Clash of Empires The Napoleonic Wars The Battle of Marengo 1800
- Martin Boulter
- May 13
- 11 min read
Updated: May 17

In this article I’m going to use the Napoleonic Clash of Empires Battle System to recreate the Battle of Marengo 1800, which was one of Napoleon’s greatest battle achievements and occurred soon after he became First Consul of France. The battle is significant because it confirms Napoleon’s belief that it was often luck that played a vital part in victory and this was certainly the case at Marengo.
Background
Following a brief interlude when he was campaigning in Egypt Napoleon returned to France in 1799. It wasn’t a moment too soon as the new Republic was under attack from all sides by the allied powers of The Second Coalition, which included Great Britain, Austria and Russia. Upon his return Napoleon found France in turmoil and the Directory unable to maintain control. This prompted him to seize power in a coup d’ ẻtat and make himself First Consul of France and thereby effectively dictator. Napoleon’s next priority was to rectify the dire situation abroad. After a request for peace was rebuffed, Napoleon resolved to deal with Austria first which had regained a foothold in Italy. To this end Napoleon raised a new army (The Army of Reserve) which he marched across the Alps via the Great St. Bernard Pass. Despite having to endure terrible conditions the army made it through and debouched into the Lombardy plain. Thereupon Napoleon advanced towards a startled Austrian army under the command of General Melas who for a time remained inactive at Alessandria as he concentrated his forces into an army of approximately 31,000 troops. Meanwhile, Napoleon eager to come to grips with the Austrians attempted to force a battle by moving his army up to the village of Marengo, which was about 2.5 miles east of the Austrian position. When Melas refused to react to this provocation Napoleon became convinced that the Austrians were about to try and escape. This belief was reinforced by faulty reconnaissance and for this reason Napoleon made the mistake of dividing his forces by sending a large detachment to block the Austrian main route of escape to Genoa. At this point, however, Melas decided to take the initiative and on the morning of June 14th launched a full-scale attack on Napoleon’s much reduced army which now consisted of about 24,000 troops. This attack took Napoleon completely by surprise and when he realized the seriousness of the situation, he desperately tried to recall his separated divisions. Meanwhile, the Austrian attack continued to gain momentum and soon put intolerable pressure on the French lines. By 3 pm the battle was all but lost as Napoleon unperturbed by the apparent defeat tried to rally his disintegrating army. At this juncture, however, the fortuitous arrival of General Desaix with the much-needed reinforcements turned the tables on the Austrians. A combined counterattack by Desaix’s brigades and Kellermann’s cavalry smashed into the Austrian army which was driven from the field in confusion. Austrian losses were about 11,000, whereas the French lost some 8,000 men. Unfortunately, Desaix was among the dead. Not long after this decisive French victory the Austrians sued for peace and the Treaty of Lunẻville was signed on February 9th, 1801. By 1802 the Second Coalition had fallen apart and there was peace in Europe for the first time in a decade.
Clash of Empires
Using the Clash of Empires rules the battle strength and capabilities of the combatants can be shown as follows: -
A unit represents 3-4 infantry battalions, 9-12 cavalry squadrons or 16-24 guns.
