[Consim-l] Frederick the Great (SPI, 1975) From: "T. Michael Sommers" Date: Thu, July 26, 2012 2:37 pm DESCRIPTION "Frederick the Great" appeared in S&T 49 in 1975. It is an operational level game of 4 of the campaigns of the Seven Years' War. Scenarios cover the 1756, 1757, 1758, and 1759 campaigns. All except the 1756 scenario begin in late April; 1756 begins in late August. All scenarios end in January. The two sides are Prussia and her ally Hannover, against the anti-Prussian coalition consisting of Austria, the Empire, France, Sweden, and Russia. In what follows I will often call the Allies Prussia, and the Coalition Austria, just because it is easier. Context should make things clear. Scale There are two turns per month. Each strength point is about 2500 men. The distance scale is not indicated, but appears to be about 14 miles per hex. Map The mapsheet is 22x32, printed in brown and blue, as was typical for SPI games of the period. The playing area is about 22x23; the rest, except for the northeast corner, is covered by charts and tables, including a turn record/reinforcement track, the CRT, the siege resolution table, a percentage loss table, and the TEC. North is on the top, east on the right. The grain is horizontal, the rows numbered from south to north, and the columns from west to east. Significant terrain includes mountains and mountain passes, rivers, and fortresses. Some other, unfortified, towns are indicated, but these have no effect on the game. rivers and mountain passes cost an extra MP to cross. Attacks in mountains get a -2 die roll modifiers. Counters The 200 counters are rather attractive. The backgrounds are black, white, and various shades of blue and gray. The foreground printing is either black or white or dark blue. All color combinations are quite legible. Combat units have an icon of a musketeer and a strength value. These values are treated like money; that is, counters can be exchanged for other counters of the same total value at any time. Leaders have a flag, and numbers for rank, initiative, attack bonus, and defense bonus in the corners. The numbers on combat units and leaders are large and legible. There are also markers for depots and for demoralized forces, used by both sides. Sequence of play The Prussians go first. The phases are: 1. Reinforcements phase 2. Morale recovery phase 3. Depot creation phase 4. Prussian march phase 5. Austrian forced march phase 6. Combat phase 7. Siege resolution phase 8. Austrian attrition phase The Austrian turn is the mirror image of the Prussian turn. At the end of the game turn (on certain turns indicated by the scenario) prisoners are exchanged. Movement Units need a leader to move. At the start of the movement phase, a die is rolled, and each force gets movement points equal to that die roll plus the force's commander's initiative (which ranges from 0 to 3). The maximum movement allowance is 6, regardless of the die roll. Forced marches work the same way, except that the die is rolled for each force separately, and that if the roll plus the leader's initiative is 6 (or greater) the force loses 1 SP. It costs an extra MP to enter an enemy-occupied hex. Yes, you read that right. Unless you are debouching from a mountain pass, you do not have to stop when entering an enemy-occupied hex. Overwhelming attacks If you move enough forces into a hex to get 4:1 odds (disregarding leaders and terrain) you can capture the entire enemy force at once, during novement. If you fail to get 4:1, you can stop or you can move on. Enemy stacks can't be examined, so you won't know whether you have 4:1 until you try overwhelming them. If you fail, that's all you get to know; you don't get to know exactly what the enemy has. ZOCs Only Austrian units (not Coalition units in general) not inside fortresses have ZOCs, and the only effect of ZOCs is to prevent Allied supply paths from being traced out of a hex (they can still be traced into a hex with a ZOC. ZOCs do not extend into or out of enemy-occupied hexes. Leaders Leaders are rated for rank (lower is higher), initiaitve (higher is better), attack and defense bonuses (higher is better). The senior, but not necessarily the best, leader in a hex is the commander of that force. His and only his initiative and combat bonuses are used. When reorganizing your forces, junior leaders of a particular nation can't be given larger forces than the nation's most senior leader. Leaders of one nation can't command units of another nation, except that in a combat the senior