Hanau 20 Rules. Hanau 20 Napoleon s Escape from Germany TABLE OF CONTENTS. [0.0] Exclusive Rules

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1 Hanau 20 Rules TABLE OF CONTENTS Hanau 20 [1.0] Introduction [2.0] Game Equipment [3.0] Setting Up The Game [4.0] Sequence Of Play [5.0] Random Events [6.0] Movement [9.0] Combat [10.0] Rallying [11.0] Reinforcements [13.0] Passing ( Lulls ) [14.0] Night Turns [15.0] How To Win [16.0] Optional Rules [17.0] Variants [18.0] Designer Notes Game Credits Game Design: Lance McMillan Series Developer: Lance McMillan Producer: Alan Emrich Graphic Design: Michelle Ball, Noelle Le Bienvenu, and Barry Pike III Counter Images: Clark Miller and Richard Starke Map Art: Tim Allen Playtesting: Andreas E. Gebhardt, John Gibbins, John Jack Gill, Kim Meints, David Moody, Joe Oppenheimer, Hugh Tracy Proofreading: Avalon Emrich, Noelle Le Bienvenu, Karen Wolterman [0.0] Exclusive Rules This is the Exclusive Rules book for Hanau 20. This Napoleonic 20 Series game, which is smaller and more introductory in size, sees the curtain fall on the campaigns of 1813 as Napoleon was withdrawing from his defeat at the great Battle of Leipzig a fortnight earlier. Although it was not a large battle, it was a vital one, as Napoleon suddenly found his retreat route back to France blocked by an unexpected, newly raised Allied force. Hanau 20 Napoleon s Escape from Germany This game also uses the Napoleonic 20 Standard Rules which you have from another Napoleonic 20 game that you already own (as required for using this Expansion Kit). When combined, these two documents form the entirety of the rules needed to play Hanau 20. These Exclusive Rules supersede the Standard Rules when there is a conflict.

2 [1.0] Introduction Hanau 20 recreates the battle fought on October 1813 near the town of Hanau, where a combined Austro-Bavarian force attempted to block the retreat to France of Napoleon s army following his defeat at the titanic battle of Leipzig. In this game, one player commands the Austro-Bavarian forces under General Karl Philipp von Wrede, while the other player commands the French army under Emperor Napoleon. [2.0] Game Equipment The Game Map: The 11 x 17 game board features a map portraying the area near the German town of Hanau where the battle occurred. Special Terrain: There is one unique terrain feature in Hanau 20 with the following special effects: The Fasanerie: For movement purposes, consider hex 0503 as Clear Terrain. However, Cavalry units cannot React [8.0] either into or out of the Fasanerie. Infantry units (only) defending in the Fasanerie receive a +1 Combat Strength bonus. The Fasanerie was a densely forested game preserve; facilitating troop movement through it are numerous trails cut through the woods. Playing Pieces: The blue units are French; the Anti-French units are a mix of Austrians (beige), Bavarians (white), and Russians (green). Special Unit Types: The French DROUOT Old Guard unit is both a Guard and an Elite unit; the OUDINOT Young Guard unit is neither (treat it as a normal unit). When using Optional Rule [16.7], the following other special unit types are in play: Cossacks [16.7.3] (the two possible Russian reinforcement units (Orlov and Czernichev), both with green Movement Allowances), Unreliable Troops [16.7.4] (the three French CONVERGED Corps units and both Russian Cossack units, all with yellow Combat Strengths). Unit abbreviations: OG = Old Guard YG = Young Guard AdI = Army of Inner (Austria) Bv = Bavarian IMPORTANT: In Hanau 20, Optional Rule [16.6] (Unit Breakdown and Buildup) is not optional! Treat this as a required Standard Rule. Hanau 20 will not play properly if this normally optional rule is not used. 2 Series Developer: Lance McMillan

