AUSTERLITZ 1805
(CCS)
by Ken Wright


AUSTERLITZ 1805

TABLE OF CONTENTS

Section                                Page
   1.    Introduction                    3
   2.    Getting Started                 3
         2.1   Loading
         2.2   Game Levels
         2.3   Loading Saved Game
   3.    Saving a Game                   4
         3.1   Ending a Game Turn
   4.    Army Orders                     4
         4.1   Orders
         4.2   Unit Order
         4.3   Details Access
         4.4   Terrain Access
         4.5   Re-organisation
         4.6   Unit Amalgamation
         4.7   Unit Disbandment
   5.    End Turn                        7
         5.1   Enemy Phase
         5.2   New Turn
         5.3   Victory
   6.    Rules of Movement               9
         6.1   Movement Points
         6.2   Movement Rule
         6.3   Command Radius
         6.4   Corps HQ
   7.    Rules of Combat                11
         7.1   Firing
         7.2   Adjacent Combat
         7.3   Morale
         7.4   Domino Effect
         7.5   Advance and Retreat During Combat
         7.6   Artillery Rout
   8.    Limited Intelligence           19
   9.    Abbreviations                  19
  10.    Beginner's Notes               21
  11.    Historical Notes               24
  12.    Designer's Notes               28


1. Introduction
In Austerlitz - 1805 the player can command either Napoleon's
French army or the Austro-Russian army under the command of
Kutusov. The Battle of Austerlitz was fought on 2nd of December
1805, and was Napoleon's greatest victory.


2. Getting Started
The game is controlled via a set of menus from which the
appropriate actions may be selected. A section of the battle-field will
be displayed at all times. The area displayed may be scrolled by
using the arrow keys.

2.1 Loading
To load the game follow the instructions in the Spectrum manual.
The game will load in three sections. Two games are available. The
game on side one allows the player to take command of the French
armies, while the game on side two allows the player to control the
Austro-Russian forces.

2.2 Game Levels
Once the game has loaded the option is provided to select the game
level. Level 1 is for beginners, level 3 for 'experts'.

2.3 Loading Saved Game
Having selected the game level the option to load a previously saved
game is given. To select this option press 'L' when requested and
follow the on-screen prompts. If starting a new game then press any
other key to continue to the save game prompt.


3. Saving a Game
The player is given the option of saving the game by pressing the 'S'
key. This option is available at the start of each game turn allowing
the battle to be saved for another session. If save is not required
then press any other key.

3.1 Ending a Game Turn
It there are orders still to be issued, press 'A' to access the Army
Orders menu. To signify that the player has issued all required
orders press the '0' (zero) key, the computer will then instigate the
End Turn phase.


4. Army Orders
On selecting the Army Orders option access is gained to the
player's main menu. From this menu it is possible to issue orders to
armies under the player's command, obtain details of corp's
effectiveness, examine the terrain on which each unit is located,
re-organise individual units or exit to the previous menu.

4.1 Orders (press key O)
On selecting the 'orders' option a list of your forces will be displayed.
Each corps may be selected by pressing the number key associated
with it as prompted on the display.

Pressing 'E' will return control to the Army Orders menu.

4.2 Unit Order
After access to a corps the 'I' cursor will appear on that corps' HQ
symbol. At the same time a I, II and III will appear on three units of
that corps.

Use the arrow keys to move the cursor to the position you want the
corresponding unit to move to. Press the 'T' key to set this unit's
target position. The unit will move towards this target position during
the following movement phase. It will continue to do so during
subsequent movement phases until the movement order for that unit
is changed or it is subject to certain rules of movement or combat.
See 6.3 Command Radius, and 7.5 Advance and Retreat During
Combat. Should you wish to retain a previously issued order to a
unit then press the 'E' key, not the 'T' key. This allows the player to
change one unit order without the need to reset all the others.

If a unit is currently covering the HQ symbol, then the first cursor will
obscure this unit. Move the cursor before setting or exiting, as the
obscured unit may be one that will correspond to a later cursor symbol.

If an infantry unit is being issued with a movement order, the
computer will request the formation required.

The possible formations for infantry are:-

	LINE (press L)
	COLUMN (press C)
	SQUARE (press S)

To leave the current formation press 'E'. If the infantry unit is
adjacent to an enemy unit then this menu is skipped. You cannot
change formation when adjacent to the enemy.

