(10.1.9).
as below.
16.7.4 Recoiling and Routing are considered Involuntary Movement 17.1.1.1 Artillery with Infantry: When a stack of unlimbered artillery
(13.2) and do not trigger Opportunity Reactions. and infantry takes losses from a Fire Attack the artillery takes the even
16.7.5 Unlimbered artillery units that are forced to retreat due to Recoil numbered losses and the infantry the odd losses.
or Rout are eliminated (18.7.3). EXAMPLE: If three losses are called for, the artillery takes only
one loss (the second), while the infantry in the hex suffers two losses (the
16.8 Advance after Assault first and third). If the artillery or infantry were alone in the hex, they
Assaulting units must enter the hex they contested after it is vacated as would suffer all three losses.
the result of a successful Assault. All units that will advance after Mê- 17.1.2 Losses and Presentation: Units may be required to alter presen-
lée become disordered if they are not already Disordered. Mark the tation due to losses (12.1.4).
units as disordered before they advance. Units that advanced because
17.1.3 Minimum Stacking Requirement: Whenever losses cause a unit
the target stack vacated its hex before Mêlée (e.g. Disordered units
to fail the minimum stacking requirements for its current formation, it
failed their Roll to Stand) would have occurred do not become Disor-
Disorders the instant the casualty occurs.
dered after advancing. The targets of an Assault do not Advance after
17.1.3.1 If Unlimbered artillery is stacked with infantry in Square, and
Assault.
the infantry falls below the minimum Increments required to maintain
16.8.1 Multiple Advancing Stacks: If several units from different the Square, both are Disordered (12.7.3).
stacks advance into the same hex and the stacking limit for the hex is
violated, sufficient units must be displaced to the hexes from which they
20 Clash of Arms Games
17.2 Losses and Their Effect on Combat Units 18.2.2 Artillery and Road Column: Limbered Artillery that enters a
road/trail hex from another road/trail hex is automatically considered to
17.2.1 Infantry: The "printed" Fire Value of infantry (printed on the be in Road Column and does not pay a formation change cost when
specific side of the unit counter) is not reduced until the unit's overall entering or exiting Road Column. The change to and from Road Column
strength is down to one Increment. When an infantry battalion is down is considered an Involuntary formation change and does not in itself
to its last Increment this Fire Value is halved. Range is unaffected by trigger Opportunity Reactions.
losses.
17.2.2 Cavalry: For every three Increments lost, a cavalry unit's Lance 18.3 Artillery Maneuvers
Bonus is reduced by one, but never below one. During this period artillery maneuvered in lines and columns in a similar
17.2.3 Artillery: An artillery unit reduces its various Fire Values pro- manner as infantry and cavalry, but they also had some unique maneu-
portionately to the losses it has taken. vers when unlimbered.
EXAMPLE: If a battery has lost one-third of its initial strength its 18.3.1 Prolonging Artillery: Unlimbered artillery may be moved one
Fire Value becomes two-thirds of its printed Fire Value (multiply by hex when it is active only under specific circumstances. It is not neces-
2/3). sary to Limber it, move it, and then Unlimber it again if the player
17.2.4 Mêlée Values: When any unit takes a casualty its Mêlée Value merely wishes it to occupy an adjacent hex. Guns may only be pro-
is reduced proportionately to the amount of losses suffered. longed from one clear terrain hex to another. Guns cannot be prolonged
EXAMPLE: A unit with an initial strength of six Increments and a across any kind of slope, bridge, ford or other hexside impediment.
Mêlée Value of 15 would reduce its Mêlée Value by two and one-half for Consult the Exclusive Rules which may contain additional restrictions
every Increment it loses (15/6 = 2.5). on when artillery may prolong.
18.3.1.1 Prolonging into Zones of Influence: Foot artillery may not
17.3 Losses and Their Effect on Morale prolong into enemy Zones of Influence unless stacked with or adjacent
to an Artillery Leader of Special Ability. Horse artillery may freely pro-
17.3.1 Each time any unit, whether infantry, cavalry or artillery, suffers
long into enemy Zones of Influence.
a casualty due to Fire Combat (except for Offensive or Defensive Fire) it
must take a Morale Check. 18.4 Artillery and Morale
17.3.2 If the top unit in a stack is eliminated by Fire Combat the remain- Unlimbered artillery never suffers PGD. They are removed from play
ing units in the stack still take a Morale Check. instead. Limbered Artillery will Rout if they suffer PGD. Destroyed
17.3.3 Whenever a battalion or regimental unit is reduced to 50% of its batteries never count towards Morale Levels.
initial strength, when making a Morale Check its dice roll will always be
modified by -6 for the worse. Squadrons and companies are not affected 18.5 Artillery Fire
in this manner. Artillery may fire more than once during a turn. They may fire once
when the Artillery Chit is pulled and once again during the Fire Segment
17.3.4 Grievous Losses: Whenever a battalion or regimental unit suf-
or Defensive Fire step of the Assault Segment. In addition they may
fers losses from a single combat event that are equal to or greater than
conduct Opportunity Fire any number of times. When a stack is com-
50% of its current strength, its Morale Check dice roll is modified by a
posed exclusively of artillery units, all of them in the hex may fire.
further -6 for the worse. Squadrons and companies are not affected in
They must fire at the same target. Other stacks including artillery may
this manner.
fire at the same target and their Fire Value must be combined into a
17.3.5 Destroyed Units and Morale Level: Battalions that have suf- single attack.
fered losses equal to their starting strength, or that have surrendered, are
18.5.1 Artillery Fire When Stacked With Infantry: When stacked
returned to their space on the Organization Display and placed flipped
with infantry artillery must always be at the top of the stack in order to
over (specific side up). Once every hour these units are counted and
make a fire attack.
added to the number of PGD battalions from the same superior forma-
18.5.1.1 Artillery and Infantry in Square: When stacked with infantry
tion to determine if that superior formation will suffer from a Morale
in Square up to 9 Increments of infantry and all the artillery in the hex
Level modifier in the coming hour (20.3).
may fire subject to the rules governing fractional strength for units firing
from Square (12.7.4).
