The Loire Campaign A game by Jean-Philippe Imbach This game covers the battles fought by the republican armies seeking to raise the siege of Paris in 1870-71 from the areas to the south and south-west of the capital. One of the players commands the French forces of the Armies of the Loire, the other plays the German forces of the Grand Duke of Mecklenburg-Schwerin, and of the Prince of Prussia, Frederick-Charles. The game requires the use of 2d6. 0. General Rule 0.1 Game Scale A game turn represents a week of real time. A hex on the map represents about 9 km. The counter represent mainly divisions of infantry and brigades and divisions of cavalry. 0.2 Terrain The map shows the theatre of operations of the Armies of the Loire. A hexagonal grid has been superimposed on the map to regulate movement and combat. The effects of terrain on movement and combat are summarised in the Terrain Effects Table (see page 38). 1. Units and Organisation 1.1 Units The infantry and cavalry units represent the regular forces, grouped into brigades or divisions. Each counter possesses the following factors: Name, in general this is as in the French sources, that is to say the name of the commander for the French and the number of the brigade or division for the Germans; Combat Value Morale Value Movement Allowance in movement points (PM), and the number of steps in that unit. 1.2 Headquarters (EM) A Headquarters unit represents the reserve artillery of a corps together with its headquarters staff or the headquarters staff of an army. Each EM unit possesses the following values: Name (the commander of the corps or army) Competence Artillery Value Movement Allowance Number of steps in the unit. 1.3 Franc-tireurs A franc-tireur unit represents the franc-tireurs, National Guards and all the more or less disciplined formations used to harass the occupying forces. Each counter has the following factors: Morale, and Movement Allowance. 1.4 Reconnaissance units A German reconnaissance unit represents a number of light cavalry squadrons, perhaps accompanied by infantry companies. Each counter has the following factors: Morale, and Movement Allowance. 1.5 Glossary Units - All the counters described in Rules 1.1 to 1.4 and the Decoy Markers Irregular Units - the franc-tireur and reconnaissance units. Regular Units - the infantry, cavalry and headquarters units. Morale test: For a combat unit, except the HQs, a morale test succeeds if the player scores on 2d6 a result equal to or less than the unit's morale. Competence test: For a headquarters a competence test succeeds if the player scores on 2d6 a result equal to or less than the HQ's competence. These scores can be modified by tactical factors. 1.6 Units Steps A number of regular units possess several steps. The number is noted on the unit counter. Units with four steps are represented by two double-sided units; those of three steps, by a double-sided and a single-sided counter; those with two steps by a double-sided counter; and those with a single step, by a single-sided counter. When a unit loses a step, a white band on the counter indicates that the unit is not operating at maximum combat value. A unit is only represented by one counter at a time. 1.7 Organisation The regular units are organised into corps, a colour code is used to quickly link the units with their headquarters. All the units of the corps are subordinated to its Headquarters. Exception: Mecklenburg-Schwerin, Frederick-Charles, the 17th and 22nd infantry divisions, the German cavalry brigades (except for the 25th brigade) and the two units of the Tours Column are not part of a corps. The 17th and 22nd infantry divisions, the 17th brigade of cavalry and all the Bavarians (1st Corps under von der Tann) are subordinated to Mecklenburg-Schwerin. The other corps and the 25th cavalry brigade are subordinated to Frederick-Charles. The other German cavalry can be subordinated to either headquarters. The 17th and 22nd infantry divisions, the 17th brigade of cavalry and Mecklenburg- Schwerin are considered as a corps, irrespective of their designation (for all rules of rest and of retreat). 1.8 Markers The markers show the status of units and hexes as explained in the rest of the rules. 2.0 Game Sequence The Loire Campaign is played in twelve turns, from 8 November 1870 to the end of January 1871. Each turn is divided into two parts, that of the French and then of the German Player. Each player turn is comprised of the following: Reinforcement, Replacement and Withdrawal Phase Irregular War Phase Supply Phase Movement Phase Combat Phase Irregular War Combats Marching to the Sound of the Guns Regular Forces Combat National Morale Phase The French player always plays first. He carries out the six successive phases, then his opponent plays his turn, and so onwards. Irrespective of the tactical or operational situation the active player is termed the attacker in his own phases, and the other player the defender when not in his own phases. When the two players have completed their turn, the Turn Marker is moved forward one box and a new turn starts. 