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Drums & Muskets Series Rules v1.0 1 © 2012 Frank Chadwick and Victory Point Games Drums & Muskets Battles in the Age of Reason Table of Contents [1.0] INTRODUCTION..................... 1 [2.0] GAME EQUIPMENT ............... 1 [3.0] SETTING UP THE GAME ....... 2 [4.0] SEQUENCE OF PLAY ............. 2 [5.0] TACTICAL CARDS ................. 3 [6.0] FACING & ZONES OF C ONTROL. 3 [7.0] MOVEMENT .......................... 4 [8.0] HIDDEN UNITS &DISCOVERY ... 5 [9.0] COMBAT................................ 5 [10.0] ROUT AND RALLY............... 8 [11.0] CORPS MORALE ............... 10 [12.0] ADMINISTRATION ............. 11 [13.0] HOW TO WIN .................... 11 [14.0] DESIGNERS NOTES .......... 11 LEUTHEN EXCLUSIVE RULES ..... 12 [15.0] HISTORICAL NOTES ......... 14 [0.0] USING THESE RULES New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major “Rules” sections, as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game’s components, procedures for play, the game’s core systems and mechanics, how to set it up, and how to win. With each Rule, there can be “Cases” that further explain a rule’s general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule, shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to brief examples of a Rule or Case are in blue text and this font. Text in shaded boxes, like this, provides the voice of the game’s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. [1.0] INTRODUCTION Drums & Muskets is a game system that recreates battles of the 18th Century, from roughly the adoption of the socket bayonet through the French Revolution. This Standard Rules booklet applies to every game in the Series, each of which also has its own Exclusive Rules. Game Scale: Each game in the Series has its own scale for measuring time, distance (per hex) and unit aggregation (how many troops each piece represents) as stated in its Exclusive Rules. [2.0] GAME EQUIPMENT The Game Map: The playing area features a map portraying the areas where the battle took place. There is a hexagonal grid superimposed over the map to regulate the placement and movement of the pieces. The Playing Pieces: The cardboard game pieces represent participating military units and Dummy units (used to confuse the enemy), as well as several markers used to track certain game information. The military units are rectangular to show the linear formations used throughout this era. Read the information on them as shown: Unit Type designates the dominant troop type in the formation. In addition to Dummy units, unit types include: Infantry Light Infantry Cavalry BACK Facing Edge FRONT Facing Edge Unit designation Corps / Wing identification Heavy Artil- lery present Unit Type symbol Combat Strength Morale Rating Movement Allowance

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Page 1: Battles in the Age of Reason [1.0] I - Victory Point Gamesvictorypointgames.com/documents/Leuthen Combined rules...2 Drums & Muskets Series Rules v1.0 System Development by Bryan Armor

Drums & Muskets Series Rules v1.0 1

© 2012 Frank Chadwick and Victory Point Games

Drums & Muskets Battles in the Age of Reason

Table of Contents

[1.0] INTRODUCTION ..................... 1

[2.0] GAME EQUIPMENT ............... 1

[3.0] SETTING UP THE GAME ....... 2

[4.0] SEQUENCE OF PLAY ............. 2

[5.0] TACTICAL CARDS ................. 3

[6.0] FACING & ZONES OF CONTROL . 3

[7.0] MOVEMENT .......................... 4

[8.0] HIDDEN UNITS & DISCOVERY ... 5

[9.0] COMBAT ................................ 5

[10.0] ROUT AND RALLY ............... 8

[11.0] CORPS MORALE ............... 10

[12.0] ADMINISTRATION ............. 11

[13.0] HOW TO WIN .................... 11

[14.0] DESIGNER’S NOTES .......... 11

LEUTHEN EXCLUSIVE RULES ..... 12

[15.0] HISTORICAL NOTES ......... 14

[0.0] USING THESE RULES New gaming terms, when they are initially

defined, appear in dark red lettering for quick

referencing.

The instructions for this game are organized

into major “Rules” sections, as shown in large green CAPS font, and represented by the

number to the left of the decimal point (e.g.,

rule 4.0 is the fourth rule). These rules generally

explain the game’s components, procedures for

play, the game’s core systems and mechanics,

how to set it up, and how to win.

With each Rule, there can be “Cases” that

further explain a rule’s general concept or basic procedure. Cases might also restrict the

application of a rule by denoting exceptions to

it. Cases (and Subcases) are an extension of a

Rule, shown in the way that they are numbered.

For example, Rule 4.1 is the first Case of the

fourth Rule; and Rule 4.1.2 is the second

Subcase of the first Case of the fourth Rule.

Important information is in red text.

References to brief examples of a Rule or Case are in blue text and this font.

Text in shaded boxes, like this, provides the

voice of the game’s designer, who is addressing

you to explain an idea or concept that is not,

itself, a Rule or a Case.

[1.0] INTRODUCTION Drums & Muskets is a game system that

recreates battles of the 18th Century, from

roughly the adoption of the socket bayonet through the French Revolution. This

Standard Rules booklet applies to every

game in the Series, each of which also has its

own Exclusive Rules.

Game Scale: Each game in the Series has its

own scale for measuring time, distance (per

hex) and unit aggregation (how many troops

each piece represents) as stated in its Exclusive Rules.

[2.0] GAME EQUIPMENT The Game Map: The playing area features a map portraying the areas where the battle

took place. There is a hexagonal grid

superimposed over the map to regulate the

placement and movement of the pieces.

The Playing Pieces: The cardboard game

pieces represent participating military units

and Dummy units (used to confuse the

enemy), as well as several markers used to track certain game information.

The military units are rectangular to show the

linear formations used throughout this era.

Read the information on them as shown:

Unit Type designates the dominant troop type in the formation. In addition to Dummy

units, unit types include:

Infantry Light Infantry Cavalry

BACK Facing Edge

FRONT Facing Edge

Unit designation

Corps / Wing identification

Heavy Artil-lery present

Unit Type symbol

Combat Strength

Morale Rating

Movement Allowance

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Corps/Wing Identification: The wing or

corps of the army to which the unit belongs. In some games, this is omitted and all the

troops of that side are treated as a single

corps.

Unit Designation is usually the name of the commander of the unit and is included purely

for historical interest.

Combat Strength is the relative strength of a

unit when engaging in combat.

Heavy Artillery Present Designator is an

indicator of whether the unit includes one or

more batteries of heavy guns.

Morale Rating is a measure of the spirit and cohesion of the unit, used when the unit must

make a Morale Test.

Movement Allowance is the maximum num-

ber of clear terrain hexes through which a unit may move in a single Movement Phase.

