leipzig:
napoleon encircled

Map Errata: The symbol for entry hexes (a white letter in a black circle) was left off the Terrain Key.

exclusive rules 

16.0 Introduction
17.0 Set Up
18.0 Victory Conditions
19.0 Special Rules
20.0 Folio Notes
21.0 Orders of Battle

16.0 Introduction
16.1 Historical Background
The Russian disaster of 1812 cost Napoleon an army and ignited hopes across Europe the French yoke could be shaken off. During the winter of 1813, herculean efforts raised another imperial army by scraping the bottom of the French manpower barrel and exacting further contributions from ever-more restive allies. In the spring, Napoleon headed into Saxony for a showdown.
For months the Allies played a cat-and-mouse game, running from Napoleon but attacking his less-talented subordinates. Gradually, the odds tilted against the French and the noose grew tighter. Desperate, Napoleon converted his operational position—encircled and outnumbered—into a tactical one at Leipzig. The battle to come would be winner-take-all, but at least this time Napoleon was in complete control of his entire army.
It almost worked. The ensuing battle, the largest ever in Europe to that time and for a century after, saw the French lash out from their central position, coming within an ace of defeating the largest Allied contingent, the Army of Bohemia, on 16 October. But close was not good enough; on the 18th, Napoleon accepted defeat and began a retreat to the west. All went well until the lone escape route, a bridge over the Elster, was demolished prematurely. Thousands of French soldiers were trapped and forced to surrender; defeat had become a second disaster.

16.2 Course of the Game
The game starts at dawn on 16 October and runs through dusk of 19 October. The French player starts with an advantage in position and—at the critical point—numbers against the Army of Bohemia, but other Allied armies are converging from all sides of the map. French success is dependent on the amount of damage that can be inflicted on the first day. For the Allies, it is imperative to blunt the attack on the first day, then gradually wear down and entrap the smaller French army until its destruction can be achieved.

16.3 Folio Components
This folio includes a booklet of Standard Rules, these Exclusive Rules (including the Combat Results Table and Terrain Effects Chart), a 22x 34” map (including the Turn Record Track), and a die-cut sheet with 280 counters. French units are white on dark blue. The various Allied colors are: Austrian = white, Russian = Green, Prussian = blue-gray, Swedish = light blue.
If any parts are missing or damaged, please write to:
Decision Games, PO Box 21598, Bakersfield, CA 93390-1598. You can also register this game purchase on-line at: <www.decisiongames.com>.
Player Note. The limited number of disruption and square markers is a result of limited counter space; players are free to make any mutually agreeable substitution should additional markers be needed.
17.0 Set Up
17.1 Getting Started
Determine which army each player will command. Lay out the map and sort the units by side and formation. Each player deploys his units on the map or as reinforcements according to the instructions in 17.2 and 17.3 below. Units placed on the map are identified by formation, ID, and a four-digit hex number. The notations “w/1” and “w/2” indicate placement within one or two hexes, respectively, of the specified hex.
Reinforcements are identified by formation, ID, and an entry location (entry hex or box). The turn of arrival is indicated by a “T” (for example, “T2” means the specified unit is available at the start of the owning player’s movement phase on Turn 2).
The French player is the first player. The game starts with the French Movement Phase of Game Turn 1 of 16 October. Place the Game Turn marker in the Turn 1 box of the Turn Record Track. Place the Day marker in the 16 October box (the 15 October box will be used for a variant).
There are up to 32 game turns; at the end of Game Turn 5 on 19 October, determine the winner according to section 18.0.

17.2 French Set Up

Counter Errata:
	The Axim cavalry unit should be part of Formation 3, not Formation 4.
		The 3/Gd cavalry unit should have a "0" combat strength on its ineffective side.

There is no Formation 10.	
HQ (Active): 2015	
Napoleon (Effective): w/2 2715	
Murat (Effective): w/2 3115	
Ney (Effective): w/3 1310	
Formation 1: w/2 of 2715	
Formation 2: w/2 of 3618	
Formation 3 (except 1/9 & 2/9): w/3 of 1007	
Formation 3 (1/9 & 2/9): arrive 16 Oct T4 at entry Hex “M” (0601)	
Formation 4: w/1 of 1310	
Formation 5: w/2 of 3914	
Formation 6: w/3 of 0913	
Formation 7: arrives 17 Oct T1 at entry Hex “M” (0601)	
Formation 8 (except 27): w/1 of 3521	
Formation 8 (27): arrives 16 Oct T2 at entry Hex “L” (1401)	
Formation 9: w/2 of 3410	
Formation 11: arrives 16 Oct T4 at entry Hex “K” (2201)	
Formation 12: w/2 of 3115	
Formation 13: arrives 16 Oct T5 at entry Hex “K” (2201)	
Formation 14 (5 LC): with Formation 6	
Formation 14 (6 LC): with Formation 3	
Formation 15: w/1 of 3418	
Formation 16: w/2 of 3115	
Formation 0: 
Cern: w/1 of 1522
Lefol: 2821
Marg: w/1 of 1522	
LOC: 1) any hex in the city of Leipzig until an Allied unit enters any hex of the city, 2) Entry Hex “A” (0727) if the road from “A” to Leipzig is free of Allied units or ZOCs, 3) Entry Hex “M” (0601) if the road from “M” to Leipzig is free of Allied units or ZOCs	
Replacements: while the HQ is active, 2 steps each turn to replace infantry or artillery, 1 cavalry step every even-numbered turn	

