Alan, Attached (I hope) is a text file with the translation of the Vae Victis 44 issue game, Batailles pour le Canada. The file includes a translation of the tables, but does not include any errata as I don't have any. I haven't forgotten that I also owe you the Moscou 41 translation - it is translated (has been for years), but I need to convert it from Quark XPress to a text file, which means adding in text descriptions of the counters and tables. Roy Battles for Canada A game by Luc Olivier and Benoit Larose [translators notes are followed by “-RKB” - RKB] [IMPORTANT NOTE! Before you mount the counters, photocopy the charts which are on the back side of the counter insert - these are the charts needed for play - RKB] [Counter Identification, Insert Box 1, at bottom of p. 31. French units have a blue background, English units have a green background. There are three numbers across the bottom of a combat unit. The number on the left is the combat strength in Strength Points (SP), the smaller number in the middle in red is the Morale rating, the number on the right is the Movement Allowance. At the top of each combat unit is its unit identification, for example “2/60 Am.” This unit identification is on a colored bar, each corps uses a different color for this bar. The back (reduced) side of a combat unit is indicated by a white band across the middle of the counter. Units with an initial strength of 3 have an additional reduction counter, which only enters play when the unit is reduced by two steps. Particular unit types: units that are able to function as Light Infantry have an 18th-century hunting horn above their combat strength (see, for example, the 2/60 Am.). Indians have an icon of an Indian warrior, and their strength is enclosed in (parentheses). Cavalry/ Dragoons have an icon of a man on horseback. Skirmisher units have an asterisk (*) instead of a combat strength. Leaders have their name in a colored bar along the left side of their counter - the color of the bar is the color of their corps, they command all units of their side with that color bar in that battle. At the bottom of their counter they have two numbers, the number on the left is the Command Radius in hexes (also used as the Activation Value for Formation Commanders), the number on the right is their Movement Allowance. At the start of the turn, before the leader is activated, he is on the front side of the counter. After the leader has been activated, he gets flipped to the back side of the counter, indicated by a white band across the middle of the counter.] 0 - OVERVIEW This game lets you simulate three different battles (scenarios) of the Seven Years War in North America: Fort Carillon (1758), the Plains of Abraham (1759), and Sainte Foy (1760). One player controls the French army (including Canadian militia and Indian allies), the other the English army and its Provincials. Each battle is played using its own counters and map, except that Abraham and Sainte Foy share the same map. Although most of the rules are common to all three battles, some are specific to one battle or another. Paragraphs or notes followed with a [C] are unique to Carillon while [A] and [S] apply to Abraham and Sainte Foy respectively. Vae Victis readers will recognize the basis of the system from Fontenoy, Denain and Leuthen. 0.1 Abbreviations, definitions, and dice The abbreviation hex is used for hexagon. - FT indicates Franc-Tireur (partisan/sniper -RKB) - Fire and Shooting, Assault and Shock, are synonymous - Two hexes side by side on the map are termed adjacent, and the units which occupy them are adjacent. - All the units of the side controlled by one player are termed friendly, and those of the other side are enemy. - the game requires the use of one six-sided die. 0.2 Game scale A Game Turn represents one hour of real time, the game being played in a limited number of turns according to the particular scenario. A hex on the map equals about 200 meters. An infantry or cavalry counter represents one unit (typically a battalion) and each Combat Point (SP) is worth about 200 men. A Leader counter represents a superior officer and his headquarters staff. 1 - SEQUENCE OF PLAY A scenario of Battles for Canada is played in a limited number of game turns, each turn being composed of several phases that take place in the following order: 1.1 Command Phase Each player checks to see if his Formation Leaders are In Command. A marker is placed in units that are Out of Command. 1.2 Operations Phase I) Each player rolls one die. The high roller has initiative for the turn. In case of a tie, the English player [C, S] or French player [A] wins. II) The player with the Initiative decides whether to activate a leader or have his opponent activate a leader. The side which performs Leader Activation is the active side. III) In the following order, the active side must choose either to activate an Army Commander, or a Line Commander. If he activates a Line Commander, he checks the command status of the units in that formation and performs Movement, then Combat with these units, as well as with any/all Independent units he wishes. The activated Leader is then flipped to its reverse side. If the player chooses an Army Commander, that Leader may activate and attempt a General Activation. IV) The other side does the same. V) Return to step II until neither player has any Leaders remaining to Activate. Once one side has no more Leaders to Activate, the other side may activate its remaining Leaders one after another. 1.3 Army Commander Movement Phase Army Commanders which did not move during an Activation may now do so. 1.4 Rally Phase Out of Command markers are removed from leaders. Disorganization markers are removed from units which are not in an enemy Zone of Control, and Routed units attempt to Rally. The Turn marker [the counter with a picture of a pocket-watch- RKB] is advanced one space. 2 - UNITS There are seven types of counters (also termed units) in the game: Infantry, Light Infantry, Indians, Skirmishers, Artillery, Cavalry, and Leaders. The game also includes markers to note certain game mechanics. Units are grouped into Formations (Brigades or Wings) according to their command, as identified by the colored bar across the top of the counter. Units whose color bar does not correspond to any Leader are Independent. Each unit is one of two training classes, Regular or Irregular. The Training class has an effect under several rules (see the different Tables and the Troop Training Class Summary Table). 