From: Elias Nordling To: k meints Sent: Tuesday, July 01, 2003 3:49 PM Subject: Lützen rules At 19:55 2003-06-27 -0500, you wrote: I,ll see if it will fit in the scanner. Might have to be in 2 parts. Thanks, Kim Don't worry about the scanner, I found the game at our club. Took me 15 minutes or so to write down the essence of the rules. Skipping the stuff you already know about hexes and wargaming, here are the rules: LÜTZEN RULES Counters: Top left: Setup hex or turn of entry. Bottom left: Combat strength Bottom right: Movement Leaders have their leadership value in the flag. The game lasts 7 turns. Turn Sequence: Swedish turn: Rally phase Movement phase Combat phase Imperial turn: same as above Movement: The usual stuff. There is no facing. City, garden, swamp and wide river terrain is prohibited. River or dike terrain ends movement for the unit. Stacking: 1 unit +1 leader. Applies all the time, even during movement. ZOC: Units have 6 hex ZOCs (no facing). The effects are: *Units have to stop when they enter an enemy ZOC. *You have to be stacked with a leader to leave a ZOC. *Leaders alone in a ZOC are eliminated. *Retreats are not allowed through a ZOC. Combat: Voluntary, but if you attack, all units in your ZOC has to be attacked by that unit or somebody else. Combat is resolved by rolling a dice each. Add the combat factor of the strongest unit +1 for each additional unit + the leader value of any one leader in the combat (+2 for Gustavus Adolphus) -2 for the attacker if any attacking unit is in a dike or river hex -1 for the defender if he is disorganized Subtract the defender sum from the attacker sum. >=4: Defenders eliminated +2,+3: Defenders retreat 0, +1: No effect -2, -1: Attacker retreat <=3: Attacker eliminated Retreating units are moved 1 hex and become Disorganized (U markers). Special cases: If both roll the same number of the dice, the result is NE, regardless of the sums. If you roll a 6 (unless both roll a 6 per above), the opponent loses one unit (owner chooses which). Disorganized units: *Can't move *Can't attack *Have no ZOC *Have a -1 modifier on the defense Additional disorganization results have no additional effect. Rally: During the rally phase, each friendly leader can rally the unit it's stacked with, plus a number of units anywhere on the map equal to their leadership value. Rally is automatic. Reinforcements: Imperial reinforcements enter at the hex marked "Till Halle". If Swedish units are within 3 hexes of that hex, they can instead enter anywhere on the mapedge between the NW corner and the north end of Flossgraben. Victory Conditions: SWEDEN: 1 VP per eliminated imperial cavalry unit 2 VP per eliminated imperial foot unit 3 VP per eliminated imperial leader 3 VP per Swedish unit on or south of the road between Lützen and Leipzig EMPIRE: 2 VP per eliminated Swedish unit or leader 6 VP per Imperial unit on or south of the road between Lützen and Leipzig, west of Flossgraben Most points win. That's it! Let me know if there are any questions. The one thing I'm a bit unsure of is if it's actually the IMPERIAL player who gets 3 VP for each Swedish unit south of the road. I guess you have to take a look at the situation and decide what makes most sense. Please send these rules to Web Grognards with the proper explanation. mvh Elias --- Elias Nordling telephone: +46-8-648 09 62 Hasselquistvagen 25a 2tr mobile: +46-70-175 00 02 S-121 46 Johanneshov e-mail: elias@nordling.nu Sweden homepage: http://elias.nordling.nu