French Army of the Reserve
The French forces at Marengo consist of 8 Infantry units, 3 Cavalry units and 2 Artillery units. These are divided into two Corps and one Cavalry Division. At this point the French haven’t quite perfected their corps d’ armẻe system so there is no special reinforcement bonus for this autonomous formation yet. The French Army is classified as Ordinary in quality and as such uses 2D8 (highest scoring die only) for its Battle Dice. All units are trained regulars and what they may lack in training or equipment they make up for in patriotic fervour. Therefore, the Infantry units have a Combat Rating of ❶, Cavalry ❷and Artillery ❸. On the Combat Rating to Fighting Bonus Conversion Table in the rulebook this equates to +2 FB for the Infantry, +1 FB for the Cavalry and +1 FB for the Artillery. This gives a total of +4 FB for the French army at Marengo. For Tactical Deployment the French are using the Mixed Order (Odre Mixte) as their predominant formation. This formation gets a +0 (+1 Initiative win) * modifier for Infantry Melee and is resilient to Cavalry Shock Action. The French have also achieved a high level of proficiency in Light Infantry Tactics which gives them a +1 modifier for Firepower. There is no significant Heavy Cavalry force present but there are Hussars and Dragoons that can be used for reconnaissance, screening and pursuit operations. The carrying out of these activities is represented as follows: - For +1 Initiative bonus roll 5-6 on 1D6. Modify by +1 for every 3 French Cavalry units and -1 for every 3 Austrian Cavalry units. For the pursuit of a defeated enemy again roll 5-6 on 1D6 and modify by +1 for every 3 Cavalry units. If successful increase opponent’s losses by +1 on the Casualty Table. Cavalry can also be used to execute a decisive attack especially against infantry on the battlefield. This type of offensive is called Cavalry Shock Action and is normally carried out by the heavies such as the formidable Cuirassiers but if these are not available in sufficient numbers then Dragoons and even Hussars and Lancers can be used in this role. Even at this early stage in his career Napoleon’s command status is that of Inspired and therefore rolls 2D6 for Initiative (highest scoring die only). Thus, the French army at Marengo rolls 2D6 for Initiative with a +1 modifier if a successful reconnaissance roll is made.
French Reinforcements
Although the French are outnumbered by the Austrians their reinforcements (Inf x4 and Art x1) under General Desaix count as a detached reinforcement. In the game an army with a 15% reserve can save against defeat on the roll of 5-6 on 1D6. Modify by +1 if reserve equal to or greater than 25% of main force. The reserve must make up at least 15% of the overall strength of the army to be viable. While in reserve the Fighting Bonus of these units cannot be added to that of the main force, although it can be added in a refight situation. A tactical reserve can also take the form of closely supporting reinforcements. A successful Tactical Reserve or Reinforcement roll will enable a defeated army to either refight the battle with no tactical advantage or withdraw with 25% casualties on both sides. Furthermore, in a refight situation an opponent can automatically use a close by tactical reserve, but a detached reinforcement will still have to be rolled for with a score of 5-6 on 1D6 required. Modify as above and by +1 for Corps de Armẻe system. There can only be one refight per battle.
For a refight the the points value remains the same but the Battle Bonus Dice, which may have increased in number due to a higher FB, are rerolled.
Austrian Army
The Austrian forces at Marengo consist of 10 Infantry units, (Incl. of 2 elite Grenadier units), 4 Cavalry units and 3 Artillery units. These are divided into three ad-hoc corps or columns. The Austrian army is of Ordinary quality and uses 2D8 for its Battle Dice. All units are trained regulars and therefore most of the Infantry have a Combat Rating of ❶, Cavalry ❷ and Artillery ❸. The 2 Infantry units of the Grenadier Division have a Combat Rating of ❷. On the Combat Rating to Fighting Bonus Conversion Table in the rulebook this equates to +2/+1 FB for the Infantry, +2 FB for the Cavalry and +2 FB for the Artillery. This gives a total of +7 FB for the Austrian army at Marengo. For Tactical Deployment the Austrians are using the Defensive Line (3 ranks) as their predominant formation. This traditional three rank formation gets a +1 (+2 Initiative win)* modifier for Infantry Firepower but is vulnerable to Cavalry Shock Action. There is no significant Heavy Cavalry force present but there are Lancers and Dragoons that can be used for reconnaissance, screening and pursuit operations. The carrying out of these activities is represented as follows: - For +1 Initiative bonus roll 5-6 on 1D6. Modify by +1 for every 3 Austrian Cavalry units and -1 for every 3 French Cavalry units. For the pursuit of a defeated enemy again roll 5-6 on 1D6 and modify by +1 for every 3 Cavalry units. If successful increase opponent’s losses by +1 on the Casualty Table. Cavalry can also be used to execute a decisive attack especially against infantry on the battlefield. This type of offensive is called Cavalry Shock Action and is normally carried out by the heavies such as the formidable Cuirassiers but if these are not available in sufficient numbers then Dragoons and even Hussars and Lancers can be used in this role. The command status of General Melas is that of Competent and therefore rolls 1D6 for Initiative. Thus, the Austrian army at Marengo rolls 1D6 for Initiative with a +1 modifier if a successful reconnaissance roll is made. The Austrians outnumber the French so get a 1D6 Battle Advantage die. Crucially the Austrians have committed all their units leaving nothing in reserve.