For details of infantry formation see 7. Rules of Combat. Repeat
this procedure for all units in the corps. Control returns to the Army
Orders menu.

4.3 Details Access (press D)
If the Details option is selected the arrow keys control the position of
an on-screen cursor. When this cursor is positioned over a friendly
unit its current status will be displayed:-

	NAME STRENGTH  MORALE

When positioned over an opposing unit the details given are name
and strength only. Pressing 'E' returns control to the Army Orders
menu.

4.4 Terrain Access (press T)
On selecting the terrain option the computer asks whether it is
required to view the terrain beneath the Russian (press 'R') or
French (press 'F') units. The computer will then request the corps
number required from the displayed list.

The selected units will now be temporarily removed from the display
allowing the player to view the terrain beneath them. Pressing 'E'
returns to the select Russian/French option, pressing 'E' a second
time returns to the Army Orders menu.

4.5 Re-organisation (press R)
During the battle any unit may become weakened or morale lost to
such an extent that they are no longer an efficient fighting force. At
this stage it is possible to re-organise the corps provided that:-

(a) The corps HQ is more than three positions from the enemy.
(b) All units of the corps are within four positions of the corps HQ.
(c) No unit of the corps is adjacent to an enemy unit.

Providing these conditions are met then the player may Amalgamate
or Disband a selected unit. Pressing 'R' will produce a list of the
available corps. The required corps must be selected by pressing the
appropriate number key from the list provided. Having selected the
corps then the player may opt to Amalgamate (press 'A') or Disband
(press 'D'). Pressing 'E' will return to the Army Orders menu.

4.6 Unit Amalgamation
If two units of the same type each have a strength of 2,000 or less,
then they may be amalgamated into one unit. The unit formed will
have the combined strength and average morale of both units. If the
average morale is less than good it will be set at good.

To amalgamate two units, move the pointer to the first unit using the
arrow keys and select by pressing 'U'. Next move the pointer to the
second unit and press 'U' again. Providing the conditions allow, the
units will be amalgamated. Pressing 'E' will return to the Re-
organisation menu.

4.7 Unit Disbandment
If there is more than one unit of the same type within the corps and
an individual unit has a strength of 2,500 or less then its strength
may be shared between the other units of the same type, provided
that no individual unit has a resultant strength greater than 4,000.
This evenly distributes the disbanded unit's strength.

To disband a unit move the pointer to the required unit using the
arrow keys and then press the 'U' key to select.


5. End Turn
When all orders have been issued pressing 'E' from the Army
Orders menu will return to End Turn selection menu. By pressing
the '0' (zero) key the computer will begin the player's army
movement phase. Each unit will be moved a distance determined by
its type, formation and terrain (see Rules of Movement for details).

Once movement has been completed the computer moves into the
player's army combat phase (see Rules of Combat for details).
Where combat is possible the computer acts as referee, deducting
strength and modifying morale for both attacking and defending
units. The player has no direct control over combat. If opposing units
are within range then local commanders take over. Thus if two or
more enemy units are in range of an artillery unit, the local
commander will select the target.

During combat the strength lost by each unit will be displayed on the
map. The map will automatically scroll to display the current combat
area.

5.1 Enemy Phase
When all the player's army combat is complete the computer will
make the move orders and combat decisions for the enemy units.
During this phase the map will again scroll automatically to display
the actions carried out. Combat will be judged on the same basis as
allied combat.

5.2 New Turn
When both army's turns are complete the computer returns to the
Save Game option. The whole cycle is then repeated until one of the
armies is reduced to less than 40,000 men. When this occurs the
victory sequence is initiated.

5.3 Victory
Victory is determined by comparing losses between the two armies.
There are no geographical objectives.

It is possible to continue play after victory has been declared by
pressing the 'Y' key. To play again the game must be reloaded from
cassette since the initial unit data will have been lost.

If you inadvertently press a key other than the 'Y' key, and you wish
to continue the game, press Break and Enter/Return.


6. Rules of Movement
During the movement phases units of both armies will obey the
following rules:-

6.1	Movement Points
Each unit has a specific number of movement points allotted to it
depending on its type. These points are used to determine the
distance moved on each game turn. The basic number of points
allotted for each unit type is:-

	Infantry 6 points
	Artillery 4 points
	Cavalry 10 points

The number of movement points required to move one map block
(distance covered by one icon) depends on the terrain over which
the unit is moving. The following table gives the details.

