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Montecuccoli on the Raab

Montecuccoli on the Raab Rulebook

Table of Contents

Table of Contents

  • Series Rules
    • 1.0 INTRODUCTION
    • 2.0 GAME EQUIPMENT
      • 2.1 Game map
      • 2.2 Game charts and tables
      • 2.3 Game counters
      • 2.4 How to read counters
    • 3.0 GAME SETUP
    • 4.0 GAME TURN
      • 4.1 Turn sequence
    • 5.0 ARTILLERY
      • 5.1 Line of Sight (LoS)
        • 5.1.1 Blocking hexes
        • 5.1.2 Exceptions
      • 5.2 Capture of artillery units
    • 6.0 MOVEMENT
      • 6.1 Movement restrictions
      • 6.2 Terrain effects
        • 6.2.1 Exceptions
        • 6.2.2 Cavalry units and Wood hexes
      • 6.3 Stacking
      • 6.4 Effects of friendly units
      • 6.5 Villages and towns
    • 7.0 ZONES OF CONTROL (ZoC)
      • 7.1 Exceptions
      • 7.2 Effects of the ZoC
    • 8.0 COMBAT
      • 8.1 Terrain effects
    • 9.0 DISRUPTION
      • 9.1 Disruption effects
      • 9.2 Reorganization Phase
    • 10.0 COMMANDERS
      • 10.1 Effects on disruption
      • 10.2 Effect on combat
        • 10.2.1 Limitations
      • 10.3 Capture of Command units
    • 11.0 DEMORALIZAZION
      • 11.1 Effects of demoralization
    • 12.0 VICTORY CONDITIONS
  • Scenario Rules: Montecuccoli on the Raab
    • 1.0 INTRODUCTION
    • 2.0 GAME EQUIPMENT
      • 2.1 Game contents
      • 2.2 Game map
      • 2.3 Game tables
      • 2.4 Game counters
      • 2.5 How to read counters
      • 2.6 Game scale
    • 3.0 GAME SETUP
    • 4.0 GAME TURN
      • 4.1 Sequence of play

Series Rules

The Battles of Montecuccoli series rules (1643 Nonantola, 1648 Zusmarchausen, 1664 Raab). Rules are divided into this general rules manual and a single scenario rules; the scenario rules follow below.

1.0 INTRODUCTION

The battles of Montecuccoli serie is the first of the Battles and Leaders serie.

Rules are divided in this general rules manual and a single scenario rules.

2.0 GAME EQUIPMENT

Usually, each game in the serie includes:

  • A map
  • A sheet of 96 die-cut cardboard counters;
  • Game rules manual (this book);
  • Terrain effects chart;
  • 2 Reference tables: a combat results table and an artillery fire table.

Notice to players: a 6-sided dice (not included) is required to play this game.

2.1 Game map

The A2 game map represents the area where the main battle occurred, reproducing all the types of terrain present on the battlefield. On the side of the board there is the turn track bar, which will be used for turns recording. The board is divided into hexes to better regulate units placement, movement and combat. Each hex is also numbered for ease of reference.

2.2 Game charts and tables

A terrain effects chart, a combat results table and an artillery fire table are also available for players' quick reference and consult during the game.

2.3 Game counters

The game includes a countersheet representing the following:

  • Combat Units (CU), either infantry or cavalry;
  • Commanders;
  • Artillery units;
  • 1 Double-sided turn indicators marker.

Every counter has a picture and numbers representing unit type, combat strength, movement range for CU, command range (commanders only). The artillery counters have no value, to resolve a combat with the artillery, players have to refer to the artillery firing table.

2.4 How to read counters

On the CU counter there are two numbers: the one on the left is its combat strength value in attack and in defense, the one on the right is its movement points (MP).

Commanders are represented by their portrait, while the numbers are their Command Points (CP) which are the ability for each commander to regain control of disrupted units (see para. 9.0) and combat modifier to CUs under his command range. The other number on the right is its movement points (MP).

3.0 GAME SETUP

After having removed all the counters from the diecut cardboard, players will choose which side to take and place their units as for scenario rules, the first player places the turn marker showing his side symbol on the track present on the map. He is the first player to start in the game.

4.0 GAME TURN

The game turns are played always in the same order: the Attacker player first, followed by the Defender player. In each turn the players do their moves and resolve combats. The game ends by achieving the victory conditions of one of the two sides or at the end of the last turn as for scenario rules.

4.1 Turn sequence

Each turn is composed by the following phases:

  • Attacker player phase
  • Defender player phase.
  • End of game turn

The active player turn is regulated by the following phases:

4.1.1 Reorganization Phase - The active player will try to reorganize his disrupted CUs as described in paragraoph 9.0.

4.1.2 Artillery Fire Phase - In this phase the active player will fire with artillery in accordance with rules in paragraph 5.0.

4.1.3 Movement Phase - In this phase the active player may move all, some or none of his CU and Commanders in accordance with the movement rules and restrictions (6.0).

4.1.4 Combat Phase - In this phase combats are resolved by the active player (8.0).

4.1.5 End of player phase - The turn marker will be move forward and turned on the side of the next active player.

5.0 ARTILLERY

Artillery units are a characteristic combat unit, they are not subject to a Zone of Control (7.0) because they do not move once being placed on the map; they cannot be disorganized nor destroyed; athough they can be captured by the enemy during his move (5.3). (The printed cross-reference "5.3" is as it appears in the source; the capture rule is 5.2.) When firing with the artillery, the active player targets the enemy units with the following limitations:

  • Each artillery unit fires individually;
  • The range of fire must be counted starting from the hex immediately after the one with the artillery counter and ending to the hex of the enemy CU.

Then, the active player throws a dice (1D6) and crosses the result with the distance column on the artillery fire table applying immediately the results.

Example: The artillery unit is firing against the Fugger Regiment which is distant 3 hexes. The active player rolls a die crossing the result with the 3-5 range column in the artillery fire table: if the die result is a "1" or a "2", then the targeted counter will be turned onto its disorganized side; with values of "3" or more the artillery fire has no effect.

Example: in the example above, the Ottoman artillery cannot fire at the Pleitner Regiment because between them there is the town of Mogersdorf. The town is a terrain obstacle that breaks the LoS between the attacking artillery unit and its target.

5.1 Line of Sight (LoS)

To verify if an artillery unit can target an enemy unit in a specific hex, the active player shall draw a straight line starting from the hex centre where the artillery unit is placed to the hex where its target is located. If along this line, named Line of Sight (LoS), there are any terrain obstacles (such as forest, city, hills, etc) then firing is not possible.

5.1.1 Blocking hexes

All the hexes with hills, woods, towns, cities, or containing any enemy or friendly CU, Commander or any hex above the one where artilleries are firing from are blocking the LoS. The type of terrain of the hex where the artillery is and the one of its target's position do not block the firing.

