Alan, attached (I hope) is the translation, with errata incorporated, of the Vae Victis issue game L'Aigle Foudroyé, from issue 38. Please let me know if it came through okay, as my email is unreliable and tends to eat long documents. Roy L’Aigle Foudroyé (The Stricken Eagle) Issue game from Vae Victis 38 translated by Roy Bartoo, March 2002, translator’s notes in [brackets], including errata from Vae Victis courtesy of Laurent Philippe Map and counter errata: The supply source for Belfort has been accidentally omitted; the bridges at Sarrebrück and Epinal are omitted. The 3rd Corps cavalry division shoul dhave a reduced value of 1-2-9 instead of 2-2-9. Unit Examples, from p. 32: The back side of units is denoted by a white stripe. Unit subordination is denoted by the colored stripe behind the unit’s name (across the top of the counter for combat units, along the left side for headquarters and fortresses). Infantry and cavalry are shown by the appropriate icon; headquarters counters have the portrait of the commanding officer; fortresses are a tilted 3/4 view of a five-point star fortress. French empire subordination: Eagle on dark blue stripe - Napoléon III White type on red stripe: MacMahon/Army of Alsace Black type on mustard stripe: Bazaine/ Army of Lorraine Green stripe: independent units German empire subordination: Black/white/red tricolor stripe: von Moltke Blue-grey stripe: Prince Albert Red stripe: von Steinmetz Black stripe: Prince Frederick-Charles Yellow stripe: Prince Frederick-William (Frédéric-Guillaume) Green stripe: independent 0 - OVERVIEW The game covers the first weeks of the campaign in France in 1870 up until the surrender of Sedan, during which time the French Imperial army was defeated by the Prussian forces assisted by some German contingents. Each game turn represents five days of real time, for a total of seven game turns. In the game, all fractions are cumulative; thus a unit halved twice is reduced to a quarter. Round fractions to the nearest whole number; 0.5 rounds up. 1 - UNITS The counters represent besides markers, the military units of the two sides and most units are army corps. There are also divisions and Army Headquarters (HQ). 1.1 Combat Units Each unit has the following notations: Combat strength: used to resolve combat Morale value: represents the unit’s quality and serves as a combat modifier; it is also used to attempt retreats before combat and to check for disorganization. Movement factor: the number of movement points that a unit may spend in a single operations phase. Subordination: most of the units are attached to a particular army and can only be commanded by that army HQ: this attachment is denoted by a colored stripe on the counter. Units with a green color stripe may be commanded by any army HQ. The French Imperial Guard may be commanded by Bazaine or Napoléon III. Step losses: [white/gray/black markers with “1/2” and “3/4” on them]. Each army corps has four strength steps; when a unit loses its first step, put a “3/4” marker under it; on the second step loss, remove the marker and flip the unit to its reverse side; for the third step loss, place a “1/2” marker under the unit and on the fourth step loss the unit is removed from the game. Fractional values are rounded to the nearest whole number. Divisions only have two strength steps, the first represented by the front of the counter, the second by the back. 1.2 Headquarters (HQ) Each HQ has the following notations: Command radius: a HQ may command units within a range of equal to or less than this number of hexes; include the HQ’s hex, do not include the unit’s hex. An enemy zone of control not neutralized by the presence of a friendly unit blocks this command range. Tactical modifier: the bonus given by this headquarters in combat and during the reorganization phase. One combat per operations phase may benefit from this bonus whether in attack or defense and provided that the units are within the HQ’s command range. Similarly, during the reorganization phase, one stack of units may benefit from the HQ’s bonus. Movement factor: as for combat units. A HQ is destroyed when all of the units with which it is stacked are destroyed. Likewise, if it is alone in a hex and an enemy unit enters the hex, the HQ is eliminated: HQ are not replaceable. (Exception, the Prussian 4th Army HQ). Designer’s Note: units of the same color as the destroyed HQ will therefore be out of command until the end of the game! (Exception: Moltke and Napoléon III). 1.3 Markers Markers are used to show the status of certain units and hexes during the game. Their role is explained in the proper place in the rules. 2 - SEQUENCE OF PLAY Each of the game turns is composed of the following phases: 2.1 Supply Phase At the start of the turn, simultaneously check the supply status of all units of both sides. 2.2 Loss Recovery Phase Damaged units may recover strength steps if they meet certain conditions explained in the appropriate paragraph. The Prussian player recovers steps first. 