Hold the Line: Frederick's War
Hold the Line: Frederick's War Rulebook
Table of Contents
Table of Contents
1. Introduction
The game, Hold the Line: Frederick's War, covers battles during the career of Frederick II, Prussia's most famous king. Terrain tiles are included to represent various types of terrain (forest, hills, etc.) on the map board so the game map can be configured to play the scenarios included as well as design your own favorite battles.
2. Map Board
The map board represents clear terrain on the battlefield. Any hex on the board without a terrain tile placed on it is considered clear terrain. Each side of the map board has a game track that each player uses to track turns, action points and victory points.
Terrain
Terrain in the game is reflected by placement of terrain hex tiles on the board as described in the scenario's set up instructions. These tiles represent the various terrain features present in the battles. See the back of these rules for a list of terrain.
Terrain Effects
- Combat: Terrain effects apply to the firing unit, a unit conducting close combat, or units performing retreat morale checks. The modifier is based on the terrain location of the defending unit.
- Example: A 3 MP infantry unit firing at an enemy unit in a forest hex 1 hex away rolls 3 dice whose results are 5, 5, 6. The firing player would then -1 on each die rolled because the defender is in forest terrain, making his new values 4, 4, 5 respectively, resulting in one hit if the firing unit normally hits on 5 and 6.
- Movement: Terrain effects apply to units as they enter each hex. Each hex has a set movement cost/effect. Each unit has a set movement allowance. No unit may enter a hex if the movement cost to enter the hex would make that unit exceed the movement allowance for the unit type.
- Line of Sight: Certain terrain affects whether units may perform ranged fire because it blocks line of sight.
- Morale: This reflects the addition or subtraction of a modifier applied to a defending unit when it checks morale at the beginning of a close combat action for retreat determination.
3. Game Units
The counters in the game represent the soldiers of the Prussian and Austrian armies. The counters are the combat units and represent the infantry, artillery, cavalry, and leaders in their respective armies. Most of the units in the game are various forms of infantry, as they were the predominant force used in this era. Each unit has an icon to identify the unit type, and a flag to designate its nationality.
Each combat unit has a morale point (MP) value from 1 to 4 that is next to the unit icon on the counter. Any future reference in the rules to MP stands for morale points. The unit's current MP is shown by the number face up on the counter. Its full value MP is a black number.
As units take hits in combat they are flipped to their reduced MP side, the reduced MP value is red. In the case of units with MP greater than 2, when a hit occurs flip it to its reduced value, but on subsequent hits use a replacement counter of the same type to reduce it. For a rally of a reduced unit flip it back to its higher value if possible, otherwise use a replacement counter of the same type to increase it to its higher rallied value. In no case may a unit be rallied to a value higher than its starting value. MP may not be transferred or combined between units.
Each unit has a set base movement rate. The movement rate remains constant throughout the game for each specific unit type, but morale point (MP) values change as units incur combat losses.
Infantry Units
- Regular Infantry: Represent the forces that made up regular units of the armies. Unit size is 3 to 4 MP and normal movement rate is 1 hex per turn.
- Elite Infantry: Elite have "Elite" written on the counter. Unit size is 4 MP and normal movement rate is 1 hex per turn. Elite units receive a -1 modifier on all morale checks. When elite infantry is down to 1 MP and is hit, the owning player rolls 1 die per hit to determine if the hit is applied to the unit. If the roll is 1, 2, or 3 the unit stays at 1 MP. A roll of 4, 5, 6 means the unit is eliminated.
- Example: A 2 MP elite infantry unit takes 3 hits in a combat. The first hit of the 3 reduces the elite infantry from 2 to 1 MP. The remaining 2 hits are only applied after the owning player rolls 2 dice (1 for each of the remaining hits) to determine if the hits are applied. A roll of 4, 5, or 6 would apply a hit.
- Grenzer Infantry: Austrian Grenzers are 2 MP infantry units that hit on a 3-6 in close combat and may move and fire for a cost of 2 AP. They are the same in every other way to regular infantry.
Cavalry Units
- Light Cavalry: Unit size is 2 MP and normal movement rate is from 1, up to 3 hexes per turn. Light Cavalry may move or fire for 1 AP expended. For 2 AP, Light Cavalry may cavalry charge (see "Cavalry Charge" below). On a successful morale check, Light Cavalry may flee before being fired upon, withdrawing 1 hex. The unit firing upon them may choose a new target if one is available. Light Cavalry may automatically withdraw from infantry close combat.
