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  • LaBataille Los Arapiles

    Règlements Exclusif Pour les Règlements de l’An XXX

    et Les Règlements des Marie Louises

    Modified: Friday, January 24, 2014 Printed: Friday, January 24, 2014

  • La Bataille de Los Arapalies 1

    Copyright © 2010 Simtac & Clash of Arms. October 12, 2010 Rules marked with an eagle or are shaded with a grey background apply only to players using the Règlements de l’An XXX. All rules herein take precedence over any rules in the series rules which they may contradict.

    1.0 INTRODUCTION The Battle of Los Arapiles is a tactical Napoleonic game of Wellington’s battle of the 22nd July 1812 against General Marmont. Wellington had decided to retreat from his forward position and a race for blocking positions ensured. Wellington had the interior line and the French columns became dangerously extended. As Wellington launched Pakenham’s 3rd Division into the attack upon Marmont’s leading 7e Division, Marmont was wounded by a British artillery shell and the French command structure collapsed, as Bonet then Clauzel took command.

    1.1 Original Game Concept This game was originally designed for the Simtac’s Battles of the Peninsular War 1808-1814 rulebook which emphasized command and control. However the scales are broadly the same and compatible.

    1.2 Scale 15 minutes per turn, 125m per hex, 100 infantry, 50 cavalry or a section of artillery per increment.

    1.3 Die Rolls In the original Simtac version, all die rolls were based on ten-sided die, in some cases (e.g. Morale) two ten- sided dice (2d10) are still required 1.3.1 Normal six-sided die are assumed, unless d10 (a ten-sided dice) is indicated. 1.3.2 When rolling one d10, the results are read as 1 to 10 (0 is read as 10) 1.3.3 When rolling two d10, the results are read as 01 to 100 (00 is read as 100)

    1.4 Melee The differences are most obvious in melee, where base 36 factors must be converted to base 100, see Special Rules.

    1.5 Fatigue & Division Morale The original Simtac rules incorporated formation fatigue and morale. This is not incorporated in this version of the game. 1.5.1 Units in “Combat Mode”, accumulate fatigue points, when they pass 10, they were fatigued and halved their fire and (assault) melee factors and reduce their movement allowance by 1MP (2MP’s for cavalry). 1.5.2 Formations in Morale Levels may not enter enemy zones of control unless they pass a formation morale check. 1.5.3 The Committed Reserve, allowing Reserves that entered combat to adversely affect the morale of units they attacked. 1.5.4 Formations entered Reserve to recover casualties.

    1.6 Counters 1.6.1 Infantry: Front, NOTE skirmishers have a bugle on the front.

    1st Batt, 2nd Guards, Coldstream Melee Factor→18 x4←Fire Factor

    14←Morale 1.6.2 Cavalry: Front, NOTE skirmishers have a crossed carbines on the front, lancers have crossed lances

    1 Hvy Dragoons, KGL Melee Factor→20 x1←Ignore

    20←Morale 1.6.3 Artillery:

    Gardiner's Coy R.A. (9pdrs) Melee Factor→9 x6←Long Range Fire Factor

    Range→9 20← Morale 1.6.4 Leaders: NOTE The value in the box is their command value (if appropriate).

    Sir A.Wellesley, Lord Wellington Melee Bonus→15 9 A ←Artillery Special Leader Charge Bonus→ 5 20←Morale Bonus

    2.0 RULES QUESTIONS Check the La Bataille forum at: http://www.labataille.us.

    3.0 GAME COMPONENTS A complete game of The Battle of Los Arapiles includes the following components:

    1. Four 24” x 20” tactical maps, and one 17” by 11” operational map (see scenario 3) 2. A lot of counters 3. One Exclusive Rules book 4. Two Series Books (Règlements de l’An XXX, et la Règlements des Maries Louises) 5. Charts and tables 6. Four organizational displays 7. Game Turn Record Track 8. Terrain Effects Chart

  • La Bataille de Los Arapalies 2

    4.0 TERRAIN 4.1 Line of Sight 4.1.1 Due to the special condition of the ground around Salamanca (rolling fields full of blind zones), units on the same terrain level may not observe each other if the LOS passes through more than 3 hexes on that same level, i.e. Artillery may not fire at 4 or more hexes. 4.1.2 Crest hexsides (other than Level-4 crests) may be ignored by an observer tracing a two-hex LOS to a hex higher or lower. For instance, in hex 26/74 (El Almagro, Level-3) may trace a LOS to any Level-1 hex within two hexes. 4.1.3 Broken Ground hexes count as two hexes when calculating the firing range of artillery at the same level.

    4.2 Streams, Fords 4.2.1 Fords: As an exception to the general rule about roads / trails negating terrain effects for units in Road Column, all units must still pay an additional cost to cross a ford.

    4.3 Slopes 4.3.1 Infantry defending against assaults exclusively from units assaulting up slope hexsides receive a +10 Roll to Stand modifier. 4.3.2 Infantry units assaulting up a slope suffer a -10 Roll to Close modifier.

    4.4 Cliffs / Crags / Hills There are many named hills on the map, but some designations are applicable to only part of a hill. Name Area Teso de la Peña Level-2 hexes N & NW of Calvarrasa de Arriba (23 hexes in all) El Tejar Three Level-1 hexes El Mazarrón Six Level-3 hexes NE of El Sierro El Laderón Three Level-2 hexes El Judio Two Level-2 hexes

    4.4.1 Cliffs: There are 10 hexsides, in and below the Chapel of Nuestra Señora de la Peña (our Lady on-the-rock), impassable to all except foot skirmishers. 4.4.2 Crags: There are a number of slope hexsides marked by boulders (small brown dots), these are impassable to artillery and require the whole movement potential of infantry (except skirmishers) and cavalry. Examples are around Los Arapiles. 4.4.3 Arapil Chico & Arapil Grande: 4.4.3.1 Artillery units on lower ground may not fire at adjacent enemies on Arapil Chico & Arapil Grande (both heights rise sharply); artillery units on these heights may not fire at adjacent enemies. In both cases if assaulted they may fire after the resolution of the melee if they are not destroyed and do not retreat. 4.4.3.2 Units and leaders occupying any of these features may not be fired upon from lower ground (even if adjacent) provided that they don’t fire during the current turn; and of fired upon by artillery units (unless adjacent and at the same level) they have a fire defense of 10. 4.4.3.3 A three-hex “special” line of sight may be traced from Arapil Chico & Arapil Grande to any lower terrain.

    4.5 Woods / Groves Design Note: Any hex containing three trees is a grove; any hex containing more than three trees is a wood

    4.5.1 The defensive melee morale check is increased by 10.

    4.6 Towns Name Area Arapiles, Calvarrasa, Carbajosa 4 town hexes Santa Marta 3 town hexes Les Torres, Miranda 2 town hexes La Pinilla 2 seperated town hexes, 1 woods hex Pelagarcia 1 farmette hex, 3 woods hexes All other 1 town hex

    4.6.1 Line of Sight: Town (and Farmette) hexes block Line of Sight. 4.6.2 Cavalry Charge: Cavalry may not pursue retreating units into town hexes. The Pursuit stops at the town edge. 4.6.3 Stacking: Town hexes require formed units, (i.e. those not in Skirmish Order, Disorder or PGD), to enter General Order upon entering. 4.6.4 Defending units modify their morale by 20 better, when checking for pre-melee morale check. 4.6.5 Infantry may fortify town and (if appropriate) farmette hexes. 4.6.5.1 Any infantry unit that does not move and is not adjacent to enemy units may roll a d10 die and are fortified on a 9-10 (Allied), 10 (French). 4.6.5.2 Skirmishers that are (fortified) garrisons do not halve their melee combat values. 4.6.5.3 Cavalry may ride over garrisons in the same way as squares.

    4.7 Farmettes The following “town hexes” represent large cottages and farms. Defending forces may consider them Towns if they consist of 4 or less infantry increments; otherwise they are considered clear terrain. Azán, La Torrecilla, La Alcubilla, La Pinilla, El Corral, Pelagarcia and the Chapel of Nuestra Señora de la Pena.

    4.8 Broken Ground 4.8.1 Broken ground hexes count as two hexes when calculating the firing range of artillery at the same level. 4.8.2 Infantry units assaulting Broken Ground suffer a -10 Roll to Close Modifier.

    4.9 General Order The following terrain requires formed units to enter General Order when entering.

    Woods / Towns Forces of 4 or less increments may enter General Order when entering.

    Farmettes

  • La Bataille de Los Arapalies 3

    4.10 Depots 4.10.1 French: Any road leading off the SE (or lower) edge of the map (road labeled A to D).

    In scenario 4 the French player may declare the NE edge (roads E to I). 4.10.2 Allies: Any road leading off the NW (or upper) edge of the map (road labeled K to P).

    4.11 Terrain and Artillery Ricochet Artillery fire which targets the following hexes terminates in them. Ricochet fire may bounce into, but not through the following hexes.

    Towns / Farmettes Woods / Groves NOTE: Artillery Ricochet only applies to the Règlements de l’An XXX.

    4.11.1 Slopes and Artillery Ricochet: Artillery Ricochet terminates where it meets an upslope. Where Artillery Ricochet meets a down slope hexside, the slopes creates a one hex shadow over which the shot will pass with no effect before continuing along the shot path.

    5.0 COMMAND The Organization and Display Charts reveal the command structure of the armies. Refer to them as necessary. Napoleon’s organization in Spain ensured that all the Marshals operated independantly and none would serve under the others, this resulted in no Corps organization and to add to the confusion King Joseph kept issuing orders to their formations without consulting them (Joseph to d’Erlon in this case). Wellington’s problem was that none of his subordinates could be trusted with independent command, except Hill, whose enlarged 2nd Division was leading the covering force at the other entry route to Portugal.

    5.1 Army Reserve Design Note: The Army Reserves are used to stiffen the morale of units.

    5.1.1 Army reseves may be defined in scenario instructions.

    5.2 Command Point generation and usage Design Note: Only Wellington, Napoleon & Suchet are rated 9, so issue orders every turn, Menou (Alexandria) gets a lowly 5 so only gets Command Points half the time. In addition Wellington and Napoleon have special capabilities, Wellington can reposition unactivated artillery.

