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  • 7/29/2019 Leuthen Combined Rules (Booklet) v1-0

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    Drums & MusketsSeries Rules v1.0 1

    2012 Frank Chadwick and Victory Point Games

    Table of Contents

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

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

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

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

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

    [6.0]FACING&ZONES OFCONTROL. 3

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

    [8.0]HIDDENUNITS&DISCOVERY ... 5[9.0]COMBAT................................ 5

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

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

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

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

    [14.0]DESIGNERS NOTES .......... 11

    LEUTHEN EXCLUSIVE RULES..... 12

    [15.0]HISTORICAL NOTES ......... 14[0.0]USING THESE RULESNew gaming terms, when they are initially

    defined, appear in dark red lettering for quick

    referencing.

    The instructions for this game are organized

    into major Rules sections, as shown in largegreen CAPS font, and represented by the

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

    rule 4.0 is the fourth rule). These rules generallyexplain the games components, procedures for

    play, the games core systems and mechanics,how to set it up, and how to win.

    With each Rule, there can be Cases thatfurther explain a rules general concept or basicprocedure. Cases might also restrict the

    application of a rule by denoting exceptions toit. Cases (and Subcases) are an extension of a

    Rule, shown in the way that they are numbered.

    For example, Rule 4.1 is the first Case of thefourth Rule; and Rule 4.1.2 is the second

    Subcase of the first Case of the fourth Rule.

    Important information is in red text.

    References to briefexamples of a Rule or Case arein blue text and this font.

    Text in shaded boxes, like this, provides the

    voice of the games designer, who is addressing

    you to explain an idea or concept that is not,

    itself, a Rule or a Case.

    [1.0]INTRODUCTIONDrums & Muskets is a game system that

    recreates battles of the 18th Century, from

    roughly the adoption of the socket bayonetthrough the French Revolution. This

    Standard Rules booklet applies to every

    game in the Series, each of which also has its

    own Exclusive Rules.

    Game Scale: Each game in the Series has its

    own scale for measuring time, distance (per

    hex) and unit aggregation (how many troops

    each piece represents) as stated in its

    Exclusive Rules.

    [2.0]GAME EQUIPMENTThe Game Map: The playing area features amap portraying the areas where the battle

    took place. There is a hexagonal grid

    superimposed over the map to regulate the

    placement and movement of the pieces.

    The Playing Pieces: The cardboard game

    pieces represent participating military units

    and Dummy units (used to confuse the

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

    The military units are rectangular to show the

    linear formations used throughout this era.

    Read the information on them as shown:

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

    units, unit types include:

    Infantry Light Infantry Cavalry

    BACK Facing Edge

    FRONT Facing Edge

    Unitdesignation

    Corps / Wingidentification

    Heavy Artil-lery present

    Unit Typesymbol

    CombatStrength

    MoraleRating

    MovementAllowance

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    Corps/Wing Identification: The wing or

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

    troops of that side are treated as a single

    corps.

    Unit Designation is usually the name of the

    commander of the unit and is included purelyfor historical interest.

    Combat Strength is the relative strength of a

    unit when engaging in combat.

    Heavy Artillery Present Designator is an

    indicator of whether the unit includes one or

    more batteries of heavy guns.

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

    make a Morale Test.

    Movement Allowance is the maximum num-

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

    Each unit has its values on the front and its

    national symbol on the back, called the

    Hidden Side. Note that one or both armiesmay include Dummy units that have only a

    Movement Allowance on the fronts and the

    Hidden side symbol on their backs.

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

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

    found on the Player Aid mat.

    The Game Turn Track indicates thecurrent Game Turn.

    The Morale Track on the Game Mapindicates the Morale State of each corps.

    The Sequence of Play outlines the Phasesconducted during each Players turn.

    The Terrain Effects Chart providesinformation about the effects of terrain onmovement and combat.

    The Combat Results Table is used toresolve attacks between units.

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

    Table to determine attack outcomes. The diehas nothing to do with unit movement.

    [3.0]SETTING UP THE GAMEFirst, the players must determine which sidethey will play. Each games Exclusive Rules

    provide the rest of its set up instructions,

    including how each player establishes their

    initial card hands and Draw Piles. In general,however, both players separate any units

    which are scheduled as Reinforcements and

    then place all remaining units, and any

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

    the Hidden Side up, facing as indicated.

    Additional details and instructions unique to

    the specific battle will be provided in the

    games Exclusive Rules.

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

    Turns. The number of Game Turns is

    specified in the games Exclusive Rules and

    shown on its Game Turn Track.

    During each Game Turn, the players alternate

    maneuvering their units and resolving

    Attacks in the sequence outlined below. At

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

    winner is determined.

    The Game Turn

    Each Game Turn is divided intotwo Player Turns, a First Player

    Turn and a Second Player Turn.

    Each games Exclusive Rulesindicate which side is the First Player (with

    the other side the Second Player). Each

    Player Turn is divided into distinct activities

    called Phases. Some Phases are furthersubdivided into Steps that are conducted in

    sequence to organize the activities of that

    Phase.

    Card I.D. number

    Event Title

    Deck Nationality

    Graphic (nogameplay effect)

    When card is played

    Cards actualgameplay effect

    Historical flavortext (no gameplay

    effect)

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    The First Player Turn

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

    arrive that turn, if any. The First Player

    may play one Tactical card appropriate to

    this Phase, if desired, and afterwards the

    Second Player may likewise play oneappropriate Tactical card. The First

    Player may then move all, some or none

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

    and Terrain Effects (see Player Aid).

