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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.
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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.