Each unit has its values on the front and its

national symbol on the back, called the

Hidden Side. Note that one or both armies

may include Dummy units that have only a

Movement Allowance on the fronts and the

Hidden side symbol on their backs.

Cards: Each side has their own set of cards that generate certain game activities.

Game Charts, Tables, and Tracks: Some of these are found on the map, while most are

found on the Player Aid mat.

● The Game Turn Track indicates the

current Game Turn.

● The Morale Track on the Game Map

indicates the Morale State of each corps.

● The Sequence of Play outlines the Phases

conducted during each Player’s turn.

● The Terrain Effects Chart provides

information about the effects of terrain on movement and combat.

● The Combat Results Table is used to

resolve attacks between units.

The six-sided die (H), which you must pro-vide, is used only with the Combat Results

Table to determine attack outcomes. The die

has nothing to do with unit movement.

[3.0] SETTING UP THE GAME First, the players must determine which side they will play. Each game’s Exclusive Rules

provide the rest of its set up instructions,

including how each player establishes their

initial card hands and Draw Piles. In general,

however, both players separate any units

which are scheduled as Reinforcements and

then place all remaining units, and any

Dummies, on the set up hexes indicated in the Exclusive Rules. All units are placed with

the Hidden Side up, facing as indicated.

Additional details and instructions unique to

the specific battle will be provided in the game’s Exclusive Rules.

[4.0] SEQUENCE OF PLAY These games are played in Game Turns, each of which is composed of two Player

Turns. The number of Game Turns is

specified in the game’s Exclusive Rules and

shown on its Game Turn Track.

During each Game Turn, the players alternate

maneuvering their units and resolving

Attacks in the sequence outlined below. At

the conclusion of the last Game Turn, the Victory Conditions are consulted and the

winner is determined.

The Game Turn

Each Game Turn is divided into two Player Turns, a First Player

Turn and a Second Player Turn.

Each game’s Exclusive Rules indicate which side is the First Player (with

the other side the Second Player). Each

Player Turn is divided into distinct activities

called Phases. Some Phases are further subdivided into Steps that are conducted in

sequence to organize the activities of that

Phase.

Card I.D. number

Event Title

Deck Nationality

Graphic (no gameplay effect)

When card is played

Card’s actual gameplay effect

effect

Deck Nationality Historical ‘flavor’

text (no gameplay effect)

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Drums & Muskets Series Rules v1.0 3

© 2012 Frank Chadwick and Victory Point Games

The First Player Turn

1. First Player Movement Phase: The First Player places Reinforcements due to

arrive that turn, if any. The First Player

may play one Tactical card appropriate to

this Phase, if desired, and afterwards the Second Player may likewise play one

appropriate Tactical card. The First

Player may then move all, some or none

of his units, as desired, per the rules for Movement (7.0), Zones of Control (6.0),

and Terrain Effects (see Player Aid).

2. First Player Discovery Phase: All

Hidden units of both players that are adjacent to an enemy unit (either

Discovered or Hidden) are flipped to their

Discovered side.

3. First Player Combat Phase: All Attacks and Supporting Fire (9.2) are declared.

Then the First Player uses his units to

attack enemy units (9.0) in any order he

desires.

4. First Player Administrative Phase:

A. Remove all revealed

Dummy units from the

map.

B. Both players check their Corps Morale

markers and implement

effects based upon newly

Demoralized corps.

C. The First Player discards any cards in

his hand that he desires and then draws

as many additional cards as necessary to

bring his hand back up to its Maximum Hand Size (5.2).

D. The First Player Rallies one Routed

unit automatically, and attempts to Rally

his remaining Routed units (10.2).

E. Determine if either side has won an

Immediate Victory (13.0).

The Second Player Turn

Repeat Phases 1 through 4, above, reversing the roles of the First and Second Players.

5. Second Player Movement Phase

6. Second Player Discovery Phase

7. Second Player Combat Phase

8. Second Player Administrative Phase:

In addition to the other actions, advance

the Game Turn marker one space on the

Game Turn Track or, if the last turn was

just completed, stop play and determine victory.

[5.0] TACTICAL CARDS General Rule

Each side has its own deck of Tactical cards

(“cards”). These are played as desired when

specified on each card and replenished during

that player’s own Administrative Phase. They can affect movement, combat, morale,

etc., with effects that vary from game to

game and, if needed, elaborations regarding

those effects are in a game’s Exclusive Rules.

[5.1] Card Types: Most cards, after being

played, are placed face-up in a Discard Pile

next to that side’s Draw Pile. The exception

are cards that state, “remove this card from

play”; these cards represent unique events

and, after being played (not just discarded),

they are set aside and not placed in the

Discard Pile for reuse.

When the last card in a deck is drawn,

immediately reshuffle the discards and form

a new, refreshed Draw Pile with them.

[5.2] Card Hand Size / Draw To Limit: The Exclusive Rules for each game indicate how

many cards each player receives during set

up. That number is also that player’s

Maximum Hand Size.

[6.0] FACING AND ZONES OF

CONTROL Each unit must face either a hex side or a hex

vertex at all times (see diagrams below).

Each Hidden unit has a Zone of Control

(“ZOC”) that consists only of its two Front

hexes, if facing a hex vertex, or three Front

hexes if facing a hex side. The other, non-

Front hexes surrounding it are its Flank

hexes. Each Discovered non-Dummy unit

also has that same ZOC, but Dummy units,

ZOC

ZOC

Flank

Flank

Flank

Flank ZOC

ZOC

ZOC

Flank

Flank

Flank

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once revealed (8.0) have no Zones of

Control.

Effects of ZOCs and Flanks

Enemy units’ Zones of Control and Flanks

have the following important effects:

[6.1] Movement Effect: A unit entering an Enemy Zone of Control (“EZOC”) must

immediately end its hex-by-hex movement

for that Movement Phase, even if it has not

spent its entire Movement Allowance for that turn. It can still pay one Movement Point to

change its facing (7.2) after entering an

EZOC, if it has one Movement Point

remaining.

Units can freely leave EZOCs without

penalty, but they cannot move directly from

one EZOC to an adjacent EZOC.

[6.2] Combat Effect: Units attacking from the target unit’s Flank hex receive a strength

bonus (see 9.4). Steady (10.0) units that must

Retreat into an EZOC automatically Rout

(10.1), while Routed and Shaken units that must do so are eliminated (10.2 and 10.3).

[7.0] MOVEMENT During your Movement Phase, you may move all, some or none of your units as you

desire. Units can move in any direction or

combination of directions unless restricted

from doing so by terrain, facing, or the

presence of the enemy.

