Prussia's Glory: Battles of Frederick the Great simulates four of the Seven Years War's most famous battles: Rossbach (Nov 5, 1757), Leuthen (Dec 5, 1757), Zorndorf (Aug 25, 1758) and Torgau (Nov 3, 1760).

Introduction:

To learn these rules, read through them once.  Don't try to remember every rule. Then, set up a scenario. Rossbach, the smallest, is a good starting point. Run through the Sequence of Play, referring to the specific sections when an area needs clarification.  Every rule is contained in a numbered paragraph, which are used to make cross-references easier. When a rules reference appears, it will be contained in parenthesis, e.g. (3.1). Any game terms defined in the Glossary are capitalized throughout the rules.

1.0            General Information

A full game of Prussia's Glory includes:

o        Two 22" x 34" back-printed maps

o        One rulebook

o        Two 17" x 11" Player Aid Cards

o        Four counter sheets (704 total units)

o        One six-sided die

MAPS: Each side of the maps depicts the terrain on which one of the battles was fought. A hexagonal grid has been superimposed on the terrain to regulate placement and movement of Units. When counting distances between hexes, count the ending hex but not the starting hex (adjacent hexes are 1 hex apart, for example).

COUNTERS: The counter sheets contain counters that represent the Units that fought the battles, their leaders, and a variety of information markers. The counters should be carefully removed from their frames and sorted by battle and side before play. About half of the Units for each battle will not begin play on the map. Those Units are replacements and will enter play when casualties are removed.

See pages 23 and 24 for a glossary of terms.

Each hex on the map represents 500 yards. Each Game Turn represents one hour of real time. Every Strength Point of infantry represents about 400 men, while every SP of cavalry represents about 200 men. 3 and 4 Step Units are brigades or equivalents, 2 Step Units are regiments or Russian Cossack or Prussian Freikorps Units and 1 Step Units are battalions. Artillery Units represent 10 to 20 cannons and crew.

The different nationalities in the game are represented on the counters with the following colors:

o        Prussian—blue background

o        Austrian—white background

o        Austrian auxiliaries (Leuthen scenario)—  medium gray background, with following designations:

o        Wurt—Wurttemburg

o        Wurz — Wurzburg

o        Bav—Bavarian

o        Saxon—medium gray (Leuthen, Torgau scenarios)

o        Russian—green background

o        French—light gray background

o        French Foreign Units (Rossbach scenario)—light gray background with following designations:

o        Sw—Swiss

o        Ger—German

o        Holy Roman Empire “Kreise”—medium gray (Rossbach scenario)

2.0  How to Read the Game Pieces

Prussia's Glory contains two different types of pieces: Unit/Leader counters and Markers. Units and Leaders represent the infantry, cavalry, artillery, and leaders who fought the historical battles. Markers are purely informational, and do not represent anything tangible from the battlefield. They are used to track such information as Morale State, Engaged status and other information.

Infantry and cavalry show very similar information. These are the only counters that participate in Close Combat. Infantry and cavalry have a step number on them. 3 and 4 Step Units are represented with two pieces. Units that have a dot instead of a set up hex are replacement pieces.

Artillery have no Strength Points, instead having three Bombardment Strength values. Artillery will have no Wing affiliation.

Wing Leaders and Army Commanders have many of the same values printed on them. Leaders do not have Morale or Strength Points and are NOT Units. Leaders will have a Morale Modifier, and some will have Initiative.

Design Improvement Note:  For clarity, future volumes of PG will change the“Engaged” markers currently  in the counter mix  to “Locked” (In Combat) markers; players may wish to write over  their current Engaged  markers as Locked markers, which will be referred to in the rules from now on.

3.0  Sequence of Play:

The game is divided into a number of Turns, specified by the scenario. Each Turn is divided into Prussian and Coalition Player Turns, each of which has several phases. Once a player finishes a phase, they may not go back to perform a forgotten action unless their opponent permits it. The Player executing their Player Turn is the Active player. The other player is the Inactive Player. After each Turn is finished, go back to the beginning of the Sequence of Play and start a new Turn, until all the scheduled Turns are completed.

Parenthesized numbers after segments in the Sequence of Play refer to rules sections covering that segment.  Parenthesized numbers after the actual rules segments refer back to their order in this Sequence of Play.

A.  Prussian Player Turn:

o        1 Army Activation Phase (Main scenarios only) (4.1)

o        2 Command Determination Phase (4.2)

o        A Deploy from Column Segment (4.4)

o        B Group Command Roll Segment (4.5)

o        3 Movement Phase (7)

o        A Routed Movement Segment (7.1)

o        B Place “Locked” Markers Segment (7.2)

o        C Normal Movement Segment (7.3)

o        4 Offensive Bombardment Phase (8)

o        5 Rally Phase (9.4)

o        6 Defensive Bombardment Phase (8.5)

o        7 Close Combat Phase (10)

o        8 Remove Locked (Engaged) Markers Phase (11)

B.  Coalition Player Turn:

The Coalition player performs his player turn in the same way.

C.  Joint Army Morale Adjustment Phase (13):

Both players adjust their Current Morale Markers, check for and apply Army Demoralization/Broken procedures, if required.

D.  End of Turn Phase (14):

Move the Turn marker to the next box on the Turn Record track and begin the next Turn.

4.  Army Activation and Command Determination:

Command includes two concepts: Army Activation and Command States. Once an Army has been Activated, every Group and Wing will have a Command State determined for it every turn.

4.1  Army Activation Phase (1):

An Army must be Activated before it may perform any movement or combat. Army Activation only occurs once per side. Both sides' armies start the Main Scenarios Inactive. Generally, the Prussian player will have to decide when to Activate and start their army moving. The Coalition player may also attempt to Activate (at higher cost and risk), or await Activation due to Prussian actions.

In the Battle Scenarios, both Armies are considered already Activated and there is no Army Activation.

There are three types of Activation: Normal Activation, Automatic Activation, and Coup d'Oeil (CdOA) Activation.

Design Note: It is possible for both Armies to stay inactive. The Prussian player must balance what Turn they intend to start on with the potential drawbacks of starting early, such as increased opportunity for Coalition counter-moves or greater exposure to battle losses/fatigue. By the same token, the Coalition player may attempt to disrupt Prussian efforts with a countermarch, but that could cost crucial Army Morale with no gain.

4.1.1 Normal Activation:  During the Army Activation phase, a player may attempt Normal Activation of their Army, if it is not Activated.  Normal Activation may be attempted once per turn until the Army is Activated.  To attempt to Activate, the player pays their Activation cost (specified in the Scenario instructions) by reducing AM the given amount. They then roll one die (pay, then roll) and add their Army Commander's Initiative rating. If the result is 7 or more, the Army is Activated and may begin normal Command/Movement. The AM spent is wasted if the result is less than 7. A player whose Army is not Activated does not perform any of the remaining phases of their Player Turn. See 12.2 on how to mark spent AM.

4.1.2 Automatic Activation: As soon as a counter moves within three hexes and clear LOS of an Inactive counter, the Inactive Army is Activated in the next available Player Turn at no cost. Note that Detachments are an exception (4.3).

4.1.3 Coup d'Oeil Activation: The first time any counter of an Inactive Army or Detachment (4.3) gets a clear LOS (8.2) of 7 hexes or less to an enemy Unit, the Inactive player may make a Coup d'Oeil (CdOA) Activation attempt. A CdOA Activation may be attempted only once per Army and/or Detachment. A player attempting a CdOA Activation rolls the die and adds their Army Commander's Initiative rating. If the result it 8 or higher, the player MAY Activate their Army by paying the Activation cost specified in the scenario (roll, then pay if desired for CdOA). Note that CdOA Activation occurs during an enemy Movement Phase, not during the friendly Army Activation Phase.

Historical Note: “Coup d'oeil: a brief survey; GLANCE.” In the Frederickan era, a key quality by which Leaders were measured — the ability to take in a situation `at a glance' and respond correctly. Due to the erratic nature of scouting in this era, and the relatively slow reaction and reorientation capabilities of linear-based battle lines, CdOA was a highly prized but uncommon asset. During the approach march phase of a battle, fleeting opportunities, acted on or overlooked, often meant the difference between victory and defeat.

4.2  Command Determination Phase (2):

Wings, Groups, and Command States:

BASIC GROUPS: Every Army has two Basic Groups: a Basic Infantry/Artillery Group and a Basic Cavalry Group. The Scenario determines any other Groups, called Specific Groups. A Wing only belongs to one Group. A Group consists of several Wings that have their Command State determined as a whole. If a Wing is not assigned to a Specific Group, it belongs to a Basic Group. If the Wing has any infantry, it belongs to the Basic Infantry/Artillery Group; otherwise it belongs to the Basic Cavalry Group.

COMMAND RATINGS: Once an Army has been Activated, players will determine the Command State of each Group, either Effective or Degraded, every turn. Every Group has a Command Rating, which is the number or less that must be rolled on the die for the Group to be Effective. Higher Command Ratings are better. Those Ratings and die roll ranges are shown on the Groups' respective Command Effectiveness Markers, which are placed on or near the map each turn to reflect each Group's Command state.

COMMAND STATE: The Command State of the Group applies to every Wing of that Group, along with any artillery in that Group. Effective Wings get full Movement Allowance, while Degraded Wings get half Movement Allowance (round up). In Column Units (7.6) have different Degraded MAs. Leaders always get their full Movement Allowance.

4.2.1 Special Leaders: Special Leaders are marked with a star, and allow one Degraded Wing (and possibly some artillery) to attempt to recover to an Effective Command State. This attempt occurs after all of the Groups have rolled their Command State for the turn. Special Leaders marked with an “I” may only affect Wings that have infantry, while Special Leaders marked with a “C” may only affect Wings that contain no infantry. A Special Leader without an “I” or “C” may affect any Wing. All Special Leaders may affect artillery. Both Wing Leaders and Army Commanders may be Special Leaders.

4.2.2 Out of Command Units: Any Unit starting the turn more than 5 hexes away from its Wing Leader is Out of Command (OOC); Units that are OOC may only use half their normal movement allowance (round remainders up) regardless of their Command State, and cannot enter an EZOC. Artillery Units can trace command to any friendly Leader. When counting, count the Leader's hex but not the Unit's. Enemy Units, terrain and EZOCs do not impede tracing command. Also, each turn, any two infantry or cavalry Units may trace command directly to the Army Commander. Mark any Units that cannot trace command with Out of Command markers.

4.3  Detachments:

Detachments are temporary Specific Groups and are not considered part of the main Army. They may be Activated independently, and any movement and combat by the Det counters will not normally cause Army Activation. Whenever a Det counter can trace a 3 hex or less LOS (8.2) to an enemy counter, or an already Activated friendly Det counter, the Det is considered immediately Activated. The player will then begin determining Command State for the Detachment.

4.3.1 Dets and Main Army Activation: When the main Army is Activated, no matter how it is Activated, all Dets are dissolved. The Det counters are reassigned to their appropriate Basic Groups.

4.3.2 Dets and CdOA Activation: Each Det gets one attempt at CdOA Activation in addition to the one attempt allowed for the main Army. If a Det succeeds at its CdOA Activation, the entire Army is Activated.

 

4.3.3 Det Command Effectiveness chits/Det Command rolls are

not used in the Battle scenarios, as the Dets have already been

assigned per 4.3.1.

4.4  Deploy From Column Segment (2A):

Players decide whether to Deploy their In Column Wings (7.6). This decision is made prior to determining Command State. Players declare which of their Wings will Deploy. Artillery Units may Deploy with any deploying wing if they are within 5 hexes of its wing leader.

4.5  Group Command Roll Segment (2B):

For each Group, roll a die and check if you rolled equal or less than the Command Rating (4.2). If so, place the Group's Effectiveness Marker on or next to the map with the Effective side up as a reminder. Otherwise, place the Marker with the Degraded side face up.

If all Groups are Effective, Special Leaders (i.e., those with a star, 4.2.1) are not needed. Otherwise, every Special Leader gets a chance to put one Wing into the Effective Command State. To affect (i.e., reroll the Command State for) a Wing, the Special Leader (Wing Leader or Army Commander) must be the Leader for the attempting wing or stacked with that wing's Leader. A Special Wing Leader may affect only one Wing in a turn (which may be their own, but does not have to be). In addition to the Wing, a Special Leader also may affect any artillery with which they are stacked. Roll a die and compare the result to the Special Leader's Initiative. If the roll is equal or less that the Leader's Initiative, the affected Wing plus artillery (if any) are Effective for the turn.

It is suggested that Wings that have regained Effective Command State due to a Special Leader have all their Units moved in sequence to avoid confusion as to which Units have full MA or half MA.

