Vitoria (Vae Victis) 0.0 Introduction. 0.1 - game scales. One game turn represents one hour of real time. The distance separating two adjacent hexagons is five hundred metres. One infantry unit or one cavalry unit represents one brigade. One artillery unit represents between one and four batteries. 0.2 - terrain. Map represents the area around Vitoria along the axis of the allied army. A hexagonal grid is superimposed over the map to regulate movement, combat and fire of units. The effects of different types of terrain upon movement and combat are summarised in the terrain effects Table (see page 38). 1.0 - units and leaders. In Vitoria 1813, each combat and command unit, possess a back which indicates the nationality and the nature of the marker, and the front presents the designation and the characteristics of that unit or general. At the start of the game, all markers are placed face down on the map, they are turned over when engaged in combat and when they are in an enemy Zone of con trol (see 3.1 and 7.2). 1.1 - combat units. Front of each marker indicates precisely the unit. It closes of a colour code unique to each corps or allied army, the name or the number of that brigade: the initial combat value, D movement points and a tactical combat modifier (see diagram). The combat potential is the principal base of the effectiveness of the unit. The number of combat points of each unit is noted on the game record (on the back of the unit markers card board, which should be photocopied before cutting the counters out) which permits the lost steps from each unit to be recorded. 1.2 - leaders. Each command marker represents a general and his headquarters. For simplification, there are only two types of general, the commanders in chief and their immediate subordinates, commanders of the army corps or allies. Each general is characterised by a command value, his command range and his movement potential (see diagram). The leaders of the two armies are as follows: French army. Commander in chief: King Joseph Chief of staff: Jourdan Army of southern France: Gazan. Centre army: Erlon Army of Portugal: Reille (The French 'armies' are in fact corps) Allied army Commander in chief and right centre: Wellington Right wing: Hill Left centre: Dalhousie Left wing: Graham 2.0 Sequence of play. Vitoria 1813 consists of 12 turns per game covering 7 A M to 7 P M. Each game turn is composed of the following phases: A. Allied player turn. 1. Movement phase (leaders). The player may move his leaders, using the movement rules. 2. Rally phrase. The active player may attempt to rally his routed unit which are located in the same hex as a general. The disordered markers are retired when the unit neither moves nor engages in combat during the preceding turn (see 7.8). 3. Movement phase. The player may move his units and reinforcements for that turn all or some of their movement points (see 4). The generals who did not move in phase 1 may also move. 4. Fire phase. The player may fire his artillery batteries at distance (see 6.1). 5. Combat phase. Declared may carry out in any order combat against units adjacent to his own (see 7.2). B. French player turn The French player repeats the phases 1 - 5. 3. - Zones of control. 3.1 - overall. The Zone of control of a combat unit represents the tactical influence that that unit exercises over the enemy. The different types of units exert the following Zones of control (diagram 1): - Infantry, cavalry and artillery: over the 6 hexes adjacent to the unit. - Generals and convoys: no Zone of control. Note: a disordered unit or one in rout doesn't have a Zone of control. 3.2 - properties of ZoC. A zone of control has the following properties: - A unit that enters an enemy ZoC stops movement; - Combat is not obligatory for a unit that stops movement in an enemy ZoC; - Leaving an enemy ZoC at the start of movement costs+2 movement points and one step of combat strength (see 4.3); - A combat unit may not move directly from one enemy ZoC to other enemy ZoCs (except for the following exception); - A cavalry unit may move directly from one enemy ZoC (which may not be a unit of cavalry's ZoCs) to another enemy ZoC (of the same nature); - Retreat into an enemy ZoC as the result of combat entails penalties (see 7.6); - The presence of a friendly unit in an enemy ZoC negates the latter case and the limitations on the movement of leaders only (see 4.2); - A ZoC may not be exerted across a course of water (except where traversed by a bridge). See diagram 3. 4. Movement. 