2.3 Initiative Phase 2.3.1 The number of initiative markers available Each side has initiative markers [blue silhouette of a French infantryman or green silhouette of a Prussian infantryman] which are used to activate units during the operations phase. Each side has one initiative marker for each HQ on the map. In addition, each side may receive supplementary initiative markers; consult the Initiative Table and roll one die to determine the number of supplementary markers received this turn. Once this has been done, put all of the initiative markers of both sides into an opaque cup or bowl. 2.3.2 Effect of initiative markers A marker for a particular army allows the activation of that, and only that, army. A supplementary marker allows: - activation of any one army - activation of a single stack of ‘independent’ units (see the chain of command) - enter a reinforcement unit In the latter two cases, this stack or unit acts as an independent unit but can not then be moved again during the ‘non-activated units’ phase. 2.4 Operations Phase Players alternate, beginning with the Prussian, randomly drawing an initiative marker from the cup (set up as explained in the initiative phase). The side to which the marker belongs may perform operations with one army or stack of units as the case may be. Such a phase is termed an ‘operations segment’; there are as many such segments n a game turn as there are initiative markers in the cup. When all the operations for a marker are finished, a new marker is drawn from the cup until the cup is empty. An army or stack of independent units can thus be activated several times during the turn if a supplementary marker has been used to activate this army or stack. Note: beginning with the second activation, units activated by this HQ receive a penalty of -2 to their combat dice and the movement allowance is halved. Flip the HQ to indicate this status and the units affected receive a “2nd Activation: marker [marker has a large ‘2’, with the appropriate helmet and national flag]. A unit may only attack and be attacked once per operations segment. The practical effect is that a unit may be attacked several times during the turn ... Example: a French stack is attacked first by the Prussian 2nd Army; then retreats during its operations phase. The Prussian 1st Army activates and also attacks this stack. Finally, a Prussian supplementary activation marker allows the reactivation of the Prussian 2nd Army which finishes off the French stack. Operations take place in the following sequence: - Check command status - Reorganization - Movement - Combat - Siege resolution 2.5 Non-Activated Units Phase [marker with “NA” in the corner, for “non-activée] Units which did not take part in an operations segment during the preceding phase of their turn may now reorganize then EITHER: - Move OR - Attack The Prussian player goes first for all of his units, then the French player does likewise; operations are undertaken stack by stack. 2.6 Isolation and Surrender Phase Units which at the end of the turn are completely encircled may surrender; check the appropriate table for each stack of units. 2.7 Railroad Control Phase [marker with a locomotive] The railhead markers are advanced to show who controls the railroad; a rail line is controlled when during the action phase an infantry unit passes through the hex and expends an additional movement point. Note: if the players are not sure they can recall which hexes are converted, they can place the appropriately colored markers to denote the control. In addition this hex must be connected to the friendly rail net, that is to say that hexes converted during the actions phase must be adjacent to each other and connected to friendly rail lines that exit the map edge. Thus, sections of rail lines that are converted during the action phase but which are not linked to the friendly rail net are not converted and lose their converted status; the player will have to again spend the extra movement points. Example: the Prussian player converts a series of rail hexes but the French player manages to infiltrate his line and regains control of a hex that the Prussian player had converted during the preceding segments, which creates two sections, one which is linked to the Prussian rail net and one which is not. During the Railroad Control Phase only the linked section is converted and the railhead advances to the end of that section. Similarly, an isolated line break caused by an enemy raid into the rear areas does not cause the conversion of this hex because it is not connected to the enemy rail net. The effect of this type of maneuver is thus limited to preventing the enemy player from moving units along that rail line during the Action Phase. At the start of the game, each side controls the rail lines in their own territory; we suggest placing the railheads in Prussia, as this player is likely to be advancing into France. If the French enter Prussia, simply move the railheads back. 2.8 Reorganization Phase [Turn marker shows a pocket watch in front of the national flag] At the end of the turn, all Disorganized units return to normal status and the turn marker is advanced one space. 