Overview
La Grande Armee is an operational wargame for 2 players covering three Napoleonic campaigns in central Europe: 1805 (against Austria), 1806 (against Prussia), and 1809 (against Austria again). One player commands the Imperial French forces while the other controls the opposing Allied armies. The game operates at the divisional level with each hex representing approximately 15 kilometres and each game turn representing ten days of real time.
Components
- 1 game map (22x29 inches, portraying central Europe)
- 1 set of die-cut playing pieces (units distinguished by type, strength, nationality, and colour)
- 1 Rules Folder
- 1 Combat Results Table
- 1 Terrain Effects Chart
- 1 Scenario Chart sheet
- 1 die
Setup
Choose one of the three campaign scenarios. Place units on their starting hexes as specified by the scenario setup. Each player takes their forces and arranges them per the deployment chart.
Turn Structure
Each game turn represents 10 days and consists of:
- Random Events Phase: Check for random events that may affect movement or combat.
- First Player Movement Phase: Active player moves units up to their movement allowance.
- First Player Combat Phase: Resolve all combats initiated by the moving player.
- Second Player Movement Phase: Other player moves units.
- Second Player Combat Phase: Resolve combats.
- Supply Phase: Check supply lines for all units. Unsupplied units may suffer attrition.
- Reinforcement Phase: Place any reinforcements arriving this turn.
Actions
- Movement: Units have a Movement Allowance and spend movement points to enter hexes based on terrain costs.
- Combat: When opposing units are adjacent, the active player may attack. Combat is resolved using the Combat Results Table, comparing attacking vs defending strength ratios.
- Stacking: Multiple units may occupy the same hex within stacking limits.
- Supply: Units must trace a supply line back to a supply source or face penalties.
- Forced March: Units may attempt to move beyond normal capacity at risk of losses.
Scoring / Victory Conditions
Victory conditions vary by scenario and typically involve:
- Controlling key cities and geographical objectives
- Destroying enemy units
- Maintaining army cohesion and supply
- Achieving historical or better-than-historical outcomes within the scenario timeframe
Special Rules & Edge Cases
- Unit types: Distinguished by type (infantry, cavalry, artillery), strength, nationality, and morale.
- Terrain effects: Mountains, rivers, forests, and towns modify movement costs and combat.
- ZOC (Zone of Control): Units exert control over adjacent hexes, affecting enemy movement.
- Leader units: Provide combat bonuses and affect command range.
- Retreat and pursuit: After combat, retreating units may be pursued.
- Three separate scenarios: Can be played independently or as a linked campaign.
Player Reference
Turn Sequence:
- Random Events
- Player 1 Movement
- Player 1 Combat
- Player 2 Movement
- Player 2 Combat
- Supply Check
- Reinforcements
Combat Resolution:
- Calculate attack/defense ratio
- Apply terrain modifiers
- Roll die and consult Combat Results Table
Scenarios:
| Campaign | Year | Opponents |
|———-|——|———–|
| 1 | 1805 | France vs Austria |
| 2 | 1806 | France vs Prussia |
| 3 | 1809 | France vs Austria |