    2. First Player Discovery Phase: AllHidden units of both players that areadjacent to an enemy unit (either

    Discovered or Hidden) are flipped to theirDiscovered side.

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

    Then the First Player uses his units to

    attack enemy units (9.0) in any order he

    desires.

    4. First Player Administrative Phase:

    A. Remove all revealed

    Dummy units from themap.

    B. Both players check their Corps Moralemarkers and implement

    effects based upon newly

    Demoralized corps.

    C. The First Player discards any cards inhis hand that he desires and then draws

    as many additional cards as necessary to

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

    D. The First Player Rallies one Routedunit automatically, and attempts to Rally

    his remaining Routed units (10.2).

    E. Determine if either side has won anImmediate Victory (13.0).

    The Second Player Turn

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

    5. Second Player Movement Phase

    6. Second Player Discovery Phase

    7. Second Player Combat Phase

    8. Second Player Administrative Phase:In addition to the other actions, advance

    the Game Turn marker one space on the

    Game Turn Track or, if the last turn was

    just completed, stop play and determinevictory.

    [5.0]TACTICAL CARDSGeneral Rule

    Each side has its own deck ofTactical cards(cards). These are played as desired when

    specified on each card and replenished during

    that players own Administrative Phase.They can affect movement, combat, morale,

    etc., with effects that vary from game to

    game and, if needed, elaborations regarding

    those effects are in a games Exclusive Rules.

    [5.1] Card Types: Most cards, after being

    played, are placed face-up in a Discard Pilenext to that sides Draw Pile. The exception

    are cards that state, remove this card fromplay; these cards represent unique events

    and, after being played(not just discarded),

    they are set aside and not placed in the

    Discard Pile for reuse.

    When the last card in a deck is drawn,

    immediately reshuffle the discards and form

    a new, refreshed Draw Pile with them.[5.2] Card Hand Size / Draw To Limit: TheExclusive Rules for each game indicate how

    many cards each player receives during set

    up. That number is also that players

    Maximum Hand Size.

    [6.0]FACING AND ZONES OF

    CONTROL

    Each unit must face either a hex side or a hexvertex at all times (see diagrams below).

    Each Hidden unit has a Zone of Control

    (ZOC) that consists only of itstwoFront

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

    Front hexes surrounding it are its Flank

    hexes. Each Discovered non-Dummy unit

    also has that same ZOC, but Dummy units,

    ZOC

    ZOC

    Flank

    Flank

    Flank

    FlankZOC

    ZOC

    ZOC

    Flank

    Flank

    Flank

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    once revealed (8.0) have no Zones of

    Control.

    Effects of ZOCs and Flanks

    Enemy units Zones of Control and Flanks

    have the following important effects:

    [6.1] Movement Effect: A unit entering anEnemy Zone of Control (EZOC) must

    immediately end its hex-by-hex movement

    for that Movement Phase, even if it has not

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

    change its facing (7.2) after entering an

    EZOC, if it has one Movement Point

    remaining.

    Units can freely leaveEZOCs without

    penalty, but theycannotmove directly from

    one EZOC to an adjacent EZOC.

    [6.2] Combat Effect: Units attacking from

    the target units Flank hex receive a strength

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

    Retreat into an EZOC automatically Rout

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

    [7.0]MOVEMENTDuring your Movement Phase, you may

    move all, some or none of your units as you

    desire. Units can move in any direction or

    combination of directions unless restricted

    from doing so by terrain, facing, or thepresence of the enemy.

    Procedure

    Units must move one at a time, tracing a path

    of contiguous hexes. As each unit enters ahex, it spends 1 or moreMovement Points

    from its Movement Allowanceto do so.

    Restrictions and Prohibitions

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

    only move into one of its two Front Hexes

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

    vertex can always move a single hex in any

    direction by expending its entire MovementAllowance for the Phase and ending facing

    the same direction as when it started,

    provided it does not move directly from one

    EZOC to another (see 6.0).

    [7.2] Changing A Units Facing: A unit can

    change its facing by 60 degrees up to one hex

    side OR one hex vertex, OR can change its

    facing by 30 degrees from a hex side to its

    adjacentvertex or vice versa. A unit canmake one such facing change for free at the

    startof its movement. Additional facing

    changes made that turn, either before moving

    into a vertex Front hex, or after doing so, cost

    one Movement Point each.Alternatively, a unit can change its facing to

    any hex side or vertex in the hex it occupies,

    by paying its entire Movement Allowancefor that turn to do so.

    [7.3] Strict Sequence: Movement never

    takes place out of sequence. You can only

    voluntarily move your units during your ownMovement Phase. Each unit must complete

    its entire move for that turn before you moveanother unit.

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

    Movement Phase, with this exception: a

    unit canalways move 1 hex per friendly

    Movement Phase (as long as it is not into a

    prohibited terrain hex or across a prohibited

    hexside, or through

    enemy Zones of

    Control, see 6.1),even if it does not

    have sufficient

    Movement Points to pay the entire cost.

    Example: An infantry unit with a MovementAllowance of2 could cross a Stream hexside intoa Woods hex, even though this costs 3Movement Points. This would end that unitsmovement for the turn.

    Each unit can expend all, some or none of its

    Movement Allowance every friendly

    Movement Phase. Unused Movement

    Points cannot be saved from turn to turn, nor

    transferred from unit to unit.

    [7.5] No Take Backs: All movement is

    final once a players hand is withdrawn from

    the unit he is moving. Players cannot change

    their minds and retrace a units movement.