2.1 Infantry and cavalry Each Infantry and Cavalry counter has a combat ability expressed in Strength Points (SP), Movement Allowance, and Morale Rating. As a result of combat, these units can lose SP. Flip the counter to its reverse side (or use the replacement counter for a unit with three SP which has already been flipped) to indicate this reduction. Units can never voluntarily ‘split’ into two weaker sub-units, nor combine into one stronger unit. Indians have their strength in parentheses. This indicates that they may not Fire, only Assault or use the Skirmish Table. Skirmishers do not have Strength Points, instead they have an asterisk (*). This denotes that they can neither Fire nor Assault. They defend against Assaults with a strength of “1”, unless they are stacked in which case their value is “0” (see 2.3). 2.2 Leaders Leaders have a Command Value (CV) and a movement allowance (considered as cavalry). The Command Value is both the Command Radius and the Activation Value of the leader. Each player has one Army Commander who commands all his other Leaders, who are termed Formation Commanders. A Leader alone in a hex which becomes adjacent to an enemy unit is automatically placed on the nearest unit of his formation, without passing through enemy zones of control. If this is not possible, the Leader is captured and considered eliminated. A stacked Leader is eliminated when all the combat strengths of his stack are eliminated. When a Leader is eliminated for whatever reason, an Aide de Camp (substitute Leader) of the same formation will be placed on a unit of that Formation in the following Command Phase. The reverse side of a leader counter is marked with a white stripe to denote that the Leader has been Activated this turn. 2.3 Skirmishers Skirmishers do not count towards stacking, but there can be no more than one skirmisher in a hex after movement in an Operations Phase. They have no facing and are always considered frontal. They are Independent for command purposes. Skirmishers cannot be attacked by Fire. If they are stacked, they suffer the effects of any Assault without affecting the result. They do not Advance after Assault but may follow a unit stacked with them which Retreats or is Routed. They are never themselves Disorganized or Routed and have no Morale rating. If all of the strength points in their stack are eliminated, they are also immediately eliminated. Skirmishers have their own combat Table, which is similar to the Fire table. Skirmishers can be eliminated by the movement of enemy units (10.C). 3 - FACING Regular Cavalry and Infantry units which are not Routed have a given facing at all times. • Infantry: two frontal hexes, two side hexes, two rear hexes. • Cavalry: four frontal hexes, two rear hexes • Infantry in Redoubts or Buildings: six frontal hexes (if the fortifications do not cover all of the hexsides, only those hexsides covered by the fortifications are considered frontal hexes [C]). - Leaders, Irregular troops, and Routed units have no facing, they are always considered to be frontal. - a unit may change facing during its movement (see 10.A). Facing has effects on Zone of Control, movement and combat. [According to the facing diagram, Schema 2 at the bottom of p. 32, although a cavalry unit has four frontal hexes, it can only move into the two ‘front’ frontal hexes. Presumably this also applies to a unit in a redoubt/fortification/Building hex? - RKB] 4 - STACKING When more than one unit is present in a hex, they are termed a stack. All the units of a stack must have the same facing. The stacking of Infantry and Cavalry is limited to 3 strength points at all times, including temporarily during movement and routing. Exception: infantry and cavalry may never stack together. Infantry may overstack temporarily during movement. This overstacking must be corrected by the end of the movement. Leaders and skirmishers are never considered for stacking purposes. Indians may never be stacked. Only one skirmisher may be in a stack. 5 - ZONES OF CONTROL (ZOC) All units, except Leaders, skirmishers and Routed units, exert a Zone of Control into their frontal hexes. A ZOC does not extend into the following terrain types: Woods, Buildings, from outside a Redoubt or fortification hexside, or across Gullied Streams, Rivers, and Cliffs. 5.1 Effects on Movement A unit which enters an enemy ZOC must end its movement for the rest of this Operations Phase. A unit which begins its movement in an enemy ZOC may leave that ZOC (into one of its frontal hexes, of course) at a cost of one additional movement point and may enter another enemy ZOC later in its movement. (Exception, voluntary retreat). However, a unit may never move from one enemy ZOC directly into another enemy ZOC. Leader movement is unaffected by enemy ZOC in hexes occupied by friendly infantry or cavalry. 5.2 Effects on Retreats A unit which retreats (voluntarily or otherwise) into a hex with an enemy ZOC but no friendly unit must roll on the Retreat Table and apply the result. 6- TERRAIN Each hex contains a particular type of terrain. Certain terrain types are at the junction of two hexes, along the hexsides. Terrain affects ZOC, movement, and combat. These effects are described on the Terrain Effects Table. They vary according to the unit type. Cavalry in Redoubts or Buildings is always considered to be in Clear Terrain. 7 - ARTILLERY [C] For all of the battles, the artillery organic to the battalions was factored in. It is not represented by counters. Only the independent English artillery and naval artillery of Fort Carillon are shown by their own counters. 7.1 Artillery Fire Artillery units may fire once during an Activation Phase, during the activation of any friendly formation. The maximum range of artillery is six hexes. The English artillery may fire through its two frontal hexes (see fire arc diagram, schema 3 p. 33). The French artillery of Fort Carillon may fire into any hex within range and in sight. An artillery battery must have a clear line of sight to the target in order to fire. The following block line of sight: - any unit between the battery and its target; - any obstacle hex (Woods, Buildings), not including hexsides, between the battery and its target. The two batteries in the scenario are located on raised positions and their line of sight is only blocked if the obstacle is adjacent to the target. Artillery fire is resolved by rolling a die on the Fire Table and using the artillery strength as modified by the distance. Left value up to four hexes, right value for five-six hexes. The two artillery units cannot be attacked. 