Example: In Rossbach, the French/Empire (FrE) army has three Groups: the Basic Infantry/Artillery Group with a Command Rating of 2, the Basic Cavalry Group (CR 3), and the St. Germaine/Loudon (StG/L) Group (CR 3). The FrE player will roll and place Markers for all 3 Groups. The player rolls a 4 for infantry, a 4 for cavalry, and a 3 for StG/L. This means all FrE infantry, artillery and cavalry are Degraded, except for the infantry and cavalry assigned to the StG/L Group, which are Effective.

In Zorndorf, the Prussian army has Basic Group Ratings of 4 for both Infantry/Artillery and Cavalry. In addition, Frederick is a Special Leader with a 4I Initiative (he may only affect Wings with infantry) and Seydlitz is a Special Leader with a 5C Initiative (he may only affect Wings with no infantry). On Turn 1, the Prussian player rolls a 2 and a 4, meaning all Units are Effective and the Special Leaders do not roll. On Turn 2, the Prussian rolls a 5 for Infantry/Artillery Group (which is Degraded) and a 4 for the Cavalry Group. Frederick, who is stacked with Wing Leader Kanitz and two artillery Units, rolls a 4. Now, Kanitz' infantry Wing and those two artillery (only) can use full MA. Since all cavalry is Effective, Seydlitz again does not have to roll.

5.  Stacking:

Counters are placed on the map in individual hexes. All of the Units in a single hex are referred to as a Stack. The order of Units in the Stack is important, and there are limits on how many Units can be in a single Stack.

5.1  General Limits: 

Each hex may contain up to 12 Steps of infantry/cavalry PLUS up to 8 artillery Steps. If there are no infantry or cavalry present in a hex, up to 12 artillery Steps may be Stacked. Leaders and Markers do not count for Stacking.

5.2  In Column Limits:

A hex with Units In Column (7.6) may contain no more than 4 Steps of infantry/cavalry PLUS 8 artillery Steps.

5.3  When Do Limits Apply?

Stacking limits should be checked at the end of every Movement Phase to make sure there are no violations. Any hexes in violation of Stacking limits at the start of the Movement Phase (usually due to Retreats) must be corrected before the end of the phase. A Retreating Unit causing a Stacking violation has penalties described later (9.3).

5.4  Stacking Order

The Units in a Stack are arranged so that those Units that will participate in combat first are on top. Only the top 4 Steps of infantry/cavalry will participate in Close Combat, and only artillery that is above all inf and cav in a stack may Bombard. The placement of Leaders in a Stack is not important. In general, players are free to arrange Units as they choose within a stack, with the following exceptions:

• Units that start the turn under a Locked (Engaged) marker (7.2) have restrictions on changing stacking order.

• A Retreating Unit is always placed on top of a Stack.

• COALITION ARTILLERY STACKING ORDER: Coalition artillery that enters an EZOC (6.1) must be placed on the bottom of the Stack. Prussian Units do not suffer this restriction.

Design Note: The Prussians were markedly more aggressive and adept in moving their 12 pound guns “up front” in an infantry close support role. Coalition artillery use tended to be more positional. This rule allows the Prussians to move into an EZOC after infantry or cavalry and provide support in the next Defensive Bombardment Phase. Coalition guns moving into EZOC will have to wait a full turn (next friendly movement phase) until they can be shifted to the top of the Stack and Bombard.

6.  Zones of Control and Engaged Units:

 

6.1  What Is A Zone Of Control?

All non-Routed Units exert a Zone of Control (ZOC) over all six adjacent hexes, except any hexes the Unit is prohibited from entering (7.0). Leaders and all routed Units have no ZOC. A ZOC represents the area of the battlefield that is contested by the Unit. ZOC are used primarily to determine what Units are Engaged and will participate in Close Combat. ZOC also affect movement of enemy Units. The rules will frequently refer to an Enemy Zone of Control, or an EZOC, which is a ZOC exerted by an opposing Unit.

6.2  Definition of Engaged and Supporting

When a Stack containing infantry/cavalry is in an EZOC, the top inf/cav totaling 4 steps or less in the Stack are considered Engaged. Inf/cav become Engaged the instant they qualify during a turn. All remaining inf/cav are considered Supporting. Artillery Units do not become Engaged or Supporting. All Engaged inf/cav must participate in Close Combat if they are adjacent to any opposing inf/cav.

Examples:

Steps and order in hex   Which are Engaged?:

2 step, 2 step both

2 step, 3 step only the 2 Step Unit

1, 1, 2 step all

1, 1, 4 step both 1 Step Units only

Design Note: Players may better grasp Stacking and Engaged Unit concepts by envisioning 4 Step Units as spanning the entire 500 yard hex. Successive Supporting Units would be ranged 200–220 yards behind those in front. Unless firing at enemy on a flank, only the first line (first 4 Steps and artillery) in a hex is capable of forward fire.

6.3  Engaged Units and Stacking Order

All Stacks that begin the Turn with Engaged infantry/cavalry are already Locked In Combat, and have restrictions on changing Stacking order and moving. All such Stacks will be marked with Locked (Engaged) Markers. Any hexes so marked may not be vacated completely during the turn (exception in 6.4). During the turn, the inf/cav that are Engaged in that Stack can change, either by Supporting inf/cav moving to the top of the stack or new inf/cav entering. If that happens, flip the marker over to its penalty (“–2 DRM”) side. That Stack will have a negative modifier in the upcoming Close Combat. Note that inf/cav may enter a marked hex and become Supporting Units without penalty.

NOTE: Units in hexes that are not marked with a Locked  marker (i.e, the units in the hex didn't begin the turn in EZOC) may change their stacking order freely throughout the turn, with the exception of Coalition artillery units per 5.4.

Changing Stacking Order Example: The Austrian player has

a wing Effective, and 4 step inf units A and B did not start the

player turn in EZOC; therefore, they had no Engaged marker

on them. He moves inf A into a Prussian cav zoc; inf A is con-sidered Engaged at that instant (per 7.5.1). As it's currently the

top (and only) 4 steps in an ezoc, it must stop moving. The

Austrian then moves inf B from the hex behind into the same

hex. Now he has a choice -- he can say it moved in as a Sup-porting unit; if so, he can leave it in that hex, or, since he has

only expended 1 mp, he can leave the hex for +1 mp (7.5.1),

and enter the next hex, for a total of 3 mp. OR, he can decide,

since inf B has higher morale (or whatever reason), that he

really wants inf B to lead the attack against the Prussian cav.

So he says inf B is moving in ON TOP of A. Inf B is now the

Engaged unit, and inf A has become the Supporting unit (though

A cannot resume movement). This stacking shift bears no pen-alty because there is no Engaged Marker in this hex.

 

6.4  Locked (Engaged) Markers and Fast Units

Engaged Fast Units may legally vacate a hex marked with a Locked Marker if they are only adjacent to non-Fast Units. Fast Units so vacating a hex do not cause the Marker to flip to its penalty side, but still must pay additional movement costs (see 7.2.3). If the marked hex is now completely vacated, discard the Marker.

7.  Movement Phase (3):

In this phase, players move all of their counters. Note that artillery that moves in this Phase will not be able to Bombard. All Routed infantry and cavalry must move in this segment (7.1). Routed artillery never moves. All hexes with infantry and cavalry that are in an EZOC are marked with a Locked Marker (7.2) and have restricted movement (6.3). The player may now move all non-Routed counters (7.3). Any artillery that moves should be marked with an Artillery Moved Marker. Players may place Wings In Column during this phase.

7.1  Routed Movement Segment (3A):  

Routed infantry and cavalry must move during a special segment, following the retreat rules (10.9). Routed infantry moves 2 HEXES per turn, and Routed cavalry moves 3 HEXES per turn, ignoring all MP costs for terrain or leaving an EZOC. A Routed Unit that reaches the edge of the map with movement remaining is removed, counting as eliminated. Routed movement otherwise follows the rules for all other Retreats, including Capture if unable to make the full required move.

7.2  Place Locked Markers Segment (3B): 

All Stacks that begin the Turn with Engaged infantry/cavalry are already Locked In Combat, and have restrictions on changing Stacking order and moving. Mark all such Stacks with Locked (Engaged) Markers.

7.3  Normal Movement (3C):

Normal Movement involves spending Movement Points (MPs) to cross hex sides and enter adjacent hexes. Only non-Routed Units may perform Normal Movement.

PROCEDURE: Counters are moved one at a time, and one counter must complete its movement before the next begins. MPs may never be saved for later use or transferred, and unused MPs are lost. Players may move their counters in any order. A counter may not spend more MPs than its Movement Allowance (MA). The cost in MP to enter each type of hex and cross certain hex sides is shown on the Terrain Effects Chart (TEC). Each type of counter has its own cost column. For hexes with multiple terrain types, use only the highest hex cost. Counters always pay all applicable hex side costs. As long as no other rules are broken, a counter may always move one hex during its turn, regardless of MP costs.

Example: For example, to enter hex 1809 on the Zorndorf map from hex 1709 costs 2 MPs, 1 MP for the clear hex and +1 MP for moving up the slope hex side. Also on the Zorndorf map, the marsh/pond hexes cost 3 MP for cavalry to enter, not 5 MP.

ARTILLERY MOVEMENT: Artillery Units that move may not Bombard in the same Player Turn, and should be marked with an Artillery Moved Marker.

7.4  Movement Restrictions:

Non-leader Units' MA are halved (rounded up) if any of the following conditions apply, but are not further reduced if more than one applies. Leaders always get their full MA.

• Their Command State is Degraded (4.2)

• The Unit is Out of Command (4.2.2)

• The Unit is Disordered (9.1)

Example: Most infantry have an MA of 3, and will have an MA of 2 when Disordered.

PROHIBITED TERRAIN: Counters may never enter terrain prohibited to it on the TEC. Counters may also never enter a hex occupied by an enemy counter, unless attempting an Artillery Capture. Finally, non-Routed Units may never exit the map unless their Army is Demoralized or Broken (see the section on Army Morale below for more details).

7.5  Movement and ZOCs:

The interactions between Zones of Control and movement are very important to understand, and this section should be read carefully.

There is no additional cost in MP to enter an EZOC. Different types of Units interact with EZOCs in different ways.

7.5.1 Infantry Movement and EZOCs: When an infantry Unit enters an EZOC and becomes Engaged, it must stop moving. An infantry Unit that is a Supporting Unit (or becomes one during the turn) may leave an EZOC if it has sufficient MP. The cost to leave an EZOC when a Unit is a Supporting Unit is +1 MP on top of any other costs. If a non-Fast infantry Unit started the Turn Engaged (and their hex is therefore marked with an Engaged Marker), the only way it can leave the hex is to have another Unit enter and make it a Supporting Unit. In this case, flip the Engaged Marker in the hex to its penalty side.

7.5.2 Artillery Movement and EZOCs: Artillery has the same restrictions as non-Fast infantry from 7.5.1 (and are also restricted by 5.4). Also, artillery may never enter an EZOC unless the hex already contains friendly infantry/cavalry.   Artillery units anywhere in a stack, or alone in a hex, may leave EZOC for a +1 mp cost, as if they were Supporting units.

7.5.3 Fast Units and EZOCs: When a Fast Unit enters an EZOC and is adjacent to an Engaged, Formed enemy cavalry Unit, it must stop moving. If a Fast Unit is not adjacent to an Engaged, Formed cavalry Unit, it may leave an EZOC. The cost is +1 MP for Prussian cavalry, and +2 MP for all other Units. Note that this movement will not flip an Engaged Marker to its penalty side, per 4.4. This is the only way to change what Units are Engaged under an Engaged Marker without flipping the Marker to the penalty side. Supporting Fast Units may also leave an EZOC at a cost of +1 MP in additional to all normal costs.

7.5.4 Leaders and EZOCs: Leaders may enter and leave an EZOC freely as long as there is a friendly Unit present and do not have to stop when entering an EZOC. Leaders incur no additional cost when leaving an EZOC. Leaders may not enter an EZOC if no friendly Unit is present.

7.5.5 Units with Parenthesized Strength Points: Some Units have parenthesized Strength Points on their replacement steps. Units with parenthesized SP are not permitted to enter an EZOC (due to exhaustion causing loss of will to fight).

7.6  In Column Movement:

Both players may move troops In Column (IC). During the early turns, the Prussians will want to move IC to be able to reach and attack the enemy without running out of time. Units are placed IC as part of an entire Wing, not individually. For a Wing to be put IC, the Wing must be Effective, all of the Wing's surviving Units must be Formed and In Command, and no Unit may be in EZOC. Up to 3 Effective artillery Units within 5 hexes of a Wing Leader going IC may also be placed IC. Wings are

usually placed IC at the start of the movement segment. How-ever, provided all other conditions are met, Wings can also per-form normal movement, then go IC at the very end of the move-ment segment. IC Units stay IC until they are Deployed. Army

Commanders can be placed IC and Deploy during the appropriate segments without regard to EZOC.  IC Units stay IC until they are Deployed.

