Prussia's Glory: Battles of Frederick the Great simulates four of the Seven Years War's most famous battles: Rossbach (Nov 5, 1757), Leuthen (Dec 5, 1757), Zorndorf (Aug 25, 1758) and Torgau (Nov 3, 1760).

Introduction:

To learn these rules, read through them once.  Don't try to remember every rule. Then, set up a scenario. Rossbach, the smallest, is a good starting point. Run through the Sequence of Play, referring to the specific sections when an area needs clarification.  Every rule is contained in a numbered paragraph, which are used to make cross-references easier. When a rules reference appears, it will be contained in parenthesis, e.g. (3.1). Any game terms defined in the Glossary are capitalized throughout the rules.

1.0            General Information

A full game of Prussia's Glory includes:

o        Two 22" x 34" back-printed maps

o        One rulebook

o        Two 17" x 11" Player Aid Cards

o        Four counter sheets (704 total units)

o        One six-sided die

MAPS: Each side of the maps depicts the terrain on which one of the battles was fought. A hexagonal grid has been superimposed on the terrain to regulate placement and movement of Units. When counting distances between hexes, count the ending hex but not the starting hex (adjacent hexes are 1 hex apart, for example).

COUNTERS: The counter sheets contain counters that represent the Units that fought the battles, their leaders, and a variety of information markers. The counters should be carefully removed from their frames and sorted by battle and side before play. About half of the Units for each battle will not begin play on the map. Those Units are replacements and will enter play when casualties are removed.

See pages 23 and 24 for a glossary of terms.

Each hex on the map represents 500 yards. Each Game Turn represents one hour of real time. Every Strength Point of infantry represents about 400 men, while every SP of cavalry represents about 200 men. 3 and 4 Step Units are brigades or equivalents, 2 Step Units are regiments or Russian Cossack or Prussian Freikorps Units and 1 Step Units are battalions. Artillery Units represent 10 to 20 cannons and crew.

The different nationalities in the game are represented on the counters with the following colors:

o        Prussian—blue background

o        Austrian—white background

o        Austrian auxiliaries (Leuthen scenario)—  medium gray background, with following designations:

o        Wurt—Wurttemburg

o        Wurz — Wurzburg

o        Bav—Bavarian

o        Saxon—medium gray (Leuthen, Torgau scenarios)

o        Russian—green background

o        French—light gray background

o        French Foreign Units (Rossbach scenario)—light gray background with following designations:

o        Sw—Swiss

o        Ger—German

o        Holy Roman Empire “Kreise”—medium gray (Rossbach scenario)

2.0  How to Read the Game Pieces

Prussia's Glory contains two different types of pieces: Unit/Leader counters and Markers. Units and Leaders represent the infantry, cavalry, artillery, and leaders who fought the historical battles. Markers are purely informational, and do not represent anything tangible from the battlefield. They are used to track such information as Morale State, Engaged status and other information.

Infantry and cavalry show very similar information. These are the only counters that participate in Close Combat. Infantry and cavalry have a step number on them. 3 and 4 Step Units are represented with two pieces. Units that have a dot instead of a set up hex are replacement pieces.

Artillery have no Strength Points, instead having three Bombardment Strength values. Artillery will have no Wing affiliation.

Wing Leaders and Army Commanders have many of the same values printed on them. Leaders do not have Morale or Strength Points and are NOT Units. Leaders will have a Morale Modifier, and some will have Initiative.

Design Improvement Note:  For clarity, future volumes of PG will change the“Engaged” markers currently  in the counter mix  to “Locked” (In Combat) markers; players may wish to write over  their current Engaged  markers as Locked markers, which will be referred to in the rules from now on.

3.0  Sequence of Play:

The game is divided into a number of Turns, specified by the scenario. Each Turn is divided into Prussian and Coalition Player Turns, each of which has several phases. Once a player finishes a phase, they may not go back to perform a forgotten action unless their opponent permits it. The Player executing their Player Turn is the Active player. The other player is the Inactive Player. After each Turn is finished, go back to the beginning of the Sequence of Play and start a new Turn, until all the scheduled Turns are completed.

Parenthesized numbers after segments in the Sequence of Play refer to rules sections covering that segment.  Parenthesized numbers after the actual rules segments refer back to their order in this Sequence of Play.

A.  Prussian Player Turn:

o        1 Army Activation Phase (Main scenarios only) (4.1)

o        2 Command Determination Phase (4.2)

o        A Deploy from Column Segment (4.4)

o        B Group Command Roll Segment (4.5)

o        3 Movement Phase (7)

o        A Routed Movement Segment (7.1)

o        B Place “Locked” Markers Segment (7.2)

o        C Normal Movement Segment (7.3)

o        4 Offensive Bombardment Phase (8)

o        5 Rally Phase (9.4)

o        6 Defensive Bombardment Phase (8.5)

o        7 Close Combat Phase (10)

o        8 Remove Locked (Engaged) Markers Phase (11)

B.  Coalition Player Turn:

The Coalition player performs his player turn in the same way.

C.  Joint Army Morale Adjustment Phase (13):

Both players adjust their Current Morale Markers, check for and apply Army Demoralization/Broken procedures, if required.

D.  End of Turn Phase (14):

Move the Turn marker to the next box on the Turn Record track and begin the next Turn.

4.  Army Activation and Command Determination:

Command includes two concepts: Army Activation and Command States. Once an Army has been Activated, every Group and Wing will have a Command State determined for it every turn.

4.1  Army Activation Phase (1):

An Army must be Activated before it may perform any movement or combat. Army Activation only occurs once per side. Both sides' armies start the Main Scenarios Inactive. Generally, the Prussian player will have to decide when to Activate and start their army moving. The Coalition player may also attempt to Activate (at higher cost and risk), or await Activation due to Prussian actions.

In the Battle Scenarios, both Armies are considered already Activated and there is no Army Activation.

There are three types of Activation: Normal Activation, Automatic Activation, and Coup d'Oeil (CdOA) Activation.

Design Note: It is possible for both Armies to stay inactive. The Prussian player must balance what Turn they intend to start on with the potential drawbacks of starting early, such as increased opportunity for Coalition counter-moves or greater exposure to battle losses/fatigue. By the same token, the Coalition player may attempt to disrupt Prussian efforts with a countermarch, but that could cost crucial Army Morale with no gain.

