Napoleonic 20 Game Rules v2.0 4Diversionary Attacks: Whenorganizing a series of battles, a playermay allocate his attacking units in such away that some attacks are sacrificiallymade at poor differentials (a wargamingtechnique called ‘soaking off’) so thatother adjacent attacks may be made atmore advantageous differentials.Artillery BonusArtillery units represent large, unwieldyparks of cannons that were concentratedinto Grand Batteries to blast a hole in theenemy’s line. The Combat Strength of anArtillery unit is always doubled whenattacking, but it uses its normal (printed)strength when being attacked. Artilleryunits never Advance after Combat.[9.3] Combat Strength Unity: A givenunit’s Combat Strength is always unitary;it may not be divided among differentbattles during a single Phase, either forattack or defense.Terrain Effects on CombatDefending units benefit from the terrain inthe hex they occupy and / or that hex’sperimeter hexsides it is attacked through.[9.4] The Terrain Effects Chart: Theeffect of terrain on combat is reflected byadding the Combat Strength of the hex orhexside, as indicated on the Terrain EffectsChart, to the defender’s strength total.[9.4.1] Non-Cumulative Benefits: Theterrain benefits for combat are notcumulative. A defending unit receivesonly the single most advantageousterrain benefit (for the defender) in a hexor through a hexside.[9.4.2] Multiple Benefits: When two ormore defending units are involved in asingle battle, and they receive differentterrain benefits (i.e., different effects onthe Combat Differential), then the entireattack is modified by the single mostfavorable benefit to the defender.In this illustration, the singleFrench infantry unit mustattack the Prussian cavalryunit, and may attack thePrussian infantry unit (9.1,the Prussian infantry unit’sZOC does not extend across the bridgedriver hexside, so the Phasing French unit isnot obligated to attack it). The Frenchsituation is desperate, so the French Playerdeclares that he will attack both units,initiating a single Battle against them.The Prussian cavalry unit is in Open terrain,so the Prussian infantry unit’s benefits willapply for the defender (9.4.2).The Prussian infantry is in Jena, a Town hexlocated across the Saale River at a Bridgehexside. Each of these terrain advantagesfor the defender (Town and Bridge) is worth1 additional Combat Value, but their benefitsare non-cumulative (9.4.1), so only thesingle best (i.e., 1) is added.Prior to commitment of Reserves by eitherside, this Battle stands at 4 vs. 4 (2 + 1 + 1)and will be resolved on the ‘0’ Differentialcolumn of the Combat Results Table (CRT).[9.4.3] Attacker Consideration:Terrain in hexes occupied by theattacker has no effect on combat. Notethat Fortified, Redoubt, and adjacentTown/Fortified/Redoubt hexes do nothave Enemy ZOCs extending into them,nor do ZOCs extend across Major Riverhexsides (even at Bridges or Fords).Thus, units in these hexes or across thesehexsides need not attack out of or acrossthem. However, if they do, Rule 9.1fully applies.[9.5] Voluntary Differential Reduction:The Phasing Player may reduce theC ombat Differential of any given battleduring Step ‘E’ in the Battle Procedure,resolving it at a lower differential.Explanation of Combat ResultsOnce determined, combat results areapplied immediately, including any Retreatand /or Advance after Combat, beforeresolving the next battle that Phase.[9.6] Combat Results: The different battleoutcomes and listed are explained below:[9.6.1] AB: Attacker Breaks. Break allattacking units in this battle. Thedefender conducts any Advance afterCombat (9.9).[9.6.2] AR: Attacker Routed. Thedefender rolls one die for each Routedunit. The attacker retreats each attackingunit in this battle the indicated numberof hexes. The defender conducts anyAdvance after Combat (9.9). SeeOptional Rule 16.5.[9.6.3] AW: Attacker Withdraws. Allattacking units in this battle are retreatedone hex (9.8) by the attacker. Thedefender conducts any Advance afterCombat (9.9).[9.6.4] DB: Defender Breaks. Break alldefending units in this battle. Theattacker conducts any Advance afterCombat (9.9).