To mark a Wing that is IC, flip the Wing Leader to the IC side. In addition, rotate the Leader and all Units that went IC 90 degrees from Units that are not IC.  To mark an Army Commander as IC, rotate his counter 90 degrees.

Design Note: You put ALL a Wing's Units IC, you take ALL out. This rigidity is to discourage players from viewing IC moves as a `bonus rate' to be selectively and flexibly employed. Consider IC as deliberate operational Wing/Army movement. Commanders of the era intended to move and deploy their Wings as unified bodies — `attack from the march' was viewed as a nightmare, not a deployment scheme.

7.6.1 Effects of In Column Movement: Units that are IC gain +4 MA, and ignore all terrain costs, paying 1 MP per HEX entered (they may still not enter prohibited terrain). If an IC Wing is Degraded, do NOT use half MA for the Units or add 4. Instead, Degraded IC MA are as follows:

Degraded IC artillery—4 MA

Degraded IC infantry—5 MA

Degraded IC cavalry—7 MA

IC Units have penalties in Close Combat, listed on the Player Aid Cards. IC Artillery may not Bombard.

7.6.2 Voluntary Deployment: During the Deploy From Column Segment (4.4), a player may announce that a Wing is Deploying from column. Flip the Wing Leader back to the normal side and rotate all of the Units back to normal. Any artillery Unit within 5 hexes of the Wing Leader may Deploy at the same time. Normal movement rules immediately apply to this Wing.

7.6.3 Forced Deployment: If an enemy Unit moves within three hexes of any IC Unit, the associated Wing may attempt to Deploy (along with any IC artillery within 5 hexes of that Unit). First, determine the Command Rating for the moving and stationary Unit. Normally, this is the Command Rating for each Units' Group. However, if a Leader with Initiative is stacked with either Units' Wing Leader, that Leader's Initiative may be used instead. Each player rolls one die and adds each side's Command Rating or Initiative. Prussian cavalry then add +4 to their die roll.

Historical Note: Prussian cavalry was better conditioned, superbly drilled, capable of quickly deploying from march column to charge, and led by men who lived under Frederick's famous standing order that any cavalry commander who allowed the enemy to charge first would be cashiered. Catching Prussian cavalry IC would be a rare feat.

If the IC side's total is higher, they may immediately Deploy as described above. Otherwise, the IC Units have been caught IC and may not Deploy during the current Player Turn. Every Wing only gets one attempt at Forced Deployment per turn.

8.  Offensive (and Defensive) Bombardment (4, 6):

The Active Player may Bombard with their artillery that is:

• Stacked above all infantry and cavalry in its hex

• Is not In Column or Routed

• AND did not move this Player Turn.

Each artillery Unit may only fire at one hex per Turn. In addition, each hex may only be Bombarded once per Turn. If multiple Units fire at one target hex, their Bombardment Strengths are summed. Resolve each Bombardment one at a time.

8.1  Selecting the Target:

Artillery may Bombard any hex up to three hexes away. They must have LOS to the target hex (8.2). Artillery adjacent to enemy Units may fire only at those Units. Artillery Units may not Bombard enemy Units adjacent to friendly Units, unless the artillery is Stacked with or adjacent to EVERY such friendly Unit AND adjacent to the intended target hex.

Example: On the Leuthen map, an enemy Unit is in hex 3106 and a friendly Unit is in hex 3107. An artillery Unit in hex 3207 can fire at the enemy Unit, but an artillery Unit in hex 3305 cannot.

Historical Note: “Close overhead” supporting fire was rarely used due to the desire to avoid losing costly troops from friendly fire, not to mention the affect on morale.

8.2  Line of Sight:

Line of Sight (LOS) is the method used to determine if two counters can “see” each other—when Armies can spot each other, and who artillery can Bombard. LOS is determined by tracing an imaginary line from the center of the source hex to the center of the target hex to see if anything blocks LOS. LOS is always clear to adjacent hexes. If the trace passes through a hex containing woods, town or a Unit (with some exceptions noted below), LOS is blocked. If the trace passes through the border of two hexes, the tracing player gets to choose which hex to use (ignore a slope along that border, if present).

Design Note: Every effort has been made to make the LOS rules precise and to cover every situation. If a dispute arises, it is the Designer's adamant intent that players do not agonize or bicker over LOS. In such a case, defer to rule 8.2a or 8.2b below:

8.2a (recommended): Adopt a suitably sporting 18th century battle captain's attitude. Allow the other player their shot. With a spirited hand flourish, say, “But of course, mon frere, fire away! I'm sure my rascals deserve a rousting anyway!” Vary pithy phrase as desired.

8.2b: For those who cannot accord such grace, each player roll a die, high roll calls it.

8.2.1  Slopes

The hex that is on the high side of the slope must be adjacent to the slope. If they are not, they are hidden behind the shoulder of the rise. That is, when sighting DOWNHILL, the source must be adjacent to the slope. When sighting UPHILL, the target must be adjacent to the slope.

Example: On the Zorndorf map, hex 2104 can see hex 2102, because the high Unit is adjacent to the slope. 2105 cannot see 2103, because the high Unit is not adjacent to the slope.

8.2.1.1 Two Slopes: LOS is blocked when sighting across two slope hexes except in two cases. Sighting over low ground occurs when the two slopes are in opposite directions, indicating low ground between the two hexes. Ignore the slopes for all purposes in that case. The other case is sighting up or down a long slope. If both slopes are part of the same intervening hex, and the hex on the high side is adjacent to the slope (which is the same rule as for one slope), LOS is clear. Again, this represents one Unit being at the top of a rise.

Example: On the Zorndorf map, Hex 2105 has LOS to 2107, 2108, and 2207, and vice versa. Also on the Zorndorf map, hex 1724 has LOS to 1923 and 2023 and vice versa. However, hex 1724 does NOT have LOS to 1922 or 1423.

8.2.1.2 More than Two Slopes: In general, the unit at the highest elevation must be adjacent to the highest slope edge. Any further changes in elevation down must occur in successive hexsides. Low ground, defined in 8.2.1.1 above, can be ignored.

8.2.2  Sighting Over Units

There are two ways a Unit may not block LOS. First, a Unit on low ground (see the previous section) between the source and target does not block LOS. Second, if the source or target hex is on the high side of a slope, a Stack immediately adjacent and down slope from the high side may be ignored for tracing LOS.

Example: On the Leuthen map, hex 3617 can trace LOS to hex 3512, even if a Unit is in 3615 because the Unit is on low ground. Also, 3512 can trace LOS to 3614 over Units in 3513 and 3613, because the Units would be directly downslope

8.3  Resolving the Bombardment:

Total the Bombardment Strengths of all firing Units. An artillery Unit's Bombardment Strength (BS) varies depending on the range to the target. BS at one hex is listed first, followed by two hexes and three hexes. Find the column corresponding to this total on the Bombardment Table on the Player Aid Cards. Note that there is no 1 column—firing with one BS cannot cause any damage.

Determine the DRM, using the Artillery Bombardment DRMs. To determine the terrain DRM, the attacker selects one attacking hex. Add in the DRM from the least favorable terrain from that hex and from the target hex, including all applicable hex side terrain from both hexes. Roll one die, apply the total DRM and look up the result from the Bombardment Table.

The result is applied to the Units in the target hex (see combat results 10.8). Results must be applied to Units that are or would be Engaged in that hex (the top 4 Steps of inf/cav). The owning player may spread the results as desired.

8.4  Remove Moved Markers Segment:

After all Offensive Bombardment is complete, remove all the Artillery Moved Markers from the map.

8.5  Defensive Bombardment Phase (6):

The Inactive Player may Bombard with their artillery that is stacked above all infantry and cavalry in its hex, and is not Routed or In Column. Defensive Bombardment is only permitted against adjacent Units.

9.  Rally Phase (5) and Unit Morale:

During the Rally Phase, players attempt to rally Disordered and Routed units.

The morale of Units is expressed in their Morale Rating and their Morale State. A Unit's Morale Rating is used in Close Combat, and is also occasionally checked in other circumstances. All Units start out with a Morale State of Formed, which can degrade to Disordered and finally to Routed. Units also may recover Morale States through Rallying. Disorder and Rout can result from Close Combat, Bombardment, failing Morale Checks and Retreats through your own troops. When a Unit becomes Disordered or Routed, place a Dis/Rt Marker on top of the Unit (use the blue for Prussian troops and gold for Coalition troops, if available).

9.1  Disorder:

When Units become Disordered, they must immediately Retreat one hex, unless otherwise noted (10.9). Disordered Units may only use half of their MA (round up) until they Rally. Disordered Units also incur penalties in Close Combat and Bombardment, which are listed on the Player Aid Cards with the other DRMs for those activities. A Disordered Unit that suffers a Disordered result suffers a Rout result instead.

9.2  Rout:

When non-Artillery Units become Routed, they immediately Retreat 2 hexes if infantry or 3 hexes if cavalry, ignoring all MP costs. Routed artillery never moves or retreats (the gunners are saving their own skins, leaving their guns behind). If a Routed Unit suffers a Disorder or Rout result, treat it as another Rout (with another Retreat). Routed Units lose their ZOC and are not fully controlled by the player until they Rally.

ROUTED UNITS IN COMBAT: Routed Units that are attacked in Close Combat or by Bombardment have DRMs listed on the Player Aid Cards. If the attacker is attacking only Routed Units, the attacker ignores all combat results. If a Routed Unit is forced to enter an EZOC, it is immediately Captured. However, Routed Units may leave an EZOC without any penalty.

SURRENDER: Routed Units of Demoralized or Broken armies that are attacked in Close Combat immediately surrender, before the combat die roll.

9.3  Morale Checks:

Units make Morale Checks when their Army becomes Demoralized (12.3) or Broken (12.4), or when retreated through by other Units (10.9). To check, take the Unit's Morale Rating (MR) and add any one Morale Modifier of a Leader in the hex. Subtract one for Demoralized Armies and two for Broken Armies. Roll the die and compare it to this modified MR.

• If the die roll is 1 or 2 points higher, the Unit suffers a Disordered result.

• If the die roll is 3 or more points higher, the Unit suffers a Routed result.

• Otherwise, the Unit suffers no effect from the Morale Check.

9.4  Rally:

A Rally is an attempt to improve a Unit's Morale State from Routed to Disordered or from Disordered to Formed. It is impossible to improve from Routed to Formed directly. To Rally a Unit, adjust its current MR by applying the modifiers from the Rally Modifiers table on the Player Aid Cards. Then roll a die and compare it to the adjusted MR. If the die roll is less than or equal to the adjusted MR, it recovers one level of Morale (from Routed to Disordered or from Disordered to Formed). Note that Units in EZOC may Rally.

10.  Close Combat (7):

PROCEDURE: Every Engaged infantry and cavalry on both sides must participate in a Close Combat in this phase. In general, no Unit may participate in more than one Close Combat per Turn, although Sweeping Cavalry Charges can be an exception. For every Close Combat, follow the entire Close Combat Sequence before moving on to the next Close Combat. Close Combats are resolved in the order chosen by the Active player.

1.        Attack Designation

2.        Withdrawal Before Combat

3.        Determine Odds

4.        Select Lead Units

5.        Determine DRM

6.        Resolve Close Combat

7.        Check for Leader Casualties

8.        Apply Results

9.        Advance After Combat

10.     Momentum Advance/Attack

11.     Earn Combat Success Markers

12.     Cavalry Action

10.1  Attack Designation:

The Active player states which hexes are attacking and which are defending. All Engaged inf/cav in both hexes will be involved in the Close Combat. All attacking hexes must be adjacent to all defending hexes.

ARTILLERY AND CLOSE COMBAT: Hexes containing only artillery Units also may be declared as defending hexes. If only artillery Units are present in the defending hexes, only steps 9 (Advance After Combat) and possibly 11 (Earn CS Markers) are performed for the Close Combat.

10.1.1 Flank Attacks, Supported Defenses: If there is a single defending hex and it is completely surrounded by attacking Units or the attacking Units' ZOC, either a Flank Attack or Supported Defense will occur. Do not count the presence or ZOC of Units not participating in the current Close Combat. ZOC is not negated by the presence of friendly Units.

FLANK ATTACKS: Flank Attack is when no Supporting Units are in the defending hex. The attacker receives a +3 DRM if the defending hex is not a town (as noted on the Player Aid Cards).

SUPPORTED DEFENSE: Supported Defense is when there are Supporting Units in the defending hex. In this case, the defender (only) may add up to 4 Steps of Supporting inf/cav Strength Points to their total. In addition, a Supported Defense results in +1 Loss Point to both sides during resolution.

Design Note: The defender's Supporting Units are engaging attacking Units on the defender's flank and/or rear.