4.1.1 Normal Activation:  During the Army Activation phase, a player may attempt Normal Activation of their Army, if it is not Activated.  Normal Activation may be attempted once per turn until the Army is Activated.  To attempt to Activate, the player pays their Activation cost (specified in the Scenario instructions) by reducing AM the given amount. They then roll one die (pay, then roll) and add their Army Commander's Initiative rating. If the result is 7 or more, the Army is Activated and may begin normal Command/Movement. The AM spent is wasted if the result is less than 7. A player whose Army is not Activated does not perform any of the remaining phases of their Player Turn. See 12.2 on how to mark spent AM.

4.1.2 Automatic Activation: As soon as a counter moves within three hexes and clear LOS of an Inactive counter, the Inactive Army is Activated in the next available Player Turn at no cost. Note that Detachments are an exception (4.3).

4.1.3 Coup d'Oeil Activation: The first time any counter of an Inactive Army or Detachment (4.3) gets a clear LOS (8.2) of 7 hexes or less to an enemy Unit, the Inactive player may make a Coup d'Oeil (CdOA) Activation attempt. A CdOA Activation may be attempted only once per Army and/or Detachment. A player attempting a CdOA Activation rolls the die and adds their Army Commander's Initiative rating. If the result it 8 or higher, the player MAY Activate their Army by paying the Activation cost specified in the scenario (roll, then pay if desired for CdOA). Note that CdOA Activation occurs during an enemy Movement Phase, not during the friendly Army Activation Phase.

Historical Note: “Coup d'oeil: a brief survey; GLANCE.” In the Frederickan era, a key quality by which Leaders were measured — the ability to take in a situation `at a glance' and respond correctly. Due to the erratic nature of scouting in this era, and the relatively slow reaction and reorientation capabilities of linear-based battle lines, CdOA was a highly prized but uncommon asset. During the approach march phase of a battle, fleeting opportunities, acted on or overlooked, often meant the difference between victory and defeat.

4.2  Command Determination Phase (2):

Wings, Groups, and Command States:

BASIC GROUPS: Every Army has two Basic Groups: a Basic Infantry/Artillery Group and a Basic Cavalry Group. The Scenario determines any other Groups, called Specific Groups. A Wing only belongs to one Group. A Group consists of several Wings that have their Command State determined as a whole. If a Wing is not assigned to a Specific Group, it belongs to a Basic Group. If the Wing has any infantry, it belongs to the Basic Infantry/Artillery Group; otherwise it belongs to the Basic Cavalry Group.

COMMAND RATINGS: Once an Army has been Activated, players will determine the Command State of each Group, either Effective or Degraded, every turn. Every Group has a Command Rating, which is the number or less that must be rolled on the die for the Group to be Effective. Higher Command Ratings are better. Those Ratings and die roll ranges are shown on the Groups' respective Command Effectiveness Markers, which are placed on or near the map each turn to reflect each Group's Command state.

COMMAND STATE: The Command State of the Group applies to every Wing of that Group, along with any artillery in that Group. Effective Wings get full Movement Allowance, while Degraded Wings get half Movement Allowance (round up). In Column Units (7.6) have different Degraded MAs. Leaders always get their full Movement Allowance.

4.2.1 Special Leaders: Special Leaders are marked with a star, and allow one Degraded Wing (and possibly some artillery) to attempt to recover to an Effective Command State. This attempt occurs after all of the Groups have rolled their Command State for the turn. Special Leaders marked with an “I” may only affect Wings that have infantry, while Special Leaders marked with a “C” may only affect Wings that contain no infantry. A Special Leader without an “I” or “C” may affect any Wing. All Special Leaders may affect artillery. Both Wing Leaders and Army Commanders may be Special Leaders.

4.2.2 Out of Command Units: Any Unit starting the turn more than 5 hexes away from its Wing Leader is Out of Command (OOC); Units that are OOC may only use half their normal movement allowance (round remainders up) regardless of their Command State, and cannot enter an EZOC. Artillery Units can trace command to any friendly Leader. When counting, count the Leader's hex but not the Unit's. Enemy Units, terrain and EZOCs do not impede tracing command. Also, each turn, any two infantry or cavalry Units may trace command directly to the Army Commander. Mark any Units that cannot trace command with Out of Command markers.

4.3  Detachments:

Detachments are temporary Specific Groups and are not considered part of the main Army. They may be Activated independently, and any movement and combat by the Det counters will not normally cause Army Activation. Whenever a Det counter can trace a 3 hex or less LOS (8.2) to an enemy counter, or an already Activated friendly Det counter, the Det is considered immediately Activated. The player will then begin determining Command State for the Detachment.

4.3.1 Dets and Main Army Activation: When the main Army is Activated, no matter how it is Activated, all Dets are dissolved. The Det counters are reassigned to their appropriate Basic Groups.

4.3.2 Dets and CdOA Activation: Each Det gets one attempt at CdOA Activation in addition to the one attempt allowed for the main Army. If a Det succeeds at its CdOA Activation, the entire Army is Activated.

 

4.3.3 Det Command Effectiveness chits/Det Command rolls are

not used in the Battle scenarios, as the Dets have already been

assigned per 4.3.1.

4.4  Deploy From Column Segment (2A):

Players decide whether to Deploy their In Column Wings (7.6). This decision is made prior to determining Command State. Players declare which of their Wings will Deploy. Artillery Units may Deploy with any deploying wing if they are within 5 hexes of its wing leader.

4.5  Group Command Roll Segment (2B):

For each Group, roll a die and check if you rolled equal or less than the Command Rating (4.2). If so, place the Group's Effectiveness Marker on or next to the map with the Effective side up as a reminder. Otherwise, place the Marker with the Degraded side face up.

If all Groups are Effective, Special Leaders (i.e., those with a star, 4.2.1) are not needed. Otherwise, every Special Leader gets a chance to put one Wing into the Effective Command State. To affect (i.e., reroll the Command State for) a Wing, the Special Leader (Wing Leader or Army Commander) must be the Leader for the attempting wing or stacked with that wing's Leader. A Special Wing Leader may affect only one Wing in a turn (which may be their own, but does not have to be). In addition to the Wing, a Special Leader also may affect any artillery with which they are stacked. Roll a die and compare the result to the Special Leader's Initiative. If the roll is equal or less that the Leader's Initiative, the affected Wing plus artillery (if any) are Effective for the turn.

It is suggested that Wings that have regained Effective Command State due to a Special Leader have all their Units moved in sequence to avoid confusion as to which Units have full MA or half MA.