    This Case must bestrictly enforced. Duringthe campaigns of this era, it was common for

    units to be sent in the wrong direction at key

    points, with nearly disastrous results.

    [7.6] Terrain Effects: Normally, units pay 1

    or 2Movement Points to enter each hex,

    depending on the terrain type in the hex (see

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    the Terrain Effects Chart on the Player Aid

    mat). These special Cases also apply:

    [7.6.1]Road Movement: A unit uses

    Road Movement by spending part of its

    Movement Allowance to move directly

    from one Road hex directly to another,

    connected Road hex. Each hex enteredcosts only 1/2 Movement Point regardless

    of the other terrain type entered or hexside

    crossed.

    [7.6.2] Hexsides: Some terrain hexsides

    cost a penalty to cross in addition to the

    cost to enter the hex on the other side.

    [7.7] Other Units: A unit can neverenter ahex containing an enemy unit. A unit may

    freely enter a hex containing a friendly unitduring movement but may not end its

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

    A player may voluntarily remove any friend-

    ly Dummy unit from play during movement.

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

    currently held by a Dummy unit.

    Movement Example

    It is the Prussian (blue) Player Turn and alongpart of his line he advances his units as shownbelow. Note that no cards were played at this timeaffecting these moves.

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

    its second and last MP.An adjustment that smallwould have been free prior to moving, but unitscan only move when facing a vertex, so thisrotation was made aftermoving at a 1 MP cost.

    The Bevern (3-6-2) unit moves straight into theadjacent Woods hex for 2 MP. Finally, the Zieten

    (2-6-3) cavalry unit crosses the Stream hexside (1MP) into a Clear hex (1 MP), and then moves intoanother Clear hex (1 MP), for a total of 3 MPs.

    [8.0]HIDDEN UNITS AND

    DISCOVERYDuring each players Discovery Phase, all

    Hidden units belonging to eitherplayer that

    are adjacent to an enemy unit (Discovered or

    Hidden) are flipped to their Discovered side.

    When revealed, Dummy units (which are

    units in most every respect,

    such as having a Zone of

    Control while Hidden,

    stacking, etc.) remain on the map, in play,

    until Attacked (when they are automatically

    eliminated, 9.0) or Step A of the next

    Administrative Phase occurs (when all

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

    in an Attack as they have no Combat

    Strength.

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

    show of presence in that hex.

    Discovery Example

    Continuing with the previous example, the

    opposing Austrian units are revealed as shown.

    [9.0]COMBATDuring your Combat Phase, all of your non-

    Dummy units can attack into their Fronthexes (6.0) against enemy units located there

    (Dummy units cannot attack.) Attacking is

    completely voluntary; units need never

    attack.

    11 22 11

    11

    11

    ++11

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    An Attack is made during your own Combat

    Phase against one enemy-occupied hex (theTarget hex), and is made by any or all of

    your units that are adjacent to that hex. A die

    roll determines that Attacks outcome.

    Procedure

    The Attacking Player (Attacker; i.e., theplayer whose Combat Phase it is) declares

    allhis Attacks (see 9.1), and resolves all of

    them individually in any order he desires.

    Automatic Victories

    When a Dummy unit (8.0) is

    Attacked, it is automatically

    eliminated. Likewise, when a

    Routed unit faces an Attack by

    any unit, it Routs again and is

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

    perform only the Attackers Advance After

    Combat (9.5.3).

    The Attack Sequence

    All declared Attacks are resolved one at a

    time, in any order the Attacker desires. For

    each Attack, follow this exact sequence:1. Total the Combat Strengths of the

    Attackers units in that Attack, taking

    Artillery (9.2.1), Flank Attacks (9.4) and

    Terrain Effects (9.3) into account.

    2. Note the Combat Strength of the

    Defending unit in the Target hex.

    3. The Attacker may play oneStep 3 card

    at this time. Afterward, the Defender may

    play oneStep 3 card (with full know-ledge of the Attackers card play choice).

    4. Compute the Combat Differential

    (Attackers Strength minus Defenders

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

    a Differential less than -1 are prohibited.

    5. The Attacker rolls the die, cross indexing

    the resulting Row with the CRT Column

    to obtain the Attack Result.6. Apply the Attack Result, including Retreat

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

    After Combat (9.5.3). The Attacker may

    play oneStep 6 card at this time. After-

    ward, the Defender may play oneStep 6

    card (with full knowledge of the Attackers

    card play choice).

    When all previously declared Attacks are

    resolved, that Combat Phase is over.

    [9.1] Declaring Attacks and SupportingFire: The Attacker must declareallof his

    Attacks for that turn at the beginning of his

    Combat Phase, choosing which hexes

    containing his units will attack through theirFront hexes (only) against which adjacent

    hexes containing enemy units. This includes

    Attacker artillery Supporting Fire (9.2.1).

    Once Per Combat Phase: A single unit can

    only attack once per Combat Phase, and a

    single enemy unit can only beAttackedonce

    per Combat Phase.

    Combat Strength Unity:A units Combat

    Strength is unitary; it cannot be dividedamong different Attacks during a Combat

    Phase, either in attack or defense.

    Combined Attacks: Attacking units in two

    or more hexes adjacent to the Target hex can

    combine their Combat Strengths in a single

    Attack.

    Afterward, the Defender declares all ofhis

    artillery Supporting Fire (9.2.2).

    Following these declarations by both players,

    each Attack is resolved separately in anyorder the Attacking Player desires.