10.2  Withdrawal Before Combat:

Defending Fast Units may Withdraw one hex before Close Combat if there are no Formed Cavalry Units Engaged in the attacking hexes. To Withdraw, all eligible Units must Withdraw from a hex, and they all must move one hex to the same location. They may Withdraw into an EZOC, and are always placed on top of the Stack. When Units Withdraw, new inf/cav may become Engaged in the defending hex, and Close Combat proceeds against those Units. If the intended defending hex is now completely vacated, intended attackers/support units may advance into that hex, but may not add their strength to any other Close Combat that player turn.

 

10.3  Determine Odds:

The Attacker totals the Strength Points of all attacking Engaged inf/cav, and the Defender totals the Strength Points of all defending Engaged inf/cav. During a Supported Defense (19.1), the Defender also adds the Strength Points of up to 4 Steps of Supporting inf/cav.

There is a limit to the number of SP that can be counted per hex. Only 8 SP from infantry and 6 SP from cavalry may be counted from the same attacking or defending hex in one Close Combat. In a Supported Defense, apply this limit separately to the Engaged Units and the Supporting Units.

After totaling the SP on each side, compare the attacker's SP to the defender's to get a ratio. Round that ratio in the defender's favor to one of the listed ratios on the Combat Results Table (CRT).

Ratio Examples: 5 SPs attacking 4 SPs is 1–1. 4 SPs attacking 5 SPs is 1–2. 7 SPs attacking 4 SPs is 3–2.

Limit Example: Two Prussian 2 Step 5-5-3s are Stacked together. They may only count 8 SP in Close Combat.

Design Note: Shot up 2 and 1 Step Units actually retain more than 50 or 25% of their men. Thus, two 2 Step Units would require more than a one hex frontage. This rule therefore prevents several shot-up Units from fielding an artificially greater strength than an equal frontage full strength Unit. Write off the ignored SP to the difficulties entailed in trying to meld two or more battered Units into a unified force and to shaken troops migrating to the rear, as in the 40 man deep parts of the Austrian “line” at Leuthen.

10.4  Select Lead Units:

Each player must choose one Engaged infantry or cavalry from any of their participating hexes to be their Lead Unit. The Lead Unit's morale is used for comparison as a Close Combat DRM, and the Unit will also take the first damage. The selected Unit does not have to be on top of the Stack, it only needs to be Engaged.

10.5  Determine DRM:

The Active player now sums all applicable DRMs from the charts to arrive at a total DRM. To determine the terrain DRM, the attacker selects one attacking hex and one defending hex. Apply the least favorable hex terrain to the attacker from those two hexes, including all applicable hex side terrain from between the hexes. This terrain selection is independent of Lead Unit designation.

10.5.1 Cavalry Shock: Cavalry Shock occurs in a Close Combat when all attacking Units contributing SP are cavalry and all defending units contributing SP are either cavalry, In Column or Disordered or Routed infantry. Take the average shock points of all Formed cavalry that contributed SP (round to the nearest whole number; .5 is rounded up) to each side and use as a net + modifier (attacker) or – modifier (defender) if one side has superiority. Disordered cavalry may never count their shock points.

TERRAIN EFFECTS ON CAVALRY SHOCK: Cavalry shock is never used when the selected defender's terrain is woods, town or marsh; when the selected attacker's terrain is woods; or when an entrenchment was counted in the terrain DRM.

Example: An attack from clear into a town is at –1. A cavalry attack from woods into clear is at –4. An attack by infantry from clear and cavalry from woods into a town is at –1. If there were an entrenchment between the clear and town hexes, the modifier would be –3.

Shock Example: A Prussian cuirassier Unit and two dragoons attack an Austrian hussar Unit. The Prussian has four total shock points and three Units, for a total +1 modifier. The Austrian has no shock points, giving a total shock DRM of +1.

10.6  Resolve the Close Combat:

The Active player rolls one die, modifies it by the total DRM, and cross-references the modified die roll with the correct odds column to determine the result of the Close Combat.

10.7  Check For Leader Casualties:

All Leaders in any of the hexes of the Close Combat must now perform a Leader Loss Check as described in 15.2.

10.8  Combat (and Bombardment) Results:

Close Combat and Bombardment both yield the same Combat Results. Combat results are expressed as No Effect (–); Loss Points (a number); Exchanges (Ex and Ex + 1); and *, R, r, () or S additional effects. If the attacker is attacking only Routed Units, the attacker ignores all combat results.

Two results are listed: results on the left of the slash are for the attacker, those on the right are for the defender. The defender applies their result before the attacker, but both results are considered simultaneous. Therefore, the attacker's result is not affected by any Unit reduction or retreats the defender sustains. In particular, any Units that Rout as a result of Close Combat lose their ZOC immediately and cannot perform any Captures as a result of that Close Combat.

10.8.1  Loss Points

Players must attempt to satisfy all Loss Points (LP) incurred by their side from each combat. A side cannot inflict a Loss Point result in a single Close Combat greater than the number of steps that contributed SP. The Lead Unit on both sides must be the first to take a Loss Point. Each LP is satisfied by an Engaged infantry or cavalry (and only by Engaged infantry or cavalry) in one of two ways: a Step Loss or a Retreat. It is possible, through all Units being forced to Retreat, that all Loss Points will not be satisfied. Artillery never satisfies LP. Note that as inf/cav Retreat, new inf or cav may become Engaged and may start satisfying LPs. As long as all other requirements are satisfied, players are free to assign LP to Engaged inf/cav freely.

10.8.1.1 Step Losses: A single Step Loss satisfies one LP. A 4 Step Unit taking a Step Loss is flipped to its 3 side; a 2 Step Unit to its 1 side. A 3 Step Unit is removed from the map and its substitute placed instead, 2 Step side up. A 1 Step Unit is removed from the map.

10.8.1.2 Assigning Step Losses: During any Close Combat, a Unit must take one Step Loss (regardless of MR) before it is allowed to Retreat. If the LPs are from a Bombardment at 1 hex range (canister fire), Units must take two Step Losses before they may Retreat.

Design Note: Musket fire had a 20–80 yard effective range, but artillery canister fire reached up to 400 yards; Units facing canister were in deadly range far longer, advancing or retreating.

10.8.1.3 Forced Retreats: Units may take additional Step Losses until their MR drops below 5. If an LP is assigned to a Unit with MR below 5 that has already taken its required Step Losses, that Unit will suffer a loss of Morale State (and therefore retreat) rather than take another Step Loss. This will satisfy one LP.

• If the Unit has a MR of 4, it suffers a Disordered result (8.1).

• If the Unit has a MR of 3 or less, it suffers a Rout result (8.2).

Example: A lone Formed Prussian 7-5-3 Unit gets hit with 2 LP. It must take one Step Loss to 5-4-3. With its morale now 4, and with no other friendly Units in the combat to satisfy the remaining LP, it must Retreat one hex and suffers a Disordered result. This retreat satisfies the 2nd LP, and completely fulfills the result.

10.8.1.4 Voluntary Retreats: A Unit with an MR of 5 or higher that has taken the required minimum number of Step Losses (10.8.1.1) may voluntarily suffer a Disordered result (9.1). Such a voluntary Retreat may never be into EZOC. Since players must satisfy as many LP as possible, a Unit may not voluntarily Retreat unless it is the last LP or there are other Units available to satisfy all of the remaining LP.

Example 1: A Prussian 7-5-3 three Step Unit is stacked on top of a four Step 8-6-3 Unit, and the stack gets a 4 LP result in Close Combat. The first Unit, which is Engaged, must take a Step Loss to 5-4-3. Since its MR is now less than 5, it must Retreat and suffers a Disordered result for the second LP. The 8-6-3 Unit is now Engaged. It takes a Step Loss to 7-5-3 for the third LP. The player now has a choice, since the Unit's MR is still 5. It can take a second Step Loss for the fourth LP, dropping to 5-4-3 and remaining Formed and in the hex. Or, the player can voluntarily take a Retreat and suffers a Disordered result for the fourth LP, and remain at 7-5-3.

Example 2: A lone Prussian 7-5-3 Unit gets hit with 3 LP. It must take one step loss to 5-4-3. With its MR now 4, and no other friendly Units in the Close Combat to satisfy the remaining LP, it must retreat one hex and suffers a Disordered result. Since the attacker has one LP that is not fulfilled, the attacker gets to make a Momentum Advance or Attack (19.10).

10.8.2  Exchanges:

Exchanges are Loss Point results where the exact number of LP depends on the size of the forces involved. Separately total the number of Steps contributing SP on each side and divide by 4, rounding to the nearest whole number; .5 is rounded up. The result is the total number of LP applied to the enemy. For an “Ex + 1” result, perform the same calculation and then add 1 to the final number of LP. For an “Exr” result, perform the same calculation and then add an “r” result after all LP are satisfied.

Example: 3 step and 2 step Prussian Units attack 4 Step and 2 Step Austrians, and the result is EX/EX. 5 Pruss steps / 4 = 1.25, for 1 Austrian LP. 6 Aus steps / 4 = 1.5, rounded to 2, for 2 Prussian LP.

10.8.3 “*”, “R”, “r”, “( )”, and “S” Results

There are several results that can occur in addition to the Loss Points in a combat result.

10.8.3.1 Artillery Step Loss (“*”): If a “*” appears in a result, that is an artillery Step Loss. One artillery Unit present in an affected hex must lose one Step, as per 10.8.1.1. This is the only way artillery can be reduced other than Capture. If no artillery is present, ignore this result. Note that this is in addition to any LP caused in the result.

10.8.3.2 Rout (“R”): An “R” after the LP number means that any Retreats taken in satisfying the LP must be taken as Routs, regardless of current Unit MR.

10.8.3.3 Additional Retreat (“r”): After all LP are satisfied, all remaining Engaged inf/cav that have MR less than 5 suffer a Disordered result (9.1). Units with 5 or higher MR are unaffected. This result never directly causes a Rout of a Formed Unit, regardless of current MR. Supporting Units that become engaged as a result of these Retreats are not affected by the “r” result. Bombardment may give an “r” result at range when no target Units are Engaged. In this case, the units that would be Engaged (the top four steps) are affected.

10.8.3.4 Reduced LP for Supporting Units (“( )”): Any LP enclosed in parenthesis are reduced by one if any Supporting Units are present in any of the affected hexes, prior to satisfying LP.

10.8.3.5 Surrender (“S”): An “S” means that Engaged inf/cav with MR of 3 or less surrender and are Captured, satisfying 1 LP (only!) each, regardless of the number of Steps left in the Unit. Inf/cav with higher MR which fall to 3 or less due to taking LPs in this combat are also subject to Capture.

Example: An Austrian two Step 3-3-5 Unit and two Step 4-3-3 Unit are stacked together (and are both Engaged) on top of an Austrian two Step 4-4-3. The stack is hit with a 4RS* result. Since both Engaged Units have 3 morale, they both surrender immediately, satisfying 2 LP. The 4-4-3 takes a Step Loss to 2-2-2, and then surrenders, satisfying the full four LPs.

10.9  Retreats:

PROCEDURE: A Unit which is Retreating should always move away from the enemy, avoiding EZOCs, and should attempt to retreat towards the closest friendly map edge, when possible. Friendly map edges are defined by the scenario rules. Units should always attempt to Retreat in one direction only, may never enter prohibited terrain, and should attempt to end their Retreat further away from the enemy when they started. When these goals are in conflict, a Unit's priority is first avoiding EZOC, then avoiding nearby Units, and finally seeking the friendly map edge. If a Unit must Retreat and it cannot (for example, due to impassible terrain, enemy Units or Units with Parenthesized SP forced into EZOC), the Unit is Captured.

LEADERS AND RETREATS: A Leader which is Stacked with a Retreating Unit may accompany the Unit without cost.

STACKING AND RETREATS: Retreating Units must be placed at the top of any Stack they end their Retreat on.

10.9.1 Retreats and EZOCs:

If a Disordered Unit must Retreat into EZOC, it continues Retreating one hex at a time until it is no longer in an EZOC. For each hex over the required number that it enters, it is reduced by one Step. These Step Losses do not fulfill any other Step Loss requirements. A Routed Unit forced into an EZOC is Captured.

10.9.2 Retreating into or through Friendly Units:

STEP ONE (DISORDER): There are three cases that cause Retreating Units to disorder the units they retreat into or through. A) If a Unit Retreats into a hex, causing it to exceed the Stacking limit; B), an infantry Unit Retreats into a hex containing cavalry; or C), a cavalry Unit Retreats into a hex containing infantry. In all three cases the stationary Units immediately become Disordered but do not have to retreat (an exception to 9.1). Units that were already Disordered or Routed suffer no further effects (also an exception to 8.1).

STEP TWO (MORALE CHECKS): If a Unit Retreats into or through a hex containing friendly Units, those stationary Units must immediately take a Morale Check. This may cause additional Retreats. Finish any Retreat before resolving other Retreats.