4.1 - overall. During the movement phase of his turn, a player may move all or a part of his units Entry into a hex costs a certain number of movement points to the unit that is moving. The cost per terrain is indicated on the terrain effects table (see page 38). A unit is not obliged to use all it movement points in a turn. Movement points may not be accumulated between turns nor are they transferable between units. The movement of one unit or one stack of units must finish before passing to the next unit. The movement of a unit stops when it enters an enemy ZoC. A unit that leaves the map, either voluntarily or as a result of rout movement, may not return. 4.2 - leader movement. Leaders move in the same fashion as combat unit with the same penalties as infantry. They may be moved in the normal movement phase, or in their own movement phase, at the choice of the player. An unaccompanied leader may not enter an enemy Zone of control. 4.3 - leaving an enemy ZoC. A unit may leave an enemy ZoC at the start of its movement by retreating one hex. (see the rules of retreat, 4.5). Cost: +2 movement points and automatic one step loss. Exception: a cavalry unit that leaves an enemy ZoCs does not lose a combat step. 4.4 - stacking. Stacking limits per hex at the end of the movement phase is two combat units of any type; and any number of leaders. No French combat units may stack with a train marker. 4.5 - interpretation. A unit may pass through another combat unit or a friendly leader during it movement without penalty. A combat unit that passes through a train during its movement automatically becomes disordered. Units crossed by a friendly unit as a result of retreat (as a combat result or by leaving an enemy ZoC) do not have to retreat except to avoid overstacking (see 4.4.) In the case where the hex is obstructed, the retreating unit displaces one of the units already there (owning player’s choice). The displaced unit becomes disordered. Units crossed by routed units also become disordered and are retreated at least one hex. 5.0 Terrain. 5.1 - overall. The terrain on the map is a conventional representation of the field of battle at Vitoria. The craggy slopes, now steep, now gentle are depicted by contour lines more or less spaced. By convention, only consider a hexside as being a slope if more than a negligible line is present. 5.2 - Effects on movement. But the terrain effects upon movement are cumulative. Roads and the translate cancel the effects of movement and penalties represented in the hex. A road may not be used if the unit moves from hex to hex unless it traces a direct route between the hexes and only if it is the only unit in the road hexes used. 5.3 - effects upon combat. Terrain effects upon combat are expressed as a diminution of efficiency. By their nature, cavalry and artillery always undertake combat at half strength whenever they defend or attack in wood or built up areas. Similarly, cavalry may not charge by traversing a hill, against a wood, or a build-up Zone, across a stream or a bridge. The other terrain in the hex determines combat effects for units on a road or a lane. All the penalties due to terrain are cumulative for combat and melee. All these effects are summarised on the terrain effects table (page 38). 6.0 - Artillery. Artillery may engage in combat in two ways: by long range fire or, direct combat via melee. A unit of artillery may not fire and melee in the same turn. 6.1 - fire at long range. Artillery has a range of 2 hexes. An artillery unit must have a line of sight in order to fire (see diagram 2). The following blocks a line of sight: - All units, hex edges exclusive, between the battery and the target at the same level; - All obstacle hexes (wood, town, elevations), edges exclusive, between the battery and the target. The combat procedure is the same as melee (see 7.2) - several artillery units may fire at the same target for example - but the unfavourable results to the firers are ignored. When artillery fires at a distance of one hex, the combat ratio is moved one column to the right. 6.2 - combat and melee. Artillery may add their combat factor to other friendly units participating in attack or defence. Artillery may be subject to the consequences of combat When artillery fire at distance or engage in melee against 2 enemy units stacked in the same hex, the combat factor of artillery is doubled. 7.0 Melee 7.1 – Introduction All friendly units in one or more enemy ZoCs at the start of the combat phase must engage in melee. Similarly, all enemy units in a ZoC must be attacked. The combat value of a unit may not be spread over several attacks – it is indivisible. Two stacked units are must attack the same units. A unit may not attack more than once per combat phase (except in the case or pursuit, see 7.5), nor may a unit be attacked more than once per phase (except pursuit). A unit may engage several enemy units at once, provided they are all in its ZoC. In this case, the defensive combat factors are totalled. Several friendly units may attack the same unit, again summing the relevant combat factors. 