    5.2.1 In order to issue generate CPs the Army Commander must be stacked with their HQ. a) Modified roll of less than 10, no CP’s are generated. b) Modified roll of 10, all directly subordinate formations may have an MU c) Modified roll of 11, a CP is generated d) Modified roll of 12, two CPs are generated, etc Design Note 1: There is only one command level in Los Arapiles, there are no Corps Commanders, and the Army Command issues orders directly to the Divisions / Brigades. Design Note 2: Chiefs-of-Staff / Staff Officers, to increase the command distance, are very important at Los Arapiles due to the size of the battlefield.

    5.3 French 5.3.1 Command Points: The French may receive CPs for Marmont (or his substitute). 5.3.2 Tirlet commands the Artillery Reserve; it may be activated like any other Division. 5.3.3 Maucune’s (5e), Taupin’s (6e), Thomieres’ (7e) Divisions are not free to deploy in line formation. The French player must roll a die (once per turn, per Division) and obtain an even result.

    Design Note: Certain French Commanders were still commited to column d’attack. 5.3.4 Marmont’s Escort Squadron: may be used like any other cavalry unit if led by Marmont; otherwise it must remain within 8 hexes of Marmont. 5.3.4.1 If Marmont is killed or wounded or leaves the tactical map, the Escort is automatically removed at the start of the next turn. 5.3.4.2 Marmont reenters the map stacked with the Escort Squadron 5.3.4.3 If Marmont is permanently removed from play, it may enter 8 turns later on any French depot hex, it is then attached to Curto’s Division. It does not suffer Division morale effects. 5.3.5 Leader Casualties: The following leaders may not be replaced: Marmont, Lamartinière, Foy, Clauzel, Bonet, d’Erlon, Tirlet

    Leader Command Value Leader Command Value Marechal Marmont +8 General Clauzel (2eme Div) +8 General Lamartinière (Chief of Staff) +5 General Bonet (8eme Div) +7 General Foy (1ere Div) +5 General d'Erlon (Sud) +7

    5.3.6 Leaders of Special Ability: Artillery: Marmont, Maucune, Tirlet Cavalry: None 5.3.7 Light Cavalry Leaders: The following cavalry leaders may roll for initiative to form their own CP, using their Charge Bonus. Curto (Légère), Chauvel (Légère l‘Armée du Nord), Vinot (Légère l‘Armée du Sud)

    5.4 British 5.4.1 Command Points: The British may receive CPs for Wellington (or his substitute) 5.4.2 Any British Infantry Division also contains its attached artillery battery (or two half batteries) 5.4.3 Cotton commands two Cavalry Divisions; each of these must command two British/KGL Brigades and may include d’Urbans Brigade and/or Bull’s Troop RHA.

    Design Note: The British Cavalry unlike its French counterpart did not use Divsions as a fighting formation. This means the five brigades of Cotton’s Division were not intended to act as a mass of decision.

    Brigade Le Marchant (Heavy Dragoons) Brigade Bock (KGL Heavy Dragoons) Brigade V.Alten (Light) Brigade G.Anson (Light) Brigade d'Urban (Portuguese) Bull’s (I) Troop (RHA)

  • La Bataille de Los Arapalies 4

    5.4.4 Wellington’s Special Ability: Any Allied artillery battery within 8 hexes of Wellington is in command (even if its Division is not active), it may move as long as it does not unlimber within 2 hexes of any two friendly artillery sections. These moves occur when the Regroup Chit is pulled. 5.4.5 Leader Casualties: The following leaders may not be replaced: Wellington, Beresford, Cole, Leith, Cotton, Hill, Tilson-Chowne

    Leader Command Value Leader Command Value Lord Wellington +9 Leiut-General Cotton (Cav Div) +7 Marshal, Lord Beresford (Staff) +6 Lieut-General Hill (2nd Divison) +8 Lieut-General Cole (4th Div) +5 Lieut-General Tilson-Chowne (Staff) +6 Lieut-General Leith (5th Div) +6

    5.4.6 Leaders of Special Ability: Artillery: None Cavalry: LeMarchant

    Design Note: Bock really ought to be a special leader as well, but he was guarding the train during the battle. His moment came during the French retreat, when at Garcia Hernandez; two French squares were ridden down, by his KGL Dragoons.

    5.4.7 Light Cavalry Leaders: The following light cavalry leaders may roll for initiative to form their own CP, using their Charge Bonus Cotton (Cavalry)

    6.0 SPECIAL RULES 6.1 Forced March There is no forced march; the armies had already been marching since dawn.

    6.2 Scenario Reinforcements When reinforcements are directed to be deployed during the Reinforcement Chit the arriving reinforcements may not be placed in an enemy Zone of Influence. If the reinforcements are unable to comply with this rule displace them until the can be placed on the map and outside of enemy Zones of Influence.

    6.3 Cavalry Skirmish Order Even though there is a row for cavalry skirmishers on the Fire Defense Chart and a column on the Movment Chart, this applies only to players using the Règlements de l’An XXX.

    6.4 Roll to Close / Roll to Stand Design Note 1: Simtac units’ melee value represents the effective (front line) combat value, and morale is then modified by the supporting companies (increments). COA units’ melee value represents the total melee value of the formation. Design Note 2: In order to use the La Bataille tables with the Simtac units it is necessary to convert the standard morale modifier factors.

    Take the standard La Bataille factors (except for Leadership and Divisional Morale factors). Multiply by x3 Add in the exclusive rules factors, Divisional Morale and the Leadership factors. Roll 2d10 add factors and compare to the “Top Unit”s morale to determine the Roll to Close/Stand.

    6.5 Melee A one column shift is made in favour of any force including an Infantry Regiment.

    Note 1: Infantry companies are mostly elite so their generally relatively higher melee strength is appropriate. Note 2: Cavalry squadrons are also from elite formations, and small in number, so their generally relatively higher melee strength is a small distortion.

    Skirmishers that are (fortified) garrisons do not halve their melee combat values

    6.6 Raw Units Design Note: Raw units are indicated by having their increment strength in brackets.

    6.6.1 These units are marked by parentheses around their strength value. 6.6.2 This must expend all their MPs to change formation. 6.6.3 d’Espana’s Spanish Infantry: 6.6.3.1 May not attempt to form square in the face of a charge. 6.6.3.2 May not move in square formation, they must change formation. 6.6.3.3 Cavalry Charge Roll to Stand additional result: - Raw Infantry break on a roll of 1. Next roll a die, on even rolls the infantry fire before breaking, on 1-3 they rout, on 4-6 they disorder. 6.6.4 Curto’s French Légère Cavalry:

    Design Note: The French Raw cavalry does not represent lack of training of the troopers, but their mounts, which came from recent requesitions.

    6.6.4.1 May not change formation or turn before starting to charge. 6.6.4.2 May not turn during the charge 6.6.4.3 Countercharging cavalry may not change formation or turn before starting to charge.

    6.7 Light Companies Design Note: Light companies represent the detachment of the battalion’s skirmishers. Design Note: The Light Companies of the Guards Battalions have 2 increments and have been detached into a combined Flank Battalion. They are not considered part of their respective Battalions.

    6.7.1 A battalion may detach and incorporate its company any number of times (until the company is destroyed), adjusting its strength by 1 increment each time. 6.7.2 When assaulted the light company may retreat to its parent battalion (if adjacent) and be absorbed. 6.7.3 These companies may only stack with other skirmish units. Exception: The 95th, 5/60th, Brunswick-Oels and the Prussien Company may stack with any battalion, in their same Brigade. 6.7.4 The 95th, 5/60th Brunswick-Oels and the Prussien Company may enter road order (mark with the road-column marker)

  • La Bataille de Los Arapalies 5

    6.8 Light / Légère Battalions Certain whole battalions may skirmish and substitute counters are provided.

    British 43rd, 51st, 52nd, 68th Foot & 71st Highland Battalions British Guards’ Flank Battalion may break down into its’ two substitute counters. KGL 1st & 2nd Light Battalions Portuguese Cacadore Battalions French 1re Légère Battalions

    6.9 Rifle Troops The 5/60th, 95th, Brunswick-Oels, and the Light Companies of the KGL Light Battalions are rifle armed and not halved at two hex-range.

    6.10 British Prone During the Maneuver Segment, any active British / KGL infantry unit not in an enemy Zone of Influence may elect to go prone as part of its movement or as a Regroup activity as allowed under the Stacking, Facing and Formation clause of the Regroup rule.. Prone units are marked with a prone informational marker. 6.10.1 Movement: There is no movement point cost for going prone or standing (that is removing the prone marker). Prone units may not move, change facing, or change formation. To do any of these things they must first stand. During the same movement units may stand, move and subsequently go prone again without penalty. 6.10.2 Terrain: Units may only go prone if in Clear hexes. 6.10.3 Stacking: The maximum stacking for a hex with a prone marker is one battalion (and its light company). A mixed stack of British and non-British units may not go prone, nor may a stack of infantry and artillery go prone. 6.10.4 Formation: Units may be in any voluntary formation except Road Column while, or prior to going prone. Units maintain their current formation and facing when standing. 6.10.5 Fire: Prone units may not fire. Only artillery and Skirmisher (infantry and cavalry) may fire on prone units. Prone units are not subject to artillery ricochet attacks. Prone units in cultivated ground hexes are not seen (and may not be targeted) by enemy units that execute Fire Attacks. Prone units have their Fire Defense value improved by two (+2) in all other types of terrain. 6.10.6 Assault and Charge: Prone units in the Charge Zone of enemy active cavalry may exercise the same options as non-prone units, (i.e. forming Square) but must first remove the prone marker. Prone units receive a +3 modifier to their Roll to Stand dice roll. Units assaulting prone units have a –6 modifier to their Roll to Close dice roll. Prone units that stand in face of an Assault must remove their prone marker just prior to Offensive and Defensive Fire step (they must stand to fire effectively), this means that they will not get the +2 modifier to their Fire Defense value in this step because they are now standing..

    6.11 Artillery Batteries 6.11.1 Artillery half batteries with the same designation may freely stack without a leader. 6.11.2 Glubb may not prolong 6.11.3 French Sapeurs. Any French artillery battery starting and ending within 2 hexes of the battalion of Sapeurs gains +1MP (if limbered), if the Sapeurs are in column.