commander of the largest friendly force commands the entire combined force for that combat. Combat Combat occurs between opposing forces in the same hex. Combat is voluntary. The leader with the higher initiative gets the first option to attack; if he declines, the opposing leader gets the option. If either side decides to attack, its leader's attack bonus is added to the die roll, and the defender's defense bonus is subtracted. An additiona; 2 is subtracted if the combat is in the mountains. The sides are totaled, the odds are rounded down, and the die is rolled and modified. The result is either a percentage loss for each side, or a P indicating that that side is taken prisoner. In the case of a percentage loss, an L with the result means that the junior leader for that side is eliminated. After combat losses are determined, each side adds its leader's initiative to the number of enemy strength points lost. Whichever side gets the higher sum wins the battle, and captures enemy troops equal to the difference in the sums. The surviving losers retreat and are demoralized. If the numbers are equal, the battle is a draw, and nobody is demoralized (except perhaps for the player who expected a great victory). Demoralization Demoralized forces can't attack or enter an enemy-occupied hex or conduct a forced march. They infect any other friendly forces stacked with them. They can't divide into smaller forces. Demoralized leaders have their initiative reduced to zero except when trying to undemoralize. To undemoralize (the rules call it morale recovery), a leader rolls a die and adds his printed initiative rating. He (and his force) are undemoralized if the sum is 7 or greater. Supply Forces out of supply suffer attrition. To be in supply, you must trace a supply path from a supply source to the force. A supply source is a fortress, or a depot connected to a fortress, possibly through other depots. Prussian supply paths can be 5 hexes long, Austrian paths 4 hexes. A force of at least 10 SP can build a depot if it is in supply. The building process takes two turns. Depots and fortresses don't have to be garrisoned, but only garrisoned depots and fortresses can supply supplies. Fortresses Garrisoned fortresses can only be taken by siege. To besiege a fortress, you must first build a depot in the fortress's hex. Then you can, if you want, roll on the siege resolution table each turn. The bonus of the defending leader is subtracted from the roll, but the attacking leader has no effect. The possible outcomes are nothing, the attacker loses an SP due to a defender sally, or a breach. In case of a breach, the defender must ask for the honors of war. If granted, the defending force is immediately moved to the nearest friendly fortress. If denied, the defender can surrender, or fight. In case of a fight, whichever force is smaller is totally eliminated, and the opposing force loses an equal number of SP. Whichever force is left gets the fortress. Victory Each side totals the VPs of the fortresses it controls, and subtracts its own losses. The Prussian side counts losses above 15 SP double. The higher total wins. REPLAY OF THE 1757 SCENARIO I played the game solitaire. I don't know if what follows will make sense without a map, and an older map at that (since parts of what was then Austria and Prussia are now part of the Czech Republic and Poland, and all the names have changed out of recognition). Turn 0 (initial setup) Allies: Prussia: 15 SP, Frederick (1/3/3/2), Henry (3/1/1/2), Keith (4/1/1/1) in Dresden 12 SP, von Schwerin (2/1/1/2) in Schweidinitz 10 SP, von Lehwaldt (5/1/1/1) in Stettin 8 SP, Maurice (6/0/1/1) in Chemnitz 8 SP, Bevern (7/0/1/1) in 1626 (east of Dresden) 3 SP in Magdeburg 2 SP in Breslau 1 SP each in Glogau, Kustrin, Berlin, Colberg, Brieg, Glatz, Neisse, and Stade Hannover: 5 SP, Cumberland (1/0/1/1) in Hannover 4 SP, von Zastrow (3/1/1/1) in 2211 (southeast of Minden) 2 SP, Karl Wilhelm (4/1/1/1) in Minden 4 SP, depot in 2411 (northeast of Minden) 1 SP each in Bremen, Stade Austria: 16 SP, Charles (1/1/1/1), von Browne (3/2/2/2) in Prague 11 SP, Serbelloni (4/0/1/1) in Koniggratz 9 SP, depot, Koenigsegg (6/0/1/1) in 1528 (on the Austrian side of the border, halfway between Dresden and Schweidinitz) 8 SP, D'Arenberg (5/0/1/1) in Eger (west of Prague) 6 SP, Nadasy (7/0/1/1) in Olmutz 4 SP, Daun (2/1/2/3) in Vienna 4 SP in Brunn France: 16 SP, D'Estrees (1/0/1/1), de Broglie (4/1/1/1) in Venlo 9 SP, Contades (3/1/1/1) in Roermond 4 SP, Chevert (5/1/1/1) in Wesel 4 