3 [3.0] Setting Up The Game After players have selected their sides (i.e., who will play the French and Anti-French), the standard game setup proceeds as follows: 1. The Game Turn marker is placed on the October 29 Morning (Turn 1) space showing its French side. 2. Place the French Morale marker on the 4 space and the Allied Morale marker on the 6 space of the Morale track. 3. As per the Standard Rules ([3.0], Preparing the Cards), remove the red-titled card (with the Blücher is Coming! event) and place it face up to form the Discard Pile. Use the remaining Hanau 20 cards to form the initial Draw Pile. 4. Place units on the map or the Game Turn track (when they enter play as reinforcements [11.0]) as listed below: French Deployment The French player sets up these units on the map in the specified numbered hex: 1104 SEBASTIANI (1-3) 1405 CONVERGED (2-2) 1304 DROUOT (2-2) + NAPOLEON (3-5) October 29 Morning (Turn 1) Starts at 4 Starts at 6 Hanau 20 According to Plan No Effect. Reshuffle the cards. Blücher is Coming! Place all Army of Silesia units on the next turn of the Game Turn track. Starting that turn, roll a die; on a 6, they all arrive via Area B. If it is Turn 13 or later, they arrive on a 5 or 6. On any other result, move the units one Game Turn ahead and roll again next turn. This Event can only occur once per Game. If redrawn, treat this card as No Effect. 01 French Reinforcements The French player sets up these units on the Game Turn track: Turn 1: CADRE (1-2) Turn 3: CADRE (1-2) Turn 5: CADRE (1-2) Turn 2: CADRE (1-2) Turn 4: CADRE (1-2) Turn 6: OUDINOT (2-2) French Force Pool Set aside two French CADRE and two French DUMMY units. Also set aside two 2-2 CONVERGED Corps; these are available to be built up when appropriate (per [16.6.4]). Allied Deployment 0704 FRESNET (3-2) 0705 BECKERS (2-2) + WREDE (0-5) 0802 MENSDORF (1-3) Frankfurt Holding Box: BAVARIAN CADRE (1-2) Allied Force Pool Set aside one Austrian CADRE, one Austrian DUMMY, and one Russian DUMMY. Also set aside the Russian units from the Army of Silesia (i.e., LANGERON (2-2), ST. PRIEST (2-2), WASSIL SHIKOV (1-3), and BLÜCHER (2-5)), all of which potentially enter play as a reinforcing group via the Blücher is Coming! event. Also set aside the Russian ORLOV (1-3) and CZERNICHEV (1-3) units; they might arrive via random Events. Finally, set aside the 3-2 version of the Bavarian BECKERS unit; it can enter play if the Bavarian CADRE that begins set up in the Frankfurt Holding Box is recalled (see Rule [11.6] below) and is subsequently recombined with the 2-2 version of that same unit Lance McMillan and Victory Point Games 3

4 [4.0] Sequence of Play The French player is the First player. [5.0] Random Events Skip the French player s Random Events Phase on the first Game Turn. Napoleon was in the process of conducting a strategic withdrawal to the Rhine, following his defeat at Leipzig. Wrede detached a division of Bavarians under General Rechberg and stationed them at Frankfurt to act as a blocking force in case French troops got past the main Allied force at Hanau. Once Rechberg saw formed French units advancing on his position, he withdrew across the Main River and offered no opposition to their passage. [6.0] Movement [6.11] Confusion and Doubt: On Game Turn 1, the Allied player can move no more than two units. Note that recalling the Bavarian CADRE from the Frankfurt Holding Box (see [11.6] below), or bringing any Allied event-driven reinforcements that might enter play on Turn 1 onto the map, do count against the restrictions of this rule! [6.12] To the Rhine: Each turn, at the beginning of his Step 4 (Combat Phase), the French player may voluntarily eliminate any of his units or CADRES (but not DUMMY units if using the Optional Fog of War rules) on the French LOC in hex In effect, the player is marching them off the map. For each unit so removed, add one (+1) point of French Morale. However, if the Bavarian CADRE is still in the Frankfurt Holding Box (where it sets up), then French CADRES (only, not larger units) are prohibited from exiting the map in this manner. See Rule [6.13] for how to drive this Bavarian CADRE out of Frankfurt, opening the way for French CADRES to exit the map. [6.13] The Frankfurt Holding Box: A Bavarian CADRE begins set up in the Frankfurt Holding Box. While it remains there, it prohibits French CADRES (only, not larger units) from exiting the map (see the To the Rhine Rule [6.12]). Immediately lift this restriction once either of the following occurs: If the Allied player exercises the option to Recall Rechberg from Frankfurt (see Rule [11.6] below), or If any French non-cadre unit (including CONVERGED Corps) exits the map in accordance with the requirements of To the Rhine (see Rule [6.12] above). In effect, that greater French unit opens the way for its lesser comrades to follow. [9.0] Combat [9.7.7] Retreat Direction Priority: Initially, French units must retreat towards the French LOC on the Eastern map edge (hex 1405); the French LOC in 0101 is not active. Once any French unit has successfully withdrawn off the map (see To the Rhine, Rule [6.12], above), the French LOC is immediately and permanently shifted to hex 0101 (and the one in 1405 becomes permanently inactive). Allied units must retreat towards the Allied LOC hex on the Southern map edge (hex 0709). As a unique exception to this requirement, once the units of the Army of Silesia have entered play, those units (only) retreat towards the Allied LOC on the Eastern map edge (hex 1403); the LOC in 0709 remains the LOC for all other Allied units. 4 Series Developer: Lance McMillan