    6.12 Portuguese Grenadiers 6.12.1 The Portuguese Grenadier consists of 7 battalions (3rd, 4th, 5th, 6th, 7th, Pack, Bradford); the Grenadier Battalion remains part of its Brigade. 6.12.2 Increments must be removed from battalions equal to the strength of the created Grenadier Battalion. 6.12.3 All Infantry Battalions (other than the Grenadier Battalion or Skirmish Companies) in the Brigade that created the Grenadier Battalion have their morale increased by +5, for the worse.

    6.13 French Grenadier/ Carabinier Division 6.13.1 The French Grenadier Division consists of 10 batallions (1re, 1/2e, 2/2e, 3e, 4e, 5e, 6e, 7e, 1/8e, 2/8e) and is commanded by Staff Colonel Jardet. 6.13.2 Increment must be removed from battalions equal to the strength of the created Grenadier Batallion(s). 6.13.3 All Infantry Battalions (other than Skirmish Companies) in the Division that created the Grenadier Batallion(s) have their morale increased by +5, for the worse. 6.13.4 The L`Armee du Sud Grenadiers remain part of Darricau’s Division.

    6.14 Hidden Formations 6.14.1 A formation that is totally within town or woods hexes or out of sight of active enemy leaders. It may be declared hidden and not deployed on the map. 6.14.2 A hidden formation moves as if in column. 6.14.3 If an enemy formation comes within 15 hexes of the hidden formation’s MU or it leaves town or woods hexes, the formation is placed on the map, within 1 hex of the its MU.

    6.15 Cavalry 6.15.1 Cavalry charging across, or into, Broken Ground are not doubled for charging the last 3 hexes in a straight line. The following formations have special abilities and have either lance bonus or can act as cavalry skirmishers. 6.15.2 Lancers

    Rgt de Castilla (Lanceros de Don Julian) 6.15.3 Skirmishers

    Cavalry regiments must break down into squadrons to skirmish (regs XXX only) 1/1 KGL 1/1e Regt de Hussards 2/1 KGL 2/1e Regt de Hussards 1/14th Light Dragoons 2e Regt de Hussards 2/14th Light Dragoons 3e Regt de Hussards Escorte de M le Duc de Rugusta

  • La Bataille de Los Arapalies 6

    7.0 Scenario 1: Ferey’s Stand on El Sierro 7.1 Introduction: Ferey 3e Division makes a stand to cover the retreat of the main French Army.

    7.2 Time: July 22nd, beginning with the 7:15pm turn, ending with the 8:45pm turn. 7.3 Command French: Clauzel provides a CP from offmap. Allies: Wellington provides a CP from offmap.

    7.4 Starting Positions All batteries start unlimbered, with 4 rounds of ammunition. French: Setup first. On or adjacent to El Sierro and El Mazarrón. Skirmishers adjacent to any deployment hex.

    3e Division Staff & Assets Général de division Claude François Ferey 3e Division 8pdr Batterie d’Artillery a’Pied

    Menne’s Brigade, 3e Division 31e Régiment d’infanterie légère (1st, 2nd Btns) 26e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Arnauld’s Brigade, 3e Division 47e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 70e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Attached from the Army Reserve Artilley 1/1 4pdr Batterie d’Artillery a’Cheval

    British: Setup second, Artilley on El Judio (hexrow 19). Hinde’s and Hulse’s Brigades deployed in line between 17/53 & 17/63; Rezende’s Brigade between 18/57 & 18/63. Their skirmishers within 2 hexes of any deployment hex. Staff with any unit.

    6th Division Staff & Assets Major-General Sir Henry Clinton Second Captain Greene's Coy R.A. (12pdrs)

    Hinde’s Brigade, 6th Division 2nd Foot, Queen’s Regiment 1st Battalion, 32nd Foot, Cornwall Regiment 1st Battalion, 36th Foot, Hertfordshire Regiment

    Hulse’s Brigade, 6th Division 1st Battalion, 61st Foot, South Gloustershire Regiment 2nd Battalion, 53rd Foot, Shropshire Regiment 1st Battalion, 11th Foot, North Devonshire Regiment Rifle Company 5/60th Royal American

    Conte de Rezende’s Portuguese Brigade, 6th Division 8th Portuguese Line, Evora (1st, 2nd Btns) 12th Portuguese Line, Chaves (1st, 2nd Btns) 9th Cacadores

    7.5 Boundary Use only the south map.

    7.6 Reinforcements British: In or adjacent to hex 11/63, at the start of the 8:00pm turn.

    Detachment, 1st Division Major Gardiner’s Coy R.A. (12pdrs) Light Company, 1st Line Batt, King's German Legion Light Company, 2nd Line Batt, King's German Legion Light Company, 5th Line Batt, King's German Legion

    7.7 Victory British Victory: At the end of end game turn, losses do not exceed 18 increments and there are three Allied Battalions on El Sierro or El Mazarrón. Each captured French Artillery Increment reduces this requirement by 1 Battalion. French Victory: Prevent Allied Victory.

  • La Bataille de Los Arapalies 7

    8.0 Scenario 2: The Battle of Salamanca - Historical Scenario 8.1 Introduction: The scenario begins a few minutes after Marmont was wounded by an artillery shell.

    8.2 Time: July 22nd, beginning with the 4:30pm turn, ending with the 8:45pm turn or as soon as the Allied player fulfils the victory conditions. 8.3 Command French: The French commander may provide variable CPs.

    The scenario starts with no French commander, the French must appoint a commander on the first turn and he must then move to the GHQ, before he can issue commands.

    Allies: Wellington may provide variable CPs. 8.3.1 French Army Reserve: Consists of Boyer’s Dragon Division & Ferey’s 3e Infantry Division. 8.3.2 Allied Army Reserve: Consists of Campbell’s 1st Infantry Division (including the 12th Light Dragoons, less Flank battalion), The Siege Train (Glubb’s bty), the 12th Portuguese Line Cavalry Regiment and Bock’s Heavy Dragoon Brigade. (Note the last 3 are off map during this scenario). 8.3.3 British Cavalry Divisions (both commanded by Cotton)

    1st British Cavalry Division: LeMarchant, G.Anson 2nd British Cavalry Division: (Bock), V.Alten, D’Urban, Bull’s Battery

    8.4 Starting Positions 8.4.1 Unless otherwise stated, combat units initially deployed on the map may be in any eligible formation, in maximum brigade sized stacks. 8.4.2 No French units may start the scenario in line or square 8.4.3 The optional Grenadiers are not used. 8.4.4 The British 12th Light Dragoons are part of Campbell’s 1st Infantry Division, the Guards Flank battalion is detached as a garrison. 8.4.5 The British 2/14th Light Dragoons are part of Alten’s Light Infantry Division. 8.4.6 The Siege Train (Glubb’s bty), the 12th Portuguese Cavalry and Bock’s Brigade are escorting the Army Train offmap. 8.4.7 Chauvel’s brigade from l‘Armée du Nord did not arrive until the 23rd, so is absent from the battle. 8.4.8 6th & 7th British Infantry Divisions are hidden.

    Design Note: Only the Army Staffs and the 3rd & 5th British Infantry are active at the start of play. French: Lamartinière & ADC’s and an Admin March MU on Arapile Grande. The French Player must designate as HQ commander any suitable leader before start of play.

    L’Armee du Portugal Staff (reduced) Chef d’état-major General Lamartinière ADC Colonel Richemont ADC Colonel Jardet Design Note : Marshal Auguste Frédéric Louis Viesse de Marmont, Duc of Ragusa has just been wounded and left the field of battle, with his Escadron d’Escorte.

    French: East of Rejones, within 1 hex of any road hex in the road Arapiles-Calvarrasa de Arriba. Artillery on Rejones. Light Companies may be placed with four hexes of their parent unit. 6e Légère on the Teso de la Pena, not within 3 hexes of the Chapel of Nuestra Señora.

    1re Division Staff & Assets Général de division Maximilien Sebastien Foy 1re Division 8pdr Batterie d’Artillery a’Pied

    Chemineau’s Brigade, 1re Division 6e Régiment d’infanterie légère (1st, 2nd Btns) 76e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Desgraviers-Berthelot’s Brigade, 1re Division 39e Régiment d’infanterie de ligne (1st, 2nd Btns) 69e Régiment d’infanterie de ligne (1st, 2nd Btns)

    French: Clauzel & Castel on the north end of El Sierro (hex 12/45). Units within 4 hexes of 12/45.

    2e Division Staff & Assets Général de division Bertrand, comte Clauzel ADC Major Castel 2e Division 4pdr Batterie d’Artillery a’Pied

    Berlier’s Brigade, 2e Division 25e Régiment d’infanterie légère (1st, 2nd, 3rd Btns) 27e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Loverdo’s Brigade, 2e Division 50e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 59e Régiment d’infanterie de ligne (1st, 2nd Btns)

    French: On road hexes within 2 hexes of Coronillas. Army Reserve. 3e Division Staff & Assets

    Général de division Claude François Ferey 3e Division 8pdr Batterie d’Artillery a’Pied

    Menne’s Brigade, 3e Division

  • La Bataille de Los Arapalies 8

    31e Régiment d’infanterie légère (1st, 2nd Btns) 26e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Arnauld’s Brigade, 3e Division 47e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 70e Régiment d’infanterie de ligne (1st, 2nd Btns)

    French: Brigade Montfort 8 hexes south of Arapiles, hexlines 29 to 32. Brigade Bardot at least 2 hexes to the south of Brigade Montfort. Artillery (unlimbered). Maucune & HQ on Monte de Azán, within 2 hexes of any division batallion. Light Companies may be placed with four hexes of their parent unit.

    5e Division Staff & Assets Général de division Antoine Louis Popon, Baron de Maucune 5e Division 8pdr Batterie d’Artillery a’Pied

    Barbot’s Brigade, 5e Division 15e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 66e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Montfort’s Brigade, 5e Division 82e Régiment d’infanterie de ligne (1st, 2nd Btns) 86e Régiment d’infanterie de ligne (1st, 2nd Btns)

    French: 6e Division Admin March MU on El Sierro, the Division enters as a reinforcement. French: 4/101e de Ligne in hex 52/69. 1re de Ligne on or adjacent to La Atalaya or Monte de Azán, hexlines 42, 36 & 39 (one battalion each). Thomières and remaing units on Pico de Miranda. Artillery unlimbered.