    Important: After declaring all of the Attacks

    and Supporting Fire for that Combat Phase,

    players cannot change their minds; noadditional Attacks or changes in Supporting

    Fire can be made, nor can previously

    declared Attacks or Supporting Fire be

    cancelled.

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

    is canceled).

    [9.2] Artillery: Some infantry units are

    marked as containing heavy artillery.

    Artillery affects both attack and defense.

    An infantry unit with heavy artillery can

    contribute its Supporting Fire by adding

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

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

    artillery-enhanced units Supporting Fire can

    be contributed to only one friendly unit perCombat Phase, but as many units

    Supporting Fire as desired can be added to a

    single Attack.

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    [9.2.1] Artillery in Attack: All of the

    Attackers Supporting Fire must be pre-determined and declared during Attack

    Declarations (9.1). An infantry unit with

    artillery that attacks an adjacent enemy

    unit itself need not use its own artillery to

    support that Attack; it can, instead,supportthat of any other adjacent attacking unit

    (regardless of the supporting units facing

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

    Supporting Fire to an adjacent unit.

    [9.2.2] Artillery in Defense: After all of

    the Attacks and Attackers Supporting Fireare declared for that turn, the Defenders

    Supporting Fire must be determined to end

    that turns Attack declarations (9.1). A

    Defending unit with artillery must give its

    Supporting Fire to itselfwhen it is

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

    artillery to support friendly adjacent units

    if it is, itself, under attack). If it is notbeing Attacked, it can use its artillery

    Supporting Fire to assist friendly adjacent

    units being Attacked (as per 9.2.1).

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

    deployed andcannot give Supporting

    Fire (either for adjacent units or to itself).

    [9.3] Terrain Effects: Each games TerrainEffects Chart (TEC) has a column for the

    Attackers Combat Effect. Attacking units

    generally pay a one Strength Point penalty

    (-1 AS) for attacking into certain difficult

    types of terrain, such as Woods, or acrosscertain hexsides, such as Streams or Slopes.

    These penalties are cumulative.

    Slopes: An Attackbetween the twoadjacent hills (A)would be upslopein either direction,as the Attacking

    unit would be goingdownits own hexsSlope hexside and upthe adjacent hexs Slopehexside. Between the two connectedHilltop hexeson the larger Hill (B), there is no Slope hexside.

    [9.4] Flank Attacks: An Attacking unit thatis attacking from one of the Defending units

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

    receives a Combat Strength bonus. Infantry

    and light infantry conducting Flank attacks

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

    [9.5] Combat Results: During Attack Step

    6, that Attacks Combat Result is

    immediately applied, including any Retreat,

    Morale Test and Advance After Combatbefore resolving the next Attack. There are

    only three possible results: No Effect,

    Attacker Retreat (AR) and DefenderRetreat (DR).All Retreats also require a

    Morale Test, and some Retreat results include

    a morale penalty applied to that Morale Test.

    [9.5.1] Retreating: A unit forced toRetreat must move twohexes away from

    the hex it occupied during that Attack.Retreating is measured in hexes, not

    Movement Points; terrain costs do notmatter when Retreating.

    Direction: A Retreating unit must move

    away from the nearest enemy unit(s). If

    there is more than one such hex available

    to Retreat to, it must prefer the one that

    takes it toward its nearest friendly Depot

    ( ) hex, if possible.

    A Retreating unit retains its same facing.

    A Retreating unit can retreat throughhexes that have other friendly units inthem without penalty, but it cannot end

    its Retreat in the same hex as another

    friendly unit. Instead, it must continue to

    Retreat until it reaches an empty hex.

    Retreat Prohibitions

    A Retreating unit cannot enter an EZOCunless it has no other choice in a Retreat

    path (this might cause it to Retreat

    circuitously). Note that friendly units do

    not negate EZOCs for any purpose,

    including easing these Retreat

    restrictions.

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

    their subsequent Morale Test (9.5.2);Routed and Shaken units that must

    Retreat through an EZOC are

    automatically, and instantly, eliminated.

    A unit cannot Retreat off the map orinto a prohibited hex/across a prohibited

    hexside. If this is unavoidable, that unit

    is eliminated instead.

    A B

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    A unit can Retreatfartherthan itsclosest Depot hex, essentially running

    right past it, without penalty.

    [9.5.2] Morale Tests: A unit that Retreats

    must also take a Morale Test at the end of

    that Retreat. A units Morale is its printed

    Morale Rating, as modified by combatresults, markers, and tactical circumstances

    (as listed beneath the Combat Results

    Table on the Player Aid mat).

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

    units (adjusted) Morale Rating, it passes

    and there is no consequence. If the result is

    greater than (>) its (adjusted) Morale

    Rating it fails and Routs (see 10.1).[9.5.3] Advance After Combat and FreeFacing Change: If a Defending unit

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

    of the Attacking units, regardless of its

    facing, can advance into and occupy the

    Defending units just-vacated hex.

    Regardless of whether that Advance After

    Combat option was exercised, allAttacking units can make a free facing

    change (up to 180 degrees) after theDefending units hex has been vacated

    (through Retreat or elimination).

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

    three states: Steady, Routed or Shaken.

    Units without a Routed or Shaken markerare Steady. They function normally.

    Units that are Routed or Shaken have the

    corresponding marker placed on them to

    indicate that state and they suffer

    those effects.

    [10.1] Routing: When a Steady

    unit Retreats through an EZOC or

    a Retreating unit fails its Morale Test, it

    Routs. Its owner immediately Retreats it oneadditional hex, a Routed marker is placed

    on it, and its Corps Morale is reduced by one

    Morale Point (11.1).