8 - COMMAND [see diagram schema 4, top of p. 33] At all times, a unit is either In Command, or Out of Command. Exceptions: Skirmishers and Indians are always In Command. - a unit is in Command when it is within the command radius of a Leader able to command it, or within a Commanded Battle Line. Army Commanders and Independent units are always In Command. - Army Commanders are able to command all Leaders and Independent units. Formation Commanders may only command the units of their formation [same color bar - RKB] and all Independent units. - Leaders who are Out of Command are marked with an Out of Command marker [picture of a burning packet of orders - RKB] during the Command Phase. - The command status of other units is verified at the start of the Operations Phase. A unit which is not in command is automatically Out of Command, including those of a formation whose leader is dead or has not yet appeared on the map. 8.1 Command Radius Each Leader has a command radius (expressed in number of hexes) which represents his command range. The command range may go through hexes regardless of the terrain type, but may not pass through hexes occupied by an enemy unit or an enemy ZOC which is not occupied by a friendly unit. 8.2 Battle Line Adjacent units, each in the flank hex of the other, which belong to the same Formation and/or Independent Regulars which have the same facing and which are not Routed form a Battle Line. Exception: Cavalry may be faced differently and still allow the formation of a line. In this case, all the other units of that line must have the same facing. If one of the units that make up that Battle Line is In Command, all the other units of the same line are also In Command. regardless of the length of the Line or the command range of their Leader. 8.3 Out of Command [marker has a picture of a burning packet of orders - RKB] Units which are Out of Command suffer the following effects: I) A Leader may only be Activated if he passes a Command Check (Table 8.C). If he passes, he is Activated normally. If the check is failed, his counter is flipped as if activated, but the units of his formation are treated as Out of Command, regardless of the command range. Exception: for the English at Carillon, see the special rules. II) Out of Command Infantry and Cavalry may only use half of their movement allowance. In addition, they may not enter a hex further from their Leader (measured in hexes, regardless of terrain or enemy units). Out of Command units may not attack. They may however eliminate skirmishers. [The text of schema 4, chain of command p. 33, is as follows from left to right: “Units out of range but in command because they are part of a line of which a part is in command” “Command range of the Aide de Camp (1 hex maximum)” “Command range of the commander in chief (3 hexes maximum)” “Units out of range and out of command because not part of a commanded line”] 9 - ACTIVATION Leader activation is required to allow units to move and fight. 9.1 Formation Commanders In order for units to move and fight, the commander of the formation to which they belong must be Activated. A Leader may be Activated during the Operations Phase provided he is on his front side (no white stripe showing). A Leader already on the back (white stripe) side may not be Activated. An activated Leader may have all the units of his Formation and/or Independent units move and/or fight. Independent units need not have been in the command range of the Leader in order to act, but if not they are treated as being Out of Command. After the units of his formation and/or Independent units have acted, the Leader may move. The Activated Leader is then flipped (to the white striped side). Note: Independent units may only be activated once per turn. 9.2 Army Commanders Army Commanders may attempt a General Activation. To do this, they choose all of the Formation Commanders within their command range, and each one attempts a Command Check (Table 8.C). Each Leader who passes is Activated, those who fail remain inactive but suffer no penalties. They may subsequently be activated. After an attempt at General Activation, the Army Commanders may move. 9.3 Actions Only unRouted units whose Leaders are activated or which are Independent may move and fight during the Operations Phase of the active side. All movement must be performed before any combat is resolved. Once a combat has been resolved, no more of the active player’s units may move during this Operations Phase. 10 - MOVEMENT 10.1 Overview A unit or Activated Formation Commander may use its movement allowance to move during an Operations Phase. To enter and/or cross certain hexsides costs the moving unit a certain number of Movement Points . The terrain costs are indicated on the Terrain Effects Table. Units may move individually or as a stack. Movement is done only into frontal hexes, without changing the unit’s facing. A unit which is not in an enemy ZOC may change facing by spending +1 movement point per hex vertex. If the unit is in an enemy ZOC, this costs +2 movement points, and it must immediately take a Facing Check (see Facing Table). A unit may move into its rear hexes without changing facing by doing a voluntary retreat. This retreat follows all the rules of retreating per the section on retreats, and uses the unit’s entire movement allowance if it is leaving an enemy ZOC, half otherwise. A voluntary retreat may also be undertaken by a skirmisher or one or more Leaders, stacked with a unit which is forced to retreat, in order to avoid being left alone in a hex. The movement allowance of a unit may not be saved from one Operations Phase to another, nor transferred from one unit to another. The movement of one unit or stack of units must be finished before beginning the movement of another unit. Stacking must be respected during movement, not just at the end (but see the stacking rules for exceptions). 10.2 Army Commander Movement Army Commanders have an unlimited movement allowance. They may move through any terrain (except terrain that is Not Allowed for Infantry) and may never enter a enemy ZOC which does not also contain a friendly unit. 10.3 Skirmisher Elimination Skirmishers which are not stacked may be eliminated during an enemy unit’s movement. To do so, the moving unit which desires to eliminate the enemy skirmisher must move so as to place its ZOC on the enemy unit and consult the Table. The unit’s movement ends once a result is obtained, regardless of the outcome. Indians cannot be eliminated in this manner. Obviously, units which do not exert ZOC cannot eliminate enemy skirmishers. 