Procedure

Units must move one at a time, tracing a path

of contiguous hexes. As each unit enters a hex, it spends 1 or more Movement Points

from its Movement Allowance to do so.

Restrictions and Prohibitions

[7.1] Which Units Can Move: Only units facing a hex vertex can move. A unit can

only move into one of its two Front Hexes

(6.0), with this exception: A unit facing a hex

vertex can always move a single hex in any direction by expending its entire Movement

Allowance for the Phase and ending facing

the same direction as when it started,

provided it does not move directly from one EZOC to another (see 6.0).

[7.2] Changing A Unit’s Facing: A unit can

change its facing by 60 degrees up to one hex

side OR one hex vertex, OR can change its

facing by 30 degrees from a hex side to its

adjacent vertex or vice versa. A unit can make one such facing change for free at the

start of its movement. Additional facing

changes made that turn, either before moving

into a vertex Front hex, or after doing so, cost one Movement Point each.

Alternatively, a unit can change its facing to

any hex side or vertex in the hex it occupies,

by paying its entire Movement Allowance for that turn to do so.

[7.3] Strict Sequence: Movement never

takes place out of sequence. You can only

voluntarily move your units during your own Movement Phase. Each unit must complete

its entire move for that turn before you move

another unit.

[7.4] Speed Limit: A unit cannot exceed its Movement Allowance during a friendly

Movement Phase, with this exception: a

unit can always move 1 hex per friendly

Movement Phase (as long as it is not into a prohibited terrain hex or across a prohibited

hexside, or through

enemy Zones of

Control, see 6.1), even if it does not

have sufficient

Movement Points to pay the entire cost.

Example: An infantry unit with a Movement Allowance of 2 could cross a Stream hexside into a Woods hex, even though this costs 3 Movement Points. This would end that unit’s movement for the turn.

Each unit can expend all, some or none of its

Movement Allowance every friendly Movement Phase. Unused Movement

Points cannot be saved from turn to turn, nor

transferred from unit to unit.

[7.5] No ‘Take Backs’: All movement is final once a player’s hand is withdrawn from

the unit he is moving. Players cannot change

their minds and retrace a unit’s movement.

This Case must be strictly enforced. During the campaigns of this era, it was common for

units to be sent in the wrong direction at key

points, with nearly disastrous results.

[7.6] Terrain Effects: Normally, units pay 1

or 2 Movement Points to enter each hex,

depending on the terrain type in the hex (see

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Drums & Muskets Series Rules v1.0 5

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the Terrain Effects Chart on the Player Aid

mat). These special Cases also apply:

[7.6.1] Road Movement: A unit uses

Road Movement by spending part of its

Movement Allowance to move directly

from one Road hex directly to another, connected Road hex. Each hex entered

costs only 1/2 Movement Point regardless

of the other terrain type entered or hexside

crossed.

[7.6.2] Hexsides: Some terrain hexsides

cost a penalty to cross in addition to the

cost to enter the hex on the other side.

[7.7] Other Units: A unit can never enter a hex containing an enemy unit. A unit may

freely enter a hex containing a friendly unit

during movement but may not end its

movement in a hex with a friendly unit. (i.e., no “stacking.”)

A player may voluntarily remove any friend-

ly Dummy unit from play during movement.

Sometimes this will be necessary to allow a real unit to occupy a critical position

currently held by a Dummy unit.

Movement Example

It is the Prussian (blue) Player Turn and along part of his line he advances his units as shown below. Note that no cards were played at this time affecting these moves.

The Ferdinand (4-6-2) unit on the left advances one space forward to the right hex of its vertex facing, up a Slope hexside for 1 Movement Point (MP). It has entered the enemy unit’s Zone of Control and must cease its hex-by-hex movement for that turn (6.1). It then changes its facing by 30 degrees to its right to face that hexside, spending

its second and last MP. An adjustment that small would have been free prior to moving, but units can only move when facing a vertex, so this rotation was made after moving at a 1 MP cost.

The Bevern (3-6-2) unit moves straight into the adjacent Woods hex for 2 MP. Finally, the Zieten (2-6-3) cavalry unit crosses the Stream hexside (1 MP) into a Clear hex (1 MP), and then moves into another Clear hex (1 MP), for a total of 3 MPs.

[8.0] HIDDEN UNITS AND

DISCOVERY During each player’s Discovery Phase, all

Hidden units belonging to either player that are adjacent to an enemy unit (Discovered or

Hidden) are flipped to their Discovered side.

When revealed, Dummy units (which are

units in most every respect, such as having a Zone of

Control while Hidden,

stacking, etc.) remain on the map, in play, until Attacked (when they are automatically

eliminated, 9.0) or Step A of the next

Administrative Phase occurs (when all

revealed Dummy units are removed). Dummy units, themselves, cannot participate

in an Attack as they have no Combat

Strength.

Dummy units are actually small detachments of light cavalry and/or infantry making a

show of presence in that hex.

Discovery Example

Continuing with the previous example, the opposing Austrian units are revealed as shown.

[9.0] COMBAT During your Combat Phase, all of your non-

Dummy units can attack into their Front

hexes (6.0) against enemy units located there

(Dummy units cannot attack.) Attacking is

completely voluntary; units need never

attack.

11 22 11

11

11++11

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An Attack is made during your own Combat

Phase against one enemy-occupied hex (the “Target hex”), and is made by any or all of

your units that are adjacent to that hex. A die

roll determines that Attack’s outcome.

Procedure

The Attacking Player (“Attacker;” i.e., the

player whose Combat Phase it is) declares

all his Attacks (see 9.1), and resolves all of

them individually in any order he desires.

Automatic Victories

When a Dummy unit (8.0) is

Attacked, it is automatically

eliminated. Likewise, when a Routed unit faces an Attack by

any unit, it Routs again and is

automatically eliminated. Skip the Attack Sequence (below) for that Attack and

perform only the Attacker’s Advance After

Combat (9.5.3).

The Attack Sequence

All declared Attacks are resolved one at a

time, in any order the Attacker desires. For

each Attack, follow this exact sequence:

1. Total the Combat Strengths of the Attacker’s units in that Attack, taking

Artillery (9.2.1), Flank Attacks (9.4) and

Terrain Effects (9.3) into account.

2. Note the Combat Strength of the Defending unit in the Target hex.

3. The Attacker may play one “Step 3” card

at this time. Afterward, the Defender may

play one “Step 3” card (with full know-ledge of the Attacker’s card play choice).

