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War of the Austrian Succession

War of the Austrian Succession Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
    • 1.1 Players
    • 1.2 Game Scale
  • 2.0 GAME EQUIPMENT
    • 2.1 The Game Map
    • 2.2 Countries
    • 2.3 Regions
    • 2.4 Prussian Detached Territories
    • 2.5 German States
    • 2.6 The Playing Pieces
    • 2.7 Event Markers
    • 2.8 Administrative Markers
    • 2.9 Game Charts, Tables, and Tracks
    • 2.10 Player Aid
    • 2.11 Other Game Equipment
  • 3.0 SETTING UP THE GAME
  • 4.0 SEQUENCE OF PLAY
    • 4.1 General Rule
    • 4.2 The Sequence of Play
  • 5.0 MORALE
    • 5.1 General Rule
    • 5.2 Keeping Track of Morale Points
    • 5.3 Gaining / Losing Morale Points
    • 5.4 Maximum Morale
    • 5.5 Morale Collapse
    • 5.6 Spending Morale Points
    • 5.7 Activate a Leader in a Second or Third Impulse
    • 5.8 To Recruit (Recruiting Phase)
    • 5.9 To Train (Recruiting Phase)
    • 5.10 Rally
    • 5.11 Morale Chart Clarifications
  • 6.0 INITIATIVE
    • 6.1 General Rule
    • 6.2 Procedure
    • 6.3 Effects
    • 6.4 Controlling the Initiative
  • 7.0 RANDOM EVENTS
    • 7.1 General Rule
    • 7.2 Event Pools
    • 7.3 Procedure
    • 7.4 Disposition
    • 7.5 One Time Events
    • 7.6 "Immediately"
    • 7.7 Order of Precedence
  • 8.0 RECRUITING, TRAINING & REORGANIZATION PHASE
  • 9.0 REINFORCEMENTS
    • 9.1 General Rule
    • 9.2 Placement
    • 9.3 Initial Entry
    • 9.4 Blocked Entry
    • 9.5 Delaying Arrival
  • 10.0 RECRUITING
    • 10.1 General Rule
    • 10.2 Procedure
    • 10.3 Deployment
    • 10.4 Restrictions
    • 10.5 Initial Deployment
    • 10.6 Replacements
    • 10.7 Leaders Irreplaceable
  • 11.0 TRAINING
    • 11.1 General Rule
    • 11.2 Procedure
    • 11.3 Multiple Leaders
    • 11.4 Restrictions
    • 11.5 Drill Time
  • 12.0 REORGANIZATION
    • 12.1 General Rule
    • 12.2 Procedure
    • 12.3 Combining
    • 12.4 Breaking Down
    • 12.5 Restrictions
  • 13.0 MOVEMENT
    • 13.1 General Rule
    • 13.2 Procedure
    • 13.3 Marching
    • 13.4 Minimum Movement
    • 13.5 Enemies
    • 13.6 No 'Take Backs'
    • 13.7 Terrain Effects
    • 13.8 Rugged Terrain
    • 13.9 Mountains
    • 13.10 Rivers
    • 13.11 Roads
    • 13.12 Bridges
  • 14.0 CONCENTRATION (STACKING)
    • 14.1 General Rule
  • 15.0 ZONES OF CONTROL
    • 15.1 General Rule
    • 15.2 Extent of ZOC
    • 15.3 Multiple Zones of Control
    • 15.4 Movement Effect
    • 15.5 Effects on Combat
    • 15.6 Effects on Lines of Communications
    • 15.7 Disengagement
    • 15.8 Negation
  • 16.0 COMBAT (BATTLE)
    • 16.1 General Rule
    • 16.2 Procedure
    • 16.3 Voluntary Combat
    • 16.4 Who May Attack
    • 16.5 Adjacency
    • 16.6 One Attack per Unit per Battle Phase
    • 16.7 Combining Units in a Battle
    • 16.8 No Multi-Hex Defense
    • 16.9 No Multi-hex Attacks
    • 16.10 Potential Multiple Defense
    • 16.11 Combat Strength Unity
    • 16.12 Defender Unity
  • 17.0 RETREAT & PURSUIT AFTER COMBAT
    • 17.1 General Rule
    • 17.2 Retreating
    • 17.3 Withdrawal
    • 17.4 Routing
    • 17.5 Procedure
    • 17.6 No Movement Point Cost
    • 17.7 Retreat Restrictions
    • 17.8 Going the Distance
    • 17.9 Fortress Negation of Retreat
    • 17.10 Morale
    • 17.11 Pursuit (Advancing After Combat)
    • 17.12 Advance Eligibility
  • 18.0 SECOND & THIRD IMPULSE
    • 18.1 General Rule
    • 18.2 Procedure
    • 18.3 Second or Third Impulse Siege Attack
    • 18.4 Second or Third Impulse Movement
    • 18.5 Second or Third Impulse Battle Attack
    • 18.6 Multiple Leaders
  • 19.0 LOGISTICS
    • 19.1 General Rule
    • 19.2 In Supply
    • 19.3 Line of Communications
    • 19.4 Expending Supply Units
    • 19.5 Out of Supply
  • 20.0 RALLY
    • 20.1 Objectives
    • 20.2 Plus...
  • 21.0 FORTRESSES & SIEGE
    • 21.1 General
    • 21.2 Attacking Fortresses
    • 21.3 Formal Siege Procedure
    • 21.4 Multiple Besieging Forces
    • 21.5 Procedure
    • 21.6 Siege Combat Results
    • 21.7 Storming Fortresses
    • 21.8 Breakout Combat
    • 21.9 Other Fortress Capabilities
  • 22.0 LEADERS
    • 22.1 Training
    • 22.2 Combat
    • 22.3 Second and Third Impulse
    • 22.4 Leader Elimination
    • 22.5 Leader Normalcies
    • 22.6 Frederick
  • 23.0 WINTER
  • 24.0 FOG O' WAR
    • 24.1 Intelligence
    • 24.2 Leader Displays
  • 25.0 BELLIGERENTS & NEUTRALS
    • 25.1 General
    • 25.2 Control of Forces
    • 25.3 Neutrals
  • 26.0 OFF MAP STAGING AREAS
    • 26.1 General
    • 26.2 Movement
    • 26.3 Reinforcements
    • 26.4 Supply
    • 26.5 ZOC
    • 26.6 Combat
  • 27.0 HOW TO WIN
    • 27.1 Determining Victory
    • 27.2 Level of Victory
    • 27.3 Sudden Death Decisive Victory
    • 27.4 Special Victory Points
    • 27.5 Objective Hexes
  • OPTIONAL RULES
    • 28.0 Grand Diplomacy
    • 29.0 Advance Guard Actions
      • 29.1
    • 29.2 Restrictions
    • 29.3 Ensuing Combat
    • 30.0 Delaying Actions
      • 30.1
      • 30.2
      • 30.3 DW
    • 31.0 COMBAT AND SUPPLY
      • 31.1
      • 31.2
  • 32.0 ENHANCE PURSUIT
    • 32.1
    • 32.2
  • 33.0 MERCENARY ELITE UNITS
  • 34.0 LIGHT UNITS
    • 34.1
    • 34.2 Mountain Warfare
    • 34.3 Screening
    • 34.4 Pillaging
  • 35.0 PILLAGE
      • 35.1
      • 35.2
      • 35.3
    • 35.4 Removal
  • 36.0 FIELD FORTIFICATIONS
    • 36.1 General
    • 36.2 Procedure
    • 36.2 Effects
    • 36.3
    • 36.4 Removing Field Works
  • 37.0 SUPPLYING LARGE ARMIES
    • 37.1 General
    • 37.2 Effects
    • 37.3
  • 38.0 PRISONERS OF WAR (PW)
    • 38.1 General
    • 38.2 Elites Die to the Last Man
    • 38.3
    • 38.4 Prisoner Exchange
    • 38.5 Sieges & PWs
    • 38.6 Capturing Supply Trains
  • PLAYER AID
  • 39.0 COMBAT RESULTS EXPLANATIONS
  • 40.0 SCENARIO DEPLOYMENT
    • 40.1 General
    • 40.2 Belligerents
    • 40.3 First Turn (both scenarios)
    • 40.4 Habsburg Deployment (set up first)
    • 40.5 Coalition Deployment (set up second)
    • 40.6 Neutrals
    • 40.7 Recruits
    • 40.8 Special Rules
  • 41.0 EVENTS TABLES
    • Coalition Events
    • Habsburg Events

1.0 INTRODUCTION

War of the Austrian Succession is a wargame of Frederick the Great's first military campaign, the First Silesian War of 1740-42. This was the opening War of the Austrian Succession which eventually involved the major powers of Europe. The intent of the game is to show operational level warfare in the 18th century Age of Kings.

1.1 Players

There are two sides in the game, Prussia and its allies (the Coalition), and Austria and its allies (Habsburgs).

1.2 Game Scale

Each unit represents a brigade or wing of an army (approximately 4,000 - 12,000 men and their equipment). Each hex on the map is approximately 7.5 miles across. Each turn represents one or two months of operations, depending on the season.

2.0 GAME EQUIPMENT

2.1 The Game Map

The game map portrays the area in Central Europe where the original campaign took place. A hexagonal grid is superimposed over it in order to regularize the movement and positioning of the pieces. "North" is the map edge with Berlin. The Battle Site hexes are for historical information and have no effect on play.

2.2 Countries

These include Prussia, Saxony, Bavaria and Austria.

2.3 Regions

These are subdivisions of the Austrian Empire. Regions include Silesia, Bohemia, Moravia, Hungary, the Tyrol, and Austria proper.

2.4 Prussian Detached Territories

Prussia has some territory within Saxony, around the towns of Halle and Cottbus.

2.5 German States

This represents the many minor German states and does not constitute a country.

Note: This includes the regions on the western side of the map, as well as the area around Salzburg.