SP, St. Germain (6/1/1/1) in Dusseldorf 1 SP each in Cologne, Coblenz, Mainz, Frankfort, Metz, Strasburg Empire: 1 SP in Nuremberg Sweden: 6 SP, Hamilton (1/0/1/0) in Stralund Turn 1 (late April) Prussians Prussia rolled a 4 for movement. In the west, Erbprinz Karl Wilhelm of Brunswick headed with one SP to Munster, just making it and taking the unoccupied fortress. The Duke of Cumberland with 4 SP headed to Bremen to pick up the 1 SP sitting there uselessly, but fell just short of his destination. Von Zastrow picked up 3 of the 4 SP guarding the depot (which itself seems pretty useless) and went to Minden. He will go to Munster next turn. In the north, von Lehwaldt and 9 SP headed towads Kustrin. It is tempting to try to grab Swedish Pomerania, but the Swedish force is too small to do anything, and the Prussians would need reinforcements to do anything there, too. So heading east to counter the Russians makes the most sense. von Lehwaldt will pick up the Kustrin garrison, build a depot between Stettin and Colberg, then head to Colberg. With the help of the Colberg garrison, he will build another depot from which he can harass the Russians (when they arrive), return the garrison, then sit and wait. He has plenty of time, for the Russians will only arrive on turn 8, and will have to grab Konigsberg first. Konigsberg is too far away to be saved; too many depots will have to be built and manned, and there are just not enough troops to do it. In the south, Frederick's initial objective is Prague. Although Prague is within supply range of Dresden, it is at the limit, so the Austrians, with their ZOCs, will be able to isolate a Prussian force outside Prague easily. So Fred will build a depot first. He, Prince Henry, Field Marshal Keith, and 14 SPs cross the mountains. On Fred's right, Prince Maurice and 8 SP also cross. On Fred's left, Bevern and his 8 SP sit tight, keeping an eye on Koenigsegg and his 9 SP of Austrians. Further east, von Schwerin and 11 SP cross the mountains near Koniggratz. Turn 1 Austrians Austria rolled a 1 for movement. The French moved all their forces towards Wesel, planning to concentrate there for a move on Munster. But they don't get too far. In Austria, Marshal Daun moved north from Vienna, and Nadasy moved west from Olmutz. They plan to collect the troops in Brunn, and then moved to the front. D'Arenberg moved his 8 SP towards Prague. The rest of the Austrians sit still; with only 1 movement point, they can't get very far. The Swedes did nothing; there is nothing they can do, and running around and shouting won't fool anyone. Turn 2 (early May) Prussians Fred and von Schwerin started building depots. The Prussians rolled a 5 for movement. Von Zastrow reached Munster, where there are now 8 SP. Cumberland picked up the Bremen troops and continued to Munster. Von Lehwaldt picked up the Kustrin garrison and headed northeast. Prince Maurice and Bevern did nothing. Turn 2 Austrians The Austrians rolled a 6 for movement. Contades, Chevert, and St. Germain arrived at Munster with 18 SP. D'Estrees and de Broglie with 15 SP are 1 hex away. Daun, after picking up part of the Brunn garrison, and Nadasy meet northwest of Brunn; their combined force is 11 SP. Koenigsegg destroyed the depot in his hex, and withdrew to a point between Prague and Koniggratz. On a forced march, Bevern moved forward, more or less following Koenigsegg. Turn 3 (late May) Prussians The two Prussian depots are finished. The Prussians rolled a 6 for movement. The Hannoverians left 1 SP in Munster, and withdrew the rest of their force to Minden; there is no way they can stand up to the over 30 French SP bearing down on them. Von Zastrow picked up the depot garrison, destroyed the depot, and also went to Minden. The Hannoverians now have 13 SP there, plus the garrison of 1 SP. Von Lehwaldt moved to a point midway between Stettin and Colberg; will build a depot there. Fred moved to Prague. Maurice and Bevern moved to protect Fred's flanks. Von Schwerin stayed put. D'Arenberg tried a forced march to Prague, but only rolled a 3, so he went to attack Maurice instead. Fred decided to attack Prince Charles outside of Prague. It was 12 to 14, with leaders making a +2 die roll modifier (+3 for Fred - +1 for Charles). The modified die roll was 7: each side lost 25% (or 3 SP) and a leader (Keith and von Browne (one of the better leaders in the game)). The Prussians win the battle; they capture 2 SP, and the rest of the Austrians retreat 6 MP to the southeast, and are demoralized. Maurice decided