3 - STACKING AND ZONES OF CONTROL 3.1 Stacking A maximum of three army corps or the equivalent, plus two HQ, may stack in a hex. Army corps on their reduced (back) side, divisions, and fortress units regardless of any step losses count as half a corps. Stacking is checked after movement and retreats; eliminate any units in violation of the stacking limit. A player may not examine enemy stacks; only the top unit is visible until combat is declared. 3.2 Zones of Control (ZoC) 3.2.1 - Overview Each combat unit, whether corps, fortress or division, exerts a ZoC into the six adjacent hexes except not into a fortress. Note: ZoC apply across rivers as well. A friendly unit cancels the effect of an enemy ZoC for retreat and supply purposes. 3.2.2 - Effect on movement A unit must spend an additional movement point and ends its movement when it enters an enemy ZoC. A unit may freely leave an enemy ZoC at the beginning of its movement but must still end its movement as soon as it enters an enemy ZoC. 4 - SUPPLY Supply status of units of both sides is checked at the beginning of each turn and the effects last until the end of that turn. 4.1 - Determine the supply line Units are supplied so long as they can: - trace a line of two hexes to a friendly fortress; - trace a line of two hexes to a rail line connected to a friendly fortress; - be in command of a HQ which is itself in supply according to the above two criteria The rail lines that exit the south and west edges of the map are considered to be connected to French fortresses. Enemy ZoC which are not canceled by the presence of a friendly unit block the supply line. 4.2 Effects of being out of supply [Out-of-Supply markers show a two-wheeled cart and the appropriate national flag] Unsupplied units are indicated by the appropriate marker and suffer the following effects for the entire urn: - movement factor halved; - penalty of -2 to the combat dice; HQ cannot do siege combats and mitrailleuse check is not allowed; - HQ may not apply their tactical bonus 5 - CHAIN OF COMMAND 5.1 - Overview Chain of Command is essential at two points in the game. First, it may be important for combat units tracing a supply line (see section 4). Second, during the Operations Phase in order to know which units may be activated when an army initiative marker is drawn. Thus, when an initiative marker is drawn for a HQ, check to see if this HQ and its subordinate units are in command. A HQ is in command if it can trace a supply line. The units which this HQ can command and thus use during this segment are those units within it s command radius and belonging to its army, plus independent units which are within its command range. Command range is blocked by enemy ZoC unless a friendly unit is present to cancel the ZoC. Units commanded by an HQ may take any of the actions described in the sequence of play if the HQ is itself in command at the moment of activation. If a HQ is not in command at the moment of its activation (that is, incapable of tracing a supply line) its units may: - reorganize then - either move OR fight or besiege (HQ only) If this is not the case, these units may after their reorganization either move or fight or besiege with the HQ provided it i Example: at the start of the turn, during the Supply Phase, units of both sides are in supply because they are all commanded by a HQ which is itself in supply. During the Operations Phase, as a result of Prussian maneuvers, a French HQ is unable to trace a supply line and is therefore no longer in command. Unhappily for the French player, this HQ’s initiative marker is drawn and he must therefore undertake operations for the units which the HQ commands: these units attempt to reorganize then he chooses to have the units that are in contact with the enemy attack, the other units to move, and do a siege attack with the HQ which is adjacent to a German fortress - the siege attack is possible because the HQ was in supply during the Supply Phase! This situation is indicated by the fact that there is no “Out of Supply” marker on the units. If this HQ could have been placed in command by friendly units before its activation marker was drawn, its units could all have both moved and fought! 5.2 Denoting the Chain of Command At the start of the Operations Phase, a “non-activated” marker [silhouette of a soldier, letters ‘NA’ in the corner] is placed on every stack of units on the map. As units are activated by the drawing of initiative markers, the ‘Non-Activated’ markers are removed. At the end of the Operations Phase, units which still have this marker will be dealt with during the “Non-Activated Units Phase”; these units have thus not taken any action during the Operations Phase except perhaps to have been attacked by the enemy. 