3.0 Zones of Control 3.1 General Rule All units (even the Decoy markers and the francs-tireurs) exert a ZOC into the six adjacent hexes except for into a town hex or across rivers (the Loire and the Seine) where there is no bridge. 3.2 ZOCs and Movement A unit must halt its movement when it enters an EZOC, exception retreating cavalry or reconnaissance parties (see 9.2). The Decoy markers and francs-tireurs may never enter an EZOC during their movement. A unit may leave an EZOC at the beginning of its movement and in the same phase enter another EZOC, but may never move directly from one EZOC to another. 3.3 Friendly Units and ZOCs The presence of a friendly unit in an EZOC will negate its effect for supply and rail movement purposes. The presence of a friendly Irregular War unit in an EZOC of an enemy Irregular War unit (only) will negate its effect for supply and rail movement purposes 4.0 Stacking The maximum stacking for a hex is: Two infantry units and two steps of cavalry An infantry unit and four steps of cavalry together with, two HQs, and any number of Irregular War units and Decoy Markers. The stacking limit applies only at the end of the movement phase. During movement friendly units may pass through each other and stack without limitation. The player must remove from play any units (of the player's choice) that breach the stacking limits at the end of the movement phase. Units of the two sides cannot ever occupy the same hex. 5.0 Reinforcements and Replacements 5.1 Reinforcement units The Reinforcement Table (see page 37) give the turn of arrival for units which appear during the game. The movement of a reinforcement is limited on the first turn (see the table). If the arrival hex is occupied by enemy units the player may enter the unit on the western board edge if the arrival hex was Angers, Le Mans or the camp of Conlie; on the south map edge if the arrival hex was Tours, Vierzon, or the camp of Salbris. 5.2 Replacement Points Each replacement point corresponds to a step French Points: The French replacement points are received on each of the turns divisible by three (3, 6, 9 and 12). At the beginning of the Reinforcement Phase on these turns, the French player throws 2d6 and modifies the score by National Morale, the modified result is checked against the Replacement table (page 38) to discover the number of points obtained. Example: the French Player scores 9, modified by National Morale (-1 in this case), he received five replacement points. To use the Replacement Points the French Player may reclaim a lost step of a unit which is five or more hexes from enemy units, or to reclaim units entirely destroyed. The latter must be placed in a hex in supply five or more hexes from enemy units with the following priorities: Within five hexes of a unit of the same corps failing which, in Tours, Angers, Le Mans, Conlie or Salbris; failing which on the southern, western or eastern (but south of the Loire) map edge. Unused replacement points are retained for the next Replacement Phase, but are reduced to zero [before the dice roll on the replacement table]. A "Points" marker is available to record available replacements (use the Turn Chart to mark these). Rebuilding a step of Cavalry or HQ costs 2 replacement points. Special Case: The Tours Column has a unit of infantry and one of cavalry. These two units cannot be rebuilt. When the infantry unit is destroyed, an infantry replacement point is available for the next French Reinforcements Phase. German Points: In the Reinforcements Phase, when all units of a German Corps are in a town or locality at least five hexes away from enemy units, and are in supply, the German Player may elect to stand down this whole Corps: the HQ of the corps has the "Repos" marker for the rest of the German Turn. Each unit of the stood-down corps receives immediately an additional step (if possible). The units of the corps may only use tactical movement (not Strategic or Forced marching) in the Movement Phase of the Turn. The German Player cannot rebuild units which have been completely destroyed. 5.3 Limitations and Entry Whatever the circumstances a unit may never recover its initial strength (its original number of steps) because of replacement points (but it may recuperate to weaker levels). A unit may only regain one step per turn. Rebuilt units are placed on the map at the beginning of the movement phase at the same time as Decoy and "?" markers, and Irregular War units. 