- Heavy Cavalry: Units have "Heavy" written on the counter. Unit size is 3 MP and normal movement rate is from 1 to 2 hexes per turn. Heavy Cavalry may move or fire for 1 AP expended. For 2 AP, Heavy Cavalry may cavalry charge.
Artillery
Unit size is 2 MP and movement rate is 1 hex per turn. Artillery is not allowed to initiate close combat.
Leaders
Leaders can move by themselves 1 to 3 hexes per turn at no AP cost. Leaders may stack with any unit. A unit, during its activation, moving with a stacked leader may move 1 additional hex if it does not begin, end, or move next to an enemy unit. With the expenditure of 1 AP, leaders have the unique ability to rally damaged infantry or cavalry units they are stacked with.
Note: Some leaders are named for historical interest.
Game Markers
Turn, VP and AP markers are used to track status during game play.
4. Setup
The game setups are presented for each battle in the Scenario Section of the game set. Players choose which side and scenario they wish to play and check the specific setup rules for each game. These can vary by scenario and some scenarios have special rules. The scenario section shows players the unit types, their starting MP value, location, and terrain placement in each hex at the start of each scenario.
Unit Hex Limits
No more than 1 infantry type unit, artillery unit or cavalry unit per hex. However, players may place 1 artillery unit per hex with either a single cavalry or a single infantry unit without exceeding hex limits. Leader units may freely be placed in any hex with other units without exceeding hex limits, but leaders may not be in the same hex with other leaders.
Example: Two cavalry units can not be in the same hex, nor can a cavalry and infantry type unit. However, either is allowed to be in a hex with an artillery unit and/or leader. If an infantry unit and an artillery unit were in the same hex together along with a leader, another cavalry unit could not enter the hex until the infantry moved out. In no case can 2 infantry units be in the same hex together. In no case can two artillery units be in the same hex together.
5. Game Turn Sequence
- Player A rolls and determines random action points available and adds to the command action points for his total.
- Player A performs actions. In any order he may move, fire, perform close combat, and rally.
- Check victory.
- Player B rolls and determines random action points available and adds to the command action points for his total.
- Player B performs actions. In any order he may move, fire, perform close combat and rally.
- Check victory.
- End turn: move turn marker ahead one space on the turn record chart and go to step 1.
The active player determines the order of actions for their units during their turn. Players may move, fire, close combat, or rally in any order they choose within the limitations of their action points and unit capabilities.
Example: Player A has 3 AP for turn 1. He could fire with unit A, move with unit B, and fire with unit C, in that order or any other order he chooses.
Players may not move through a hex if this would cause them to violate the unit per hex limits during the move. This rule applies during retreat also.
Use the GAME TRACK on the game board to keep track of actions expended during a turn. As units perform actions, move the AP marker down the appropriate number of spaces for each unit performing actions. When the marker reaches zero the current player's turn is over.
6. Action Point (AP) Determination Phase
Each player in a scenario is given command action points based on the commander of his side in a given scenario.
During steps 1 and 4 of the game turn sequence each player will roll a random action die. Rolls of 1 and 2 provide 1 random AP, rolls of 3 or 4 add 2 random AP and rolls of 5 or 6 provide 3 random AP. Add the random action roll result to his scenario command action points. This determines how many total AP points he has to spend in a turn.
Example: A player receives 4 command action points each turn per the scenario instructions. At the start of his first turn he performs step 1 of the game sequence and rolls the random action die. The result is a 5. This gives him an additional 3 random action points added to his 4 command action points from the scenario instructions, for a total of 7 AP for that turn.
- Each AP point allows each side to move, perform combat or, in the case of leaders, rally units.
- Each unit, as it is picked to perform actions, must complete its action before the next unit starts to perform an action.
- Once a unit has been activated and completed its allowed action, it cannot be activated again until the next turn.
Actions Allowed
All infantry type and artillery units may move or fire on the expenditure of 1 AP per unit moving or firing. Once an infantry or artillery unit performs a move action it may not perform a fire or infantry close combat action, and vice versa.
Grenzers may move and fire for 2 AP.
If adjacent to enemy units, infantry type units may declare a close combat attack at the cost of 2 AP.
Cavalry may move or fire for 1 AP expended. For 2 AP, cavalry may charge. Cavalry may never conduct close combat.