    7e Division Staff & Assets Général de brigade Jean Guillaume Barthélemy Thomières 7e Division 4pdr Batterie d’Artillery a’Pied

    Bonte’s Brigade, 7e Division 1re Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 62e Régiment d’infanterie de ligne (1st, 2nd Btns)

    Rémond Charles’s Brigade, 7e Division 101e Régiment d’infanterie de ligne (1st, 3rd, 4th Btns)

    French: Boner, Artilley a’Pied and the 120e Ligne on or adjacent to Arapil Greande. 122e Ligne adjacent to El Laderón, at least 2 hexes west of Arapil Grande. 118e & 119e Ligne at least 4 hexes south of Arapil Grande. Light Companies may be placed with two hexes of their parent unit.

    8e Division Staff & Assets Général de division Jean Pierre François Bonet 8e Division 4pdr Batterie d’Artillery a’Pied

    Gautier’s Brigade, 8e Division 118e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 120e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns)

    2e Brigade, 8e Division 119e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns) 122e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns)

    French: On the road hexes between El Mazarrón and Las Coronillas. 15e Régiment within 3 hexes of Teso de la Pena, north of Calvarrasa. Dragon Division Staff

    Général de brigade Henri Jacques Jean Boyer 1re Brigade, Dragon Division

    6e Régiment de Dragons (2 escadrons) 11e Régiment de Dragons (2 escadrons)

    2e Brigade, Dragon Division 15e Régiment de Dragons (2 escadrons) 25e Régiment de Dragons (2 escadrons)

    French: HQ in 47/53. Curto and Brigade Desfosses adjacent to Monte de Orejudos. 3e Artillery a’Cheval on La Atalaya & Monte de Azán (unlimbered).

    Cavalrie Légère Division, Staff and Assets Général de brigade Jean-Baptiste Théodore Curto 3e Batterie d’Artillery a’Cheval (2 demi-companies)

    Desfosses’s Brigade, Cavalrie Légère Division 3e Régiment de Hussards de Conflans 22e Régiment de Chasseurs a’Cheval 26e Régiment de Chasseurs a’Cheval 28e Régiment de Chasseurs a’Cheval

    2e Brigade, Cavalrie Légère Division is a reinforcement French: Artillery a’Cheval on La Cuquera and El Castillejo. Tirlet, the remaining units on Teso de la Cabaña.

    Army Reserve Artillery Général de division Louis Tirlet 1re Reserve 8pdr Batterie d’Artillery a’Pied

  • La Bataille de Los Arapalies 9

    2e Reserve 12pdr Batterie d’Artillery a’Pied 1re 4pdr Batterie d’Artillery a’Cheval (2 demi-companies) 2e 4pdr Batterie d’Artillery a’Cheval (2 demi-companies) Sapeur Batallion

    British: On Teso de San Miguel Army Staff Army of Iberia

    Lieutenant-General Sir Arthur Wellesley, Lord Wellington Marshal, William Carr 1st Viscount Beresford, 1st Count of Trancoso (Staff) Adj. General, Sir William Howe DeLancey (Chief of Staff) Captain, Lord Clinton (ADC)

    British: Artillery on Cabezuela. Fermors’s Brigade 2nd & 3rd Guards in line between 26/75 & 26/78. Campbell & Wheatley’s Brigade in line between 26/79 & 26/83. Löwe’s Brigade between 28/79 & 28/82. Independent light companies within 2 hexes of any unit. Any one company may be garrisoning El Corral. 12th Light Dragoons within 2 hexes of Gargabete de Arriba. Army Reserve.

    1st Division Staff & Assets Major-General Henry Clinton Brevet Major Gardiner’s Coy R.A. (12pdrs)

    Part of Fermor’s Guards Brigade, 1st Division 1st Batt, 2nd Guards (Coldstream) 1st Batt, 3rd Foot Guards Rifle Company 5/60th Royal American The Combined Flank Battalion, Foot Guards is detached to Ellis’s Brigade 4th Division

    Wheatley’s Brigade, 1st Division 1st Battalion, 42nd Royal Highlanders 1st Battalion, 79th Cameron Highlanders 2nd Battalion, 58th Foot, Rutlandshire Regiment 2nd Battalion, 24th Foot, 2nd Warwickshire Regiment Rifle Company 5/60th Royal American

    Löwe’s KGL Brigade, 1st Division 1st Line Batt, King's German Legion 2nd Line Batt, King's German Legion 5th Line Batt, King's German Legion

    Attached G.Anson’s Brigade, Cavalry Division (part) 12th Light Dragoons, Prince of Wales Own

    British: Alten & Barnard’s Brigade between 25/84 & 25/87, Vandeleur’s Brigade & Artillery with 3 hexes east of Barnard’s (any 2 companies may be garrisoning Pelagarcia), any companies from the 1/95th may deploy within 2 hexes of Nuestra Señora, 2 hexes at least from Teso de la Peña (two companies may be garrisoning the Chapel). 2/14th Light Dragoons within 2 hexes of Gargabete de Abajo.

    Light Division Staff & Assets Major-General Sir Charles (Carl August von) Alten Brevet Major Ross’s A Troop, RHA (6 pdrs) (two half-companies)

    Bernard’s Brigade, Light Division 1st Battalion, 43rd Foot, Monmouthshire Regiment 1st Cacadores de Castello de Vide Rifle Company, 2nd Batallion, 95th, The Rifles (two companies) Rifle Company, 3rd Batallion, 95th, The Rifles (two companies)

    Vandeleur’s Brigade, Light Division 1st Battalion, 52nd Foot, Oxfordshire Regiment 3rd Cacadores de Castello de de Villa Real Rifle Company, 1st Batallion, 95th, The Rifles (six companies)

    Attached V.Alten’s Brigade, Cavalry Division (part) 14th Light Dragoons, Duke of York’s Own (2nd Squadron only)

    British: Within 3 hexes west of Rutela del Corral, on or adjacent to hexrow 80.

    6th Division Staff & Assets Major-General Sir Henry Clinton Second Captain Greene's Coy R.A. (12pdrs)

    Hinde’s Brigade, 6th Division 2nd Foot, Queen’s Regiment 1st Battalion, 32nd Foot, Cornwall Regiment 1st Battalion, 36th Foot, Hertfordshire Regiment

    Hulse’s Brigade, 6th Division 1st Battalion, 61st Foot, South Gloustershire Regiment 2nd Battalion, 53rd Foot, Shropshire Regiment 1st Battalion, 11th Foot, North Devonshire Regiment Rifle Company 5/60th Royal American

    Conte de Rezende’s Portuguese Brigade, 6th Division 8th Portuguese Line, Evora (1st, 2nd Btns) 12th Portuguese Line, Chaves (1st, 2nd Btns) 9th Cacadores

  • La Bataille de Los Arapalies 10

    British: Within 4 hexes east of Las Torres, on or adjacent to hexrow 82, Artilley unlimbered on Arapil Chico & El Almagro.

    7th Division Staff & Assets Major-General John Hope, 4th Earl of Hopetoun Captain Macdonald’s E Troop, RHA (6 pdrs) (two half-companies)

    De Bernewitz’s Brigade, 7th Division 1st Battalion, 51st Foot, 2nd Yorkshire Regiment 1st Battalion, 82nd Foot, Prince of Wales Volunteers Regiment 68th Foot, Durham Regiment Chasseurs Britanniques

    Halkett’s KGL Brigade, 7th Division 1st Light Battalion, King’s German Legion 2nd Light Battalion, King’s German Legion Batallion Brunswick-Oels

    Collins’s Portuguese Brigade, 7th Division 7th Portuguese Line, Setubal (1st, 2nd Btns) 19th Portuguese Line, Cascals (1st, 2nd Btns) 2th Cacadores de Moura

    British: Within 1 hex of El Almagro (26/74). Pack’s Portuguese Brigade

    Brigadier-General Sir Dennis Pack 1st Portuguese Line, Lippe (1st, 2nd Btns) 16th Portuguese Line, Viera Telles (1st, 2nd Btns) 4th Cacadores de Viseu

    British: Anson’s Brigade within 1 hex of Arapil Chico. Cole with Ellis & Stubb’s Brigades in hexes 30/75, 31/75 & 32/75. Artilley on Teso San Miguel. Light Companies from Ellis’s Briagde garrisoning any two town hexes in Arapiles. Guard’s Flank Battalion garrisoning the other two town hexes in Arapiles

    4th Division Staff & Assets Lieutenant-General Sir Galbraith Lowry Cole Captain Sympher’s 4th KGL Horse Art (9pdrs) (2 half-companies)

    Ellis’s Brigade, 4th Division 7th Royal Fusilier Regiment 23rd Royal Welsh Fusilier Regiment 1st Battalion, 48th Foot, Northamptonshire Regiment Jäger Company Brunswick-Oels

    Attached to Ellis’s Brigade from Fermor’s Brigade 1st Division Combined Flank Battalion, Foot Guards

    Anson’s Brigade, 4th Division 3rd Battalion, 27th Foot, Inniskilling Regiment 1st Battalion, 40th Foot, 2nd Somerset Regiment Rifle Company 5/60th Royal American

    Stubbs’s Portuguese Brigade, 4th Division 23rd Portuguese Line, 2nd Almeida (1st, 2nd Btns) 11th Portuguese Line, 1st Almeida (1st, 2nd Btns) 7th Cacadores

    British: Leith with Greville’s Brigade in hexes 33/75 to 35/75. Pringle & Spry’s Brigades in hexes 32/76 to 35/76, 2/4th Foot in 37/73. Artillery on Teso de San Miguel. Light infantry units within 3 hexes of any deployment hex. Admin march MU within 3 hexes of any deployment hex.

    5th Division Staff & Assets Lieutenant-General Sir James Leith Captain Lawson’s Coy R.A. (12pdrs)

    Greville’s Brigade, 5th Division 3rd Battalion, 1st Foot, Royal Regiment 1st Battalion, 9th Foot, East Norfolk Regiment 1st Battalion, 38th Foot, 1st Staffordshire Regiment 2nd Battalion, 38th Foot, 1st Staffordshire Regiment Jäger Company Brunswick-Oels

    Pringle’s Brigade, 5th Division 1st Battalion, 4th Foot, King’s Own Regiment 2nd Battalion, 4th Foot, King’s Own Regiment 2nd Battalion, 30th Foot Cambridgeshire Regiment 2nd Battalion, 44th Foot, East Essex Regiment Jäger Company Brunswick-Oels

    Spry’s Portuguese Brigade, 5th Division 15th Portuguese Line, 2nd de Olivenca (1st, 2nd Btns) 3th Portuguese Line, 1st de Olivenca (1st, 2nd Btns) 8th Cacadores

    British: In hexes 43/82, 44/83 & 45/84.