11 - COMBAT In Command, Regular units of an Activated Formation (the attackers) may, during the Operations Phase, attack adjacent enemy units (the defenders) located in one (or more) frontal hexes. Attacking is never required. The attack is resolved, at the attacker’s choice, using either Fire OR Assault. Skirmishers only attack using their own particular method (11.9), they may neither Fire nor Assault. The order in which combats are resolved is at the attacker’s discretion. No unit may attack more than once per Operations Phase. However, defenders may be attacked more than once per Operations Phase (for example, an attacker may Fire and another may Assault or Fire immediately afterwards). 11.1 Fire Firing represents concentrating volleys of lead against the enemy line in order to disorganize it and eventually decimate it and force it to yield. An Infantry unit may fire at a target of its choice located in one of its frontal hexes. Cavalry and Irregular units may not Fire. In order to resolve a Fire Combat, the attacking player rolls a die on the Fire Table, applies any modifiers and reads the result. The effects are immediately applied to the target. A target may be the object of multiple Fires during the same Operations Phase. Fires are resolved individually but stacked units may combine, at the attacker’s option. If the target is a stack, the effects are divided as the defending player wishes. A ‘1’ on the die roll, then a ‘1’ or a ‘2’ on a subsequent die roll, indicates that a Leader in the target hex, chosen at random, is killed. 11.2 Assault Assault represents a sustained attempt by the attacker to break the enemy line and occupy the terrain by musket fire, the point of the bayonet, and the shock of the men. One or more attacker sin the same stack or in adjacent stacks may Assault a defending unit or stack of units which is in a frontal hex of all the attacking units. A cavalry unit may not so attack an enemy unit located in terrain cavalry cannot enter. A defender or stack of defenders may be subjected to more than one assault in the course of an Operations Phase. The process is as follows: I) The player declares the Assault, and indicates the attacking units and target hex. II) The defender may fire at one of the attackers (or one stack) according to the Fire rules and applies the results. Skirmishers can not fire. III) The attacker sums the strengths of all his surviving units, and does the same for the defender’s units. IV) The ratio of the attacker’s strength to the defender’s strength is found (rounded in the defender’s favor) and the Assault Table is consulted. V) A die is rolled and the result is determined as a function of the Morale differential and the terrain occupied by the defender. Certain modifiers can affect which line and column is used on the Table (starting from the Table’s maximum). VI) Results obtained are immediately applied. 11.3 Morale Differential Take the difference between the attacker’s morale and the defender’s morale (use the lowest morale in case of multiple units involved). The result is the morale differential used as a modifier to the Assault. 11.4 Notes on Assault Modifiers (see the Table) • Flank: applies only if all the attackers are located in the defender’s flank and/or rear • rear: applies if all the attackers are in the defender’s rear 11.5 Results The possible combat results are as follows, applied to each side in order: E: unit is eliminated 1 or 2: number of strength points eliminated by the involved units. The player is free to allocate these losses among the involved units. *: if the unit concerned is previously-disorganized Cavalry, it is eliminated D: Disorganization. All involved units are Disorganized. R or R2: All involved units retreat one or two hexes. 11.6 Retreat Retreat is a movement executed by a unit or Stack as dictated by the results of an Assault, or in the case of a voluntary Retreat, in order to allow a unit to leave an enemy ZoC through one of its rear hexes. Stacked units may not retreat separately. Exception: Stacked Skirmishers (only) may end their voluntary Retreat in any hex entered during the retreat by the stack of which they are initially a part. However, if they remain in the initial assault hex and the enemy advances after combat, they are eliminated. Retreat after an Assault is of one or two hexes according to the result obtained, and must be made towards a hex, to the extent possible, in the following order of priorities: towards a terrain type that the unit may enter, out of enemy ZoC, out of an enemy Flank and into a hex within the stacking limits. A unit which retreats retains its original facing. A unit whose retreat is impossible due to the presence of enemy unit(s) in adjacent hexes or forbidden terrain, is eliminated. A unit which retreats into a hex in an enemy ZoC or into an enemy Flank must consult the Retreat Table. A unit which retreats into a hex which would violate stacking forces the retreat of the units already there in order to allow the unit which was originally retreating to occupy the hex in question (which could possibly require the unit so doing to consult the Retreat Table). The displaced unit or Stack is automatically Disorganized. This new Retreat may trigger other retreats in a chain. Normal retreat rules all apply to this forced Retreat, in addition to the automatic Disorganization. A player is free to eliminate a unit, instead of retreating it, to avoid having to do a chain of additional retreats. 11.7 Advance after combat One of the victorious units or stacks, in the case of a Retreat or elimination of the opposing units, in Attack or Defense during an Assault, may enter into (one of) the hexes thus vacated and this regardless of the terrain or enemy ZoC but respecting Stacking and Facing. An advance across a gullied stream causes the advancing units to become Disorganized. The Advance is limited to this one hex even if the Retreat was of two hexes. A unit has the option to advance but this choice must be made immediately and before any other action. 11.8 Leader Casualties A Leader is eliminated when the units with which it is stacked are entirely eliminated or as a result of particular results on certain tables. Eliminated Leaders are replaced by Aides de Camp (2.2). 11.9 Skirmishers and Irregulars Skirmishers and Indians may use the Skirmish Table against an enemy stack within two hexes, regardless of the terrain involved (one hex if the enemy is in a Redoubt). This Table is used instead of a Fire or an Assault. 12 - DISORGANIZATION AND ROUT Disorganization and Rout can afflict a unit as a result of a variety of causes indicated in the appropriate rules. 