to attack D'Arenberg, because the 1:1 column slightly favors the attacker (with no die roll modifications; the leaders are equal). The roll was 2: the attacker lost 15% (1 SP), the defender 10% (1 SP) and a leader (D'Arenberg). The battle is technically a draw (neither side demoralized), but since the Austrian force is now leaderless and immobile, it could be considered a Prussian moral victory. The Austrian force that had been under D'Arenberg was now unsupplied, because Fred is outside of Prague, and supply paths can't be traced out of enemy-occupied hexes. Therefore, that force lost an SP to attrition. Turn 3 Austrians Charles did not recover morale. Contades started building a depot to beseige Munster. The Austrians rolled a 5 for movement. Charles moved a little closer to Brunn, just to get out of the way. Daun and Koenigsegg met up three hexes east of Prague, along with Bevern and 20 SP. D'Estrees moved between Munster and Minden. Losses (turn 3) This turn Cumulative Lost POW Lost POW Prussia 4 4 Allies 4 4 Austria 5 2 5 2 Coalition 5 2 5 2 Turn 4 (early June) Prussians Von Lehwaldt started building a depot. The Prussians rolled a 6 for movement. The entire Prussian field army (except for von Schwerin) concentrated on the force formerly commanded by D'Arenberg. Fred abandoned Prague before Daun could descend on him. Fred and Daun are evenly matched on attack and defense (but not on initiative), so a battle would be a gamble for either side. Von Schwerin left his force guarding the depot near Koniggratz, and ran back to Breslau to pick up 1 SP of its garrison. With that additional SP, he will be better able to beseige Koniggratz, if he gets a chance. Since the depot is in the mountains, the force he left behind is safe. Daun couldn't reach the battle, so he did not try a forced march. The odds for the battle were 24:6 or 4:1. This means the entire force it automatically taken prisoner. I should have counted earlier, and done an overwhelming attack during the movement phase. Turn 4 Austrians Charles did not recover his morale. The French finished their depot at Munster, and the siege began. The Austrians rolled a 5 for movement. Charles did not move. Daun moved to Prague. There was no result in the siege of Munster. Losses (turn 4) This turn Cumulative Lost POW Lost POW Prussia 4 Allies 4 Austria 6 5 8 Coalition 6 5 8 Turn 5 (late June) Prussians Von Lehwaldt finished his depot. The Prussians rolled a 1 for movement. Fred moved to Prague; he decided that he would have to fight Daun, gamble or not, or else he could do nothing. Von Schwerin moved next to his force, and von Lehwaldt moved closer to Colberg. The Hannoverians stayed put. The Austrians did not make a forced march; Daun was willing to fight, too. The Second Battle of Prague. The odds are 24:20, or 1:1. The die roll modifiers are +3 for Fred and +3 for Daun, and so cancel. Fred rolled a 1: The Prussians lost 20% (5 SP) and a leader (Bevern), and the Austrians lost 10% (2 SP). The Prussians lost the battle and 1 SP in prisoners; they retreated 6 MP, to just outside Dresden. Turn 5 Austrians Charles did not recover morale. The Austrians rolled a 1 for movement. Charles moved towards Prague, and Daun moved towards Fred's force. The Prussians made no forced marches. The siege of Munster achieved a breach. The French denied the honors of war, and the Hannoverians surrendered 1 SP. Losses (turn 5) This turn Cumulative Lost POW Lost POW Prussia 5 1 9 1 Hannover 1 1 Allies 5 2 9 2 Austria 2 7 8 Coalition 2 7 8 Turn 6 (early July) Prussians Fred did not recover morale. The Prussians rolled a 2 for movement. Von Schwerin rejoined his force with his reinforcement. Von Lehwaldt arrived at Colberg. The Austrians did not make a forced march. Turn 6 Austrians Charles did not recover morale. The Austrians rolled a 4 for movement. Charles moved closer to Prague. Daun captured the depot south of Dresden, and its 2 SP guard. The entire French field force (32 SP, with 5 leaders under D'Estrees) moved to within 2 hexes of Minden. Losses (turn 6) This turn Cumulative Lost POW Lost POW Prussia 2 9 4 Hannover 1 Allies 2 9 5 Austria 7 8 Coalition 7 8 Turn 7 (late July) Prussians Fred recovered his morale. The Prussians rolled a 2 for movement. Fred moved to Dresden; he can't afford to fight Daun in the mountains. Von Schwerin moved to Koniggratz; this is a risky venture, but something must be done to try to distract Daun from Dresden. Von Lehwaldt moved southeast from Colberg. The Hannoverians moved away from Minden, since