10.10  Advance After Combat:

If any defending hex is vacated or contains only artillery, the attacker may Advance any infantry or cavalry (including Supporting Units) from attacking hexes into any vacated hex. The stacking order may be changed freely, and any Leaders may Advance with any inf/cav. Artillery never Advances.

The only case in which the defender may Advance is if an attacking hex now contains only artillery. In this case, any inf/cav from defending hexes may Advance in the same way as attacking Units. Advance after combat is the only case when opposing Units may occupy the same hex.

10.10.1 Artillery Capture Attempts:

After advancing, a Capture attempt may be made on any artillery in the target hexes. If the artillery is Routed, the attempt automatically succeeds and the artillery is Captured. Otherwise, roll a die for every artillery Unit in the target hexes. Modify it by the DRMs listed on the Player Aid Cards and look up the result on the Artillery Capture Table. Remember, when placing Captured artillery on the AM track, it is important to note how many Steps were Captured.

Example: A 3 Step artillery Unit suffers an “on-map counter captured” result. The 3 Step counter is placed upside down on the AM track with the 3 Step side showing, representing only 1 Step of Captured artillery. The 2 Step replacement counter is put in its hex on-map and then becomes Disordered and Retreats one hex.

10.11  Momentum Advances and Momentum Attacks:

If the entire Loss Point result was not satisfied and the attacker Advanced, the attacker gets a bonus. The attacker may do one of the following:

Momentum Advance: This is an advance of an additional hex in any direction. A Momentum Advance can be performed only by inf/cav that has no adjacent enemy inf/cav.

Momentum Attack: Place a Momentum Attack Marker on any adjacent hex containing enemy inf/cav. This provides a DRM in the next combat involving that hex. If the hex is attacked in the current Player Turn, the attacker gains a +2 DRM. If the hex is forced to attack in the next Player Turn, the Marker is applied as a –2 DRM. Momentum Attack markers are cumulative and are removed after providing their DRM. If the marked hex is vacated before an attack involves the hex, discard the marker.

10.12  Earn Combat Success Markers Segment:

You earn Combat Success Markers for Capturing, Routing or eliminating enemy Units. Every time an enemy Unit Routs, for whatever reason, you earn one CS Marker. Every time an enemy Unit counter is removed from the map, either due to complete elimination or substitute counter placement, you earn one CS Marker. Note that a Routed Unit will produce CS when it Routs AND when it leaves the map. When a 3- or 4-Step enemy Unit is eliminated or captured, you will receive a total of 2 CS Markers. CS Markers in denominations of 1 through 4 are provided, and players should make change freely.

10.13  Cavalry Action Segment:

Cavalry may be able to perform a Sweeping Charge, which allows a cavalry Unit to participate in one additional Close Combat in the same Turn.

Design Note: Well-executed cavalry charges could sweep through two or three enemy lines.

10.13.1 Who Can Participate:

After any Advancing, including a Momentum Advance, any attacking Engaged Formed cavalry may attempt a Sweeping Charge. This may include Units that started the Close Combat as Supporting Units, since stacking order can change as a result of an Advance. If the attack was made into woods, a town or marsh, or across an entrenchment, a Sweeping Charge may not be attempted. It is not necessary to Advance to attempt a Sweeping Charge (for example, if the original defending hex was not vacated). Cavalry, whether in an Engaged or Supporting role, can only participate in one Sweeping Charge attempt per turn.

10.13.2 Performing the Sweeping Charge:

The Active Player selects which cavalry will attempt the Charge, designates which hexes will be involved in the Sweeping Charge combat (see 10.1) and rolls one die for all Units. If a cavalry Wing Leader is present in any hex attempting the Sweeping Charge, that leader's MM may be added. Add the modified die roll to each Unit's MR. If the total is 11 or more, the Unit must participate in the next Close Combat. If it is 10 or less, the Unit may not participate in the next Close Combat. The Close Combat involving any Sweeping cavalry must be resolved next, and only Sweeping cavalry may be attackers. If the initial Close Combat resulted in a Momentum Attack being applied to a hex, that hex must be designated as a defending hex for the Sweeping Charge.

10.13.3 Cavalry Disorder:

After any Close Combat from a Sweeping Charge is resolved, Formed cavalry that were Engaged during the resolution of the original Close Combat OR the Sweeping Charge will become Disordered. (This includes Supporting Units that became Engaged before all Loss Points were resolved, but not any that became Engaged upon fulfilling the last LP). In addition, any Formed cavalry that attempted a Sweeping Charge (successful or not) will become Disordered. Note that even if no Sweeping Charge is attempted, Formed cavalry on both sides that were Engaged during Combat still become Disordered.

Cavalry that become Disordered in this step do NOT Retreat (in an exception to 9.1). Note also that only Formed cavalry become Disordered, so there will not be any Routs from this rule.

Example 1: A 6'-7-6 Prussian cavalry Unit stacked on top of a 4-7-7 cavalry Unit attack a lone 2-3-6 Russian cavalry Unit. The Prussian stack is hit with 1 LP and captures the Russian. The 6'-7-6 Unit takes a Step Loss which drops it to 5'-6-6. The Prussian player elects not to attempt a Sweeping Charge, and the 5'-6-6 Unit is Disordered but the 4-7-7 remains Formed.

Example 2: Assume the same situation as the previous example, but the Prussian player advances the Units, places the 4-7-7 on top of the Stack and attempts a Sweeping Charge. A 3 is rolled, which fails. The 5'-6-6 becomes Disordered since it was Engaged during a combat. The 4-7-7 becomes Disordered because it was Engaged when a Sweeping Charge was attempted. If the Sweeping Charge had succeeded, the 4-7-7 would still have suffered a Disordered result after the Sweep. However, if a Sweeping Charge had not been attempted, the 4-7-7 would have stayed Formed, since it was not Engaged while combat was resolved and a Sweep was not attempted.

Example 3: Assume the previous stack is attacking a much tougher target and takes 3 LP. The first two LP are resolved by a Step Loss and Retreat by the top Unit, with one LP applied as a Step Loss to the 4-7-7, dropping it to 3-6-7. Whether or not the Prussian player attempts a Sweeping Charge, the 3-6-7 will suffer a Disordered result, since it became Engaged while LP were applied. If only 2 LP were applied, causing the top Unit to retreat but no further effects, the 4-7-7 would stay Formed, unless the Prussian player attempted a Sweeping Charge, because it was not engaged while the combat was resolved.

11.  Remove Locked Markers Segment (8):

After all Close Combats are resolved, remove all Locked (Engaged)  Markers that remain on the map.

12.  Army Morale:

12.1  Army Morale Tracks:

 The collective ability of the Armies to continue fighting despite losses and fatigue is reflected in the Army Morale (AM) tracks. Each Army's Morale starts at a level specified in the scenario instructions, also shown on the tracks. Start each Army's Current Morale Marker at this level. The upper limit for Army Morale is the top of each track.

12.2  Army Morale Adjustments:

The Army Morale track boxes will be gradually filled in, primarily by eliminated Units, but also with other Markers, dropping Army Morale. At any given time, the Current Morale Marker indicates each Army's AM. As each Unit counter (except Leaders) is eliminated, Captured or Routed off map, it is placed on their Army's AM track following the procedure below. Any time a cost in AM is paid, place spare Markers on the AM track the same way.

• Place the Marker or Unit on the AM track in the next empty box (below all filled boxes). If there are no Markers or Units on the track, place in the box with the Current Morale Marker.

• Always ignore the Current Morale Marker when placing pieces. The Current Morale Marker never fills a box—it merely serves as a reminder of current AM.

• AM can drop not only due to combat losses, but also Army Activation (4.1) or Fatigue (25.2).

• Place Captured Units on the track the same way, but rotated 180 degrees from the other Units. It is important for Victory Points purposes to know what Units were Captured, and which were killed.

• If a Routed Unit moves off of the map, treat it as an eliminated Unit.

• If a 3 or 4 Step Unit is Captured or eliminated, place the replacement Unit on the AM track as well, filling another, separate box.

The pieces placed on the AM track will be used to move the Current Morale Marker during the Joint Army Morale Adjustment Phase (13).

CAPTURED ARTILLERY: It is important to know how many artillery Steps were Captured. Each artillery counter placed on the AM track can represent 1 or 2 Steps Captured; place the counter on its 2 or 4 Step side if it represents 2 Steps of Captured artillery. Place it on its 1 or 3 Step side if it represents only 1 Step of Captured artillery.

Example: In Leuthen, the Austrians attempt an Activation, having lost no AM to this point. The player places Rout Markers (or any other spare) in the 24 box (under the Current Morale Marker) and the 23 box on the Army Morale Track, and rolls the die. If the Austrian player had lost two counters prior to attempting Activation, due to a Prussian attack on the Detachment, the Rout Markers would be placed in the 22 and 21 boxes.

Artillery Capture Example: A 3 Step artillery Unit is Captured. Both its counters are placed in separate boxes on the AM track rotated 180 degrees, 3 Step and 2 Step sides up.

Play Note: Yes, the first piece placed on the AM track is “free” in that it does not actually lower AM. The first piece placed merely starts the process.

12.3  Army Demoralization:

An army may become Demoralized when its Current Morale Marker enters 6 or below on the AM track. During the Joint Morale Adjustment Phase, roll a die for each Army in danger of Demoralization. Compare the die roll with the Demoralization range printed in the box under the Current Morale marker. If the roll is within that range, the army is Demoralized. An Army automatically becomes Demoralized when its Current Morale Marker is placed in the zero box or lower. Once Demoralized, an Army may never recover.

Example: The Prussian player adjusts their morale for CS and Routed Units, and finds the Current Morale Marker at 4. Demoralization range in that box is 1–2, and the die roll comes up a 3. The Prussians just avoid Demoralization. If the roll had been a 1 or 2, the Prussians would have been immediately Demoralized.

MORALE CHECKS: When an Army becomes Demoralized, each of its Units within 3 hexes of enemy Units must make a Morale Check (9.3). All Units have –1 MR for this and all future Morale Checks. Army Demoralization happens after CS are counted for the turn, meaning any CS earned through an enemy Army Demoralization will not be turned in until next turn.

Demoralization/Broken checks are simultaneous, and both Armies will take any Morale Checks at the same time. If it becomes important which Units Retreat first for EZOC purposes, players should alternate Retreating one Unit at a time (determine first player randomly) until all Units have Retreated. Note that any Routed Units lose their ZOC immediately, even if they haven't performed their Retreat yet.

The continuing effects of Army Demoralization are:

• +1 to all Command State rolls

• –1 MR for all Morale Checks and Rallies

• –1 DRM if Attacking in Close Combat or Bombarding

• +1 DRM if Defending in Close Combat

• A Routed Unit of a Demoralized Army that is attacked is immediately Captured.

• Units of Demoralized Armies may pay 1 MP to voluntarily leave the map through a friendly map edge (as defined by the scenario). These Units do NOT count as eliminated.

Design Note: Unrouted defeated forces are withdrawing to “fight another day”.

12.4  Army Broken:

An army is automatically Broken when its Current Morale Marker is placed in the –10 box or lower. Once Broken, an Army may never recover. At the instant an Army becomes Broken, all of its Disordered Units become Routed (9.2). All of its Formed Units within 3 hexes of enemy Units must perform a Morale Check (9.3), but are now –2 MR. The Army Broken procedure happens after CS are counted for the turn, meaning any CS earned through an enemy Army Demoralization will not be turned in until next turn.

Demoralization/Broken checks are simultaneous. Resolve EZOC conflicts in the same way as for Demoralization.

The continuing effects of Army Broken are:

• +2 to all Command State rolls

• –2 MR for all Morale Checks and Rallies

• –2 DRM if Attacking in Close Combat or Bombarding

• +2 DRM if Defending in Close Combat

• Units of Broken Armies may pay 1 MP to voluntarily leave the map through a friendly map edge (as defined by the scenario). These Units do NOT count as eliminated.

• A Routed Unit of a Broken Army that is attacked is immediately Captured.

13.  Joint Army Morale Adjustment Segment (C):

The following Joint Army Morale Adjustment steps are performed by both players simultaneously:

STEP ONE: Every turn, every three CS Markers (10.12) earned by both players provide a one AM bonus. Excess CS Markers are wasted. For every AM bonus earned, take all the pieces from the lowest number box on the AM track and move them up one level (but not beyond the top of the track), thus gaining back AM. If there are no pieces on the track other than the Current Morale Marker, move it up the correct number of boxes. Return all CS chits to the pile.

STEP TWO: Each player then counts the number of friendly Routed Units on-map, and places their Current Morale Marker that many spaces down from the lowest numbered filled box on the AM track. If there are no friendly Routed Units on-map, the Current Morale Marker is placed in the lowest numbered filled box. This is their Army's Current Morale. Remember, the Current Morale Marker never fills a box.