6 - MOVEMENT 6.1 Foot Movement Each time a unit is activated during an operations segment it may spend all or part of its movement, within the limits of the Terrain Effects Table [“Table des Terrains, p. 37”]. Limit: the movement factor is halved if the unit is unsupplied and on the second and subsequent activations. The unit must spend an additional movement point and end its movement as soon as it enters an enemy ZoC. It may leave an enemy ZoC at the beginning of its movement without any additional cost. A unit may always move a minimum of one hex per operation including moving from one enemy ZoC to another; in which case it ends its movement. Railroads do NOT cancel the terrain effects cost. 6.2 Rail Movement Each side may move the equivalent of four strength steps by rail each turn. A HQ counts as one strength step. The unit must begin on a rail hex outside of enemy ZoC unless another friendly unit is also present [to nullify the enemy ZoC] and end on a similar rail hex; the distance moved by rail is unlimited; rail movement ends when the unit enters an [enemy] ZoC. A unit that moves by rail may attack if it was in command at the start of the operation or if it is an independent unit. Rail movement is not possible through a rail hex converted by the enemy during the action phase! Reinforcement units may arrive by rail within the limits of the [four step] rail capacity. 7 - COMBAT 7.1 Overview A unit is never required to attack. However, if a unit does attack, all the enemy units which exert a ZoC on the attacking unit must be attacked. The strength of a stack cannot be divided among several attacks. The stack attacks together and all the units must attack. Combats are resolved one after another in the order decided by the player doing the operation segment. 7.2.1 Retreat before combat The defender may choose to retreat one hex; to do so, he must make a morale check for each unit; roll one d6 for the stack and compare the result to the morale of each unit. The morale value of disorganized units is reduced by 1. If the die roll is less than or equal to its morale, the check is passed and the unit may retreat one hex; if the unit retreats into an enemy ZoC not canceled by a friendly unit or a fortress, the unit suffers one step loss. Note that there is a risk that some units will be able to retreat while others will not ... Once the decision to attempt to retreat is announced, you cannot go back! Stacks which contain at least as many combat strength points of cavalry (nominal value) as the attacker may retreat automatically without the morale check. If the defending player retreats, the attacking player may advance into the hex with all or some of his units and the battle ends. 7.2.2 Battle Each player rolls a number of d6 modified as appropriate according to the Combat Table [“Table de Feu, p. 37]. The step losses inflicted upon the enemy are read on the appropriate column. Thus the attacker inflicts losses on the defender in comparing the die (dice) rolls in the column “defender’s losses”. Combat magnitude: The magnitude represents the size of the battle and thus the number of dice each player will roll. If the number of strength steps involved in the battle by both sides is: • up to 12: each side rolls one d6 modified as appropriate • 13 to 33: each side rolls 2d6 modified as appropriate • 34 or more: in addition to the 2d6 that are modified, each side also rolls a single unmodified d6. Modifiers: • at least one unsupplied unit: -2 • attack during a second activation: -2 • at least one Disorganized unit: -2 • Strength ratio: +x for the more numerous side; the ratio is calculated by dividing the stronger side by the weaker and rounding to the nearest whole number • HQ bonus: + value of the HQ provided that the attackers and/or defenders are within the command radius unblocked by enemy ZoC of the HQ • Morale differential: Each player chooses one involved unit, and the difference in morale value gives a bonus to the better side. This lead unit must suffer the first step loss. The French player may, if he wishes, make a Heroism check for his lead unit; roll one d6 and if the result is less than or equal to the unit’s morale, the French side receives an additional +2 bonus to the combat dice, at the cost of an additional step loss. Note: the additional step loss is not suffered if the unit failed the Heroism check! • Determine the defensive advantage: The side which is on the better terrain gets a bonus to the die/dice. Each terrain type gives a number of advantage points as indicated on the Terrain Effects Table [“Table de Terrains”, p. 37]; the side which has the largest number divided by the number of hexes receives a bonus equal to the difference rounded to the nearest whole number. Example: Two Prussian stacks attack a French stack which chooses not to retreat; the Prussians are in a forest hex (value 3) and a city hex (value 2), and the French are in a city hex (value 2), the Prussians receive a bonus of: (3 + 2)/2 hexes or 2.5 minus 2 (French advantage value) or a difference of 0.5 rounded up to +1 for the Prussians. • Mitrailleuses [early machine guns] In each battle where the French have at least one unreduced infantry corps, he may attempt to use his mitrailleuses to get a die roll bonus. The check is successful on a die roll of 5 or 6 on one d6. The bonus is +1 to the combat dice. If the army corps is unsupplied, no mitrailleuse check is allowed. There is only one mitrailleuse check per battle regardless of how many corps are involved. 