Leaders can move by themselves 1 to 3 hexes per turn at no AP cost. Leaders may stack with any unit. A unit, during its activation, moving with a stacked leader may move 1 additional hex if it does not begin, end, or move next to an enemy unit. Units exercising this option must begin and end their turn with a leader and not be adjacent to an enemy unit. Also, the unit may not conduct fire or close combat during the turn this option is used. Terrain effects still apply as normal. With the expenditure of 1 AP, leaders have the unique ability to rally damaged infantry or cavalry units they are stacked with.
Example: An infantry unit starting a turn with a leader could move through 1 hex of clear terrain and then 1 hex of forest at the expenditure of 2 AP. However, if the first hex entered was forest, the unit could not move a second hex, as units must stop when entering forest hex.
7. Movement
All units have a base movement allowance based on unit type. Movement is conducted one hex at a time and is from hex to adjacent hex. No unit may ever move more hexes than its normal movement rate unless accompanied by a leader. Units may not move more than once in a turn.
Players may not violate the unit per hex rules with any movement; this would include moving through units or swapping positions with units.
Example: In the situation where an infantry unit and an artillery unit, in a hex together, are adjacent to a friendly infantry unit, infantry units could not move into or through each other, as it would violate hex limit rules. The artillery could move into the hex with the adjacent infantry, as this would not violate hex limit rules.
Units may freely move through leader units, and leaders (friendly or enemy) do not block movement for any unit. Leader units alone in a hex are retreated to the closest friendly unit if an enemy unit passed through them.
Units must stop when entering a forest tile.
For 1 AP infantry may move 1 hex; cavalry can move up to 3 hexes.
8. Combat
To conduct combat players must pick a unit to perform an action and declare combat (fire, close combat or cavalry charge).
Fire Combat
To conduct fire combat players expend 1 AP, determine the range and hit numbers, then roll the proper number of dice for the attacking unit, modifying the final hit number rolled on each die for terrain. Consult the combat chart below. Players score a hit for each die rolled that is equal to or greater than their "hit number".
Fire Combat Chart
| Unit | Dice Rolled | Range 1 Hex | Range 2 Hex | Range 3 Hex | Close Combat |
|---|---|---|---|---|---|
| Infantry | 3 | 5-6 | 6* | 4-6 | |
| Grenzers | 3 | 6 | 3-6 | ||
| Cavalry | 3 | 6 | |||
| Artillery | 3 | 5-6 | 6 | 6* |
* Units roll one die only.
The targeted unit when hit is then reduced by flipping or replacing the unit to the proper MP value. If the number of hits reduces the targeted unit below 1 then that unit is eliminated, unless it is an Elite Infantry, in which case you must roll to see if it is eliminated. Eliminated units are removed from the game board.
If two units are in a targeted hex, hits are applied to the highest value unit. In ties, the owning player decides the unit to be hit.
On the chart above, "Range" is the maximum number of hexes that a unit may fire during combat. "Dice Rolled" is the number of dice the unit rolls when conducting combat. This number does not change, regardless of the number of MP showing on the unit.
At 1 hex, attacking infantry rolls 3 dice, subtracting "1" from each die rolled based on terrain modifier. Infantry hit on die rolls of 5 and 6 at 1 hex range.
Artillery hits on die rolls of 6 at 2 hex range. At 2 hexes, attacking artillery rolls 3 dice.
Line of Sight
Units must have a clear line of sight to be able to fire at each other. Clear line of sight is defined as a straight line through the center of the hex from the firing unit to the target unit, free of blocking terrain and units. Blocking terrain is forest, hills, town, entrenchment, and units (friendly or enemy).
Units in adjacent hexes may always fire at each other as terrain does not affect line of sight for units this close. If blocking terrain is located in a hex between the two units then line of sight is blocked. If line of sight falls along a hex side then line of sight is blocked if both hexes adjacent to the hex side have blocking terrain. If only one hex side has blocking terrain then the line of sight is clear and the unit may fire.
Units, Forest, Hill, Town/Buildings and Trenches block line of sight (LOS). Units may fire INTO, not THROUGH, blocking terrain.
(The printed rulebook illustrates this section with a diagram showing clear LOS and blocked LOS.)