Example: In Rossbach, the French/Empire (FrE) army has three Groups: the Basic Infantry/Artillery Group with a Command Rating of 2, the Basic Cavalry Group (CR 3), and the St. Germaine/Loudon (StG/L) Group (CR 3). The FrE player will roll and place Markers for all 3 Groups. The player rolls a 4 for infantry, a 4 for cavalry, and a 3 for StG/L. This means all FrE infantry, artillery and cavalry are Degraded, except for the infantry and cavalry assigned to the StG/L Group, which are Effective.

In Zorndorf, the Prussian army has Basic Group Ratings of 4 for both Infantry/Artillery and Cavalry. In addition, Frederick is a Special Leader with a 4I Initiative (he may only affect Wings with infantry) and Seydlitz is a Special Leader with a 5C Initiative (he may only affect Wings with no infantry). On Turn 1, the Prussian player rolls a 2 and a 4, meaning all Units are Effective and the Special Leaders do not roll. On Turn 2, the Prussian rolls a 5 for Infantry/Artillery Group (which is Degraded) and a 4 for the Cavalry Group. Frederick, who is stacked with Wing Leader Kanitz and two artillery Units, rolls a 4. Now, Kanitz' infantry Wing and those two artillery (only) can use full MA. Since all cavalry is Effective, Seydlitz again does not have to roll.

5.  Stacking:

Counters are placed on the map in individual hexes. All of the Units in a single hex are referred to as a Stack. The order of Units in the Stack is important, and there are limits on how many Units can be in a single Stack.

5.1  General Limits: 

Each hex may contain up to 12 Steps of infantry/cavalry PLUS up to 8 artillery Steps. If there are no infantry or cavalry present in a hex, up to 12 artillery Steps may be Stacked. Leaders and Markers do not count for Stacking.

5.2  In Column Limits:

A hex with Units In Column (7.6) may contain no more than 4 Steps of infantry/cavalry PLUS 8 artillery Steps.

5.3  When Do Limits Apply?

Stacking limits should be checked at the end of every Movement Phase to make sure there are no violations. Any hexes in violation of Stacking limits at the start of the Movement Phase (usually due to Retreats) must be corrected before the end of the phase. A Retreating Unit causing a Stacking violation has penalties described later (9.3).

5.4  Stacking Order

The Units in a Stack are arranged so that those Units that will participate in combat first are on top. Only the top 4 Steps of infantry/cavalry will participate in Close Combat, and only artillery that is above all inf and cav in a stack may Bombard. The placement of Leaders in a Stack is not important. In general, players are free to arrange Units as they choose within a stack, with the following exceptions:

• Units that start the turn under a Locked (Engaged) marker (7.2) have restrictions on changing stacking order.

• A Retreating Unit is always placed on top of a Stack.

• COALITION ARTILLERY STACKING ORDER: Coalition artillery that enters an EZOC (6.1) must be placed on the bottom of the Stack. Prussian Units do not suffer this restriction.

Design Note: The Prussians were markedly more aggressive and adept in moving their 12 pound guns “up front” in an infantry close support role. Coalition artillery use tended to be more positional. This rule allows the Prussians to move into an EZOC after infantry or cavalry and provide support in the next Defensive Bombardment Phase. Coalition guns moving into EZOC will have to wait a full turn (next friendly movement phase) until they can be shifted to the top of the Stack and Bombard.

6.  Zones of Control and Engaged Units:

 

6.1  What Is A Zone Of Control?

All non-Routed Units exert a Zone of Control (ZOC) over all six adjacent hexes, except any hexes the Unit is prohibited from entering (7.0). Leaders and all routed Units have no ZOC. A ZOC represents the area of the battlefield that is contested by the Unit. ZOC are used primarily to determine what Units are Engaged and will participate in Close Combat. ZOC also affect movement of enemy Units. The rules will frequently refer to an Enemy Zone of Control, or an EZOC, which is a ZOC exerted by an opposing Unit.

6.2  Definition of Engaged and Supporting

When a Stack containing infantry/cavalry is in an EZOC, the top inf/cav totaling 4 steps or less in the Stack are considered Engaged. Inf/cav become Engaged the instant they qualify during a turn. All remaining inf/cav are considered Supporting. Artillery Units do not become Engaged or Supporting. All Engaged inf/cav must participate in Close Combat if they are adjacent to any opposing inf/cav.

Examples:

Steps and order in hex   Which are Engaged?:

2 step, 2 step both

2 step, 3 step only the 2 Step Unit

1, 1, 2 step all

1, 1, 4 step both 1 Step Units only

Design Note: Players may better grasp Stacking and Engaged Unit concepts by envisioning 4 Step Units as spanning the entire 500 yard hex. Successive Supporting Units would be ranged 200–220 yards behind those in front. Unless firing at enemy on a flank, only the first line (first 4 Steps and artillery) in a hex is capable of forward fire.

6.3  Engaged Units and Stacking Order

All Stacks that begin the Turn with Engaged infantry/cavalry are already Locked In Combat, and have restrictions on changing Stacking order and moving. All such Stacks will be marked with Locked (Engaged) Markers. Any hexes so marked may not be vacated completely during the turn (exception in 6.4). During the turn, the inf/cav that are Engaged in that Stack can change, either by Supporting inf/cav moving to the top of the stack or new inf/cav entering. If that happens, flip the marker over to its penalty (“–2 DRM”) side. That Stack will have a negative modifier in the upcoming Close Combat. Note that inf/cav may enter a marked hex and become Supporting Units without penalty.

NOTE: Units in hexes that are not marked with a Locked  marker (i.e, the units in the hex didn't begin the turn in EZOC) may change their stacking order freely throughout the turn, with the exception of Coalition artillery units per 5.4.

Changing Stacking Order Example: The Austrian player has

a wing Effective, and 4 step inf units A and B did not start the

player turn in EZOC; therefore, they had no Engaged marker

on them. He moves inf A into a Prussian cav zoc; inf A is con-sidered Engaged at that instant (per 7.5.1). As it's currently the

top (and only) 4 steps in an ezoc, it must stop moving. The

Austrian then moves inf B from the hex behind into the same

hex. Now he has a choice -- he can say it moved in as a Sup-porting unit; if so, he can leave it in that hex, or, since he has

only expended 1 mp, he can leave the hex for +1 mp (7.5.1),

and enter the next hex, for a total of 3 mp. OR, he can decide,

since inf B has higher morale (or whatever reason), that he

really wants inf B to lead the attack against the Prussian cav.