12.1 Disorganization [counter shows the respective flag on fire - RKB] A Disorganized unit receives a Disorganization marker. Being Disorganized hampers Fire and the elimination of skirmishers, but not Assault. However, a Disorganized unit which suffers another Disorganized result for whatever reason, must make a Rout Check. Disorganization markers are removed during the Rally Phase, if the disorganized unit is not in enemy ZoC. 12.2 Rout [counter shows a jumble of equipment and the national flag, and the word “DEROUTE” - RKB] A Routed unit cannot perform actions during the Operations Phase. It exerts no ZoC and has neither front nor flank. Any movement other than Rout Movement is forbidden to it. A Routed unit which suffers another Disorganization result must immediately perform a Rout Movement. 12.3 Rout Movement When a unit routs, at any time during the turn, it must immediately make a rout movement of three hexes, regardless of terrain, except if the terrain is forbidden to that unit type. This retreat (which follows all of the usual retreat rules) must be made towards the nearest friendly shelter specified in the scenario. Exception: a Routed unit may move through friendly units without regard to stacking, except in the last hex which can force the rout of an additional hex as needed. Units thus passed through are Disorganized by the passage (even forced to make a Rout Check if they are already Disorganized). A Routed unit which cannot retreat at least three hexes is eliminated. A stack of Routed units must remain stacked. A unit which exits the map is eliminated. Leaders and skirmishers stacked with one or more units performing a Rout Movement may choose to accompany them as in a retreat, possibly stopping along the way. A leader passed through by a routing unit of his formation may choose to accompany it. 12.4 Rout Check [this section is misnumbered as 11.4 in the French rules - RKB] A Rout Check is made individually for each unit concerned by rolling one die on the Rout Check Table and applying the result. A player may choose to have the unit rout, rather than rolling on the table and risking a possible combat strength loss. 12.5 Rally [misnumbered as 11.5 in the French rules - RKB] During the Rally Phase, Routed units of both sides which are not in [enemy] ZoC make a Rally Check by consulting the appropriate table. This check is required. The Initiative player executes his Rally Phase first. If the result indicates “Routed”, the unit must immediately perform a Rout Movement. If the result is “Rallied”, the Routed marker is removed and the player must give the unit a facing. Routed units which are in an enemy ZoC at the start of the Rally Phase must automatically perform a Rout Movement. 13- SCENARIOS 13.1 Carillon 1758 [C] Scenario 1: Like Lions They Fought ... The scenario lasts four turns, from 1200 to 1500 hours. • French setup: - (Compagnie des Volontaires) Duprat 0710 - La Sarre 0609 - Languedoc and BOURLAMARQUE 0608 - 2/ Berry and MONTCALM 0607 - Royal Rousillon 0706 - Guyenne 0806 - Béarn and LEVIS 0905 - La Reine 1006 - (Compagnie Royale de la) Marine 1106 - (Compagnie Royale de la) Marine and FLORIMOND 1206 - Milice [Militia] 1305 Unit facing as player desires. No French reinforcements. Note: 1/Berry is not used in this scenario. Friendly shelter is towards the east edge behind Fort Carillon (marked with a blue bar on the map). • English setup - Rangers 0805 - Rangers and 1st NY 0704 - Marines and Bagley’s 0603 - Marines and William’s 0505 - Marines, Partridge’s and PREBLE 0406 - 80th Light and Doty’s 0407 - 80th Light and Ruggle’s 0408 - 1/42 Highlanders and GRANT 0703 - 2/42 Highlanders 0604 - 46 Foot 0504 - 55 Foot and DONALDSON 0405 - 44 Foot 0305 - 4/60 (Royal) American 0306 - 1/60 (Royal) American and HAVILAND 0307 - 27 Foot 0308 Unit facing as player desires. Friendly shelter by the entry area (marked on the map with a yellow bar). English reinforcements General Abercromby arrives at 1200 (first turn of the scenario) during the Command Phase, through any hex of the entry zone. During the first game turn no English formation is in command. In order to activate and act each leader must use the standard rules but in case of failure he must roll on the Impulsive Table. • Victory Conditions The English win if they occupy a hex of the fortifications at game end, otherwise the French win. Scenario 2: Ticonderoga The scenario lasts 10 turns, from 1000 to 1900 hours. • French setup As for scenario 1 with in addition: - Artillerie de Marine in Fort Carillon - 1/Berry which is an independent unit The French player sets his units up first, anywhere behind the line of abatis. He records their locations on a piece of scrap paper and doesn’t place them on the map until an English unit arrives in an adjacent hex, or he chooses to reveal the unit. No French reinforcements. Rout towards the east edge behind the fort (marked with a blue bar on the map). • English setup: No units begin the scenario on the map English reinforcements All the reinforcements arrive through a hex of the entry zone marked in yellow between the two roads in hexes 0106 and 0201. The formation is in command on the turn of arrival. - Turn 1 (1000 hours): Scouts and Advance Guard, Preble’s formation (6 units) and the 7 skirmisher units (Rangers, Marines, and 80th Light). - Turn 2 (1100 hours): The 3 brigades of regulars of grant (3 units), Haviland (3 units) and Donaldson (2 units). - Turn 3 (1200 hours): Abercromby - Turn 4 (1300 hours): Rear Guard. Lyman’s formation (7 units) and the artillery in boats (see special rules). Victory conditions Same as for the historical scenario. Possible options to balance the game •1 - to help the English The guns automatically arrive at 1300 hours. Abercromby is present from the first turn (1000 hours). •2 - to help the French No artillery at all (do not roll on the table) Raise the victory conditions: two fortification hexes for victory, one is a tie game. • Special rules Artillery in boats Historically, the English side has a unit of artillery which enters the game in boats and may land in any non-marsh hex on the bank opposite the fort, to fire. On turn 1300 or later if desired, before the first initiative draw, the English player rolls one die on the table. French fortifications For two days before the battle, the French troops prepared true fortifications to resist the English. Palisades were reinforced with abatis, tree trunks and brush stacked in front to hamper the English movement and assault. Any unit entering an abatis hex is automatically