Example: If the Pleitner Regiment were in the position shown above, the Ottoman artillery could fire at them, because only one of the bordering hex (the one with the village) is an obstacle to the LoS. On the other hand, if the Flugger Regiment were still in the same position (of the previous example) it would be considered blocking the Los and preventing fire against the Pleitner Regiment.

5.1.2 Exceptions

An exception to the above rules are those artillery units placed on a higher level hex (such as a hilltop) all the hexes with any type of obstacle present between the artillery and its target are ignored if those obstacles hexes are in a lower position on map. The LoS between the two CUs is not blocked. Furthermore, in case both CUs (artillery and targeted unit) are both on a hilltop hex, they are in LoS regardless of any obstacle hex presence between them if in a lower position. Reasonably, an obstacle hex at the same level blocks the LoS.

Example: The Imperial artillery cannot fire against the Ottoman Janissaries units because they are both behind a hex with an obstacle (the village). The Ottoman Spahi unit is also protected by the village. However, due to the fact that the artillery unit is on a higher level and the distance between Ottoman Spahi and the village (2 hexes) is greater than the one between the artillery unit and the obstacle (1 hex) the line of fire is considered free. Summarizing the three LoS examples for this rule we have that:

  • The Janissaries unit right behind the village is at a 1-hex distance MINOR to the one existing between the obstacle and the artillery and consequently the Janissaries unit cannot be attacked.
  • The distance of the second Janissaries unit is 2 hexes which is the SAME distance between the artillery and the obstacle. Also this Janissaries unit cannot be attacked.
  • The Spahi unit is located at a distance of 3 hexes from the obstacle, which is GREATER than the distance between the artillery and the obstacle. The Spahi unit can be attacked..

Conflict with the scenario rules 5.1.2 (1.2): the scenario text qualifies this rule: "The LoS between the two CUs is not blocked if the distance between the artillery and the target is higher than the distance between the artillery and the obstacle." The series 1.3 text above has no such distance condition. The scenario wording is reproduced in its own section below.

5.2 Capture of artillery units

During the game it's possible to capture the enemy's artillery units if CU or a Commander enters the hex occupied by the artillery unit. The artillery units counters then are turned to show the color of the capturing faction (either Ottoman or Imperial) and starting from the next artillery phase of the capturing player, they can be used to target any enemy unit while the capturing CU can, if it has not yet used all its MP, continue its move capturing other artillery units and fight during the combat phase of the turn. Artillery units can never be disorganized nor destroyed as a result of a combat phase and they can be captured and freed an unlimited number of times.

Example:

  • Top picture - The Ottoman Spahi unit starts moving (by going around the town, then enters the hex containing the Imperial artillery unit and continuing on its movement.
  • Central picture - As soon as entering in the hex with the Imperial battery, the artillery is captured and the counter is immediately turned to show the color of the Ottoman side while the Ottoman cavalry unit goes on to finish its movement.
  • Below picture - If during its movement the Ottoman cavalry unit had met other Imperial artillery units, these would have been captured too and turned to match the Ottoman side's color.

6.0 MOVEMENT

Movement is not mandatory. During his Movement Phase, the active player can move any units and Commanders counters he wants in any direction he desires. The units are moved one at a time, tracing a continuous line of hexes: it's not allowed to jump hexes. When a CU enters a particular hex, it must pay the required movement points to pass it reducing the total of its movement points for that turn.

6.1 Movement restrictions

Except when specified, all of the movement restrictions are applied to both units to the Commanders and can never be made outside of the player's movement phase. A unit can never enter in a hex containing an enemy unit if it's not an artillery unit to be captured (5.2). As soon as the active player starts to resolve the combats by throwing a dice, the movement phase is over and begins the combat phase (8.0).

The number of movement points spent by a unit during a single movement phase cannot exceed the total MPs of that unit.

It's possible that a unit spends only a part of its MPs available, bearing in mind that the unused MPs cannot be accumulated for the next turn or transferred to another unit.

Once the active player has finished to move a unit it cannot be moved any further and any changes to the move are not allowed unless agreed by the opponent player.

Once deployed during the initial setup of the game, artillery units cannot be moved.

6.2 Terrain effects

In order to enter each hex, all units spend a certain number of MPs. This may change on the type of terrain the unit is going to enter. In some cases, moving a unit in a particular hex can be prohibited.

The terrain effects chart helps the players to quickly find all the MPs costs for entering each type of terrain present on map and the effects they have during movement and/or combat.

The required MPs costs for a unit to cross any obstacle are added to those needed to enter in a new hex. if the MPs of a unit are less than the cost needed to enter a particular hex, the unit cannot enter it.

Example: in order to cross the river and enter in the hex with woods, the Imperial unit in the picture will spend all its MPs (2 for crossing the river and 2 for entering the hex with woods). In case there was a bridge between hex 1221 and hex 1321, the Imperial unit would had spent only 2 MPs.

Example: to move from hex 0922 to hex 0823, units will spend 2 MPs (1 to move in the hex + 1 for climbing); on the other way, to move from hex 0822 to hex 0921 units do not have to spend any additional MPs because the movement is downhill.

6.2.1 Exceptions

The presence of a bridge in a hex denies the need to spend additional MPs to cross a river. On the same principle, the additional MPs costs are needed to climb a slope not to descend it.

6.2.2 Cavalry units and Wood hexes

Cavalry units are only allowed to enter a wood hex or a wooded hill hex by road.

Conflict with the scenario rules 6.2.2 (1.2): the scenario text reads "Cavalry units are not allowed to enter a wood hex or a wooded hill hex." Series 1.3 permits entry by road; scenario 1.2 prohibits it outright. Both are reproduced as printed.

6.3 Stacking

A maximum of one CU counter may stay in a hex. Stacking limit does not apply to Commanders because these are non-combat units. Players may have on a hex only one CU counter and as many commanders and artillery units they may want.

6.4 Effects of friendly units

A friendly unit is not allowed to move in or cross a hex containing another friendly CU unit.

6.5 Villages and towns

Hexes with villages and towns cannot be entered with any counter if there is no road connection on map. If a CU counter is already in one of these hexes, it ignore the enemy ZoC and, if decide to attack apply a +1 modifier to the die roll. However, in case a Commander is in a town or village hex, it can be captured by enemy CU entering in the hex.

Conflict with the scenario rules 6.6 (1.2): the scenario text reads "If a CU counter is already in one of these hexes, they cannot attack nor be attacked." Series 1.3 lets such a CU ignore enemy ZoC and attack with a +1 modifier. Scenario 1.2 is reproduced as printed in its own section below.

7.0 ZONES OF CONTROL (ZoC)

The six hexes around the one with an undisrupted CU counter in it represent the unit's Zone of Control (ZoC). The hexes where the unit applies its ZoC are called controlled hexes.