Artillery cannot move adjacent to an enemy unit. Movement is
restricted to a maximum of four positions per turn. Each unit exerts a
degree of control of adjacent positions. As a result, no unit next to an
enemy unit can move directly to a position that is also adjacent to an
enemy unit.

[see AUST_MOV.GIF]

Note: Infantry are not permitted to travel through woods in line
formation and infantry in square formation are not permitted to move
at all.

6.2 Movement Rule
When a unit is required to move along a straight line, column or
diagonal then movement will take place along that straight line. If not
then a unit will move diagonally until it reaches one line or column
from its destination. It will then move left/right or up/down with the
last move along the diagonal.

[see AUST_MOV.GIF]

The same method is used to determine "line of sight" for combat
purposes.

6.3 Command Radius
A unit more than four positions from its HQ at the start of a
movement phase will move towards its HQ. The position of an HQ is
the centre of each corps, calculated on the average line and column
numbers of all units in each corps.

6.4 Corps HQ
The player's HQs are for the purposes of access and control. It must
be stressed that an HQ is not a physical unit. Units may move freely
through an HQ without effect.


7. Rules of Combat
After each army's movement the units of that army are considered
attacking units during the following combat phase and the opposing
units as the defenders.

There are two kinds of combat - firing, followed by adjacent combat.

7.1 Firing
Infantry in line formation and artillery will indulge in ranged fire
against the enemy provided that the enemy is in line of sight and in
range. Line ot Sight is blocked by woods, villages, ridge, castle/
abbey and friendly units.

Infantry units have a range of two unit positions, artillery have a
range of five unit positions.

The effectiveness of the fire will depend on the formation of the
opposition and its type according to the following tables.

Artillery unit strengths are in numbers of men not cannon in order to
allow for easier comparisons of strengths with other types of unit.

	LINE INFANTRY ATTACKING
	Infantry in column losses +20%
	Infantry in square losses +20%
	Cavalry losses +30%

	ARTILLERY ATTACKING
			Range in Unit Squares
                     -2-       -3-       -4-       -5-
Infantry in line     +10%      +5%       ---       ---
Infantry in column   +15%      +10%      +5%       ---
Infantry in square   +25%      +20%      +15%      +10%
Cavalry              +20%      +15%      +10%      +5%
Artillery            +25%      +20%      +15%      +10%

Where firing is possible each local commander will determine the
target. The player has no direct control unless units are positioned in
such a way that only one target is within range and line of sight.

7.2 Adjacent Combat
All adjacent opposing units will engage in combat. The losses
resulting from combat are determined by each unit's strength,
morale, unit type, the terrain on which the unit stands and a random
factor. Additional losses will be incurred depending on attacking
versus defending unit type. Both the attacking and defending units
will suffer additional losses as shown on the following tables.

The tables show the extra losses suffered by the unit type in the left
hand column when fighting a unit of the type along the top of the
table.

			Defending Unit
                           --Infantry--
                     Line      Col       Square    Cav       Art
Infantry in line     ---       100       ---       100       150
Infantry in column   ---       ---       ---       100       200
Infantry in square   100       100       ---       ---       ---
Cavalry              ---       ---       150       ---       250
Artillery            150       250       ---       250       ---

			Attacking Unit
                           --Infantry--
                     Line      Col       Square    Cav       Art
Infantry in line     ---       100       ---       100       200
Infantry in column   ---       ---       ---        50       200
Infantry in square    50       100       ---       ---       ---
Cavalry              ---       ---       150       ---       250
Artillery            200       250       ---       300       ---

In reading these tables remember that the figures refer to extra
losses suffered by the unit types in the left hand column.

For example, infantry in column attacking a cavalry unit will suffer
100 extra losses, but when defending against a cavalry attack will
suffer 50 extra losses.

This does not mean that the infantry unit will suffer 100 or 50 losses
more than the cavalry unit, but more than  it otherwise would have
done if it had been fighting another column of infantry, for example.

The losses are further modified by the effects of terrain as shown on
the following table.