6.0 Withdrawals 6.1 French Withdrawals In Turn 7 the French Player must calculate which units will leave the Loire Army's area to form the Army of The East. For this purpose he throws 2d6: If he occupies neither Chartres nor Orleans, he must score 6 or less to prevent units leaving the game; If one or both of these towns are occupied by the French the score must be 10 or less. If the test is failed the difference between the score and the target number in corps (to a maximum of three) which the player must put at the disposal of the Government of National Defence. Two corps leave immediately on Turn 2, and a third (if necessary) on Turn 9. The French Player decides which corps must leave. In the case of a three corps withdrawal one of the corps must be the 15th or the 16th. If no corps leave the game then the battle of Hericourt has not been fought (see Rule 12). 6.2 German Withdrawals On Turn 10 a German corps or the group composed of the 17th and 22nd infantry divisions, the 17th brigade of cavalry and Mecklenburg-Schwerin must be withdrawn (choice of the German Player). 6.3 Procedure The units withdrawing are removed immediately by the owning player in the Reinforcements Phase. 7.0 Irregular Warfare 7.1 Creation of francs-tireurs In the Irregular War Phase the French Player rolls 2d6 modified for National Morale ("MN") and checks the francs-tireurs Table (page 38) to discover how many units of francs-tireurs are received that Turn. Example; the French Player scores 5, adds National Morale (say +1) and receives four units of francs-tireurs, which join those already on the map. The maximum number of francs-tireurs available is ten. The francs-tireurs units must be placed in supply at least three or more hexes from enemy units. 7.2 Reconnaissance Parties In the Irregular War Phase the German Player chooses the number of Reconnaissance Parties which he will bring into play. The maximum number available is one per German cavalry unit on the map (or received as a reinforcement in that turn) up to a maximum of eight units. Reconnaissance Parties must be placed three or more hexes from the enemy, within five hexes of a German regular cavalry unit, and in a supplied hex. In addition, at the end of each Movement Phase each Reconnaissance Party must be within five hexes of a German regular unit. 7.3 Placement of Irregular War units All Irregular War units built in the Irregular War Phase enter the game at the beginning of the owning player's Movement Phase. 8.0 Supply During the Supply Phase, the phasing player checks the supply of all his units. 8.1 Supply Status French Supply: A French unit is in supply if it can trace a supply line of up to five hexes to a friendly town or locality which is in supply, to a railroad which runs to a friendly supplied town or to the West or South map edges, to the east edge of the map to the south of the Loire. German Supply A German unit is in supply if it can trace a supply line of up to five hexes to a friendly town to a Reconnaissance Party which is three or more hexes from all enemy units (However, a single Reconnaissance Party can only supply one regular unit and any number of Reconnaissance Parties), to a railroad which runs to a friendly supplied town or to hexes 2401 to 2901 (the north- east of the map) Supply Lines The five hex line may not cross a river except at a undestroyed bridge. Nor may it (or the railroad) pass through an enemy unit or EZOC which has not been neutralised (see Rule 3). A supply line by rail is established where it runs continuously between railroad hexes up to any number none of which have a railroad destroyed marker. A town or locality is supplied if it is has a five hexes supply line or can trace via railroad that leads to the west, south or east (south of the Loire) map edges for the French, to the north edge between hexes 2201 and 3201 inclusive, or east between hexes 3201 and 3207 inclusive, for the German Player. If the units of the two sides could draw supply from the same town then that town is in "No mans land" and cannot supply any units (that is, supply must be exclusive). 8.2 Units Out of Supply An Irregular War or Decoy counter out of supply is removed from the game. An unsupplied regular unit: has its movement allowance reduced by 1 for infantry and 2 for cavalry, suffers a -1 malus for tests of morale and competence, has its combat value halved (rounding down) and its artillery strength reduced by one. An out-of-supply unit has a "non ravitaillee" marker which is removed in the next Supply Phase. 