The ZoC exercised by any friendly or enemy unit do not preclude the movement in any possible way.

All undisrupted units exercise a ZoC during the whole game turn despite of the phase or of the active player.

The ZoC does not inhibit the presence of other ZoC applied by other friendly or enemy units. If on a same hex are applied different ZoC of other units (either friendly or enemy) this hex is considered a controlled hex by both units without any further effects.

7.1 Exceptions

The ZoC do not extend across a hex bordering a river without a bridge. Cavalry units do not exercise a ZoC over wood hexes.

Artillery, Commanders and disrupted CU counters do not apply any ZoC at all.

7.2 Effects of the ZoC

Combat is mandatory between undisrupted units when one of them moves into an enemy unit's ZoC hex (8.0). During the reorganization phase, Commanders are not allowed to reorganize any disrupted unit which is in an enemy ZoC (10.2).

8.0 COMBAT

Combat between adjacent enemy undisrupted units is mandatory so, the active player has to attack all those enemy units located in adjacent hexes where they exercise their ZoC. CU can only attack if nearby attacking units.

If an undisrupted unit of the active player is located in ZoC of multiple enemy units it has to attack all those enemy units that are not engaged by other friendly units.

Units located in two or more hexes may attack the same hex provided that they are all adjacent to it. In this case the combat force of the attacking units is calculated by adding their combat values.

Friendly Commanders counters, which are stacked with attacking CUs or reach the attacked hex with their combat range, can or cannot participate to the attack by applying their modifier value, depending on the active player's choice (10.0).

An attacking unit cannot attack more than one time in the same combat phase and no defending unit can be attacked more than one time, however a hex occupied by a unit in a controlled hex of the attacker can be attacked from many surrounding hexes; furthermore, the combat value of a single unit can never be divided on or against more opponents.

All combats can be resolved in any preferred order until all involved units have been attacked. A hex occupied by a unit in the attacker's ZoC can also be attacked by all six surrounding hexes.

Undisrupted units must be all involved in the attack provided that they will be near to one or more enemy units. The active player has to choose which of his units will attack the enemy units and their breakdown in the attacks, provided that at the end of the attacks all units that were in enemy ZoCs attacked all those units.

Example: if the situation in the picture above shall occur during the Imperial player's combat phase, both units have to attack the Ottoman unit. Viceversa, if the above situation occurred during the Ottoman player's combat phase, the Ottoman unit will attack both enemy units.

In the picture below, the Imperial player must perform the same attack and another one with Kielmanseg Regiment against the Albanian units, but he can decide if use the Tasso Regiment and against which of the two enemy units attack with it (the Tasso Regiment in fact is in both enemies ZoCs and therefore must engage combat).

The active player is always identified as the attacker, while the opponent is the defender. All the combats are solved separately in an order chosen by the attacker. The Combat Phase will finish when all the combats have been solved.

To resolve every combat, the following procedure shall be used:

  1. Sum all the combat strength values of each unit attacking the targeted enemy unit(s);
  2. Divide the resulting value obtained with the combat value of the unit(s) present in the targeted hex rounding down the result;
  3. Roll a die and check the result by crossing the die-roll value with the corresponding column of the combat result table.

Example: the Imperial player attacks with two units a hex where is present an Ottoman unit. The total combat value of the 2 attacking units is "20" (Sparr Regiment 12 and Piedmont Regiment 8); this value of 20 is divided by "8" (the Ottoman unit's combat value) giving the result of a force rate of 2,5/1 and rounding it down to have a 2/1 force rate. The Imperial player (the attacker) now throws a die and gets a "3", this value crossed with the 2/1 force rate column in the combat result table gives the result of disrupting the enemy unit which is turned to show its new status.

8.1 Terrain effects

Defending units can increase with a bonus their combat value if they are located in hexes with a specific terrain. This bonus is added to the combat value of the defending unit. These bonuses are listed in the terrain effects chart where the defending player will pick and apply the most favorable bonus.

9.0 DISRUPTION

The units involved in a combat or targeted by artillery fire can be "disrupted". This condition reduces the unit's combat capability and increases its vulnerability. Players may attempt to recover any disrupted unit during the Reorganization Phase of their turn.

Soon after a unit is disrupted, its counter has to be turned to show this status. If a unit, which is already disrupted, suffers another disruption during a combat phase is destroyed and removed from the game. Disruption is applicable only to combat units. Commanders and artillery units are not subject to disruption even if stacked with disrupted units.

9.1 Disruption effects

Disrupted units, in addition to having a lower combat value, cannot attack and cannot exercise any ZOC; therefore any enemy combat unit adjacent or passing near them cannot be attacked. Disrupted units can move only two hexes per turn, they can't cross any river without bridges nor enter in wooded or town hexes. Despite these restrictions, disrupted units can always move for two hexes no matter on which type of terrain they're passing through.

9.2 Reorganization Phase

During the Reorganization Phase, the active player rolls a die for every disrupted unit which is outside any enemy ZoC. The result can be modified by commanders value if it is in the same hex or within its command range (10.0).

Any disrupted unit is considered "reorganized" with a die result of "5" or "6". The counter is turned to show the front side and the reorganized unit is free to move and fight in the next Combat Phase of that same turn.

Conflict with the scenario rules 9.2.1 (1.2): the scenario text adds an Ottoman Janissaries reorganization rule (die result of "4" to "6") that does not appear in series 1.3. The scenario wording is reproduced in its own section below.

10.0 COMMANDERS

Unlike Combat Units, Commander counters do not exercise ZOC nor have any combat value. Every Commander has Command Points (CPs) that can be added to the combat value of a unit involved in a combat to "help" the reorganization of a disrupted unit during the Reorganization Phase; terrain has no effect on commanders command range.

  • Value 1 commanders can add their value to a CU in their hex or adjacent.
  • Value 2/3 commanders can add their value to a CU in their hex or within 2/3 hexes.

Commanders are never subject to disruption, but they can be eliminated if they are the only counter present in an enemy ZoC.

10.1 Effects on disruption

During the Reorganization Phase, the CPs of a Commander can be added to the die result in order to recover a disrupted unit stacked in the same hex or within the command range. However, not even the presence of a Commander nearby a disrupted friendly unit inside an enemy ZoC can allow the reorganization of that unit (9.2).

Example: A Commander counter with "2" CPs adds this value to the die result for the reorganization of a disrupted unit present in the same, near of within two hexes of distance from the COM counter. If the die result is a "3" it will be modified to a "5" and the disrupted unit is successfully reorganized.

10.2 Effect on combat

The player, either attacker of defender, is allowed to add CPs from only one of his Commanders to the combat value of a unit involved in a fight whether this unit is stacked with the Commander or it's within the command range.

The CPs are added to the combat value of the selected CU before applying all the necessary modifications due to the terrain effects. For this reason, all the modifications are applied both to the CU and the Commanders.