4. Compute the Combat Differential

(Attacker’s Strength minus Defender’s

Strength) and find that column on the Combat Results Table (CRT). Attacks at

a Differential less than -1 are prohibited.

5. The Attacker rolls the die, cross indexing

the resulting Row with the CRT Column to obtain the Attack Result.

6. Apply the Attack Result, including Retreat

(9.5.1), Morale Test (9.5.2), and Advance

After Combat (9.5.3). The Attacker may play one “Step 6” card at this time. After-

ward, the Defender may play one “Step 6”

card (with full knowledge of the Attacker’s

card play choice).

When all previously declared Attacks are

resolved, that Combat Phase is over.

[9.1] Declaring Attacks and Supporting

Fire: The Attacker must declare all of his

Attacks for that turn at the beginning of his

Combat Phase, choosing which hexes containing his units will attack through their

Front hexes (only) against which adjacent

hexes containing enemy units. This includes

Attacker artillery Supporting Fire (9.2.1).

Once Per Combat Phase: A single unit can

only attack once per Combat Phase, and a

single enemy unit can only be Attacked once

per Combat Phase.

Combat Strength Unity: A unit’s Combat

Strength is unitary; it cannot be divided

among different Attacks during a Combat

Phase, either in attack or defense.

Combined Attacks: Attacking units in two

or more hexes adjacent to the Target hex can

combine their Combat Strengths in a single

Attack.

Afterward, the Defender declares all of his

artillery Supporting Fire (9.2.2).

Following these declarations by both players,

each Attack is resolved separately in any order the Attacking Player desires.

Important: After declaring all of the Attacks

and Supporting Fire for that Combat Phase,

players cannot change their minds; no additional Attacks or changes in Supporting

Fire can be made, nor can previously

declared Attacks or Supporting Fire be

cancelled.

Attacks at less than -1 are Prohibited (i.e., it

is canceled).

[9.2] Artillery: Some infantry units are

marked as containing heavy artillery. Artillery affects both attack and defense.

An infantry unit with heavy artillery can

contribute its Supporting Fire by adding

one (+1) Strength Point that turn to any friendly adjacent unit involved in an Attack

OR to itself (if involved in an Attack). Each

artillery-enhanced unit’s Supporting Fire can

be contributed to only one friendly unit per Combat Phase, but as many units’

Supporting Fire as desired can be added to a

single Attack.

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[9.2.1] Artillery in Attack: All of the

Attacker’s Supporting Fire must be pre-determined and declared during Attack

Declarations (9.1). An infantry unit with

artillery that attacks an adjacent enemy

unit itself need not use its own artillery to support that Attack; it can, instead, support

that of any other adjacent attacking unit

(regardless of the supporting unit’s facing

or distance to the Target hex). Immediately reveal a Hidden unit when it contributes its

Supporting Fire to an adjacent unit.

[9.2.2] Artillery in Defense: After all of

the Attacks and Attacker’s Supporting Fire are declared for that turn, the Defender’s

Supporting Fire must be determined to end

that turn’s Attack declarations (9.1). A

Defending unit with artillery must give its Supporting Fire to itself when it is

Attacked that turn (i.e., it cannot use its

artillery to support friendly adjacent units

if it is, itself, under attack). If it is not being Attacked, it can use its artillery

Supporting Fire to assist friendly adjacent

units being Attacked (as per 9.2.1).

[9.2.3] Artillery and Terrain: Artillery in a Woods hex or a Marsh hex is “badly

deployed” and cannot give Supporting

Fire (either for adjacent units or to itself).

[9.3] Terrain Effects: Each game’s Terrain

Effects Chart (TEC) has a column for the

Attacker’s Combat Effect. Attacking units

generally pay a one Strength Point penalty

(“-1 AS”) for attacking into certain difficult types of terrain, such as Woods, or across

certain hexsides, such as Streams or Slopes.

These penalties are cumulative.

Slopes: An Attack between the two adjacent hills (A) would be upslope in either direction, as the Attacking unit would be going down its own hex’s Slope hexside and up the adjacent hex’s Slope hexside. Between the two connected Hilltop hexes on the larger Hill (B), there is no Slope hexside.

[9.4] Flank Attacks: An Attacking unit that is attacking from one of the Defending unit’s

Flank hexes (a.k.a., making a Flank Attack)

receives a Combat Strength bonus. Infantry

and light infantry conducting Flank attacks

add one (+1) to their Strength; cavalry flank attacks add two (+2) to their Strength.

[9.5] Combat Results: During Attack Step

6, that Attack’s Combat Result is

immediately applied, including any Retreat, Morale Test and Advance After Combat

before resolving the next Attack. There are

only three possible results: No Effect,

Attacker Retreat (AR) and Defender

Retreat (DR). All Retreats also require a

Morale Test, and some Retreat results include

a morale penalty applied to that Morale Test.

[9.5.1] Retreating: A unit forced to Retreat must move two hexes away from

the hex it occupied during that Attack.

Retreating is measured in hexes, not

Movement Points; terrain costs do not matter when Retreating.

Direction: A Retreating unit must move

away from the nearest enemy unit(s). If

there is more than one such hex available to Retreat to, it must prefer the one that

takes it toward its nearest friendly Depot

( ) hex, if possible.

A Retreating unit retains its same facing.

A Retreating unit can retreat through

hexes that have other friendly units in them without penalty, but it cannot end

its Retreat in the same hex as another

friendly unit. Instead, it must continue to

Retreat until it reaches an empty hex.

Retreat Prohibitions

A Retreating unit cannot enter an EZOC

unless it has no other choice in a Retreat

path (this might cause it to Retreat

circuitously). Note that friendly units do

not negate EZOCs for any purpose,

including easing these Retreat

restrictions.

Steady units that must Retreat into an EZOC automatically Rout (10.1) during

their subsequent Morale Test (9.5.2);

Routed and Shaken units that must

Retreat through an EZOC are automatically, and instantly, eliminated.

A unit cannot Retreat off the map or

into a prohibited hex/across a prohibited

hexside. If this is unavoidable, that unit

is eliminated instead.

A B

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A unit can Retreat farther than its

closest Depot hex, essentially “running

right past it,” without penalty.

[9.5.2] Morale Tests: A unit that Retreats

must also take a Morale Test at the end of

that Retreat. A unit’s Morale is its printed

Morale Rating, as modified by combat results, markers, and tactical circumstances

(as listed beneath the Combat Results

Table on the Player Aid mat).

To conduct a Morale Test, roll a die: If the result is less than or equal to (≤) the

unit’s (adjusted) Morale Rating, it passes

and there is no consequence. If the result is

greater than (>) its (adjusted) Morale Rating it fails and Routs (see 10.1).

