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Battle_Commander_Vol_I_Scenario_Booklet_V13.0_LowRes
Battle_Commander_Vol_I_Scenario_Booklet_V13.0_LowRes
“The first consideration of any general who offers battle should be the
glory and honour of his arms; the safety and preservation of his men is only
the second; but it is in the enterprise and courage resulting from the
former, that the latter will most assuredly be found. In a retreat, besides
losing the honour of the army, the loss of life is often greater than in two
battles. For this reason, we should never despair while brave men are still
with their colours. It is by these means that we secure victory.”
Napoleon
V13.0 BATTLE COMMANDER - VOL I - Scenarios Page 3
Scenario Instructions……………………………………….3 During the rst turn draw, you follow a special process:
• Lonato ……………………………….Small Battle..…4
• Castiglione……..…………………….Small Battle..…8 • Play Immediately: Discard without e ect all “Play
• Arcole…………………………………Small Battle…12 Immediately” cards, then draw a replacement card.
• Rivoli...………………………………..Small Battle…17
• Montebello….………………..………Small Battle…21 • Reshu e: Once the rst draw process is complete,
• Marengo..…………………………….Small Battle…25 reshu e the Draw and Discard piles together.
SCENARIO INSTRUCTIONS
• Historical Narrative.
• Leaders, Army Morale & Special Rules.
• Reinforcement/Event Timetables, Friction of War Table. Play Immediately = Discard & Redraw.
• Extra Victory Conditions & Gold Cube rule (if needed).
• Set-up Map & Order of Battle. Napoleon Bonaparte’s Fate
A “Keep cards” caption means that the player will keep INTRODUCTORY SCENARIO
only his own nationality’s cards at game start, discarding
& redrawing the others. Reshu e the draw and discard It is strongly suggested to start with this learning
piles together when done. scenario, it’s also used in the extended example of play.
Players may start with cubes in their Reserve Box,
these cubes can’t be put in the cup at game start. • Battle: Use the Montebello Scenario.
“Reinforcements” Leader cards are put aside for later. • Rules: Don’t use any rules after “Stop!” on page 18.
• Event Cards: Disregard any “Friction of War” or
“Hors de Combat” card instructions, other directives
Scenario Reinforcements
on the cards are still followed.
When a Yellow cube is drawn, all the (Steady) Blocks
• Game Length: The game ends after the 4th Turn.
arriving that turn enter the map in the order shown,
• Victory Conditions: The French player wins if he has
captured two French or two Austrian Victory Flag
leftmost rst and rightmost last, using a free Move Order
Zones; otherwise, the Player with the Initiative wins.
(Roadway moves allowed), the rst map Zone entered
counts. Army Commander cards are ipped, Leaders go
in your card hand, the Gold cube goes in the cup. So no Special Combat rules besides “Grand Charge” are
used. You stick to the basics. Go get ‘em!
• If no Yellow cube was drawn, all these Blocks will
be available as Reinforcements on the following turn.
• If the entry Zone is Enemy-occupied, Blocks may enter “Strategy is the art of making use of time and space. I am
in the next closest non-blocked border Zone, unless less concerned about the later than the former. Space we
across Impassable terrain. Entry may be delayed until can recover, lost time never.”
a future Yellow cube draw. Napoleon
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V13.0 BATTLE COMMANDER - VOL I - Scenarios Page 4
Coalition Commander: Lauer (A7)*. Army Morale: 10 Turn 2 - Brescia entry Zone
Coalition Leader cards: (83) - (84) - (85)* - (86)* - (87)* + Bonaparte (C1)
* Bonaparte (C1), Wurmser (C7), Kilmaine (57), Reuss
(80), Davidovich (86) and Schubirz (87) cards are
Reinforcements. Turn 2 - Montechiaro E and W entry Zones
+ Kilmaine (57).
Special Rules + 2 Morale (French).
• Vines Terrain: Cavalry & Horse Artillery can’t “Combat Turn 3 - Solferino E or W entry Zone:
Move” or “Grand Charge Assault” into Vines Zones + Wurmser (C7) + Schubirz(87)
.
Italian Vineyards often had vines hanging on trees, and
were dif cult to negotiate by formed cavalry.
Turn 4 - Solferino E or Mantua entry Zone
+ 1 Morale (Coalition)
First:
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V13.0 BATTLE COMMANDER - VOL I - Scenarios Page 5
Skill Check FRENCH COALITION Terrain Dominance: If the Coalition player has Garrisons
in both Castles at the end of Turn 5, he wins
Flesh Wound Flesh Wound
Lines of Communication: If the French player does not
No E ect HQ Confusion have a Block in Lonato at the end of the game, he loses;
this overrides all other victory conditions.
Martial Spirit Special Event
Exhausted Troops: If the Coalition player’s Army is in
No E ect No E ect Bad Morale at the end of the game, he loses
V17.0 Volume I
French Commander: Bonaparte (C1). Army Morale: 9 Turn 3 - Peschiera N or S entry Zone:
French Leader cards: (52) - (57) - (59)* - (60)* - (61) + Weidenfeld (89).