STEP THREE: If the Army's Current Morale is 6 or less, roll for possible Army Demoralization (12.3). If either army is Demoralized, perform Demoralized procedures. If either army becomes Demoralized, flip its Current Morale Marker to its Demoralized side.

STEP FOUR: If either Army's Current Morale is –10 or less, immediately apply Broken Army procedures (10.3).

Example: The Prussian player starts with their AM boxes filled down to 34 and the Current Morale Marker at 34. During the turn, they lose 2 counters, which are placed in the 33 and 32 boxes. During the Joint Army Morale Adjustment Phase, they find they have earned only 2 CS chits, and so make no CS adjustments. There are 2 Routed Units on-map, so the Current Morale Marker is placed in the 30 box. Next turn, 2 more counters are lost and are placed in the 31 and 30 boxes (in 30, beneath the Current Morale Marker); then one of the Routed Units moves off-map and is placed in the 29 box. But, during the Adjustment Phase, they turn in 6 CS Markers. So the Prussian player takes the Units from the 29 and 30 boxes and moves them up to box 31. Army Morale has thus been boosted two points. There are no Routed Units, so the Current Morale Marker is placed in the lowest filled box, in 31.

14.  End of Turn Phase (D):

Move the Turn marker to the next box on the Turn Record track and begin the next Turn.

15.  More On Leaders:

Leaders have no Strength Points, Morale Rating, Steps or ZOC, and they cannot attack, defend or hinder enemy movement. Leaders are primarily the focal points of their Wings, and must remain within five hexes of all their Units to keep them in Command. Leaders have no Command State or Morale State and always get their full MA.

Leaders may add their Morale Modifier (MM) to the current Morale Rating of all Units in their hex (including members of other Wings), increasing their MR for Morale Checks and Rallies. Wing Leaders of cavalry Wings may use their MM for cavalry Units in their hex attempting a Sweeping Cavalry Charge (10.13). Leaders do NOT affect MR for any other purpose.

Example: A 5-4-5 Unit Stacked with Seydlitz (MM 2) is treated as having a MR of 6 for the listed purposes.

15.1  Replacement Leaders:

Leaders can be killed or wounded due to Close Combat or enemy movement.

WING LEADERS: When a Wing Leader is removed, put a replacement Leader in the same hex. If that hex is unavailable, the replacement Leader is Stacked with the nearest friendly Unit.

ARMY COMMANDERS: If an Army Commander is killed or wounded, flip the Leader over to the second-in-command. Again, if the hex is unavailable, move to the nearest friendly Unit. If the second-in-command was a Wing Leader, place the flipped Army Commander in the Wing Leader's hex, and replace that Wing Leader with a replacement Leader—the Wing Leader has been promoted. If the second-in-command is killed or wounded, the Army must operate without a Commander.

15.2  Leader Casualty Checks:

CLOSE COMBAT: After every Close Combat that occurs in a hex with a Leader, perform a Leader Loss Check by rolling a die. On a 6, the Leader has been injured, roll again. On a 1, it was a flesh wound (no effect). On a 2–5, the Leader is wounded and is removed from the map. On a 6, the Leader is killed and is removed from the map.

Play Note: Why wounded and killed? It only matters for Army Commanders and Victory Points purposes.

CAUGHT ALONE: When a Leader is in an EZOC without being stacked with a friendly Unit, roll a die. If the result is a 6, the Leader is killed. Otherwise, the Leader is immediately moved to the nearest friendly Unit.


 

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General Scenario Rules:

Each player is trying to destroy or Rout their opponent's forces, and in some cases advance to or guard key terrain, while minimizing losses. Victory is determined by Victory Points earned according to the Common Victory Point Schedule and scenario-specific objectives. The levels required for victory are defined in each scenario.

At the end of the scenario, each side scores Victory Points as follows:

1 pt. for every Unit counter destroyed or routed off map

2 pt. for every inf/cav counter captured

2 pt. for every step of artillery captured

Play Note: All destroyed Unit counters, whether they are infantry, cavalry or artillery, are worth the same amount. Captured artillery is worth more than captured infantry and cavalry, however.

Coalition Only:

• 10 pt. for Wounding Frederick

• 30 pt. for killing Frederick

Prussia Only:

• 4 pt. for Wounding Daun

• 10 pt. for killing Daun

• 2 pt. for Wounding or killing any other Coalition Army Commander

Scenario Victory Points: Each scenario may also have an additional specific Victory Point schedule.

PROCEDURE: At the end of the game, each player totals their Victory Points gained from eliminated or captured enemy Units placed on their opponent's AM track, and adds any Victory Points gained from meeting scenario specific objectives. The Coalition total is subtracted from the Prussian total, resulting in a positive or negative differential. Players use this differential and the scenario victory conditions to determine the winning side, if any, and degree of victory.

First, select what scenario to play, who will command each side and if the Main or Battle Scenario will be played. Players then place their Units on the map according to the scenario they are playing. Battle Scenarios have their set up hexes printed on the Units, while Main Scenarios have specific instructions on what is set up. Set aside the substitute counters. Unless the scenario states otherwise, no Units may be set up In Column.

COMMANDERS: If no other instructions are given for Wing Leaders, they may be set up Stacked with any Unit from their Wing. Unless other instructions are given, the Army Commander may be set up Stacked with any of their Units.

MARKERS: Place the Current Morale Markers in the indicated box on the AM tracks, and place the Game Turn Marker in the starting Turn box on the Game Turn track.

ACTIVATION: For Battle Scenarios, Armies are always considered Activated. For Main Scenarios, players will need to Activate their Armies.

QUICK START: Quick Start set ups have been provided for some of the Main Scenarios. These set ups allow you to quickly jump into a Main Scenario. The Quick Start set up can be used in place of the normal set up instructions for a Main Scenario, but all other rules apply normally.

 

23.0 OBLIQUE ASCENDANT:

THE BATTLE OF ROSSBACH

 

For my daughter Kristin, who is obliquely brilliant.

 

Rossbach, 5 November 1757, saw Frederick decisively defeat

an impulsive French/Holy Roman Empire (FrE) flank move by

cutting across their line of march in an archetypal oblique ma-neuver.

 

23.1 Additional VP Schedule

The FrE player gains 10 Victory Points for having 3 infantry

Units in or adjacent to the town of Klein/Grosskayna (1607/

1608/1706) OR Reichardtswerben (2604/2605/2606) at game’s

end. Only one bonus may be claimed. For the Battle scenario,

only Reichardtswerben may be counted.

 

23.2 Victory Conditions

The victor and victory level are determined after the comple-tion of the last turn of the scenario:

 

Prussian Decisive Victory: The FrE army is Broken, the Prus-sian army is not Demoralized, and the differential is +22 or more (historical).

 

Prussian Substantive Victory: The FrE army is Broken, the

Prussian army is not Demoralized, and the Victory Point differ-ential is +16 or more.

 

Prussian Marginal Victory: The FrE Army is Demoralized or

Broken, the Prussian army is not Demoralized, and the Victory

Point differential is 6 or more.

 

FrE Marginal Victory: No other victory conditions met.

FrE Substantive Victory: The FrE army is not Demoralized,

and the Victory Point differential is 6 or less.

 

FrE Decisive Victory: The Prussian Army is Demoralized, and

the differential is 0 or lower.

 

23.3 Main Scenario

The scenario lasts from 0830 to 1730 (10 turns).

 

Prussian Army Information:

Morale: 14

Army Activation Cost: 1 pt. first try, free thereafter

Group Command Ratings:

Inf/Arty: 5

Cavalry: 5

(No Specific Groups)

Special Leaders:

Frederick: 5

Seydlitz: 5C

Friendly Map Edges: East and North

 

FrE Army Information:

Morale: 12

Army Activation Cost: See 23.4

Group Command Ratings:

Inf/Arty: 2

Cavalry: 3

Loudon/Saint Germain: 3

(Note -- despite their historic “detachment” names, Loudon

and St. Germain function as a Specific Group, NOT Detach-ments)

(No Special Leaders)

Friendly Map Edges: South and West

 

Main Scenario Set Up

FrE player sets up first. Place all Wing Leaders and their Units

south of Mücheln, west of row xx23 and north of row 2700, as

marked on the map. Prussian player sets up second. Place all

Leaders and their Units east of row xx18, north of row 2500, as

marked on the map.

 

23.3.1 No Army Commander: The FrE army has no overall

Army Commander. Though the Austrian Hildburghausen was

nominally in charge, he had little influence over Soubise’s

French. Both are treated as Wing Leaders.

 

23.3.2 Baden-Baden May Command Cav: All FrE cavalry

Units within 3 hexes of Wing Leader Baden-Baden may trace

command to him as well as their own Wing Leaders.

 

23.4 Historical Time Pressures/FrE Army

Activation

 

Historical Note: The FrE had been in retreat for a week, and

both morale and supplies were low. Although in a good defen-sive camp, logistics, morale, and, to an extent, the command-ers’ mercurial thought processes made a decisive move on the

Prussians or further retreat toward supplies unavoidable. Simi-larly, the Prussians needed a quick decision in Germany due to

Austrian threats in Silesia, and could ill-afford to let the FrE

army retreat and remain at-large. Hildburghausen’s almost fa-

talistic decision to attack (which shamed flighty Soubise into

joining, then backing with instant confidence), however ill-founded, was greeted with enthusiasm by the FrE troops. This

is reflected as follows:

 

Each turn, during the Army Activation phase, the FrE player

rolls the die. On a roll of 1, they may voluntarily Activate at no

cost. If voluntarily Activated, the FrE player can immediately

claim up to a +8 morale point bonus if all Units leave their po-sitions and move each turn until any three FrE line infantry Units (non-Croat) are either:

• adjacent to a Prussian Unit and/or

• in or adjacent to a Reichardtswerben hex or a Klein/

Grosskayna hex.

 

The FrE player must have all units move and remain east of the

Entrenchments within 4 turns, and adjacent to a Prussian unit or

a VP town within 5 turns. Place any unused markers 3 and 4

spaces past the turn in which the FrE activates to note those

deadlines (i.e., if they activate in the 9:30 turn, place markers in

the 12:30 and 13:30 boxes). If less time is available , the first

deadline is 16:30, and the second is 17:30. If all units are not

east of the entrenchments after the first deadline movememt

phase, the bonus is subtracted again, AND the FrE takes an im-mediate -8 AM penalty. If not adjacent to a Prussian unit or VP

town after the second deadline movement phase, only the bonus

is subtracted again. This bonus cannot increase FrE morale be-yond 18. If attacked by the Prussians before the deadline, the

FrE may retain the bonus and all movement restrictions are lifted.

 

If during the FrE Advance, Prussian units cross west of the

Entrenchments before all FrE units have crossed east, all FrE units are immediately relieved of the obligation to cross or remain east. If Prussian units move adjacent to the entrenchment line to block FrE exit, those FrE units that cannot exit are exempted from triggering deadline penalties if they move adjacent to the blocking Prussian units (to the maximum allowed by stacking limits) and attack those blocking units. Any remaining units which, due to stacking limits, cannot get adjacent to blocking Prussian units, must still move as far as possible in an attempt to cross the nearest unblocked portion of the entrenchment line in the honorable spirit of these Advance rules

 

FrE units in Routed status are temporarily exempted from triggering the deadline penalties; such units that rally to Dis or

Formed status must resume eastward movement in the honor-able spirit of these Advance rules unless Prussian units are west

of the entrenchments per above.”

 

The simple intent of all the above is this – if the FrE player

takes the bonus, he is expected to move to attack the Prussian

army, or reach a VP town. FrE players that take the bonus, then

attempt to avoid battle, must live with their guilty consciences,

and ruined reputation among fellow wargamers, forever more!

 

23.4.1 The FrE player must state they will voluntarily Activate

and advance to claim the bonus. If they do not Activate on a

turn, the bonus is potentially available each subsequent turn they

 roll a 1.

 

23.4.2 If FrE AM is 7 or less at the start of the Army Activation

phase, the FrE may always voluntarily Activate and Advance;

no die roll is necessary. The automatic activation/bonus can also

be claimed if Prussian units move within three hexes but do not

attack in that player turn.

 

23.4.3 If the Prussian attacks using Prussian Line infantry (not

including the Frei Battalion Unit) before the bonus is claimed,

it is no longer available.

 

23.4.4 Passiveness Penalties: At the end of every Prussian

movement phase, and every FrE movement phase that the FrE

army does not Advance, roll one die. Armies that are not Activated must still make a Passiveness roll. A Prussian roll of 6

subtracts 2 from Prussian morale. On the first FrE roll of 5 or 6,

subtract 2 from FrE morale; thereafter, subtract 2 on rolls of 5,

and 3 on rolls of 6. FrE morale may not be reduced below six

due to penalties; if reduced to six, ignore any further penalty

results. The penalty rolls stop for both sides after the first com-bat of any sort. Activation by either side does not stop penalty

rolls. However, FrE Advance does prevent a FrE roll during

that turn.