So he says inf B is moving in ON TOP of A. Inf B is now the

Engaged unit, and inf A has become the Supporting unit (though

A cannot resume movement). This stacking shift bears no pen-alty because there is no Engaged Marker in this hex.

 

6.4  Locked (Engaged) Markers and Fast Units

Engaged Fast Units may legally vacate a hex marked with a Locked Marker if they are only adjacent to non-Fast Units. Fast Units so vacating a hex do not cause the Marker to flip to its penalty side, but still must pay additional movement costs (see 7.2.3). If the marked hex is now completely vacated, discard the Marker.

7.  Movement Phase (3):

In this phase, players move all of their counters. Note that artillery that moves in this Phase will not be able to Bombard. All Routed infantry and cavalry must move in this segment (7.1). Routed artillery never moves. All hexes with infantry and cavalry that are in an EZOC are marked with a Locked Marker (7.2) and have restricted movement (6.3). The player may now move all non-Routed counters (7.3). Any artillery that moves should be marked with an Artillery Moved Marker. Players may place Wings In Column during this phase.

7.1  Routed Movement Segment (3A):  

Routed infantry and cavalry must move during a special segment, following the retreat rules (10.9). Routed infantry moves 2 HEXES per turn, and Routed cavalry moves 3 HEXES per turn, ignoring all MP costs for terrain or leaving an EZOC. A Routed Unit that reaches the edge of the map with movement remaining is removed, counting as eliminated. Routed movement otherwise follows the rules for all other Retreats, including Capture if unable to make the full required move.

7.2  Place Locked Markers Segment (3B): 

All Stacks that begin the Turn with Engaged infantry/cavalry are already Locked In Combat, and have restrictions on changing Stacking order and moving. Mark all such Stacks with Locked (Engaged) Markers.

7.3  Normal Movement (3C):

Normal Movement involves spending Movement Points (MPs) to cross hex sides and enter adjacent hexes. Only non-Routed Units may perform Normal Movement.

PROCEDURE: Counters are moved one at a time, and one counter must complete its movement before the next begins. MPs may never be saved for later use or transferred, and unused MPs are lost. Players may move their counters in any order. A counter may not spend more MPs than its Movement Allowance (MA). The cost in MP to enter each type of hex and cross certain hex sides is shown on the Terrain Effects Chart (TEC). Each type of counter has its own cost column. For hexes with multiple terrain types, use only the highest hex cost. Counters always pay all applicable hex side costs. As long as no other rules are broken, a counter may always move one hex during its turn, regardless of MP costs.

Example: For example, to enter hex 1809 on the Zorndorf map from hex 1709 costs 2 MPs, 1 MP for the clear hex and +1 MP for moving up the slope hex side. Also on the Zorndorf map, the marsh/pond hexes cost 3 MP for cavalry to enter, not 5 MP.

ARTILLERY MOVEMENT: Artillery Units that move may not Bombard in the same Player Turn, and should be marked with an Artillery Moved Marker.

7.4  Movement Restrictions:

Non-leader Units' MA are halved (rounded up) if any of the following conditions apply, but are not further reduced if more than one applies. Leaders always get their full MA.

• Their Command State is Degraded (4.2)

• The Unit is Out of Command (4.2.2)

• The Unit is Disordered (9.1)

Example: Most infantry have an MA of 3, and will have an MA of 2 when Disordered.

PROHIBITED TERRAIN: Counters may never enter terrain prohibited to it on the TEC. Counters may also never enter a hex occupied by an enemy counter, unless attempting an Artillery Capture. Finally, non-Routed Units may never exit the map unless their Army is Demoralized or Broken (see the section on Army Morale below for more details).

7.5  Movement and ZOCs:

The interactions between Zones of Control and movement are very important to understand, and this section should be read carefully.

There is no additional cost in MP to enter an EZOC. Different types of Units interact with EZOCs in different ways.

7.5.1 Infantry Movement and EZOCs: When an infantry Unit enters an EZOC and becomes Engaged, it must stop moving. An infantry Unit that is a Supporting Unit (or becomes one during the turn) may leave an EZOC if it has sufficient MP. The cost to leave an EZOC when a Unit is a Supporting Unit is +1 MP on top of any other costs. If a non-Fast infantry Unit started the Turn Engaged (and their hex is therefore marked with an Engaged Marker), the only way it can leave the hex is to have another Unit enter and make it a Supporting Unit. In this case, flip the Engaged Marker in the hex to its penalty side.

7.5.2 Artillery Movement and EZOCs: Artillery has the same restrictions as non-Fast infantry from 7.5.1 (and are also restricted by 5.4). Also, artillery may never enter an EZOC unless the hex already contains friendly infantry/cavalry.   Artillery units anywhere in a stack, or alone in a hex, may leave EZOC for a +1 mp cost, as if they were Supporting units.

7.5.3 Fast Units and EZOCs: When a Fast Unit enters an EZOC and is adjacent to an Engaged, Formed enemy cavalry Unit, it must stop moving. If a Fast Unit is not adjacent to an Engaged, Formed cavalry Unit, it may leave an EZOC. The cost is +1 MP for Prussian cavalry, and +2 MP for all other Units. Note that this movement will not flip an Engaged Marker to its penalty side, per 4.4. This is the only way to change what Units are Engaged under an Engaged Marker without flipping the Marker to the penalty side. Supporting Fast Units may also leave an EZOC at a cost of +1 MP in additional to all normal costs.

7.5.4 Leaders and EZOCs: Leaders may enter and leave an EZOC freely as long as there is a friendly Unit present and do not have to stop when entering an EZOC. Leaders incur no additional cost when leaving an EZOC. Leaders may not enter an EZOC if no friendly Unit is present.

7.5.5 Units with Parenthesized Strength Points: Some Units have parenthesized Strength Points on their replacement steps. Units with parenthesized SP are not permitted to enter an EZOC (due to exhaustion causing loss of will to fight).

7.6  In Column Movement:

Both players may move troops In Column (IC). During the early turns, the Prussians will want to move IC to be able to reach and attack the enemy without running out of time. Units are placed IC as part of an entire Wing, not individually. For a Wing to be put IC, the Wing must be Effective, all of the Wing's surviving Units must be Formed and In Command, and no Unit may be in EZOC. Up to 3 Effective artillery Units within 5 hexes of a Wing Leader going IC may also be placed IC. Wings are

usually placed IC at the start of the movement segment. How-ever, provided all other conditions are met, Wings can also per-form normal movement, then go IC at the very end of the move-ment segment. IC Units stay IC until they are Deployed. Army

Commanders can be placed IC and Deploy during the appropriate segments without regard to EZOC.  IC Units stay IC until they are Deployed.