10.2.1 Limitations

No more than one Commander per side can be used/activated for each combat whether is occurring between single or multiple CUs.

Example: a 3 value CU adjacent to a value 1 commander, attack and defend itself vith value 4; if in wood, its value is not 7 (3x2+1) but 8 (3+1x2).

10.3 Capture of Command units

During the game it's possible to capture the enemy's commanders; if a CU enters in the hex occupied by an enemu commander, it is "captured" and removed by the game.

11.0 DEMORALIZAZION

Collecting losses of units (each eliminated CU or commander CP gives 1 victory point to the enemy, artillery has no value) can reach a value that will provocke the demoralization of the entire army (see scenario booklet).

Conflict with the scenario rules 11.0 (1.2): series 1.3 scores each eliminated CU or commander CP as 1 victory point to the enemy and defers the threshold to the scenario booklet. The scenario 1.2 text measures losses in combat points against fixed thresholds (100 Imperial, 130 Ottoman) and does not mention victory points. Both are reproduced as printed.

11.1 Effects of demoralization

As soon as the demoralization level is reached by one of the two armies, the movement capability of all the CUs in the entire army (either infantry or cavalry) is set to 2 PM for infantry and 4 MP for cavalry. During the Reorganization Phase, disrupted cavalry units can be reorganized only with a die result of "6" or more (regular or modified by the presence of a Commander) while disrupted infantry units can no longer be reorganized.

Conflict with the scenario rules 11.1 (1.2): series 1.3 sets infantry to 2 MP and cavalry to 4 MP after demoralization. The scenario 1.2 text sets all CUs to 4 MP. The cavalry and infantry reorganization wording agrees in both.

12.0 VICTORY CONDITIONS

Each battles ends when a side is demoralized they are reported on the scenario booklet.

Conflict with the scenario rules 13.0 (1.2): series 1.3 says the battle ends when a side is demoralized. The scenario 1.2 text (13.0) gives its own victory conditions (an Ottoman placement test at the end of the 10th turn, and a loss comparison when both armies are demoralized) and does not state that the battle ends on the first demoralization. Both are reproduced as printed.

Scenario Rules: Montecuccoli on the Raab

The scenario rule book (v1.2), reproduced as printed. Its numbering 1.0 to 16.0 is its own and runs separately from the series rules above. Where the scenario text differs from the series 1.3 text, a note follows the relevant section.

1.0 INTRODUCTION

The introduction is reproduced in the Table of Contents above.

2.0 GAME EQUIPMENT

2.1 Game contents

Each copy of Montecuccoli on the Raab contains:

  • A map;
  • A sheet of 96 die-cut cardboard counters;
  • Game rules manual (this book);
  • A sheet containing the Terrain effects Chart, the Combat Results and the Artillery Fire tables.

Notice to players: a 6-sided dice (not included) is required to play this game.

2.2 Game map

The game map is 60 x 42 cm and represents the area where the main battle occurred, reproducing all the types of terrain present on the battlefield. On the side of the board there is the Turn track bar used for turns recording. The map is divided into hexes to better regulate units placement, movement and combat. Each hex is also numbered for ease of reference.

2.3 Game tables

For a quick consult throughout the game a sheet which summarizes the terrain effects, the combat results and the artillery fire is also available.

2.4 Game counters

The game includes 96 counters representing the following:

  • Combat Units (CU), either Infantry or Cavalry;
  • Commanders;
  • Artillery units;
  • 1 Double-sided Turn indicators marker.

The artillery counters have no value, to resolve a combat with the artillery, players have to refer to the artillery firing table.

2.5 How to read counters

On the CU counter there are two numbers: the one on the left is its combat strength value in attack and in defense, the one on the right is its movement points (MP).

The Commanders' counters have portraits, while the number on the left is their Command Points (CP) which is the ability of each commander to regain control of disrupted units (see para 9.0) and combat modifier to CUs under their command radius. The other number on the right is the movement points (MP) value.

2.6 Game scale

Each hex on the game map is approximately 150 meters across. Each unit is a fighting formation totaling in the following sizes: 120 men for the Alliance and 260 men for the Ottoman Army. Each side has also different size of batteries: 5-guns for the Alliance and 12-guns for the Ottomans. Each game turn represents 1 hour in real time.

3.0 GAME SETUP

After having removed all the counters from the die-cut cardboard, players will choose which side to take and place their units following the set-up guidance (see para 14.0) starting with the Imperial units and then complete it with the Ottoman units.

The Ottoman player places the turn marker showing his side symbol on the track present on the map. The Ottoman is the first player to start the game.

4.0 GAME TURN

The game is played, turn after turn, by the Ottoman player first and followed by the Alliance player for ten turns. In each turn the players do their moves and resolve combats. The game ends by achieving the victory conditions of one of the two sides or at the end of the last turn.

4.1 Sequence of play

The turn of the active player is regulated by the following phases:

A. Reorganization Phase: The active player will try to reorganize his disrupted CUs as described in para 9.0.

B. Artillery Fire Phase: In this phase the active player will fire with artillery in accordance with rules in para 5.0.

C. Movement Phase: In this phase the active player may move all, some or none of his CU and Commanders in accordance with their movement rules and restrictions (see para 6.0).

D. Combat Phase: In this phase the active player resolves all the combats in his preferred sequence (see para 8.0).

End of game turn

The last phase of play is also the end of the turn for the active player. The turn marker will be moved forward and turned on the side of the next active player.

5.0 ARTILLERY

The batteries do not have a proper combat strength, they do not exert a Zone of Control (see para 7.0), they ignore those exerted by commanders and by CU, they cannot be disorganized nor destroyed, they can be captured and, after being placed on map at the beginning of the battle, they cannot be moved anymore: they are fixed.

During the Artillery Fire Phase, the phasing player can attack with his batteries the enemy units with the following limitations: each battery fires individually. In order to fire, determine the distance in hexes which exists between the hex where the firing battery is (excluded) to that of the CU or Commander targeted (included); the phasing player rolls a die (1D6) crossing the result with the distance column on the Artillery Fire Table (5.1) applying immediately the result obtained.

Example: The artillery unit is firing against the Fugger Regiment which is distant 3 hexes. The active player rolls a die crossing the result with the 3-5 range column in the Artillery Fire Table: if the die result is a "1" or a "2", then the targeted counter will be turned onto its disorganized side; with values of "3" or more the artillery fire has no effect.

Example: In the example above, the Ottoman artillery cannot fire at the Pleitner Regiment because between them there is the town of Mogersdorf. In fact the town is a terrain obstacle that breaks the LoS between the attacking artillery unit and its target.