17.3 Allied Set Up
Formations given by nationality: AU = Austrian, PR = Prussian, RU = Russian, SW = Swedish.

Counter Errata:
The Austrian Neipp/1 should be a light brigade (3-4-4) rather than a line brigade (4-4-3).
The Austrian Long/1 should be a line brigade (4-4-3 rather than a light brigade (3-4-4).
The Austrian Muhl/1 should be named Mumb/1.
The Austrian Res B/5 artillery counter is missing the red band on its front side.
The Austrian Lmez/3 should be named Lowe/3.
Borosdin's Russian cavalry division (part of 8th Corps; Formation 5) was omitted. It needs one light brigade (David, 2-3-8) and one Cossack brigade (Kaiss, 1-2-9).

HQ Bohemia (Active): 5229	
HQ North: See 19.6	
HQ Poland: arrives 17 Oct T9 at Entry Hex “H” (5508)	
HQ Silesia: arrives 16 Oct T2 at Entry Hex “O” (0113)	
Schwarzenberg (Ineffective): 	
Blücher (Effective): arrives 16 Oct T2 at Entry Hex “O” (0113)	
Bernadotte: See 19.6	
Bennigsen (Effective): arrives 17 Oct T9 at Entry Hex “H” (5508)	
Formation AU 1 (except Rhein/1, Wie/1, Neipp/1): arrives 17 Oct T7 at entry Hex “F” (5230)	
Formation AU 1 (Rhein/1, Wie/1, Neipp/1): arrives with Formation RU 9	
Formation AU 2: arrives 16 Oct T2 at entry Hex “E” (3429)	
Formation AU 3: arrives 16 Oct T3 at entry Hex “B” (1330)	
Formation AU 4: w/1 of 5309	
Formation AU 5: arrives 16 Oct T3 at entry Hex “E” (3429)	
Formation PR 1: arrives 16 Oct T3 at entry Hex “P” (0120)	
Formation PR 2: 
9: w/1 of 4419
10: w/1 of 4615
11, Mytius, Roder: w/1 of 5205
Rest of Formation: w/2 4324	
Formation PR 3: see 19.6	
Formation PR 0: arrives 16 Oct T5 at Entry Hex “E” (3429) or “F” (5230)	
Formation RU 1:
Grenadiers (the six Gr units) & 3 Cuir: w/1 of 5123
Rest of Formation: arrives 16 Oct T5 at Entry Hex “E” (3429) or “F” (5230)	
Formation RU 2:
Jg/14/1, 14/1: w/2 4324
Rest of Formation: w/1 of 4916	
Formation RU 3: w/1 of 4419	
Formation RU 4: arrives 16 Oct T4 at Entry Hex “O” (0113)	
Formation RU 5: arrives 16 Oct T2 at Entry Hex “O” (0113)	
Formation RU 6: arrives 16 Oct T2 at Entry Hex “O” (0113)	
Formation RU 7: arrives 16 Oct T3 at Entry Hex “O” (0113)	
Formation RU 8: see 19.6	
Formation RU 9: arrives 17 Oct T9 at Entry Hex “H” (5508)	
Formation RU 0: w/1 of 4615	
Formation SW 1: see 19.6	
LOC: All Entry Hexes except “A,”, “B,” and “C”	
Replacements: Each HQ provides 1 replacement each turn it is on the map and active	

18.0 Victory Conditions
18.1 French Victory
The French player wins if at any time during the game there is no active Allied HQ on the map. It does not matter if after that moment an Allied HQ becomes active.

18.2 Allied Victory
The Allied player wins if: 1) Napoleon becomes a casualty or; 2) if the French HQ is off the map for any reason; or 3) if the French HQ is on the map but does not have a safe line of retreat (see 7.6) to either Entry Hex “A” (0727) or Entry Hex “M” (0601).

18.3 Winning a Drawn Battle
If neither player achieves the conditions set forth above, the battle is drawn and the game is won on victory points (VP). Each player receives the following points.

1 VP for each enemy unit destroyed (see 11.2); do not count eliminated steps or routed units on the TRT.
1 VP for each leader casualty.
2 VP for each unit or leader captured.
4 VP for a captured enemy HQ or train.