To mark a Wing that is IC, flip the Wing Leader to the IC side. In addition, rotate the Leader and all Units that went IC 90 degrees from Units that are not IC.  To mark an Army Commander as IC, rotate his counter 90 degrees.

Design Note: You put ALL a Wing's Units IC, you take ALL out. This rigidity is to discourage players from viewing IC moves as a `bonus rate' to be selectively and flexibly employed. Consider IC as deliberate operational Wing/Army movement. Commanders of the era intended to move and deploy their Wings as unified bodies — `attack from the march' was viewed as a nightmare, not a deployment scheme.

7.6.1 Effects of In Column Movement: Units that are IC gain +4 MA, and ignore all terrain costs, paying 1 MP per HEX entered (they may still not enter prohibited terrain). If an IC Wing is Degraded, do NOT use half MA for the Units or add 4. Instead, Degraded IC MA are as follows:

Degraded IC artillery—4 MA

Degraded IC infantry—5 MA

Degraded IC cavalry—7 MA

IC Units have penalties in Close Combat, listed on the Player Aid Cards. IC Artillery may not Bombard.

7.6.2 Voluntary Deployment: During the Deploy From Column Segment (4.4), a player may announce that a Wing is Deploying from column. Flip the Wing Leader back to the normal side and rotate all of the Units back to normal. Any artillery Unit within 5 hexes of the Wing Leader may Deploy at the same time. Normal movement rules immediately apply to this Wing.

7.6.3 Forced Deployment: If an enemy Unit moves within three hexes of any IC Unit, the associated Wing may attempt to Deploy (along with any IC artillery within 5 hexes of that Unit). First, determine the Command Rating for the moving and stationary Unit. Normally, this is the Command Rating for each Units' Group. However, if a Leader with Initiative is stacked with either Units' Wing Leader, that Leader's Initiative may be used instead. Each player rolls one die and adds each side's Command Rating or Initiative. Prussian cavalry then add +4 to their die roll.

Historical Note: Prussian cavalry was better conditioned, superbly drilled, capable of quickly deploying from march column to charge, and led by men who lived under Frederick's famous standing order that any cavalry commander who allowed the enemy to charge first would be cashiered. Catching Prussian cavalry IC would be a rare feat.

If the IC side's total is higher, they may immediately Deploy as described above. Otherwise, the IC Units have been caught IC and may not Deploy during the current Player Turn. Every Wing only gets one attempt at Forced Deployment per turn.

8.  Offensive (and Defensive) Bombardment (4, 6):

The Active Player may Bombard with their artillery that is:

• Stacked above all infantry and cavalry in its hex

• Is not In Column or Routed

• AND did not move this Player Turn.

Each artillery Unit may only fire at one hex per Turn. In addition, each hex may only be Bombarded once per Turn. If multiple Units fire at one target hex, their Bombardment Strengths are summed. Resolve each Bombardment one at a time.

8.1  Selecting the Target:

Artillery may Bombard any hex up to three hexes away. They must have LOS to the target hex (8.2). Artillery adjacent to enemy Units may fire only at those Units. Artillery Units may not Bombard enemy Units adjacent to friendly Units, unless the artillery is Stacked with or adjacent to EVERY such friendly Unit AND adjacent to the intended target hex.

Example: On the Leuthen map, an enemy Unit is in hex 3106 and a friendly Unit is in hex 3107. An artillery Unit in hex 3207 can fire at the enemy Unit, but an artillery Unit in hex 3305 cannot.

Historical Note: “Close overhead” supporting fire was rarely used due to the desire to avoid losing costly troops from friendly fire, not to mention the affect on morale.

8.2  Line of Sight:

Line of Sight (LOS) is the method used to determine if two counters can “see” each other—when Armies can spot each other, and who artillery can Bombard. LOS is determined by tracing an imaginary line from the center of the source hex to the center of the target hex to see if anything blocks LOS. LOS is always clear to adjacent hexes. If the trace passes through a hex containing woods, town or a Unit (with some exceptions noted below), LOS is blocked. If the trace passes through the border of two hexes, the tracing player gets to choose which hex to use (ignore a slope along that border, if present).

Design Note: Every effort has been made to make the LOS rules precise and to cover every situation. If a dispute arises, it is the Designer's adamant intent that players do not agonize or bicker over LOS. In such a case, defer to rule 8.2a or 8.2b below:

8.2a (recommended): Adopt a suitably sporting 18th century battle captain's attitude. Allow the other player their shot. With a spirited hand flourish, say, “But of course, mon frere, fire away! I'm sure my rascals deserve a rousting anyway!” Vary pithy phrase as desired.

8.2b: For those who cannot accord such grace, each player roll a die, high roll calls it.

8.2.1  Slopes

The hex that is on the high side of the slope must be adjacent to the slope. If they are not, they are hidden behind the shoulder of the rise. That is, when sighting DOWNHILL, the source must be adjacent to the slope. When sighting UPHILL, the target must be adjacent to the slope.

Example: On the Zorndorf map, hex 2104 can see hex 2102, because the high Unit is adjacent to the slope. 2105 cannot see 2103, because the high Unit is not adjacent to the slope.

8.2.1.1 Two Slopes: LOS is blocked when sighting across two slope hexes except in two cases. Sighting over low ground occurs when the two slopes are in opposite directions, indicating low ground between the two hexes. Ignore the slopes for all purposes in that case. The other case is sighting up or down a long slope. If both slopes are part of the same intervening hex, and the hex on the high side is adjacent to the slope (which is the same rule as for one slope), LOS is clear. Again, this represents one Unit being at the top of a rise.

Example: On the Zorndorf map, Hex 2105 has LOS to 2107, 2108, and 2207, and vice versa. Also on the Zorndorf map, hex 1724 has LOS to 1923 and 2023 and vice versa. However, hex 1724 does NOT have LOS to 1922 or 1423.

8.2.1.2 More than Two Slopes: In general, the unit at the highest elevation must be adjacent to the highest slope edge. Any further changes in elevation down must occur in successive hexsides. Low ground, defined in 8.2.1.1 above, can be ignored.

8.2.2  Sighting Over Units

There are two ways a Unit may not block LOS. First, a Unit on low ground (see the previous section) between the source and target does not block LOS. Second, if the source or target hex is on the high side of a slope, a Stack immediately adjacent and down slope from the high side may be ignored for tracing LOS.