7.2.3 Morale Checks [counter shows the national flag on fire] After each battle, each stack that was involved in the battle takes a morale check under the same conditions as for Retreat Before Combat [7.2.1]. Those units which fail are Disorganized an receive the appropriate marker (see 8). [the “appropriate marker” is the one with the correct national flag on fire - red white and blue for the French, black eagle on a white circle in a red field for the Prussians]. A unit which was already Disorganized at the start of the battle and receives a second Disorganization MUST retreat two hexes. 7.2.4 Winning the battle and retreats To know who won the battle, compare the loss results; if they are equal, the attacker may choose to retreat; if not, the defender may do so if he wishes. Thus it is possible for the two sides to remain in place. If the loss results are not equal, the player who suffered more losses must retreat. This retreat is one hex for the attacker and two hexes for the defender. Exceptions: - Disorganized units which suffer a second Disorganized result must retreat regardless of the result of the battle; - Units stacked with a fortress unit may ignore retreats. Each time that a stack retreats through a enemy ZoC not negated by a friendly unit, an additional step loss is suffered by the entire stack. Retreats may end on top of a HQ or a fortress. Note: if the HQ was part of a stack involved in the battle, it must also retreat. If the stacking rules are violated, the units may retreat an additional hex; if this is not possible, the units are eliminated. After the non-phasing player has retreated, the victorious phasing player may advance his units into the defender’s hex within stacking limits. 7.2.5 The Siege Phase HQ adjacent to an [enemy] fortress may make a siege attempt; each HQ rolls one die and consults the table [“Table de Siege”, p. 37 - ‘superior quality’ fortresses have a -1 die roll modifier]; results indicate the step losses which are inflicted only upon the fortress unit! 8 - DISORGANIZATION 8.1 - Overview When a morale check is failed after combat (but not when attempting to retreat before combat), the unit is disorganized. Effects: - penalty of -1 in combat if [at least] one unit of the stack is Disorganized - Morale reduced by 1 for morale checks and retreat before combat Note: for reorganization attempts, the unit’s base morale is used. - mandatory retreat if already Disorganized An additional Disorganization result in the same turn has no additional effect. The unit remains Disorganized until the end of the turn; at that time all the markers are removed. 8.2 Reorganization During the Operations Phase, units may attempt to reorganize before moving. Make a check for each stack with Disorganized units; all the units whose morale is equal to or greater than the die roll are reorganized. A HQ may apply its bonus to one stack. 9 - INDEPENDENT UNITS In principle every unit is supposed to be commanded by a HQ. However, it may happen that units are either voluntarily (reinforcements or initial deployment for example) or involuntarily (encircled by the enemy) outside of the HQ command range. These units are termed Independent. They may be activated by the drawing of a supplementary activation chit. If these independent units find themselves during the course of the Operations Phase within the command range of a HQ, they are automatically reattached to this HQ and are no longer independent units. If they were activated prior to this reattachment and are reactivated by the HQ, do not forget to place a “2nd Activation” marker on the unit. Inversely, a unit activated by a HQ which is cut off from its HQ during the Action Phase becomes an independent unit which can be activated a second time with a supplementary activation marker. Independent units which were not activated during the Operations Phase become Non-Activated Units and are dealt with during that phase. 10 - ISOLATION AND SURRENDER [counter has a circular arrow around a small block with the national flag] During this phase, all units encircled by enemy troops or enemy ZoC not negated by a friendly unit are isolated. An Isolated marker is placed upon them. Important note: isolated units may be supplied if they are in a fortress for example! Isolated units check on the appropriate table to see whether they surrender. [“Table d’Isolation”, p. 37. Die roll along the left side, across the top the number of turns isolated, ‘R’ result means surrender; only die roll modifier is +1 if Napoléon III is among the Isolated] The surrender check is made on a stack-by-stack basis. The longer the Isolation lasts, the higher the likelihood of surrender. Note: it is helpful to tally the number of turns Isolated on a piece of scrap paper or some other method. Units which surrender are considered eliminated for victory condition purposes. 