2.6 The Playing Pieces

The cardboard game pieces represent the actual military units that took part in the original campaign. These playing pieces are referred to as 'units.' The information on the units is read as shown below:

Unit Type: Unit type is the predominant type of military formation with the unit.

Unit Size: There are two general sizes of units in the game:

Brigades: these have a single image on them.

Wings: these have three infantry or two cavalry images on them.

Leader Value: Leader value is the relative military capability of a leader.

Combat Strength (left number): Combat strength is the relative strength of a unit to engage in combat.

Movement Allowance (right number): Movement allowance is the maximum number of open terrain hexes through which a unit may be moved in a single Movement Phase.

Elite units: Units with an "E" between the combat and movement values are Elite units.

Siege Trains: Units with a circled "S" between the combat and movement values are Siege Trains.

Backprinting: Many counters have units on both sides. The front side is the Regular status of the unit, and the reverse is the Elite status. See the Training rule.

Note: This is not a second "step" of the unit.

Designation: The name or number of a unit, or name of a Leader.

Country Abbreviations and Unit Colors:

  • AU: Austria (red stripe on white)
  • BV: Bavaria (white stripe on green)
  • FR: France (white stripe on light blue)
  • HU: Hungary (black stripe on orange)
  • Merc: Mercenaries (black stripe on white)
  • PR: Prussia (white stripe on blue)
  • RA: Reichsarmee (black stripe on tan)
  • SX: Saxony (white stripe on green)

Unit Abbreviations:

  • SW: Swiss
  • WG: Wild Geese (Irish mercenaries)

2.7 Event Markers

These designate special game events.

2.8 Administrative Markers

Game Turn: Game Turn indicates the current game turn.

Flag Marker: players can use this as a mnemonic for any game functions.

Initiative: Initiative indicates the player who at the start of the turn had higher morale points and thus performs actions first in the rest of the turn.

Morale: Morale indicates a side's current morale level.

Fieldworks: Fieldworks indicate units which have fortified in the field.

Pillage: Indicates hexes which have been pillaged.

2.9 Game Charts, Tables, and Tracks

These are found both on the game board:

Attrition Table: This is used to determine losses due to units being out of supply or marching in Winter (see rule 19.0).

Combat Results Table (CRT): The CRT is used to resolve battles (16.0) and storms of fortresses (21.7).

Deadpile: This is where permanently eliminated leaders are placed.

Game Turn Record Track: This is used in conjunction with the Turn marker to indicate the current Game Turn.

Leader Displays: These are convenient places to store units commanded by a Leader on the map (to prevent overcrowding) (24.2).

Morale Chart: This indicates actions which change Morale. See also 20.0 for complete Rally events.

Morale Track: This indicates the current number of Morale Points each side has available (5.0).

Prisoner of War Box: This is used with the optional rules (38.0).

Recruit Box: This is where units available for recruiting are placed (10.0).

Recruit Chart: This shows the costs to build new units (10.0).

Sequence of Play: This outlines a game turn's sequence of phases and impulses.

Errata: Step "(6)" of the Sequence of Play should refer to the Third Campaign Impulse (not the Second).

Siege Table: This is used to resolve Formal Sieges (21.0).

Staging Areas: off-map regions in which units can be deployed (26.0).

Terrain Effect Chart (TEC): The TEC used to provide information about the effects of terrain on movement and combat.

2.10 Player Aid

The following charts are in the game rules:

Combat Results: This provides explanations for combat results (39.0).

Scenario Deployment: This shows how to set up the game scenarios (40.0).

Events Chart: This provides the explanation of random events (41.0).

2.11 Other Game Equipment

Players will need a six sided die (plural = dice). Players will also need two wide mouthed opaque container to act as Pools for the Event chits.

3.0 SETTING UP THE GAME

Players determine what side they will play. The Coalition Player controls all of the forces on the Prussian side. The Habsburg player controls all of the forces on the Austrians side.

Punch out the unit counters and set the map on a table. Follow the Scenario Deployment rule (40.0) or the remainder of the setup instructions. Begin play using the Sequence of Play (rule 4.0).

4.0 SEQUENCE OF PLAY

4.1 General Rule

The game is played in successive Game Turns, each representing one or two months of operations, depending on the season. Each turn consists of a series of Phases during which players execute certain actions. Siege, movement and fighting are conducted during the Campaign Impulses, and the number of these impulses in turn will vary depending on the amount of Morale Points players expend to generate them. At the conclusion of the last game turn, the victory conditions are consulted and the winner is determined.

4.2 The Sequence of Play

  1. Initiative Determination Phase: Determine which player has the Initiative (see 6.0). That player will be the First Player for the rest of this turn. The other player is the Second Player.

  2. Events Phase: The First Player picks at random one Event Marker from his pool, then plays it. Then the Second Player picks one Event marker from his pool and plays it.

  3. Recruiting Phase: Each player may Recruit new units (10.0), upgrade units via Training (11.0), and Reorganize units (12.0) by substituting brigades for wings and vice versa. This can be done simultaneously, or with the First Player going first.

  4. First Campaign Impulse:

(a) First Player Siege Phase: The First Player may use Siege Train units he has adjacent to enemy fortresses to engage in Formal Siege attacks. He can also make Storm attacks against fortresses (21.7).

(b) First Player Movement Phase: The First Player may move all, some or none of his units as he desires within the limits of the rules for Movement (13.0), Concentration (14.0), Zones of Control (15.0), and Terrain Effects (see the TEC).

(c) First Player Battle Phase: The First Player uses his units to attack enemy units using Battle (16.0). Execute any retreats and pursuits.

(d) Second Player Siege Phase: The Second Player may use Siege Train units he has adjacent to enemy fortresses to engage in Formal Siege attacks. He can also make Storm attacks against fortresses (21.7).

(e) Second Player Movement Phase: The Second Player may move all, some or none of his units as he desires within the limits of the rules for Movement (13.0), Concentration (14.0), Zones of Control (15.0), and Terrain Effects (see the TEC).

(f) Second Player Battle Combat Phase: The Second player uses his units to attack enemy units using Battle (16.0). Execute any retreats and pursuits.

  1. Second Campaign Impulse: Repeat steps (a) through (f) above. A player must expend Morale Points and use Leaders to activate forces for this (see 5.0 and 18.0).

  2. Third Campaign Impulse: Repeat the procedure from the Second Campaign Impulse.

Errata (printed in red in the source): step (6) refers to the Third Campaign Impulse, not the Second. The step is transcribed as printed in the rules, which already read "Third Campaign Impulse"; the Errata note in section 2.9 is retained as printed.

  1. Mutual Logistics Phase: Each player must now check the supply status of all units and take any action called for by the Logistics rule. The First player goes first. (See 19.0.)

  2. Mutual Rally Phase: Both players check to gain Morale Points (see 20.0).

  3. End of Turn Phase: If this is the last turn of the game, then determine who won. Otherwise, advance the turn marker one space and proceed to the next Morale turn.

5.0 MORALE

5.1 General Rule

Morale Points represent a side's level of motivation and diplomatic ascendancy. Each side starts the game with a number of Morale Points. Players may expend Morale Points to enhance various game functions.

Note: The Morale Chart (see the map) and rule 20.0 gives the conditions which change Morale.

5.2 Keeping Track of Morale Points

Morale Points are recorded on the Morale Track using the Morale markers.

5.3 Gaining / Losing Morale Points

See the Morale Chart and rule 20.0 for specific in-game actions that raise and lower Morale Points. If two or more events occur simultaneously that would change a player's Morale Value, first add and then subtract all Morale Point changes that must be applied.

5.4 Maximum Morale

A side's Morale Value may never exceed twenty (20); any excess is lost.

5.5 Morale Collapse

If a side's Morale Value ever reaches zero (0), then that side immediately loses the game. If both sides simultaneously go to zero, the game ends in a draw.

5.6 Spending Morale Points

A player may spend Morale Points during certain phases for these purposes. This is entirely at the player's option.

5.7 Activate a Leader in a Second or Third Impulse

A player spends one Morale Point to activate a Leader to conduct a Second or Third Impulse (this is explained in detail below).

5.8 To Recruit (Recruiting Phase)

A player may expend Morale Points to recruit units. Each Point expended can recruit the designated number of units.

5.9 To Train (Recruiting Phase)

A player may upgrade units by expending Morale Points. Each Point expended allows A player to upgrade the designated number of units.

5.10 Rally

A player may gain more Morale Points via Rally (explained in 20.0).

5.11 Morale Chart Clarifications

  1. The points gained for eliminating or routing enemy units in combat apply only to the winning side (see 16.27). The points lost for units in combat apply only to the losing side.

  2. Points for occupying the listed enemy cities are gained for each city, but only once per game, regardless if they are recaptured. Also the Habsburgs gets the VP for occupying Berlin, Munich and Dresden ("VP" is on the wrong line).

Note: the phrase in parentheses in point 2 is printed in the source as shown.

  1. The points for Rally are explained in detail in 20.0 (and include extras for Objective hexes).

  2. You can expend more than one point to Recruit, paying the costs given on the Recruiting Table (see 10.0).

6.0 INITIATIVE

6.1 General Rule

During the Initiative phase, players determine who will be first and second player for the remainder of the Turn.

6.2 Procedure

The side that has the higher Morale has the Initiative. That player takes the Initiative marker and becomes the First Player for this turn. The other player is the Second Player.

In the event of tied Morale Points, each player rolls one die and the high roller has the Initiative.

6.3 Effects

Generally, the player with the Initiative does everything first if both players can do something in a single phase.

The effects of being First and Second player are listed in detail throughout the rules.

6.4 Controlling the Initiative

The player with the Initiative retains it until the next Initiative phase. This is so even if Morale changes during the turn.

7.0 RANDOM EVENTS

7.1 General Rule

Random Events represent various diplomatic and military happenstances which affect the campaign, as well as the chaos of war. The Random Events Table is in section 41.0.