  • La Bataille de Los Arapalies 11

    Bradford’s Portuguese Brigade Brigadier -General Thomas Bradford 13th Portuguese Line, Peniche (1st, 2nd Btns) 24th Portuguese Line, Braganca (1st, 2nd Btns) 5th Cacadores de Campomajor

    British: Between hexes 52/91 & 57/96. Spanish Division

    Mariscal Del Campo Don Carlos de España División de artilleria a pie (6 pdrs) 1o Regimentó de Sevilla (3o Bon) 2o Regimentó de la Princesa 2o Regimentó de Jaen Batallón Tiradores de Castilla Batallón Cazadores de Castilla Regimentó de Castilla, Lanceros de Don Julian

    British: Cotton with Le Marchant & Anson’s Brigades (less 12th Light Dragoons), within 3 hexes of 48/87. Cavalry Division Staff & Assets

    Lieutenant-General Stapleton Cotton, 1st Viscount Combermere Le Marchant’s Brigade, Cavalry Division

    Major-General John Gaspard Le Marchant 5th Dragoon Guards, Princess Charlotte 4th Heavy Dragoons, Queen's Own 3rd Heavy Dragoons, King's Own

    G.Anson’s Brigade, Cavalry Division (reduced) 11th Light Dragoons 16th Light Dragoons, Queen’s Own 12th Light Dragoons, Prince of Wales Own (detached to the 1st Infantry Division)

    British: Within 1 hex of 60/88. Cavalry Division Assets

    Brevet Major Bull’s I Troop, RHA (6 pdrs) (two half-companies) V.Alten’s Brigade, Cavalry Division (reduced)

    1st Hussars, King’s German Legion (2 squadrons) 14th Light Dragoons, Duke of York’s Own (1st Squadron only, 2nd detached to the Light Infantry Division)

    British: Within 1 hex of 58/74. D’Urban’s Portuguese Brigade, Cavalry Division (reduced)

    1st Regiment of Portuguese Dragoons, Alcantara 11th Regiment of Portuguese Dragoons, Almeida 12th Regiment of Portuguese Dragoons, Miranda (detached to escort the train)

    British: Within 1 hex of 55/74. Admin March MU mode anywhere on the map.

    3rd Division Staff & Assets Major-General Sir Edward Michael Packenham Captain Douglas's Coy R.A. (9pdrs)

    Wallace’s Brigade, 3rd Division 1st Battalion, 45th Foot, Nottinghamshire Regiment 74th Highlanders 1st Battalion, 88th Foot, Connaught Rangers Rifle Company 5/60th Royal American (three companies)

    Campbell’s Brigade, 3rd Division 1st Battalion, 5th Foot, Northumberland Light Company, 1st Battalion, 5th Foot, Northumberland Regiment 2nd Battalion, 5th Foot, Northumberland Regiment 2nd Battalion, 83rd Foot, Northumberland Regiment 94th Regiment of Foot Light Company, 94th Regiment of Foot

    Champalimaud’s Portuguese Brigade, 3rd Division 21st Portuguese Line, Valenca 9th Portuguese Line, Viana (1st, 2nd Btns) 12th Cacadores

    8.5 Boundary Use all four maps.

    8.6 Reinforcements French: 4:45pm enter by the road to La Maza (road A).

    6e Division Staff & Assets Général de division Éloi Charlemagne Taupin

  • La Bataille de Los Arapalies 12

    6e Division 4pdr Batterie d’Artillery a’Pied Fririon’s Brigade, 6e Division

    17e Régiment d’infanterie légère (1st, 2nd Btns) 65e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns)

    2e Brigade, 6e Division 22e Régiment d’infanterie de ligne (1st, 3rd Btns) Co 4eme Rgt Etranger, Prussien

    French: 5:00pm, enters by Camino de La Maza (road B),

    Cavalrie Légère Division (2e Brigade) 13e Régiment de Chasseurs a’Cheval (2 escadrons) 14e Régiment de Chasseurs a’Cheval Escadron de Marche

    French: 5:15pm, its HQ may receive a Deployment Order. It enters by the road to El Encinar (road C).

    4e Division Staff & Assets Général de division Jacques Thomas Sarrut 4e Division 4pdr Batterie d’Artillery a’Pied

    Fririon’s Brigade, 4e Division 2e Régiment d’infanterie légère (1st, 2nd, 3rd Btns) 36e Régiment d’infanterie de ligne (1st, 2nd, 3rd Btns)

    2e Brigade, 4e Division 4e Régiment d’infanterie légère (1st, 2nd, 3rd Btns)

    French: 6:00pm, enters by Camino de La Maza (road B), it is attached to Curto’s Division. Army Staff (part)

    Escadron d’Escorte

    8.7 Victory British Victory: The Allied player wins as soon as he achives 60 Victory Points and at least twice as many Victory Points as the French Player. French Victory: The French player achives a minor (or moral) victory if the Allied Player does not score enough Victory Points and a major Victory if he scores more points than the Allied Player.

    Victory Points For the Allies For the French Enemy HQ in Morale 1 +4 +7 Enemy HQ in Morale 1 +8 +11 Enemy HQ in Morale 3 +12 +15 Each enemy Formation that exits Admin March or Reserve +2 +2 Each captured enemy artillery increment +1 +2

  • La Bataille de Los Arapalies 13

    9.0 Scenario 3: The Crossing of the Tormes - Alternative Scenario 9.1 Introduction: This scenario simulates the military operations undertaken by the French and Allied armies around Salamanca on the 21st and 22nd July, 1812. Actually, Los Arapiles was fought on the afternoon of the latter day, but its outcome was determined, to some extent, by the maneuvers which took place in the preceding twenty-four hours. The special characteristics of this scenario allow players to plan and execute their strategies from the very climax of the campaign “Marmont’s Crossing of the Tormes” and provide a new and challenging approach to the battle.

    9.2 Operational Rules A) The operational map

    i.The operational map represents the area surrounding the tactical map. The map is divided into 43 boxes, each approximately 2 miles across, taking approximately 1 hour for a Napoleonic infantry formation to traverse.

    ii.Tactical boxes, the 9 rectangles in the centre of the map are referred to as “Tactical Boxes”, decorative crosses marked on the tactical maps indicate these areas.

    B) Game Sequence i.Each day the game is played, at the operational level, through successive Segments, each Segment being made up of the following

    phases. French Reconnaissance Phase French Operations Phase Allied Reconnaissance Phase Allied Operations Phase

    ii.The scenario begins with the 2:00pm segment of the 21st July. The day ends at the end of the 7:00pm Night Segment, which is played after the 7:00pm segment. Play resumes at 6:00am on the 22nd, and ends at the conclusion of that day’s night segment, or when no Allied forces are in play.

    Design Note: There is nothing of the sort of an operational combat phase, all the fighting must be resolved on the tactical map (but see G “Pushing Back”). Of course, the non-existence of combats on the operational map is intended to simplify things, players should bear in mind that the main aim of the operational scenario is the tactical play of the battle of Salamanca.

    iii.Each segment represents one hour of real time, and four game turns on the Tactical Map C) Operational Formations

    i.The only playing counters on the operational map are the so-called operational formations. The Formations a player controls are infantry and artillery Divisions, represented by their respective HQs; and his cavalry brigades, represented by one of their regimental counters. In addition, the Allied player controls the anglo-portuguese Reserve Battery (Glubb), which represents – on the operational map only, the Allies’ baggage train, Artillery Park, hospitals, etc. Summing up the French Player has 14 formations (8 infantry, 4 cavalry, 1 artillery and one possible on the 22nd); while the Allied Player has 16 formations (10 infantry, 5 cavalry and 1 baggage train). Note if the French Player employs the optional Grenadier Division, there is one additional formation.

    D) Initial Deployment: l'Armee du Portugal i.In Huerta: Both brigades from Curto’s Cavalrie Légère Division, and the 8e Infanterie Division

    ii.In Babilafuente: Marmont Staff & Escort, 1re Infanterie & Artillerie Reserve Divisions iii.In Encinas de Abajo: Both cavalry brigades from Boyer’s Dragon Division, 2e Infanterie Division iv.Reinforcements: See also Special Reinforcements Dummy formations and the Grenadier Division (if used) may be placed in Babilafuente or Encinas. 3e, 5e & 4e Infanterie Divisions (in this order) may enter through Babilafuente. 7e & 6e Infanterie Divisions (in this order) may enter through Encinas

    Initial Deployment: Allies i.In Aldeaq Lengua: Anson’s Cavalry Brigade, 6th Infantry Division

    ii.In Machacón: Victor Alten’s Cavalry Brigade iii.In Cabrerizos: Wellington’s Staff & 7th Infantry Division iv.In Salamanca: Glubb’sbattery “baggage train” v.Reinforcements: See table & Special Reinforcements

    Allied Reinforcement Table 21st July

    1812 Entry Box

    Aldea Lengua Cabrerizos Salamanca 14:00 Pack 15:00 4th Div 16:00 5th Div 17:00 1st Div Bradford 18:00 Light Div. LeMarchant 3rd Div 19:00 Bock D’Urban España

    E) Movement and Terrain During a friendly operations phase, the phasing player may move all, some of none of his formations, expending Movement Factors (MFs) from theior movement allowance.

    Movement Allowances

    French Allied infantry & artillery cavalry infantry & artillery cavalry

    July 21st 3 5 2 4 July 22nd 6 10 5 8

    i.There is no limit to the number of MF’s that a leader may expend each day. If a formation exhausts its movement allowance for the

    current day it may not move until the next day (but see Night Segment and Forced March) ii.During any friendly Operations Phase, phasing formations may expend 1MF (cavalry and leaders 2MF) from their Movement

    Allowance for the current day; as a general rule, entering a box costs 1MF. To keep track of the formation’s Movement Allowance, place a counter beneath the counter.

