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Four Lost Battles:
Grossbeeren, Katzbach, Kulm and Dennewitz


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Click here to view components

Click here for living rules (v.3.22)

 Study Folder, Revised CRT and Getting Started Sheet

Click here for Historical Notes

Traduzione in Italiano delle Regole (Italian translation of the rules)


"I greatly fear lest on the day your majesty has gained a victory, and believe you have won a decisive battle, you will learn that you have lost two." (Marshal Marmont)

System: Napoleon at Leipzig System.

COMPONENTS: Four 22 x 17" maps and 560 two-sided units; 48 pages of rules including campaign analysis, designers notes and more; 4 player aid cards, 2 decks of cards (total of 96) used to effect deployments, arrivals, status of troops.

"Four Lost Battles" Rules ... click here (PDF, 738K)

Download Four Lost Battles Study Folder, Revised CRT and Getting Started Sheet

GROSSBEEREN: To the Gates of Berlin, 23 August
KATZBACH: A Perilous Passage, 26 August
KULM: Enfilade in the Mountains, 29-30 August
DENNEWITZ: Collapse in the North, 6 September

After winning a great victory at Dresden early in the Autumn Campaign, Napoleon saw his chances for victory gradually slip away in four lost battles over a two-week period after the Allies adopted the 'Fabian Strategy' of avoiding the Emperor in person and concentrating on his subordinates. The whole campaign was over in two weeks. By Sept. 6th, a battle in or near Leipzig was certain.

The four battlemaps are each 22" x 17". There are two counter sheets (560
counters) and almost the whole of the French Army in Germany is represented (200 French units). A "Campaign Game" allows the outcome on one of these battlefields to influence exactly what forces will participate in the four battles.

In most wargames, the force structure and arrival schedule is usually not a mystery. Everyone on both sides knows exactly who is coming. But in the Napoleonic era, the uncertainty faced by commander on both sides played an important role in the way battles developed. We have used the cards to provide this uncertainty. Cards determine the order of arrival and O/B of the battles. For example, a card will specify an additional corps to arrive on the Dennewitz map.

In all Napoleonic battles, enemy forces and deployments were somewhat uncertain. It is hard to find a battle without some surprises. In these four battles, there were more than usual, partly because of the chaotic situation and partly due to a lack of proper patrolling by the French.

Deployments and Reinforcement schedules are out of either player's control. Each player begins with the Initial (Historical) Set-Up for his army. This can be augmented or decreased by the draw of cards.

There are two identical decks of 48 cards apiece, one for each player. The decks will be tailored to each side and each battle, according to Scenario Information. In addition, in the campaign game the decks will be altered according to your performance at prior battlefields.

 

Map Section from Kulm

GAME DESCRIPTION

Four Lost Battles is an update of the classic NLB/NAL system, introducing Hidden Movement, Baggage Trains, Pontoon and Bridge Trains, and other rules from the "Days" Series. Set at the same scale as Napoleon's Last Battles -480 meters per hex and one hour turns- the game retains the Command System of Commanders and Corps "Officers."

The two decks of 48 cards  which are used to activate Alternative Reinforcements and other modifications to the Reinforcement schedule.

All Cavalry except Vedettes may make a cavalry charge, resolved on the Cavalry Charge Table

One SP equals between 350 and 800 men. Infantry and cavalry were evaluated on a sliding scale, from 350 men per point for the Garde Impériale, to 800 men per point for the Landwehr and trained militia; the "good" infan-try were around 500. Anything 600 or above would be poor quality. Cavalry are all rated between 400 and 500 to the strength point.

Combined Arms: An attacking force with infantry, cavalry and artillery gains a combat odds shift.

Initiative: Used to determine whether or not Officers and Units may move when they are not In Command.

Leaders: Commanders and Officers, including their staffs, necessary to link all parts of the army to its Chain of Command.

March Order: A March Order allows a Force to move during the Friendly Command Movement Segment regardless of Command Range.

The printed Movement Allowance on the unit counter represents the "normal" Movement Allowance for units of that type. However, the actual Movement Allowance will vary.

Repulse: When moving forces attempt to displace enemy units out of their path.

Road March: In order to benefit from road terrain costs a unit must be in "Road March." Units in Road March may not stack.

Supply Line: A Line of up to [16] connected hexes from a Combat Unit to a Baggage Train, thence along road or trail hexes to a printed supply source.

Train Units: Artillery, Pontoon Trains and Baggage Trains pay double the normal terrain movement costs during Thunderstorm and Mud.

Units Awaiting Reorganization box [UAR box]: A holding area for combat units which have been eliminated in combat, including those currently recovered and eligible for reorganization.

Vedettes: Vedettes provide your scouting and screening abilities. Light Cavalry units can be broken-down into a number of Vedettes.
 

 

 

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