7.2 Event Pools

Each player places all his Event markers in a proverbial wide mouthed opaque container called the Pool (one Coalition, one Habsburg). Markers are drawn at random from it.

7.3 Procedure

During each Random Events phase, each player must pick one (and only one) Event maker from his Pool. The player must then checks this with the Events Explanations Chart, and apply it. This is done openly so that the enemy player can see what event was picked.

7.4 Disposition

  1. If an event says "Return" then place it back into the Pool after it has been played.

  2. If an event says "Discard" then remove it from play after it has been played.

  3. If an event says "Keep" then place it face up in front of the player. It remains in effect for the remainder of the game, or until some other event negates it.

7.5 One Time Events

Events will usually cause an action to be taken only on the turn they are played. Exceptions are noted on the counters.

7.6 "Immediately"

If a marker says "immediately", then perform that action. The marker remains in effect for the remainder of the game, but the "immediate" action is not repeated.

Example: Bavaria Joins the Coalition will give the Coalition the Morale Points only on the turn the marker is picked, but Bavaria remains a Belligerent for the remainder of the game.

7.7 Order of Precedence

Instructions in the Event explanations may supersede the game rules.

Note: Each side has twelve Event markers. This is less than the total number of turns, but since certain markers are returned to the Pool upon playing, there will never be a shortage.

8.0 RECRUITING, TRAINING & REORGANIZATION PHASE

During the Recruiting, Training & Reorganization phase, a player can conduct Recruiting, Training and Reorganization. The player also places any Reinforcements. Generally, these actions can be conducted in any order the player wants. They are explained in their own rules sections, below.

9.0 REINFORCEMENTS

9.1 General Rule

Events may generate additional units for a player. These units are called Reinforcements. Reinforcements do not require the expenditure of Morale Points (unlike Recruited units, below). These are placed at the start of the Recruiting, Training & Reorganization Phase.

9.2 Placement

Each event will state where a Reinforcement group is placed.

9.3 Initial Entry

There is no movement cost to bring reinforcements onto the map. Simply place them in the designated hex or staging area. Reinforcement units may be placed stacked, or separate.

9.4 Blocked Entry

Reinforcements may not be deployed a hex that is occupied by an enemy unit or in an enemy ZOC.

9.5 Delaying Arrival

A player may not voluntarily delay reinforcements. However, if all potential reinforcement locations are blocked, then it does not appear that turn. It will appear on the first turn in which there is an applicable entry hex.

10.0 RECRUITING

10.1 General Rule

Recruiting is building new units. Units available for recruiting are initially placed in the player's Recruit box.

Recruit Chart: this gives unit recruit costs. See the map.

10.2 Procedure

The player first indicates the number of Morale Points to be expended. Then recruit the units and place them on the map.

10.3 Deployment

The chart lists where recruits are initially placed. Further details are as follows:

  • Any Friendly Occupied Fortress (or Town): any fortress (or town) hexes occupied by units of that side (anywhere on the map).
  • Any Friendly Occupied Fortress in Home Country: any fortress hexes occupied by units of that side and in the same country as the recruited units. (For ex: Prussians units recruited in Prussia).
  • French Reinforcements: Deploy in the French staging area.
  • Hungarian Reinforcements: Deploy in the Austrian Empire staging area, or friendly occupied fortresses in Hungary.
  • Reichsarmee: Deploy in any Free City town or fortress which is not occupied by enemy units or in an enemy ZOC. They do not have to be friendly occupied.

Note: Enemy ZOC do not extend into friendly occupied fortresses.

10.4 Restrictions

A player may recruit only units of countries which are on his side, and which are active belligerents. Neutral and enemy units may never be recruited.

A player may not recruit wings; These have to be built by reorganization. A player may not recruit Elite units (these can only be gained by Training.)

A single Morale Point may purchase more than one unit. These can be deployed together or separately. A player may not combine two different recruits types in the same purchase morale point (for ex: an infantry brigade and a supply train). However, a player may use the same Morale Point to recruit units of different countries on a player side.

Example: Habsburgs could use one morale point to build one Austrian and one Hungarian infantry brigade.

A player may expend any number of Morale Points to recruit units as long as a player does not drop to zero points or below.

The number of counters in the game is a limit. A player cannot recruit more than that, though by judicious use of reorganization a player may be able to get more 'mileage' here.

10.5 Initial Deployment

Units deployed as part of scenario deployment do not cost Morale Points.

10.6 Replacements

Units which have been eliminated for any reason are placed in the Recruit box and may be recruited again. (But see 10.7.) Elite units are placed on their non-Elite side. When recruited again, then come in as non-Elites.

Note: You can place eliminated units in the Deadpile box, but there is no cost to transfer them to the Recruit box.

10.7 Leaders Irreplaceable

Eliminated Leaders may not be replaced.

11.0 TRAINING

11.1 General Rule

Players may upgrade regular units to Elite status via Training.

11.2 Procedure

A player must have at least one Leader in a fortress, along with non-Elite units. Expend one Morale Point and one Leader in that hex can upgrade a number of units equal to its Value to Elite status. Remove the regular units from the map and replace them with Elites.

11.3 Multiple Leaders

More than one Leader may train units, but a player has to expend one Morale Point for each. A player may do this in any fortress.

11.4 Restrictions

Certain units have no Elite side. They cannot be upgraded.

11.5 Drill Time

Units involved in an Upgrade (Leaders, Elite units) may not move or attack in the same player turn. Place a blank marker on them to indicate this, and remove it at the end of the turn.

12.0 REORGANIZATION

12.1 General Rule

Players may exchange three brigades for one wing of the same type and nationality of a unit, and vice versa.

12.2 Procedure

Units are broken down or combined during the friendly Recruiting, Training and Reorganization phase.

12.3 Combining

Three brigades in the same hex may be combined into one wing (to do so, remove them from the map and replace them with one wing).

12.4 Breaking Down

A wing in a hex may be divided into three brigades (to do so, remove it from the map and replace it with three brigades).

12.5 Restrictions

Units must be of the same type and nationality to be broken down or combined. The number of counters in the game is a limit, and a player cannot form more wings than are available. Units may be generally broken down and combined only during the friendly Reorganization Phase. They may be broken down in a Combat Phase to extract losses called for by the CRT.

Note: Otherwise, units may not be broken down during Movement, etc.

Designer's Note: The movement factors of wings are lower than those of their component brigades, but higher than their total combat factors. This is due to the effect of concentration on armies of this time.

13.0 MOVEMENT

13.1 General Rule

During his Movement Phase, the Player may move as many or as few of his units as he desires. Units may be moved in any direction or combination of directions.

Terrain Effects Chart: this summarizes movement cost. See the map.

13.2 Procedure

Units are moved one at a time, tracing a path of contiguous hexes. As each unit enters a hex, the unit pays one or more Movement Points from its Movement Allowance to do so.

13.3 Marching

A player moves his units during his own Movement Phase. Each unit is moved one at a time. A unit may expend all, some or none of its Movement Points at that time, but unused Movement Points may not be accumulated from turn to turn, nor transferred to another unit.

Note: Retreat and Pursuit after combat are covered in 17.0.

13.4 Minimum Movement

A unit may always move one hex per friendly Movement Phase, even if it does not have sufficient Movement Points to pay the entire cost. However, it cannot enter prohibited terrain, cross a prohibited hexside, or move directly from one enemy ZOC to another.

13.5 Enemies

A friendly unit may never enter a hex containing an enemy unit.

13.6 No 'Take Backs'

All movement is final once a player's hand is withdrawn from the unit he is moving. Players may not 'change their minds' and retrace their unit's movement.

Note: This rule should be strictly enforced. During these campaigns, it was common for units to be sent in the wrong direction at key points with often disastrous results.

13.7 Terrain Effects

Units pay one (1) Movement Point to enter each Open, Fortress, Town or Free City hex.

13.8 Rugged Terrain

Units that enter a Forest pay two movement points. Units which enter Rough pay three movement points.

13.9 Mountains

Units may not enter mountain hexes.

13.10 Rivers

Units pay two additional movement points to cross a river hexside as well as paying the cost to enter the terrain on the other side. See Minimum Movement and (13.4) Bridges (13.12).

13.11 Roads

A unit using road movement (moving directly from road hex to another, connected road hex) does not have to stop in Rugged Terrain (as per 13.8, above). A unit which conducts its entire move along connected road hexes doubles its movement factor.

13.12 Bridges

Units using road movement to cross river hexsides do not stop when crossing a river. They pay bridge movement costs.

13.13 Passes

A unit that is using road movement through woods or mountain hexes pays one movement per hex entered (not ½).

Designer's Note: This is because of the difficulties in moving armies through forest trails up and down mountain passes.

13.14 River Movement

A Leader, Siege Train or Supply Train moving via river hexes adjacent to contiguous river hexsides moves as if it were moving along a road (regardless of other terrain). However, the unit must spend the entire phase moving along hexes adjacent to river hexsides.

Terrain Effects Chart Clarification: units other than Leaders, Siege and Supply Trains cannot use River Movement.

13.15 Zone of Control Effects

13.16 Stop

Units that enter an enemy Zone of Control (see 15.0, below) must immediately cease their movement. Friendly units' Zones of Control do not affect the movement of friendly units.

13.17 Engaged

Units may only voluntarily leave an enemy Zone of Control through Disengagement (see 15.7). The only other way to leave an enemy Zone of Control is by Advancing or Retreating after Combat (see 17.11 and 17.2), or if all enemy units exerting the ZOC are eliminated.

14.0 CONCENTRATION (STACKING)

14.1 General Rule

More than one unit in a hex is called a "stack". Generally, a player may have an unlimited number of friendly units in a hex. However, the Supply rules may provide penalties.

15.0 ZONES OF CONTROL

15.1 General Rule

A unit's "Zone of Control" (abbreviated "ZOC") is constituted by the six hexes immediately surrounding it as shown in this illustration. ZOC affect movement, retreat, lines of communications, and other game functions.

