A Seven Years War Grid Campaign
This post is a work in progress, posted for input from Peter and Graham before it gets underway, and comments and ideas from readers.
GENERAL OUTLINE AND VICTORY CONDITIONS
GENERAL OUTLINE AND VICTORY CONDITIONS
This game requires two players and an umpire. Battles will be fought using house Piquet Rules for the SYW.
This simple fictional Seven Years War campaign will be fought by the forces of Prussia and the Austro-Russian Alliance. The basic cause for each side is territorial conquest and military domination. To achieve victory the ‘National Will’ of the enemy must be reduced to zero.
This simple fictional Seven Years War campaign will be fought by the forces of Prussia and the Austro-Russian Alliance. The basic cause for each side is territorial conquest and military domination. To achieve victory the ‘National Will’ of the enemy must be reduced to zero.
The area over which the campaign will be waged is a grid of 35 squares, five squares wide and seven squares deep. At the start of the campaign Prussian territory is the northern three rows and the Austro-Russian territory is the southern three rows. The central row of squares is the border between the two sides under no overall control and contested – to prevent any doubt, the central row is friendly territory to both sides.
Prussia starts the campaign with 100 National Will points. The Austro-Russian Alliance starts the campaign with 90 National Will points, but they have more troops. Each friendly territorial square is worth a certain number of National Will points. If a friendly territorial square is lost the side randomly loses 5 – 10 (D6+4) National Will points and randomly regains 5 – 10 if it is retaken. Captured enemy squares do not become friendly territory, they are merely under occupation.
At the start of the campaign an objective bonus (of 5 – 10 National Will points) will be put into one square in each row of squares, including the central one, by the umpire. The players ‘capital square’ will always be the one on the player’s baseline; the others will be randomly determined. Furthermore, each player places two objectives of his own. These must be placed in different rows in uncontested enemy territory. If on the enemy baseline row the objective’s value will be doubled. Once all of the objectives have been placed the umpire will declare the ones he has placed to both players – the extra value of these squares is common knowledge. The objectives placed by the players will remain secret, known only to them and the umpire, until they are taken.
National Will can be expended in other ways but, in any event, when a side reaches zero it will sue for peace at any price – it loses the war.
ROLE OF THE UMPIRE
The role of the umpire in this campaign is a very active one. He will adjudicate blah blah blah
ROLE OF THE UMPIRE
The role of the umpire in this campaign is a very active one. He will adjudicate blah blah blah
MILITARY FORCES
Each side has a ‘force’. This is commanded by a C-in-C, the player.
Each side’s force has been divided into brigades. Brigades are listed in their order of seniority. Infantry brigades always outrank cavalry. The composition of brigades cannot be changed during the campaign. Each brigade is commanded by the senior colonel in the brigade – titled brigadier. Brigadiers are replaced only when they become casualties. They are replaced by the next senior colonel in the brigade.
Brigades are organised, by the player, into armies of up to seven brigades. The largest army must be commanded by the C-in-C. The C-in-C can never voluntarily have less brigades under his command than any other army commander in the side’s force. All other armies are commanded by the senior brigadier in that army – titled general. Whilst he assumes that role his brigade will be commanded by his brigade’s second in command.
The exception to these rules is for the Russian component of the Austro-Russian Alliance. This component, of two infantry brigades plus Cossacks and artillery, cannot be split up and it always has its own C-in-C. The Russian C-in-C can never serve in the same army as the Austrian C-in-C; he will always take overall command of any army to which his force is assigned. OPPORTUNITY FOR THE UMPIRE TO PLAY SOME TABLE-TOP BATTLES?
All commanders have a rating. This will be Superior +2; Skilled +1; Average 0; Poor -1; Abysmal -2.
Force artillery is assigned to armies by the player in any proportion he wishes.
Each force has one pontoon train which can be assigned to an army by the player.
At the start of the campaign, all armies must deploy in their baseline row of squares.