*(#) Initiative also reflects the overall performance of an army on the battlefield regarding steadiness of musket volleys, effectiveness of hand-to-hand combat and adroitness of action moves such as changing formation to square as defence against cavalry. The general success of these actions is represented by the second modifier in brackets which can only be activated by an Initiative win.
Refight Special Rule
In the final stages of the Battle of Marengo Melas thinking the battle won handed over command to his chief of Staff, Zach and left the battlefield. Thereupon, the Austrians changed formation to Column of Route, which was effectively a marching column and normally used when marching onto or off a battlefield. This means that only a fraction of their muskets will be able to fire. Therefore, in the refight Austrian Battle Bonus will be subject to a -2 modifier.
Napoleonic Clash Battle Procedure:
Initiative
Cavalry Reconnaissance/Screening. For +1 Initiative bonus roll 5-6 on 1D6. Modify by +1 for every 3 of your own Cavalry units and -1 for every 3 of your opponent’s Cavalry units.
Battle Dice (highest scoring die only).
Army Combat Rating (CR) to Fighting Bonus (FB).
Calculate Battle Bonus. (Determined by various Battle Factors and expressed in the form of a Points Value which converts into one or more Battle Bonus Dice).
Any other Battle Advantages such as opponent outnumbered or Tactical Advantage.
Total Battle Roll.
Pursuit of defeated enemy. For +1 bonus to enemy losses on Casualty Table roll 5-6 on 1D6. Modify score by +1 for every 3 Cavalry units.
Highest scoring Battle Roll wins and the difference between the two scores determines the number of casualties.
Conversion and Casualty Tables not shown.
Napoleonic Battle Log
French Army
Initiative
| Battle Dice | No. of Units and Combat Rating (CR) to Fighting Bonus (FB) | Battle Bonus | Battle Advantage Dice | Total Score |
2D6 (+1) 4 and 1 (Highest die only) = 4 Recce/Screening 5-6 on 1D6 = 3
| 2D8 (Highest die only) 6 and 5 | Inf = ❶x 8 = +2 FB Cav = ❷x 3 =+1 FB Art = ❸ x 2 =+1 FB Total = +4 FB
Deployment = Mixed Order | 16 Points Converts to 1D4 = 4 |
N/A
| 6+4+4 = 14
Pursuit 5-6 on 1D6+1 = N/A |
Refight
Initiative = N/A
| 2D8 (Highest die only) 4 and 2
Evens dice | Tactical Reserve Inf = ❶x 4 = +1 FB Art = ❸x 1 = +1 FB Total = +2 FB + 4 FB = +6 FB Tactical Reserve Roll 5-6 on 1D6 +1 = 5+1 = 6 | Reroll 1D6 = 3 (Double Bonus) 3x2 = 6 | Opponent outnumbered 1D3
= 3 | 4+6+6+3 = 19
Pursuit 5-6 on 1D6+1 3+1 = 4 |
Battle Bonus Calculation
Battle Factor (1D6) | Modifiers | Score | Points Value |
Artillery Attrition | 0 | 4 | 4 |
Infantry Firepower | Light Infantry Tactics +1 | 2+1 | 3 |
Infantry Melee | Mixed Order 0 (+1) | 3+1 | 4 |
Cavalry Shock Action | Versus Line (3 ranks) +1 | 4+1 | 5 |
|
|
| Total = 16 |
Roll 1D6 for each Battle Factor and apply modifiers to find total points value and then compare with total FB on the conversion table (in rulebook) to calculate Battle Bonus Dice. Double Bonus for odds or evens Battle Dice. For multiple dice double highest scoring die only.