15.2 Extent of ZOC

  1. All units exert a ZOC at all times, regardless of the current Phase or Player Turn.

  2. The presence of ZOCs is never affected by other units, enemy or friendly.

  3. ZOCs extend into all types of terrain except Fortress. Additionally, units inside of Fortresses do not exert ZOC outside of them.

15.3 Multiple Zones of Control

Both friendly and enemy units may exert their ZOCs upon the same hex. There is no additional effect if multiple units cast their ZOCs over the same hex. Thus, if a given unit is in an enemy controlled hex, the enemy unit is also in its controlled hex. The two units are equally and mutually affected and 'locked' into each other's ZOCs.

15.4 Movement Effect

Units must cease their movement upon entering enemy Zones of Control. Units do not otherwise pay additional Movement Points to enter an enemy ZOC. Units that begin their Movement Phase in an Enemy ZOC can leave only via Disengagement (15.7) or as a result of combat.

15.5 Effects on Combat

Units are not required to attack simply because they are in an enemy ZOC. However, ZOC do provide limits on retreats.

15.6 Effects on Lines of Communications

Enemy ZOC block friendly Lines of Communications (see the Supply rule).

15.7 Disengagement

Units may exit enemy ZOC during the friendly movement phase. This is called Disengagement. Disengagement is conducted in the same manner as normal movement, except the disengaging unit may not enter another enemy ZOC in the same movement phase. That means that a player cannot move from one enemy ZOC to another in the same turn, regardless if the enemy ZOCs are adjacent or separated.

15.8 Negation

ZOC are negated in only one instance; ZOC never extend into or out of fortresses. ZOC are not blocked by the presence of friendly units.

16.0 COMBAT (BATTLE)

16.1 General Rule

Combat (a battle) takes place in the Battle phase. The Player whose Battle Phase is in progress is termed the 'Attacker' and the other player is the called the 'Defender' in a battle (i.e., the resolution of a single attack).

Attacking units must be adjacent to enemy defending units.

The Attacker declares his battles one at a time, in any order he chooses. They are resolved individually by following the procedure in 16.2.

16.2 Procedure

Each Battle, follow these Steps in order:

  1. The Attacker designates which friendly units (in a single hex) will be attacking a single hex containing enemy units.
  2. Reveal all units in both the attacking and defending hexes.
  3. Total the combat strength of all the attacking units in that battle.
  4. Total the defense strength of all the defending units that are the target hex of that attack.
  5. Divide the attacker's strength by the defender's strength, then multiply that by 100% to get the Basic Combat Percentile.
  6. Determine the number of column shifts (see below) to determine the final Percentile Column.
  7. Consult the CRT and use the appropriate 'Percentile Column'.
  8. Roll one die: Cross index that die roll with the Differential Column to determine the result of that battle.
  9. Apply that Combat Result immediately, including Retreats and Advances after Combat, if any.

16.3 Voluntary Combat

Attacking is always voluntary. The Attacker can choose to attack with some, none or all of his units adjacent to enemy occupied hexes.

Note: Once a player has committed a force to an attack, he must follow through. If revealing units shows a player is attacking at poor odds, a player cannot call it off.

16.4 Who May Attack

All units with an un-parenthesized combat strength may attack. Units with a parenthesized combat strength may only defend.

16.5 Adjacency

Attacking units must be adjacent to the defending units.

16.6 One Attack per Unit per Battle Phase

No unit may attack more than once per Friendly Combat Phase.

16.7 Combining Units in a Battle

If there is more than one attacking unit in a hex, then a player can combine them into a single attack, or have each attack different adjacent units.

16.8 No Multi-Hex Defense

If an attacking unit is adjacent to more than one hex containing enemy units, then it can attack only one such hex.

16.9 No Multi-hex Attacks

If the attacking player has more than one hex containing friendly units adjacent to a single enemy occupied hex, the player cannot combine them into a single attack. They could attack different hexes.

Designer's Note: This is owing to the abysmal command control of the era.

16.10 Potential Multiple Defense

If more than one attacking force is adjacent to a single defending enemy force, then each of these forces may attack it separately. This is done in any order the attacker desires. However, if one of the attacks clears all defending units from the hex, then the other units make no attack (though they could attack other adjacent enemy units).

16.11 Combat Strength Unity

A given unit's Combat Strength is always unitary; it may not be divided among different battles during a single Phase, either for attack or defense.

16.12 Defender Unity

All defending units in a stack must be attacked together as one combined defensive force. Defending units cannot be withdrawn.

16.13 Combat Shifts

"Shifts" are changes to the percentile column generated by various game functions. A shift to the right is in favor of the attacker; a shift to the left is in factor of the defender.

16.14 Combat Shift Procedure

To implement an applicable combat shift, employ the following procedure (in the order listed):

  1. Add all attacker shifts; then

  2. Subtract all defender shifts; then

  3. Use the difference as the final shift.

Example: A shift of attacker plus one, defender minus two, would give a shift of minus one.

16.15 Leader Effects on Combat

Each player may designate one Leader involved in the combat to be army commander. The attacker adds a number of column shifts equal to that Leader's value. The defender subtracts a number of column shifts equal to that Leader's value.

Note: Additional leaders have no additional effect (other than adding their combat factor).

16.16 Terrain Effects on Combat

Defending units benefit from the terrain in the hex they occupy and / or that hex's perimeter hexsides it is attacked through.

16.17 The Terrain Effects Chart

The defender's terrain may cause a shift to the Battle column (to the left). This is indicated on the Terrain Effects Chart.

16.18 Non-Cumulative Benefits

The terrain benefits for combat are not cumulative. A defending unit in a particular hex receives only the single most advantageous terrain benefit in a hex or through a hexside.

Example: a player with units defending in rough terrain behind a river could choose either the rough benefit or the river, but not both.

16.19 Attacker Consideration

Terrain in hexes occupied by the attacker has no effect on combat.

16.20 Finality

Players may not otherwise shift the column determined above.

16.21 Fortresses and Combat

A player cannot execute attack against an enemy fortress in the Battle phase. Fortresses can be attacked only during the Siege phase. This includes both Formal Siege and Storm attacks (see 21.7). However, units inside of fortresses which want to attack out do so in the Battle phase.

16.22 Explanation of Combat Results

Once determined, combat results are applied immediately, including any Retreat and /or Pursuit, before resolving the next battle that Phase. They are applied in the order given in the Combat Results Explanations (see 39.0):

16.23 In Order

Combat results must be applied in the order given for each outcome.

16.24 Extracting Losses

The player losing the unit always selects which units will be eliminated. A player may break down wings into brigades to extract losses. Only units involved in the battle are affected.

Note: Losses are in terms of brigade equivalents, not combat factors.

16.25 Brigade Equivalents and Losses

Each wing represents three brigade equivalents. All other types (brigades, leaders, supply, siege trains) represent one brigade equivalent. When called upon to eliminate brigade equivalents, a player can break down wings into brigades. The player can choose which units will be eliminated. Fractions to be eliminated are rounded up.

Example: A player has two wings, one Leader and two brigades in a battle. This is a total of nine brigade equivalents. If called up to lose 50% of his units, the player could eliminate one wing and two brigades.

16.26 Eliminating Units

A unit that is eliminated through combat is removed from the map and placed in the Recruit box.

Note: If there are not sufficient brigades in the counter mix to break down wings when called for, then excess units are still eliminated but not counted as morale points lost.

16.27 "Winner"

Combat results will designate one side as the Winner. The Winner is the player who will collect Morale Points for enemy units eliminated in the battle. The other player (the Loser) will lose them.

Example: A Coalition force attacks a Habsburg force. The Coalition get a Defender Defeated result, and thus are the Coalition is the Winners. Three Coalition units are eliminated in the battle, and two Habsburg. The Coalition player gains the points for eliminating the two Habsburg units, while the Habsburgs lose the points for those units. The Coalition losses do not count for Morale Point changes.

Designer's Note: Only the losing side's losses count for Morale for a variety of physiological and political reasons; i.e., units lost on the victorious side are considered to have gone down heroically.

17.0 RETREAT & PURSUIT AFTER COMBAT

17.1 General Rule

Retreat and Pursuit are special forms of movement which may occur after combat is resolved.

17.2 Retreating

Retreat is movement after combat. There are two types of retreat: Withdrawal and Routing.

17.3 Withdrawal

Units which are called upon to Withdraw must do the following:

  1. The owning player moves them the number of hexes designated.

  2. All units must move together.

17.4 Routing

Units which are called upon to rout must do the following:

  1. Supply Trains and Siege Trains are eliminated.

  2. All wings are broken down into component brigades.

  3. Leaders and Elites withdraw two hexes.

  4. For all other units: roll one die for each unit. The unit must retreat that number of hexes.

17.5 Procedure

When a combat result requires a player's unit(s) to retreat (either by Withdrawal or Rout), the owning player must immediately move each such unit the indicated number of hexes away from the hex it occupied during the battle (i.e., its 'battle hex').

17.6 No Movement Point Cost

Retreat is not normal movement; retreats are in terms of hexes, not movement points. Retreating units do not pay movement costs, regardless of terrain (but see Retreat across Rivers, below).

17.7 Retreat Restrictions

If a unit is unable to retreat within the following restrictions, it is eliminated instead:

Terrain Effects: Units may not retreat off the map or into hexes into which they could not normally move.

Enemy Units: Unit may not retreat into hexes containing enemy units.

Neutrals: Units may not retreat into hexes of neutral countries.

Fortresses: See the Fortress rule for their effects on retreats.

Retreat Hex Priority: Whenever and wherever possible, a retreating unit must retreat into and through vacant hexes not containing an enemy ZOC.

Retreat through Enemy ZOCs: If a safe retreat rout is not possible, a unit may retreat into an enemy ZOC. If it does so, however, it must roll one die for each enemy ZOC hex entered. On a roll of "1, 2, 3" the unit is eliminated; on a roll of "4, 5, 6" it re-treats normally.