5.1 Line of Sight

To verify if an artillery unit can target an enemy unit in a specific hex, the active player has to draw a straight line starting from the hex's centre where the artillery unit is placed to the hex where its target is located. If along this line, named "Line of Sight (LoS)", there are any terrain obstacles (such as forest, city, hills, etc) the fire is not possible.

5.1.1 Blocking hexes

All the hexes with hills, woods, towns, cities, or containing any enemy or friendly CU, Commander or any hex above the one where artilleries are firing from are blocking the LoS. The type of terrain of the hex where the artillery is and the one of its target's position do not block the firing.

Example: If the Pleitner Regiment were in this position, the Ottoman artillery could fire at them, because only one of the bordering hex (the one with the village) is an obstacle to the LoS. On the other hand, if the Fugger Regiment were still in the same position (of the previous example) it would be considered blocking the Los and preventing fire against the Pleitner Regiment.

5.1.2 Exceptions

An exception to the above rules are those artillery units placed on a higher level hex (such as a hilltop). All the hexes with any type of obstacle present between the artillery and its target are ignored if those obstacles hexes are in a lower position on map. The LoS between the two CUs is not blocked if the distance between the artillery and the target is higher than the distance between the artillery and the obstacle. Furthermore, in case both CUs (artillery and targeted unit) are both on a hilltop hex, they are in LoS regardless of any obstacle hex presence between them if in a lower position. It is reasonably obvious that an obstacle hex at the same level blocks the LoS.

Example: The Imperial artillery cannot fire against the Ottoman Janissaries units because they are both behind a hex with an obstacle (the village). The Ottoman Spahi unit is also protected by the village. However, due to the fact that the artillery unit is on a higher level and the distance between Ottoman Spahi and the village (2 hexes) is greater than the one between the artillery unit and the obstacle (1 hex) the line of fire is considered free. Summarizing the three LoS examples for this rule we have that:

  • The Janissaries unit right behind the village is at a 1-hex distance MINOR to the one existing between the obstacle and the artillery and consequently the Janissaries unit cannot be attacked.
  • The distance of the second Janissaries unit is 2 hexes which is the SAME distance between the artillery and the obstacle. Also this Janissaries unit cannot be attacked.
  • The Spahi unit is located at a distance of 3 hexes from the obstacle, which is GREATER than the distance between the artillery and the obstacle. The Spahi unit can be attacked.

Conflict with series 1.3 (5.1.2): the scenario text above gives the distance condition for the LoS exception ("if the distance between the artillery and the target is higher than the distance between the artillery and the obstacle"). The series 1.3 text states the LoS between the two CUs "is not blocked" with no distance condition. Both are reproduced as printed.

5.2 Capture of artillery units

During the game it is possible to capture the artillery units of the enemy if a CU or a Commander enters the hex occupied by the artillery unit. The artillery units counters then are turned to show the color of the capturing faction (either Ottoman or Imperial) and starting from the next artillery phase of the capturing player, they can be used to target any enemy unit. Artillery units can never be disorganized nor destroyed as a result of a combat phase and they can be captured and freed in an unlimited number of times.

Example: The Ottoman Spahi unit starts moving (top picture) by going around the town, then enters the hex containing the Imperial artillery unit and continuing on its movement. As soon as entering in the hex with the Imperial battery, the artillery is captured and the counter is immediately turned to show the color of the Ottoman side while the Ottoman cavalry unit goes on to finish its movement (central picture). If during its movement the Ottoman cavalry unit had met other Imperial artillery units, these also would have been captured too and turned to match the Ottoman side's color (picture below).

6.0 MOVEMENT

During his Movement Phase, the active player can move any units and commanders counters he wants in any direction he desires. The units are moved one at a time, tracing a continuous line of hexes, without jumping any hex. When a CU enters a particular hex, it must pay the required movement points to pass it reducing the total of its movement points for that turn.

6.1 Movement's restrictions

Except when specified, all restrictions of movement are applied both to Units and to Commanders and can never be made outside of the player's movement phase. A unit can never enter in a hex containing an enemy unit if it's not an artillery unit to be captured (see para 5.2). As soon as the active player starts to resolve the combats by rolling a die, the movement phase is definitely over. The number of movement points spent by a unit during a single movement phase cannot exceed the total MPs of that unit.

It is possible that a unit spends only a part of its MPs available bearing in mind that the unused MPs cannot be accumulated for the next turn or transferred to another unit.

Once the active player has finished to move a unit it cannot be moved any further and any changes to the move are not allowed unless agreed by the opponent player.

Once deployed during the initial setup of the game, artillery units cannot be moved.

6.2 Terrain Effects

In order to enter each hex, all units spend a certain number of MPs. This value may change on the type of terrain the unit is going to enter. In some cases it could be prohibited to move a unit in a particular hex.

The Terrain Effects Chart helps the players to quickly find all the MPs costs for entering each type of terrain present on the map and to read the effects they have during movement and/or combat.

The required MPs costs for a Unit to cross any obstacle are added to those needed to enter in the new hex. If the MPs of a unit are less than the cost needed to enter a particular hex, the unit cannot enter it.

Example: In order to cross the river and enter in the hex with woods, this Imperial unit will spend all its MPs (2 for crossing the river and 2 for entering the hex with woods). In case there was a bridge between hex 1221 and hex 1321, the Imperial unit would had spent only 2 MPs.

6.2.1 Exceptions

The presence of a bridge in a hex denies the need to spend additional MPs to cross a river. On the same principle, the additional MPs costs are needed to climb a slope not to descend it.

Example: To move from hex 0922 to hex 0823, units will spend 2 MPs (1 to move in the hex + 1 for climbing); on the other way, to move from hex 0822 to hex 0921 units do not have to spend any additional MPs because the movement is downhill.

6.2.2 Cavalry units and Wood hexes

Cavalry units are not allowed to enter a wood hex or a wooded hill hex.

Conflict with series 1.3 (6.2.2): the scenario text prohibits cavalry from entering wood or wooded hill hexes. Series 1.3 allows cavalry to enter them by road. Both are reproduced as printed.

6.3 Units' Stacking Limitations

Only one CU counter may occupy a hex. Stacking limit is not applied to Commanders and artillery counters because these are non-combat units. Players can have only one CU counter in a hex and as many Commanders and artillery units they may want.

6.4 Effects of friendly units

A friendly unit is not allowed to move in or cross a hex containing another friendly unit.

6.5 Crossing the Raab river

Historically the day when the battle occurred, the water level of the Raab river increased significantly, making impossible for the Ottoman army to ford the river. In order to recreate that event, starting from turn 4 and until the end of the game, the Ottoman player has to roll a die before starting his regular phases: if a result from 1 to 4 is obtained, the river is not fordable and can be crossed only through bridges; if a result of 5 or more is obtained this special event will not occur. This rule is applicable only to the river Raab not to its tributaries.