7.2 – Procedure 1. At the start of the combat phase, all units in contact are revealed (flipped over). Revealed units remain as such until they leave all enemy ZoCs. 2. The attacker announces which units and generals are involved in a melee. Sum the combat factors (with relevant modifiers, see 7.3) of all involved units. Calculate a ratio of attacker/defender, rounding to whole numbers in favour of the defender. 3. Apply modifiers (summarised under the CRT) and throw 1d6. Modify the dice and consult the CRT for the result. 4. Apply step losses (use the unit roster), and perform retreat, rout, pursuit and advance which concludes combat. Then move on to the next combat for steps 1-4. 5. At the end of the combat phase all units no longer in enemy ZoCs are flipped to their hidden side. 7.3 Combat modifiers. There are three types of modifiers: - A reduction in combat factor due to terrain or disorder (see 7.8). Modifiers for terrain are given on the TEC. Round up to the nearest whole number. - A column shift to left or right. - Die roll modifiers All the modifiers are given on the CRT. 7.4 Combat results Combat results are as follows: - 1 to 5: the number of combat points eliminated - R1 to R3: retreat 1 – 3 hexes for all involved units - D: rout all units 5 hexes - E: eliminate all involved units The results are applied in the following order: Step loss, then retreat then rout. A unit that loses all steps is destroyed. 7.5 Retreat and advance after combat Retreat or rout after combat or missile fire may affect all the units of one or other sides that is involved. The owning player undertakes all movement. The victor of a melee may choose to advance one or two units that participated into the vacant hex. This choice must be made immediately after combat. Retreat into an enemy ZoC is allowed, but has certain penalties (see 7.6). A unit forced to rout or retreat into impassable terrain or off the map is instead destroyed. Retreat priorities: A unit undertaking retreat or rout movement does so according to the following order of priorities. - in the direction from which they arrived (i.e. entered combat) - towards the friendly map edge - a hex free of enemy ZoCs - a hex free of friendly units - a hex where it may stack with a friendly unit In the case where a unit has to overstack with friendly units (see 4.4), such units must themselves retreat and become disordered. Pursuit after a charge: One or more cavalry units that charge must pursue one further hex (on an R2 result) or 2 further hexes (R3 or rout result). This movement ignores enemy ZoCs. These units may melee again, if they are in contact with the units they were pursuing. If they cause the hex to be vacated, they may advance into that. If the units that are retreating as a part of rout traverse a friendly unit (see 7.8), the cavalry may attack the traversed unit as part of pursuit (see diagram 3). 7.6 Retreat into enemy ZoCs A unit may retreat or rout into an enemy ZoC at a cost of one step lose. 7.7 Effects of disorder Disorder is a state of reduced unit effectiveness. A disordered unit may not attack (i.e. finish its movement in an enemy ZoC), exercise a ZoC and defends at half combat value (round down, minimum 1 step). During the rally phase, remove all disorder markers from units that did not move and did not engage in combat or were fired during the enemy turn. 7.8 Rout If a unit becomes routed as a result of combat or fire, it is marked with a Rout marker, and all other friendly units in its hex, or passed through during rout move become disordered. Rout movement is directly away from the enemy unit(s) that caused it. On the following turns, a unit then moves as follows: - towards its arrival point for the allies - towards the east map edge for the French A routed unit has the same penalties as a disordered unit (see 7.7). 7.9 Rally Only the intervention of the corps general or the CinC may rally routed units. During the rally phase, throw 1d6 for each routed unit stacked with a general. If the result is equal to or less than the command value of that general the unit is rallied. Remove the rout marker. 