Disorganized, except for skirmishers. A unit which is already Disorganized suffers no additional penalty. To simulate the effects of the slope and the abatis, any assault on the fortifications from an abatis hex suffers a one column shift to the left on the table. In addition any unit in a fortification hex has no flank or rear in the fortification hexsides facing the enemy. Lastly, zones of control do not extend from an abatis hex into a fortification hex, which means that movement within the fortification is unhindered and it is always possible to reorganize inside. Fort Carillon Fort Carillon is built of stone and solidly defended by artillery, however it is too small to hold a French unit. It is composed of three hexes which are forbidden to any unit for the duration of the game. An artillery unit is present in the Fort, it is immobile but may fire as indicated in the rules. Impulsiveness of the English leaders Per the rules, when a leader is out of command, the player may attempt an activation by rolling a die against his activation value. If the activation succeeds, the leader may activate his units as if he were in command, if not and he is the English player, he must roll on the Impulsive Table, instead of following the standard rules. The table indicates the action to perform but the player whose units it is executes the action in the most logical manner, to his advantage. 13.2 The Plains of Abraham 1759 (historical version) [A] The battle on the plains of Abraham, 13 September 1759, is the climax of the siege of Quebec by General Wolfe. The only true pitched battle in the entire Seven Years War in Canada, it is sealed by the complete rout of Montcalm’s troops at the end of what is termed ‘the day of mistakes’. This defeat costs France the city of Quebec. The game begins at 1000 hours and ends after the 1400 hours turn (5 turns). The French player has the Initiative on the 1000 hours turn and wins ties in the Initiative Phase on subsequent turns. Friendly shelter for the English is L’Anse au Foulon (hex 0315). Friendly shelter for the French regulars (except Bougainville’s corps) is 2001 (leading to the boat bridge across the St. Charles), while other units may also use 2008 to 2012 (towards the gates of Quebec). Bougainville’s corps can only use row 0101 to 0115 as friendly shelter. • Set up Units face as desired English set up first: Unit (Formation) Hex - 35th (Right) 1113 - Louisbg Gr. (Right) 1112 - 28th (Right) 1112 - 43rd (Center) 1111 - 47th (Center) 1110 - 78th (Center) 1109 - 58th (Left) 1108 - 15th (Left) 1008 - 2/60th (Ind.) 0907 - 3/60th (Ind.) 0807 - 48th (Ind.) 0911 - Light Infantry (Ind.) 0315 Wolfe and Murray are each placed with a unit (even the same) of the Center. Townshend is with a unit of the Left and Monckton a unit of the Right. French set up as follows: Unit (Formation) Hex - Montreal (Left) 1413 - Royal-Rousillon (Left) & skirmisher 1412 - Guyenne (Center) & skirmisher 1411 - Béarn (Center) & skirmisher 1410 - Languedoc (Right) & skirmisher 1409 - La Sarre (Right) & skirmisher 1408 - Québec (Left) 1407 - Abenakis (Ind.) 1106 - Hurons (Ind.) 0905 Montcalm sets up with a unit of the Left, as does Beauchâtel. St-Ours goes in the Center and Sénézergurs with the Right. • Victory Conditions The game immediately ends in a French victory if L’Anse au Foulon (hex 0315) is occupied by a unit of French regulars. Likewise, the English immediately win a complete victory if they occupy hex 2001. Otherwise, at the end of the game, calculate victory points for each side as follows: English: - Routed the French army: 2 points - Death of Montcalm: 1 point - Each combat strength point of French regulars eliminated: 1/2 point French - Routed the English army: 2 points - Death of Wolfe: 1 point - Each English combat strength point eliminated: 1/2 point Subtract the French victory pints from the English: Difference Result 4 or more Complete English victory 2 to 3 Partial English victory -1 to 1 Partial French victory -2 or less Complete French victory An army is Routed if at any point in the turn all of its Regulars are Routed, eliminated, or more than 8 hexes from 1509. Once an army is Routed, the opposing army can no longer become Routed. Bougainville’s corps is not part of the French army for Rout determination. Reinforcements Only the French can receive reinforcements during the game. Bougainville’s corps (through hexrow 0101 to 0115): - BOUGAINVILLE - La Roche-Beaucourt - Bougainville 1 - Bougainville 2 - Duprat - De Repentigny Vaudreuil Militia (through 1901 or 2001) - VAUDREUIL - Milice [Militia] 1 through 4 Québec garrison (through 2008 to 2012) Garnison [Garrison] 1 through 10 • Special Rules I) Because he felt that he had no choice or, according to some, through unnecessary haste, Montcalm took the initiative to advance to contact with the English line at 10 o’clock when barely 50% of his potentially available forces were on the Plains. To account for this haste to get to grips with Wolfe, all the French regulars must put at least one English unit in their ZoC during the Operations Phase of the 1000 hours turn and either Fire or Assault. II) Montcalm had incorporated Canadians directly into the ranks of the regulars without sufficient training. These men fought in their own way, as skirmishers, when able to do so. The effect was, according to numerous observers, to sow confusion among the ranks of the Regulars who did not anticipate having Canadians laying down literally underfoot to reload their muskets. To simulate this disorganizing effect on Montcalm’s army during the initial assault, place a Disorganization marker on all Regulars stacked with a skirmisher unit which enter an enemy ZoC. Skirmishers stacked with Regulars at the beginning of the game must remain stacked at least until their stack first contacts an enemy ZoC. Afterwards, they are free to unstack or not. III) Wolfe had ordered his soldiers to double-load their muskets in order to make the first volley hit harder. Use a +1 Fire modifier during the 1000 hours turn. IV) Because honor and glory were particularly important in the eyes of the army commanders and remaining out of the battle line would have been dishonorable, Wolfe and Montcalm must be stacked with a unit of their choice located closest to an enemy unit either at the end of the Operations Phase or at the end of the Army Commanders Movement Phase. If this situation occurs and they have not met this requirement at one or the other of these moments during the turn, they are eliminated. 