  • La Bataille de Los Arapalies 14

    iii.Formations move through adjoining boxes, i.e. through boxes lying side to side, boxes joined by just a vertex are not adjoining to each other (Exception: The Arapiles Tactical Box is adjoining to all tactical boxes). Boxes separated by the Tormes River are not adjoining to each other, unless connected by a bridge or ford. Allied formations may not move into the Babilafuente box (for the sake of simplicity, as this is the placement box for French reinforcements).

    iv.Moving through boxes directly connected by a road (not track) costs ½MF, factions rounded up. There may be additional cost when moving into a wooded box, unless entering through a box side traversed by a road or track depiction.

    v.Roll a die every time a Formation enters a wooded box (even during a Pushing Back, see G4): If an odd number is rolled, the formation must expend one additional MF, and is automatically affected by one Delay Segment (see M). If unable to expend this additional MF, the formation cannot move into the box. No die is rolled when the Formation moves into the box along a road or track.

    vi.A maximum of two phasing Formations may move from, into or through the same box during any given Operations Phase; and only one phasing Formation may cross the Tormes by the same bridge or ford during the same phase. For the purposes of this rule, cavalry brigades and the (Portuguese & Spanish) Infantry Divisions count as ½ Formation. Designers note: These restrictions are a simple way to represent the multiple circumstances which burdened the strategic movement of large military units.

    F) Command Control i.Phasing formations cannot move unless they are in command. A Formation is in command if, at the start of the Phase, there is a

    friendly commander in its box, or in any adjacent box. Any out-of-command Formation may be put in command by a friendly commander rolling one die: if the result is equal to or less than the Command Value of that commander, the Formation may then move. Count the number of adjoining boxes, even if enemy-occupied, existing between the commander and the out-of-command Formation as a die-roll modifier (but the maximum modifier is +3, irrespective of distance); do count the Formation’s box, but do not count the commander’s box. Remember that boxes separated by the Tormes are not adjoining to each other, unless directly connected by a bridge or ford.

    ii.Commanders are allowed – before they move – two die-rolls per friendly Operations Phase (Clauzel only one). There a maximum of three French and two Allied out-of-command Formations may be put in command in a given segment.

    Example: Marmont (Command Value “8”) is in Otero de Maria Asensio, and attempts to put in command the 6e Division, located in Encinas (die-roll modifier +2). A 7 is rolled, which turns into a 9 after adding the +2 modifier – therefore the attempt to move the 6e Division fails. Marmont tries again, but rolls an 8: 8 + 2 = another failed attempt. The French player has made of the two die-rolls allowed to Marmont, now he is only left with Clauzel’s die roll. Clauzel, located in Terradillos (Command Value “8”, distance modifier +3) rolls 4 and adds the modifier +3 for a total of 7 – the adjusted die-roll is lower than Clauzel’s Value, so the 6e Division is in command at last. Note the French commanders may now move but may not put in command any other formation. Note: Do not confuse the attempts to control out-of-command Formations, with the orders which are issued from Army Headquarters during the tactical Game-Turns. Commanders may exert their functions at both levels – tactical & operational simultaneously (see Q4). Optional: The French Advanced Guard under Clauzel was made up of Boyer’s Dragoon’s, plus the 2e, 6e & 7e Divisions. It is recommended that Clauzel may only issue orders to these Formations.

    G) Pushing Back i.Formations cannot move into enemy-occupied boxes, other than the five westernmost boxes on the left map edge; enemy

    commanders alone in a box are ignored. At the start of a Phase, however, phasing Formations may declare “pushing back” attempts against adjoining enemy-occupied boxes, other than tactical boxes (Exception: When opposing Formations co-exist in any of the five westernmost boxes, pushing back attempts may be declared from within the box). Declaring Formations may be supported by other Formations in the same box, and if successful they must occupy the box, the former occupants being pushed back, i.e., they are displaced into an adjoining box.

    ii.In order to declare a Pushing Back attempt, the declaring Formations must be in command, and occupying the same box. iii.A pushing back attempt is successful when the number of declaring and supporting Formations doubles the number of pushed back

    Formations. Should the required 2:1 odds be reached, the non-phasing Formations are displaced to an adjoining box, and the phasing Formations which declared the attempt must move into the “cleared” box. If possible, French Formations must be displaced eastwards, Allied Formations westward. Pushed back Formations may exit the map if necessary, but see N2. Note that there is no limit to the number of Formations which may participate in a pushing back attempt; but since movement is quite restricted (as per E6), only one or two Formations mat declare a pushing back and occupy the vacated box.

    iv.Phasing and non-phasing Formations involved in a successful pushing back attempt must pay the cost for the box they are moving into (1MF, or 2MFs if moving into a wooded box & rolling an odd results); and all participating Formations – even those which didn’t move but did give support to achieve the required odds, suffer one Delay Segment, Non-phasing Formations are unaffected by unsuccessful pushing back attempts, though any Formation which counted to deny the required odds must lose its concealment (see H below). Note that pushing back formations only move one box, even if they are cavalry.

    v.Special Formations: For pushing back purposes only, Bock’s KGL cavalry brigade & Alten’s Light Division are considered as 1½ Formations; Portuguese Formations; d’Urban, Pack & Bradford as ½ Formation; España’s Division and the baggage (Glubb’s Bty) as no Formation (0, they are pushed back automatically). Nevertheless, Formations in Salamanca or behind the Tormes River always count as at least one Formation.

    H) Concealed Formations & dummies i.As a general rule, operational Formations (other than cavalry brigades and the baggage) may be put on the map “concealed”, i.e. face

    down – otherwise a player would be too well informed on the movements of enemy forces. Concealment is lost (the counter is flipped over, face up) when a Formation is pushed back, takes part in a pushing back, or is reconnoitered by enemy cavalry. Formations may gain concealment, flipping the counter face down on the map, during any friendly Reconnaissance Phase (see I below).

    ii.Both players have dummy Formations (the French player 4, the Allied Player 5) representing small detachments, patrols, garrisons, etc. which may deceive the enemy about their objectives and actual strength. Dummies move like infantry Formations; may be initially deployed on the map after D above or entered during play as shown in I below; and are immediately removed from the map if the owning player wishes, if they are pushed back or if they are reconnoitered by enemy cavalry. There is no limit to the number of times a player may remove or redeploy his dummies during play.

    I) Cavalry Reconnaissance During the reconnaissance phase, phasing cavalry Formations may automatically reconnoiter enemy Formations in adjoining normal boxes, providing that no enemy cavalry is in the reconnoitered box. Reconnoitered Formations lose their concealment, and dummies are withdrawn from the map. Immutably afterwards, the phasing player may deploy dummies in boxes occupied by friendly concealed

  • La Bataille de Los Arapalies 15

    Formations or dummies; last, he may conceal his Formations (by flipping them face down), other than those unaccompanied by cavalry and adjoining to a box with enemy cavalry.

    J) Harassing i.Anytime during an Operations Phase, non-phasing cavalry may harass enemy Formations, prior to them having been put in command,

    in adjoining hexes. Only one harassment is allowed from any one box in any one Phase. Cavalry Formations may harass even if not in command. Delayed cavalry cannot harass.

    ii.A harassing cavalry Formation is turned 180o to indicate that it is affected by one Delay Segment (see M). Then roll one die, and modify the result by adding the number of harassing cavalry Formations, and deducting the number of cavalry Formations in the box being harassed. Refer the adjusted total to the Delay / Harassing Table: the result provided by the Table is the total number of successfully harassed Formations, which the owning player must choose among eligible Formations in the box. Eligible Formations are those which have not finished up their move during the current Phase (include dummies).

    Die Delay / Harassing 1 - 2 0 Segments / Formations 3 - 5 1 Segments / Formations 6 - 8 2 Segments / Formations 9 - 10 3 Segments / Formations

    K) Night Segment The night segment is played immediately after the 7:00pm Segment. It is not referred to as “8:00pm Segment” because it represents the movements carried out during the later hours of each day; for purposes of the tactical map, however only Game-Turns to be played during the Night Segment are those comprising between 8:00pm and 8:45pm. These turns are played as usual; they are not subjected to any special rules.

    i.Formations which did not Forced March during the current day (see L), may move one additional MF during the Night Segment, even if delayed or not in command. No Pushing Backs, Harassments or Reconnaissance is allowed.

    ii.Remove numerical markers pertaining to Formations which did not move during the Night Segment. At the start of the 6:00am Segment on July 22nd, remove the remaining markers after rolling one die in the delay table for every Formation with a marker. See M below for the effects of delay.

    iii.At 6:00am on July 22nd, French Formations in boxes containing three or more Formations must roll one die on the Delay Table. It is assumed that Formations suffering delay in this manner have been unable to forage adequately.

    iv.Night Re-deployment, see R. L) Forced March

    An operational formation with no MFs left for the current day may achieve one additional MF by declaring a forced march. After forced marching, a Formation may not voluntarily move again during the rest of the day. Numerical markers are not removed from forced marching Formations until 6:00am on the next day, just as if they had moved in the Night Segment (i.e. after rolling one die in the Delay Table).

    M) Delay Segments i.Formations are automatically subjected to one Delay Segment in any of the following circumstances. An odd number is rolled when the Formation moves into woods (unless moving along a road or track). The Formation takes part in a Pushing Back, or is successfully Pushed Back.

    ii.Die Rolls in the Delay Table are mandatory in the circumstances listed below. Up to three consecutive Delay Segments may be suffered by any affected Formation (place numerical markers on top of the affected Formation to show the Delay Period).

    The Formation makes a Forced March. The Formation moves during the Night Segment. The (French) Formation has been unable to forage effectively.

    iii.Circumstances causing delay have a cumulative effect. For instance, a Forced Marching Formation unable to forage must roll the die twice in the Delay Table; a Formation pushing back enemies in a wooded box must suffer two Delay Segments after rolling an odd number, etc.

    iv.Formations affected by a Delay Segment may not move or harass during two consecutive Operations Phases (one friendly, one enemy) starting with the Phase when the Delay was gained. Exception: Phasing Formations suffering delay after moving into woods or declaring a successful Pushing Back are affected starting with the next enemy Phase. Delayed Formations are rotated 180o, and are rotated back to their normal position when the delay is over.

    v.Units belonging to a delayed Formation are subjected, from the very moment they are deployed, to the penalties (of being at one higher Morale Level). Non-retreating units in a delayed Formation must remain immobile as many Game-Turns as Delay Segments affect the Formation x4. (15 min Game-Turns, 1 Hour Delay Segments). Note that units are not compelled to remain stationary, but they should for the required number of Game-Turns, consecutive or not, in order to remove the adverse effects (of being at one higher Morale Level).