6.6 Villages and towns

Hexes with villages and towns cannot be entered with any counter if there is no road connection on map. If a CU counter is already in one of these hexes, they cannot attack nor be attacked. However, in case a Commander counter is in a town or village hex, they can be captured by a CU entering in these hexes.

Conflict with series 1.3 (6.5): the scenario text above says a CU already in a village or town "cannot attack nor be attacked". Series 1.3 says such a CU ignores enemy ZoC and may attack with a +1 modifier to the die roll. Both are reproduced as printed.

7.0 ZONES OF CONTROL

The six hexes around the one with an undisrupted CU counter in it represent the unit's Zone Of Control (ZOC). The hexes where the unit applies its ZOC are called controlled hexes.

The ZOC exercised by any friendly or enemy unit do not preclude the movement in any possible way.

All undisrupted units always exercise a ZOC even during the turn of the adversary. The ZOC does not inhibit the presence of other ZOC applied by other friendly or enemy units. If on a same hex are applied different ZOC of other units (either friendly or enemy) this hex is considered a controlled hex by both units without any further effects.

7.1 Exceptions

The ZOC do not extend across a hex bordering a river without a bridge. Cavalry units do not exercise a ZOC over wood hexes.

Artillery, Commanders and disrupted CU counters do not apply any ZOC at all.

7.2 Effects of the ZoC

Combat is mandatory between undisrupted units when one of them moves into an enemy unit's ZOC hex (see para 8.0).

During the Reorganization Phase, Commanders are not allowed to reorganize any disrupted unit which are in an enemy ZOC (see para 10.2).

8.0 COMBAT

Combat between adjacent enemy undisrupted units is mandatory. The phasing player has to attack all the enemy units located in adjacent hexes where they exercise their ZOC. CU can only attack nearby attacking units.

If an undisrupted unit of the phasing player is located in ZOC of multiple enemy units it has to attack all those enemy units that are not engaged by other friendly units.

Units located in two or more hexes may attack the same hex provided that they are all adjacent to it. In this case the combat force of the attacking units is calculated by adding their combat values.

Friendly Commanders counters, which are stacked with attacking CUs or reach the attacked hex with their combat range, can or cannot participate to the attack by applying their modifier value, it's a phasing player's decision (see para 10.0).

An attacking unit cannot attack more than one time in the same combat phase and no defending unit can be attacked more than one time, however a hex occupied by a unit in a controlled hex of the attacker can be attacked from many surrounding hexes; furthermore, the combat value of a single unit can never be divided on or against more opponents.

All combats can be resolved in any preferred order until all involved units have been attacked. A hex occupied by a unit in the attacker's ZOC can also be attacked by all six surrounding hexes.

Undisrupted units must be involved in an attack if they are near to one or more enemy units. The phasing player chooses which of his units will attack the enemy units and how to distribute the attacks, so that at the end of the attacks all units that were in enemy ZOCs attacked all the units exercising it.

Example: If the situation in the picture above shall occur during the Imperial player's combat phase, both units have to attack the Ottoman unit. Viceversa, if the above situation occurred during the Ottoman player's combat phase, the Ottoman unit will attack both enemy units.

In the picture below, the Imperial player must perform the same attack and another one with Kielmanseg Regiment against the Albanian units, but he can decide if use the Tasso Regiment and against which of the two enemy units attack with it (the Tasso Regiment in fact is in both enemies ZOCs and therefore must engage combat)..

The phasing player is always identified as the attacker, while the opponent is the defender. All the combats are solved separately in an order chosen by the attacker. The Combat Phase will finish when all the combats have been solved.

To resolve every combat, the following procedure shall be used:

  1. Sum all the combat strength values of each unit attacking the targeted enemy unit(s);
  2. Divide the resulting value obtained with the combat value of the unit(s) present in the targeted hex rounding down the result;
  3. Roll a die and check the result by crossing the die-roll value with the corresponding column of the Combat Result Table.

Example: The Imperial player attacks with two units a hex where is present an Ottoman unit. The total combat value of the 2 attacking units is "20" (Sparr Regiment 12 and Piedmont Regiment 8); this value of 20 is divided by "8" (the Ottoman unit's combat value) giving the result of a force rate of 2,5/1 and rounding it down to have a 2/1 force rate. The Imperial player (the attacker) now rolls a die and gets a "3", this value crossed with the 2/1 force rate column in the Combat Result Table gives the result of disrupting the enemy unit which is turned to show its new status.

8.1 Terrain Effects

Defending units can increase with a bonus their combat value if they are located in hexes with a specific terrain. This bonus is added to the combat value of the defending unit. These bonuses are listed in the Terrain Effects Chart where the defending player will pick and apply the most favorable bonus.

8.2 Combat result table

See Game Charts and Tables.

9.0 DISRUPTION

The units involved in a combat or targeted by artillery fire can be "disrupted". This condition reduces the unit's combat capability and increases its vulnerability. Players may attempt to recover any disrupted unit during the Reorganization Phase of their turn.

Soon after a unit is disrupted, its counter has to be turned to show this status. If a disrupted unit suffers another disruption during a combat phase is destroyed and removed from the game. Disruption is applicable only to units in combat. Commanders and Artillery units are not subject to disruption even if stacked with disrupted units.

9.1 Disruption Effects

Disrupted units, in addition to having a lower combat value, cannot attack and cannot exercise any ZOC; therefore any enemy combat unit adjacent or passing near them cannot be attacked. Disrupted units can move only two hexes per turn, they can't cross any river without bridges nor enter in wooded or town hexes. Despite these restrictions, disrupted units can always move for two hexes no matter on which type of terrain they're passing through.

9.2 Disrupted Units' Reorganization (Reorganization Phase)

During the Reorganization Phase, the phasing player rolls a die for every disrupted unit which is outside an enemy ZoC.

The result can be modified if:

  • in the same hex there is a Commander;
  • the hex where the disrupted unit is located lies within the command range of a Commander unit (see para 10.0).

Any disrupted unit is considered "reorganized" with a die result of "5" or "6". The counter is turned to show the front side and the reorganized unit is free to move and fight in the next Combat Phase.

9.2.1 Ottoman Janissaries Units

The Ottoman "Janissaries" units disrupted can be reorganized with a die result from "4" to "6" during the Reorganization Phase.

Conflict with series 1.3 (9.2): the scenario text above gives Ottoman Janissaries units a reorganization on a die result of "4" to "6". Series 1.3 has no equivalent rule; its 9.2 reorganizes every disrupted unit on "5" or "6". Both are reproduced as printed.

10.0 COMMANDERS

Unlike Combat Units, Commander counters do not exercise ZOC nor have any combat value. Every Commander has Command Points (CPs) that can be added:

  • to the combat value of a unit involved in a combat;
  • to "help" the reorganization of a disrupted unit during the Reorganization Phase.

Commanders are never subject to disruption, but they can be eliminated if they are the only counter present in an enemy ZoC.