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

    additional Rout/ Retreat hex, the Routing unit

    isalso eliminated if:

    It is a 1-Strength Point unit, or

    It is forced to enter an EZOC, or

    It already has a Shaken marker on it.

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

    Attacked during its opponentsCombatPhase, it automatically Routs again and is

    eliminated.

    [10.2] Rally: Routed units can be Rallied

    during your Administrative Phase. One of

    your Routed units (of your choice) is Rallied

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

    of your remaining Routed units. A Rally

    Test is conducted like a Morale Test (9.5.2),but with a -2 Morale Modifier ( ). There isno penalty for failing a Rally Test (that unitmerely stays Routed), but success means

    flipping that units Routed marker over to its

    Shaken marker side and thus improving its

    state.

    [10.3] Shaken: A Shaken marker

    can never be Rallied off a unit.

    A Shaken state remains with that

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

    Shaken Effects: Shaken units have their

    Combat Strength and Morale Ratings

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

    that ability for the remainder of the game. A

    Shaken unit that later Routs again is

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

    Combat Example

    As shown by the black arrow, the Prussian Playerdesignates Ferdinand with its 4Attack Strength(AS) to Attack the opposing DAirunit with its 2Strength. The Prussian Player designates theheavy artillery from the Ferdinand unit itself tocontribute its Supporting Fire to this Attack(9.2.1), as

    shown by thered circle.Again, asshown by theblack arrows,the Bevernunit (3AS; but no Supporting Fire for this unit,even for itself, as it is in a Woods hex, 9.2.3),

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    along with the Zieten cavalry unit (2AS) aredeclared to attack the opposing ODonell cavalryunit with its 1 Strength.

    Since the Austrian Player has no heavy artilleryto commit, he makes no declarations of DefensiveFire Support (9.2.2).

    Opting to work the flank first, the Prussian Playerconducts his pre-designated Attack vs. ODonellfirst. The Attacking Bevern unit is fighting upslopeacross the slope hexside, and so suffers -1 AS(leaving it only 2 AS for this Attack) and, likewise,the Zieten cavalry unit is attacking across a slopehexside (either up or down, it doesnt matter forcavalry) and also has a -1 AS applied (leaving it 1AS for this Attack). Neither of these are Flank

    Attacks (9.4), so the Attacker has a total of3 (2+1)Attack Strength to the Defending units 1 Strength.

    During Step 3 of the Attack Sequence, neither thePrussian norAustrian Player plays a card, so inStep 4 the differential is 3 for the Attacker minus 1for the Defender and which equals a +2Attack.During Step 5, the Prussian Player consults the+2 column of the Combat Results Table (CRT)and rolls the die. The result is2for a DR -1.

    During Step 6, theODonell

    cavalry unit retreatstwo hexes back toward its friendly Depot ( )hex, maintaining its Steady state (by virtue of notRetreating through any enemy Zones of Control)and retaining its facing (9.5.1) as shown. Sincethat hex is occupied by another friendly unit, itmust continue its Retreat which takes it one hexfurther toward its Depot hex. It then takes aMorale Test (9.5.2). ODonell has a Morale Ratingof5, from which one is subtracted (-1) for the

    Combat Result (no other modifiers apply), for anadjusted Morale Rating of4 for this test. TheAustrian Player rolls a die and gets a5, which isgreater than its Morale Rating for this test,therefore ODonell fails and Routs (10.1). SinceODonell is a 1-Strength unit, it is eliminated dueto a Rout, and so is removed from play and theMorale marker (11.0) forNadasdys corps (to

    whom ODonell belonged) is reduced by onepoint on the Morale Track, from 3 down to 2.

    The Prussian Player then exercises his option toAdvance After Combat (9.5.3), advancing hisZieten cavalry unit into the Defenders vacatedhex and rotating both of his victorious units asshown.

    Now the Prussian Player launches his Attack vs.DAir. His Attacking Ferdinand units 4AS isreduced by one (-1) for Attacking upslope acrossthe slope hexside (the Village in the Defendingunits hex has no effect on the Attacking infantryunit), but it is then increased by one (+1) for theheavy artillery Supporting Fire (9.2.1) providedfrom the unit itself as designated earlier. This isnot a Flank Attack (9.4), so the Attacker has a

    total of4 (4 - 1 + 1) Attack Strength to theDefending units 2 Strength.

    During Step 3 of the Attack Sequence, the Prus-sian Player declines to play a card. The AustrianPlayer wants to play his Huzzah! card to increaseDAirsStrength by one (+1), but that card can

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    only be played during the Austrians own CombatPhase. Thus, in Step 4, the differential is4 for theAttacker minus 2 for the Defender, yielding a +2Attack. During Step 5, the Prussian Playerconsults the +2 column of the Combat ResultsTable (CRT) and rolls the die. The result is6 for

    an AR outcome. Spluttering his outrage, thePrussian Player plays his Senior General Seizesthe Colors card and re-rolls the die. This time, theresult is a3, yielding a much more desirableDR outcome.

    During Step 6, the DAirunit retreats two hexesback toward its friendly Depot ( ) hex, but theshortest route is through the recently-advancedZieten cavalry units ZOC (the three shadedhexes next to it as shown). These mustbeavoided if there is another option (9.5.1 RetreatProhibitions, first bullet), which there is. Thismeans that DAirRetreats in a more circuitousroute toward its nearest Depot hex, which takes itthrough two friendly-occupied hexes! Since it cantstack there, it too is forced to Retreat an additionalhex. Here, the Austrian Player has a choicebetween two hexes that are both equidistant fromthe Depot hex, and he chooses the one that

    reconnects his lines as shown.