			Terrain Effects Table
Terrain Type       Additional          Reduced
                   Attacking           Defending
                   Losses              Losses
  Stream              100                 ---
  Woods               ---                 100
  Village             ---                 100
  Ridge               ---                 100
  Swamp               100                 ---
  Castle (Infantry)   ---                 200
  Frozen Lake         ---                 ---

Finally, each unit involved in more than one attack/defence during a
single combat phase will have its strength reduced by one quarter for
the second and subsequent combat in that phase. Normal strength
will be restored at the end of the combat phase.

7.3 Morale
The morale level of a unit adds to its effectiveness in combat. This
effectiveness may be measured in the equivalent number of extra
men produced by the morale level.

	Morale Level	Equivalent Extra Men
	  Excellent		600
	  Very good		500
	  Good			400
	  Fair			300
	  Low			200
	  Poor			100
	  Abysmal		  0

Morale is affected by the results of combat. Units will suffer a loss of
morale of one step if either of the following conditions apply:-

(1) A unit suffers losses of 400 or more as a result of artillery fire.
(2) A unit suffers losses equivalent to, or greater than, its current
    morale level as a result of line infantry fire or adjacent combat.

7.4 Domino Effect
A unit with abysmal morale will rout during the course of the game
turn. All other units of the same corps will suffer a morale loss of one
level. Any unit whose morale is so reduced to abysmal will rout on
the same game turn. Under the right circumstances this can produce
a domino effect in which all the units of a corps rout on the same
game turn.

7.5 Advance and Retreat During Combat
Defending units may retreat and attacking units may advance,
depending on the results of combat. A retreating unit will move in a
direction determined by the relative positions of the two units.
An advancing unit will move towards the position set by its current
movement order.

A unit of the player's army subject to retreat will move to, and remain
at the retreat position until another order is issued to that unit. A
retreat move may take place in the following movement phase if the
unit did not possess enough movement points in the combat phase.

An attacking unit advancing after combat will still resolve combat with
all enemy units it was adjacent to before the advance took place.

7.6 Artillery Rout
If an artillery unit suffers 1,000 or more losses in a complete game
turn (two combat phases), then it will rout at the end of that game
turn.


8. Limited Intelligence
Computer units whose exact positions are known are displayed on
the screen. Units whose position but not type are known are
displayed by an HQ symbol. Corps whose general whereabouts are
known have their HQ displayed.


9. Abbreviations
	DIV	Division        GD	Guard
	CAV	Cavalry         AG	Advance Guard
	ART	Artillery       I	1st Corp etc
	BGDE	Brigade         L	Legrand
	M	Murat


10. Beginner's Notes
Players new to battle simulations of this type may appreciate a few
tips on how to get to know the game and improve their skills.

Having selected Level 1, scroll around the map. Examine your own army.

You will see:-

French Army
1st corps (Bernadotte) - 3 infantry, 1 artillery
Guard (Bessieres/Oudinot) - 3 infantry, 1 cavalry, 1 artillery
3rd corps (Davout) - 2 infantry, 1 cavalry, 1 artillery
4th corps (Soult) - 4 infantry, 1 cavalry, 1 artillery
5th corps (Lanne) - 3 infantry, 1 cavalry, 1 artillery
Division Legrand - 2 infantry, 1 cavalry, 1 artillery
Cavalry Reserve (Murat) - 3 cavalry

Russian Army
1st corps (Dokhturov) - 4 infantry, 1 cavalry, 1 artillery
2nd corps (Langeron) - 3 infantry, 1 artillery
3rd corps (Prebyshevsky) - 2 infantry, 1 artillery
4th corps (Kollowrat) - 4 infantry, 1 artillery
Advance Guard (Bagration) - 3 infantry, 1 cavalry, 2 artillery
Guard (Constantine) - 2 infantry, 1 cavalry, 1 artillery
5th corps (Lichtenstein) - 3 cavalry

Remember that once the game starts you will lose sight of all the
units not close to your own, but the HQ flags will give you an idea as
to where they are.

Scroll the map to the right and left and see how much room you have
for manoeuvre. Note, the ridges and the woods provide good
defensive terrain and cover from artillery. Decide on a simple, basic
plan and see how the computer reacts to it. When giving orders
remember that units can get in each others way. A good commander
will give orders that avoid this.

Try not to pack the different corps close together. This is likely to
produce confusion in your own units, and provides the computer with
a simple target. Stretching out your front-line will give you room to
manoeuvre and create more problems for the computer to solve. It
may produce weaknesses which you can then exploit.