+ 1 Morale (Coalition).
Coalition Commander: Wurmser (C7). Army Morale: 8
Coalition Leader cards: (83) - (86) - (87) - (88) - (89)*
* Despinois (59), Fiorella (60), Weidenfeld (89) cards are Turn 5 - Coalition Withdrawal:
Reinforcements. Starting on turn 5, the Coalition Army gains one Morale
point for each Block that exits the map from the Peschiera
Special Rules N/S, Vallegio, or Mantua E Zones.
These affect the Victory Conditions.
• First Turn Draw: Both players keep cards only from
their own side and redraw the others; both also start
with two cubes in their Reserve Box /
As you’ll see in the extra victory conditions, if things get
dicey for the Coalition player he can still snatch victory
• Coalition Army: Grand Charges can’t use a 2nd Line from the jaws of defeat by performing an orderly
Support Block.
withdrawal with the majority of his Army.
• Vines Terrain: Cavalry & Horse Artillery can’t “Combat
Move” or “Grand Charge Assault” into Vines Zones
• French Out anks: Blocks that move off the map from
the Out ank Zones, or Reinforcements entering from
the from the “Arrow” Entry Zones.
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V17.0 Volume I
A 3-day long back-and-forth battle in the marshy areas • Bridge Train: The Brown “?” Bridge
around the Adige river and the town of Arcole. It saw Crossing locations are not fully useable until
Bonaparte try yet another dashing maneuver to out ank activated.
the Austrian army trying to lift the siege of Mantua, and
block its line of retreat. It was a very hard-fought ght, - The French player can activate a Bridge by
where Bonaparte gained the affection of his troops by a in by putting a Bridge Train cube on the “ ? ”, if a
notable act of bravery on the bridge leading to Arcole, friendly Steady Block is in an adjacent zone, with a
cheating death once more, and where General Massena Successful Rally Check in a Yellow cube phase,
saved the situation on the third day after ambushing the using the Army Commander’s Skill rating.
Austrians on their west ank, while they were busy
counter-attacking. Despite suffering high casualties, the - Once placed, a Bridge Train cannot be moved, if a
French held the eld and central position between the player Attacks it, it’s automatically Destroyed
enemy formations. This campaign outcome will be
decided next January, at Rivoli - If no Bridge is built, one Short Infantry Block can still
move across the River/Stream for free at the end of
Leaders & Army Morale every Night turn, taking one Cohesion Hit.
The troops are using scrounged boats and rafts.
French Commander: Bonaparte (C1). Army Morale: 9
French Leader cards: (47) - (52) - (57) - (58) - (61) Arcole O -Board Zones
Coalition Comdr: Quasdanovich (A4)*. Army Morale: 8 There are Off-Board Zones liked to some north and south
Coalition Leader cards: (86) - (87) - (90) - (91) - (92)* parts of the main game map, representing larger areas.
* Alvinczi (C4) and Hohenzollern (92): Reinforcements.
• Movement: Off-Board Zone Moves are allowed only
Special Rules during Night Turns, including in/out of the main map.
Each order can Activate up to two Blocks per Zone for
This battle lasted three days, on a large area, in dif cult Movement; some Zones are linked to the map by
terrain and wet weather; this calls for a lot of extra rules numbered locations
• Vines Terrain: Cavalry & Horse Artillery can’t “Combat • Stacking: Up to four blocks per Zone; composed of
Move” or “Grand Charge Assault” into Vines Zones one Lead Block and three Second line Blocks.
- No Enemy Blocks are allowed in the same Zone.
• Mud & Guns: Due to the wet weather, Bombardment
at a two-Zone range is not allowed • HQ Range: HQ Command Range does not extend in/
out of the Off-Board Areas to/from the main map.
• Elevated Causeways: This is treated
as regular Marsh Terrain, but when • Combat: All Blocks in a Zone are involved, with one
using Roadway Moves along the Lanes. Lead Block, and up to two Stacked Support Blocks.
So Roadway-moving Artillery can enter . - Each Block may be the Lead Attacker once, put the
used Attack token on it to show it can’t Attack or
Support again this phase
• Wet Weather: Battle Zones don’t extend into any - Blocks that only Support can do it multiple times.
Terrain types for Movement/Retreat purposes - Event-card initiated Combat is not allowed.
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The battle spans over the course of three full days, unless
one side wins early. A small “Day” track is present on the
board to keep count. Put the round turn marker in the
“Turn 1” box at the start of each day, but for the rst day:
Put the marker on the “Turn 2” box for the 15th Nov Turn.
- 15th Nov: The French player starts the day with two
extra Victory Flags. They are lost on the next day
- 16th Nov: The French player starts the day with one
extra Victory Flag. It’s lost on the next day
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Skill Check FRENCH COALITION Terrain Dominance: If a player controls ve of his Victory
Flag Zones at the end of any Game Day, he wins. This
Flesh Wound Flesh Wound does not override any other victory conditions
Martial Spirit HQ Confusion Lines of Communication: At the end of any Game Day,
if the French player controls San Bonifacio, or if the
Special Event Special Event Coalition controls Verona and Legnago, that player wins;
if both win, it’s a tie. Overrides all other victory conditions.