[9.5.3] Advance After Combat and Free

Facing Change: If a Defending unit

(only; not an Attacking unit) vacates its hex due to Retreat or elimination, then one

of the Attacking units, regardless of its

facing, can advance into and occupy the

Defending unit’s just-vacated hex.

Regardless of whether that Advance After

Combat option was exercised, all

Attacking units can make a free facing

change (up to 180 degrees) after the Defending unit’s hex has been vacated

(through Retreat or elimination).

[10.0] ROUT AND RALLY Discovered (8.0) units are always in one of

three states: Steady, Routed or Shaken.

Units without a Routed or Shaken marker

are Steady. They function normally.

Units that are Routed or Shaken have the

corresponding marker placed on them to

indicate that state and they suffer

those effects.

[10.1] Routing: When a Steady

unit Retreats through an EZOC or

a Retreating unit fails its Morale Test, it

Routs. Its owner immediately Retreats it one

additional hex, a Routed marker is placed

on it, and its Corps Morale is reduced by one

Morale Point (11.1).

In addition to the unit elimination conditions for Retreating listed in 9.5.1, for this

additional Rout/ Retreat hex, the Routing unit

is also eliminated if:

It is a 1-Strength Point unit, or

It is forced to enter an EZOC, or

It already has a Shaken marker on it.

Rout Effects: Routed units cannot move, change facing or Attack. If a Routed unit is

Attacked during its opponent’s Combat

Phase, it automatically Routs again and is

eliminated.

[10.2] Rally: Routed units can be Rallied

during your Administrative Phase. One of

your Routed units (of your choice) is Rallied

automatically to a Shaken state. Afterward, you roll a die to conduct a Rally Test for each

of your remaining Routed units. A Rally

Test is conducted like a Morale Test (9.5.2),

but with a -2 Morale Modifier ( ). There is no penalty for failing a Rally Test (that unit merely stays Routed), but success means

flipping that unit’s Routed marker over to its

Shaken marker side and thus improving its

state.

[10.3] Shaken: A Shaken marker

can never be “Rallied” off a unit.

A Shaken state remains with that

unit for the remainder of the game (until and unless that unit is also eliminated).

Shaken Effects: Shaken units have their

Combat Strength and Morale Ratings

permanently reduced by one (-1) each. If they have heavy artillery present, they lose

that ability for the remainder of the game. A

Shaken unit that later Routs again is

eliminated instead. A Shaken unit retreating into an EZOC is eliminated (6.2).

Combat Example

As shown by the black arrow, the Prussian Player designates Ferdinand with its 4 Attack Strength (AS) to Attack the opposing D’Air unit with its 2 Strength. The Prussian Player designates the heavy artillery from the Ferdinand unit itself to contribute its Supporting Fire to this Attack (9.2.1), as shown by the red circle. Again, as shown by the black arrows, the Bevern unit (3 AS; but no Supporting Fire for this unit, even for itself, as it is in a Woods hex, 9.2.3),

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along with the Zieten cavalry unit (2 AS) are declared to attack the opposing O’Donell cavalry unit with its 1 Strength.

Since the Austrian Player has no heavy artillery to commit, he makes no declarations of Defensive Fire Support (9.2.2).

Opting to work the flank first, the Prussian Player conducts his pre-designated Attack vs. O’Donell first. The Attacking Bevern unit is fighting upslope across the slope hexside, and so suffers -1 AS (leaving it only 2 AS for this Attack) and, likewise, the Zieten cavalry unit is attacking across a slope hexside (either up or down, it doesn’t matter for cavalry) and also has a -1 AS applied (leaving it 1 AS for this Attack). Neither of these are Flank Attacks (9.4), so the Attacker has a total of 3 (2+1) Attack Strength to the Defending unit’s 1 Strength.

During Step 3 of the Attack Sequence, neither the Prussian nor Austrian Player plays a card, so in Step 4 the differential is 3 for the Attacker minus 1 for the Defender and which equals a +2 Attack. During Step 5, the Prussian Player consults the +2 column of the Combat Results Table (CRT) and rolls the die. The result is 2 for a “DR -1.”

During Step 6, the O’Donell cavalry unit retreats two hexes back toward its friendly Depot ( ) hex, maintaining its Steady state (by virtue of not Retreating through any enemy Zones of Control) and retaining its facing (9.5.1) as shown. Since that hex is occupied by another friendly unit, it must continue its Retreat which takes it one hex further toward its Depot hex. It then takes a Morale Test (9.5.2). O’Donell has a Morale Rating of 5, from which one is subtracted (-1) for the Combat Result (no other modifiers apply), for an adjusted Morale Rating of 4 for this test. The Austrian Player rolls a die and gets a 5, which is

greater than its Morale Rating for this test, therefore O’Donell fails and Routs (10.1). Since O’Donell is a 1-Strength unit, it is eliminated due to a Rout, and so is removed from play and the Morale marker (11.0) for Nadasdy’s corps (to

whom O’Donell belonged) is reduced by one point on the Morale Track, from 3 down to 2.

The Prussian Player then exercises his option to Advance After Combat (9.5.3), advancing his Zieten cavalry unit into the Defender’s vacated hex and rotating both of his victorious units as shown.

Now the Prussian Player launches his Attack vs. D’Air. His Attacking Ferdinand unit’s 4 AS is reduced by one (-1) for Attacking upslope across the slope hexside (the Village in the Defending unit’s hex has no effect on the Attacking infantry unit), but it is then increased by one (+1) for the heavy artillery Supporting Fire (9.2.1) provided from the unit itself as designated earlier. This is not a Flank Attack (9.4), so the Attacker has a total of 4 (4 - 1 + 1) Attack Strength to the Defending unit’s 2 Strength.

During Step 3 of the Attack Sequence, the Prus-sian Player declines to play a card. The Austrian Player wants to play his Huzzah! card to increase D’Air’s Strength by one (+1), but that card can

CC 55

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only be played during the Austrian’s own Combat Phase. Thus, in Step 4, the differential is 4 for the Attacker minus 2 for the Defender, yielding a +2 Attack. During Step 5, the Prussian Player consults the +2 column of the Combat Results Table (CRT) and rolls the die. The result is 6 for

an “AR” outcome. Spluttering his outrage, the Prussian Player plays his Senior General Seizes the Colors card and re-rolls the die. This time, the result is a 3, yielding a much more desirable

“DR” outcome.