THE PRUSSIAN FORCE TO DO
THE AUSTRO-RUSSIAN FORCE TO DO
CAMPAIGN EFFORT & POSTURE
At the start of each campaign move, each player will submit written orders for each of his armies. These indicate how each army will employ its efforts and what posture the army will assume. The umpire will actively adjudicate the actions of both players to determine what happens keeping, where necessary, the players informed as to ‘in turn’ options.
Each army can exert effort three times in each turn. In the written orders the priority of effort must be stated in sequence – primary, secondary and tertiary. The success or failure of each effort will be tested for in turn and, if the primary effort fails secondary effort will be expended to accomplish it and the tertiary effort will become impossible that turn, and so on. To be clear, the primary effort must be accomplished before the object of secondary effort can be undertaken, the secondary must be accomplished before any tertiary object of effort.
Once the success of effort has been decided, all objects of effort occur simultaneously.
Once the success of effort has been decided, all objects of effort occur simultaneously.
The chances of success of effort are wholly dependent on the ability of the army’s commanding general. Every time a general tests he will roll D12. He will succeed if he rolls 5 or more.
Superior generals add two to their roll; skilled generals add one; the roll is not adjusted if the general is average; poor generals deduct one; abysmal deduct two. All armies tired out after battle deduct one from their dice roll.
There are seven ways to expend effort.
March:
The army will attempt to move from one square into an adjacent square, moving orthogonally or diagonally with each effort expended. Multiple marches can be carried out in a single turn as primary, secondary and tertiary efforts. The route of travel must be clearly stated.
Although an army may attempt to move up to three squares, if the army attempts to move two squares it cannot adopt a cautious posture, and if it attempts to move three squares it must adopt an aggressive posture.
Armies moving three squares move one square first; then armies moving three and two squares move a square; then all moving armies move a square. Where one army is out-scouted, it will move second to armies that are not out-scouted in the sequence.
Where, at any point in the turn, two armies occupy the same square, a battle may ensue (See Posture). Further movement from the square, except as a result of withdrawal, will cease for the turn.
It is worth noting here, that it is entirely possible to end a turn with opposing forces in the same square: A square represents a large enough area for opposing forces to coexist therein. Where opposing armies start in the same square it will be impossible to advance orthogonally or diagonally beyond the enemy unless advancing into a friendly square or a square ‚under occupation‘.
It is worth noting here, that it is entirely possible to end a turn with opposing forces in the same square: A square represents a large enough area for opposing forces to coexist therein. Where opposing armies start in the same square it will be impossible to advance orthogonally or diagonally beyond the enemy unless advancing into a friendly square or a square ‚under occupation‘.
Scout:
The cavalry in the army will attempt to scout two squares adjacent to, or contiguous from, the start square. Scouting can never start from squares that the army moves into in the same turn. Scouting can never go beyond a river square unless the river square is the starting square.
Cavalry brigades have a scouting factor (each hussar regiment in the brigade has a scouting factor of 3, dragoon 2, and Cossack regiment 1). The sum of brigade scouting factors are totalled for the army as a whole. These are added to the result of D6 to give a scouting result. An opposing D12 is rolled and added to any screening factor (see below). and the numbers are compared.
- If the scouting result is lower, and 1 was rolled on the D6 a light enemy presence will be reported. If the scouting army moves into the square in the same turn it cannot withdraw from battle.
- If the scouting result is lower any enemy presence will be discovered but not its strength. All attempts to withdraw or attack will be made with a minus 1 penalty.
- If the scouting result is equal, the number of enemy armies in the square is discovered along with their combined brigade total.
- If the scouting result is higher, the number of enemy armies in the square, plus the number of brigades in each army is discovered. The ’square‘ is out-scouted and attempts to attack will or withdraw will receive a +1 bonus.