No E ect No E ect
Wild Fire ght Wild Fire ght Special Event: Siege of Mantua, only on Nov 16th/17th.
Wild Fire ght Battle Fatigue • If the French draws a Friction Special Event,
he gets one of the two Infantry Blocks, arriving
Battle Fatigue Battle Fatigue next Reinforcement phase by the Verona or
Legnago map entry Zones, of both these off-
map Boxes are French-controlled .
• If the Coalition draws a Friction Special Event, he
gets four Morale Points if he Controls the Vicenza Box.
• Otherwise there is no effect.
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V17.0 Volume I
• Coalition Army: One Massed Column is allowed, Turn 4 - Trento E entry Zone:
Grand Charges can’t use a 2nd Line Support Block
+ Vukassovich (93).
• Winter Vines Terrain: Cavalry & Horse Artillery can’t
“Charge Move” or “Grand Charge Assault” into Clear
Terrain that is not crossed by a Road/Trail, Defenders
Turn 4 - Villafranca E or W entry Zone:
in Clear Terrain get the Vines bene ts vs Cavalry.
+ 1 Morale (French).
+ Brune (56) + Gold cube.
• Bridge Train: The Brown “?” Bridges are not
useable until activated. The Coalition player
can activate a Bridge by using Event card #73.
- Then put a Bridge Train White cube on it: Special Event - Turn 5 or 6: - Verona entry Zone:
if any player Assaults it, it’s Destroyed If the French draws a Friction Special Event
event that turn, he may take the Reinforcement
once, only if the Coalition didn’t exit any Blocks
Reinforcement & Event Timetable from the Verona Zone. Otherwise the Event has no effect
Turn 1, Night: Two Black + Two Red cubes in cup Turn 6 - Villafranca E or W entry Zone:
• Assault Combats suffer a one Shift left penalty. + 1 Morale (French).
• No Fire Combat, No Cavalry Assault or Support + Rey (55).
• Coalition starts with a cube in its Reserve Box
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Skill Check FRENCH COALITION On to Verona! If the Coalition exits two Steady Blocks
from the Verona entry Zone, they gain one Victory Flag
Flesh Wound Flesh Wound
Heavy Losses: At the instant the French/Coalition Army
No E ect HQ Confusion has taken seven step losses, their owner’s loses the
game
Martial Spirit HQ Confusion
Turn 3, Out ank: The Coalition can chose not to follow
Special Event No E ect that Event, then the French player gains one Victory Flag
Wild Fire ght Wild Fire ght Gold Cube Extra Rule
|
Low Ammo Battle Fatigue
The French may use the Gold cube to get a free
Battle Fatigue Battle Fatigue Attack token, and immediately perform a Combat.
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V17.0 Volume I
Casteggio was made up of rows of houses along a main • Turn 7, Dusk: Two Black cubes in the cup.
street and not easily defensible: It was actually attacked
and successfully taken by French light cavalry
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Skill Check FRENCH COALITION Heavy Losses: At the instant the French/Coalition Army
has taken ve step losses, their owner’s loses the game
Flesh Wound Flesh Wound
V17.0 Volume I
• Vines Terrain: Cavalry & Horse Artillery can’t “Combat Special Event - Turn 4 or 5 only:
Move” or “Grand Charge Assault” into Vines Zones - Novi entry Zone:
If the French draws a Friction Special Event that turn,
• Redoubt: There is a box for an Artillery Block, always he may take the two Reinforcements, once only
the Lead unit, does not count for stacking - The Coalition then gains one free Victory Flag.
- Otherwise, that Special Event has no effect.
• Planned Moves: Coalition Reinforcements may enter
the map using a Move Order, or as part of an on-map
Move Order that includes their entry Zone. Turn 5 - Tortona or St.Guiliano or Novi entry Zone
Turn 1 - Free Move/Attack: The Coalition may perform, French Low Ammo Events are from now on “No Effect”.
for free, one Move Order and one Attack at game
start instead instead of the extra bonus cube for being
the Initiative player (it’s not a Red cube Combat!). Turn 7, Dusk: Two Black cubes in the cup.
Skill Check FRENCH COALITION Alexandria Redoubt: If the French player Eliminates the
Redoubt’s Artillery Block, he immediately wins the game
Flesh Wound Flesh Wound
Flag Zone Control: Zones not occupied by at least one
Martial Spirit Flesh Wound Coalition Block, two Blocks for map-edge Zones, are
considered French-controlled for Flag Control purposes
Special Event Special Event
Extra Flag: If you take your special Reinforcements of
Wild Fire ght Wild Fire ght Turns 3/4/5, then the enemy gains one extra Victory Flag
V17.0 Volume I