5 [10.0] Rallying [10.1] Remnants: The three French CONVERGED Corps ([16.6.4]) cannot be fully Rallied; they may only be Partially Rallied. French units may only Rally on the active French LOC (i.e., they cannot use Optional Rule [16.4] under any circumstances). [11.0] Reinforcements [11.5] Unit Arrival Locations: Reinforcement units arrive in the following Locations (colorcoded along the map edge for your convenience): French units: Along the Eastern map edge Entry Areas marked as Z. Allied units: Along the Northern, Eastern, and Western map edges, in the Entry Areas marked as A, B, C, and D. [11.6] Recalling Rechberg: The Allied player may voluntarily recall the Bavarian CADRE from the Frankfurt Holding Box during an Allied Movement Phase using the following Procedure Take the Bavarian CADRE that begins in the Frankfurt Holding Box and place it four (4) turns ahead on the Game Turn track. This CADRE unit enters play as a normal reinforcement on that turn (i.e., no die roll is required), arriving in Entry Area D. See Optional Rule [16.6.3] for possible additional effects. [13.0] Passing ( lulls ) The French player can never declare a Lull during this game. Nevertheless, this does create the opportunity to create CONVERGED Corps units per [16.6.4], below. [14.0] Night Turns Objectives: There are no Objective hexes for either side in this game. However, if neither side occupies Hanau on a Night Turn, the Allied player recovers two Morale Points (instead of the usual one Morale Point) from resting at Night [14.0, step 3]. Reeling in shock after the defeat at Leipzig, French morale was in a precarious state and the French army remained disorganized. Wrede considered, but ultimately rejected, the idea of recalling Rechberg s division from Frankfurt. Fearful of having Hanau damaged or destroyed during the battle, its municipal leaders agreed to provide rations to the Allied army on the condition their troops would not enter the town. [15.0] How to Win [15.1] In addition to the Standard victory conditions, the French player can gain a Marginal Victory if he meets both of the following conditions at the end of the game: The French Morale Level is at least one point higher than the Allied Morale Level AND Either one non-cadre French unit has exited the map (see the To the Rhine Rule [6.12] above) OR there is no Allied unit in the Frankfurt Holding Box. [15.2] Making Good Their Escape: The game ends the instant there are no longer French units on the map (typically this will be because they have all withdrawn To the Rhine [6.12]) Lance McMillan and Victory Point Games 5

6 + + Note that a single CONVERGED Corps has already been formed before the game begins. Its Morale effect is included in the French starting Morale Level. Napoleon paused at Erfurt on 24 October to start reorganizing his shattered army, gathering up stragglers and attaching them to the few relatively intact formations. This continued throughout the retreat. The CONVERGED Corps which begins the game already formed is the remnants of Lauriston s 5 e and MacDonald s 11 e Corps. Historically, the survivors of Victor s 2 e and Augereau s 9 e Corps, and those of Bertrand s 4 e and Marmont s 6 e Corps, comprised the other CONVERGED Corps. French losses at Leipzig, particularly among officers and veteran NCOs, had been so severe that discipline was unravelling. Had events at Hanau gone poorly for Napoleon, the French army might have collapsed entirely. = = [16.0] Optional Rules [16.6] Unit Breakdown and Buildup: This Optional Rule is not optional! Consider it a required Standard Rule. Hanau 20 will not play properly without using this rule. [16.6.3] Bavarian Reassembly: As a special exception to [16.6.2], the Allied player can recombine the Bavarian 1-2 CADRE with the Bavarian 2-2 Corps to form the Bavarian 3-2 Corps. The Allied player does not gain the usual Morale Point for building up a unit when this is accomplished. [16.6.4] Converged French Corps: On any French non-night Game Turn during which the French have met the requirements for a Lull Turn (which is prohibited per [13.0], above; i.e., no combat and no Forced March that turn), the French player may combine any two CADRES stacked together into a 2-2 CONVERGED Corps. Doing so gains one French Morale Point (as usual). Important: All of these exceptions to [16.6.2] apply to CONVERGED Corps: They cannot be broken down into CADRES. On the turn a CONVERGED Corps is formed, its two component CADRE units cannot begin or end that turn adjacent to an enemy unit. Consequently, it cannot attack that turn either. CONVERGED Corps cannot be Rallied; they can only be Partially Rallied (see (16.5.1]). When the French player attempts to Rally a CONVERGED Corps, treat a Rallied result as a Partially Rallied result. [16.6.5] Army Disintegration: Whenever the current French Morale is less than the Allied Morale, the French player cannot attempt to Rally CONVERGED Corps (they can, however, still be formed). [17.0] Variants Following their victory at Leipzig, the Allies conducted a leisurely pursuit of Napoleon s defeated army. Using this rule, you can experiment with the consequences of a vigorous Allied pursuit. [17.1] Close Pursuit: Place the Army of Silesia units (and BLÜCHER, if using the Optional Leader Rule) on the Game Turn track on Game Turn 7. When they are due to arrive, roll a die: on a result of 4, 5, or 6, these units arrive together via Entry Area B. On any other result, move them ahead one turn and roll for their arrival again on that turn. Change the effects of the Blücher is Coming! Event card as follows: If drawn by the Allied player before Game Turn 6, advance the arrival of the Army of Silesia units by one turn (if the current turn now coincides with the units scheduled arrival, begin rolling for their arrival now). If drawn by the Allied player on or after Game Turn 6, the units of the Army of Silesia arrive automatically (i.e., no die roll is required). 6 Series Developer: Lance McMillan