Keep part of your army in reserve so that it can be used later when
and where reinforcements are needed.

Cavalry is most effective against units already weakened by combat.
Do not launch them early in dashing attacks.

Make sure artillery units have an unobstructed field of fire. To keep
them protected from attack, you will need to deploy infantry units
slightly forward and to the side.

Have definite objectives for each corps. If far-sighted, sensible orders
have been given, you will not need to give new orders to every corps
each turn, and the game can move quickly, especially early on.

Don't get bogged down in tactical complexities until you know the
game. Use the column formation if you want to get somewhere fast,
otherwise use the line formation. Ignore the square formation at first.
Withdraw badly battered corps for re-organisation while they are still
of some use.

As you become more skilled, you can learn to exploit the various
infantry formations more expertly and to use re-organisation to
maximum effect. This will be needed at Levels 2 and 3, but at Level
1 an effective game is possible without these complexities.

Avoid creating a static front-line, locked in combat. Maintain
maneuverability, retreating if necessary, to give the computer
maximum problems. You will have the chance of creating confusion
and weak targets for attack.

Important: Your units will try to go where you direct them, but if other
units are in their way, they will try to find a way round, which may not
always produce sensible results. This may be annoying, but it is also
realistic. If they have to retreat after combat their movement is likely
to be unpredictable.


11. Historical Notes
In September 1805 Napoleon finally turned his back on the planned
invasion of Britain. Villeneuve had failed to establish temporary naval
supremacy in the English Channel, essential for the invasion. A few
weeks later his entire fleet was destroyed at Trafalgar, removing, for
ever, the threat to Britain.

In the meantime Britain had persuaded both Austria and Russia to
mobilise against France. As the Austrian army advanced into
Bavaria, Napoleon's 'Grande Armee' broke camp along the channel
coast and turned eastwards.

The French army moved with lightning speed. Surrounded and
overwhelmed, the Austrian army under General Mack surrendered at
Ulm on October 20th. A series of corps level actions against the
Austrian and Russian armies followed, during the course of which the
French occupied Vienna. The Russian army, under Kutusov, and the
remnants of the Austrian army, withdrew north of the Danube into
Moravia.

With the Prussian army likely to mobilise and move against Napoleon
at any moment, a quick and decisive victory over the Russians was
needed. In order to induce the Russians into a pitched battle,
Napoleon began to feign weakness by allowing his forward units to
be pushed back by the Russian army, which had concentrated in the
area around Olmutz, towards Brunn.

Kutusov was not fooled and recommended a withdrawal eastwards
to await developments in Prussia. Czar Alexander and Emperor
Francis however, felt that Napoleon had overstretched his forces and
presented them with an opportunity to defeat him - precisely what
Napoleon wanted them to think - and so overruled Kutusov.

The Allied army, mainly Russian, advanced in a southerly direction,
hoping to cut Napoleon's line of communication with Vienna and then
to turn northwest and drive the French onto the mountains of Bohemia.

Napoleon withdrew his troops from the Pratzen Heights, tempting the
Russians to turn due west and occupy this dominating plateau; they
duly obliged. The two armies were now committed to fighting a full
scale pitched battle.

Napoleon had made few mistakes up to now, had induced the Allied
army to fight on ground of his own choosing and rapid concentration
had left his army only slightly inferior in numbers. However, he now
totally misjudged the line of attack of the Allied army, believing that
its centre would be the Olmutz-Brunn road and that his own right
flank needed to extend no further than Kobelnitz.

In reality the Russians had moved further south so that the
Olmutz-Brunn road was covered by its right flank, with its left flank
extending all the way to Tellnitz. This meant that the French right
flank was considerably overstretched and vulnerable.

In an attempt to correct this mistake, Davout's 3rd corps, still rushing
to reach the battlefield in time, was re-directed towards Sokolnitz to
support Legrand's division of Soult's 4th corps. Marshal Davout
would ultimately face four times his own numbers in and around
Sokolnitz.

The Russians had noted the concentrated French strength and the
weakly defended flank.

Their plan was for Bagration and Kollowrat to pin the French left and
centre, with Lichtenstein forming a link between them. Constantine's
guards would form the reserve. Meanwhile, Dokhturov, Langeron and
Prebyshevsky would attack the French right flank, take the Sokolnitz-
Tellnitz area and then swing right and roll up the French position.