18.0 ARTILLERY
18.6 Range
18.1 Facing The specific side of an artillery counter gives the various Fire Values of
When artillery is Unlimbered and in a hex composed exclusively of that unit at three different ranges. The top right number, is the maxi-
artillery, it always faces a hexside. It thus has three front and three rear mum distance that unit may fire at Long Range. The top-left number is
hexsides. When artillery is deployed with infantry, it adopts the facing the Fire Value of the battery when it fires at Short Range (1 to 2 hexes
of the infantry. Unlimbered artillery has a Zone of Influence that ex- away). The middle left number is the Fire Value at Medium Range (3 to
tends into their adjacent front hexes. Limbered artillery has all-around 5 hexes away). The bottom-left number is the Fire Value of the battery
facing (6 front hexsides). Limbered artillery does not have a Zone of at Long Range (6 hexes up to its Maximum Range).
Influence. 18.6.1 Point Blank Range: Whenever artillery units fire at adjacent
hexes (either alone or in conjunction with other artillery or infantry) the
18.2 Artillery Formations Fire Attack gets a bonus of two odds shifts in its favor on the Combat à
Artillery has two voluntary formations: Limbered or Unlimbered. When Feu Chart.
artillery is Limbered, it is ready to move, and is deployed general side EXAMPLE: If the Fire Attack would normally result in a 5:1 at-
up. Unlimbered artillery is ready to fire and deployed with its specific tack, shift the odds to 7:1.
(gun) side up. Artillery is still considered to be Limbered or Unlimbered 18.6.1.1 Opportunity Fire: Even though Opportunity Fire Attacks are
even when in Disorder or in General Order terrain. halved in Fire Attack value, artillery would still get the point blank
18.2.1 Changing Formation: Limbered artillery may Unlimber at will benefit when conducting Opportunity Fire on an adjacent hex.
by expending two MPs for a Formation Change, however, for Unlim- 18.6.1.2 Defensive Fire: When artillery conducts Defensive Fire, it
bered artillery to Limber it must roll a die to do so, and pay the usual receives the point blank benefit even if its Roll to Stand leaves it in Dis-
cost for a Formation Change. Consult the Artillery Limbering Chart for order.
the specific unit and die roll ranges.
Règlement des Marie-Louise 21
18.7 Artillery, Assault and Charge i. the target formed Square, the Charging cavalry may:
Artillery units may not Assault or Charge. They may be the targets of • Attempt to Recall (19.8) and end the Charge. Pro-
such, however. ceed to Step 4.
• Mêlée the Combat Units in Square. Proceed to Step
18.7.1 Assault: Artillery in Road Column Routs when the target of an 3.
Assault or Old Guard Charge. Limbered artillery which is not in Road ii. the target disordered or routed from the Square attempt
Column must Roll to Stand. Unlimbered artillery must Roll To Stand. then apply the result. Proceed to Step 3.
Limbered artillery Mêlée with one-half their printed Mêlée Value and b. Opportunity Charge (19.14): At any time during movement
may not conduct Defensive Fire. the reacting player may attempt to Opportunity Charge as long
18.7.2 Charge: When alone in a hex and Charged, Unlimbered artillery as the reacting cavalry is in Good Order, is not Exhausted and
is treated just like infantry and must attempt to "Stand Before Charge" the moving cavalry is in its Opportunity Charge Zone.
(19.6). Limbered artillery units alone in a hex and contacted by Charg- c. Retreat Before Charge: If the target of the Charge is infantry
ing cavalry automatically Rout and may be Pursued. skirmishers they may attempt to Retreat Before Charge when
18.7.3 Rout or Recoil: Unlimbered artillery which is forced to Rout or the cavalry moves adjacent (19.4). Or if the target of the
Recoil is eliminated. Charge is Light cavalry and the charging stack is composed
exclusively of Heavy cavalry the Light cavalry may Retreat
Before Charge (19.5). If the target Retreats Before Charge the
charging cavalry may attempt to Recall.
3. Mêlée Resolution (19.9): If there is still a target to Charge, use one
of the procedures below to resolve the remainder of the Charge.
• If the target is PGD or is limbered artillery, units in Road Col-
umn, or units in Skirmish Order which were unable to Retreat
Before Charge use the Cavalry Charge vs. PGD Mêlée Pro-
cedure (19.1.4).
• If the target is infantry or unlimbered artillery use the Cavalry
Charge vs. Infantry and Artillery Mêlée Procedure
(19.1.2).
• If the target is cavalry use the Cavalry Charge vs. Cavalry
Mêlée Procedure (19.1.3).
4. Cavalry Regroup: When the Charge and any resulting Mêlée is
finished both attacking and defending cavalry, if any, which did
not Rout, Recoil or Bounce may regroup if desired. Each charging
19.0 CAVALRY stack may expend up to 5 MPs to move away from their current lo-
cation. Cavalry Regroup is voluntary. Cavalry Regroup may
19.1 Cavalry Charges General Rule trigger Opportunity Reactions.
A cavalry unit moves as part of a MU during the Maneuver Segment. 5. Charge Completion: The cavalry is marked with an Exhausted
While a cavalry unit is moving it may move adjacent to a potential target Marker (19.13). Flip the Charge marker over to its reverse side to
in its front facing and declare a Charge against it. At this time a Charge indicate that they have participated in a Charge this turn. Cavalry
Marker is placed on top of the cavalry unit and the Charge is carried out Charge markers are removed during the Reorganization Segment.
immediately as outlined below. Once the Charge is complete the phas-
ing player may continue moving the remainder of the MU. In order to 19.1.2 Cavalry Charge vs. Infantry and Artillery Mêlée Procedure:
Charge, a cavalry unit must be in Good Order and must not be Ex- 1. Roll to Stand (19.6): The target stack takes a Morale Check. Con-
hausted. Cavalry may only initiate Mêlée as a result of a Charge. sult the Roll to Stand vs. Cavalry Modifiers Chart.