Retreat across Rivers: When retreating across a River (even if bridged), that unit must roll one die. On a roll of "1, 2", the unit is eliminated; on a roll of "3, 4, 5, 6", it retreats normally.

Disastrous Retreat: If retreating into both an enemy ZOC and across a river at a single hex, the player must make a separate die roll for each of them.

Leaders, Elites and Retreat: In the above cases, a Leader or Elite unit would be eliminated only on a "1" ; other results would allow a safe retreat.

Go the Distance: Units must retreat the full number of hexes. Retreating units may retreat into and through friendly units without penalty.

Retreat Direction Priority: Whenever and wherever possible, a retreating unit must retreat in such a way that it moves closer to a friendly occupied Fortress hex than the hex it retreated from. The retreating player has the choice of which Fortress hex that unit retreats to-wards (if more than one is available, regardless of proximity to the retreating unit).

Exception: If there are no friendly-occupied fortresses, then the enemy player may retreat that unit in any direction.

17.8 Going the Distance

A retreat path may zigzag to avoid self-destruction, but it must strive to maintain rule 17.7. The length of the retreat path must be the full indicated number of hexes. If the unit reaches a map edge or prohibited territory before reaching the full required distance, it is eliminated in the last hex.

17.9 Fortress Negation of Retreat

If a unit outside of a fortress makes a Retreat move into a fortress, it may cease its movement in that fortress hex. In this case, it does not have to go the distance. Units inside of fortresses ignore retreat results (see below).

17.10 Morale

Units eliminated owing to retreat restrictions count as Morale Points lost or gained.

17.11 Pursuit (Advancing After Combat)

Victorious attacking or defending units can usually Pursue. This is a one hex move into the hex formerly occupied by the loser in a battle.

17.12 Advance Eligibility

Any or all surviving friendly victorious units which have an un-parenthesized combat strength that participated in the battle may advance. This is entirely at the player's option; no unit is required to advance.

Note: Parenthesized combat strength units may not Pursue.

17.13 Pursuit Limit

As with Retreat, Pursuit is in term of hexes, not movement points. Units do not expend Movement Points nor pay terrain costs when Pursuing. There is no bonus for advancing along roads.

17.14 Enemy ZOCs

Pursuing units ignore enemy Zones of Control; they can advance through ZOCs at no penalty or cost.

17.15 Prohibitions

Units may not Pursue into prohibited hexes (i.e., hexes that they could not enter through normal movement).

17.16 Immediacy

Any option to Pursue must be exercised immediately before any other battle is resolved.

17.17 Exhaustion

Advancing units may neither attack nor be attacked again during that Combat Phase, even if their advance places them next to enemy units whose battles are yet to be resolved, or who were not involved in a battle. However, if they advance or retreat into a hex containing friendly defending units, and those other units are subject to an attack, then they add their value to the friendly force's defense.

18.0 SECOND & THIRD IMPULSE

18.1 General Rule

A player may conduct Siege, Movement and Combat Phases during a Second or Third Impulse. However, this requires the expenditure of Morale Points and Leaders.

18.2 Procedure

At the start of a Second or Third Impulse, the player declares which Leaders he wants to activate. For each Leader he activates, he must expend one Morale Point. That Leader is activated for the remainder of that Impulse. Indicate this by rotating the counter by 45 degrees, or marking that unit with some sort of mnemonic, such as a blank counter.

18.3 Second or Third Impulse Siege Attack

Any stacks containing an Activated Leader may now initiate a Siege attack.

18.4 Second or Third Impulse Movement

Any stacks containing an activated Leader may now move. This executed in the same way as a normal Movement, except: the Leader and all units with him must move together. Units may be dropped off along the way, but may not move any further. Also, if the Leader ceases movement, all units with him must crease movement.

18.5 Second or Third Impulse Battle Attack

Any stacks containing an Activated Leader may now initiate a Battle attack.

Note: If a Leader moves into a hex containing units which had no Leader, he could conduct attacks with those other units. Similarly, if an activated Leader dropped off units while moving, and those units end up in a hex with no Activated Leader, then they could not attack. Effectively, it is the position of activated Leaders at the start of each phase which activates other units in the hex.

18.6 Multiple Leaders

If there is more than one Leader in a hex, then the player can divide any other units with them up into forces attached to each Leader. Each Leader must expend one Morale Point to activate. A Leader can attach another Leader in his start hex, but that Leader must move with him.

Note: In the first impulse a player does not need to have a Leader in a stack to initiate Siege, Movement, or Battle, nor expend Morale Points. The restrictions apply only in the Second and Third Impulses.

19.0 LOGISTICS

19.1 General Rule

During the Logistics phase, the player must check all friendly stacks on the map for forage. Stacks which are not "In Supply" are subject to attrition.

19.2 In Supply

A unit is In Supply if it fulfills one of the following conditions:

  1. If there are one or two brigades in a hex. Siege trains count as one brigade.
  2. It occupies a Fortress hex.
  3. It can trace a Line of Communications (LOC) to a Fortress hex which is occupied by a friendly unit.
  4. It can trace of Line of Communications to a friendly supply unit which is then expended.
  5. Leaders and Supply units do not count for stacking for this purpose. They are always In Supply (and do not count against other units in their hexes).

Note: the presence of one or more wings in a hex under (1) would require supply.

Example: A player has one wing, one siege train and one leader in a hex. The wing and siege train would require supply. But, if the player had one brigade, one siege train and one leader, the brigade and siege train would be In Supply, the Leader would always be In Supply.

19.3 Line of Communications

A unit is within a Line of Communications (LOC) if all of the following are in effect:

  1. The LOC is a path of hexes traced from the unit back to a friendly occupied fortress or supply unit. The LOC can be the maximum number of hexes:

1a) Six hexes if traced entirely along road hexes. 1b) Nine hexes if traced entirely along hexes which are adjacent to rivers. 1c) Three hexes in all other circumstances.

Note: Road and River paths LOC may not be combined.

  1. The LOC hexes may not enter enemy units or ZOCs, neutral countries, or mountains. The unit tracing the LOC may be in an enemy ZOC but no other hex may be.

Note: Enemy ZOC do not extend into fortresses, so a player can trace to a fortress which is in an enemy ZOC as long as there is otherwise a clear path.

19.4 Expending Supply Units

A single Supply Unit may be expended for any number of friendly units which can trace a LOC to it.

19.5 Out of Supply

Units which are Out of Supply may suffer attrition. For each such unit, roll on the Attrition Table to determine the outcome.

20.0 RALLY

During the Rally Phase, each player gains additional Morale Points.

Errata: Ignore the Rally rule reference at the bottom of the Morale Chart on the map for Rally.

20.1 Objectives

For each Objective hex a player's units occupy, gain one Morale Point. (These can be in friendly or enemy countries.)

20.2 Plus...

Each player rolls one die and checks the following:

  1. If the player initiated any Second or Third Impulse Siege, Movement or Battle phases in this turn, the player halves the number rolled, drops any fractions, and receives that number of Morale Points (from zero to three).

  2. If the player did not initiate any Second or Third Siege, Movement or Battle phases in this turn, then the player gains a number of Morale Points equal to the result (from one to six).

Note: Case (2) applies even if the enemy attacked and the player defended while not initiating any action under (1). A player can flip his Morale marker as a mnemonic for this.

21.0 FORTRESSES & SIEGE

21.1 General

A player can attack enemy occupied fortresses only during the friendly Siege phase. Since the Siege phase is before the friendly Movement phase, a player will have to have already brought up forces on a prior phase to make an attack.

21.2 Attacking Fortresses

There are two general ways to attack a Fortress: Formal Siege and Storm. Both are conducted during the Siege Phase. A player cannot attack an enemy fortress during a Battle phase. A player can declare either a Formal Siege or a Storm against a single enemy fortress in a particular Siege phase, but not both.

21.3 Formal Siege Procedure

A player must have at least one Siege Train unit adjacent to an enemy occupied Fortress. The "Besieging Force" includes all units in the same hex as the siege train. Next, the besieging player must declare a "Siege"; at this point, reveal all units in the same hex as the Siege Train, and all units in the fortress.

21.4 Multiple Besieging Forces

If there are more than one hex containing forces capable of conducting a Siege against a fortress, then the player may conduct a Siege with each of them, one at a time. They may not be combined into a single Siege. (That is, a single enemy fortress may be the subject of more than one Formal Siege in a single Siege phase providing each comes from a different adjacent hex.)

21.5 Procedure

To conduct a siege, follow the steps outlines as follows:

  1. Total the Attacking Siege Factor:

1 = Per siege train; plus

? = Leader values of one Leader in the force; plus

1 = If Total Printed combat strength of all Besieging units is at least twice the printed strength of the Besieged, but less than four times; or

2 = If Total Printed combat strength of all Besieging units is at least four times the printed strength of the Besieged.

  1. Total the Defending Siege Factor:

? = Leader value of one Leader; plus

? = if Total Printed combat strength of all Besieging units is less than the printed strength of the Besieged.

  1. Subtract the defender's total from the attacker's to get the column used on the Siege Table.

  2. Roll one die, cross index it with the column, then apply the result.

Note: There are no modifiers for terrain.

Transcriber's note: in the source text layer, the value that the Leader-value and the "if" entries of 21.5 should carry is printed as a "?" symbol. The text file does not show the number or symbol that the printed rule intends, so the "?" is transcribed exactly as it appears here. Consult the printed rule or the Siege Table on the map for the value. The same "?" appears in both the attacking and defending lines.

21.6 Siege Combat Results

After conducting a siege, implement the results as indicated, described as follows:

Breach: The attacking player must immediately attack the fortress, using any units in the besieging force. This is resolved as Storm combat (see 21.7), except that the defender does not gain any shifts for defending in a fortress (i.e., the defensive shift would be zero; retreats are still negated).