    During the ensuing Morale Test (9.5.2), neitherplayer reveals a card, and so a die is rolledagainst DAirs Morale Rating of4. It seems thatfortune favors the Prussians at the moment,however, as the Austrian Player tosses a6,causing DAirto Rout. This means that DAirRetreats one additional hex (the red arrowindicating that the Austrian Player has chosen the

    empty Woods hex in preference to the occupiedMarsh hex) and receives a Rout marker (asshown). The Morale marker forNadasdys corps(to whom DAirbelonged) is again reduced byone point on the Morale Track, this time from 2down to 1.

    The Prussian Player then exercises his option toAdvance After Combat (9.5.3), advancing hisFerdinand unit into the Defenders vacated hexand rotating it as shown.

    [11.0]CORPS MORALEEach corps/wing of an army has an

    associated Morale marker which

    sets up in the box on the Morale

    Track corresponding with thenumber on the front of that Morale

    marker.

    [11.1] Adjusting Morale: Each time a non-

    Dummy unit in that corps Routs (10.1),

    reduce its corps Morale marker by one box

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

    Thus, a unit with more than 1 Strength Point

    can lower its corps Moraletwice: once forits first Rout and again for its second Rout/

    elimination. A 1-Strength Point unit is

    eliminated as soon as it Routs, and so onlyreduces its corps Morale by one point.

    Dummy units do notaffect Morale at all.

    [11.2] Demoralization: When its Morale

    marker is in the Demoralized box during

    eitherplayersAdministrative Phase, that

    corps becomes Demoralized as follows: Flip that Morale marker over to

    its Demoralized (0) side.

    Henceforth, that corps ignores

    all effects on its Morale.

    All Routed and Shaken units of that corpsare immediately eliminated(i.e.,

    they Rout again or its troops

    simply disperse). Then, all

    Steady units remaining in thatcorps receive a Shaken marker. Theyre

    getting nervous.

    Every other undemoralized corps in thatarmy immediately loses one Morale Point.

    This can result in the immediate Demorali-

    zation of other corps in a cascading effect.

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    Demoralization of a majority of your corps is

    one way to lose the game (13.0).

    [12.0]ADMINISTRATIONDuring every Administrative Phases Step

    A, remove all revealed Dummy units from

    the map (8.0).During every Administrative Phases Step

    B, check for both sides newly Demoralized

    corps (11.2).

    During your Administrative Phases Step C,

    you may discard some, none or all of the

    cards in your hand and then draw a number

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

    During your Administrative Phases Step D,Rally your Routed units as per 10.2.

    During your Administrative Phases Step E,check for either players Immediate Victory

    (13.0).

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

    ing his Administrative Phase, a majority of

    his opponents corps are Demoralized (11.2)and a majority of his own corps are not.

    The games Exclusive Rules might provide

    additional Victory Conditions.

    At the end of the last Game Turn, if neither

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

    games Exclusive Rules, and whichever side

    has the most VPs wins. If both sides have an

    equal amount, the game ends in a Draw.

    [14.0]DESIGNERS NOTESThose who have played a number of my games

    know that I am not a fan of highly systematized

    command control rules.

    Command control was critical to battles, and at

    no time more so than this, but most highly

    mechanical rules seem to have little to do with

    the actual problem facing a commander, whichwas simply the enormous difficulty ofmaneuvering large clumsy formations in

    proximity to the enemy. So I set out to design

    this game system to show that difficulty, butwithout use of command points or randomactivation rolls. I wanted this system design to

    be as simple as possible while remainingfaithful to the actual difficulties of the period.

    The movement rules make it possible tomaneuver at a distance from the enemy, but

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

    battle. A recurring theme of this era was the

    desire of commanders to keep a reserve. Oncetheir last reserves were committed, there was

    little a commander could do to influence the

    outcome of a battle, and you will find the samething here.

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

    strength) in determining each units combatstrength. But far more importantly in the game,however, is the way morale governs how a unit

    responds to adversity. Will a unit that suffers arepulse, reform and return to the fight, or will itcome apart? That is the more important effect of

    morale.

    Finally, I strove to build as much into the basiccombat and morale system as possible. Some

    playtesters wondered about special rules forlight infantry and/or cavalry withdrawing before

    combat. Actually, those functions are built into

    the retreat morale rules. The morale bonus for

    cavalry faced by infantry, for example, meanseven heavily outnumbered cavalry can delayinfantry with little chance of actually suffering

    losses.

    I believe it is possible to design verysophisticated and demanding games without a

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

    DRUMS &MUSKETS SERIES RULES CREDITS

    Game Design: Frank Chadwick

    Rules and Development: Alan Emrich andBryan Armor

    Graphics: Alan Emrich

    Map: Tim Allen

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

    Proofreading: Bill Barrett, Brad Bernstein, HansKorting, Rick Partin, Leigh Toms, Ian Wakeham

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    LeuthenFredericks Greatest Victory

    5 December, 1757

    [0.0]EXCLUSIVE RULESThis is the Exclusive Rules sheet for Leuthen.Combined with the Drums & MusketsSeriesRules, these two documents form the entirety

    of the rules needed to play Leuthen: FredericksGreatest Victory.

    These Exclusive Rules share the same

    numbering sequence as (and are meant to

    neatly overlap) the Standard Rules.