• Pass – Passing stacks multiply their Defensive Fire Value by 2
There are two types of Charges: and a die is rolled to determine the number of left column
1. Opportunity Charges occur when an opponent is moving. shifts (Defensive Shifts) on the Assaut et Mêlée Chart.
2. Cavalry Charges occur when cavalry is active.
19.1.1 Cavalry Charge Procedure: Players should refer to the follow- DIE ROLL LEFT COLUMN SHIFTS
ing procedures while resolving Charges and follow the steps in their
1-3 0
proper sequence as numbered below. Doing so will help answer many
questions. 4-5 1
1. Charge Declaration: During the Maneuver Segment the phasing 6 2
player may, at any time, move cavalry units of an active MU adja-
cent to an enemy stack and place a Charge Marker on them to • Fail – Failing stacks not in Square nor in General Order ter-
indicate that they intend to Charge. The Charge is immediately rain Disorder or Rout if already Disordered. If all Target units
carried out. Routed or were eliminated proceed to Step 5. Units in Square
2. Enemy Reactions to Charge: or in General Order terrain do not Disorder if they fail, how-
a. Forming Square (19.7): At any time during movement the ever, their fire is not doubled and they do not receive any
reacting player’s infantry which is in Line or Column may at- Defensive Shifts.
tempt to form Square when phasing cavalry moves within 4 NOTE: Assuming facing allows, defending stacks containing artil-
hexes of the checking stack and they have a LOS to the cav- lery has its fire shifted two odds in its favor on the Fire Chart for
alry. firing canister at an adjacent target (18.6.1) in addition to any fire
benefits it may receive from passing the Roll to Stand.
Cavalry Options to Forming Square: If a Charge had not 2. Defensive Fire: Defending units with the charging cavalry in its
yet been declared, the cavalry may continue moving and per- front hexsides conduct Defensive Fire. Defensive Fire is conducted
haps declare a Charge at a later point. as a Fire Attack with the usual modifiers plus any modifiers ob-
tained in Step 1. For each casualty inflicted by the defenders the
If a Charge has been declared and
22 Clash of Arms Games
Mêlée resolution die roll is modified by -6. If all Charging units 19.2 Cavalry Charge (Charge à Cheval)
are eliminated by Defensive Fire, the Charge is finished.
NOTE: Charging units do not take Morale Checks from casualties 19.2.1 Charges and Formations and Facing: Only cavalry units in
resulting from Defensive fire. Line or Column may execute a Charge. Cavalry units in other forma-
3. Calculate the Mêlée Odds (19.9): The odds are calculated as a tions may not initiate a Charge. A cavalry unit may only Charge units
ratio of Attacker Mêlée Value to Defender Mêlée Value. Consult which are in its front facing.
the Cavalry Mêlée Modifiers Chart for modifiers. Shift the odds ac- 19.2.2 Charges and General Order Terrain: Regardless of its initial
cording to the number of shifts obtained in Step 1. formation, cavalry units are considered in General Order the moment
4. Mêlée Resolution: Roll two dice, add modifiers from Step 2 and they enter terrain that would cause them to enter General Order during
leader Mêlée modifiers, if any, and consult the Assaut et Mêlée normal movement. Cavalry may Charge enemy units that are in Gen-
Chart. eral Order terrain. However, a cavalry unit may not initiate any type of
• AS – Attackers Surrender. Remove all attacking units from Charge while in General Order terrain.
play. The Charge is finished. Proceed to Step 7. 19.2.3 Charges and Prohibited Terrain: Cavalry may not Charge into
• AR – Attackers Rout. The attacking units conduct Rout terrain they are prohibited from entering.
movement. The Charge is finished. Proceed to Step 7.
19.2.4 Targets: A cavalry unit may only Charge one target hex at a
• AD# – Attacking units become disordered and Recoil the
time. That is it may not simultaneously attempt to Charge and Mêlée
number of hexes indicated. If an attacking stack was already
more than one target hex. A stack of units may only be the target of a
disordered it Routs instead. The Charge is finished. Proceed
Charge once per MU activation.
to Step 7.
• Blank – Bounce. Cavalry units Bounce (19.9.2) and the 19.3 Enemy Reactions to Charge
Charge is finished. Proceed to Step 7.
• DD# – Defending units become disordered and Recoil the 19.3.1 Defending Combat Units have several options when they are the
number of hexes indicated. target of charging cavalry units.
EXCEPTION: Units in special structures do not Recoil when • Defending cavalry units in Good Order may Stand (do nothing),
this result occurs. However, if they are already in Disorder, Retreat Before Charge (19.5) if eligible, or Opportunity Charge
they will Rout per the usual second Disorder rule. (19.14) if the moving cavalry enters its Opportunity Charge Zone.
If a defending stack was already disordered it Routs instead. Cavalry automatically Stands when Charged and does not Roll to
If the target hex was vacated proceed to Step 5, otherwise pro- Stand to do so.
ceed to Step 7. • Infantry units in Line, or Column may Roll To Stand versus Cav-
• DR – Defenders Rout. The defending units conduct Rout alry Charge (19.6) or may attempt to form Square (19.7).
movement. Proceed to Step 5. • Combat units in Square or in General Order automatically Stand
• DS – Defenders Surrender. Remove all defenders from play. and their Roll to Stand die roll simply becomes a check to see if
Proceed to Step 5. they deliver effective Defensive Fire.