Infantry Close Combat
Infantry type units may conduct close combat instead of firing during their combat turn. Artillery and cavalry may not conduct close combat. Attacking units must be adjacent for close combat. To declare close combat, the attacker must expend 2 AP.
During close combat all defending units (other than leaders) in the hex roll one six-sided die per unit before the attacker rolls for the close combat hits. If the die is higher than the unit's current MP, adjusted for leadership and terrain, then the unit fails its morale roll and retreats one hex after the close combat. If the defender passes its morale roll the defender still faces the close combat but does not retreat following the combat roll. Leaders that are stacked with retreating units must retreat with the units if all units are forced to retreat. A natural roll of 6 always means a retreat regardless of morale modifiers.
When rolling dice for the attacker's close combat, apply terrain modifiers to the "hit" numbers rolled. Hits are allocated to the targeted unit on rolls of 4, 5, and 6.
Example: A close combat conducted against a unit in forest terrain would be hit on 5 and 6.
If the defender retreats due to a failed morale roll or is eliminated due to close combat, the attacker may choose to advance into the vacated hex. Terrain effects apply to retreat determination for defending units.
Example: A 2 MP infantry is defending on a hill and is targeted for close combat by an enemy infantry. The defending 2 MP infantry would roll 1 die to determine if it retreats after close combat. The unit rolls a 3 and subtracts 1 from the result for being on the hill. It passes its morale check and does not have to retreat.
Elite Infantry subtract 1 on the die roll for their morale check to close combat retreats due to their elite status. A roll of 6, regardless of any (elite or otherwise) unit's adjusted MP, forces the unit to retreat after combat.
Example: The Prussian infantry spends 2 AP to close combat the Austrian infantry. They roll 3 dice hitting on 4, 5, 6. The defending unit rolls a 1 die for a morale check and fails. It must retreat after close combat. One hit is scored, the unit is reduced and retreats.
Cavalry Charge
It costs 2 AP to charge. The charging cavalry unit cannot be adjacent to any enemy units to begin the charge, and they may only charge units in clear or hill terrain. If targeting infantry or artillery, those units may not withdraw.
If targeting cavalry, the target may withdraw 1 hex and avoid battle with a successful morale check. If the cavalry chooses not to withdraw, then a successful morale check will allow them to countercharge. If successful, both sides roll cavalry charge dice with hits being simultaneous.
- Light Cavalry: Charging light cavalry hit on a roll of 5-6. These units, for the purposes of withdrawing from a cavalry charge, have a 4 morale. The charging unit occupies the withdrawing hex. Light cavalry may automatically withdraw from infantry close combat.
- Heavy Cavalry: Charging heavy cavalry hit on a roll of 3-6. The charging unit occupies the withdrawing hex. Heavy cavalry may withdraw from infantry close combat after a successful morale check.
(The printed rulebook illustrates this section with two diagrams: a Prussian Light Cavalry charging a Saxon Infantry unit which cannot withdraw, costing 2 AP; and a Prussian Heavy Cavalry charging a Saxon Light Cavalry unit which could withdraw or counter charge with a successful morale roll, costing 2 AP.)
Combat Retreat Rules
Defending units failing a morale check must retreat 1 hex away from the attacking unit. Units may retreat adjacent to other enemy units as long as this would not leave the retreating unit still adjacent to the attacking unit. If no other retreat path is available, a unit may retreat into a hex still adjacent to the attacking unit.
Units unable to retreat because their retreat path is blocked by impassable terrain, board edge, or enemy units are eliminated.
Displacement: If a friendly unit blocks a unit's retreat, the friendly unit must also retreat to make room for the retreating unit. Only 1 unit may be displaced to make room for a retreating unit. If more than 1 unit would need to be displaced to give a retreating unit an opening, the retreating unit is eliminated instead.
When infantry and artillery are stacked together, and a morale check is made due to close combat, the infantry checks their morale first. If they pass then the artillery is considered to have passed also. If the infantry fails, then the artillery must make a separate morale check to see if they also retreat.
If a leader is stacked with a unit that is eliminated either due to fire combat or close combat, the leader is placed with the nearest friendly unit.
9. Leaders
Leaders Effect in Combat
Leaders are rated as 1, 2, or 3 for morale check modifier for units they are stacked with. Leaders add their ratings to the unit's MP for retreat determination during a morale check for infantry close combat or cavalry charge. A roll of 6 is always a morale check failure, regardless of modifiers.