they can't possibly stand up to the French force. The Austrians made no forced marches. The Prussians at Koniggratz did not attack, but the Austrians, feeling a bit cocky, did attack. They had to use the entire garrison, plus the force outside the fortress, to get a 1:1. The Austrian commander, Serbelloni, gives a +1 modifier, and von Schwerin gives a -2, for a net -1. A 5 is rolled, for a net roll of 4. The Austrians lose 15% (2 SP), and the Prussians 20% (3 SP). Since the Prussian commander has an initiative value of 1, and the Austrians a 0, the battle was a draw. The Austrian garrison went back into the fortress. However, although a draw, the Prussians now have too few troops left to besiege the fortress, so this should count as an Austrian victory. Turn 7 Austrians Charles does not recover morale (he must roll a 6). The French started a depot. The movement roll is 5. The French split their force. D'Estrees and half the force stayed put, building a depot, while Chevert (with St. Germain) moved the other half of the army outside of Minden. Daun moved to Dresden to confront Fred. Fred did not attack, but Daun did. The odds were 16:18, or 2:3 on the CRT. The die roll modifiers cancelled. A 4 was rolled: the Austrians lost 20% (3 SP), and the Prussians 10% (2 SP). A Prussian victory, causing the Austrians to lose 3 SP as POWs and to be demoralized. They retreated 3 MP, to their depot. Losses (turn 7) This turn Cumulative Lost POW Lost POW Prussia 5 14 4 Hannover 1 Allies 5 14 5 Austria 5 3 12 11 Coalition 5 3 12 11 Turn 8 (early August) Prussians The Prussians rolled a 1 for movement. Fred advanced to Daun's hex. Von Schwerin retreated to his depot. Von Lehwaldt moved further from Colberg, to where he will build a depot. The Hannoverians retreated towards Hannover. Fred did not attack, since he couldn't afford the negative die roll modifier in the mountains. Turn 8 Austrians Reinforcements arrive: 10 French SP under Prince Soubise at Strasburg, and 22 Russian SP (and a depot) under Apraxin and Fermor next to Konigsberg. Neither Charles nor Daun recovered their morale. D'Estrees finished building his depot; Chevert started building one to invest Minden. The Austrians rolled a 2 for movement. Leaving 4 SP behind as guards, D'Estrees took the rest of his force to Minden. Soubise started moving north, taking the Strasburg garrison with him. Charles moved east, so as to stay in supply if Prague falls. Daun destroyed his depot, and retreated towards Prague. Serbelloni headed towards Prague from Koniggratz, now that that place is safe from Prussian siege. On the Russian front, Apraxin headed southwest with half the army, while Fermor took the rest to Konigsberg. Losses (turn 8) This turn Cumulative Lost POW Lost POW Prussia 14 4 Hannover 1 Allies 14 5 Austria 12 11 Coalition 12 11 Turn 9 (late August) Prussians Von Lehwaldt started building his depot. The Prussians rolled a 6 for movement. The Hannoverians under Cumberland moved northwest, in order to threaten, feebly, the French line of communication. Fred moved to Daun's hex, just outside Prague. Von Schwerin left his depot and ran back to Breslau to pick up its garrison, and then went to Brieg to pick up its. He will use these reinforcements to again threaten Koniggratz. Leaving the fortresses ungarrisoned is a risk, but it is unlikely the Austrians will be able to do anything about it. Fred decided to attack Daun. The odds were 16:12, or 1:1, with no net modifier (although demoralized leaders have their initiative reduced to 0, their attack and defense bonuses are unaffected). The die roll was 4. The Prussians lost 15% (3 SP), and the Austrians 20% (3 SP). Fred wins, and captures 3 SP. The Austrians retreat 3 MP southeast. Turn 9 Austrians Charles and Daun are still demoralized. The French finished their depot to invest Minden. The Russians start building a depot to invest Konigsberg. They roll a 1 for movement. They have been having very bad luck that way. De Broglie went alone to the depot near Minden, since once Minden is taken the depot will be unnecessary (it isn't really necessary now). Soubise continued north. Both Charles and Daun retreated southeast, in the direction of Brunn. Serbelloni moved west, towards Prague. Apraxin moved one hex southwest, where he will build a depot. The French achieved a breach at Minden, and refused the honors of war. The garrison surrendered. Losses (turn 9) This turn Cumulative Lost POW Lost POW Prussia 3 17 4 Hannover 1 2 Allies 3 1 17 6 Austria 3 3 15 14 Coalition 3 3 15 14 Turn 