11 - FORTRESSES Each side has Fortress units which have a combat strength and a morale but a movement factor of 0 to denote that they are static. These units represent both the fortifications and troops; they have four step losses like a normal unit. They count as half a corps for stacking and may be reduced by combat. Siege attacks by HQ may also inflict losses during the Siege Phase. Fortresses allow units to ignore retreats if desired by the player. It is the fortress unit and not the hex which gives this benefit! Fortresses are supply sources; when a fortress unit is destroyed, its hex remains a supply source so long as it is controlled; a supply symbol is printed for this purpose on the map. 12 - REINFORCEMENTS AND REPLACEMENTS 12.1 Reinforcements Beginning on Turn 2, each side during the Operations Phase may use a supplementary activation marker to bring in a reinforcement unit of their choice. French reinforcements arrive either at Châlons (0113) or by rail through the west or south map edges. In the latter case, the unit is considered independent and may thus attack after moving by rail. Prussian reinforcements arrive at Hombourg {Hamburg]. 12.2 Replacements During the Replacements Phase, units stacked with and subordinate to a supplied HQ which is not in an enemy ZoC may attempt to recover s strength step. Each unit rolls a d6; on a result of 3-6, a Prussian unit recovers a step. On a result of 5 or 6, a French unit recovers a step. If the HQ is in a fortress, a +1 bonus is added to the die roll. Destroyed units may not return to the game. 13 - SPECIAL UNITS 13.1 von Moltke and Napoléon III HQ They may command units like any other HQ; regardless of whether the units are independent or attached to a particular army. In addition, if they are stacked with another HQ, they may replace this HQ for any phase of the game and command all the units attached to this HQ as well as independent units, and its own units. Example: Napoléon III arrives at Châlons where he finds MacMahon and three of MacMahon’s corps; Napoléon takes command and activates MacMahon’s troops, his [Napoléon’s] Guard Cavalry unit and two independent units located within his command range. The MacMahon HQ may move but may not use any of its values or abilities. 13.2 Prussian 4th Army HQ If a HQ for one of the three armies is eliminated, it can take command of the army’s units as a replacement. The 4th Armee HQ can only enter if one of the Prussian army HQ are eliminated. [per errata] 13.3 French Cavalry Divisions Certain divisions of French cavalry are attached to an infantry corps and are identified with its number; they must always be in the same hex as or adjacent to this corps. Units unable to comply with this rule at the end of the Operations Phase are eliminated. If the corps is eliminated, the cavalry is freed from this restriction. 14 - LUXEMBURG At the start of the game, Luxemburg is neutral; the Prussian player may invade when he wishes (beware the effects on the victory conditions!). As soon as the invasion is declared, the railroads and all the hexes of the country come under his control. 15 - VICTORY CONDITIONS After the seventh turn of the game, the Prussian player determines the outcome of the game according to the following conditions: - capture or isolate three of the following cities: Strasbourg, Metz, Verdun, Belfort, Sedan and Châlons; - maintain control of his own fortresses; - inflict more losses on the French than he suffers; count the combat strengths of units eliminated and the strength points lost by units that remain on the map. If the Prussian layer fulfills: - all three conditions: total victory - two out of three of the conditions: marginal victory - one condition: French victory If the Prussians invade Luxemburg, the third condition is replaced with the following: inflict twice as many losses on the French as the Prussians suffer. The French player wins an automatic victory if at the end of any turn he controls or isolates Hombourg [Hamburg], Landau or Trier and there is no supplied Prussian unit in France. 16 - SCENARIOS 16.1 Historical deployment Fortress units are set up in the hexes with the same name. • French deployment: - Metz (1508): Napoléon III HQ, Corps de Garde and Garde [Guard] Cavalry. - Within two hexes of Hagenau (2907): MacMahon HQ, 1st Infantry Corps and its cavalry division, 5th Infantry Corps and its cavalry division. - Within four hexes of Saint-Avold (2007) inside France: Bazaine HQ, 2nd Infantry Corps and its cavalry division, 3rd Infantry Corps and its cavalry division, 4th Infantry Corps and its cavalry division. In addition, these units must be within two hexes of the Prussian border. - In or adjacent to Strasbourg (3011): 7th Infantry Corps and its cavalry division. - Châlons (0113): 6th Infantry Corps and its cavalry division. - With any French HQ; 1st, 2nd, 3rd reserve cavalry divisions. Beginning on turn 2, the French player may enter the following units as reinforcements within the conditions of rule 12-1: 12th, 13th, 14th Infantry Corps. • Prussian deployment: - Within three hexes of Trêves (1801) inside Prussia: 1st Armee HQ, 1st, 7th, 8th Infantry Corps, 1st and 3rd Cavalry Divisions. - Within two hexes of Hombourg (2403): 2nd Armee HQ, Garde [Guard], 2nd, 3rd, 4th, 9th, 10th, 12th Saxon Infantry Corps, 5th and 6th Cavalry Divisions. - In or adjacent to Landau (3103): 3rd Armee HQ, 5th, 6th, 11th, 1st Bav., 2nd Bav. Infantry Corps, Bade and Wurtemburg infantry divisions, 2nd and 4th Cavalry