[9.6.5] DR: Defender Routed. Theattacker rolls one die for each Routedunit. The defender retreats eachdefending unit in this battle the indicatednumber of hexes. The attacker conductsany Advance after Combat (9.9). SeeOptional Rule 16.5.[9.6.6] DW: Defender Withdraws. Alldefending units in this battle areretreated one hex (9.8) by the defender.The attacker conducts any Advance afterCombat (9.9).[9.6.7] EX: Exchange. First, break alldefending units, and then the attackermust break from among his units in thatbattle an amount of Combat Strength<strong>Point</strong>s at least equal to the defender’sCombat Strength total. Use only theprinted Combat Strength values on theunits, unmodified by terrain, Events, etc.Note that if the defending side’s moralewas not reduced to ‘0’ (i.e., the attackerwon the <strong>game</strong>, as per 15.0), the attackermay be forced to break units whosestrength is greater than the defender’s ifthere is no other alternative – i.e., youcan’t ‘make change.’ The attacker mayalso choose to break a stronger unit thannecessary if he so desires – this mightoccur if a weaker unit is deemed morevaluable to the attacker for some reason.If there are any surviving attackingunits, the attacker conducts any Advanceafter Combat (9.9).[9.6.8] N: Engaged. There is no effect.Neither side breaks any units, retreats oradvances as a result of this battle.Broken UnitsA unit that is ‘Broken’ through combat isremoved from the map, but set asidebecause it can be ‘Rallied’ (see 10.0).Routed UnitsImportant: When an Elite Force(i.e., one with a red CombatStrength, as shown here) Routs,subtract two (-2) from the Routdie roll. If the modified result is less thanone (
Napoleonic 20 Game Rules v2.0 5per hex entered regardless of terrain(including rough, forest, etc. where theyneed not stop during a retreat).[9.8] Retreat Restrictions: If a unit isunable to retreat within the followingrestrictions, it is broken instead:[9.8.1] Terrain Effects: Units may notretreat off the map or into prohibitedhexes or across Major Rivers (exceptacross bridge or ford hexsides).Units in a Fortified orRedoubt hex may alwaysretreat one fewer hex, at theowning player’s option.Thus, units can ignore any Withdraw resultsthat they suffer and Rout one hex fewer; ona Rout die roll of ‘1,’ such a unit is stilltechnically Routed and suffers Rout effects,but it may opt to ‘hold its ground.’For Elite Forces, subtract three (-3)from their Rout die rolls when theydefend in a Fortified or Redoubt hex.[9.8.2] Retreat Hex Priority: Wheneverand wherever possible, a retreating unitmust retreat into and through vacanthexes not containing an enemy ZOC.[9.8.3] Hazardous Retreat Path #1 –Enemy ZOCs: If that is not possible, aunit may retreat into an enemy ZOC. If itdoes so, however, it must roll one die foreach enemy ZOC hex entered. On a rollof !, @, or #, the unit breaks; on a rollof $, %, or ^, it retreats normally.Friendly units do not negate enemyZones of Control for purposes of retreat.[9.8.4] Hazardous Retreat Path #2 –Crossing Rivers: Whenretreating across a Minor River,or a Major River via a bridge orford, that unit must roll one die. On aroll of !, @, or #, the unit breaks; on aroll of $, %, or ^, it retreats normally.If retreating through multiple hazards ata single hex, the player must make aseparate die roll for each of them![9.8.5] Friendly Units: If no other routeis available, a retreating unit may movethrough friendly occupied hexes. If itsretreat would end in a friendly occupiedhex, it retreats one additional hex at atime until it is no longer stacked with afriendly unit. This means additional dierolls if these hexes are in Enemy ZOCsor across bridges![9.8.6] Retreat Direction Priority:While always yielding to Rule 9.8.2,whenever and wherever possible, aretreating unit must retreat in such a waythat with each hex it retreats it movescloser to a friendly Line of Communications(LOC) hex (see the ExclusiveRules) than the hex it retreated from.The player has the choice of which LOChex he retreats each of his units towardsif more than one is available (regardlessof proximity to the retreating unit).