The Allied plan was sound, made more so by Napoleon's mistake,
but required speed of action and a decisiveness that the Allied army
had not shown so far. The staff work of the Allied army had not been
good throughout the campaign and, on the eve of the battle, it did
not improve. The battle orders were written by an Austrian staff
officer, translation of which only reached some of the Russian
commanders as the battle started. It is quite possible that many
Russian officers never saw any written orders of battle. This may
well explain the hesitation that was to occur at Sokolnitz.

Dawn broke on the 2nd of December with a thick mist covering the
battlefield, as the forces of Dokhturov, Langeron and Prebyshevsky
moved forward to attack Legrand's position around Sokolnitz. They
were initially checked by stout French resistance but sheer weight of
numbers carried the position by 09:00. A good deal of hesitation and
confusion, partly caused by the massive number of troops in a
confined area, now dogged the Russian commanders. Instead of
instantly wheeling right and putting pressure on Marshal Soult's 4th
corps, they delayed and allowed time for Davout's 3rd corps to reach
the area and oppose them.

Davout was undoubtedly Napoleon's ablest Marshal. A strict
disciplinarian, nicknamed 'The Just' by his men, Davout had forged
the 3rd corps into the finest corps in the French army. Only part of
his corps reached the battlefield of Austerlitz but, with support from
most of Soult's cavalry, it outfought four times its number all day.
This allowed the French to achieve equality of numbers and even
local superiority elsewhere in the battle.

On the French left flank, Lanne's 5th corps engaged Bagration's
forces with neither side able to gain the upper hand. Murat's cavalry
and Bernadotte's 1st corps came into the line to support Lanne and,
because Lichtenstein had been slow to get his cavalry into position,
a gap began to develop between Bagration and Kollowrat. On seeing
the danger, Constantine immediately committed the Guard, in the
area around Blasowitz, to oppose Bernadotte. A charge from Murat's
cavalry sent pant of Bagration's forces reeling and a co-ordinated
attack by Lanne shattered the rest. The Russian nerve broke and
Bagration's troops fled.

Constantine's Guard's showed themselves to be little more than
parade ground troops and the French 1st corps quickly persuaded
them to follow Bagration.

In the centre, meanwhile, Soult's two divisions had slammed into
Kollowrat's columns and despite initial resistance, they soon joined
the rout of Russian troops pouring through Austerlitz. The French
Guard and Oudinot's Grenadiers now joined Soult in a move south,
to envelop the Russians still pinned down by Davout.

Their arrival soon caused a complete collapse of the Russian
position around Tellnitz and while the withdrawal was initially orderly,
it quickly turned to panic. Russian troops dashing across the Menitz
Pond, to escape the encircling net, went through the ice and many
were lost.

Snow, intense cold and early darkness brought the battle to a close.
The wide dispersal of the Allied army, the weather and French
exhaustion made pursuit impossible. Nevertheless, the French
victory was overwhelming.


12. Designer's Notes
This simulation of the Battle of Austerlitz is designed to allow the
player to fully explore the strategic and tactical options that were
available to the army commanders historically.

The computer opponent is capable of complex decision making and
will challenge the most experienced wargamer. Newcomers to
wargaming should start at level 1 (see Beginner's Notes), and more
experienced players at level 2 or 3.

My objective is to set the player thinking at every stage. As the
player's ability to command an army increases, so the game will give
greater reward. The game is designed to create as many critical
considerations as possible on each turn and to avoid any sense of
'waiting for something to happen'.

The computer is not pre-programmed. It will respond to the player's
moves in an intelligent and varied manner. There is no particular
method of winning which, once identified, wins every game.
Throughout the game identify the opportunities available to you and
equally as important, those available to your opponent and guard
against them.

There are many different strategies that can be employed. Some of
the more obvious ones are as follows:-

(1) Maintain a concentrated and co-ordinated army, fighting the battle
    on a relatively short front line. This affords greater opportunity
    for replacing a corps in the front line that requires re-organisation.
(2) Split the army into two and effectively create two separate battles.
    Try to create such superiority in one of the battles that it is won so
    decisively as to override the result of the other battle.
(3) The battle of manoeuvre. Constantly try to out-manoeuvre the
    enemy to create situations advantageous to local and short-term
    attacks.