Leader Casualties in Combat
Any time a leader is in a hex targeted by firing, close combat or charging units, there is the possibility of the leader being eliminated when a 1 is rolled. During fire combat, no matter how many 1's are rolled, the leader rolls one die to see if he is eliminated. If the result is 1 again the leader is eliminated. During close combat or cavalry charge, for each 1 rolled, the leader rolls one die to see if he is eliminated. If the result is 1 again the leader is eliminated. If the leader is eliminated, the leader's player must reduce his command action points available by 1 for future AP determination phases.
The penalty of -1 on command action points for a leader loss is cumulative, meaning if the scenario has 2 leaders and you lose them both you suffer a -2 modifier for the remainder of the game. However, no player's command action points may ever go below 0.
Leader Rally
Leaders may rally units, other than artillery, that have suffered a reduction in MP due to combat. To rally, a unit must begin and end its turn in the same hex with the leader, and the unit and leader may not move during the turn. It costs one AP to recover a MP and you may only recover 1 MP maximum per unit per turn. Rallied units can never exceed the MP they start the scenario with.
Example: A leader starts the turn in a hex with an infantry unit that has been reduced from 4 MP to 1 MP. The leader and the unit have not moved during the turn so are eligible to rally. During his action phase the leader expends 1 AP and flips the infantry to 2 MP.
Units adjacent to enemy units may not be rallied. Rallied units may never move or fire during a turn in which they rally.
Leaders and AP
You may store AP for the following turn. The amount stored may not surpass the army commander's combat rating and it must be used on the following turn. In addition, if the army commander is not activated that turn, you generate +1 AP on the following turn. If the army commander is lost, then both of these bonuses are lost.
Foreign Leaders
Leaders of different nationalities cannot stack with or in any way benefit units not of their nationality.
10. Victory Conditions
Each scenario has its own set of victory conditions that are based on victory points. The victory conditions for each scenario are listed under Victory Conditions in each scenario.
Generally victory points are awarded for:
- Units eliminated, including leaders (combat unit falls below 1 MP due to combat losses and is removed from the game): 1 VP per unit unless otherwise specified.
- Time constraints: one side must obtain enough VPs by a certain number of turns or they lose the scenario.
11. Scenario Section
The scenarios for Hold the Line: Frederick's War are famous battles from the War of Austrian Succession and Seven Years' War. The scenarios are given in chronological order. Each page of the scenario section is a game unto itself. At the top of the page is the map layout, showing both what terrain and in what locations the terrain is placed. Also on the map layout are the unit locations. The unit locations further give the unit type, class, and starting MP values. Leader names are for historical purposes; the values to be used are listed in the scenario unit list. Bolded leader names are Army Commanders.
The unit icons represent the following:
- Regular Infantry: 4 MP (Prussian, Austrian, Saxon)
- Elite Infantry: 4 MP, marked "E"
- Grenzer Infantry: 2 MP, marked "G"
- Light Cavalry: 2 MP
- Heavy Cavalry: 3 MP, marked "H"
- Artillery
- Leaders
Note: the printed historical background paragraphs for each scenario are omitted here; the setup, unit, command action point, special rule and victory condition entries are transcribed in full.
Mollwitz
April 14, 1741 – Schwerin's Big Moment
Prussian Units (Blue)
- (5) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (2) 2 MP Artillery
- (2) 2 MP Cavalry
- (1) Leader: Schwerin – 2
- Command Action Points: 3
Austrian Units (Red)
- (5) 4 MP Infantry
- (2) 2 MP Artillery
- (1) 2 MP Cavalry
- (2) 3 MP Heavy Cavalry
- (2) Leaders: Neipperg – 1, Romer – 2
- Austrians move first
- Command Action Points: 2
Special Rules
- The River can only be crossed at the bridge.
Victory Conditions
- Prussians: 5 VP in 24 turns or less.
- Austrians: 5 VP or avoid Prussian victory.
Chotusitz
May 17, 1742 – Frederick's First Victory
Prussian Units (Blue)
- (4) 4 MP Infantry
- (3) 4 MP Elite Infantry
- (3) 2 MP Artillery
- (1) 2 MP Cavalry
- (2) 3 MP Heavy Cavalry
- (3) Leaders: Frederick II – 3, Leopold – 2, Buddenbrock – 1
- Prussians move first
- Command Action Points: 3
Austrian Units (Red)
- (5) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (2) 2 MP Artillery
- (3) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (1) Leader: Charles – 1
- Command Action Points: 3
Victory Conditions
- Prussians: 6 VP in 24 turns or less.