10.1 Effect on combat

The player, either attacker of defender, can add CPs from only one of his Commanders to the combat value of a unit involved in a fight whether this unit is stacked with the Commander or it's within the command range.

The CPs are added to the combat value of the selected unit before applying all the necessary modifications due to the terrain effects. For this reason, all the modifications are applied both to the CU and the Commanders.

10.1.1 Limitations

No more than one Commander per side can be used/activated for each combat whether is occurring between single or multiple CUs.

10.2 Effects on disruption

During the Reorganization Phase, the CPs of a Commander can be added to the die result in order to recover a disrupted unit stacked in the same hex or within the command range/radius. However, not even the presence of a Commander nearby a disrupted friendly unit inside an enemy ZoC can allow the reorganization of that unit. (See para 7.2)

Example: A Commander counter with "2" CPs adds this value to the die result for the reorganization of a disrupted unit present in the same, near of within two hexes of distance from the COM counter. If the die result is a "3" it will be modified to a "5" and the disrupted unit is successfully reorganized.

11.0 DEMORALIZATION

Collecting losses of units (infantry, cavalry and Commanders) might result, by achieving a certain amount, to gain a level that will provoke the demoralization of the entire army.

The losses' amount limit for the Imperial Army is 100 combat points, while the one for the Ottoman Army is 130 combat points. In the event that one Imperial CU successfully enters in hex 3010 (the Ottoman encampment) the level of demoralization of the Ottoman Army drops to 100 combat points permanently, even if this specific hex is abandoned or conquered again.

Conflict with series 1.3 (11.0): the scenario text above measures losses in combat points against fixed thresholds and does not mention victory points. Series 1.3 scores each eliminated CU or commander CP as 1 victory point to the enemy and defers the threshold to the scenario booklet. Both are reproduced as printed.

11.1 Effects of demoralization

As soon as the demoralization level is reached by one of the two armies, the movement capability of all the CUs in the entire army (either infantry or cavalry) is set to 4 MPs.

All disrupted infantry units can no longer be reorganized during the Reorganization Phase.

All disrupted cavalry units can be reorganized during the Reorganization Phase only with a die result of "6" or more (regular or modified by the presence of a Commander).

Conflict with series 1.3 (11.1): the scenario text above sets all CUs to 4 MPs after demoralization. Series 1.3 sets infantry to 2 MP and cavalry to 4 MP. The reorganization wording agrees in both texts. Both are reproduced as printed.

12.0 COMMAND RANGE

The Command Points of the Commander counter represent also the maximum possible distance range of hexes to apply the Commander's capabilities and the bonus rate to be added during combat or during the recovery of disrupted units.

A value of "1 CP" means that the Commander can apply his command capability to the unit stacked in the same hex or to nearby units present within one hex of distance. Obviously, a value of "2 CPs" or "3 CPs" means that the command capability can be applied to units present in a distance range of 2 or 3 hexes.

The Commander counter can affect all the units present within its CPs distance range, but only one CU can be "helped" in combat, while more disrupted CUs can benefit of its CPs during the Reorganization Phase. Command range is never limited or affected by terrain or ZoC.

13.0 VICTORY CONDITIONS

To win the game the Ottoman player must have placed CUs with a total of 100 combat points (Commanders counters do not count) North of the river Raab at the end of the 10th turn; in case this condition is not met, the winner automatically will be the Imperial player.

If both armies are demoralized and the losses for the Ottoman player are minor than those of the Imperial player, the Ottoman player wins. For any other different outcome the game terminates with a draw.

Conflict with series 1.3 (12.0): see the note under series 12.0 above.

14.0 ARMY DEPLOYMENT

14.1 Imperial Coalition Army

The columns shared by 2 setup areas are valid for both the setup areas.

14.1.1 Imperial - Right Wing: These units must be deployed on map from the column of hexes where the last two digits last two numbers are "17" up to the western edge of the map.

  • MONTECUCCOLI (COM)
  • von SPORCK (COM)
  • von SPARR (COM)
  • Trauttmannsdorf (CAV)
  • Lothringen (CAV)
  • Gerard (CAV)
  • Gutschenich (CAV)
  • Rappach (CAV)
  • Scheneidau (CAV)
  • Schmidt (CAV)
  • Montecuccoli (CAV)
  • Sporck (CAV)
  • Kielmannsegg (INF)
  • Spieck (INF)
  • Pio (INF)
  • Tasso (INF)
  • Sparr (INF)

(The Tasso and Sparr entries are printed at the top of the next column of the source page, after Pio, and are read here as part of this list.)

14.1.2 Imperial - Center: TThese units must be deployed on map from the column of hexagons where the last two digits whose last two numbers are "16" up to the column where the last two digit whose last two numbers are "11".

  • LEOPOLD WILH. (COM)
  • von WALDECK (COM)
  • Zobel (CAV)
  • Honig (CAV)
  • Pest (CAV)
  • Pleitner (INF)
  • Fugger (INF)
  • Pfalzgraf (INF)

14.1.3 French/Deutsche Allianz - Left Wing: These units must be deployed on map from the column of hexes whose last two numbers where the last two digits are "11" to the eastern limit of the map.

  • COLIGNY (COM)
  • HOHENLOHE (COM)
  • LA FEUILLADE (COM)
  • Schwedisches (CAV)
  • Beauvisé (CAV)
  • Neuburg (CAV)
  • Foumeaux (CAV)
  • De Gassion (CAV)
  • Touraine (INF)
  • Grancey (INF)
  • Piemont (INF)
  • Morvas (INF)
  • Waldeck (INF)

14.1.4 Imperial Artillery: The 4 artillery batteries must be placed within 5 hexes of the village of Mogersdorf (hexes 0712-0812).

14.2 Ottoman Army

The Ottoman army units must be deployed south of the river Raab, below the row from hex nr 1505 to hex nr 1526 and columns with the last two digits xx05 and xx26 included.

The 8 artillery counters must be deployed within 15 hexes from hex nr. 2111 where the Ottoman encampment is located.

15.0 VARIANTS

For a better balance of the game between players with different experience and skill it is possible to choose one or more of the following special rules. All the below listed rules have in brackets a number of Combat Points (CPs). These number will modify the demoralization conditions of each army (Ottoman or Imperial).

15.1 Furor Germanicus (Imperial +10)

In order to demonstrate their courage in battle, German Infantry cannot break the contact with the enemy. They must attack even if they are in inferiority conditions.

15.2 Gran Dieu de la France (Imperial +10)

The French Infantry Regiments sent to rescue the Imperial Army were the "Elite" forces of the entire French armed forces. For this reason and because Le Fuillade was ordered to take as minor losses as possible, every French regiment that will be eliminated will double its combat value increasing the probability to reach the Imperial demoralization level.