Example: On the Leuthen map, hex 3617 can trace LOS to hex 3512, even if a Unit is in 3615 because the Unit is on low ground. Also, 3512 can trace LOS to 3614 over Units in 3513 and 3613, because the Units would be directly downslope

8.3  Resolving the Bombardment:

Total the Bombardment Strengths of all firing Units. An artillery Unit's Bombardment Strength (BS) varies depending on the range to the target. BS at one hex is listed first, followed by two hexes and three hexes. Find the column corresponding to this total on the Bombardment Table on the Player Aid Cards. Note that there is no 1 column—firing with one BS cannot cause any damage.

Determine the DRM, using the Artillery Bombardment DRMs. To determine the terrain DRM, the attacker selects one attacking hex. Add in the DRM from the least favorable terrain from that hex and from the target hex, including all applicable hex side terrain from both hexes. Roll one die, apply the total DRM and look up the result from the Bombardment Table.

The result is applied to the Units in the target hex (see combat results 10.8). Results must be applied to Units that are or would be Engaged in that hex (the top 4 Steps of inf/cav). The owning player may spread the results as desired.

8.4  Remove Moved Markers Segment:

After all Offensive Bombardment is complete, remove all the Artillery Moved Markers from the map.

8.5  Defensive Bombardment Phase (6):

The Inactive Player may Bombard with their artillery that is stacked above all infantry and cavalry in its hex, and is not Routed or In Column. Defensive Bombardment is only permitted against adjacent Units.

9.  Rally Phase (5) and Unit Morale:

During the Rally Phase, players attempt to rally Disordered and Routed units.

The morale of Units is expressed in their Morale Rating and their Morale State. A Unit's Morale Rating is used in Close Combat, and is also occasionally checked in other circumstances. All Units start out with a Morale State of Formed, which can degrade to Disordered and finally to Routed. Units also may recover Morale States through Rallying. Disorder and Rout can result from Close Combat, Bombardment, failing Morale Checks and Retreats through your own troops. When a Unit becomes Disordered or Routed, place a Dis/Rt Marker on top of the Unit (use the blue for Prussian troops and gold for Coalition troops, if available).

9.1  Disorder:

When Units become Disordered, they must immediately Retreat one hex, unless otherwise noted (10.9). Disordered Units may only use half of their MA (round up) until they Rally. Disordered Units also incur penalties in Close Combat and Bombardment, which are listed on the Player Aid Cards with the other DRMs for those activities. A Disordered Unit that suffers a Disordered result suffers a Rout result instead.

9.2  Rout:

When non-Artillery Units become Routed, they immediately Retreat 2 hexes if infantry or 3 hexes if cavalry, ignoring all MP costs. Routed artillery never moves or retreats (the gunners are saving their own skins, leaving their guns behind). If a Routed Unit suffers a Disorder or Rout result, treat it as another Rout (with another Retreat). Routed Units lose their ZOC and are not fully controlled by the player until they Rally.

ROUTED UNITS IN COMBAT: Routed Units that are attacked in Close Combat or by Bombardment have DRMs listed on the Player Aid Cards. If the attacker is attacking only Routed Units, the attacker ignores all combat results. If a Routed Unit is forced to enter an EZOC, it is immediately Captured. However, Routed Units may leave an EZOC without any penalty.

SURRENDER: Routed Units of Demoralized or Broken armies that are attacked in Close Combat immediately surrender, before the combat die roll.

9.3  Morale Checks:

Units make Morale Checks when their Army becomes Demoralized (12.3) or Broken (12.4), or when retreated through by other Units (10.9). To check, take the Unit's Morale Rating (MR) and add any one Morale Modifier of a Leader in the hex. Subtract one for Demoralized Armies and two for Broken Armies. Roll the die and compare it to this modified MR.

• If the die roll is 1 or 2 points higher, the Unit suffers a Disordered result.

• If the die roll is 3 or more points higher, the Unit suffers a Routed result.

• Otherwise, the Unit suffers no effect from the Morale Check.

9.4  Rally:

A Rally is an attempt to improve a Unit's Morale State from Routed to Disordered or from Disordered to Formed. It is impossible to improve from Routed to Formed directly. To Rally a Unit, adjust its current MR by applying the modifiers from the Rally Modifiers table on the Player Aid Cards. Then roll a die and compare it to the adjusted MR. If the die roll is less than or equal to the adjusted MR, it recovers one level of Morale (from Routed to Disordered or from Disordered to Formed). Note that Units in EZOC may Rally.

10.  Close Combat (7):

PROCEDURE: Every Engaged infantry and cavalry on both sides must participate in a Close Combat in this phase. In general, no Unit may participate in more than one Close Combat per Turn, although Sweeping Cavalry Charges can be an exception. For every Close Combat, follow the entire Close Combat Sequence before moving on to the next Close Combat. Close Combats are resolved in the order chosen by the Active player.

1.        Attack Designation

2.        Withdrawal Before Combat

3.        Determine Odds

4.        Select Lead Units

5.        Determine DRM

6.        Resolve Close Combat

7.        Check for Leader Casualties

8.        Apply Results

9.        Advance After Combat

10.     Momentum Advance/Attack

11.     Earn Combat Success Markers

12.     Cavalry Action

10.1  Attack Designation:

The Active player states which hexes are attacking and which are defending. All Engaged inf/cav in both hexes will be involved in the Close Combat. All attacking hexes must be adjacent to all defending hexes.

ARTILLERY AND CLOSE COMBAT: Hexes containing only artillery Units also may be declared as defending hexes. If only artillery Units are present in the defending hexes, only steps 9 (Advance After Combat) and possibly 11 (Earn CS Markers) are performed for the Close Combat.

10.1.1 Flank Attacks, Supported Defenses: If there is a single defending hex and it is completely surrounded by attacking Units or the attacking Units' ZOC, either a Flank Attack or Supported Defense will occur. Do not count the presence or ZOC of Units not participating in the current Close Combat. ZOC is not negated by the presence of friendly Units.

FLANK ATTACKS: Flank Attack is when no Supporting Units are in the defending hex. The attacker receives a +3 DRM if the defending hex is not a town (as noted on the Player Aid Cards).

SUPPORTED DEFENSE: Supported Defense is when there are Supporting Units in the defending hex. In this case, the defender (only) may add up to 4 Steps of Supporting inf/cav Strength Points to their total. In addition, a Supported Defense results in +1 Loss Point to both sides during resolution.