 

ACTIVATION: It costs 1 AM to attempt Normal Activation.

Hildburghausen may make a Normal Activation and still claim

the Advance Bonus. If Hildburghausen does not choose to at-tempt

Activation on a turn, make Passiveness rolls as normal.

23.5  Battle Scenario

Strongly favors the Prussians; for historical record only.

This scenario begins at 1430 and ends at 1730 (4 game-turns). Use the set up hexes printed on the counters. Coalition artillery may not be placed on top of a stack. All values from 23.3 apply, except Prussian Army Morale starts at 10.

23.5.1 Mandatory Movement: On turn 1, all Soubise/Hildburghausen Units and artillery must march 3 hexes in as straight lines as possible toward Reichardtswerben, hex 2606. Units must remain stacked in the same order. Baden-Baden, Loudon, and Saint Germain follow normal Command and movement rules.   Units move three hexes even if in Degraded Command status.

23.5.2 Prussian Surprise: The Prussians caught most of the FrE army in Column. On turn 1, add +3 DRM to all Prussian artillery bombardments and Close Combats, and subtract –3 from all FrE artillery bombardments and Close Combats.

23.5.3 Rules 23.3.1, 23.3.2 and 23.4 still apply.

23.6  Main Scenario Variant – Hildburghausen In Charge

Design Note: This assumes FrE Command functioned as intended.

Hildburghausen is considered the FrE Army Commander (Initiative 3) as well as an FrE Wing leader. While Hildburghausen is the Army Commander the Base Infantry Rating is increased to 3. Hildburghausen has no second in command. If he is eliminated, replace him with a standard replacement leader and drop the Base Infantry Rating back to 2.

ACTIVATION: It costs 1 AM to attempt Normal Activation. Hildburghausen may make a Normal Activation and still claim the Advance Bonus. If Hildburghausen does not choose to attempt Activation on a turn, make Passiveness rolls as normal.

 

24.  Leuthen

For my daughter Katie, a triumph of her age.

On 5 December, 1757, Frederick's flanking approach achieved almost complete surprise and gained his most famous victory against Prince Charles' Austrian army.

There is no additional VP schedule for this scenario. The victor and victory level are determined after the completion of the last turn of the scenario:

Prussian Decisive Victory: The Austrian army is Broken, the Prussian army is not Demoralized, and the Victory Point differential is +24 or more (historical).

Prussian Substantive Victory: The Austrian army is Demoralized, the Prussian army is not Demoralized, and the Victory Point differential is +14 or more.

Prussian Marginal Victory: The Austrian army is Demoralized, the Prussian army is not Demoralized, and the Victory Point differential is +6 or more.

Austrian Marginal Victory: No other victory conditions met.

Austrian Substantive Victory: The Prussian Army is Demoralized, and the Victory Point differential is +6 or less.

Austrian Decisive Victory: The Prussian Army is Demoralized, and the Victory Point differential is 0 or lower.

The scenario lasts from 0700 to 1700 (11 turns).

Prussian Army Information:

Morale: 18

Army Activation Cost: Already Activated

Command Ratings:

Inf/arty: 5

Cavalry: 4

Frederick: 5I

Driessen: 5C

Friendly Map Edges: West and South

Austrian Army Information:

Morale: 24

Army Activation Cost: 2 pts.

Command Ratings:

Inf/arty: 2

Cavalry: 4

Arenberg Reserve Wing: 3

Nadasdy Wing: 4

Detachment (Advance Guard Wing): 4

Friendly Map Edges: See 24.2.4

Austrian player sets up first. Army Wing leaders must be placed within 1 hex (Nostitz 5 hexes) of the following hexes:

Lucchese: 2008

Kheul-Starh: 2309

Arenberg: 2607

Col/Wied/Hal: 2910

Serbelloni: 3310

Nadasdy: 3710

Nostitz (Detachment): Within 5 hexes of 2519

Units are set up within 3 hexes of their leaders, with up to 3 artillery Units per Wing. Nadasdy and Serbelloni may only have one artillery Unit deployed amid both their wings Units, and the Nostitz Detachment may not have any artillery.

The Prussian player does not set up on map (see 24.2.2).

24.2.1 Austrians may not attempt Normal Activation until 0900 turn.

Historical Note: Charles took the Austrian army out of a good position and marched west for battle; commentaries note the advance created substantial confusion which lasted through the night, dampening staff notions of attempting further army movement the next morning, which (it is presumed) would not start smoothly.

24.2.2 Prussian Entry: On any turn, the Prussian player may enter any number of Wings with up to three artillery per Wing via any of the Neumarkt entry zone hexes marked on the west center edge of the map. Units are considered Effective and In Column on the turn of entry, and pay one hex to enter the map. Units/Wings may enter on different turns and any entry hexes.

24.2.3 Morning Fog: From 0700–0800, LOS is limited to three hexes.

24.2.4 Austrian Friendly Map Edges: Treat the town of Leuthen as the friendly map edge until the Austrian army is Demoralized. All Austrian Units retreat toward and into the closest Leuthen hex, then continue toward the east edge. After Austrian Demoralization, routed Units retreat directly toward the East map edge.

24.2.5 Nadasdy: Infantry Wing Leader Nadasdy may apply his MM to Sweeping Charge attempts.

This scenario begins at 1300 and ends at 1700 (5 game-turns). Use the set up hexes printed on the counters. Prussian Wing Leaders are set up with any Unit from their Wing, and Frederick may be stacked with any Prussian Unit. Rules 24.2.4 and 24.2.5 apply, and all values from 24.2 apply, except Austrian Army Morale starts at 21. The Sax Chv KB and Hus 11/34 Austrian Units do not start at full strength, and start on the step marked with a set up hex.

Historical Note: These Units took losses in a morning skirmish around Borne, when Nostitz' troops were overrun in the fog by the powerful Prussian Advanced Guard.

Historical Note: Charles had drawn steady criticism all year as commander, and many hoped he would step down; his insensitivity and privileged position kept him in charge. Assume the monarchy was less tactful and Charles less stubborn; dispatches arrive the night before battle; Charles is recalled, Daun takes over.

Use the Daun 4 * 2–6 counter from the Torgau game in place of Charles. Increase Basic Inf/arty Command Rating to 3, Austrian AM to 26. Austrian may attempt Activation starting on the 0700 turn.

 

25.  Zorndorf:

For my daughter Paige, so often breathless and desperate.

Zorndorf, fought in blistering heat on 25 August 1758, was the most savage battle in the Seven Years War.

The Prussian player gains two VP for routing the Russian Light Baggage the first time.

The victor and victory level are determined after the completion of the last turn of the scenario:

Prussian Decisive Victory: The Russian army is Broken, the Prussian army is not Demoralized, and the Victory Point differential is +30 or more.

Prussian Substantive Victory: The Russian army is Demoralized, the Prussian army is not, and the Victory Point differential is +16 or more.

Prussian Marginal Victory: Russian Army morale is 6 or less, and the Victory Point differential is greater than 0 (historical result).

Russian Marginal Victory: No other victory conditions met.

Russian Substantive Victory: The Prussian Army is Demoralized, and the Russian army is not.

Russian Decisive Victory: The Prussian Army is Demoralized, the Russian Army is not, and the Victory Point differential is –12 or lower.

The scenario lasts from 0300 to 1900 (17 turns).

Prussian Army Information:

Morale: 47

Army Activation Cost: 1 pt. first try, free thereafter

Command Ratings:

Inf/arty: 4

Cavalry: 4

Dohna Wing: 2

Frederick: 4I

Seydlitz: 5C

Friendly Map Edges: See 25.3.3

Design Note: Dohna, assigned the `refused wing', seems to have embraced his role whole-heartedly, and did not move to engage until Frederick personally prodded him.

Russian Army Information:

Morale: 56

Army Activation Cost: 3 pts. first try, 1 thereafter

Command Ratings:

Inf/arty: 3

Cavalry: 3

Browne Wing: 2

Friendly Map Edges: See 25.3.3

Design Note: Browne, though a solid division leader, was here saddled with the Observation Korps — second line garrison and territorial troops who were already half spent, having only reached the field at 3 a.m after a night march.

25.3.1 Broad Historical Set Up: Prussian player sets up first. Manteuffel and his Units must be placed within 1 hex of 3215. Seydlitz and his Units must be placed within 3 hexes of 3215. All remaining Units and Leaders along with all artillery are placed along the 3 start lines on the map.

Russian player sets up second. Place the Wing Leaders on the map first. Browne must be placed within 1 hex of 2212, one other Infantry Wing Leader (Saltikov or Golitzin) must be within 2 hexes of 2108, and the last is placed within 2 hexes of 2210. One Cavalry Wing Leader (Demiku or Gaugreben) is placed within 2 hexes of 2217, the other within 2 hexes of 1809. After placing leaders, all Units are placed within 3 hexes of leaders, with the Light Baggage being placed with an Infantry Wing. Artillery may be placed with any Infantry Wing.

25.3.2 Free Set Up:

PRUSSIAN: Prussian player sets up first. One Wing leader may deploy within three hexes of 3215. All other Wing Leaders deploy anywhere north of the Mietzel river. Units are placed within 3 hexes of their Wing Leader, with all Artillery stacked with any Infantry Unit.

RUSSIAN: Russian player sets up second. All Wing Leaders are placed anywhere south of the 2500 hex row, east of the Mietzel River, and west of or in Gross Cammin, with Units placed within 3 hexes of their leaders and artillery placed with any Infantry Wings.

Play Note: This option may markedly benefit the Russians.

25.3.3 Friendly Map Edges: Depending on set up and maneuver, the armies could end up engaging each other in any direction. Use the closest map edge directly opposite the enemy's main line; i.e., if the Prussians are advancing from the east, the Russians should rout west; and the Prussians east. Let Honor and common sense prevail!

25.3.4 Additional Army Morale Changes: To reflect the severe heat, every turn that an Activated Army engages in movement or combat, it takes an Army Morale penalty. For this rule, combat includes close combat or being bombarded at 3 BS or higher.

During the Joint Army Morale Adjustment Phase, if an Army engaged in non-Routed movement or combat during the turn, it takes a 2 point Army Morale penalty. Place two unused markers (use a different marker than markers used to pay for Army Activation) on the Army Morale Track in the highest numbered unfilled boxes, just like any other counters placed on the track.

After an Army is activated, if it spends a turn resting and does not engage in non-Routed movement or combat, it can regain lost AM. In this case, remove two fatigue markers from the AM track and move the other counters up to fill the gap, if necessary. If no fatigue markers are available, no fatigue can be regained.

Example: The Prussian player finishes their turn with AM box 31 filled. They adjust for Fatigue by placing markers in boxes 30 and 29. They then count two routed Units and place the Current Morale marker in box 27.

The next turn, the Prussian player gains a respite and rests for a turn. They remove the markers from boxes 29 and 30, regaining two fatigue. If they still have two routed Units, their Current Morale marker is placed in 29.

Historical Note: Although accounts do not quote temperatures, modern U.S. Air Force meteorological studies show area highs of 103 degrees F, making it safe to suggest battlefield temperatures of 95 degrees F or higher; heat exhaustion was cited as universal.

25.3.5 Russian Light Baggage: All Units pay +1 MP per hex they enter adjacent to the Light Baggage, and may not move through or stack with it. It is treated as infantry for movement and command purposes, and may trace command to any friendly leader. If the Light Baggage takes a Loss Point, it always routs. It may be routed repeatedly, but never eliminated or captured until it Routs off map. It cannot be rallied, can never attack, cannot go In Column and is Parenthesized (7.2.5).

Historical Note: The light baggage consisted of 2000+ wagons in a confused mass; the counter represents its center, but congestion was heavy throughout its vicinity.

25.3.6 Mietzel River: All Units must be In Column to cross the Mietzel River. Unless crossing at the bridge, all non-In Column Units (including Routs) must stop when moving adjacent, and go no further.

25.3.7 Prussian Unit Exhaustion: Many Prussian infantry and cavalry Units have parenthesized combat strengths on their last step (see 7.2.5).

Historical Note: After 17 exhausting hours, Prussian Units essentially ignored orders for a final attack.

25.3.8 Russian Cossack Stacking: All Russian Cossack Units count as double their step number for stacking and Engaged purposes. That is, a full strength (2 step) Cossack Unit should be treated as 4 steps for stacking and Engaged purposes.

This scenario begins at 0900 and ends at 1900 (11 game-turns). Use the set up hexes printed on the counters. All Wing Leaders may be set up with any Unit from their Wing, and the Army Commanders may be set up with any friendly Unit. The Prussian player uses the values from 25.3, except Army Morale begins at 34 and the west and south map edges are considered friendly. The Russian player uses the values from 25.3, except Army Morale begins at 46 and the north and east map edges are considered friendly. Rules 25.3.4 through 25.3.8 still apply.