Capitulation: Eliminate all units in the fortress. The attacker may move any and all units in the Besieging Force into the fortress.

Honors of War: The defender must pick up all units inside the fortress and then place them on the nearest friendly occupied fortress. If more than one is the same distance, then select any one. This is a special move which costs no movement points. If no such fortress exists, then the units are eliminated instead. The attacker may move any and all units in the Besieging Force into the fortress.

Sortie: The attacker must eliminate one brigade equivalent from the besieging force (his choice).

Stalemate: No effect.

21.7 Storming Fortresses

A player can instead make a Storm attack against a fortress. Attacks against Fortresses are resolved as normal battle, with the following special cases:

Phase: a Storm is only made in the Siege phase; it cannot be made in a Battle phase.

Counterattacks: Cavalry is not doubled when conducting a Counterattack into or out of a fortress (see the Counterattack result explanation, 39.0).

Retreats: If a unit inside of a fortress gets a Withdrawal or Rout result, then that result is ignored.

Pursuit: units which make a Storm attack which clears the fortress of all defending units may advance into that hex.

21.8 Breakout Combat

Units occupying a fortress may attack adjacent enemy units during their Battle phase. In this case, they fight normally, but the provisions of ignoring retreat still apply; In this case, the attacker would ignore retreats.

21.9 Other Fortress Capabilities

Fortresses are locations for placing recruits and reinforcements. They also provide a Line of Communications. ZOCs never extend into a fortress from the outside. This is regardless if the fortress is occupied or not. Similarly, ZOCs of units within a fortress do not extend out.

22.0 LEADERS

Leaders act as other units, but have special rules, summarized below.

22.1 Training

Leaders can train units (see 11.0).

22.2 Combat

A Leader's leader value provides a shift in combat strength to friendly forces with which he is stacked (see 16.15). The Leader also contributes his combat strength normally.

22.3 Second and Third Impulse

A stack with an activated Leader may conduct Second and Third Impulse actions in Siege, Movement and Battle phases (see 18.0).

22.4 Leader Elimination

If a Leader is eliminated for any reason, roll one die. If the result is less than or equal to the Leader Value, then the Leader miraculously escapes. Place him in the nearest friendly occupied fortress. If more than one such hex exists, then choose one at random. If none exists, then the Leader is eliminated. If the die roll is greater than the Leader Value, the Leader is permanently eliminated.

22.5 Leader Normalcies

Otherwise, Leaders count for stacking, have ZOCs, etc (Because they also represent guard formations plus the usual impedimenta an enlightened leader brought along on campaign.)

22.6 Frederick

The Prussian Frederick Leader has two values, one on the front side and the second on the reverse. The game begins with the front (lower value) side. It is flipped to the higher value side if Fredrick is Leader in a Coalition force which wins a battle and the enemy loses at least two brigades. This must occur as in the Battle phase, not Siege. Once upgraded, Frederick remains at the higher strength for the rest of the game.

Exception: If using the Optional rules, Frederick cannot be upgraded as part of an Advanced Guard action.

If the Coalition wins a battle in which Frederick is present, then the Coalition gains one additional morale point. If the Coalition loses a battle in which Frederick is present, then the Coalition loses one additional morale point.

23.0 WINTER

The effects of Winter are built into the Attrition rolls during Winter. See the Attrition table.

Note: While March-April represents two combined months, it is not a winter turn; It's just the effects of the spring thaw.

24.0 FOG O' WAR

Players may examine stacks of enemy units only under certain conditions. A player may always examine his own units.

24.1 Intelligence

A player may examine an enemy stack under the following conditions:

  1. Movement: At the end of any Movement Phase, A player may reveal any of a player own Cavalry or Light units on the map. The enemy must then reveal all units in stacks adjacent to them. To do this during a Second or Third Impulse, the Cavalry or Light unit must have been activated to move.

  2. Combat: During the step of the Battle Sequence in which units are revealed.

24.2 Leader Displays

These are located on the map. A player can keep units in these boxes for convenience. The units are treated as if they are still on the map. The enemy can examine what is in a Leader box is they could otherwise examine a hex.

25.0 BELLIGERENTS & NEUTRALS

25.1 General

Belligerents: Belligerents are countries and units which are actively engaged in the war. A player controls units of friendly Belligerents. Units of both sides may enter, attack into and trace LOC through all hexes of Belligerents.

Co-Belligerents: All units belonging to belligerents on the same side may stack with each other, use each other's supply, combine in combat, be led by any Leader, etc., unless otherwise stated.

25.2 Control of Forces

Prussia: Prussia is a belligerent from the start of the game. The Coalition player controls the Prussians.

Austria: Austria is a belligerent from the start of the game. The Habsburg player controls the Austrians.

Austrian Regions: Austria has internal borders showing the various kingdoms and provinces constituting it. These have no effect on play other than those indicated by Event explanations. (i.e., all Austrian regions are Habsburg controlled Belligerents)

Hungary: Hungary is a Belligerent from the start of the game. The Habsburg player controls the Hungarians.

French, Bavarian and Saxons: These begin the game as Neutrals (see 25.3). Each country can individually enter play on the side of the Coalition if an Event calls for it.

Reichsarmee: The forces of the various minor German states are called the Reichsarmee. They start the game as Neutrals, but may become Austrian controlled if an Event calls for it.

Minor German States: Both players' units may enter the German States, trace LOC through it, etc.

Design Note: Historically, the minor German states were a region of wide open campaigning ground.

Mercenaries: See the optional rules for these units.

25.3 Neutrals

Neither player controls neutral countries and units. Neutral units have no ZOC and do not require supply. Belligerents may not enter, trace LOC or attack into the territory of a neutral. Neutrals become Belligerents via Events.

26.0 OFF MAP STAGING AREAS

26.1 General

The French and Austrian Staging Areas represent larger areas off the map.

26.2 Movement

Only French units may be placed in the French Staging Area. Only Austrian and Hungarians units may be placed in the Austrian Staging Area. Units move out of the Staging Area by paying all their movement points. French units are placed on any hexes on the west map edge. Austrian and Hungarian units are placed on the south map edge within Austrian Empire Regions. Once on the map, units may not reenter the Staging Area. If this is a second or third impulse, the units must move with an activated Leader.

26.3 Reinforcements

The Coalition player may place French reinforcements and recruits in the Staging Area. The Habsburg player may place Austrian and Hungarian reinforcements and recruits in the Staging Area. Players may place recruited supply units in the Staging Area (as well as in locations per 10.3).

26.4 Supply

Units in the Staging Area are always in supply. The player does not need to garrison the staging area to use it. LOC may not be traced into it.

26.5 ZOC

ZOC do not extend into or out of the French staging area. Hence, units may enter directly into an enemy ZOC when moving from a Staging Area to the map.

26.6 Combat

Units may not attack into or out of the staging area.

27.0 HOW TO WIN

Victory is in Terms of Victory Points (VP). VP are printed on the map for fortresses and some towns.

27.1 Determining Victory

At the end of the game, each player totals their VP per the following procedure:

  1. VP value (the number printed upon a black circle) of hexes that a player's units currently occupy on the map; plus

  2. Current number of a player's Morale Points.

27.2 Level of Victory

Once VP of each player is calculated, subtract the lower total from the higher total. This gives the final victory differential:

  • Decisive Victory = 30 or more VP than the enemy.
  • Campaign Victory = 20-29 more VP than the enemy.
  • Marginal Victory = 10-19 more VP than the enemy.
  • Draw = Neither side has 10 or more VP than the other.

27.3 Sudden Death Decisive Victory

A player wins a Decisive Victory at any time either (1) he has at least one Morale Point and the enemy has been reduced to zero or lower. Or: (2) his side's units occupy all fortresses of Belligerent countries on the map.

27.4 Special Victory Points

A player can be awarded additional VP at the end of the game for:

  1. Prussian Conquest of Silesia:

The war had started because Frederick II wanted to gain Silesia. Thus, if at the end of the game Prussian units occupy both Berlin and Breslau, the Coalition player receives an 10 additional VP.

  1. Charles Albert Coronation:

The Bavarian King Charles Albert had aspirations to be crowned Holy Roman Emperor and capturing Prague gave him some of the diplomatic prerequisites for this. If at the end of the game Bavarian units occupy both Munich and Prague, the Coalition player receives 5 additional VP.

  1. Austrians and the Empire:

If at the end of the game Austrian units occupy Vienna, Prague, Munich and Dresden, the Habsburg player receives 15 additional VP.

27.5 Objective Hexes

If one side or the other occupies (or was the last to have occupied) all of objective hexes (the hexes printed with a black flag symbol), then that side is automatically and instantly the victor, and the game ends immediately.

OPTIONAL RULES

Players can use these Optional Rules in any combination desired, but only per the agreement of all players.

28.0 Grand Diplomacy

Normally, a player must play the Event marker he picked. When using this option, after picking an Event marker (but before playing it), a player may return it to the Pool by paying three Morale Points. A player must then pick another Event and play it. This, of course, may end up being the same Event a player put back into the Pool (such are the fortunes of war).

29.0 Advance Guard Actions

29.1

In certain cases, units may attack while moving. A player may declare an Advance Guard Action if all of the following are in effect:

  1. A moving stack consists entirely of Cavalry and/or Light Troops. Leaders also may be involved.
  2. The instant that the stack moves adjacent to any enemy stacks, the enemy player must show what it is in those stacks. The Moving player now selects any one of those stacks.
  3. If the moving force has at 600% or more the printed strength as the enemy force selected, then the enemy force is eliminated. This counts for Morale Points.
  4. The moving force may now conduct a Pursuit. At the conclusion of the Pursuit, the moving units must cease movement.
  5. If the moving force did not have 600% or more strength than any of the adjacent enemy stacks, then nothing happens and the moving force must stop.

Limits

Note: When calculating the odds, shifts for Leaders, terrain, etc., do not apply, just the straight printed combat values.

