The Battle of Soor / Burkersdorf

28th June 1866


Following there 'victory' on the 27th at Trautenau the Austrian X corps found themselves in a precarious situation. They had sustained far more casualties than their 'defeated' enemy and where in danger of being cut off by other Prussian forces, namely the Guard corps. It was therefore decided that a withdrawal towards the rest of the Austrian army of the North was called for. By simple reversing the column and leaving the 'train', ie the supply wagons and the artillery, in the front it was hoped that the withdraw would be speedy enough to avoid trouble. Unfortunately this was not to be the case and led to some additional problems the next day.

The purpose of this page is to provide scenario details for the engagement know variously as the battle of Soor or Burkersdorf. This pitted the battered Austrian X corps against the Prussian Guard corps.The purpose of this page is to provide scenario details for the Battle of Soor/Burkersdorf, 1866. The scenario is for use with the Mit Blut und Eisen rules for the mid Nineteenth century European wars - Mit Blut und Eisen.

Note: The version for the old rules is here - Fire and Furia Francese scenario


Scale and notes: 

The Prussians move first in each turn. The game starts with the 09:00 Prussian phase. It finishes when the last Austrian unit exits the table or is destroyed or after the 19:00 Austrian phase.


Orders of Battle:

Prussians: All infantry are armed with the Needle gun (NG), artillery as noted. Roll a D6 for each unit that does not have a leader. On a roll of 5 or 6 the unit has a leader. Roll again and on a 1-5 it is a +1 leader, on a 6 a +2 leader.


Guard Corps:

Commander in Chief: Prinz August von Wurttemberg (2): Formation Morale 17 - 2 D6

1st Division: von Gartingen (3).

Advance Guard:

  • 3rd Foot Guard Regt (1st, 2nd and Fus Btn's/ 3rd Gd &3rd Btn / Gd Fus):  6 / 4 / 2
  • Artillery: 1 Gun (BLA)

Main Body:

  • 2nd Foot and Fusilier Guard Regt (1st & 2nd Btn's of each):  6 / 4 / 2
  • Artillery: 1 Gun (BLA)


  • 1st Foot Guard Regt (???):  5 / 3 / 2
  • Artillery: 1 Gun (SA)

2nd Division:  von Plonski (2).

Advance Guard:

  • 2nd Guard Grenadier Regt:  5/ 3 / 2
  • 3rd Guard Uhlan Regt:  3 / 2 / -

Main Body:

  • 4th Guard Grenadier Regt:  5 / 3 / 2
  • Fusiliers of 1st & 3rd Gd Gren Regt: 3 / 2/ -
  • Artillery: 1 Gun (BLA).



 The infantry are armed with the Lorenz rifle, counts as a MLR. The artillery have rifled guns, RA. Roll a D6 for each unit to see if it has a leader. On a roll of a 5 or 6 jager units have a leader, on a roll of a 6 all others have a leader. Roll again and on a 1-5 it is a +1 leader, on a 6 a +2 leader.

After the blooding of the previous day the Austrians were considerably less aggressive at this battle. Therefore Line units which are not in Field or March Colum only receive a -1 modifer on the movement table.


X Corps:

Commander in Chief:  von Gablenz (3): Formation Morale 24.5 plus 1 for each addditional light unit used - 4 D6

Corps Artillery: 2 Foot batteries (RA), 1 Horse battery (RA).

Corps Train:

HQ Escort (adhoc unit made from Corps staff, cooks, etc): - / 3 / 2

5 Supply Wagons (see Special rules below).

1st 'Division':  Mondl  (3)

  • 10th Inf Regt:  4 / 3 / 2 (+1 leader)
  • 24th Inf Regt and 12th Jager:  4 / 3 / 2(+1 leader)
  • Artillery: 1 Foot battery (RA)

2nd 'Division':  Grivicic (1).