    When there is a conflict, these Exclusive

    Rules supersede the Standard Rules and

    the cards take precedence over both Rules

    sets.

    [1.0]INTRODUCTIONLeuthen depicts the desperate strugglebetween the Prussian Army of Frederick theGreat and the Austrian Army commanded by

    Prince Charles of Lorraine and assisted by

    Field Marshal Daun. As the winter of1758/58 approached, after a string of defeats,

    Prussia hovered on the brink of collapse, with

    the very existence of the Hohenzollern

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

    the snows fell, Frederick threw his small

    army against an Austrian force nearly twice

    its size.

    [2.0]GAME EQUIPMENTParts Inventory

    1 11 x 17 map

    1 8.5 x 11 Player Aid mat 30 1 x 1/2 rectangular units 23 1/2 square markers 13 Prussian and 12 Austrian Tactical cards 1 20-page Rules booklet (Standard rules

    included)

    Not included is at least one 6-sided die

    needed for resolving battles.

    The Game Map:The 11 x 17 game map

    portrays the area in central Germany wherethe battle took place.

    Game Scale:Each unit represents a division

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

    the map is approximately one kilometer

    across. Each turn represents one hour.Nationalities:The dark blue units are

    Prussian. The white units are Austrian. The

    two Austrian units with blue backgrounds are

    Bavarian and Wrttemberger allies.

    Unit abbreviations:

    None.

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

    and Austrian sides, proceed as follows:

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

    Prussian Player Turn side up. Flip this

    marker between Player Turns and advance

    it one space at the end of each Game Turn.

    2. Place all of the Prussian and Austrian

    Corps Morale markers, number side up,

    in the corresponding boxes of the Morale

    Track.

    For example, the marker for theAustrian corps ofKheul sets upin the 5 box of the Morale Track.

    3.Shuffle each players deck of Tactical

    cards:

    The Prussian Player draws three cards.

    The Austrian Player draws two cards.

    These amounts are also each playersMaximum Hand Size (see 5.2).

    4. Set up the pieces as per the Setup Map

    rectangles below (the Prussian in blue

    along the west and south edges; the

    Austrians in yellow), facing the enemy

    toward the hex side or vertex as indicated

    by the triangles, with the following

    additional instructions:

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    Austrian Setup

    The Austrian Player sets up

    his pieces first. Turn all

    fifteen units (including 3 Dummies) to showtheir Hidden side and place one in each of thefifteen yellow Austrian Setup hexes as shown

    on the Setup Map.

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

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

    all units of the last corps south of them.

    Prussian SetupThe Prussian Player sets up

    his pieces second. Turn all

    fifteen pieces (including 7 Dummies) to show

    their Hidden side and place one piece in each

    of the fifteen blue Prussian Setup hexes as

    shown on the Setup Map.

    Important: The three Prussian corps do nothave to be deployed together as the Austrian

    corps do! The Prussian Player can freely mixand match their deployment.

    Note: On the inside cover of this game, the

    historical deployment of forces is shown, for

    those who are interested.

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

    Austrian Player is the Second Player.

    The game lasts a total of six turns.

    [13.0]HOW TO WINAn Immediate Victory is determined asdescribed in the Standard Rules.

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

    total both sides Victory Points (VPs), as

    follows, to determine the winner:

    Each enemy corps Demoralized: 1 point.

    Allenemy Depot hexes captured: 1 point.

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

    the last side to have done so. There is only

    oneAustrian Depot hex, but there are two

    Prussian Depot hexes. This means that the

    Austrians must capture both of those to earn

    this Victory Point.

    Important: As an exception to the Standard

    Game Rules, the Austrian player wins all

    draws.

    LEUTHEN GAME CREDITS

    Game System Design:Frank Chadwick

    Documentation & Game Development:Bryan Armor and Alan Emrich

    Graphic Design:Alan Emrich

    Game Map:Tim Allen

    Playtesting:Joshua Gottesman,Hermann

    Luttmann, Lance McMillan, Kim Meints, DavidMoody, Andy Nicoll, John Welch

    Proofreading:Bill Barrett, Brad Bernstein,Hans Korting, Rick Partin, Leigh Toms,IanWakeham

    Proudly designed, developed,manufactured and assembled

    in the USA

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    [15.0]HISTORICAL NOTESThe Leuthen Campaign

    By Frank Chadwick

    The campaign of 1757, the first full season

    of the war, began with a signal Prussianvictory at Prague in May. Following that

    action, thelargest Austrian

    field army wasbottled up in

    that city, and its

    supplies wereseverely limited.

    It was only a matter of time before thebesieged Austrian army in Prague wouldbe forced to surrender, and at that point the

    Prussians could dictate peace terms toAustria.

    However, there were still some Austrian

    detachments in Moravia and easternBohemia which had not been engaged at

    Prague, and some troops of the Austrian

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

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

    left a blocking force under Bevern to cover

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

    Frederick joinedBevern and,

    perhaps tooconfident afterhis victory at

    Prague, he

    immediatelysought battle with Dauns relief force and

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

    Following this Prussian defeat at Kolin,

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

    and the Austrians cautiously followed.

    Frederick retreated down the Elbe intoSaxony with half the army, while the other

    half retired north into Lusatia, and wouldeventually move east to defend Silesia.With this withdrawal, Fredericks invasion

    of Austrian territory came to an end, and

    the Austrians clearly had the initiative.

    At about the same time, Frederick received

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

    the west), fighting as allies of Prussia, had

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

    that his strategic right flank had been

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

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

    Jaegersdorf.