NOTE: Each Routing or Recoiling stack loses one increment for • Infantry units in Skirmish Order may be able to Retreat Before
each Zone of Influence retreated from (10.1.9). The path of retreat Charge (19.4). If they do not, the skirmishers become PGD on con-
must subscribe to the retreat priorities listed in 13.2.4. Unlimbered tact with the Charging cavalry and are subject to Pursuit (19.11).
artillery which is forced to Rout or Recoil is eliminated (18.7.3). • Units already in PGD or in Road Column become PGD on contact
5. Advance after Charge (19.10): If the target hex was vacated, with the Charging cavalry and are subject to Pursuit (19.11).
charging units must advance into the vacant hex. If the hex was va- • Unlimbered artillery units must Roll To Stand (19.6) or, if stacked
cated because of Mêlée in Step 4 the charging units become with infantry units forming Square (19.7), be a part of that Square.
disordered. Mark them as disordered before they advance. If al- • Limbered artillery units stacked with Infantry units may not form
ready disordered they remain Disordered, but do not become PGD. Square. The stack must Roll to Stand versus Cavalry Charge (19.6).
6. Pursuit (19.11): After any retreats are conducted, cavalry that • Limbered artillery units alone in a hex become PGD on contact
does not Recall (19.8) must pursue the retreating units. There is no with the Charging cavalry (18.7.2).
Pursuit if the target units were eliminated prior to this step. • Combat Units in Disorder must attempt to Stand (19.6) and cannot
7. Return to Step 4 Cavalry Regroup of the Cavalry Charge Pro- attempt to form Square.
cedure (19.1.1)
19.4 Retreat Before Charge by Infantry
All Skirmishers are eligible to Retreat Before Charge under the restric-
19.1.3 Cavalry Charge vs. Cavalry Mêlée Procedure: tions below. See the Exclusive Rules for additional units which may be
1. Calculate the Mêlée Odds (19.9) eligible.
2. Mêlée Resolution (19.9)
3. Advance after Charge (19.10) 19.4.1 Procedure: When charging cavalry moves adjacent to its target,
4. Return to Step 4 Cavalry Regroup of the Cavalry Charge Pro- eligible infantry units, which are the target of the Charge, may elect to
cedure (19.1.1) Retreat Before Charge. They may retreat into or through an adjacent
hex under the restrictions below. Units which Retreat Before Charge
expend MPs as they move. If they expend more than half of their MPs
19.1.4 Cavalry Charge vs. PGD Mêlée Procedure: in their retreat they end the retreat in Disorder. When the target of a
1. Retreat: The PGD units conduct their Rout move losing one in- Charge retreats, the charging cavalry may attempt to Recall (19.8). If it
crement for each Zone of Influence they exit including the first does not Recall the cavalry unit must advance into the target hex and
(10.1.9). They may lose additional increments due to Step 3 below. Charge the adjacent hex which the Skirmishers retreated into or through,
2. Advance after Charge (19.10) unless the current hex halts Charges. Skirmishers which are unable to
3. Pursuit: (19.11). Retreat Before Charge, and are not in terrain that would cause formed
4. Return to Step 4 Cavalry Regroup of the Cavalry Charge Pro- cavalry units to enter General Order, will instead become PGD and are
cedure (19.1.1) subject to Pursuit (19.11).
19.4.2 Restrictions:
• Infantry units in Skirmish Order may Retreat Before Charge into an
adjacent hex containing terrain that mandates General Order for
Règlement des Marie-Louise 23
formed units, or into a hex containing friendly formed infantry units 19.5.4.2 Recall: Pursuing cavalry may only attempt to Recall once at the
in Good Order, in which case, they would change facing and for- beginning of the pursuit, before the first hex of pursuit is entered and
mation to match the units presently in the hex and be placed at the once again if the retreating cavalry retreats through a friendly unit.
bottom of the stack. They may also Retreat Before Charge through 19.5.4.3 Retreat Through Friendly Units: If the retreating cavalry
an adjacent hex containing formed infantry units in Good Order, retreats through friendly units, the pursuing cavalry may attempt to Re-
thus blocking the cavalry units with the intervening infantry unit. call and end the pursuit. Or, if the pursuing cavalry does not Recall,
At the end of their retreat they may reface. they must Charge the units retreated through. Proceed to Step 3 of the
• They are not allowed to violate stacking rules in the course of its Cavalry Charge Procedure (19.1.1) selecting the appropriate Mêlée
retreat. If in retreating they cannot legally form a stack, they may procedure.
continue to retreat through units until they can legally stack. 19.5.4.4 If the heavy cavalry pursues and ends the pursuit adjacent to the
• They may not retreat into an enemy Zone of Influence. However, retreating cavalry, they may Mêlée the retreating light cavalry, and any
friendly units negate enemy Zones of Influence in their hex when units the retreating units are now stacked with, whose Mêlée Value is
units Retreat Before Charge into a friendly unit’s hex (10.1.8). now reduced by ½. Proceed to Step 3 of the Cavalry Charge Proce-
19.4.3 Opportunity Reactions: The retreating units and pursuing cav- dure (19.1.1).
alry may trigger Opportunity Reactions. However, If the retreating 19.5.5 Opportunity Reactions: The retreating and pursuing cavalry
stack is Opportunity Charged, they may in turn Retreat Before Charge may trigger Opportunity Reactions. If the retreating stack is Opportu-
from the Opportunity Charge. The originally charging cavalry is fin- nity Charged, they may in turn Retreat Before Charge from the
ished with its Charge and proceeds with Step 4 Cavalry Regroup of the Opportunity Charge if eligible. Otherwise, they must Stand and the
Cavalry Charge Procedure (19.1.1). If the pursuing unit is Opportu- Opportunity Charge is resolved. The originally charging cavalry is fin-
nity Charged then the retreat ends. The pursuing unit’s Charge is now ished with its Charge and proceeds with Step 4 Cavalry Regroup of the
over. The Opportunity Charge is then resolved (19.14). Cavalry Charge Procedure (19.1.1). If the pursuing unit is Opportu-