    Die Delay / Harassing 1 - 2 0 Segments / Formations 3 - 5 1 Segments / Formations 6 - 8 2 Segments / Formations 9 - 10 3 Segments / Formations

    N) Entering and Exiting the Operational Map i.Reinforcements: A number of Formations begin the game off map; Initial Deployment (see D) lists which Segments the

    reinforcements arrive in, and their placement box. For command and MF expenditure purposes, reinforcements are supposed to be in a box adjoining their entry box. French reinforcements may enter if they are in command. Allied reinforcements automatically enter in their scheduled Segment (never before); otherwise they must be in command to enter the map, unless entering in a Night Segment.

    ii.Formations and Commanders: May exit the operational map from any box on the edge of the map, expending 1MF. Leaving the map from any western box may give Victory Points to the Allied player; on the other hand, any Allied Formation exiting from any other map-edge box is automatically considered one Morale Level above its actual Level (which gives Victory Points to the French). Exited Formations may not return to the map.

    O) Entering the Tactical Map i.Formations in tactical boxes must deploy their units if subjected to Mandatory Deployment. Mandatory Deployment applies to any

    friendly-occupied tactical box or zone adjoining to an enemy-occupied tactical box or zone (or when both friendly and enemy

  • La Bataille de Los Arapalies 16

    forces co-exist in the same tactical zone). Formations in such a box, or wishing to move into it, are removed from the map, and immediately deploy their units and leaders in the tactical map. The MFs so far expended by the Formation (unless deploying on July 21st), and the identity of the deployment box are written down in the Morale Levels Chart, for the purposes of exiting the map (see S4).

    ii.When a player is about to move a friendly force into a tactical box adjoining to enemy Formations he must declare his intention to the opposing player, who must deploy any Formations in the box immediately, after O3 or O6 (as applicable).

    iii.Any Formation wishing to move into a Mandatory Deployment tactical box must execute its movement on the tactical map, beginning to move its units from the corresponding Entry Area. Entry Areas are the lettered road hexes on the edge of the map, which correspond, in the operational map, to the roads and tracks connecting normal boxes with tactical boxes. Units enter the map during their Movement Phase, starting with the first Game-Turn of the current hour. Thus, if the formation entered at 2:00pm, its units could enter the tactical map starting with the 2:00pm Game-Turn. Nevertheless, Formations moving into the tactical map expending more than 1MF must put off their units enter a proportional time.

    Example: At 4:00pm a French Formation moves into a tactical box: during the Allied Phase, an Allied Formation moves into an adjoining box (or into the same, if moving directly from a normal box). Both players, starting from their respective 4:00pm Player-Turns, will enter their units through the appropriate Entry Areas. If the French Formation were cavalry expending its second MF, the Allied units would arrive at 4:00pm, the French cavalry at 4:30pm.

    iv.Any Formation in a normal box wishing to move its units into the tactical map may do so by declaring an Automatic Entry (this is recommended to speed up play, or when enemy units are too close to the Entry Area). Units entering in this manner may be placed, in any eligible formation, within 8 hexes of the corresponding Entry Area, but not within 2 hexes of an enemy unit, if possible. An Automatic Entry is always carried out at the last Game-Turn of the current hour. Thus, a Formation could declare an Automatic Entry at 3:00pm and therefore deploy its units at the end of the 3:45pm friendly Player-Turn.

    v.Entry Areas only regulate the movement from normal boxes to tactical zones. Therefore, any Formation in a tactical box wishing to move its units into an adjoining tactical zone may do so through any of the boundary hexes of that tactical zone, and in any eligible formation of its choice.

    vi.When a Formation occupying a tactical box since the preceding Segment deploys its units, it may do so by placing them anywhere within the tactical zone corresponding to that tactical box, in any eligible formation of its choice. The units may start moving in the Game-Turn they are deployed. No units, however, may be placed in hexes making up the “boundary lines” of each tactical zone.

    Example: At the start of the 3:00pm Segment, Hope’s 7th Division is at Gargabete. The French move Boyer’s 2nd cavalry brigade from Otero to Arapil Grande, expending 2MFs: thereafter the French dragoons move onto the map through Entry Area C at 3:30pm. Before actually entering, however Hope must deploy his units anywhere within the Gargabete tactical zone: and may move normally starting with the 3:30pm friendly player turn.

    vii.When a Formation occupying a tactical box since the preceding Segment must deploy its units because an enemy force moves into an adjoining tactical zone, the owning player may forfeit its mandatory deployment by announcing that the Formation will move to an adjoining normal box in the next friendly Operations Phase. If the Formation were out of command, make any required die-rolls in advance, if the attempts fail, deploy the units within the corresponding tactical zone.

    Design Note: The rules on unit deployment slightly favour the Allied player, who may deploy after O6 more often than the French, he moves the last each Segment. Nevertheless this is a very convenient effect, which shows to some extent Wellington’s renowned ability in choosing advantageous ground to deploy his forces. viii.During their movement, units from the same Division may possibly occupy several tactical zones. Use common sense to determine

    which tactical zones should be affected by Mandatory Deployment, due to the presence of these units. As a general rule, only the tactical zone occupied by the bulk of the Division should be taken into account.

    Important: Players must bear in mind the rules about Hidden Deployment. Provided all requirements are fulfilled, a Formation entering or deploying its units on the tactical map do so, moving the Leaders counter concealed under a “Concealment” marker (note that, in this case, a dummy Formation could be entered or deployed in the same way). Likewise, an already deployed Division may gain hidden status and create a dummy. This dummy does not count for dummy limitations on the operational map, unless it moves from the tactical map to an operational box. Design Note: When moving dummies and concealed commanders on the tactical map, a flexible application of the rules is recommended. For instance, Divisional Headquarters activated by a concealed commander should not be placed on the map; otherwise the enemy would know that the concealed leader is not a dummy! Likewise, Army Headquarters should be allowed to issue Orders to these “active but hidden” Divisional Leaders: and also to any dummy stack which remained immobile since the previous Turn, to make the enemy suspect that it is a concealed commander. Prior to the start of a game, players should agree upon these and any other “special” applications of the rules which may contribute to extend the “fog of war” (note that “Concealment” markers have been numbered just to help players with any home rules of their own).

    P) Deploying Headquarters i.Any Formation entering its units as per O3 or O4 will immediately deploy a HQ/MU anywhere on the tactical map (as if an Admin

    March orders had been issued in the previous Orders Phase). Cavalry brigades subordinate to the same Leader are not recommended to enter the map through different tactical zones, otherwise Command Distance limitations may severely restrict their employment.

    ii.Any Formation deploying its units as per O6 may deployed a HQ/MU anywhere on the map (owning player’s choice), or not deploy, at the owning players choice.

    iii.Cavalry Headquarters. Allied Cavalry Divisions: The instance the Allied player deploys the units of a cavalry brigade; he must allocate it to one of

    Cotton’s two Cavalry Divisions. Two British/KGL brigades must be subordinate to each Cavalry Division. D’urban’s brigade may be attached to either Cavalry Division.

    French Cavalry Divisions: The instant the French player deploys the units from a cavalry brigade, he must deploy, unless already on the map, the Division Leader the brigade belongs to (either Boyer or Curto).

    If the leader is not active (does not have an MU), any subordinate brigade may perform an automatic entry, or move onto the map when the Regroup marker is selected.

    Artillery units from Bull’s Battery & from the 3e Batterie d’Artillery a’Cheval may be placed on the tactical map together with any friendly cavalry brigade, and may be subordinate to any Divisional leader (assume that the C on the French Artillery refers to Cavalry not Curto). Likewise Generals Cotton, Boyer and Curto, may be placed on the map accompanying any subordinate cavalry brigade.

  • La Bataille de Los Arapalies 17

    Design Note: Players are free to deploy their Leaders anywhere on the tactical map: however, deployment hexes must be carefully chosen. Do not forget that Divisional leaders must be able to trace a Line of Communications to Army Headquarters; otherwise they may be difficult to move.

    Q) Commanders on the tactical map i.Operational commanders may move into the tactical map, although they are never compelled to deploy on the tactical map (they may

    remain on the operational map, if so wished). When a commander-in-chief enters the tactical map, the Army HQ is deployed anywhere on the map. The deployment hex may be secretly recorded and revealed when the HQ is given an MU.

    ii.At the start of any friendly Operations Phase, commanders may be transferred from a tactical box into the corresponding tactical zone, and the Army HQ deployed as above.

    iii.At the start of any friendly Operations Phase, commanders may be transferred from a tactical zone into the tactical box. Transferred commanders must be placed in the tactical box corresponding to the tactical zone they are actually occupying, and may move and exert command control from then on. When transferring or exiting a commander-in-chief, the Army HQ must be removed from the map.

    iv.Commanders on the operational map cannot issue any Orders. When on the tactical map, however, they may put in command any Formation on the operational map, even if they do not have an MU. In other words, commanders in a tactical zone are simultaneously considered in the corresponding tactical box, for the purposes of exerting command control upon his operational Formations.

    v.Clauzel is an operational commander, but commands also the 2e Division of l’Armee du Portugal. When Clauzel is on the operation map, Major Castel automatically commands the 2e Division.

    vi.Aide-de-camps: Any leader (unless already on the map) attached to Army Headquarters may accompany any friendly Formation which deploys on the tactical map. They may be removed from the tactical map when the commander-in-chief is moved to the operational map. Exception: Chiefs-of-staff must always enter or exit the tactical map together with the commander-in-chief.

    R) Night Re-deployment on the tactical map Once the Game-Turns corresponding to the Night Segment of July 21st are over (8:00pm to 8:45pm), units & leaders may be re-deployed on the tactical map (the French player re-deploys first).

    i.Leaders and units may be re-deployed anywhere within the tactical zone they were occupying at 8:45pm, but not within 3 hexes of enemy units, nor by deliberately threatening the rear of an enemy force. In addition, units with casualties may recover one-half (rounding down) of their lost increments; and artillery batteries are replenished. Retreating units are automatically rallied, and may be placed with 1 hex of their commander.

    ii.Units may be removed from the map, and their commander be placed, concealed and accompanied by a dummy commander, anywhere within the tactical zone they were occupying at 8:45pm, but not within 3 hexes of enemy units, nor by deliberately threatening the rear of an enemy force. The units are assumed to be within 1 hex of their commander. Players may also deploy the removed units anywhere in the zone, but note that writing down each placement hex may be a time consuming process.