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

    French detachment joined theReichsarmee

    troops attempting to invade Saxony fromthe southwest. Frederick marched against

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

    taking the initiative, invaded Silesia in

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

    under Winterfeldt at

    Moys. This bad newswas made worse in

    that Winterfeldt, whowas one of Fredericks

    closest friends, was

    killed at Moys. In mid-September, Frederick

    received thecatastrophic news of the agreement by the

    Duke of Cumberland, commander of the

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

    Hanover and its associated German states

    from the war, and with the loss of theseallies, Prussias entire western flank was

    open to invasion from France.

    By the end of October, Frederick hadexperienced four months of uninterrupted

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

    faced a much stronger Austrian army in

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

    supply situation was put right, and the

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    combined French forces andReichsarmee

    in Saxony continued to elude him.

    Then, in early November, and undoubtedly

    emboldened by the string of allied victorieseverywhere else, the combined French and

    Imperial army moved forward and attacked

    near Rossbach. There, Fredericks luckwould finally turn. The combined allied

    army was crushed;

    out of an initialallied strength of

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

    French), over 5,000

    were cut down and

    another 5,000 takenprisoner. Fredericks

    22,000 men sufferedfewer than 500

    permanent casualties.

    Fredericks crushing victory over the

    French andReichsarmeee at Rossbach

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

    to retrieve the rapidly deteriorating

    situation in Silesia, and at the same timeencouraged the British government to

    renounce the Convention of KlosterZevern and recall the

    Duke of Cumberland.

    (He was replaced byPrince Ferdinand of

    Brunswick, picturedhere, one of Fredericks

    most capable

    subordinates, who wasplaced in command of

    the Army of Observation.) Hanover would

    fight on, and Fredericks strategic rightflank was, at least for the moment, again

    covered.

    However, the news was not all good.Frederick had to leave some troops to hold

    Saxony, and so the force he took east wascomparatively small. When he was withina day or twos march of linking up with

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

    November 22nd, the Austrians attacked

    Beverns army at Breslau and beat it.

    Bevern himself was taken prisoner and therich magazine at Breslau, which was thesupply hub of all of Fredericks easternoperations, fell

    into Austrian

    hands. Thefugitives from

    Beverns force

    made their waynorth and

    linked up withFredericks army, but together they were

    still greatly outnumbered by the main

    Austrian army under Charles and Daun.

    Nevertheless, Frederick resolved to attackthem, because to allow the Austrians to

    establish themselves in Lower Silesia andreduce the fortresses to the south at their

    leisure, would be tantamount to surrender.Fredericks only real option was to stake

    everything on a single battle. Exactly one

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

    Austrians at Leuthen.

    Prelude to the Battle at Leuthen

    Frederick thought that he was throwing his

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

    Daun actually commanded 65,000 men,

    even Frederick might have hesitated.

    Although strong in numbers, the Austrians

    were unprepared for battle. They hadalready entered winter quarters near

    Breslau, and so the converged grenadier

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

    regiments; the Austrians had no time to

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

    the Austrians heavy artillery was left in

    Breslau, and so the army was under-gunned for its size. The Austrian army was

    also off-balance psychologically, havingthought the campaign was over, and

    morale was lower than normal in many of

    the infantry regiments.

    The Prussians, by contrast, were as

    resolved to win or die as they ever were,

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    before or after. Every officer in the army

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

    Hohenzollern dynasty,and their sense of purpose

    was communicated to the

    rank and file soldiers aswell. The Prussian army,

    therefore, attacked with a

    combination of grimdetermination and an

    element of patriotism thatwas quite unusual for armies of this period.

    The Battle at Leuthen

    The Austrians were strung out in a longline, from Gucherwitz to Sagschtz, whenthe head of Fredericks army appeared near

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

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

    attack would fall on his right, Charles of

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

    the cavalry at his center north to near

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

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

    simply had guessed wrong as to which

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

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

    Infantry (DAngelelli) near Borne as a

    diversionary force.

    Around noon, the head of the Prussian

    army turned southeast and marched past

    Schriegwitz. Ithalted, deployed

    into line to its left,

    and at 1:00 PMbegan advancing

    in echelon fromthe right.

    Nadasdy, the Austrian commander on the

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

    and east to cover this flank. However,

    Fredericks attack hit the weakest units in

    the Austrian armythe Bavarian andWrttemberg alliesand almost

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

    Zieten defeated an attack by Nadasdys

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

    Charles (through Daun, his deputy) tried to

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

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

    attack, this time against the town of

    Leuthen. While his artillery raked the

    Austrians behind the town, grenadiersstormed the town itself. In bitter fighting,

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

    back the Austrian counterattacks.

    The Austrian right wing cavalry under

    Lucchese had by this time moved south in

    the open ground between the two ridges. Itattempted to attack the Prussian infantry

    and artillery around Leuthen, but the

    Prussian cavalry of Driesen, deployed nearRadaxdorf against such a possibility, took

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

    the remaining formed Austrian infantry,

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

    confusion.

    Both sides suffered

    about 10,000 men

    killed and wounded,but the Prussian units

    were still intact at the end of the day while

    the Austrians had mostly dissolved. Thatafternoon and evening, the Prussians

    rounded up some 12,000 prisoners,

    clinching the victory. Charles retreatedtoward Bohemia, leaving 17,000

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

    Including these prisoners, Austrian losses,

    as a direct result of Leuthen, totalled nearly40,000 menmore men than Frederick

    had brought to the battlefield.