- Austrians: 6 VP or avoid Prussian victory.
Hohenfriedberg
June 4, 1745 – Frederick's First Great Victory
Prussian Units (Blue)
- (5) 4 MP Infantry
- (3) 4 MP Elite Infantry
- (3) 2 MP Artillery
- (3) 2 MP Cavalry
- (2) 3 MP Heavy Cavalry
- (3) Leaders: Frederick II – 3, Nassau – 1, Von Zieten – 2
- Prussians move first
- Command Action Points: 5
Austrian Units (Red = Austrian, Gray = Saxons)
- (4) 4 MP Infantry
- (1) 4 MP Elite Infantry
- (3) 3 MP Infantry (Saxon)
- (2) 2 MP Artillery
- (2) 2 MP Cavalry (1 Saxon)
- (1) 3 MP Heavy Cavalry
- (2) Leaders: Charles – 1, Johann Adolf II – 1
- Command Action Points: 3
Victory Conditions
- Prussians: 7 VP in 24 turns or less.
- Austrians: 6 VP or avoid Prussian victory.
Kesselsdorf
December 15, 1745 – Last Hurrah for "the old Dessauer"
Prussian Units (Blue)
- (3) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (2) 2 MP Artillery
- (2) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (3) Leaders: Leopold – 2, Maurice – 1, Lehwaldt – 1
- Prussians move first
- Command Action Points: 3
Saxon Units (Gray = Saxons, Red = Austrian)
- (5) 3 MP Infantry
- (1) 4 MP Austrian Infantry
- (1) 3 MP Infantry Elite
- (2) 2 MP Cavalry
- (2) 2 MP Artillery
- (1) 3 MP Heavy Cavalry
- (1) Leader: Rutowsky – 1
- Command Action Points: 1
Special Rules
- Each Saxon unit must first be awakened at a cost of 2 CAP. Once this occurs the unit may move and fight the following turn. The moment an enemy unit is adjacent or the unit is fired upon, it is activated for free.
Victory Conditions
- Prussians: 6 VP in 20 turns or less.
- Saxons: 5 VP or avoid Prussian victory.
Kolín
June 18, 1757 – Frederick's First Defeat
Prussian Units (Blue)
- (2) 4 MP Infantry
- (3) 4 MP Elite Infantry
- (2) 2 MP Artillery
- (2) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (3) Leaders: Frederick II – 3, Zieten – 2, Maurice – 1
- Prussians move first
- Command Action Points: 3
Austrian Units (Red = Austrian, Gray = Saxon)
- (4) 4 MP Infantry
- (1) 4 MP Elite Infantry
- (2) 2 MP Grenzers
- (3) 2 MP Artillery
- (3) 2 MP Cavalry (1 Saxon)
- (1) 3 MP Heavy Cavalry
- (3) Leaders: Daun – 2, Sincere – 1, Nadasti – 1
- Command Action Points: 2
Victory Conditions
- Prussians: 5 VP in 20 turns or less.
- Austrians: 5 VP or avoid Prussian victory.
Leuthen
December 5, 1757 – Frederick's Great Victory
Prussian Units (Blue)
- (1) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (3) 2 MP Artillery
- (2) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (2) Leaders: Frederick II – 3, Zieten – 2
- Prussians move first.
- Command Action Points: 3
Austrian Units (Red = Austrian, Gray = Württemberg)
- (3) 4 MP Infantry
- (1) 4 MP Elite Infantry
- (2) 3 MP Infantry
- (3) 2 MP Artillery
- (3) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (2) Leaders: Charles – 1, Nadasti – 1
- Command Action Points: 1
Victory Conditions
- Prussians: 6 VP in 20 turns or less.
- Austrians: 5 VP or avoid Prussian victory.
Hochkirch
October 14, 1758 – October Surprise
Prussian Units (Blue)
- (1) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (3) 2 MP Artillery
- (1) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (3) Leaders: Frederick II – 3, Zieten – 2, Keith – 2
- Command Action Points: 2
Austrian Units (Red)
- (3) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (1) 2 MP Grenzers
- (3) 2 MP Artillery
- (3) 2 MP Cavalry
- (1) 3 MP Heavy Cavalry
- (3) Leaders: Daun – 2, Loudon – 2, Lacy – 1
- Austrians move first
- Command Action Points: 3
Victory Conditions
- Prussians: 5 VP or avoid Austrian victory.