The player with the greatest total wins, but if the total point count for the winner is less than 10, consider the game a draw. 

19.0 Special Rules
19.1 The City of Leipzig
There was little city fighting in the Napoleonic era and none of the armies had any particular experience or skill at it, particularly in a tangled old city such as Leipzig. For that reason, the main city hexes may be entered only along roads and all units pay 1 MP per hex entered. Treat city hexes as town hexes for combat purposes.

19.2 The Lindenau Bridge
The battle’s most famous incident was the early demolition of the bridge between 1717 & 1816. The first time an Allied unit gets within three hexes of either bridge hex, roll a die. The bridge is destroyed on a roll of “1” or “2” and the hexside is thereafter treated as a creek hexside.

19.3 Off-Map Boxes
The boxes connecting Entry Hexes “C,” “D,” and “E” represent roads just off the map edge. Allied units only may use the boxes to move between those points. It takes one full MP to exit the map into a box, where movement stops for the turn. On the following turn, a unit in either box may move to either entry hex connected to the box, or to the other box. Units may remain in the boxes indefinitely. 

19.4 La Garde Vielle
Any time a unit of the French portion of Napoleon’s Old Guard (1/1 OG, 2/1 OG, 1/2 OG, but not 2/2 OG) is routed or captured, the Allied player instantly receives two FOW in addition to any other combat results.

19.5 Allied HQs
Good intentions notwithstanding, the Allied armies were as uncoordinated as the Allied nations. Each formation receives command (that is, full movement), replacements, and may reenter the map only at its army HQ. Each HQ commands the following formations.
Bohemia: all Austrian units, PR 2, PR 0, RU 1, RU 2, RU 3, RU 0
	North: PR 3, RU 8, SW 1
	Poland: RU 9
	Silesia: PR 1, RU 4, RU 5, RU 6, RU 7

19.6 Bernadotte
Jean-Baptiste Jules Bernadotte, erstwhile French marshal, Bonaparte clan member, and now Crown Prince of Sweden, was a bad bedfellow: brave and talented but, vain, ambitious and cunning. He also was no fool, and was not about to risk his throne by getting his Swedish recruits killed. He moved slowly to reach the battlefield, and cautiously once on it.
The Army of the North (Bernadotte, HQ, PR 3, RU 8, SW 1) becomes available on 17 Oct T5. The time and place of its arrival depends on the situation. If there are no French units in any hex numbered xx06 or less, the army may enter at Entry Hexes “K,” “L,” “M,” “N,” or “O” at the Allied player’s option, but only after a die roll of “1” or “2” (roll every turn until the army enters). If there are no French units in any hex numbered xx06 or less north of the Parthe River, the army may enter (under the same conditions) at Entry Hexes “L,” “M,” “N,” or “O.” Otherwise, the army may enter only at Entry Hexes “N” or “O” after passing the die roll and no French unit is within four hexes of the entry hex. If all else fails, the Army enters on 17 Oct T9 (or thereafter) at Entry Hex “O” if the hex is not in a French ZOC.
Once on the map, Bernadotte and the Army of the North HQ become ineffective/inactive immediately if any Army of the North unit is panicked or forced to retreat by a French attack.

19.7 French Ally Defections
Several units from Napoleon’s coerced allied principalities had already gone over to the Allies in the course of the summer campaign; several more did so during the battle. The Allied player may attempt such a defection any time after 16 October when he receives an FOW during a turn in which his units have captured a town or city hex by driving out a French unit in combat (not just by entering an empty hex during movement). Play the FOW on any of the units listed below and roll a die; on a result “6,” the unit defects; remove it from the map; it counts as destroyed for VP purposes.
Possible defecting units by ID and formation: 38 [4], 25 Lt [6], 1/24 [7], 2/24 [7], 26 Lt [7], Res [7], 2/31 [11], 1/39 [11], 2/39 [11]

20.0 Folio Notes
20.1 Designer’s Notes
The first and overwhelming issue to be faced in designing a game on this battle is its sheer scale. Even terming it the largest battle in history prior to the 20th century is insufficient: it was more than twice the size of the second-largest Napoleonic battles (Wagram & Borodino) and more than three times the size of any other Napoleonic or Civil War battle. Even with triple the standard counter ration, the game stretched the Musket & Saber system to its limits (see the expanded notes at the Decision Games website).
Scale aside, the battle itself was straightforward. The key issues were handicapping the Allies to account for the ingrained hesitancy of Schwarzenberg, the intransigence of Bernadotte, and the pugnacity of Blücher.
For the record, I have found no explanation for the odd deployment of the Prussian 2nd Corps; it may be Schwarzenberg was trying to spread the risk of the untried Prussians, or trying to take advantage of their passion. In any case, it handicaps the Army of Bohemia in the early going; players may want to concentrate the Prussians around the 12th Brigade and reunite the Russian 1st Corps around 4916.