10 (early September) Prussians The depot near Colberg has been finished. The Hannoverians began building a depot from which they hope to harass the French. The Prussians rolled a 6 for movement. They have been very lucky with these die rolls. Fred moved to Prague. Von Schwerin returned to his depot near Koniggratz. Von Lehwaldt returned the garrison to Colberg and returned to his depot. Daun's force lost an SP to attrition, they now being out of supply. Serbelloni's force is also at risk for being out of supply if the Prussians get to Koniggratz. Turn 10 Austrians Charles and Daun are still demoralized. The Russians finished their depot at Konigsberg, and started a depot at Apraxin's force. The Austrans rolled a 4 for movement. Daun moved southeast towards Brunn. Serbelloni returned to Koniggratz. D'Estrees took 14 SP, and Contades, to just outside Hannover. Chevert took 13 SP and St. Germain to the Hannoverian army near Bremen. De Broglie destroyed the depot and took his 4 SP to join Chevert. Soubise entered Mainz and picked up the garrison. In the Battle of Bremen, the French under de Broglie attacked at 17:13, or 1:1. The die roll modifiers cancelled. The French rolled a 1. They lost 20% (3 SP) and a leader (St. Germain), and the Hannoverians (under Cumberland) lost 10% (1 SP). De Broglie's initiative is 1, and Cumberland's is 0, so the Hannoverians won by one point. They capture 1 SP, and the French retreated 6 MP and were demoralized. This probably puts an end to the French offensive, since the Hannoverisns will be able to get back to Minden before the French can capture Hannover. De Broglie should have stuck to quantum mechanics. At Konigsberg, the Russians had better luck. They achieved a breach, denied the honors of war, and the Prussians surrendered 2 SP. Losses (turn 10) This turn Cumulative Lost POW Lost POW Prussia 2 17 6 Hannover 1 1 2 Allies 1 2 18 8 Austria 1 16 14 France 3 1 3 1 Coalition 4 1 19 15 Turn 11 (late September) Prussians The Hannoverians finished their depot. Fred started a depot at Prague. The Prussians rolled a 5 for movement. More good luck. Despite the good die roll, the Prussians had little movement to do. Von Schwerin moved to Koniggratz, and everyone else stayed put. At Koniggratz neither side attacked. Turn 11 Austrians Charles and Daun stayed demoralized, but de Broglie recovered. The Russians finished their depot. The Austrians rolled a 3 for movement. On the Russian front, Apraxin moved west, and Fermor picked up the depot guards and took them to Konigsberg to be its garrison, destroying the depot in the process. D'Estrees moved to Hannover, and de Broglie moved to Minden to guard the line of communication. Soubise moved north, to just east of Coblenz. Serbelloni moved into the fortress at Koniggratz. Charles and Daun moved next to Brunn, Losses (turn 11) This turn Cumulative Lost POW Lost POW Prussia 17 6 Hannover 1 2 Allies 18 8 Austria 16 14 France 3 1 Coalition 19 15 Turn 12 (early October) Prussians Fred finished the depot at Prague. Von Schwerin started one at Koniggratz. The Prussians rolled a 3 for movement, but they aren't going anywhere. The siege of Prague had no result. Turn 12 Austrians Charles and Daun stayed demoralized. Apraxin started a depot southeast of Danzig, on the Vistula. D'Estrees started one at Hannover. The Austrians rolled a 2 for movement. Fermor moved out of Konigsberg. Soubise moved into Coblenz, and picked up the garrison. Losses (turn 12) This turn Cumulative Lost POW Lost POW Prussia 17 6 Hannover 1 2 Allies 18 8 Austria 16 14 France 3 1 Coalition 19 15 Turn 13 (late October) Prussians Von Schwerin finished the depot at Koniggratz. The Prussians rolled a 3, but didn't move. Fred achieved a breach at Prague, and granted the honors of war. and the 2 SP garrison went to Brunn. (The rules say the garrison should go to the nearest friendly garrson, but that would be Koniggratz, which is itself besieged. Although the rules don't say so, it seems to me that it makes no sense to move the garrison to another fortress under siege; I don't think that would have been allowed by the victor. So I modified the rule.) The siege of Koniggratz had no effect. Turn 13 Austrians. Charles, but not Daun, recovered his morale. The French finished their depot at Hannover, and the Russians finished theirs. The Austrians rolled a 4 for movement. Charles moved into Brunn, but no further. He expects the Koniggratz garrison to join him soon. Soubise passed through Cologne and picked up its garrison. On the Russian front, it