Divisions. Beginning with turn 2, the Prussian player may enter per rule 11, the Prussian 4th Armee HQ and the von Moltke HQ. The appropriate initiative markers are not placed into the cup until the following turn! 16.2 - Alternate history This scenario tries to simulate what could have happened if the French had been able to mobilise their reserve forces sooner and bring them onto the battle field. The game is no longer seven turns long but 12 turns (end of September). The numbers of the additional corps on both sides are those of units which only saw action after the border campaign. Each side has a pool of reserve units which they can bring onto the map as reinforcements per rule 12.1. Beginning with turn 6, each initiative marker allows the entrance of two units instead of just one. Beginning with turn 2, the reserve pool of each side is the same as the historical scenario. Beginning on turn 6, all the other reserve units are placed into the reserve pools. Optional units are denoted by a dot [no they aren’t]. The Prussian 4th Armee HQ can enter as HQ for those Prussian units with a red stripe. {per errata]. GAME TURN EXAMPLE It is turn 2 and the situation on the map is as follows: For the Prussians, the 1st Armee occupies hexes 1704, 1804, and 1805, the 2nd Armee occupies Forbach, Sarreguemines and 2006 and the 3rd Armee occupies Wissenbourg, 2906 and 3007. For the French, Bazaine’s army is assembled at Saint Avold and in 1906, MacMahon’s army has fallen back to Strasbourg, Napoléon III is at Metz with the Garde. In addition, MacMahon’s 5th Corps, reduced, is at Phalsbourg as is the 6th Corps at Châlons with its cavalry. All of the units are in supply either because they are within the command range of a HQ which is within two hexes of a rail line that leads to a fortress, or because they are themselves within two hexes of a rail line that leads to a fortress (the French 5th and 6th Corps in particular). During the Replacements Phase, units which have lost a step and are stacked with a HQ may receive replacements; this is the case with MacMahon at Strasbourg for the 1st Corps which suffered three step losses the turn before. The French player rolls a d6 and gets a 4. Normally the French only recover a step on a 5 or 6 but here the fortress bonus applies and allows a step recovery. Then comes the Initiative Phase: in the cup are placed the initiative markers of the HQ present on the map, that is the Prussian 1st, 2nd and 3rd Armies and for the French Bazaine, MacMahon and Napoléon III. In addition, each player consults the Initiative Table to find out how many supplementary initiative markers he gets; the Prussian rolls a 4 on the die which is 2 extra markers and the French rolls a 3 for one additional marker. The markers are mixed together and the Operations Phase begins. All units on the map are marked with “Non-Activated” markers. The Prussian draws a marker for the first operations segment and gets the French marker for Napoléon III; the French player therefore gets to use this HQ which commands the Garde infantry and cavalry. The French player decides not to move these units; his activation ends there and the “Non-Activated” markers are removed from the units. In addition the Napoléon III HQ id flipped to indicate that if it is activated again, the units will suffer a penalty. For the second segment, the French player draws a Prussian 1st Armee marker; the Prussian activates this army and moves it among other things to 1708 which cuts communication to Bazaine! The Prussian HQ moves adjacent to Thionville. No battle takes place and the HQ makes a roll on the Siege Table against the Thionville fortress; he gets a 6 on the die which causes the fortress unit to lose two steps and be flipped to its reverse side. In the third segment, the Prussian draws the Bazaine marker which means the French player has to activate this HQ. As Bazaine is no longer able to trace a line of supply, the units he commands may either move or attack [Bazaine is not out of supply, he is out of command, which uses the same mechanism as supply but different effect - recall that supply is check at the beginning of the turn, command when the activation occurs]. Bazaine decides to move all of his units (some could have fought had they been adjacent to Prussian units) towards the hex occupied by the Prussians in 1708! In the fourth segment, the French player draws a French supplementary activation marker. He decides to have the 12th Corps enter by train, which exhausts his rail capacity of four steps. The independent unit detrains in 1609 which is in the ZoC of the Prussian unit in 1708 and decides to attack. The Prussian unit attempts to withdraw before combat and checks morale. The die roll is a 1 which is less than or equal to its morale of 2 and it can withdraw into an adjacent hex. The French player advances his corps into the hex which means that communication is reestablished with Bazaine’s army! In the fifth segment, the Prussian draws the Prussian 2nd Armee activation marker. He decides to advance the units towards Bazaine’s army but does not attack. In the sixth segment, the French