26.  Torgau:

For my daughter Anna, who is stormy, and strong.

Torgau, fought in icy rain 3 November 1760, pitted Frederick against arch-rival Marshal Daun in the war's bloodiest battle.

The Austrian player loses 10 points if at game's end, the Army Commander (if surviving) and 5 Wing Leaders cannot trace a path free of EZOC to any Torgau hex.

Historical Note: The Torgau bridges were the Austrians' retreat path in case of defeat; they had already sent their baggage train across the Elbe that morning. The intent of the specific Victory Points is to discourage “hedgehog” defenses that disregard supply realities, and keep the Austrian respectful of the withdrawal route (as Daun and O'Donnel no doubt were).

The victor and victory level are determined after the completion of the last turn of the scenario:

Prussian Decisive Victory: The Austrian Army is Broken, the Prussian Army is not Demoralized, and the Victory Point differential is +20 or more.

Prussian Substantive Victory: The Austrian Army is Demoralized, the Prussian Army is not, and the Victory Point differential is +10 or more.

Prussian Marginal Victory: The Austrian Army morale is 6 or less, and the Prussian Army morale is higher than the Austrian Army morale (historical result).

Austrian Marginal Victory: The Prussian Army morale is 6 or less, and Austrian morale is higher than the Prussian Army morale.

Austrian Substantive Victory: The Prussian Army is Demoralized, the Austrian Army is not, and the Victory Point differential is 0 or less.

Austrian Decisive Victory: The Prussian Army is Demoralized or Broken, the Austrian Army is not, and the Victory Point differential is –12 or less.

The scenario lasts from 0600 to 1800 (13 turns).

Prussian Army Information:

Morale: 28

Army Activation Cost: 1 pt. first try, free thereafter

Command Ratings:

Inf/arty: 3

Cavalry: 4

Frederick: 4I

Friendly Map Edges: South, West and North

Austrian Army Information:

Morale: 21

Army Activation Cost: See 26.3.1

Command Ratings:

Inf/arty: 3

Cavalry: 4

Daun: 4

Lascy Wing: 4

Detachments (up to 3): 4

Friendly Map Edge: See 26.3.2

Austrian player sets up first. The Austrian player may have up to three Detachments, set up in any hexes north of the 34xx hex row, as marked on the map. The detachments can include Ried, any of his Units and Drg 31. The Units in a detachment must be stacked or adjacent, and there must be 3 hexes between the closest Units of different detachments.

After setting up detachments, all remaining Units and Leaders (except Lascy, his Units and artillery Unit 6) are placed within the box noted on the map.

Design Note: Austria's 60 excellent 12 lb and 300+ 6 lb howitzers and regimental guns gave devastating fire. The counters depict 210 cannon; for playability, the other regimental guns are folded in those weightier infantry Units.

Prussian player does not set up Units on map. All Units must enter via the Langenreichenbach entry zone. The Army must Activate and roll for command as usual, and Units pay 1 hex or MP to enter the map. Wings may be placed In Column if Effective while off map. Units/Wings may enter on different turns and any entry hexes.

26.3.1 Austrian Activation Costs: If Lascy's Wing (26.2.2.3) has not arrived, Normal Activation costs 4 AM. If Lascy's Wing has arrived, Normal Activation costs 3 AM. Any Activation from a CdOA always costs 2 AM, regardless of Lascy's presence.

26.3.2 Austrian Friendly Map Edges: Depending on set up and maneuver, the armies could end up engaging each other in multiple directions. Retreat Units away from the enemy line that caused their retreat. Again, Let Honor and common sense prevail!

26.3.3 Lascy's Wing: At the start of Austrian Command Determination each turn, the Austrian player rolls the die to determine if Lascy's Wing arrives. When his entry is rolled, place the Wing and artillery Unit 6 in any Torgau hex.

Turn Lascy Enters on

0600 1

0700 1–2

0800 1–4

0900 1–5

1000 Automatic

Lascy is Effective on turn of arrival and may move on the first turn without need to attempt Austrian Army Activation. Thereafter, Lascy's Wing may not move until Army Activation.

26.3.4 All Detachment Units can trace command to Ried, including Drg 31.

26.3.5 Austrian SP Limits: Austrian infantry can count a total of 9 SP in Close Combat, in an exception to 19.3.

26.3.6 Prussian Freikorps Stacking: The Prussian Freikorps cavalry units (Friekorps Dragoons and Friekorps Hussars) count as double their step number for stacking and Engaged purposes.

This scenario begins at 1400 and ends at 1800 (5 game-turns). Use the set up hexes printed on the counters. All Wing Leaders may be set up with any Unit from their Wing, and the Army Commanders may be set up with any friendly Unit.

The Austrian Drg 31 is not used in the battle scenario. The 2 step artillery Units may be placed in any hex containing infantry Units, no more than 2 per hex.

The Prussian Army uses all values from 26.3, except that Army Morale starts at 27 and only the south and north map edges are friendly.

The Austrian Army uses all values from 26.3, except that Army Morale starts at 20. Use rule 26.3.2 to determine friendly map edges again.

Rules 26.3.4 through 26.3.6 still apply.

26.4.1 Prussian reinforcements: On the 1500 turn, artillery Units 3, 4, and 5 enter at hex 1110. They must pay 1 MP to enter the map.


 

© 2002 GMT Games

GLOSSARY

Active Player: The player who is currently taking their

Player Turn.

Activate: An attempt by a player to get their Army to begin

normal command, movement and combat procedures.

Advance: Infantry and cavalry may Advance after Close

Combat if they have cleared opposing hexes.

Army: An Army comprises all infantry, cavalry, artillery

and leaders controlled by one player.

Army Commander: The Army Commander is the overall

commander of the Army. The Army Commander’s values

are used to determine the Activation of their Army.

Army Morale (AM): A number on the Army Morale Track

representing the staying power of the Army. Combat losses

will decrease Army Morale, while Combat Success can

raise it.

Automatic Activation: Free Army Activation that occurs

as soon as opposing forces close within three hexes.

Basic Group: Every Army has two Basic Groups: the Basic

Infantry/Artillery Group and the Basic Cavalry Group.

Battle Scenario: The Battle Scenarios feature the historical

deployments from the original battle after the approach

march was complete.

Bombardment: Bombardment is the only form of combat

in which artillery directly participate.

Bombardment Strength (BS): Bombardment Strength is

the relative destructive capacity of artillery at varying hex

ranges.

Broken: An Army becomes Broken when its Army Morale

drops too low.

Capture: A Unit is Captured when it must Retreat and can-not;

when it Routs into Enemy Zone of Control; as a result

of a Surrender Close Combat result; or through an artillery

Capture attempt. Captured Units are worth more Victory

Points than eliminated Units.

Close Combat: Close Combat occurs between adjacent en-emy

infantry and cavalry.

Combat Results Table (CRT): The Combat Results Table

is used to resolve all Close Combats, and is printed on the

Player Aid Cards.

Combat Success (CS): Combat Success, measured with

markers, represents the positive effect of winning an engage-ment

on the Army’s overall morale.

Command Rating: A rating that determines how likely a

Group is to be Effective or Degraded.

Command State: Every Game Turn, each Wing of an Acti-vated

Army will be in one of two Command States: Effec-tive

or Degraded. Command State also applies to artillery,

which is not part of any Wing.

Coup d’Oeil Activation (CdOA): A special form of Army

Activation that may occur when an Army first spots the op-posing

Army.

Degraded: The Command State that only permits half

movement.

Demoralized: An Army becomes Demoralized when its

Army Morale drops too low. A Demoralized Army has many

penalties imposed on it.

Deploy: Taking a Wing out of In Column movement and

returning them to normal movement.

Detachment: A Detachment is a separate Specific Group

that can be Activated independently of the main Army.

Die Roll Modifier (DRM): A Die Roll Modifier affects a

resolution roll, either positively or negatively.

Disorder: A Morale State for Units. Disordered Units may

move less and are less effective in Close Combat.

Effective: The Command State that permits full movement.

Enemy Zone of Control (EZOC): An EZOC is a Zone of

Control exerted by a Unit controlled by the opposing player.

Engaged: The infantry/cavalry on top of a stack totaling 4

Steps or less in an EZOC are Engaged. Only inf/cav may be

Engaged.

Fast Units: All cavalry, and all infantry with a printed Move-ment

Allowance of 4 are Fast Units.

Flank Attack: A combat situation wherein a single defend-ing

Unit is surrounded by attacking Units or their Zones of

Control.

Formed: A Morale State for Units. A Unit is Formed when

it is not Disordered or Routed.

Friendly Map Edge: The direction towards which Routed

Units must move. It is defined in each battle’s specific rules.

Game Turn: Each Game Turn has two Player Turns fol-lowed

by a joint Morale Adjustment Phase.

Group: One or more Wing Leaders and their Units.

In Column (IC): A movement formation permitting in-creased

movement with combat penalties.

 

Inactive Player: The player who is not currently taking their

Player Turn.

Initiative: The Initiative rating for a Leader represents their

ability to take decisive action on their own judgment. All

Army Commanders have an Initiative rating as do some Spe-cial

Wing Leaders. Initiative ranges from 2 to 5.

Leader: There are two types of Leaders: Wing Leaders rep-resent

the commander of a single Wing, and are used to con-trol

just that Wing. The Army Commander is primarily used

for Army Activation.

Loss Points (LP): Loss Points are results caused by Close

Combat and Bombardment.

Main Scenario: The Main Scenarios allow players control

over their deployments and allow them to perform the ap-proach

march.

Marker: A Marker is an informational piece that is not an

infantry, cavalry, artillery or leader piece. Markers are usu-ally

used to indicate the state of Units, and are also used to

track information such as current Game Turn.

Morale Check: A Morale Check is when a Unit must check

to see if it remains Formed, or becomes Disordered or

Routed.

Morale Modifier (MM): A positive DRM some Leaders

impart during Morale Checks, Sweeping Cavalry charges,

and Rally attempts.

Morale Rating (MR): The Morale Rating of Units repre-sents

the relative effectiveness of a Unit. A higher number

represents better morale (due to physical conditioning, tac-tical

training, and/or middle/junior officer/nco quality).

Morale State: A Unit’s Morale State is Formed, Disordered,

or Routed. Only infantry, cavalry and artillery have a Mo-rale

State.

Movement Allowance (MA): A counter’s Movement Al-lowance

is the maximum number of Movement Points that

it may spend in each movement phase.

Movement Points (MP): Movement Points are expended

to enter hexes, cross hex sides, and leave an EZOC.

Normal Activation: A voluntary Army Activation, where a

player pays a cost in Army Morale and then makes a die roll

to attempt to Activate their Army.

Out of Command (OOC): A Unit is Out of Command when

it is not within 5 hexes of its Wing Leader.

Player Turn: During each Player Turn, the Active player

determines their Wings’ Command State, then moves and

fights with all of their pieces.

Player Aid Card: A card containing numerous charts used

during play.

Rally: An attempt to recover Morale State for a Unit.

Retreat: A forced move that is a result of combat.

Sequence of Play: The Sequence of Play defines the order

of events in the game.

Special Leader: A Special Leader permits a player a re-roll

when determining the Command State for a Wing.

Specific Group: A Specific Group is a Group that is de-fined

by the scenario. Detachments are one type of Specific

Group. Any Wing that belongs to a Specific Group does not

belong to a Basic Group.

Stack: All of the Units in a single hex of the map.

Step: A Step is a measurement of the number of men in a

Unit.

Step Loss: As a result of combat, Units will suffer Step

Losses.

Strength Points (SP): Strength Points represent the rela-tive

combat strength of infantry/cavalry. Only inf/cav have

Strength Points.

Supported Defense: A combat situation wherein a sur-rounded

defending Unit stack is allowed to use supporting

Units in calculating combat odds.

Surrender: A Surrender result occurs in Close Combat, and

causes low Morale Units to be Captured.

Sweeping Charge: The ability of well led cavalry to make

an additional attack during a turn.

Terrain Effects Chart (TEC): The Terrain Effects Chart

details what effects terrain has on movement, Close Com-bat

and Bombardment. It is printed on the Player Aid Cards.

Turn: Each completion of the Sequence of Play is one Turn.

Unit: Unit is the umbrella term for all infantry, cavalry and

artillery. Leaders are NOT Units.

Wing: A Wing is a collection of infantry/cavalry assigned

to one Leader. The colored bands on Units indicate what

inf/cav are assigned to what Wing Leader. Note that artil-lery

is never directly part of a Wing.

Zone of Control (ZOC): A Zone of Control is the area of

the map that a Formed or Disordered Unit exerts influence

over. A ZOC encompasses the six hexes around a Unit.