9.0 Movement 9.1 General Rule At the start of his Movement Phase, the phasing player places on the map his decoy and "?" markers (out of the view of his adversary), his reinforcement units, units rebuilt and his Irregular War units as provided for in the respective rules. The Phasing Player may move all or some of his units, spending for each unit the movement points required for the type of terrain crossed. The cost of each type is summarised in the Terrain Effects Table. Movement may be made by a single unit or by a stack (providing no unit exceeds its movement allowance). The movement of isolated units or stacks of units occurs after all other units have moved. Whether for marching, a retreat or an advance after combat it is always the unit's owner who decides how it moves. The movement allowance depends on the type of march chosen for the unit (see 9.3 to 9.5). The type of movement must be chosen before the unit or stack starts its movement. 9.2 Movement and ZOCs When a unit enters the EZOC of an infantry, HQ or franc-tireur unit it halts its movement. When a unit enters the EZOC of a cavalry unit if the cavalry retreats into a hex which is not an EZOC, the friendly unit may continue its movement if it has the PM, and may oblige another retreat if the cavalry stays in place it will halt the movement of the friendly unit When a French unit enters the ZOC of a Reconnaissance Party , the latter retires into a hex which is not in an EZOC or which contains a friendly unit. If this is not possible the unit is removed from the game. The French unit may continue its movement if it has the PM, and may oblige another retreat. A cavalry unit or a Reconnaissance Party of the Phasing Player may, at the beginning of the Combat Phase, retire from a ZOC into a hex which is not in an EZOC or which contains a friendly unit (see 12.1) 9.3 Tactical Marching With tactical marching the unit may only use the Movement Allowance on its counter. It may finish the turn within three hexes of an enemy unit. 9.4 Strategic Marching A strategic march is only available to a regular unit. With strategic marching the unit may use double the Movement Allowance on its counter. It must start and remain at least three hexes away from all enemy units. 9.5 Forced Marching A forced march is only possible for an infantry or HQ unit. With a forced march the unit may use treble the Movement Allowance on its counter. It must start and remain at least three hexes away from all enemy units. Forced March Test for an HQ and all its subordinate units stacked with it the player throws 2d6 and must obtain a score equal to or less than the HQ's competence. In the case of failure the HQ and one of the units with it must lose a step (owning players choice). The other units do not have to take a Morale or Competence Test. For units seeking to move without an HQ a separate Morale Test is made. In the case of failure the unit loses a step immediately. 9.6 Rail Movement Rail movement is only available to regular French units. It occurs from railroad hex to railroad hex up to any number providing they are connected. Rail movement is not permitted into hexes with enemy units, or non-neutralised EZOCs, or through hexes with destroyed track. The unit may make a tactical march either before or after rail movement or both (some before the rail movement the remainder after) but must never come within less than three hexes of an enemy unit, including embarkation. The units of one corps only may use rail movement in any Movement Phase (the two units of the Tours Column count as one corps for this purpose). The player is not obliged to reveal the units using rail movement if under a "?" marker. 10.0 Hidden Units Decoy and "?" markers allow the two players to introduce an element of uncertainty as to the movement of their forces. In all cases the number of Decoys and "?" markers is as in the counter mix. Stacks under a "?" marker may not be looked at by the opposing player. (Solo players should ignore this rule). 10.1 Placement At the start of his Movement Phase the phasing player may place all his available Decoy and "?" markers, but the markers already in play cannot be changed. This is done while the opponent looks away. The "?" markers are placed on top of stacks to mask the units. One "?" may be placed per stack. The Decoy markers may be used to create false stacks or be stacked with real units. They must always have a "?" marker or be withdrawn from play. 10.2 Reconnaissance Only reconnaissance can remove a "?" marker from a stack. Close Reconnaissance When a friendly unit enters an EZOC all the adjacent enemy units (unless across an unbridged river) to the friendly unit lose their "?" markers. If one of the units is a combat unit this will cause the friendly stack to remove its "?" marker. If a Decoy Marker is discovered it is removed and the friendly unit may continue its movement if it has further movement points. Long-range Reconnaissance At the end of its movement, a combat unit without an HQ may make one (only) reconnaissance at two to three hexes range. For this it must pass a Morale Test to examine the contents of the chosen hex. Only German cavalry and Reconnaissance Parties may reconnoitre out to three hexes, all other units may go out two hexes only. Modifiers: +1 for a wood, broken, locality or town hex entered (including the target hex) +1 a three hex reconnaissance If the reconnaissance is successful the "?" marker is removed and any Decoy counters removed. 