15.3 Personal balance

Before starting a game, players may decide to customize the demoralization levels in accordance with their personal gaming experience.

16.0 DESIGNER'S NOTES… Why this game?

This project about a simulation game of the Battle of St. Gotthard on Raab came to me while I was playing the SPI Quadrigame "Battles of the Thirty Years War". This game is inspired by that series, because I want it to be simple and fast to play like were most of the SPI's quadrigames titles.

Like many "old" players, I started with simple games, then my interest passed to more complex ones and now, after half a century, I prefer to go back to the origins because reading too thick "rules books" has become quite "heavy".

An answer is that Raimondo Montecuccoli never had the right recognition and attention he deserves in simulations, except in the game "Le Gran Siècle" by Azure Wish. One reason is that this historical figure, very famous in German-speaking countries, is merely studied among the English-speaking historical scholars with very few exceptions. One of these is the paper study made by Thomas M. Barker, "The Military Intellectual and Battle - Raimondo Montecuccoli and the Thirty Years War", published in the USA in 1975 or in the books of William Guthrie about the battles of The Thirty Years' War.

I can confidently say that Montecuccoli was, between 1650 and 1680, one of the world's greatest military leaders like the Viscount of Turenne. Montecuccoli was not only a valorous general, he was also: a theorist on military architecture and chemistry, a skilled diplomat often called by the German Emperor for important diplomatic missions (like the mission to follow the conversion to catholicism of Queen Christina of Sweden) and, last but not least, a top literate. His studies on military art, in particular on military logistics, were the most advanced for his period and, in the following centuries, all the great leaders, even Napoleon, studied his works.

Another answer can be found by looking at his life's history. Born in Pavullo nel Frignano, a small town in the Duchy of Modena, his family planned for him an ecclesiastical career, but he was more interested in the stories about the military experiences of his uncle Ernesto, a General at the service of the German Emperor. Through his uncle, still a boy, he was able to enter in the Augsburg Imperial Army Service where he started his brilliant military career. In the final phase of the Thirty Years' War, as a Cavalry Regiment Commander, he was able to save many times the Imperial armies from total defeat using innovative maneuvers.

After the war, Montecuccoli worked to create a permanent professional Army under the service of the Emperor, including also the structural reorganization of the forts and the logistic structures to support the Army. In 1659 Montecuccoli repeatedly beat the Swedish forces during the war against Sweden, which was trying to gain control of Poland and Denmark, guaranteeing their independence.

The year 1664 sees the Ottoman Empire resuming its expansionist policy in Central Europe after a period of relatively calm peace. Montecuccoli was successful in preparing for the defenses of the empire three years before. After slowing down the Ottomans in small skirmishes with skilled maneuvers, finally in Command of the Imperial Army Coalition beat them on August 1st, 1664. With this victory the Augsburg Empire gained precious time for the 20 years to come when Ottoman made their last attempt to conquer and expand their influence over Central Europe by trying to take Vienna with the siege of 1683.

Let's see some details of this game.

Historically, the battle was fought on a wider area, but the main and most important results of this battle were obtained in the Raab's valley, which is the area represented on the game map.

One of the many problems we faced in this simulation was how to balance the disparity of forces and formations (in terms of combat value) with the real value showed by the units of both sides in that battle. Several historical sources gave different numbers about the sizes of the two armies involved. The estimated figure for the Ottoman Army's size is between 30.000 to 80.000 men, while the Imperial Coalition Army's size was estimated to be around the 20.000 men. However, after a more detailed analysis of the chronicles of this battle, it can be said that the real Ottoman Army strength had about 40.000 men on the field. Translating these figures on the game, the total combat values of 245 for the size of the Ottoman Army and 200 for the size of the Imperial forces symbolize a compromise that includes also the difference in "quality" of the troops. This compromise was also applied for the artillery combat values. The Ottoman presented on the field artillery units which had 8 "pieces" and the Coalition 4 "pieces". This relatively small difference of total combat values between the two sides depends also by the fact that the Coalition's troops were "qualitatively" better than the majority of the Ottoman troops in terms of maneuvers and use of weapons. The French Regiments made available for the Coalition, for example, were the Elite forces of King Louis XIV's Army. This difference in quality is also confirmed by the presence of Commanding Officers in greater number among the Coalition forces compared to the Ottomans. They are of crucial importance in managing the battle and achieving victory.

However, players have to be aware that this advantage for the Coalition is not so decisive, the Ottoman player may still win the game by applying a strategic concentration of forces. In fact, being able to have a higher number of units to seriously threaten the wings of the enemy can lead to a crushing victory for the Ottoman player...

Historically, the Ottoman objective was to be able to cross the river and achieve a numerical superiority of forces. It is with this objective in mind that the victory points are calculated for the game. In the early stages of the game it is very important for the Ottoman player to cross the river Raab as soon as possible, before the river's level increase event could occur. With this condition the Ottoman player has to try to rapidly bring as many units as possible on the other side of the river and immediately engage the Coalition forces. From the Coalition player's perspective, it is imperative to avoid the crossing of the river by the enemy, to suffer too many losses and use the river at their advantage... As historically Montecuccoli did....

  • 5.0 ARTILLERY
    • 5.1 Line of Sight
      • 5.1.1 Blocking hexes
      • 5.1.2 Exceptions
    • 5.2 Capture of artillery units
  • 6.0 MOVEMENT
    • 6.1 Movement's restrictions
    • 6.2 Terrain Effects
      • 6.2.1 Exceptions
      • 6.2.2 Cavalry units and Wood hexes
    • 6.3 Units' Stacking Limitations
    • 6.4 Effects of friendly units
    • 6.5 Crossing the Raab river
    • 6.6 Villages and towns
  • 7.0 ZONES OF CONTROL
    • 7.1 Exceptions
    • 7.2 Effects of the ZoC
  • 8.0 COMBAT
    • 8.1 Terrain Effects
    • 8.2 Combat result table
  • 9.0 DISRUPTION
    • 9.1 Disruption Effects
    • 9.2 Disrupted Units' Reorganization (Reorganization Phase)
      • 9.2.1 Ottoman Janissaries Units
  • 10.0 COMMANDERS
    • 10.1 Effect on combat
      • 10.1.1 Limitations
    • 10.2 Effects on disruption
  • 11.0 DEMORALIZATION
    • 11.1 Effects of demoralization
  • 12.0 COMMAND RANGE
  • 13.0 VICTORY CONDITIONS
  • 14.0 ARMY DEPLOYMENT
    • 14.1 Imperial Coalition Army
    • 14.2 Ottoman Army
  • 15.0 VARIANTS
    • 15.1 Furor Germanicus (Imperial +10)
    • 15.2 Gran Dieu de la France (Imperial +10)
    • 15.3 Personal balance
  • 16.0 DESIGNER'S NOTES… Why this game?