- Austrians: 5 VP in 20 turns or less.
Liegnitz
August 15, 1760 – Prussia Resurgent
Prussian Units (Blue)
- (1) 4 MP Infantry
- (2) 4 MP Elite Infantry
- (2) 2 MP Artillery
- (2) 3 MP Heavy Cavalry
- (2) Leaders: Frederick II – 3, Zieten – 2
- Prussian move first
- Command Action Points: 3
Austrian Units (Red)
- (2) 4 MP Infantry
- (1) 4 MP Elite Infantry
- (1) 2 MP Artillery
- (1) 3 MP Heavy Cavalry
- (1) Leader: Loudon – 2
- Command Action Points: 3
Victory Conditions
- Prussians: 5 VP or avoid Austrian victory.
- Austrians: 5 VP in 20 turns or less.
Special Rules
- Each turn for 1 AP the Austrians may roll a die, but only once a turn. On a 1, Lacy – 1 arrives with (1) 4 MP Infantry, (1) 4 MP Elite Infantry, (1) 2 MP Cavalry, and (1) 2 MP Artillery. If the roll fails, it succeeds the next time on a 1-2, and then a 1-3, etc. After Lacy's arrival, another roll of 1 will bring Daun – 2 with (2) 4 MP Infantry, (1) 2 MP Cavalry, and (1) 2 MP Artillery. The die roll's chance of success also increases by one after each failure. All units arrive anywhere on the shaded areas. They do not move on the turn of arrival.
Optional Rules
These rules add complexity to the game. The rules may be added individually or as a group at the player's discretion.
- Rapid Movement: Players may add one hex to the base movement of any activated unit that is not adjacent to an enemy unit at the beginning, during or at the end of its movement. All terrain restrictions apply.
- Attacker Morale Checks: Attacking units must pass a morale check before executing close combat, but after they pay the AP for the close combat. If they fail, then it costs the extra AP and the attacking unit can only conduct fire combat. Leaders add their command rating to the attacking unit's MP for morale determination before executing close combat.
- Nationality Bonuses:
- Austrian Cavalry: -1 to all morale check die rolls for the purposes of withdrawal.
- Prussian Infantry: At range 1-2 hexes, any die rolls that are doubles equal 1 additional hit.
- Unit Rally: Only units that have not been fired on in the current turn may be rallied.
- Elite Bonus: Elite units may roll 4 dice instead of 3 if their MP is 4 or 3. Once below 3 MP, they roll 3 dice.
- Artillery Range: Range is increased by +1 when firing from a hill and hit on a "6" at the extra hex.
- Attacker Advance: If the defender is eliminated by an adjacent attacking unit in fire combat, the attacking unit may advance into the vacated hex.
- Flank/Rear Attacks: If 2 or more attacking units are directly opposite of each other with the defending unit between them, and all units attack the defender during the turn, the attacking units add +1 to their die rolls for hit determination. Further, in close combat, the defender subtracts -1 for morale retreat rolls.
Terrain Types and Effects
| Terrain Type | Combat (based on defender location) | Movement | Line of Sight | Defender's Morale Check |
|---|---|---|---|---|
| Clear | No effect. | No effect. | No effect. | No effect. |
| Swamp | Impassable. | Impassable. | No effect. | No effect. |
| Waterway | +1 on attacker die roll. | Stop when entered. | No effect. | +1 on defender die roll. |
| Bridge | No effect. | Negates the movement effect of waterway. | No effect. | No effect. |
| Ford | +1 on attacker die roll. | Negates the movement effect of waterway. |
Unit Information Chart
All units roll 3 dice in combat, unless noted in the chart below.
| Unit | Base Movement Rate | Fire Combat Range 1 Hex | Fire Combat Range 2 Hex | Fire Combat Range 3 Hex | Infantry Close Combat | Cavalry Charge |
|---|---|---|---|---|---|---|
| Regular Infantry | 1 hex | 5-6 | 6 (1 die only) | 4-6 | ||
| Elite Infantry | 1 hex | 5-6 | 6 (1 die only) | 4-6 | ||
| Grenzer Infantry | 1 hex | 6 | 3-6 | |||
| Artillery | 1 hex |