nity Charged then the retreat ends. The pursuing unit’s Charge is now
19.5 Retreat Before Charge by Cavalry over. The Opportunity Charge is then resolved (19.14).
19.5.1 Light cavalry units may attempt to Retreat Before Charge when
charged solely by Heavy Cavalry (19.12.1). In order to Retreat Before 19.6 Rolling To Stand Versus Cavalry Charge
Charge the light cavalry must be the target of the Charge, they must be Rolling to Stand requires the top unit in the target stack to make a suc-
in Good Order and they must not be Exhausted. See the Exclusive cessful Morale Check using the modifiers found on the Roll to Stand vs.
Rules for additional units which may be eligible. Cavalry may not Re- Cavalry Charge Chart. If the Morale Check is passed the defender de-
treat Before Charge from an Opportunity Charge. livers effective Defensive Fire and their Fire Value is doubled. Roll a
die to determine the number of Defensive Shifts received, if any. If the
19.5.2 Procedure: When the charging cavalry moves adjacent to the Morale Check is failed, the defending units Disorder or Rout if already
light cavalry, they may Retreat Before Charge. Units which Retreat
in Disorder.
Before Charge expend MPs to follow the Path of Retreat, changing fac-
ing as necessary. During their retreat, they may only change formation 19.6.1 Steady Lads!: Units in General Order, Square or Special Struc-
to enter General Order or to join a stack of friendly formed units in tures automatically Stand when charged. They must still roll the dice,
Good Order in which case they change facing and formation to match however, to determine if they deliver effective Defensive Fire and re-
the units presently in the hex and are placed at the bottom of the stack. ceive any Defensive Shifts.
At the end of their retreat they may reface. Cavalry that Retreats Before
Charge may expend up to their full Movement Potential in the course of
19.7 Forming Square
this retreat, but if they expend more than half of their Movement Poten- Infantry units in Line or Column may attempt to form Square anytime
tial they end this retreat Exhausted. enemy cavalry expends MPs within 4 hexes. Units attempting to form
Square must have a clear Line of Sight to the cavalry. A unit does not
19.5.3 Path of Retreat Restrictions: have to be a target of a Charge to attempt to form Square. They may
• Cavalry that Retreats Before Charge must follow a Path of Retreat attempt to form Square, regardless of whether or not the cavalry is actu-
that does not enter terrain that prohibits movement for cavalry, nor ally charging. If a cavalry stack starts within 4 hexes of an infantry unit,
hexes that contain enemy units. they may attempt to form Square as soon as the cavalry begins to move.
• Nor may they retreat into enemy cavalry Zones of Influence. How- A stack may attempt to form Square once per Charge or once per the
ever, friendly units negate Zones of Influence in their hex for the movement of a cavalry unit. If the target of a Charge successfully
purposes of Retreat Before Charge (10.1.8). formed Square and the cavalry does not Recall (19.8), the Charging
• Retreating units may retreat through friendly units, but are not al- cavalry must Mêlée the Square.
lowed to violate stacking rules in the course of their retreat.
19.7.1 Procedure: The reactive player announces that he will attempt to
19.5.4 Pursuit of Cavalry that Retreats Before Charge: The heavy form Square. The active player suspends moving his cavalry until the
cavalry must pursue unless it passes a Recall check (19.8). If the heavy result of this attempt is resolved. Locate the nationality of the top infan-
cavalry pursues they must follow the retreating light cavalry along their try unit, in the stack, on the Square (Carré) Realization Chart and the
exact path of retreat up to a limit of 3 hexes. If the heavy cavalry Re- distance separating the active cavalry unit from the reactive infantry
calls the Charge ends and the light cavalry retreats an additional hex. At stack. Consult the Dice Result Modifiers at the bottom of the chart for
the end of the retreat the light cavalry may reface ending their retreat any that may apply. Roll the dice. The result applies to the entire stack.
with at least one hex separating them from the following heavy cavalry. • Units that successfully roll on this chart form Square and are
If at the end of a pursuit there is no Mêlée the pursuing cavalry proceeds marked with a Square counter.
with Step 4 Cavalry Regroup of the Cavalry Charge Procedure • Units that Disorder, do so in place, and are marked with a Disorder
(19.1.1). counter.
19.5.4.1 Restrictions: • Units that PGD, execute their Rout movement. If the cavalry unit is
• Pursuing cavalry ends its pursuit if it enters an enemy cavalry unit’s adjacent, the infantry is subject to Pursuit (19.11).
Zone of Influence.
• Pursuing cavalry may not pursue into terrain which mandates Gen- 19.7.2 Opportunity Reactions: Change of Formation into Square is
eral Order for formed units. considered Voluntary Maneuver and may trigger Opportunity Reactions.
• Pursuing cavalry may not pursue into terrain which they may not This Opportunity Reaction preempts the change of Formation.
enter.