player draws a Prussian supplementary activation marker; the Prussian decides to bring von Moltke’s HQ in as a reinforcement at Hombourg. In the seventh segment, the Prussian draws MacMahon’s activation marker; the French player decides to withdraw his entire army to Phalsbourg and leaves only the 1st Corps and its cavalry at Strasbourg. In the eighth segment, the French player draws the Prussian 3rd Armee activation marker; the Prussian moves his units towards Strasbourg but does not attack. In the ninth and final segment, the Prussian draws the second Prussian supplementary activation marker. He decides to reactivate the Prussian 2nd Armee adjacent to Bazaine’s units. He attacks a French stack which is unable to retreat [before combat] and forces it to retreat two hexes; the units which took part in the battle all failed their morale checks and are marked Disorganized. The Operations Phase is now over and some units still have their Non-Activated markers; the 5th Corps at Phalsbourg and the 6th at Châlons. These units may either move or attack; they decide to move by foot along the rail lines. Note that if the French player still had his rail capacity, one corps could have been moved by rail. The Isolation Phase is unnecessary, as no unit is encircled. The Prussian player then advances his railheads along the hexes he converted during the preceding Operations Phase. The Disorganized units are returned to their normal status and, lastly, the Turn marker is advanced one space. Combat Table (“Table de Feu”) 2d6 Defender’s roll Attacker’s roll Modifiers (attacker losses) (defender losses) 0 0 0 Morale differntial: + x 1 1 1 HQ: + HQ’s value 2 1 1 At least 1 unit Disorganised: -1 3 1 1 Terrain Advantage: see TEC 4 2 1 out of supply: -2 5 2 2 2nd and later activation: -2 6 2 2 Strength ratio: 7 3 2 1/1 = no effect 8 3 3 1/2 or lower = -1 9 3 3 3/2 = +1 10 3 3 2/1 = +2 11 4 4 5/2 = +3 12 4 4 3/1 = +4 13 5 5 4/1 or more = +5 14 5 5 Mitrailleuses: +1 15 6 6 French heroism: +2 Battle magnitude: up to 12 steps: 1d6 plus modifiers 13 to 33 steps: 2d6 plus modifiers 34 or more steps: 2d6 plus modifiers, 1d6 without modifiers Initiative Table Die roll France Prussia 1 0 1 2 0 1 3 1 1 4 1 2 5 2 2 6 4 3 Siege Table: Die roll Result 0 - 1 - 2 - 3 - 4 1 5 1 6 2 Modifier: -1 for a superior-class fortress [defined in the errata as those fortresses that are 5 or 6 SP, hence all of the Prussian fortresses and the 6 SP French ones] Terrain Effects Chart (“Table des Terrains”) Hex Type Movement Combat Advantage Clear (“Clair”) 1 1 Forest (“Forêt”) 2 3 Mountain (“Montagne”) 3 4 River (“Fleuve”) +2 3* Bridge (“Pont”) +1 2 Railroad (“Rail”) no effect no effect City (“Ville”) 1 2 Fortress (“Fort”) 1 4 ZoC (“ZDC”) +1 no effect * if all enemies are on the other side of the river [this is odd - is it in addition to the advantage from the terrain occupied? or instead of? and which side benefits, since both sides are completely on the other side from each other?] Isolation Table (“Table d’Isolation”) Die roll turn 1 2 3 4+ 1 - - - - 2 - - - - 3 - - - S 4 - - S S 5 - S S S 6 S S S S Modifier: +1 if Napoléon III is among the besieged Questions: (and unofficial answers from Laurent Philippe): 1. Do fortress step losses count for victory purposes? I assume yes. >I agree with you. It is explicitly stated in the rules that a fort counter represents also the troops in it. 2. Do steps which are lost, then recovered, count for victory purposes as being lost? >I think no because the rules state to count the SPs of the destroyed units and the missed SPs of the units on the map. Thus, if an unit is destroyed but some turns before recovered, according to the rules, the recovered portion of SPs is not counted. 3.I assume that only one HQ may apply its bonus to a single battle. >That is not very clear but as the units are activated via one and only HQ, that seems logical. 4. The “Table de Feu” lists an intensity of 12 as being both 1d6 and 2d6, I assume the body of the rules is correct. >Yes, it is certainly misprinted. 5. Since friendly units negate enemy ZoC for Isolation table purposes, two adjacent units, no matter how forlornly far behind the lines, can never be isolated?! >I see the point. It is a loophole ! In my opinion, they should ! Two adjacent units should be considered as one. 6. Can a unit Isolated in a fortress with a HQ recover losses (since apparently ZoC do not extend into fortresses)? >According to the rules yes, the only restriction in the rules is to be supplied.You may consider that a fortress is a depot of troops. But, I think it is a bit strange. 7. Can a fortress unit attack? Can it use French heroism? >According to the rules yes an yes, after all the counter represents troops but I see a problem with the advance after the combat. 8. The ‘river’ combat advantage is unclear. To whom does it apply (since if you are completely across the river from the enemy, the enemy is also completely across the river from you)? And is it in addition to, or instead of, the combat advantage due to the terrain in the hex occupied? >It is not stated in the rules but in general, it is an advantage for the defense !