is clear that they will never get to Colberg before winter, so they started back to Konigsberg, destroying both their depots. The French achieved a breach at Hannover, and denied the honors of war. The garrison surrendered. Losses (turn 13) This turn Cumulative Lost POW Lost POW Prussia 17 6 Hannover 1 1 3 Allies 18 9 Austria 16 14 France 3 1 Coalition 19 15 Turn 14 (early November) Prussians The Prussians rolled a 4 for movement. Fred headed for Koniggratz. Von Lehwaldt destroyed the depots, picked up the depot guard, and headed for Colberg. Cumberland destroyed his depot and moved into Bremen. Von Schwerin got a breach at Koniggratz, and granted the honors of war. The garrison went to Brunn. There is not enough time before winter sets in for either side to accomplish anything more. All forces are close enough to fortresses to get to winter quarters in time (I actually did the movement die rolls to make sure). Therefore the game is called. Losses at end of game: Cumulative Lost POW Prussia 17 6 Hannover 1 3 Allies 18 9 Austria 16 14 France 3 1 Coalition 19 15 At the end of the game, Austria and Prussia (the nationalities, not the sides) exchange prisoners. Losses after prisoner exchange: Cumulative Lost POW Prussia 17 0 Hannover 1 3 Allies 18 3 Austria 16 8 France 3 1 Coalition 19 9 Lost leaders: Prussia: Keith, Bevern Austria: von Browne, D'Arenberg France: St. Germain Captured fortresses: Prussia: Prague (10), Koniggratz (5) France: Munster (5), Minden (5), Hannover (5) Russia: Konigsberg (5) Victory points: Fortresses At start Lost Gained Losses Net Allies 100 - 15 + 15 - 27 = 73 Coalition 95 - 15 + 20 - 28 = 72 This amounts to a draw. LESSONS LEARNED Stay concentrated. Don't be greedy. Had the French kept concentrated, instead of trying to take both Hannover and the Hannoverian army at the same time, they would have won their battle (probably), and perhaps have taken Magdeburg. Fortunately for them, they recovered their morale quickly, but it still cost them a couple of turns. Despite their risks and costs, you have to fight battles before you can take fortresses, because you can't take a fortress if there is an enemy field army ready to cut your line of communication. Of course, if you lose, you probably lose the campaign, unless you have good leaders or you are very lucky. I probably should have used demoralized troops more. They still defend normally, and demoralized leaders still have their defensive bonus, although they do have zero initiative. Thus they have a greater risk of losing a battle, but they don't need to run to the rear. It doesn't seem to make much sense to garrison a fortress with more than 1 SP. The only way it could make a difference is if the defenders fight, but if he suspects that there is a large force inside the fortress, the besieger can always grant the honors of war. CONCLUSION I don't know enough about the period to really judge the game as a simulation, but it does seem to have a couple of problems. Particularly, you can do things in the game that would never have been done in reality. The Prussian could, for instance, send the force that was supposed to be guarding East Prussia to some other front, secure in the knowledge that the game mechanics will prevent the Russians from advancing beyond Konigsberg. Or one can strip fortresses far from the front of their garrisons. Also, I don't entirely get the movement die rolls. I could understand if each force rolled separately (as is done for forced marches), but a single roll for an entire side doesn't seem to simulate anything reasonable. At least that I can see. Why would everyone be simultaneously stricken by immobility? Other than that, though, the simulation seems reasonable. Frederick's part of the campaign followed history reasonably closely, as did the French offensive. On the other hand, Soubise's reinforcements did nothing in the game, nor did von Lehwaldt's force, and the Austrians did nothing in Silesia. The game shows clearly the futility of war in this period: lots of sound and fury, not to mention death and destruction, just to grab a city or two here and there. What were they thinking? All in all, I think it is a successful game and simulation. It can be fun to play, and can even work with multiple players on each side (my friends and I used to play that way many eons ago). -- T.M. Sommers -- tmsommers2@gmail.com -- ab2sb _______________________________________________ Consim-l mailing list Consim-l@mailman.halisp.net https://mailman.halisp.net/mailman/listinfo/consim-l