    S) Exiting the tactical map Since Formations are the only counters that may be moved on the Operational map, any Division or Cavalry Brigade deployed on the tactical map must turn over again into a “Formation” if the owning player wants to move into an operational box.

    i.During the Orders Phase of any friendly Player-Turn, a leader in Admin March may be transferred to a normal box. The leader is automatically placed in the box as a Formation. Its subordinate units may exit the map in subsequent Turns, in march column and through the Entry Area leading to the box occupied by their Formation. Any such Formation is affected by as many Delay Segments as its subordinate units need to exit the tactical map (if pushed back while delayed, it counts as a “0” Formation and any exited units must reenter as per O3).

    Example: España receives an order at 2:15pm, and is instantly placed in El Arrabal, becoming a Formation during the 3:00pm Segment. Starting with the 2:30pm Turn, its subordinate units may leave the map, exiting through Entry Areas L or K. Should the last Spanish unit leave the map at 3:30pm, España’s Formation would be delayed during the 3:00pm Segment.

    ii.A Formation must be removed from play if its subordinate units exit the map without fulfilling the requirements (but do not count as eliminated, for Victory Point purposes). A Formation is also removed from play if it is in Morale Level 2 or Higher. In other words an Infantry Division or Cavalry Brigade in Admin March may turn into an operational Formation if it is not in Morale Level 2 or higher, and if the bulk of its units leave the map in march column through the appropriate Entry Area.

    iii.Cavalry brigades exit the tactical map like any other Formation, once their controlling Leader has been issued with an appropriate Order. There is no need, however to place the HQ on the operation map, just the customary regimental counter representing the brigade.

    iv.When a Formation is transferred from the tactical map to the operation map, a numerical marker is placed under the counter, showing the MFs the Formation expended prior to deploying its units on the tactical map (unless it deployed on the 21st), plus the MFs the Formation would have expended has it made its route through the corresponding tactical boxes.

    Example: At 7amon the 22nd, Taupin’s French Division, having bivouacked at Otero, starts out through El Encinar up to Arapil Grande, where it “disappears” from the operational map due to its deploying on the corresponding tactical zone. The French player secretly records the name of the zone and the Formation’s total MF expenditure (Arapil Grande, 2MFs). Four hours later the Leader receives an order an automatically moves to Aldea Gallega, and becomes a Formation once its last unit exits through Entry Area P. The French Player then refers to the written note of O1, which states that his Division expended 2MFs before deploying; in addition, the Formation would have expended 3MFs moving from Arapil Grande to Aldea Gallega; therefore, Taupin’s Division is considered to have expended 5MFs when placed in the Aldea Gallega box.

    v.Units may voluntarily leave the tactical map from any map-edge hex, but they cannot return, the only units which may do so are those belonging to existing operational Formations. However, retreating units which leave the map may come back when rallied.

    T) Special Reinforcements i.Absent Battalions: The following British battalions did join their Division until the morning of July 22nd: 42nd Highlanders, 1/5th,

    1/38th & 2/4th Foot. The Allied player must roll two dice (adding their result) the instant he deploys the units of a Division with “absent” battalions on July 22nd. If the die-roll is equal to, or less than, the number of Game-Turns played that day, the Division’s absent battalions may be deployed normally, otherwise repeat this die-roll in successive friendly Player-Turns, until an appropriate result is attained. In this latter case, the absent battalions should enter the map by Entry Areas J, K or L and may move to rejoin their formation, without requiring Command Control, when the Regroup marker is selected

    ii.Reinforcements from L’Armee du Nord: At the start of the 6:00am Segment on July 22nd, Chauvel’s Formation is placed in the Babilafuente box (note that it may move concealed at infantry speed). The French player makes up a draw cup, consisting of 1x2, 1x4, 2x6, 3x8 & 3x10. Then he blindly picks one marker, out of the sight of the Allied Player, and places the marker beneath Chauvel’s Formation. The chosen marker (which is not revealed to the Allied player until the end of the game) shows the MFs

  • La Bataille de Los Arapalies 18

    which the Formation expended to arrive in Babilafuente. Since the movement allowance for French cavalry is 10MFs, Chauvel may possibly dispose of 8, 6, 4, 2, 0 MFs. However Chauvel may not leave the Babilafuente box until the 9:00am Segment.

    Design Note: General de Brigade Chauvel commanded a mixed force of cavalry and horse artillery, dispatched by General Caffarelli to reinforce l’Amee du Portugal. Actually this formation did not join Marmon’s Army until the 23rd. Nevertheless Wellington, receiving periodical reports about Chauvel’s movements, thought it very likely that the French reinforcements would arrive on the 22nd, furthermore, the Lord overestimated their strength. Hence Wellington’s concern for the extreme left of his position, held by twelve hundred troopers of his best cavalry (Bock’s KGL Brigade, the 12th Light Dragoons and part of the 14th. This would explain the otherwise astonishing immobility of one third of Wellington’s cavalry, particularly when it is realized that three hundred dragons were the only French cavalry facing the Allied left wing. The French player should note that Chauvel’s Formation, even remaining stationary, may prove highly effective. It is a permanent, disturbing threat for the Allied player (Salamanca is but 2MFs away!), therefore its very presence will compel the Allied player to take preventative measures to counter its movements.

    U) Army Reserve i.A player may designate as Army Reserve any two friendly Operational Formations, either deployed or in reserve, the instant his first

    Divisional Formations exits Admin March on July 22nd. Chauvel, Pack, Bradford, d’Urban, España, and “the baggage” are ineligible for the Army Reserve. At least one of the chosen Formations must be cavalry.

    ii.Players must remember that the morale bonus’s for Army Reserves only apply when all Divisional Formations in the Army Reserve are actually in reserve, and not in Morale Level.

    V) Communications i.Communication Hexes for the French Army: are any map-edge road hexes lettered either A to D (the roads leading to Alba) or E to

    I (the roads leading to Huerta). The French player may put off his choice until the need arises (for instance, the first time a unit out of Command Distance wishes to move towards a Communication Hex). Once this choice is made, Communications (either A to D, or E to I) cannot be changed for the remainder of the game.

    ii.Communication Hexes of the Allied Army: are the road hexes in the northwest, or upper, edge of the map (i.e. any road hex lettered K to P, leading to Ciudad-Rodrigo and Portugal).

    Design Note: Wellington was largely dependent on his line of communications with Portugal to maintain his army in the field, hence the unbalanced Communication rules. Players must remember that the very threat to his communications forced Wellington to retreat his army three times during Marmonts’s offensive operations (barely one week!). On the contrary, the French Army was able to shift its line of communications with comparative ease. L’Armee du Portugal had mastered the art of living off the land (albeit from sheer necessity!), and had been more or less fitting by its commander for the oncoming campaign. Baring this in mind, it is anything but odd that Marmont devoted four pages in his Memoirs to boast about the manufacturing and distribution, at the rate of one per company, or hundreds of portable flour mills, designed by himself after the mechanism of a coffee grinder. The French Marshal proudly observes that a sample copy is still exhibited in the Conservatoire des Arts et Metiers!

    W) Victory Conditions Players may achieve either a minor victory or a major victory after accumulating a number of Victory Points (see Table below). Victory Points are a way to represent the strategic and tactical advantages the contending forces at Salamanca were striving for. Tactical advantages may be gained by inflicting damage to the enemy’s army, or by forcing the enemy to commit more forces to battle. The Allied player may achieve a strategic advantage by retreating towards Ciudad-Rodrigo, i.e. by exiting the operational map from any western map-edge box; the French must forfeit this advantage by harassing the Allie’s withdrawal, and occupying for as long as possible any western map-edge box and/or the Salamanca box (all six boxes are referred to as “Victory Boxes”). Unless otherwise stated, Victory Points are granted, and victory is determined, at the end of the game. Allied Minor Victory: The Allied Player scores over 20 Victory Points, and twice as many as the French. Allied Major Victory: The Allied Player scores over 60 Victory Points, and twice as many as the French. French Minor Victory: The French Player scores more Victory Point than the Allied Player. French Major Victory: The French Player scores over 20 Victory Points, and twice as many as the Allies. If nither play wins, the game is a draw, but Wellington’s prestige is at its lowest.

    Victory Points For the Allies For the French Enemy HQ in Morale 1 +4 +7 Enemy HQ in Morale 1 +8 +11 Enemy HQ in Morale 3 +12 +15 Each enemy Formation that exits Admin March or Reserve +2 +2 Each captured enemy artillery increment +1 +2 Each French Formation in a victory box 1 - +? Each Allied Formation withdrawing to Ciudad-Rodrigo 2 +2 - 1/ Any French Formation (other than dummies) accumulates as many victory points as complete Segments stay in the victory box, providing that there are enemy forces still in play, i.e. any Formation on the operational map or deployed on the tactical map, or any reinforcing Formation still off the map. For this purpose only, any Allied Division or Brigade which “disappears” after exiting the tactical map (because the owning wishes, or due to its not fulfilling the requirements to become a Formation) is still considered in play for the next two Segments, e.g. if the last subordinate unit leaves the map at 4:15pm, the Formation is still considered “in play” during the 5pm or 6pm Segments. 2/ Allied Formations must exit the map from any western map edge box, but no Points are gained unless they leave at least 4 Segments after the baggage train’s departure (e.g. if the baggage starts out to Ciudad-Rodrigo at 11am, the remaining Formations do not gain any Points if they exit before the 2:00pm Segment). Should the Allied player score over 20 Victory Points without summing up any Points gained by withdrawing Formations to Ciudad-Rodrigo, the French player forfeits any Victory Points accumulated for holding victory boxes. If in spite of this the French Player has got more Victory Points, no Points are forfeited.

    Design Note: Players will note that Victory Conditions for the French are quite less severe than for the Allies. This is due to the special circumstances of this campaign. As a matter of fact, Wellington knew for certain that Marmon’s Army was to be reinforced within a few days by King Joseph’s l’Armee du Centre; and he was also aware of the impending arrival of a strong cavalry force from l’Armee du Nord. An Allied victory on the 22nd would not be decisive unless it als

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