8.0 Cavalry charge A cavalry unit that moves in a straight line of at least 2 hexes, before entering an enemy ZoC may carry out a charge, unless it passes through difficult terrain, or the target is in such terrain (* terrain on TEC). Mark the unit with a charge marker. If the charge is valid, the combat value of the cavalry unit is doubled. The charge bonus is also available in pursuit (see 7.5 and example) 9 Generals 9.1 Abilities Generals may: - Provide a combat modifier to their corps either on attack or defence. The unit must be in command range of the general, and the general himself must not be in an enemy ZoC. General Jourdan and King Joseph may provide a bonus to any French unit in range. Wellington may influence all allied units. Only one general may provide a bonus. - Take part in combat if stacked with one or two units, providing a combat bonus (die roll modifier) - Rally one or two routed units stacked with him (see 7.9) A general may only provide one of the above bonuses per turn (i.e., combat bonus, take part in combat or rally). Only one general may give a combat bonus. 9.2 Death of a general Isolated general If a general is not stacked with a friendly combat unit and an enemy unit enters an adjacent hex, the following procedure is checked: - If the unit is cavalry, throw 1d6. On 6, the general is killed, on a 5 neutralise for the turn. If he is neutralised he may not move or provide the bonuses given in 9.1. All other results, and the general is moved two hexes, ignoring enemy ZoCs - If the unit is infantry or artillery move the general two hexes as above. General involved in melee When a general is stacked with units undertaking melee, an unmodified throw of 1 or 6 results in an additional throw. A 6 eliminated the general, 5 neutralises him. Throw 1d6 if the units he is stacked with are destroyed (1-4 and the general retreats 2 hexes as above). The same test is used if a general is fired on by artillery (alone or stacked). A general entirely surrounded by enemy units that has to retreat is instead eliminated. The elimination of a general disorders all friendly units within command range, as per 7.7. 10. Engineers Engineers may not enter enemy ZoC but may attack or defend if present within one. Engineers who are not disordered may repair or destroy a bridge or enhance the defence in a built up area. To repair or destroy a bridge, the engineer must be in an adjacent hex, and spend one complete sequence of play, without combat. In the following movement phase, when they leave the hex, place a ‘Bridge Destroyed’ marker or remove one, as appropriate. Despite their weak combat potential, engineers are considered combat units and must obey stacking rules. 11. The French Convoy The convoy does not have a ZoC. It may not stack with nay other unit, except a general. All friendly units that traverse it are disordered. The Artillery Park only has a defensive combat value. It may stack, but may not move, awaiting its demise! When an allied unit moves next to the Royal convoy or treasure, it must be tested to see whether it indulges in a spot of pillage. Throw 1d6: if the result is higher than the thresholds given, the unit becomes uncontrolled for the rest of the game. - English troops & KGL: 3 - Spanish & Portuguese: 2 Subtract 1 from the die if the unit is behind a water barrier. An ‘out of control’ unit becomes disordered for the remainder of the game and enters the convoy’s hex to pillage, where it stays. The unit may defend themselves from French attack. If the pillage test is passed, the convoy is moved one hex away from the allied troops. A cavalry unit may not pursue across a convoy except to pillage it (see 7.5). 12 Victory conditions 12.1 English Reinforcements These enter as marked on the record sheet, paying the cost of the entry hex. If the hex is occupied, the units enter at the nearest free hex, not in enemy ZoCs. 12.2 Victory conditions Strategic French Control the road between 2020 and 3206, including Vitoria, and all the convoys have exited the map at 3206 Strategic English Controls 3206, 2020 and 3218, and only a maximum of 2 elements of the convoy have escaped via 3206. Tactical victory Score each side as follows: 1 point per combat step lost (eliminated or routed off map) 15 points for eliminating opposing CinC 5 points for any other general 5 points for each convoy element destroyed or pillaged (10 for the Royal Treasure) 2 points per combat step and 5 points for each convoy evacuated by the French player via 3206 15 points for hex 3206 10 points for hex 3218 5 points for hex 2020 Subtract the lower from the higher. Allies > French by 30 or more – major allied victory Allies > French <30 – minor allied victory Equal – draw French > Allied < 20 – minor French victory French > Allied by 20 or more – major French victory The scenarios I Historical – set up as on record sheet II Jourdan’s plan – French set up in rules (no change in Allies or in Victory conditions) III Free set-up – Not translated as yet.