24 Clash of Arms Games
19.8 Cavalry Recall for each hex in enemy Zone of Influence retreated from or through dur-
Cavalry units may elect to end a Charge through Recall when certain ing this retreat (10.1.9). The path of retreat for bouncing cavalry
events occur. Roll a die and consult the Cavalry Recall Chart to deter- subscribes to the priorities of retreat (13.2.4). After retreating one-third
mine success. A successful Recall ends the Charge. An unsuccessful of its printed Movement Potential the cavalry makes a Morale Check. If
Recall Check makes Pursuit or Mêlée of the target mandatory. it passes this Morale Check it Disorders, or Routs (PGD) if already dis-
ordered. If it fails the Morale Check it Routs (PGD) and executes its
19.8.1 Cavalry may attempt to Recall if one of the following conditions Rout movement the full distance.
is true:
• After a defender that has been declared a target vacates its hex by 19.10 Cavalry Advance after Charge/Mêlée
Retreating Before Charge. The Recall must be attempted before If the target of a Charge vacates its hex, the cavalry must advance into
the first hex of Pursuit is entered. the vacant hex. The Advance after Charge is conducted prior to any
• Or if units Retreating Before Charge retreat through or into a stack potential Pursuit. All cavalry that advances after Mêlée are disordered
of friendly units. unless already disordered. If the unit was already disordered there is no
• After a defender that has been declared a target vacates its hex by further effect (i.e. the unit does not become PGD). Mark the units as
becoming PGD either due to a failed Roll to Stand or as a result of disordered before they advance. Cavalry that Charges, but did not Mê-
Mêlée. The Recall is attempted at the beginning of the Pursuit step lée the target are not Disordered when they advance. If the hex is over-
of the Charge. stacked, sufficient units must be displaced back to the hexes where they
• The moment a defender that has been declared a target vacated its advanced from until the stacking limit is satisfied (11.1.5). This ad-
hex by becoming PGD due to a failed Square Formation Check. vance may trigger Opportunity Reactions.
• The moment a defender, which has been declared a target, has suc-
cessfully formed Square. 19.11 Pursuit
When the target is infantry or artillery Cavalry pursues following a suc-
cessful Charge.
NOTE: This is not the same as Pursuit following Retreat Before
Charge. Refer to 19.4 and 19.5 for that case.
After any retreats are conducted, cavalry that elects not to Recall (19.8)
or does not pass a Recall check, pursues and follows exactly the path of
retreat up to three hexes.
NOTE: Cavalry does not pursue cavalry after a Mêlée. See the
Cavalry Charge vs. Cavalry Mêlée Procedure (19.1.3).
19.11.1 Procedure: The number of hexes which cavalry may Pursue is
the number of hexes the defender Recoiled via a DD# result on the As-
saut et Mêlée Chart, or if they retreated after becoming PGD, up to a
maximum of three hexes. If the target was eliminated there is no Pur-
suit. The pursuing cavalry follows the path of the retreating units. For
each hex of Pursuit the target stack loses an increment. Light cavalry
inflicts one extra loss on retreating stacks for a maximum of up to four
losses inflicted from Pursuit. The Pursuit ends as soon as the pursued
units are eliminated. Pursuit losses are in addition to each increment lost
for each Zone of Influence exited during their retreat.
19.11.2 Restrictions:
• Cavalry may not pursue into terrain they are prohibited from enter-
ing. Nor may they pursue into General Order terrain.
• The Pursuit ends immediately upon the cavalry entering an enemy
Cavalry Zone of Influence. If the cavalry begins its Pursuit in a
19.9 Cavalry Mêlée Cavalry Zone of Influence there is no Pursuit.
To resolve an individual Mêlée the sum of the Mêlée Values (printed • If the retreating units retreated through a friendly stack the Pursuit
Mêlée Values plus their modifiers) of all units in the Charging stack are ends when the cavalry moves adjacent to the stack retreated
divided by the sum of the Mêlée Values of the target stack. This pro- through.
duces the odds ratio. Round down any fractions to conform to the 19.11.3 Recall: Cavalry, which wishes to end a Pursuit may attempt to
nearest odds column on the Assaut et Mêlée Chart. Shift the odds left by Recall. Roll a die and consult the Cavalry Recall Chart. A passing die
a number of columns equal to any Defensive Shifts received. The roll means the Pursuit ends. Failure means the cavalry must pursue up
Charging player rolls the dice and locates the result in the appropriate to the allowable limit. Recall may only be attempted at the beginning of
column. Mêlée odds at less than 1:3 are conducted as 1:3 odds. Mêlées the Pursuit step of the Mêlée procedures.
conducted at odds greater than 5:1 are treated as 5:1 odds.
19.11.4 Opportunity Reactions: Pursuit movement may trigger Oppor-
19.9.1 Modifiers may apply to the Mêlée Values of the combat units tunity Reactions. An Opportunity Charge will end the Pursuit at the
involved (see Cavalry Mêlée Modifiers Chart) and modifiers may apply moment the unit(s) making the Opportunity Charge passes its Morale
to the dice result if a leader is present with either the attacking or de- Check.
fending force or the cavalry suffered casualties from Defensive Fire.
19.9.2 Cavalry Bounce: Cavalry which are involved in a Mêlée either 19.12 Cavalry Modifiers to Mêlée
as the attacker or defender when a blank result is obtained will "bounce" All cavalry Mêlée modifiers are listed on the Cavalry Mêlée Modifiers
(that is, retreat) one-third of their printed Movement Potential. If both Chart. All modifiers to Mêlée are cumulative, except where noted.
the attacker and defender are cavalry then both bounce from a blank 19.12.1 Heavy and Light Cavalry: Heavy cavalry is cavalry with a
result. In this case the "bounce" moves are considered to be simultane- printed Movement Potential of 12 or less. Light cavalry is cavalry with
ous, but procedurally the attacker conducts his bounce move first. This a printed Movement Potential of 13 or more.
retreat is considered Involuntary Movement and does not trigger Oppor-
tunity Reactions. Each bouncing cavalry stack will lose one Increment
Règlement des Marie-Louise 25
NOTE: Some games may have poorly trained cavalry with a EXCEPTION: See odd cases below.
movement allowance of 12 or less, but are not considered heavy cavalry. 2. The reacting player makes a Morale Check for the cavalry unit
Consult the Exclusive Rules. attempting to Opportunity Charge. If the cavalry passes, it imme-
When heavy cavalry is involved in a Mêlée with light cavalry as either diately moves one hex, if necessary, to move adjacent to the active
the attacker or defender, the Mêlée Value of the heavy cavalry is dou- unit that now becomes the target and the Charge is resolved imme-
bled. If heavy cavalry Mêlées a combination of heavy and light cavalry diately. If the cavalry fails the Morale Check, it just sits there, but
it would not be doubled. does not Disorder. The moving stack may finish its movement.