29.2 Restrictions

  1. A moving force may conduct a maximum of one Advance Guard Action per Movement Phase. That moving force stops movement normally as it enters the hex adjacent to the enemy force owing to ZOC effect.

  2. An Advanced Guard Action may not be made against a fortress.

29.3 Ensuing Combat

Units which made an Advance Guard Action may engage in Battle Combat in the ensuing Combat phase.

30.0 Delaying Actions

30.1

In certain cases, the defender can declare a Delaying Action. This will reduce the effects of combat results while giving a greater chance of retreat.

30.2

To do so, during the Battle sequence in which both sides reveal their forces, the defender can declare "Delaying Action" if the defender's total of printed cavalry and light unit combat factors is greater than or equal twice the attacker's. Otherwise, the battle occurs normally.

The effect on combat results are as follows:

AD becomes AW. AR becomes AD. AE becomes AR. DD becomes DW (see below). DR becomes DD. DE becomes DR. CA becomes DW.

Exception: Delaying Actions may only be declared during a Battle phase, not during a Siege phase. Do not make any adjustments for terrain, although the Leader value is used (not his combat strength).

30.3 DW

Defender withdraws = All defending units withdraw two hexes. The attacker conducts any Pursuit. Neither player is the winner.

31.0 COMBAT AND SUPPLY

31.1

During the segment of the Battle Sequence in which players determine the number of shifts they will receive, each player can expend supply to receive an additional favorable shift in combat. The player with Initiative declares first, then the other player, if desired.

31.2

If the attacker expends a supply unit, then the column is shifted one to the right. If the defender expends a supply unit, then the column is shifted one to the left (including during siege combat.) These are cumulative with other shifts, however, a player can expend a maximum of one supply unit (and receive one shift).

Note: The shifting force must be able to trace a LOS to the supply unit to be expended. Also, a supply unit must be expended (simply being in range of a fortress, for example, would not provider this shift).

31.3

Combat Supply can be used for Battle and Storm. It cannot be used in Advance Guard Actions and Delaying Actions. For Formal Siege Attacks, each player can expend a maximum of one Supply Train to gain an additional "one" Siege factor.

32.0 ENHANCE PURSUIT

32.1

Leaders, cavalry and light troops may pursue more than one hex, known as an Enhanced Pursuit.

Historical Note: During this century, pursuits were limited for fear that pursuing units might desert!

Enhanced Pursuit may advance up to two hexes. The first hex must be the one the enemy vacated, and the second may be in any direction. Pursuing units may split up and go in different directions, but the player conducting the pursuit must undergo an attrition (desertion) check: The pursuing player must roll one die per unit pursuing more than one hex, and that result is compared to the Attrition Table.

32.2

Fortresses: units which pursue into a fortress must end the pursuit in that hex.

33.0 MERCENARY ELITE UNITS

Players may recruit Mercenary units by paying the indicated cost. A player can have only one Mercenary unit under their control at any one time. Mercenaries are recruited at their Elite status (they have no Regular status). Mercenary units otherwise act like other friendly-controlled units in all other respects.

Historical Note: The Swiss and Wild Geese Mercenary units represent particularly elite forces for hire of this era.

34.0 LIGHT UNITS

Light units have the following special capabilities:

34.1

Normally, units which Disengage (15.7) may not enter another enemy ZOC in the same turn. However, Light units may do so up to their movement factor, stopping in the first Enemy ZOC entered. They may not move directly from one enemy ZOC directly to another, however (there must be at least one non-enemy ZOC intervening hex if leaving one ZOC and entering another).

Historical Note: Light units, both cavalry and infantry, were used by some of the powers. Mostly were irregulars, useful in screening and skirmishing.

34.2 Mountain Warfare

Light units treat mountain hexes as if they were rough terrain. Light units in Mountain hexes may be attacked only by other enemy Light units (or light units plus leaders).

34.3 Screening

Normally, a player must reveal all friendly units in a stack if the conditions for cavalry recon exist (see Fog of War rule.) But if a Light unit is the top unit in the stack, then a player does not have to reveal the units. A player still would have to for combat.

34.4 Pillaging

Light Troops may pillage (see below).

35.0 PILLAGE

35.1

Light units may pillage by spending an entire Movement Phase in a hex. The owning player simply declares a "pillage" and then rolls one die: On an odd result, place a Pillaged marker in that hex; on an even result, there is no effect. No more than one pillage attempt may be made per hex in a Movement Phase.

35.2

A pillaged hex suffers the following effects:

  1. Units require one additional movement point to enter it.
  2. A pillaged fortress hex cannot be used as a supply source.

Note: The above does not affect other values of the hex.

35.3

A hex with a Pillaged marker cannot be pillaged again (unless the marker was removed). Pillaged markers have no other effects on play.

35.4 Removal

During each Rally Phase, roll one die for each Pillage marker on the map (regardless of who placed it): On a roll of 1-2, it is removed, on a roll of 3-6 it remains, with full effect.

36.0 FIELD FORTIFICATIONS

36.1 General

Units can place Field Works markers on the map to enhance their defensive ability, and to enhance Formal Sieges.

36.2 Procedure

Building Field Works is done at the start of any friendly Movement phase. There must be at least one friendly Supply Train in a hex (which may not have moved that phase) at the start of the phase, Expend the Supply Train and place a Field Works marker in the hex.

Exception: Fieldworks may not be built in the same hex as a Fortress or another Field Works.

36.2 Effects

(The source prints the number "36.2" for both this subsection and the Procedure above; the numbering is kept as printed.)

  1. Once built, a hex that contains a Field Works applies an additional one column leftward shift to any units defending in that hex.

  2. A Besieging Force in a Field Works gains an additional +1 Siege Factor for Formal Sieges.

  3. If a friendly occupied Field Works is adjacent to an enemy fortress, no recruiting is allowed in that fortress. Further, no enemy units can move in or out of that fortress (which may be otherwise feasible owing to fortress ZOC negation).

36.3

Field Works have no other effect in play, do not count for stacking, etc. There may never be more than one per hex.

36.4 Removing Field Works

Field works remain in the hex as long as any friendly unit is in the same hex (not necessarily the same unit that built it). At the instant that there are no friendly units in the hex, remove the Field Works.

37.0 SUPPLYING LARGE ARMIES

37.1 General

If a hex contains ten or more brigade equivalents, then it is considered to be a "Large Army".

Note: "Brigades" include infantry, cavalry, light and siege train units, but not other types. Each Wing is counted as three brigades.

37.2 Effects

  1. Movement: Any other friendly units which enter a Large Army's hex must end movement. They can continue moving normally in the next movement phase.
  2. Supply: A Large Army requires the expenditure of two Supply Trains to avoid an Attrition Check (19.5) and to get a combat shift (per 31.0). Expending only one Supply Train provides no effect on Attrition or Combat shifts.

37.3

Large Armies are otherwise are supplied by fortresses in the same manner as smaller stacks.

38.0 PRISONERS OF WAR (PW)

38.1 General

Units eliminated due to retreating into enemy ZOC (or into enemy units) are considered to have surrendered and become Prisoners of War (PW). PW are placed in the Prisoners of War Box (on map) of the enemy player.

38.2 Elites Die to the Last Man

Elite units never surrender; They are always eliminated normally. (Leaders do surrender normally).

38.3

PW units are treated as eliminated units, except that they may not be replaced. However, they are only counted as half the Morale Points for losses or gains (rounding up any fractions).

38.4 Prisoner Exchange

Players may exchange PW if they desire (during any Rally Phase), in which case each player agrees to some arbitrated terms, and the exchanged PW are placed back onto the map in any fortress(es) friendly to them of the owning player's choice.

Note: Players must abide by all terms of exchanges.

38.5 Sieges & PWs

If a Capitulation result occurs during a siege, the eliminated enemy units become PW, including Elites (otherwise, besieged units are eliminated normally).

38.6 Capturing Supply Trains

Supply Trains never become PWs. However, Supply Trains may be captured under the following circumstances: if a Supply Train is eliminated in any kind of combat where their side loses (Battle, Storm, Capitulation) and enemy units advance into the hex formerly occupied by the Supply Train. Return the Supply Train to the owning player (who may recruit it again). The winner then places a friendly Supply Train in the hex (if available). This costs no Morale Points.

PLAYER AID

39.0 COMBAT RESULTS EXPLANATIONS

AD: Attacker Defeated = Break down all surviving attacking wings into brigades. The attacker must eliminate brigade equivalents equal to at least 25% (round any fractions up) of the total force. All surviving attacking units withdraw two hexes. The defender must eliminate brigade equivalents equal to at least 25% (round any fractions up) of the total force. The defender conducts any Pursuit. The Defender is the winner.

AE: Attacker Annihilated = Eliminate all attacking units. The defender conducts any Pursuit (9.9). The defender is the winner.

AR: Attacker Routed = Break down all attacking wings into brigades. The attacker must eliminate brigade equivalents equal to at least 50% (round any fractions up) of the total force. All surviving attacking units Rout. The defender conducts any Pursuit. The Defender is the winner.

DD: Defender Defeated = Break down all surviving defending wings into brigades. The defender must eliminate brigade equivalents equal to at least 25% (round any fractions up) of the total force. All surviving defending units withdraw two hexes. The attacker must eliminate brigade equivalents equal to at least 25% (round any fractions up) of the total force. The attacker conducts any Pursuit. The attacker is the winner.

DE: Defender Annihilated = Eliminate all defending units. The attacker conducts any Pursuit. The attacker is the winner.

DR: Defender Routed = All defending siege trains and supply trains are eliminated. Break down all defending wings into brigades. The defender must eliminate brigade equivalents equal to at least 50% (round any fractions up) of the total force. All surviving defending units Rout. The attacker conducts any Pursuit. The attacker is the winner.