Tactically there are varied options open to the player. Probably of
greatest importance is the effective use of artillery. Correctly used it
can dominate sectors of the battlefield. Its ability to inflict considerable
losses, even at long range, means the player should be looking
to use it in areas where the terrain presents a wide field of fire.

When artillery is subject to adjacent combat then losses on both
sides will be high. The scale of the game does not allow for the
number of times that artillery would be able to fire at advancing
infantry or cavalry, so each combat involving artillery is adjusted
accordingly.

If an artillery unit suffers 1,000 or more losses in a complete game
turn then it will rout at the end of that game turn. In adjacent combat
this represents an overrun of the artillery.

This means that the player should beware of charging artillery,
particularly with cavalry. If the artillery unit is weak and likely to rout,
then the choice to take out an artillery unit in this way should
probably be taken. Otherwise use at least two units and take
advantage of the rule of combat which reduces unit effectiveness on
second and subsequent combats. This rule of combat means that it
is always beneficial to achieve odds of two to one or greater in
adjacent combat between units of all types.

Decisions regarding infantry formations are very much subject to
circumstances. Study the tables regarding adjacent combat both for
terrain effects and the varying adjustments of losses between units of
different types.

The infantry square, whilst effective against cavalry, does have some
distinct disadvantages. If subject to fire from artillery or line infantry,
its losses are high.

The fact that an infantry square cannot move and that units cannot
change formation when adjacent to an enemy unit, means that an
infantry square can be tied down by a determined attack on the part
of the computer. On the other hand line infantry are vulnerable to
cavalry attack.Detailed tactical decisions regarding infantry formations
are largely a case of trial and error.

Re-organisation is probably the single most important aspect of the
game. Maintaining individually strong units with as high a morale as
possible is critical. The player must always bear in mind the need for
each corps to disengage and reach a position that complies with the
conditions of re-organisation.

At all costs avoid the domino effect produced by abysmal morale.
Remember that amalgamation of two units with very low morale will
produce a resultant unit with good morale. Disbandment is better
than amalgamation if all remaining units have a high morale.

With regard to the sequence of access, I would suggest that on each
game turn you access Re-organisation to acquire a summary of the
current state of your forces. Follow this by access to Details, which
allows for direct comparisons of unit strengths of opposing units
close to one another. You can then switch between Details and
Orders identifying and issuing new orders to your corps in turn.

Remember, you are playing against a computer opponent that has
access to information only on the same basis as yourself and
therefore has no hidden advantages. It is important to bear in mind
that the computer has the same problems as you have. It will play a
game on a par with the player, but like the player, will not always
make the best moves. This means that it will present opportunities
that you should always be prepared to take advantage of.

The three game levels are not designed purely to create a challenge
for players of different ability and experience of wargaming, though
they fulfil this need. In addition, they allow the player to experiment
with tactics and to use the different results that the game tactics
produce when the relative effectiveness of the two armies is different.
When commanding the French army, level 1 is most likely to produce
results closest to the historical outcome. When commanding the
Russian army, level 3 will more accurately reproduce the nature of
the problems that were faced by the Russian commanders in reality.


Ken Wright


Bibliography

The Military History & Atlas of the Napoleonic Wars
by Esposito and Elting.

Acknowledgements
Program written by Ken Wright. Cover graphics by Oliver Frey.

Copyright Warning
(c) 1989 K. Wright All rights reserved. Unauthorised copying,
lending or resale by any means strictly prohibited.

Published by CCS - Cases Computer Simulations Ltd., 14 Langton
Way, London 5E3 7TL. Tel: 01 985 7232.

Guarantee
This software is guaranteed against being faulty. If it is found to be
so, return the tape to CCS at the address above for an immediate
replacement. This guarantee is in addition to any statutory rights.

The following games by Ken Wright are available mail order
from CCS at the above address.
Blitzkrieg               Spectrum	48/128K	#9.95
Napoleon at War          Spectrum	48/128K	#8.95
Overlord                 Spectrum	48/128K	#9.95
                         Atari ST		#19.95
Stalingrad               Spectrum	48/128K	#9.95
Wellington at Waterloo   Spectrum	48/128K	#12.95
Yankee                   Spectrum	48/128K	#9.95