20.2 Player Notes
For all its size and scope, the strategies for both players are simple. The French must concentrate and knock out the Allied armies one at a time. The Army of Bohemia is the obvious first victim; failure to defeat it on the 16th effectively ends any chance of French victory, though a draw may still be achieved. For the Allies, survival is the order of the day at the outset, but do not neglect the chance to make inroads in the north and west; if the Elster escape route can be severed, the French will be in desperate straits.
Tactically, despite the concentration of sheer combat power (well over 2,000 cannon were present), finesse is required. The French generally are more adroit and a little faster; their heavy cavalry provides a devastating punch, but must be used in conjunction with artillery and be well-protected by infantry on the flanks. For the Allies, patience is a must. Accept the fact that the French pretty much can win on any given hex, but they can’t win on all of them at once. Take what you can, keep up the pressure, work on the defections, and pray for Bernadotte.

21.0 Orders of Battle
Formations noted in [brackets]. This is a summary only, due to space limitations. The full orders of battle are presented at the Decision Games website. 
French Army (Emperor Napoleon)
[1] Guard (44,500 men, 218 guns)
[2] 2nd Corps (16,000 men, 40 guns)
[3] 3rd Corps (20,500 men, 78 guns)
Note: The French Axim cavalry unit should be part of Formation 3, not Formation 4.
[4] 4th Corps (10,500 men, 34 guns)
[5] 5th Corps (13,000 men, 53 guns)
[6] 6th Corps (19,000 men, 76 guns)
[7] 7th Corps (12,500 men, 48 guns)
[8] 8th Corps (8,000 men, 8 guns)
[9] 9th Corps (9,000 men, 12 guns)
[11] 11th Corps (20,500 men, 80 guns)
[12] 1st Cavalry Corps (6,500 men, 24 guns)
[13] 2nd Cavalry Corps (5,500 men, 12 guns)
[14] 3rd Cavalry Corps (4,500 men, 9 guns)
Note: The 3/Gd cavalry unit should have a "0" combat strength on its ineffective side.
[15] 4th Cavalry Corps (3,000 men, 12 guns)
[16] 5th Cavalry Corps (5,000 men, 6 guns)
[0] Leipzig Garrison & Detached Troops (7,000 men, 22 guns)
Allied Armies
Army of Bohemia 
(Austrian Gen. Schwarzenberg)
[1] Austrian 1st Corps (33,500 men, 68 guns)
Note. Muhl/1 should read Mumb/1, Neipp/1 should be light (3-4-4) rather than line (4-4-3), and Long/1 should be line rather than light.
[2] Austrian 2nd Corps (14,000 men, 42 guns)
[3] Austrian 3rd Corps (20,500 men, 42 guns)
Note. Lmez/3 should be Lowe/3
[4] Austrian 4th Corps (24,500 men, 46 guns)
[5] Austrian Reserve Corps (19,500 men, 142 guns)
Note: The Res B/5 artillery counter is missing the red band on its front side.
[0] Wittgenstein’s Cavalry (2,500 men)
[0] Don Cossacks (4,000 men)
[0] Prussian Guard (6,500 men, 16 guns)
[2] Prussian 2nd Corps (24,500 men, 80 guns)
[1] Russian Grenadier Corps (9,000 men, 36 guns)
[1] Russian Guard Corps (15,000 men, 72 guns)
[2] Russian 1st Corps (5,500 men, 36 guns)
[3] Russian 2nd Corps (5,000 men, 60 guns)
Army of Silesia (Prussian Marshal Blücher)
[1] Prussian 1st Corps (21,000 men, 104 guns)
[4] Sacken’s Russian Corps (14,000 men, 60 guns)
Langeron’s Command
	[5] Russian 8th Corps (10,500 men, 36 guns)
	[6] Russian 9th Corps (10,000 men, 24 guns)
	[7] Russian 10th Corps (8,500 men, 86 guns)
Note: Borosdin's cavalry division, part of this corps, was omitted. It needs one light brigade (David, 2-3-8) and one Cossack brigade (Kaiss, 1-2-9).
Army of the North
(Swedish Crown Prince Bernadotte)
[3] Prussian 3rd Corps (25,500 men, 94 guns)
[8] Winzingerode’s Russian Corps (24,500 men, 86 guns)
[1] Swedish Corps (17,000 men, 46 guns)
Army of Poland (Russian Gen. Bennigsen)
[9] Docturov’s Corps (34,000 men, 134 guns)

Credits
Design: Chris Perello
Map: Joseph Youst
Counters: Larry Hoffman
Production: Callie Cummins
© 2010 Decision Games, Bakersfield, CA.Made and printed in the USA. [MSLeipzigRules_V5]