Overview
Jena-Auerstadt: The Battle for Prussia, 14 October 1806 is a hex-and-counter wargame published by Simulations Publications Inc. (SPI) in 1975. It simulates the twin Napoleonic battles of Jena and Auerstadt where Napoleon’s French forces decisively defeated the Prussian army. The game was part of SPI’s “Napoleon at War” quadrigame series and was also released as a standalone folio game. It uses a simple, accessible rule system designed for quick play.
Components
- Hex map of the Jena-Auerstadt battlefield area
- Unit counters (French and Prussian corps/divisions)
- Combat Results Table (CRT)
- Terrain Effects Chart
- Turn Record Track
- Dice
Setup
- Place the hex map on the table.
- The French player places initial units according to the scenario setup.
- The Prussian player places initial units according to the scenario setup.
- Set the turn marker to Turn 1.
Turn Structure
Each turn follows the standard IGO-UGO sequence:
- French Movement Phase
- French Combat Phase
- Prussian Movement Phase
- Prussian Combat Phase
- End of Turn: Advance turn marker.
Actions
Movement
- Each unit has a movement allowance (movement points per turn).
- Moving between hexes costs movement points based on terrain.
- Zones of Control (ZOC): Each unit exerts a ZOC into the six surrounding hexes. Units entering an enemy ZOC must stop (cannot exit enemy ZOC).
Combat
- Combat is mandatory for units in enemy ZOC during the combat phase.
- Calculate the attack-to-defense ratio.
- Roll dice and consult the CRT for results.
- Results include: attacker eliminated, defender eliminated, exchanges, retreats.
- Retreats through enemy ZOCs are forbidden – units that cannot retreat are eliminated.
Artillery
- Artillery units can fire up to 2 hexes away.
- Artillery does not suffer adverse results from the CRT, making it a risk-free support asset.
Scoring / Victory Conditions
Victory is determined by controlling key terrain hexes and inflicting casualties, based on the scenario-specific victory conditions. The French player generally needs to break through and rout the Prussian forces, while the Prussian player needs to hold key positions.
Special Rules & Edge Cases
- The game uses rigid ZOC – units cannot exit an enemy ZOC, making positioning critical.
- Surrounding enemy units cuts off retreat, leading to elimination.
- Artillery’s 2-hex range and immunity to adverse results makes it a key support asset.
- The game was ranked 7th out of 202 wargames in a 1976 SPI poll.
- Quick to learn (~10 minutes) and plays in 1-2 hours.
- The quadrigame version shares core rules with three other Napoleonic battle games (Quatre Bras, Friedland, Smolensk).
Player Reference
| Key Mechanic |
Detail |
| ZOC |
Rigid – cannot exit enemy ZOC |
| Combat |
Mandatory in enemy ZOC |
| Artillery range |
2 hexes |
| Artillery risk |
Immune to adverse CRT results |
| Retreat blocked |
Units eliminated if no valid retreat |
| Key Numbers |
Value |
| Players |
2 |
| Play time |
60-120 min |
| Learning time |
~10 min |