19.12.2 Lancers: All units with a Lance bonus are termed Lancers. 3. Charge Resolution:
Lancers have a Lance Bonus (+#) printed on their counters. The Lance • If the target is infantry or artillery use the Cavalry vs. Infan-
Bonus is added to the Mêlée Value of the attacking lancer unit. Only the try and Artillery Mêlée Procedure (19.1.2).
top unit in a stack adds its Lance Bonus to its Mêlée Value. The Lance • If the target is Cavalry use the Cavalry vs. Cavalry Mêlée
Bonus is not modified by any other Mêlée modifiers. It is modified Procedure (19.1.3).
only by losses to the unit. For every three casualties lost by the unit the • If the target is limbered artillery, units in Road or Skirmish
Lance Bonus is reduced by one, but never below one. Order use the Cavalry vs. PGD Mêlée Procedure (19.1.4).
EXAMPLE: A lancer unit with a Lance Bonus of +3 and a Mêlée 4. Cavalry Regroup (19.1.1)
Value of 18 Charges an enemy Square, its Mêlée Value would be 12 (18 5. Charge Completion (19.1.1): Cavalry units that Opportunity
x ½ + 3). Charge become Exhausted at the completion of the Charge.
6. The target of the Opportunity Charge may not voluntarily spend
19.12.3 Cavalry Charges to the Flank or Rear: Cavalry that Charges any more MPs during the remainder of the Maneuver Segment.
an enemy unit in the flank or rear has its Mêlée Value doubled.
19.14.4 Restrictions:
19.12.4 Cavalry Leaders of Special Ability: Specially designated cav-
• Cavalry units which Opportunity Charge may not themselves be
alry leaders double the Mêlée Value of units with which they are Opportunity Charged during their Charge. They may, however, be
stacked. Opportunity Charged during Advance after Charge or during Pur-
19.13 Ready and Exhausted Cavalry suit.
• A cavalry stack may attempt only one Opportunity Charge per
Cavalry units are either Ready (rested) or Exhausted.
triggering event. And only one cavalry stack may successfully
19.13.1 Losing Readiness: Cavalry becomes Exhausted as follows: make an Opportunity Charge on a target stack per triggering event.
1. At the end of a Mêlée in which it was involved. • Units which are the target of an Opportunity Charge may not at-
2. If it made a Charge or Opportunity Charge that segment. tempt to form Square in reaction to the Opportunity Charge.
3. Cavalry units that perform Retreat before Assault or Retreat • A cavalry unit need not be In Command in order to Opportunity
before Charge and use more than half of their Movement Po- Charge.
tential in doing so. • A cavalry unit does not need a LOS to the target to attempt an Op-
19.13.2 Recovering Readiness: Cavalry units recover readiness by not portunity Charge.
moving, not Charging, and not being involved in Mêlée during a turn. • Units conducting a Retreat Before Assault or Charge that are Op-
Cavalry does not need to be in Good Order to recover Readiness, but in portunity Charged may continue to Retreat Before Charge. Units
order to recover they could not have moved during the current turn for not already conducting a Retreat Before Assault or Charge may not
any reason, including Rout movement. Exhausted markers are removed Retreat Before Charge when Opportunity Charged.
during the Reorganization Segment. 19.14.5 Odd Cases:
19.13.3 Effects of Being Exhausted: An Exhausted cavalry unit moves • If a unit enters a hex with units in Skirmish Order or vice versa and
at one-half its printed Movement Potential, and Mêlées at one-half its an Opportunity Charge is declared then the units in Skirmish Order
printed Mêlée Value, after being adjusted for losses of course. It may displace (11.1.5) to the hex from which the moving units origi-
not initiate any type of Charge, nor may it Retreat Before Assault. nated. If the units cannot displace for any reason, then all units in
EXAMPLE: An Exhausted and Disordered cavalry unit would the hex become PGD and Rout. If any units remain in the target
move and Mêlée at one-quarter its values. If it were Exhausted and hex, the Opportunity Charge proceeds.
PGD it would Rout move at its ¾ of its printed movement rate (3/2 x ½ • If a unit enters a hex with units not in Skirmish Order and an Op-
= 3/4). portunity Charge is declared, then all units in the hex assume the
formation of the units which were already in the hex and all be-
19.14 Opportunity Charge come the target of the Opportunity Charge.
19.14.1 Reactive cavalry may only make Opportunity Charges on active
enemy units while they are moving. Whenever an enemy unit moves 20.0 MORALE
into, attempts to move from, or expends MPs in the Opportunity Charge
Zone of a cavalry unit, it may attempt to Opportunity Charge. Each 20.1 The Morale Check
cavalry stack whose Opportunity Charge Zone has been violated may To make a Morale Check for a unit roll the dice. The resulting number
attempt an Opportunity Charge once for each triggering event. If a plus all modifiers must exceed the printed Morale Rating of the unit to
moving unit is in multiple Opportunity Charge Zones each cavalry stack pass. Ties fail.
whose Zone has been violated, may attempt to Opportunity Charge. 20.1.1 Stacking: Whenever making a Morale Check for a stack of units
However, since, Opportunity Charges are conducted immediately only roll once for the stack. If the top unit in the stack passes, the entire stack
one reacting cavalry stack may pass its Morale Check and conduct an passes. Whenever the top unit in a stack fails a Morale Check, all units
Opportunity Charge. beneath it in the stack also fail regardless of their Morale Rating.