[9.8.7] Going the Distance: A retreatpath may zig-zag to avoid self-destruction,but it must strive to maintain Rule9.8.6. The length of the retreat path mustbe the full indicated number of hexes. Ifthe unit reaches the LOC before reachingthe full required distance, it breaks inthe LOC hex (retreating “off the map”).Advancing After CombatVictorious attacking or defending units canusually Advance after Combat.[9.9] Advance after Combat Cases: Unitsmust adhere to the following cases whenconducting Advance after Combat:[9.9.1] The ‘Retreat Path:’ When anenemy unit retreats as a result of combat,it will leave a specific path of vacanthexes behind it called the ‘RetreatPath.’ If this path went through a hexcontaining another unit friendly to theretreating unit (9.84), the Retreat Pathends at the unit retreated through.If a unit breaks, then the hex it occupiedat the instant of breaking is thetermination point for its Retreat Path.[9.9.2] Who is Eligible to Advance?Any or all surviving friendly victoriousnon-Artillery units that participated inthe battle can Advance after Combatalong the enemy Retreat Path (only).Units cannot stray from the Retreat Pathwhile advancing.[9.9.3] Which Units May and MustAdvance: If any victorious Cavalryunits were involved in that battle, at leastone of them must Advance after Combatinto the defeated unit’s vacated hex.That Cavalry unit may then advancefurther, up to the full number of hexesallowed along the Retreat Path (9.9.5).After any mandatory Cavalry unitAdvance after Combat has beenconducted, if the defeated unit’s hex isstill vacant, one attacking non-Artilleryunit involved in that battle may (at theowning player’s discretion) Advanceafter Combat into that hex (only).Artillery units can never Advance afterCombat and Infantry units can neveradvance beyond the hex occupied by thedefender at the start of that Battle.[9.9.4] Enemy ZOCs: Advancing unitsalways ignore enemy Zones of Control.[9.9.5] Advance Limit: As whenRetreating, units do not expendMovement <strong>Point</strong>s nor stop for terrainconsiderations when Advancing afterCombat (9.7). However, under nocircumstances, may a Cavalry unitadvance a number of hexes greater thanits Movement Allowance.[9.9.6] Terrain Effects: Units may notAdvance after Combat into prohibitedhexes (i.e., hexes that they could notenter through normal movement) oracross Major Rivers (except acrossBridge or Ford hexsides).[9.9.7] Immediacy: Any option toAdvance after Combat must be exercisedimmediately before any other battle isresolved.[9.9.8] Exhaustion: Advancing unitsmay neither attack nor be attacked againduring that Combat Phase, even if theiradvance places them next to enemy unitswhose battles are yet to be resolved, orwho were not involved in a battle.Example: Three French units (the4-strength Imperial Guard,2-strength III Corps,and 1-strength IVCavalry Corps)attack one Prussianunit (the 3-strength I%Corps) which isdefending in a Forest hex.The attacker (French) has a total of 7 Strength<strong>Point</strong>s, and the French player declines tospend a Morale <strong>Point</strong> to increase his strength.The defender (Prussian) has a total of 4Strength <strong>Point</strong>s (3 for the unit plus 1 for theForest hex it is defending in), and opts to spend1 Morale <strong>Point</strong> to increase his total to 5.Therefore, the Combat Differential is 7 – 5 =+2. The French player rolls a die. Looking at theCombat Results Table, the French player’s dieroll of ^ is cross-indexed with the +2 Columnto yield a result of DR (Defender Routs).This requires roll to determine the Routdistance. A result of @ isn’t bad, requiring theunit to retreat only two hexes back toward itsLine of Communication (LOC) off to the right –and no loss of Morale for Routing more hexesthan its Movement Allowance. Unfortunately,the first hex it must retreat through is in anEnemy ZOC (i.e., “hazardous”), so another dieroll must be made to see if the RetreatingPrussian unit Breaks (as per 9.83). This time,the die roll is a %, so the Prussian unit© 1999 Joe Miranda and © 2008 <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>