Total Plays: 0
Top Army
(0%)
Bottom Army
(0%)

Historical Background
Napoleon had chosen Leipzig as his central position to defeat the widely separated Allied armies as they advanced to give battle.
Early on the 16th, Napoleon ordered Marmont’s Corps to join him, but Blücher, Napoleon’s implacable enemy, had advanced from the north more quickly than anticipated, and Blücher’s advanced guard required Marmont to turn back to face the approaching Prussians and Russians. With the French drawn up between Möckern and Podelwitz, Blücher went on the offensive.
Langeron’s Russians moved forward on Gross and Klein Wiederitzsch, while Yorck and the Prussians advanced on Möckern.
The Russians outnumbered the Poles, but many of the Poles were veterans of years of combat in Spain and fought fiercely from within the villages. The Russians advance was held off twice. The first two Russian infantry attacks failed with high losses.
Langeron still wanted a breakthrough and ordered his Russian cavalry to charge. A counter-charge by the Polish and French cavalry threw the Russian cavalry back. One final massive Russian push finally forced the Poles to abandon the villages. Meanwhile at Möckern, the village changed hands a number of times through the day's fighting.
Finally, with all the Prussian reserves committed, Yorck ordered his cavalry to charge Möckern. The bold move swept away the remaining French in the village, but the exhausted Prussian cavalry was unable to pursue what was left of the French forces as they fell back.
The stage is set. The battle lines are drawn and you are in command. Can you change history?

 

Battle Notes

Prussian Army
* Commander: Blücher (Iconic)
* After any battle causing a French unit to retreat, one available Iron Will counter may be expended to cause one additional block loss to that unit.
• Move First
   
Allied Corps Commanders
Right    Command 3  Tactician 3  Iron Will 2
Center  Command 2  Tactician 2  Iron Will 2
Left      Command 4  Tactician 3  Mother Russia 2

French Army
• Commander: Marmont
• 5 Command Cards

French Corps Commanders
Left       Command 2 Tactician 2
Center  Command 4 Tactician 4 
Right    Command 2 Tactician 2

Victory
16 Victory Banners

Special Rules
* The Allies gain 1 Temporary Victory Banner at the start of the turn for occupying each town Gross and Klein Wiederitzsch. The French gain 1 Temporary Victory Banner when no Allied units occupy Gross and/or Klein Wiederitzsch. The French start with 1 Victory Banner.
* The three town hexes of Möckern, the Tower and Manor form a Temporary Majority Group Victory Banner worth 3 Temporary Banners for the Prussians and 2 Temporary Banners for the French. The French start with 2 Victory Banners.
* The Allies gain 1 Permanent Breakthrough Victory Banner for every unit, excluding Cossacks, that exit the battlefield from any hex on the French baseline.
* The Elster River is impassable except at the ford and bridge.
* The Stream has no battle restrictions, but stops movement and will break a cavalry charge. This means cavalry ordered by a Charge Command card will not gain additional die listed on the Charge card, when a cavalry unit moves onto, starts on or is on a breakthrough through the stream.
* Pre-Battle Mother Russia Roll is in effect. Saber rolls have no effect.

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