13.3 The Plains of Abraham 1759 (free version) [A] This variant allows both sides to maneuver differently and without the historical constraints. The English may attempt to act more decisively sooner in attacking the French while they are not completely deployed and the French can await their reinforcements rather than attack prematurely. The game begins at 0800 hours and ends after the 1600 hours turn (9 turns). Sheltered areas are the same as for scenario [13.2] The French player wins ties during Initiative determination. • Set Up English Wolfe’s entire army sets up within three hexes of 0412, as desired. French I) The French player must first decide if he will use the Canadian troops as militia or skirmishers. If he uses them as skirmishers, he receives 5 skirmisher units as in the historical scenario which he must stack with his Regular regiments. Special rule [13.2 II] applies as written. If he chooses instead to use them as militia, he exchanges the 5 Canadian skirmishers for the “Canadiens” militia unit. II) The French player makes a draw pool consisting of Montréal, Royal-Rousillon, Guyenne, Béarn, Languedoc, La Sarre and Québec (plus the Canadiens militia if he chose in the preceeding step not to use the skirmishers). He randomly draws four counters from this pool which he places within three hexes of 1709. Montcalm is placed with any of these units. He may add to any unit of a particular formation the corresponding formation leader. The Abenakis and Hurons are placed in any scrub or woods hex within two hexes of Cote Ste-Geneviève (the escarpment parallel to the river which passes south of Faubourg St-Roch). Reinforcements The English receive no reinforcements. The French receive: Turn Reinforcements 0900 rest of the draw pool 1100, 1200 and 1400 as per the historical scenario, 13.2 • Special Rules Only rule [13.2 IV] applies to the free version, unless the French player chose to use the skirmishers option i which case [13.2 II] also applies. • Victory conditions See those of the historical version 13.4 - Sainte Foy 1760 [S] The French, regrouped under the command of Lévis, returned to Québec in April 1760 to try and retake the city, held by Murray’s weakened army which had spent a fairly difficult winter there. Lévis took up position to the west of the city and, exactly as Montcalm had done the year before, Murray believed it was best to attack the besiegers first. The battle, intense, lasted several hours and Murray had to withdraw in good order into the fortress. Lévis then besieged the city and after several days retired in turn to Montréal when English ships arrived in port with reinforcements and supplies. New France would soon capitulate. The battle lasts six turns (0800 to 1400). The English have the initiative on turn 1 and win tied die rolls on subsequent turns. The French friendly edge is the west edge of the map and the English is the east edge. A Routed unit which leaves the map may return through its friendly edge by rolling less than or equal to its Morale rating during the Rally Phase. It is not considered eliminated for victory point purposes if it does not manage to thus return to the game. • Set up Unit facing as players desire. French Unit (Formation) Hex - Berry/2 (Center) 0308 - Marine/1 (Center) 0307 - Marine/2 (Center) 0306 - Berry/3 (Center) 0309 - Royal-Rousillon (Right) 0311 - Grenadiers 1 (Right) 0413 - Guyenne (Right) 0310 - La Sarre (Left) 0205 - Grenadiers 2 (Left) 0405 - Béarn (Left) 0305 - Dragons [Dragoons] (Ind.) 0312 - Hurons (Ind.) 0107 Montreuil sets up with the Left, Bourlamarque with the right, La Pause with the Center and Lévis with one or another of his formation leaders. English Unit (Formation) Hex - 15th (Right) 0706 - 58th (Right) 0708 - 2/60th (Right) 0707 - 48th (Right) 0707 - Light (Right) 0505 - 28th (Left) 0711 - 47th (Left) 0710 - 43rd (Left) 0709 - 78th (Left) 0712 - Rangers (Left) 0512 - Volunteers (Left) 0513 - 35th (Reserve) 0907 - 3/60th (Reserve) 0908 Burton sets up with the Right, Fraser with the Left, Young with the Reserve and Murray with one or another of his formation leaders. [Who commands the English center? - RKB] • Victory Conditions Victory points are scored as follows: For each enemy strength point eliminated: 1 VP For each enemy leader eliminated: 1 VP For each Redoubt controlled: 1 VP The redoubt in 1311 belongs to the English at the beginning of the game. The other redoubts are uncontrolled. A side controls a redoubt if it occupies or was the last to occupy the redoubt. If one side scores twice as many or more VPs as its opponent at the end of the game, it wins a complete victory. If it has more VPs but less than twice as many, it wins a partial victory. If the number of VPs is tied, the English win a partial victory. • Reinforcements At 0900, the French player may enter Languedoc, La Reine and Montréal through the Ste-Foy road [Chemin Ste-Foy]. They are In Command this turn regardless of the presence of leaders. • Special Rules None. For questions or comments regarding this game, don’t hesitate to contact Benoit Larose by email at benoit133@yahoo.fr. Thanks to Dominique Blain and Philippe Germain for the playtests and invaluable comments and well as to Véronique and Anne-Marie for their patience. CHARTS AND TABLES Artillery Arrival Table [“Tableau d’Arrivée d’Artillerie”, p. 36] Die Result 1-3 Success, the convoy passes with losses. Next turn, one artillery is available in hex 0416. 4-5 Total failure, the convoy turned back. No artillery will be available this game. 6 Convoy delayed, reroll next turn. Note: if an artillery is available, it follows the usual rules, but is immobile throughout the game. English Leaders Impulsiveness Table {“Tableau d’Impulsivités des Chefs Anglais”, p. 36] Die Actions 1-2 Retreat all units of the formation one or two hexes, at the player’s option but avoiding overstacking (units which leave the map are eliminated). 3-4 The entire formation remains inactive, no movement, no combat. 