Design Note: The defender's Supporting Units are engaging attacking Units on the defender's flank and/or rear.

10.2  Withdrawal Before Combat:

Defending Fast Units may Withdraw one hex before Close Combat if there are no Formed Cavalry Units Engaged in the attacking hexes. To Withdraw, all eligible Units must Withdraw from a hex, and they all must move one hex to the same location. They may Withdraw into an EZOC, and are always placed on top of the Stack. When Units Withdraw, new inf/cav may become Engaged in the defending hex, and Close Combat proceeds against those Units. If the intended defending hex is now completely vacated, intended attackers/support units may advance into that hex, but may not add their strength to any other Close Combat that player turn.

 

10.3  Determine Odds:

The Attacker totals the Strength Points of all attacking Engaged inf/cav, and the Defender totals the Strength Points of all defending Engaged inf/cav. During a Supported Defense (19.1), the Defender also adds the Strength Points of up to 4 Steps of Supporting inf/cav.

There is a limit to the number of SP that can be counted per hex. Only 8 SP from infantry and 6 SP from cavalry may be counted from the same attacking or defending hex in one Close Combat. In a Supported Defense, apply this limit separately to the Engaged Units and the Supporting Units.

After totaling the SP on each side, compare the attacker's SP to the defender's to get a ratio. Round that ratio in the defender's favor to one of the listed ratios on the Combat Results Table (CRT).

Ratio Examples: 5 SPs attacking 4 SPs is 1–1. 4 SPs attacking 5 SPs is 1–2. 7 SPs attacking 4 SPs is 3–2.

Limit Example: Two Prussian 2 Step 5-5-3s are Stacked together. They may only count 8 SP in Close Combat.

Design Note: Shot up 2 and 1 Step Units actually retain more than 50 or 25% of their men. Thus, two 2 Step Units would require more than a one hex frontage. This rule therefore prevents several shot-up Units from fielding an artificially greater strength than an equal frontage full strength Unit. Write off the ignored SP to the difficulties entailed in trying to meld two or more battered Units into a unified force and to shaken troops migrating to the rear, as in the 40 man deep parts of the Austrian “line” at Leuthen.

10.4  Select Lead Units:

Each player must choose one Engaged infantry or cavalry from any of their participating hexes to be their Lead Unit. The Lead Unit's morale is used for comparison as a Close Combat DRM, and the Unit will also take the first damage. The selected Unit does not have to be on top of the Stack, it only needs to be Engaged.

10.5  Determine DRM:

The Active player now sums all applicable DRMs from the charts to arrive at a total DRM. To determine the terrain DRM, the attacker selects one attacking hex and one defending hex. Apply the least favorable hex terrain to the attacker from those two hexes, including all applicable hex side terrain from between the hexes. This terrain selection is independent of Lead Unit designation.

10.5.1 Cavalry Shock: Cavalry Shock occurs in a Close Combat when all attacking Units contributing SP are cavalry and all defending units contributing SP are either cavalry, In Column or Disordered or Routed infantry. Take the average shock points of all Formed cavalry that contributed SP (round to the nearest whole number; .5 is rounded up) to each side and use as a net + modifier (attacker) or – modifier (defender) if one side has superiority. Disordered cavalry may never count their shock points.

TERRAIN EFFECTS ON CAVALRY SHOCK: Cavalry shock is never used when the selected defender's terrain is woods, town or marsh; when the selected attacker's terrain is woods; or when an entrenchment was counted in the terrain DRM.

Example: An attack from clear into a town is at –1. A cavalry attack from woods into clear is at –4. An attack by infantry from clear and cavalry from woods into a town is at –1. If there were an entrenchment between the clear and town hexes, the modifier would be –3.

Shock Example: A Prussian cuirassier Unit and two dragoons attack an Austrian hussar Unit. The Prussian has four total shock points and three Units, for a total +1 modifier. The Austrian has no shock points, giving a total shock DRM of +1.

10.6  Resolve the Close Combat:

The Active player rolls one die, modifies it by the total DRM, and cross-references the modified die roll with the correct odds column to determine the result of the Close Combat.

10.7  Check For Leader Casualties:

All Leaders in any of the hexes of the Close Combat must now perform a Leader Loss Check as described in 15.2.

10.8  Combat (and Bombardment) Results:

Close Combat and Bombardment both yield the same Combat Results. Combat results are expressed as No Effect (–); Loss Points (a number); Exchanges (Ex and Ex + 1); and *, R, r, () or S additional effects. If the attacker is attacking only Routed Units, the attacker ignores all combat results.

Two results are listed: results on the left of the slash are for the attacker, those on the right are for the defender. The defender applies their result before the attacker, but both results are considered simultaneous. Therefore, the attacker's result is not affected by any Unit reduction or retreats the defender sustains. In particular, any Units that Rout as a result of Close Combat lose their ZOC immediately and cannot perform any Captures as a result of that Close Combat.

10.8.1  Loss Points

Players must attempt to satisfy all Loss Points (LP) incurred by their side from each combat. A side cannot inflict a Loss Point result in a single Close Combat greater than the number of steps that contributed SP. The Lead Unit on both sides must be the first to take a Loss Point. Each LP is satisfied by an Engaged infantry or cavalry (and only by Engaged infantry or cavalry) in one of two ways: a Step Loss or a Retreat. It is possible, through all Units being forced to Retreat, that all Loss Points will not be satisfied. Artillery never satisfies LP. Note that as inf/cav Retreat, new inf or cav may become Engaged and may start satisfying LPs. As long as all other requirements are satisfied, players are free to assign LP to Engaged inf/cav freely.

10.8.1.1 Step Losses: A single Step Loss satisfies one LP. A 4 Step Unit taking a Step Loss is flipped to its 3 side; a 2 Step Unit to its 1 side. A 3 Step Unit is removed from the map and its substitute placed instead, 2 Step side up. A 1 Step Unit is removed from the map.

10.8.1.2 Assigning Step Losses: During any Close Combat, a Unit must take one Step Loss (regardless of MR) before it is allowed to Retreat. If the LPs are from a Bombardment at 1 hex range (canister fire), Units must take two Step Losses before they may Retreat.

Design Note: Musket fire had a 20–80 yard effective range, but artillery canister fire reached up to 400 yards; Units facing canister were in deadly range far longer, advancing or retreating.