Notes: - Poor reconnaissance contributes to a low roll for Initiative and this is compounded by a failure to roll odds or evens Battle Dice which has a detrimental impact on the Battle Bonus. Only Infantry Melee produces a respectable bonus as at this point in the battle the over-stretched French forces desperately try to stem the rushing tide of Austrian troops. The result of this would have been a devastating defeat for the French had they not made their Tactical Reserve/Reinforcement roll. This shows that Desaix’s III Corps arrives just in the nick of time and in the subsequent refight the Austrians are trounced. Thus, the outcome of the battle is changed to a decisive French victory. The French lose 3 Infantry units and negligible numbers of Cavalry and Artillery.
Austrian Army
Initiative
| Battle Dice | No. of Units and Combat Rating (CR) to Fighting Bonus (FB) | Battle Bonus | Battle Advantage Dice | Total Score |
1D6 (+1)
= 5
Recce/Screening 5-6 on 1D6 = 3
| 2D8 (Highest die only) 5 and 2
No odds or evens | Inf ❶x 8 = +2 FB Inf (Elite) ❷x 2 =+1 FB Cav ❷x 4 = +2 FB Art ❸x 3 = +2 FB Total = +7 FB Deployment = Line (3ranks) | 20 Points Converts to 1D6 = 6 | Tactical Advantage 1D6
Opponent outnumbered 1D6
6+4 = 10 |
5+7+6+10 = 28
Pursuit = N/A |
Refight
Initiative = N/A
| 2D8 (Highest die only) 2 and 3
No odds or evens | Total = +7 FB
| Reroll 1D6 = 4-2 = 2 Column of Route -2 |
N/A
| 3+7+2 = 12
Pursuit = N/A |
Battle Bonus Calculation
Battle Factor (1D6) | Modifiers | Score | Points Value |
Artillery Attrition | 0 | 6 | 6 |
Infantry Firepower | Line (3 ranks) +1 (+2) | 3+2 | 5 |
Infantry Melee | 0 | 5 | 5 |
Cavalry Shock Action | Versus Mixed Order -1 | 5-1 | 4 |
|
|
| Total = 20 |
Roll 1D6 for each Battle Factor and apply modifiers to find total points value and then compare with total FB on the conversion table (in rulebook) to calculate Battle Bonus Dice. Double Bonus for odds or evens Battle Dice. For multiple dice double highest scoring die only.
Notes: - The Austrians win Initiative and achieve an impressive score of 6 for their Battle Bonus, which together with their Tactical Advantage and numerical superiority should have won them the battle. However, the French make their Tactical Reserve/Reinforcement roll. In the subsequent refight the Austrian advantages are much reduced and are further hampered by the penalty for being in Column of Route. As a result, the Austrians are utterly defeated and lose 8 Infantry units, 2 Cavalry units and 2 Artillery units.

Sources
Chandler, D.G. 1966: The Campaigns of Napoleon. Macmillan Publishing Co., Inc.
Chandler, D.G. 1998: Napoleon’s Marshals. Weidenfeld & Nicolson.
Dupuy, R. E. and Dupuy, T. N. 1993: The Collins Encyclopaedia of Military History. Harper Collins Publishers.
Haythornthwaite, P.J. 1990: The Napoleonic Source Book. Arms and Armour Press.
Haythornthwaite, P.J. 1995: The Napoleon’s Military Machine. Spellmount Limited.
Smith, Digby. 1998: The Greenhill Napoleonic Wars Data Book. Greenhill Books.
Article Front Page Picture
The Battle of Marengo 1800. Bataille de Marengo, 1802 Louis-Francois Lejeune. After Alamy (IY05478346).
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