11.0 Bridges and Railways 11.1 Destruction of Railways A railroad hex is destroyed where a supplied regular unit more than 3 hexes from the enemy spends half its movement allowance in the hex. A "Voie detruite" marker is placed in the hex. The unit that destroyed the railway may only undertake Tactical March in its Movement Phase. Only the German Player may destroy railways. 11.2 Destruction of Bridges A bridge is destroyed where an infantry or HQ unit spends half its movement allowance (rounded up) in one of the two hexes adjacent to the bridge. The infantry must pass a Morale test and the HQ a Competence Test (the PMs are spent whether or not the attempt succeeds). If the other end of the bridge is occupied by a regular enemy unit the player suffers a malus of +2 to the dice; this malus is only +1 if the unit is an Irregular War unit. The unit or HQ receives a bonus of -2 if trying to destroy the pontoon bridge. If the tests are successful place a "Pont detruit" counter on the bridge. The unit attempting the destruction, whether it succeeds or not, may only make a Tactical March in that Movement Phase. 11.3 Repair of Railways The players may repair the railways in the following conditions: French Player: the hex must be in supply and three hexes (at least) from the nearest German unit. At the end of the Movement Phase the marker is removed. German Player: a supplied infantry or HQ unit situated three or more hexes from an enemy unit must spend half its PMs (and may only use Tactical March in the rest of the Turn). The marker is removed immediately. For each Player only one hex may be repaired a turn. 11.4 Repair of Bridges A supplied infantry or HQ unit must spend half its PMs (rounded up) to repair a bridge in its hex. For the repair to be successful the infantry must pass a Morale test and the HQ a Competence Test. If the other end of the bridge is in the ZOC of a regular enemy unit the player suffers a malus of +2 to the dice; this malus is only +1 if the unit is an Irregular War unit. A unit which attempts a repair, whether or not successful, may only use Tactical March in its Movement Phase. It is not possible to repair a bridge where the other end is occupied by an enemy unit. 11.5 Pontoon Bridge The German Player has a pontoon bridge that he may throw over the Loire. A supplied infantry or HQ unit must spend half its PMs (rounded up) to build the bridge. A unit which builds a pontoon may only use Tactical March in its Movement Phase. The two sides of the bridge must be free of the ZOCs and of French units before the pontoon bridge can be built. If the pontoon bridge is destroyed it cannot be rebuilt. 12.0 Combat 12.1 General Rule A unit can only take part in combat once per Combat Phase. The Combat Phase is comprised as follows: Possible retreat of phasing player cavalry units from EZOCs (see 9.2) Francs-tireurs Combat Reconnaissance Party Combat Regular Unit Combat: combat declarations, Marching To The Sound of The Guns, and combat (in the same order for each combat). In each case the Phasing Player chooses the order of combat. Each combat is completed before the next is started. 12.2 Irregular War Units An Irregular War unit which is not stacked with a regular unit and which is in an EZOC (regular or irregular) must attack this unit in the Irregular War Combat Phase. An Irregular War unit which is stacked with a regular unit does not join it in combat (and may not take part in combat itself). Whether a German or French Turn the Irregular War units of both sides must fight if the conditions are met. In each phase, the French attack first, followed by the German Reconnaissance Parties. Resolution The owning player throws 2d6, applies modifiers and consults the Irregular War Combat Table to discover the results. If the Irregular War unit is in the ZOC of several enemy units, the player must choose the unit and modifiers which are the least favourable to the Irregular War unit. An Irregular War unit may attack only once a Phase even against a stack. When several Irregular War units are in a hex this has no effect on the combat and the player throws the 2d6 once, in the case of defeat all the units would be lost. Effect of Irregular War Combat If the Irregular War unit succeeds in combat it can inflict one of the following results. The opposing Irregular War unit which was attacked is removed from the game. Against a regular unit, the Irregular War must retreat into a hex free of EZOCs (with no negative result for the regular unit, but which cannot advance after combat) A unmodified 2 is a Critical Success (which affects National Morale) and the regular unit is obliged to retreat a hex (but the Irregular War unit does not follow-up) If the Irregular War unit does not succeed in combat it is immediately withdrawn from the game. An opposing regular unit may then advance into the vacant hex. An Irregular War unit withdrawn from the game may return in subsequent phases as provided for in the rules. 