During Step 6, the D’Air unit retreats two hexes back toward its friendly Depot ( ) hex, but the shortest route is through the recently-advanced Zieten cavalry unit’s ZOC (the three shaded hexes next to it as shown). These must be avoided if there is another option (9.5.1 Retreat Prohibitions, first bullet), which there is. This means that D’Air Retreats in a more circuitous route toward its nearest Depot hex, which takes it through two friendly-occupied hexes! Since it can’t stack there, it too is forced to Retreat an additional hex. Here, the Austrian Player has a choice between two hexes that are both equidistant from the Depot hex, and he chooses the one that reconnects his lines as shown.

During the ensuing Morale Test (9.5.2), neither player reveals a card, and so a die is rolled against D’Air’s Morale Rating of 4. It seems that fortune favors the Prussians at the moment,

however, as the Austrian Player tosses a 6, causing D’Air to Rout. This means that D’Air Retreats one additional hex (the red arrow indicating that the Austrian Player has chosen the

empty Woods hex in preference to the occupied Marsh hex) and receives a Rout marker (as shown). The Morale marker for Nadasdy’s corps (to whom D’Air belonged) is again reduced by one point on the Morale Track, this time from 2 down to 1.

The Prussian Player then exercises his option to Advance After Combat (9.5.3), advancing his Ferdinand unit into the Defender’s vacated hex and rotating it as shown.

[11.0] CORPS MORALE Each corps/wing of an army has an

associated Morale marker which sets up in the box on the Morale

Track corresponding with the

number on the front of that Morale

marker.

[11.1] Adjusting Morale: Each time a non-

Dummy unit in that corps Routs (10.1),

reduce its corps’ Morale marker by one box

on the Morale Track. An eliminated unit also counts as Routed for Morale purposes.

Thus, a unit with more than 1 Strength Point can lower its corps’ Morale twice: once for

its first Rout and again for its second Rout/

elimination. A 1-Strength Point unit is

eliminated as soon as it Routs, and so only reduces its corps’ Morale by one point.

Dummy units do not affect Morale at all.

[11.2] Demoralization: When its Morale

marker is in the Demoralized box during

either player’s Administrative Phase, that

corps becomes Demoralized as follows:

Flip that Morale marker over to

its Demoralized (“0”) side.

Henceforth, that corps ignores

all effects on its Morale.

All Routed and Shaken units of that corps

are immediately eliminated (i.e.,

they Rout again or its troops

simply disperse). Then, all

Steady units remaining in that corps receive a Shaken marker. They’re

getting nervous.

Every other undemoralized corps in that

army immediately loses one Morale Point.

This can result in the immediate Demorali-zation of other corps in a cascading effect.

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Demoralization of a majority of your corps is

one way to lose the game (13.0).

[12.0] ADMINISTRATION During every Administrative Phase’s Step

A, remove all revealed Dummy units from the map (8.0).

During every Administrative Phase’s Step

B, check for both sides’ newly Demoralized

corps (11.2).

During your Administrative Phase’s Step C,

you may discard some, none or all of the

cards in your hand and then draw a number

of cards to refresh your hand back to its Maximum Hand Size (5.2).

During your Administrative Phase’s Step D,

Rally your Routed units as per 10.2.

During your Administrative Phase’s Step E, check for either player’s Immediate Victory

(13.0).

[13.0] HOW TO WIN A player wins an Immediate Victory if, dur-

ing his Administrative Phase, a majority of

his opponent’s corps are Demoralized (11.2)

and a majority of his own corps are not.

The game’s Exclusive Rules might provide

additional Victory Conditions.

At the end of the last Game Turn, if neither

side has achieved an Immediate Victory, total the Victory Points (VPs) as defined in the

game’s Exclusive Rules, and whichever side

has the most VPs wins. If both sides have an

equal amount, the game ends in a Draw.

[14.0] DESIGNER’S NOTES Those who have played a number of my games

know that I am not a fan of highly systematized

command control rules.

Command control was critical to battles, and at

no time more so than this, but most highly

mechanical rules seem to have little to do with

the actual problem facing a commander, which

was simply the enormous difficulty of

maneuvering large clumsy formations in

proximity to the enemy. So I set out to design

this game system to show that difficulty, but without use of “command points” or random

activation rolls. I wanted this system design to

be as simple as possible while remaining

faithful to the actual difficulties of the period.

The movement rules make it possible to

maneuver at a distance from the enemy, but

once a unit is committed to close combat, in all likelihood it is committed for the duration of the

battle. A recurring theme of this era was the

desire of commanders to keep a reserve. Once

their last reserves were committed, there was

little a commander could do to influence the

outcome of a battle, and you will find the same

thing here.

Morale influences the ability to close and win, as it is a consideration (along with raw troop

strength) in determining each unit’s combat

strength. But far more importantly in the game,

however, is the way morale governs how a unit

responds to adversity. Will a unit that suffers a

repulse, reform and return to the fight, or will it

come apart? That is the more important effect of

morale.

Finally, I strove to build as much into the basic

combat and morale system as possible. Some

playtesters wondered about special rules for

light infantry and/or cavalry withdrawing before

combat. Actually, those functions are built into

the retreat morale rules. The morale bonus for

cavalry faced by infantry, for example, means

even heavily outnumbered cavalry can delay infantry with little chance of actually suffering

losses.

I believe it is possible to design very

sophisticated and demanding games without a

lot of detailed mechanical rules. The Drums & Muskets system is an example of exactly that. –

Frank Chadwick

DRUMS & MUSKETS SERIES RULES CREDITS

Game Design: Frank Chadwick

Rules and Development: Alan Emrich and Bryan Armor

Graphics: Alan Emrich

Map: Tim Allen

Playtesting: Joshua Gottesman, Hermann Luttmann, Lance McMillan, Kim Meints, David Moody, Andy Nicoll, John Welch

Proofreading: Bill Barrett, Brad Bernstein, Hans

Korting, Rick Partin, Leigh Toms, Ian Wakeham

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Leuthen Frederick’s Greatest Victory

5 December, 1757

[0.0] EXCLUSIVE RULES This is the Exclusive Rules sheet for Leuthen. Combined with the Drums & Muskets Series

Rules, these two documents form the entirety

of the rules needed to play Leuthen: Frederick’s Greatest Victory.

These Exclusive Rules share the same

numbering sequence as (and are meant to

neatly “overlap”) the Standard Rules.

When there is a conflict, these Exclusive

Rules supersede the Standard Rules and

the cards take precedence over both Rules

sets.

[1.0] INTRODUCTION Leuthen depicts the desperate struggle

between the Prussian Army of Frederick the Great and the Austrian Army commanded by

Prince Charles of Lorraine and assisted by

Field Marshal Daun. As the winter of

1758/58 approached, after a string of defeats,

Prussia hovered on the brink of collapse, with

the very existence of the Hohenzollern

dynasty in question. With time for only one desperate battle to redeem his fortunes before

the snows fell, Frederick threw his small

army against an Austrian force nearly twice

its size.

[2.0] GAME EQUIPMENT Parts Inventory

● 1 11” x 17” map ● 1 8.5” x 11” Player Aid mat

● 30 1” x 1/2” rectangular units

● 23 1/2” square markers

● 13 Prussian and 12 Austrian Tactical cards ● 1 20-page Rules booklet (Standard rules

included)

Not included is at least one 6-sided die

needed for resolving battles.

The Game Map: The 11” x 17” game map

portrays the area in central Germany where the battle took place.

Game Scale: Each unit represents a division

of from 2,000 to 8,000 men. Each space on

the map is approximately one kilometer across. Each turn represents one hour.

Nationalities: The dark blue units are

Prussian. The white units are Austrian. The

two Austrian units with blue backgrounds are Bavarian and Württemberger allies.

Unit abbreviations:

None.

[3.0] SETTING UP THE GAME After determining who will play the Prussian

and Austrian sides, proceed as follows:

1. Place the Turn marker in the 1 space of the Game Turn Track (1 PM) with the

Prussian Player Turn side up. Flip this

marker between Player Turns and advance

it one space at the end of each Game Turn.

2. Place all of the Prussian and Austrian

Corps Morale markers, number side up,

in the corresponding boxes of the Morale

Track.

For example, the marker for the Austrian corps of Kheul sets up in the 5 box of the Morale Track.

3. Shuffle each player’s deck of Tactical

cards:

The Prussian Player draws three cards.

The Austrian Player draws two cards.

These amounts are also each player’s Maximum Hand Size (see 5.2).

4. Set up the pieces as per the Setup Map

rectangles below (the Prussian in blue

along the west and south edges; the Austrians in yellow), facing the enemy

toward the hex side or vertex as indicated

by the triangles, with the following

additional instructions:

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Austrian Setup

The Austrian Player sets up

his pieces first. Turn all

fifteen units (including 3 Dummies) to show

their Hidden side and place one in each of the fifteen yellow Austrian Setup hexes as shown

on the Setup Map.

Important: The three different corps must be deployed together. That is, one corps must

be in the center of the deployment area, with all units of another corps north of them, and

all units of the last corps south of them.

Prussian Setup

The Prussian Player sets up

his pieces second. Turn all

fifteen pieces (including 7 Dummies) to show their Hidden side and place one piece in each

of the fifteen blue Prussian Setup hexes as

shown on the Setup Map.

Important: The three Prussian corps do not have to be deployed together as the Austrian

corps do! The Prussian Player can freely mix

and match their deployment.

Note: On the inside cover of this game, the historical deployment of forces is shown, for

those who are interested.

[4.0] SEQUENCE OF PLAY The Prussian Player is the First Player. The

Austrian Player is the Second Player.

The game lasts a total of six turns.

[13.0] HOW TO WIN An Immediate Victory is determined as

described in the Standard Rules.

If there has not already been an Immediate Victory, at the end of the 6 PM Game Turn,

total both sides’ Victory Points (VPs), as

follows, to determine the winner:

Each enemy corps Demoralized: 1 point.

All enemy Depot hexes captured: 1 point.

Capture of an enemy Depot hex means having a unit physically in that hex OR being

the last side to have done so. There is only

one Austrian Depot hex, but there are two

Prussian Depot hexes. This means that the Austrians must capture both of those to earn

this Victory Point.

Important: As an exception to the Standard

Game Rules, the Austrian player wins all draws.

LEUTHEN GAME CREDITS

Game System Design: Frank Chadwick

Documentation & Game Development:

Bryan Armor and Alan Emrich

Graphic Design: Alan Emrich

Game Map: Tim Allen

Playtesting: Joshua Gottesman, Hermann

Luttmann, Lance McMillan, Kim Meints, David Moody, Andy Nicoll, John Welch

Proofreading: Bill Barrett, Brad Bernstein,

Hans Korting, Rick Partin, Leigh Toms, Ian Wakeham

Proudly designed, developed, manufactured and assembled

in the USA

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[15.0] HISTORICAL NOTES The Leuthen Campaign

By Frank Chadwick

The campaign of 1757, the first full season of the war, began with a signal Prussian

victory at Prague in May. Following that

action, the largest Austrian

field army was bottled up in

that city, and its

supplies were severely limited.

It was only a matter of time before the

besieged Austrian army in Prague would be forced to surrender, and at that point the

Prussians could dictate peace terms to Austria.

However, there were still some Austrian

detachments in Moravia and eastern Bohemia which had not been engaged at

Prague, and some troops of the Austrian

right wing that had escaped encirclement. Field Marshal Daun gathered these odds

and ends together, and began a march on Prague to relieve the city. Frederick had

left a blocking force under Bevern to cover

Daun, and quickly built up that Prussian force to over 30,000 men. In mid-June,

Frederick joined Bevern and,

perhaps too

confident after his victory at

Prague, he

immediately sought battle with Daun’s relief force and

suffered a costly defeat, forcing him to lift the siege of Prague.

Following this Prussian defeat at Kolin,

and their subsequent retreat from Prague, Frederick withdrew his army slowly north,

and the Austrians cautiously followed.

Frederick retreated down the Elbe into Saxony with half the army, while the other

half retired north into Lusatia, and would eventually move east to defend Silesia.

With this withdrawal, Frederick’s invasion

of Austrian territory came to an end, and

the Austrians clearly had the initiative.

At about the same time, Frederick received

word that the Army of Observation (the combined Hanoverian and allied forces to

the west), fighting as allies of Prussia, had

lost a major battle at Hastenbeck in July and was retreating northward. This meant

that his strategic right flank had been

turned. In August, word came of another Prussian defeat, this time in faraway East

Prussia, where the invading Russian army had won a bloody, confused fight at Gross

Jaegersdorf.

But the campaigning season of 1757 was far from over! At the same time, a large

French detachment joined the Reichsarmee

troops attempting to invade Saxony from the southwest. Frederick marched against

them, but they retreated to avoid contact. Further east, the Austrian main army, now

taking the initiative, invaded Silesia in

overwhelming strength and, in September, destroyed a smaller Prussian detachment

under Winterfeldt at

Moys. This bad news was made worse in

that Winterfeldt, who was one of Frederick’s

closest friends, was

killed at Moys. In mid-September, Frederick

received the catastrophic news of the agreement by the

Duke of Cumberland, commander of the

Army of Observation, to the Convention of Kloster Zevern. This effectively removed

Hanover and its associated German states

from the war, and with the loss of these allies, Prussia’s entire western flank was

open to invasion from France.