5-6 All units advance their maximum movement towards the nearest (in hexes) enemy unit or towards Fort Carillon if there are no enemy units on the map. Modifiers: Provincials -1 Regulars +1 +3 before the first combat, friendly or enemy, of the game (skirmisher elimination, fire or assault) French Reinforcements Table [“Tableau des Renforts Français”, p. 37] These units enter according to the following probabilities and schedule: Turn Die Units 1100 2 or less 1 of Bougainville’s units, your choice 1200 3 or less 2 of Bougainville’s units, your choice 1300 and 1400 4 or less 3 of Bougainville’s units, your choice 1300 and 1400 1 or less 1-6 units (roll a die) of the Garrison [“Garnison”], if Vaudreuil has arrived or arrives this turn Roll the die for reinforcement formations as long as any remain available for entry. Summary Table of Troop and Training Types [“Tableau Sommaire de Type de troupes et de l’Entrainement (2)”, back of counter sheet] Troop Type Training Characteristics Infantry Regulars +1 to eliminate skirmishers Light Infantry Regulars Different movement column Indians Irregulars No fire, may never be stacked Skirmishers Irregulars See rule 2.3 Always independent units Do not count towards stacking (but maximum of 1) Neither fire nor assault No facing, always frontal No ZoC Cavalry Regulars No fire, no stacking with infantry Command Check Table (8.3) [“Test de commandement”, back of counter sheet] Die Result less than or equal to the leader’s command value Success greater than the leader’s command value Failure Skirmishers (2.3) [“Franc-Tireurs”, back of counter sheet] Die Result 1-5 No effect 6 Disorganisation Modifiers: +1 if the skirmisher is in an enemy ZoC +1 if the target is already Disorganized Note: a result of ‘6’ on the die before modifications, followed by a result of 1 or 2, indicates the loss of a stacked leader. Summary of Effects of Disorganization, Rout, and Out of Command [“Sommaire des Effets de Désorganisation, Déroute et Non Commandé”, back of counter sheet] Disorganized [12.1] A new D result forces a Rout Check (12.D) Rout [12.2] No facing (all frontal) No ZoC No actions possible Rout move if receives another D result Out of Command [8.3] Leader must make a Command Check before activation Infantry and cavalry 1/2 movement allowance and cannot move away from their leader No attack (fire or assault), but may eliminate skirmishers Terrain Effects and Movement (6 and 10) [“Effects du Terrain et Mouvement”, back of counter sheet. This is a fairly extensive table which may not display properly in text format. The five column headings, from left to right, are “Terrain or Action”, “MP cost for Regulars (except Light Infantry)”, “MP cost for Cavalry”, “MP cost for Irregulars and Light Infantry”, and “Protection Value”. The terrain/action types in the first column, from top to bottom, are: Clear, Road/Path, Woods (note z), Scrub, Buildings (notes z, b), Escarpment, Cliff (note c), Stream, Gullied Stream (note z), River (note z), Abatis (note z), Redoubt (notes z, b), Change Facing (note TD)] Terrain Regulars MP Cavalry MP Irregular/Light MP Protection Value Clear 1 1 1 0 Road/Path 1 1 1 0 Woods (z) 2 3 1 1 Scrub 1 2 1 0 Buildings (zb) 1 1 1 2 Escarpment +1 +1 +1 0 Cliff (c) X X X - Stream +1 +1 3 0 River (z) X(A) X(A) X(A) 0 Abatis (z) 2 + D X 2 0 Redoubt (zb) 1 1 1 3 Facing Change (TD) +1/vertex +1/vertex +1/vertex - Notes: X = forbidden A = only at bridges, where there is no additional cost D = Disorganization when entered c = no ZoC or combat across z = no enemy ZoC inside or across TD = +2 movement points and Rout check required if in enemy ZoC b = Cavalry considered as in clear Facing Check (10.1) [“Test de Reorientation”, back of counter sheet] Die Result 5 or less Disorganization 6 or more No Effect Modifiers: + unit’s morale rating Skirmisher Elimination (10.3) [“Elimination des Francs-Tireurs”, back of the counter sheet] Die Result less than or equal to the Success, skirmisher eliminated movement allowance of the moving unit More than the moving Failure, the moving unit is Disorganised unit’s movement allowance Modifiers: + MP spent by the unit to this point in its movement +1 if the unit is Regulars Assault Table (11.2) [“Tableau d’Assaut (or Choc)”, back of the counter sheet] [Again, a complicated table that may not show properly in text format. The three rows along the top are based on the defender’s terrain type. Top row is “buildings, redoubt, gullied stream”; second row is “woods, escarpment, stream”; third row is “clear, scrub, abatis”. Heading of the top rows is “Strength Ratio Attacker: Defender”. For the left-hand block, the top heading is “Morale difference”. Left hand heading (running vertically) is “die roll result”. Morale Diff. 1/2 * 1/1 2/1 3/1 4/1 5/1 6/1+ buildings, redoubt, gullied stream 1/3* 1/2 1/1 2/1 3/1 4/1 5/1+ woods, escarpment, stream -2 -1 0 1 2 1/4* 1/3 1/2 1/1 2/1 3/1 4/1+ clear, scrub, abatis 1 - - - - E 2DR2* 1DR2* 1DR DR D R 2 1 - - - 2DR2* 1DR2* 1DR* DR D R - 3 2 1 - - 1DR2* 1DR* DR D R - R 4 3 2 1 - 1DR* DR D R - R D 5 4 3 2 1 DR D R - R D DR 6 5 4 3 2 D R - R D DR 1DR* - 6 5 4 3 R - R D DR 1DR* 1DR2* - - 6 5 4 - R D DR 1DR* 1DR2* 2DR2* - - - 6 5 R D DR 1DR* 1DR2* 2DR2* E - - - - 6 D DR 1DR* 1DR2* 2DR2* E E Cumulative Results: Shaded results [in the French original] apply to the defender, the rest to the attacker. -: No Effect E: Eliminated D: Disorganized 1 or 2: loss of 1 or 2 strength points [steps] R: must retreat 1 hex R2: must retreat 2 hexes *: Cavalry eliminated if it was D before the combat Cumulative modifiers: Flank Attack: 1 column right Rear Attack: 2 columns right Routed Defender: 2 columns right Cavalry against buildings, redoubt, or gullied stream: 1 column left Attacking from an abatis: 1 column left Notes: In order for hexside terrain to apply, all the Attackers must be attacking across it. Use the terrain type in the highest row of the three. All ratios are rounded in favor of the defender. Fire Table (11.1) [“Feu or Tir”, back of the counter sheet] Die Result 5 or less No effect 6-8 D 9+ 1D D = entire stack Disorganized 1 = loss of 1 strength point of the Defender’s choice Modifiers: + combat strength of all firing units in the stack +1 double-loaded muskets [Plains of Abraham historical scenario only] - Protection value of the target’s terrain type -1 if at least one firer is Disorganized Note: a roll of ‘6’ on the die, before modifications, followed by a subsequent result of a 1 or 2, indicates the loss of a stacked leader. Rout Check (12.4)[“Test de Déroute”, back of the counter sheet] Die Result 5 or less Routed 6 or more lose 1 strength point [step] Modifiers: + unit’s Morale rating +1 Militia [Milice] or Light Infantry in Woods, Scrub or abatis +1 Redoubt +1 stacked with friendly leader A player may ALWAYS CHOOSE to have the unit Rout rather than take a Rout Check. Rally Check (12.5) [“Test de Ralliement”, back of the counter sheet] Die Result 6 or less Routed 7 or more Rallied Modifiers: + unit’s Morale rating +1 stacked with or adjacent to friendly Leader +2 stacked with friendly Army Commander Retreat (11.6) [“Recul”, back of the counter sheet] 1d In ZoC Through the Flank 2-3 1D D 4 1 D 5 D - 6+ - - 1 = 1 strength point loss D = Disorganizaion - = No effect Modifier: + retreating unit’s Morale rating