7 [18.0] Designer Notes After the defeat at Leipzig, Napoleon s Grand Armée was in full flight, rushing to get across the Rhine and safely into France before the victorious Allies could cut them off. For their part, the Allies seemed content just to let them go. Their pursuit was leisurely as they detached major portions of their army to reduce isolated French garrisons in Germany. Only Blücher, with a much reduced force, made any real effort to remain in contact with the fleeing French, but even his pursuit was respectfully cautious of French prowess. The Coalition s ace-in-the-hole was a small Austro-Bavarian army under the command of Karl Philipp von Wrede, a Bavarian general who had previously served under Napoleon at Abensberg and Wagram. Wrede s orders were to effect a total interruption of the communications between Erfurt and Frankfurt. On his way to Frankfurt to carry out those orders, Wrede first attempted to take Würzburg; but after expending a large portion of his artillery ammunition, he only managed to force the French garrison to withdraw into the nearby Marienberg fortress. Wrede then marched north to block the French from reaching Frankfurt and its vital bridges over the Main River. On reaching Hanau on 27 October, he divided his force at the Kinzig River to cover both approaches to the town. Anticipating that he might intercept only a small, secondary French column, Wrede had unknowingly placed himself directly in the path of Napoleon s main body. On the 29th, Napoleon arrived and sent the combined remnants of the 11 e and 5 e Corps forward in preparation for opening the route to Frankfurt. Early morning attacks on the 30th pushed the Bavarians back to the outskirts of Hanau. A failed Bavarian counterattack resulted in further lost ground, and a follow-on assault by the Old Guard forced its way to the outskirts of the town and drove the Austro-Bavarian force off to the south. During that night, Napoleon slipped a large portion of the Grand Armée past Hanau, leaving a strong rear guard behind in the town to prevent any further interference by Wrede. The next morning, Austro-Bavarian attempts to re-occupy the town and block the road to Frankfurt were unsuccessful, with Wrede himself being wounded in the fighting. A Bavarian division under General Rechberg, which had been detached to Frankfurt as a final backstop to block the French, was compelled to withdraw across the Main River when they sighted strong enemy formations approaching from the east. The route to France was now open and Napoleon s army made good its escape. Wrede s much maligned reputation for his performance at Hanau is largely due to Napoleon s contemptuous dismissal of him in his memoirs: I could make him a Count, but never a General. But at Hanau, Wrede managed to put up a good fight and still come away with his outnumbered army mostly intact, which speaks reasonably well of his talents. Had he managed to block the French retreat (and had Blücher been pursuing more vigorously, instead of lingering over 40 miles behind the French column), Wrede s reputation might have been a hero of the age. Allow me a brief comment on the game s Order of Battle: The Mensdorf s Cavalry unit is an amalgam of both his small Striefkorps and the many other small cavalry units under Wrede s authority. Similarly, Orlov and Czernichev s Cossacks are both independent Striefkorps which had been operating behind the lines, raiding French supply columns and rear area garrisons. The three French Converged Corps are simply bands of survivors forming up around intact divisions that managed to escape the disaster at Leipzig intact. Although little in this game is new to the Napoleonic 20 system, my goal was to create a small, simple design for the series at an almost introductory level. By doing this, people unfamiliar with these games can learn from experienced players and have a chance to see how the system works in miniature. - Lance McMillan 2017 Lance McMillan and Victory Point Games 7

8 a beautiful and polished game that should be on the short list of any solitaire gamer, and on the shorter list of any States of Siege fan. -Tracy Baker (The Lonely Meeple) Immersive military battles Three scenarios, one for each English Civil War Covers Military, Political, and Religious Conflicts

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