12.3 Marching to the Sound of The Guns At the moment of the declaration of an attack by the phasing player, the non-phasing player may attempt to March to the Sound of The Guns with regular units to reinforce the attacked hex. Principle When the opponent announces an attack the other player must state whether or not he will be Marching to the Sound of The Guns. A March cannot be announced once the combat has begun (that is, after the dice have been thrown). A unit may attempt to March to the Sound of The Guns only once each Turn. A March to the Sound of The Guns can be attempted with an independent unit or an HQ and all or part of its subordinated units stacked with the HQ. The player states which units will attempt to March to the Sound of The Guns and notes the hex containing a friendly unit which is to be attacked or an adjacent hex. The target hex must be within three hexes or the units. A unit may not March to the Sound of The Guns if it is in the ZOC of an enemy regular unit. March Test The player calculates the March Factor using the competence of the HQ for the stack, or an HQ by itself, or the morale of each unit in other cases. The Factor is the competence or morale less the movement costs to reach the target hex (rounding down). The Player throws 2d6 per stack or independent unit: If the result is higher than the Factor it has failed, the unit or stack does not move. If the result is equal to the Factor, the march succeeds partially (arriving late), use the combat values as if one step less than they are (with a minimum of 1) If the result is lower than the Factor it has succeeded, the unit or stack moves and uses it full strength. In all cases an unmodified 2 is a total success. With total or partial success the stack or units are placed in the target hex (they must respect Rules 3, 9.1 and 9.2 in moving). Marches to the Sound of The Guns are tested for one after the other. 12.4 Regular Units The following rules apply only to regular units. A unit can only attack or be attacked once per phase. Obligation to attack Combat is not obligatory for a friendly unit which finds itself in an EZOC. However, if a unit or stack engages in combat all adjacent units must be attacked in one combat and may not be attacked again that phase. This does not apply to enemy units across an unbridged river. An attack may be made from one hex against several, or from several hexes against one, but combats between several hexes are both sides are forbidden. Units in the same stack may different hexes, but in each combat those attacking function as one attack. The Combat Value of one unit cannot be divided between several attacks. 12.5 Calculating Strength To resolve combat, each player totals the combat values of their regular units participating in the combat. In addition to its artillery value each HQ has a strength of one point. The ratio between the two totals is calculated. It is always rounded in favour of the defender to the odds columns used in the CRT. These strength of both sides always has a minimum value of one. An attack at less than 1:3 is resolved as 1:3, and an attack at greater than 4:1 at 4:1 12.6 Combat Modifiers For each combat the two sides total their modifiers, the attacker total is added to the dice, and the defender deducted Terrain at least one unit of defending infantry is in a town: +2 at least one unit of defending infantry is in a locality, wood or difficult terrain hex: +1 These modifiers are not cumulative all the attacking units are coming across a stream or bridge: -1 for the attacker a unit of cavalry is in a town, locality, wood or difficult terrain hex, or which attacks across a stream or bridge; divided combat value by two (rounding down) Troop Types Cavalry facing infantry by itself: -2 for the cavalry Cavalry facing infantry and cavalry by itself: -3 for the cavalry an HQ facing infantry or cavalry : -2 for the HQ an HQ facing infantry and cavalry : -3 for the HQ Artillery Reserve The Artillery Reserves, located with the HQs may intervene to support the friendly regular units with which they are stacked or adjacent The phasing player cannot use all of the artillery points of an HQ unless the HQ is by itself or with a stack that contains at least one of its subordinate unit. A French HQ may always use a maximum of one point, while the Germans may always use 2 points if available. For each combat the number of artillery points used is recorded secretly. If at least one of the enemy defenders is in clear terrain each artillery point gives a modifier of +1; if no units are in clear terrain it takes two artillery points to generate a +1 bonus. An artillery point can only be used once a phase. De Sonis When the French Player wishes, General de Sonis may give a modifier of +1 (on defence or attack) to a combat where the 17 Corps HQ participates. After the combat the French Player throws 2d6: for a result greater than 6 the general is gravely wounded and may not use the bonus again in the game (there are no other penalties, the 17 Corps HQ continues to function).In the case of success the French Player may continue to use the bonus when he wishes. Supply An unsupplied unit has its Combat Value halved (rounding down). An unsupplied HQ unit has its artillery reduced by one point. 12.7 Combat Results The attacker throws 2d6, applies modifiers to the dice and consults the CRT. The result is given on the odds column corresponding to the combat. The first line gives the result suffered by the attacker, the second that which applies to the defender: "-" = No Result "Pn" = Check the Level Of Losses ("Niveau des Pertes") "Rn" = Retreat "n" hexagons. Each player consults the Loss Table which gives the number of steps lost as a function of the number of steps engaged and the level of losses suffered. The player must lose at least this number of steps. The losses may be allocated as the owning player desires. The loss of a step from an HQ with artillery reserve points counts as two steps. An Irregular War unit stacked with a regular unit which must retreat is removed from the game. A regular unit retreating must follow these priorities A hex free of any EZOCs A hex in an EZOC cut containing at least one friendly regular unit A hex in an EZOC cut containing at least one friendly Irregular War unit A hex in an EZOC with no friendly unit (see retreat 12.8) Units in the same stack may retreat in different directions. If a unit is unable to retreat the specified number of hexes (for example, because of impassable terrain or stacking limits) it loses a step for each hex that cannot be retreated. The victor of a combat may advance to occupy the hex or hexes vacated with some or all of the units which participated in combat. To enter into a further, second, hex vacated the victor must make a Competence or Morale Test (of an HQ of unit respectively). In the case of failure, no further hexes are advanced. At the end of the retreat and advance after combat the limits of stacking must be observed. Units which retreat off the map, leave the game. 12.8 Tests following a Retreat A unit tests against Morale or Competence: if it retreated into a clear hex, free of friendly units but in an cavalry EZOC. If the test is failed a step is lost. If it is in a ZOC of a friendly unit or is passed by a friendly unit either of which retreats. In the case of failure, it is eliminated if an Irregular War unit otherwise it must retreat one hex. This retreat will not set in train other tests. A unit can test once only for each combat. A testing unit receives a -1 modifier if it occupies a town, locality, wood or difficult terrain hex. A unit which is attacked after retreating into another hex does not count for combat. It will retreat if the units with which it is stacked retreat. 13.0 National Morale National Morale is considered only by the French Player. It can vary from plus to minus two. The value can affect the dice scores for reinforcements, francs-tireurs, and for combat. In each National Morale Phase the French Player adjust the Marker for the events of his turn (see table on page 38) or the German Turn. At the beginning of the game Chartres and Orleans are under German control. The table covers the results of battles in other theatres of operations in France. For each battle on the turn indicated each player throws 1d6 in the Morale Phase of the French Turn. If the total of these is less than or equal to the given number a victory has been won and National Morale is adjusted. If this fails, morale is not affected. Government of National Defence Situated at Tours at the beginning of the game, the Government of National Defence moves only by railway, and only to leave the map (historically to go to Bordeaux). The French Player decides which French Movement Phase to move the Government of National Defence, but this affects French Morale. This counts as the movement of a French corps and cannot be made through German ZOCs. Capture If a regular supplied German unit enters the hex of the Government of National Defence, the counter is removed from play and National