10.8.1.3 Forced Retreats: Units may take additional Step Losses until their MR drops below 5. If an LP is assigned to a Unit with MR below 5 that has already taken its required Step Losses, that Unit will suffer a loss of Morale State (and therefore retreat) rather than take another Step Loss. This will satisfy one LP.

• If the Unit has a MR of 4, it suffers a Disordered result (8.1).

• If the Unit has a MR of 3 or less, it suffers a Rout result (8.2).

Example: A lone Formed Prussian 7-5-3 Unit gets hit with 2 LP. It must take one Step Loss to 5-4-3. With its morale now 4, and with no other friendly Units in the combat to satisfy the remaining LP, it must Retreat one hex and suffers a Disordered result. This retreat satisfies the 2nd LP, and completely fulfills the result.

10.8.1.4 Voluntary Retreats: A Unit with an MR of 5 or higher that has taken the required minimum number of Step Losses (10.8.1.1) may voluntarily suffer a Disordered result (9.1). Such a voluntary Retreat may never be into EZOC. Since players must satisfy as many LP as possible, a Unit may not voluntarily Retreat unless it is the last LP or there are other Units available to satisfy all of the remaining LP.

Example 1: A Prussian 7-5-3 three Step Unit is stacked on top of a four Step 8-6-3 Unit, and the stack gets a 4 LP result in Close Combat. The first Unit, which is Engaged, must take a Step Loss to 5-4-3. Since its MR is now less than 5, it must Retreat and suffers a Disordered result for the second LP. The 8-6-3 Unit is now Engaged. It takes a Step Loss to 7-5-3 for the third LP. The player now has a choice, since the Unit's MR is still 5. It can take a second Step Loss for the fourth LP, dropping to 5-4-3 and remaining Formed and in the hex. Or, the player can voluntarily take a Retreat and suffers a Disordered result for the fourth LP, and remain at 7-5-3.

Example 2: A lone Prussian 7-5-3 Unit gets hit with 3 LP. It must take one step loss to 5-4-3. With its MR now 4, and no other friendly Units in the Close Combat to satisfy the remaining LP, it must retreat one hex and suffers a Disordered result. Since the attacker has one LP that is not fulfilled, the attacker gets to make a Momentum Advance or Attack (19.10).

10.8.2  Exchanges:

Exchanges are Loss Point results where the exact number of LP depends on the size of the forces involved. Separately total the number of Steps contributing SP on each side and divide by 4, rounding to the nearest whole number; .5 is rounded up. The result is the total number of LP applied to the enemy. For an “Ex + 1” result, perform the same calculation and then add 1 to the final number of LP. For an “Exr” result, perform the same calculation and then add an “r” result after all LP are satisfied.

Example: 3 step and 2 step Prussian Units attack 4 Step and 2 Step Austrians, and the result is EX/EX. 5 Pruss steps / 4 = 1.25, for 1 Austrian LP. 6 Aus steps / 4 = 1.5, rounded to 2, for 2 Prussian LP.

10.8.3 “*”, “R”, “r”, “( )”, and “S” Results

There are several results that can occur in addition to the Loss Points in a combat result.

10.8.3.1 Artillery Step Loss (“*”): If a “*” appears in a result, that is an artillery Step Loss. One artillery Unit present in an affected hex must lose one Step, as per 10.8.1.1. This is the only way artillery can be reduced other than Capture. If no artillery is present, ignore this result. Note that this is in addition to any LP caused in the result.

10.8.3.2 Rout (“R”): An “R” after the LP number means that any Retreats taken in satisfying the LP must be taken as Routs, regardless of current Unit MR.

10.8.3.3 Additional Retreat (“r”): After all LP are satisfied, all remaining Engaged inf/cav that have MR less than 5 suffer a Disordered result (9.1). Units with 5 or higher MR are unaffected. This result never directly causes a Rout of a Formed Unit, regardless of current MR. Supporting Units that become engaged as a result of these Retreats are not affected by the “r” result. Bombardment may give an “r” result at range when no target Units are Engaged. In this case, the units that would be Engaged (the top four steps) are affected.

10.8.3.4 Reduced LP for Supporting Units (“( )”): Any LP enclosed in parenthesis are reduced by one if any Supporting Units are present in any of the affected hexes, prior to satisfying LP.

10.8.3.5 Surrender (“S”): An “S” means that Engaged inf/cav with MR of 3 or less surrender and are Captured, satisfying 1 LP (only!) each, regardless of the number of Steps left in the Unit. Inf/cav with higher MR which fall to 3 or less due to taking LPs in this combat are also subject to Capture.

Example: An Austrian two Step 3-3-5 Unit and two Step 4-3-3 Unit are stacked together (and are both Engaged) on top of an Austrian two Step 4-4-3. The stack is hit with a 4RS* result. Since both Engaged Units have 3 morale, they both surrender immediately, satisfying 2 LP. The 4-4-3 takes a Step Loss to 2-2-2, and then surrenders, satisfying the full four LPs.

10.9  Retreats:

PROCEDURE: A Unit which is Retreating should always move away from the enemy, avoiding EZOCs, and should attempt to retreat towards the closest friendly map edge, when possible. Friendly map edges are defined by the scenario rules. Units should always attempt to Retreat in one direction only, may never enter prohibited terrain, and should attempt to end their Retreat further away from the enemy when they started. When these goals are in conflict, a Unit's priority is first avoiding EZOC, then avoiding nearby Units, and finally seeking the friendly map edge. If a Unit must Retreat and it cannot (for example, due to impassible terrain, enemy Units or Units with Parenthesized SP forced into EZOC), the Unit is Captured.

LEADERS AND RETREATS: A Leader which is Stacked with a Retreating Unit may accompany the Unit without cost.

STACKING AND RETREATS: Retreating Units must be placed at the top of any Stack they end their Retreat on.

10.9.1 Retreats and EZOCs:

If a Disordered Unit must Retreat into EZOC, it continues Retreating one hex at a time until it is no longer in an EZOC. For each hex over the required number that it enters, it is reduced by one Step. These Step Losses do not fulfill any other Step Loss requirements. A Routed Unit forced into an EZOC is Captured.

10.9.2 Retreating into or through Friendly Units:

STEP ONE (DISORDER): There are three cases that cause Retreating Units to disorder the units they retreat into or through. A) If a Unit Retreats into a hex, causing it to exceed the Stacking limit; B), an infantry Unit Retreats into a hex containing cavalry; or C), a cavalry Unit Retreats into a hex containing infantry. In al