  • 2nd Inf Regt:  4 / 3 / 2
  • 23rd Inf Regt and 16th Jager:  4 / 3/ 2
  • Artillery: 1 Foot battery (RA)
3rd 'Division':  Knebel (2).
  • 1st Inf Regt (2 Btn's only):  3 / 2/ -
  • 3rd Inf Regt (2 Btn's only):  3 / - / 2
  • 28th Jager Btn:  3 / 2 / - Light or make 1 unit above 4 / 3 / 2or both 'Heavy' skirmishers.
  • Artillery: 1 Foot battery (RA)
4th 'Division':   Wimpfen (1).
  • 13th Inf Regt:  4 / 3 / 2
  • 58th Inf Regt:  3 / - / 2
  • Artillery: 1 Foot battery (RA)


Deployment and Reinforcements:


At the start:

Advance Guard, 1st Division: In and to the west of and within 6" of Raatsch, in any desired formation.

Main Body, 1st Division: To the east of Raatsch and within 3" of the road, in March Column or Limbered.

Corps and 1st Division Commanders: With any of the above troops.


Prussian reinforcements all arrive within 3" of Point E in March Column or Limbered.

Reserve, 1st Division: Arrives 09:00 Prussian phase.

Commander and Advance Guard, 2nd Division: Arrives 11:00 Prussian phase.

Main Body, 2nd Division: Arrives 11:30 Prussian phase.



All Austrian units arrive as reinforcements at Point A and are in March Column, Limbered or Skirmishing. The following units arrive in the folowing Austrian phase.

09:00 Corps Commander, Corps Artillery, HQ Escort and the Supply Wagons.

09:30 3rd Brigade.

10:00 1st Brigade.

10:30 2nd Brigade.

The Austrian 4th Brigade was not present at the historical battle, but can be called for and may arrive in time to fight. See the special rules below.



Villages and Woods: All villages and woods count as difficult going and give light cover fire and melee advantage.

Cultivated Land: Blocks line of sight and counts as woods for this purpose, it has no other effect on the game.

Supply Wagons: Movement by other troops through these units counts as difficult going.


Special Rules:

Austrian Corps Train: The Austrians have 3 supply wagons deployed on table. These should be mounted on stand an 1" wide and 8" long. Like artillery they do not have to roll to move, they just have a set distance they may move. This distance is 8" on a road and 2" off road. They may never enter into difficult terrain. They may not fire, and count as 1 worn stand in a melee. They have 4 'lives', in the same sense that artillery has 2 'lives'. Fire attacks against them will result in the loss of 1 life for 'Battery Damaged' and 2 lives for 'Battery Destroyed'. While in melee combat 'Battery Damaged or half captured' will result in 2 lives being lost and 'Battery Destroyed or Captured' in all lives being lost.

The Austrian 4th Brigade: This unit was not present at the real battle, but was marching parallel to the main column to the West. Starting with the Austrian phase after the first shot or has been fired or the first melee concluded the Austrian player can call for this units assistance. The turn after the they call the Austrian player rolls a D6 at the start of their phase.  A 6 is needed on the first such phase, a 5 or 6 on the second, a 4, 5 or 6 on the third, etc. A 1 is always a failure. If they successfully arrive a further D6 is thrown to see which road they arrive on. A 1 - 4 they arrive at point C, a 5 or 6 they arrive at the point D on the western edge of the battle. They are in March Column or limbered. I addition there are victory points implications if this unit is called or arrives, see Victory  Points below.


Victory Points:

In addition the player may earn the following victory points to decide victory.


4 v.p's per Supply Wagon that is exited off the table at the points marked D

2 v.p's per non spent or non damaged unit (not 2nd and 4th Brigades) exited of the table at the points marked D.

1 v.p per spent or damaged unit (not 2nd and 4th Brigades) exited of the table at the points marked D.

2 v.p's per unit, in any condition, of the 2nd Brigade that exits off the southern table edge.

5 v.p's if units of the 2nd Brigade occupied or moved through Rudersdorf at any tme during the game.

20 v.p's if units of the 2nd Brigade occupied or moved through Raatsch at any tme during the game.

5 v.p's if the Austrian player does not call for the 4th Brigade during the game.


4 v.p's per Austrian Supply Wagon captured or destroyed.

2 v.p's per unit of the Austrian 2nd Brigade  which does not pass through Raatsch during the game.

1/2 v.p. per Austrian unit that exits the table but not at the locations indicated in the Austrian victory conditions above.