19.14.2 Opportunity Charge Zone: Reactive cavalry have an Opportu- 20.1.2 Elite Units: Units with printed Morale Ratings of –, 11, 12 and
nity Charge Zone. An Opportunity Charge Zone extends, at all times, 13 are elite units. Elite units never apply negative dice roll modifiers
two hexes from the front facing of a cavalry unit which is in Good Order (i.e. modifiers that worsen their chance for success) for any checks
and is not Exhausted. against their Morale Rating. Units with a Morale Rating of – always
19.14.3 Procedure: If the cavalry is in Good Order and is not Ex- pass any check against their Morale. Units stacked with a Leader with
hausted, the owning player may declare an Opportunity Charge. an “A” Morale Rating always passes any check against their Morale.
1. The active unit ceases movement. If the active unit was in the
process of changing formation it does not change formation.
26 Clash of Arms Games
20.1.3 “Sauve Qui Peut!”: A natural 11 rolled for a Morale Check al- have all of their Morale Check dice rolls modified by the specified
ways fails unless one of the following conditions apply: amount. Lost or PGD cavalry and artillery are not included when count-
1. If the combat unit has no Morale Rating (~), or; ing units for Morale Level determination, nor are they affected by them.
2. If the combat unit has a Morale Rating of 11 or 12 and there 20.3.1 Morale Levels are determined every hour during the Reorganiza-
are enough positive modifiers to allow it to pass with a roll of tion Segment of the :40 turn. The morale effects of a Morale Level are
11. in force for the entire hour (the :00, :20 and :40 turns inclusive). Battal-
20.1.4 Failing a Morale Check: When a combat unit fails a Morale ions that were PGD and subsequently recover Good Order do not
Check it will generally Disorder. improve a superior formation’s Morale Level until the Morale Levels
EXCEPTION: Cavalry that fails to Opportunity Charge. are re-determined at the end of the Reorganization Segment of the next
Combat units in Disorder that fail a Morale Check become PGD hourly turn (:40).
(Routed). 20.3.2 La Garde Recule: Units specially designated as French Old
20.1.5 Passing a Morale Check: Under the conditions of 20.2, units Guard Infantry in the Exclusive Rules form their own formation for the
which pass a Morale Check during the Reorganization Segment recover purposes of determining Morale Levels. The current Morale Level of
Good Order otherwise, they remain in their current Morale state. the Old Guard is added to the Morale Level for all other French and
20.1.6 Multiple Morale Checks Resulting From A Single Event: A French Allied formations.
combat unit may be required to make several Morale Checks within the EXAMPLE: If the Old Guard is currently on Morale Level 1 then a
course of a single turn. It may even be forced to make several Morale French corps on Morale Level 2 would now be on Morale Level 3.
Checks in the course of a single segment of that turn. Combat units,
however, are never required to make more than one Morale Check re- 21.0 Dusk and Night
sulting from a single combat event. If an event engenders two Morale The exclusive rules will designate which turns are subject to Dusk and
Checks, then only one is made which combines all modifiers from both Night rules.
Morale Checks. 21.1.1 Dusk: When dusk begins the following restrictions apply:
EXAMPLE: As a result from a fire combat, an infantry unit in
• The printed Movement Potential of cavalry is reduced by 4.
Square takes losses equal to half of its current Increments. The result- • Cavalry has its Mêlée Value reduced by ½.
ing Morale Check would be modified for the unit losing 50% in a single • The printed Movement Potential of horse artillery is reduced
fire combat and for the unit being Square. by 2.
20.2 Recovery of Good Order • All PGD units modify their Reorganization Morale Check dice
roll by a further -3, for a total modifier of -9.
Units in Disorder or PGD may only recover Good Order in the Reor-
ganization Segment. This is accomplished by the unit passing a Morale 21.1.2 Night: When night falls the following restrictions apply:
Check. When making a Morale Check for a stack, roll the dice and • The printed Movement Potential of cavalry is reduced by 6.
apply the result to the top units in the stack. If the top unit passes then • Cavalry has its Mêlée Value reduced by 1/3.
all units in the stack recover Good Order. If the top unit does not pass • Cavalry lancers do not receive a Lance Bonus.
the Morale Check the stack remains in its present Morale state. Apply • The printed Movement Potential of horse artillery is reduced
modifiers from the General Morale Check Modifiers Chart. by 3.
• All PGD units modify their Reorganization Morale Check dice
20.2.1 Disorder: Units in Disorder may not make this Morale Check
roll by a further -6, for a total modifier of -12.
when they are adjacent to enemy units.
20.2.2 Plus Grand Désordre (PGD): Units in PGD may not make this
Morale Check if they are less than 15 hexes away from an enemy unit in
Good Order, unless they are stacked with a leader and are not adjacent
to an enemy unit.
20.2.3 Recovery and Formation: Infantry units that recover Good Or-
der in the Reorganization Segment go immediately to Column unless in
General Order terrain. Cavalry units that recover Good Order in the
Reorganization Segment go immediately to Line unless in General Or-
der terrain. These formation changes are considered involuntary and do
not trigger Opportunity Reactions. Artillery units that recover Good
Order remain Unlimbered or Limbered. The owning player of the unit
that recovers Good Order may freely choose its facing.