CA: Counterattack = (1) The attacker must eliminate brigade equivalents equal to at least 25% (round any fractions up) of the total force. The defender must eliminate brigade equivalents equal to at least 25% (round any fractions up) of the total force. (2) If one side has no surviving units, and the other at least one surviving unit, then the side with the surviving units is the winner and may Pursue. If both sides have been wiped out, the battle ends and neither side wins. (3) If both sides have surviving units, then the original defending player must attack the units which just attacked him. This is executed as normal combat, except:

(a) Terrain provides no shifts; (b) The printed combat value of cavalry of the side which is now attacking is doubled. (c) If another counterattack is rolled, then the original attacker now resumes as the attacker, applying cases (1) and (2) just the same. (d) This process repeats until either one or both sides are wiped out, or a non-counterattack result is rolled.

Note: Any Leader commanding an army (per 16.15) at the start of a battle continues to provide it Leader value through in all rounds generated by Counterattack. If a Leader is eliminated, a player may designate another to provide his Value.

40.0 SCENARIO DEPLOYMENT

40.1 General

There are two versions of the scenario: the Short and Long. They both set up the same, but have different last turns.

40.2 Belligerents

Coalition player controls all Prussian forces. France, Bavaria and Saxony forces begin as Neutrals and may enter as pro-Coalition Belligerents depending on Events.

Habsburg player controls all Austrian and Hungarian forces. Russian and Reichsarmee forces begin as Neutrals and may enter as pro-Habsburg Belligerents.

40.3 First Turn (both scenarios)

First Turn: November-December 1740

Last Turn (Short Scenario): June 1741

Last Turn (Long Scenario): June 1742

40.4 Habsburg Deployment (set up first)

Austrian

  1. Each fortress in Silesia, Bohemia, Moravia, Austria: 1 x garrison brigade.
  2. In any fortresses in Silesia: Leader Browne; 1x regular infantry brigade.
  3. In any fortresses or towns in Bohemia, Moravia: 1x regular infantry brigade; 1 x regular cavalry brigade.
  4. In any fortresses or towns in Austria, Tyrol: Leader Neipperg, 1 x elite infantry brigade; 3 x regular infantry brigades; 2 x elite cavalry brigade; 1 x regular cavalry brigade ; 1 x light troop; 2 x siege trains; 1 x garrison brigade.

Hungarian

  1. Pressburg: 1 x garrison.

Habsburg Morale: 12

Event markers: place all Habsburg Event markers in one pool.

40.5 Coalition Deployment (set up second)

Prussians

  1. Each fortress in Prussia: 1 x garrison brigade.
  2. Any fortresses or towns in Prussia: Leaders Frederick (front), von Schwerin, Anhalt-Dessau; 6 x elite infantry brigades; 3 x regular cavalry brigades; 1 x siege train; 3 x supply trains.

Coalition Morale: 18

Event markers: place all Coalition Event markers in one pool.

40.6 Neutrals

Coalition places the following units:

French

French staging area: Leaders Bell-Isle, Saxe; 1 x elite infantry brigade; 3 x regular infantry brigades; 2 x regular cavalry brigades; 1 x siege train; 1 x supply train.

Bavarian

  1. Each fortress in Bavaria: 1 x garrison brigade each.
  2. Any Bavarian fortresses or towns: Leader von Seckendorff; 2 x regular infantry brigades; 1 x regular cavalry brigade.

Saxons

  1. Each fortress in Saxony: 1 x garrison brigade each.
  2. Any Saxon fortresses: Leader Rutowski; 3 x regular infantry brigades; 1 x regular cavalry brigade.

40.7 Recruits

All units not placed above are available as Recruits for their respective sides.

40.8 Special Rules

  1. On turn one, skip the Events phase.
  2. On turn one, neither player may Recruit or Train. They may perform Reorganization.

41.0 EVENTS TABLES

Coalition Events

Balance of Power: (1) If one side has four or more Morale Points than the other, the side with lower Morale rolls one die and receives that number of Morale Points; Discard. (2) Otherwise, Return.

Bavaria Joins the Coalition: Bavaria becomes a Coalition belligerent. Coalition immediately gains three Morale Points. Keep.

Campaign Continues: Coalition gains one Morale Point. Return.

Coalition Command Shakeup: Roll one die for each French, Saxon and Bavarian Leader in play: on a "1, 2" the Leader is removed from the map and placed in the Recruit box; on a "3, 4, 5, 6" there is no effect. Return.

Charles Albert Makes Claim on Holy Roman Empire: (1) If Coalition forces currently occupy Prague: Coalition immediately rolls one die and gains that number of Morale Points. Plus, Bavarian units may not move or attack this turn. Discard. (2) Otherwise, Return.

Convention of Klein-Schnellendorf: (1) if Prussian units occupy at least two fortresses in Silesia: Coalition immediately rolls one die and gains that number of Morale Points. Prussian units may not move or attack this turn. This turn, Habsburg units may not attack stacks containing only Prussian units this turn. Discard. (2) Otherwise, Return.

France Joins the Coalition: France becomes a Coalition belligerent. Coalition immediately gains six Morale Points. Keep.

Light Troops Run Amok: Each player must do the following for each fortress or town hex containing Light units (on either side): immediately roll one die. On a result of "1, 2", the player controlling those units loses one Morale Point (but may not be reduced to less than "1"); on a "3" eliminate one light unit; on a "4, 5, 6", no effect. If more than one Light unit in a hex, roll only once for that hex. Return.

Saxony Joins the Coalition: Saxony becomes a Coalition belligerent. Coalition immediately gains three Morale Points. Discard.

Saxons Waver: (1) If Habsburg Morale is currently four points or higher than the Coalition: for the remainder of the game, Saxon units may only take First Impulses, never Second or Third. Keep. (2) Otherwise, Return.

Sweden Declares War on Russia: (1) If the Russians March on Prussia event is in effect, then flip that marker over. Treat it as no effect for the rest of the game. Keep. (2) If Russia is not yet in play, if the Russia Marches West event is picked later in the game, flip the marker face down. It has no effect. Keep.

Uprising: (1) If any Habsburg units currently occupy any fortresses or towns in any Prussian, Saxon or Bavarian regions, then the Habsburgs roll one die and lose that number of Morale Points (but may not be reduced to less than "1"). Coalition then selects one Garrison or Light unit as a free reinforcement. Deploy it in any hex in the above countries occupied by Habsburg units; the hex may not contain enemy units or ZOC. Discard. (2) If no countries are occupied, Return.

Habsburg Events

Balance of Power: (1) If one side has four or more Morale Points than the other, the side with lower Morale rolls one die and receives that number of Morale Points. Discard. (2) Otherwise, Return.

British Subsidies: Habsburg player immediately rolls two dice, totals the result, and receives that number of Morale Points. Discard.

Campaign Continues: Habsburgs gain one Morale Point. Then Return.

Hungarian Insurrection: (1) If the Coalition occupies at least two Fortresses in Austrian territories, or if there are any Coalition units within Hungary: the Habsburg player immediately rolls two dice and totals the result. The Habsburgs gain that number of Morale Points with which to recruit Hungarian units. These points may be used only to recruit Hungarian units this turn, and any unused points are lost. Discard. (2) Otherwise, Return.

Imperial Diet Rallies: Reichsarmee becomes a Habsburg belligerent. Habsburgs immediately gain two Morale Points. Also, Habsburgs receive the following reinforcements: 1 x Reichsarmee infantry brigade and 1 x garrison; deploy in any fortresses or towns in the German states which do not contain any Coalition units, or the west map edge. Discard.

Italian Campaign: Roll one die: on an even result, Habsburgs gain that number of Morale Points (and Coalition loses that number); on an odd result, Coalition gains that number of Morale Points (and Habsburgs lose that number). Morale may not be reduced to less than "1" by this event. Discard.

Lower Rhine Campaign: Roll one die: on an even result, Coalition gains that number of Morale Points (and Habsburgs lose that number); on an odd result, Habsburgs gain that number of Morale Points (and Coalition lose that number). Morale may not be reduced to less than "1" by this event. Discard.

Maria Teresa Crowned Queen of Hungary: Habsburgs immediately roll one die and receive that number of Morale Points. Habsburgs receive one Austrian Leader from the recruit box at no cost as a reinforcement. Discard.

Russians March on East Prussia: As long as this Event is in effect, Coalition may spend no more than two Morale Points per turn to recruit Prussian units. Other Coalition forces are not affected. (See event Sweden Declares War on Russia.) Keep.

Grenzers: Habsburgs immediately receive two Austrian light brigades or one regular infantry brigade at no cost. Deploy them in the Austrian staging area. Discard.

Turkish Frontier Heats Up: For this turn, Habsburg player may not recruit any Hungarian units. Discard.

Uprising: (1) If any Coalition units currently occupy any fortresses or towns in any Austrian region, then the Coalition rolls one die and loses that number of Morale Points (but may not be reduced to less than "1"). Habsburgs then select one Garrison or Light unit as a free reinforcement; deploy it in any hex in Austria which does not contain Coalition units or ZOC. Discard. (2) If no regions are occupied, Return.

  • 13.13 Passes
  • 13.14 River Movement
  • 13.15 Zone of Control Effects
  • 13.16 Stop
  • 13.17 Engaged
  • 16.13 Combat Shifts
  • 16.14 Combat Shift Procedure
  • 16.15 Leader Effects on Combat
  • 16.16 Terrain Effects on Combat
  • 16.17 The Terrain Effects Chart
  • 16.18 Non-Cumulative Benefits
  • 16.19 Attacker Consideration
  • 16.20 Finality
  • 16.21 Fortresses and Combat
  • 16.22 Explanation of Combat Results
  • 16.23 In Order
  • 16.24 Extracting Losses
  • 16.25 Brigade Equivalents and Losses
  • 16.26 Eliminating Units
  • 16.27 "Winner"
  • 17.13 Pursuit Limit
  • 17.14 Enemy ZOCs
  • 17.15 Prohibitions
  • 17.16 Immediacy
  • 17.17 Exhaustion
  • 31.3