By the end of October, Frederick had

experienced four months of uninterrupted

disasters, and faced the imminent prospect of a decisive defeat in the war. Bevern

faced a much stronger Austrian army in

Silesia, the French would likely move west with an enormous army as soon as their

supply situation was put right, and the

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combined French forces and Reichsarmee

in Saxony continued to elude him.

Then, in early November, and undoubtedly

emboldened by the string of allied victories everywhere else, the combined French and

Imperial army moved forward and attacked

near Rossbach. There, Frederick’s luck would finally turn. The combined allied

army was crushed;

out of an initial allied strength of

41,000 men (11,000 Germans and 30,000

French), over 5,000

were cut down and another 5,000 taken

prisoner. Frederick’s

22,000 men suffered fewer than 500

permanent casualties.

Frederick’s crushing victory over the

French and Reichsarmeee at Rossbach

brought him back from the brink of total disaster. It freed him to march east and try

to retrieve the rapidly deteriorating

situation in Silesia, and at the same time encouraged the British government to

renounce the Convention of Kloster Zevern and recall the

Duke of Cumberland.

(He was replaced by Prince Ferdinand of

Brunswick, pictured here, one of Frederick’s

most capable

subordinates, who was placed in command of

the Army of Observation.) Hanover would

fight on, and Frederick’s strategic right flank was, at least for the moment, again

covered.

However, the news was not all good.

Frederick had to leave some troops to hold

Saxony, and so the force he took east was comparatively small. When he was within

a day or two’s march of linking up with

Bevern and the Silesian army, his troops heard the sound of distant cannon fire. On

November 22nd, the Austrians attacked

Bevern’s army at Breslau and beat it.

Bevern himself was taken prisoner and the rich magazine at Breslau, which was the

supply hub of all of Frederick’s eastern operations, fell

into Austrian

hands. The fugitives from

Bevern’s force

made their way north and

linked up with Frederick’s army, but together they were

still greatly outnumbered by the main

Austrian army under Charles and Daun.

Nevertheless, Frederick resolved to attack

them, because to allow the Austrians to

establish themselves in Lower Silesia and reduce the fortresses to the south at their

leisure, would be tantamount to surrender. Frederick’s only real option was to stake

everything on a single battle. Exactly one

month after his victory over the French and Germans at Rossbach, he attacked the

Austrians at Leuthen.

Prelude to the Battle at Leuthen

Frederick thought that he was throwing his

force of 33,000 men against 40,000 Austrians. Had he known that Charles and

Daun actually commanded 65,000 men,

even Frederick might have hesitated.

Although strong in numbers, the Austrians

were unprepared for battle. They had already entered winter quarters near

Breslau, and so the converged grenadier

units had been disbanded, with their grenadiers sent back to their parent

regiments; the Austrians had no time to

reassemble these specialized grenadier units before the battle. In addition, much of

the Austrian’s heavy artillery was left in Breslau, and so the army was under-

gunned for its size. The Austrian army was

also off-balance psychologically, having thought the campaign was over, and

morale was lower than normal in many of

the infantry regiments.

The Prussians, by contrast, were as

resolved to win or die as they ever were,

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before or after. Every officer in the army

knew that one more defeat might not only spell the end of the war, but the end of the

Hohenzollern dynasty, and their sense of purpose

was communicated to the

rank and file soldiers as well. The Prussian army,

therefore, attacked with a

combination of grim determination and an

element of patriotism that was quite unusual for armies of this period.

The Battle at Leuthen

The Austrians were strung out in a long line, from Gucherwitz to Sagschütz, when

the head of Frederick’s army appeared near

Borne. Frederick deployed some infantry and cavalry on the ridge in front of Borne,

and made as if to attack through Grosse Heidau. Convinced by this ruse that the

attack would fall on his right, Charles of

Lorraine moved his reserve infantry north to Nippern, to extend his line, and moved

the cavalry at his center north to near

Frobelwitz, where it would be in a position to deal with a Prussian attack on that wing.

Charles was right to think that Frederick intended to attack one of his wings; he

simply had guessed wrong as to which

one! While Charles shifted troops north, Frederick marched his army south, behind

the ridge of high ground between Borne and Lobetinz, leaving the Avant-garde

Infantry (D’Angelelli) near Borne as a

diversionary force.

Around noon, the head of the Prussian

army turned southeast and marched past

Schriegwitz. It halted, deployed

into line to its left, and at 1:00 PM

began advancing

in echelon from the right.

Nadasdy, the Austrian commander on the

left, had seen the approach of the Prussians, and extended his infantry south

and east to cover this flank. However,

Frederick’s attack hit the weakest units in

the Austrian army – the Bavarian and Württemberg allies – and almost

immediately routed them, sending them reeling back into the Austrians to the north.

Zieten defeated an attack by Nadasdy’s

cavalry, and the entire battle moved quickly north, to the vicinity of Leuthen.

Charles (through Daun, his deputy) tried to

shift troops south to shore up his shattered left, and a large mass of them soon piled

up around and behind Leuthen. Shortly after 3:00 PM, Frederick resumed his

attack, this time against the town of

Leuthen. While his artillery raked the Austrians behind the town, grenadiers

stormed the town itself. In bitter fighting,

particularly around the walled churchyard, the Prussians took the town, and then beat

back the Austrian counterattacks.

The Austrian right wing cavalry under

Lucchese had by this time moved south in

the open ground between the two ridges. It attempted to attack the Prussian infantry

and artillery around Leuthen, but the

Prussian cavalry of Driesen, deployed near Radaxdorf against such a possibility, took

them in flank and routed them. The fleeing Austrian cavalry, in turn, routed much of

the remaining formed Austrian infantry,

and as the last light of day faded, the Austrians collapsed into near-total

confusion.

Both sides suffered

about 10,000 men

killed and wounded, but the Prussian units

were still intact at the end of the day while

the Austrians had mostly dissolved. That afternoon and evening, the Prussians

rounded up some 12,000 prisoners, clinching the victory. Charles retreated

toward Bohemia, leaving 17,000

demoralized men behind in Breslau, who promptly surrendered on December 20th.

Including these prisoners, Austrian losses,

as a direct result of Leuthen, totalled nearly 40,000 men – more men than Frederick

had brought to the battlefield.