Morale is affected (see Table). No other kind of German unit may enter the hex occupied by the Government of National Defence. In the case of combat the Government of National Defence retreats with the units with which it is stacked or is eliminated (in which case National Morale will be affected). The counter does not exert a ZOC and does not affect movement or stacking in its hex. 14.0 Initial Placement 14.1 German Deployment The German Player deploys first, The First Bavarian Corps, 22nd Infantry Division, and the 2nd, 4th and 6th Cavalry Divisions, the Reconnaissance Parties, the decoys and "?" markers are placed to the east of Column 20 (inclusive) and to the north of line 10 (inclusive) and within the following constraints: At least one infantry and one other regular unit in Chartres; At least one unit of cavalry to the north of line 02 inclusive. 14.2 French Deployment The 15th and 16th Corps, the decoys and "?" markers may deploy freely to the west of Column 18 (inclusive) and to the south of line 12 (inclusive). The number of francs-tireurs is determined normally in the Irregular War Phase, in accordance with Rule 7, and they are placed in the Movement Phase within the preceding constraints. The 17th Corps is deployed entirely in Tours, Le Mans or Salbris, it can only march tactically on its first turn The French Player decides the concentration point of the 21st Corps: the camp of Conlie or of Salbris. All the units of this corps will appear here, including the division Rousseau which is placed here at the beginning of the game. The Government of National Defence is placed at Tours. 15.0 Victory Conditions At the end of the game victory is determined as follows: Strategic French Victory: hold Chartres and Orleans, with at least five supplied infantry units to the east of column 27 (inclusive) and north of the line 05 (inclusive). Tactical French Victory: hold Chartres and Orleans. Tactical German Victory: hold Chartres and Orleans. Strategic German Victory: hold Chartres, Orleans, Le Mans and Tours (the historical result). A Town is controlled by the side which was the last to have a supplied regular unit which passed through (or was stacked) in the hex. Reinforcements and Withdrawals Turn One 17 Infantry Division, 17 cavalry brigade, any hex north of the Seine Turn Two Feillet-Pilastrie (18 Corps) on the eastern edge south of the Loire, marching tactically or by rail on Turn 4 from the south edgeMecklenburg in any hex north of the Seine. Frederick-Charles, III, IX and X Corps, 1 Cavalry Division, on the east edge to the north of line 09 (inclusive) (at least one corps in tactical march and one corps by forced march). Turn Three Remainder of 18 and 20 Corps on the east edge to the south of the Loire or by rail on Turn 4 from the south edge. Jaures and Colin (21 Corps) at the chosen camp (see 14.2). Turn Four de Villeneuve and Guillon (21 Corps) at the chosen camp Turn Five Gougeard (21 Corps) at the chosen camp. The Tours Column (two units) at Tours, 5 Cavalry Division at the northern edge between 1901 and 2601 inclusive, in tactical march. Turns 7 and Nine Dice-based withdrawals Turn 10 19 Corps arrives on the West edge in Tactical March or by rail on Turn 11 from the West edgeWithdrawal of a CorpsTurn 1125 Corps at Salbris or Vierzon Irregular War Francs-Tireurs against Infantry or Cavalry 6 HQs or recos 7 Modifiers to 2d6 -1 if the francs-tireurs is in a wood, difficult terrain or a town +1 if the francs-tireurs is in open terrain adjacent to cavalry or a reco +1 if more than one regular unit Recos against Cavalry 6 Infantry or HQs 7 Modifiers to 2d6 +1 if the francs-tireurs is in a wood, difficult terrain or a town A score of 2 unmodified is a critical success (see 12.2) Failure: Irregular War Unit removed immediately, an enemy regular unit may enter the vacant hex. Success: Enemy Irregular war unit removed; if an enemy regular unit is present retreat the Irregular War unit. National Morale Modifiers -2: The Delegation is captured -1: The Delegation leaves Tours +1: Victory (at least one unit of infantry retreats or is destroyed) -1: Defeat (at least one unit of infantry retreats or is destroyed) +/-1: the capture of a town +1: a Critical Success by the francs-tireurs +1: Mecklenburg or Frederick-Charles eliminated +1: victory in another theatre of operations: Turn 3: Armee du Nord - Villers-Bretonneaux (27 November 1870) 5 Turn 4: Siege of Paris - Champigny (1 December 1870) 4 Turn 7: Siege of Paris - Le Bourget (21 December 1870) 6 Armee du Nord - Pont-Noyelles (23 December 1870) 6 Turn 9: Armee du Nord - Bapaume (3 January 1871) 6 Turn 10: Armee de L'Est - Hericourt (15-17 January 1871) 5 Turn 11: Armee du Nord - Saint-Quentin (19 January 1871) 6 Siege of Paris - Montretour-Buzenval (19 January 1871) 3 Charles Vasey PAGE 14