- If the scouting result is higher and double, the number of enemy armies in the square, plus the number and nature of all the brigades plus supporting artillery batteries is discovered. The ’square‘ is out-scouted and attempts to attack or withdraw will receive a +2 bonus.
It is worth noting here that where two or more opposing armies end a turn occupying the same campaign square, an automatic ‚equal‘ scouting result is applicable to both sides unless a better scouting result was achieved in the turn.
Screen:
The cavalry and light infantry in the army will attempt to screen it from enemy scouting. Each regiment of cavalry and light infantry unit in the army has a screening factor of 1. These are added together to give the combined screening factor of the army. Where effort is successfully exerted to screen, this is deducted from the enemy scouting factor (see above) scouting the army’s square or beyond.
Manoeuvre:
An army may attempt, at any point in the turn, to out manoeuvre any potential enemy in a square, or seek to gain advantages from the terrain in defence. If effort to manoeuvre is successful the army can flip the square’s battle-map, turning it though 180 degrees (See Campaign Maps below). The map will remain flipped until another successful effort is made to flip it again.
Re-supply:
Following a battle all armies, due to a depletion of supplies and physical exhaustion, will be ‚tired out‘ until resupplied. Successful effort to resupply an army will incur a cost in National Will points equal to one point per brigade:
- All troops in a tired out army will roll for unit quality in future battles with a minus 1 adjustment.
- All rolls for campaign effort by a tired out army will be made with a minus 1 adjustment.
- The effects of not resupplying an army are cumulative in effect and cost.
Reinforce:
Following a battle brigades will assess their casualties and receive a negative adjustment to their unit quality rolls unless reinforced with fresh recruits. Successful effort to reinforce the brigades in an army will incur a cost in National Will points equal to one point per negative adjustment per brigade. Players may, on successfully exerting effort to reinforce, reinforce as they see fit.
To assess the negative adjustment to battle quality divide the number of Unit Integrity points the brigade lost in battle by the number of units therein, rounding fractions.
- A brigade of four units loses six Unit Integrity; 6 divided by 4 is 1.5, so the brigade will receive a -2 unit quality adjustment the next time it fights.
- A brigade of three units loses four Unit Integrity; 4 divided by 3 is 1.333, so the brigade will receive a -1 unit quality adjustment the next time it fights.
All quality adjustments are cumulative. Brigades that reach a casualty based quality adjustment of -5 or more are classified as smashed and immediately removed from the army roster.
Reorganise:
Where two or more friendly armies occupy the same square effort can be exerted to reorganise the brigades within them. To reorganise, all of the armies involved in the reorganisation must successfully exert effort. Upon success the player may, within the bounds of the general army rules, reorganise the component brigades as he sees fit. Reorganisation will not effect quality adjustments due to being tired out after battle or UI casualties.
Posture & Contacts:
Each army’s orders must include a posture to be taken in the face of the enemy. This can be ‚Aggressive‘, ‚Ready‘, or ‚Cautious‘. Posture effects the way two or more opposing armies will interact when occupying the same square.
Where two or more armies end a turn in the same square the players will be asked to make a decision about what they wish each army in the square to do.
The options are to stand in defence (the default position), or attempt to attack (where an army is ordered to attack the target of the attack must be stated), or attempt to withdraw. If the army fails to attack or withdraw it will stand in defence.
Where a player wishes an army to attack or withdraw he must roll d12 adjusted by the following factors. On a roll of 5 plus the army will carry out the players wishes.
Commanding general’s quality +2 to -2
Square successfully outscouted this turn +1
River square attacking -1
River square withdrawing +1
Aggressive attacking +1
Aggressive withdrawing -2
Cautious attacking -2
Cautious withdrawing +1
Where an army successfully tests to withdraw no battle will take place, any army successfully rolling to attack will stand in defence. Withdrawal must take place, orthogonally or diagonally, towards the side’s baseline, into a friendly held square, or an enemy square held ‚under occupation‘. Where no square is available withdrawal is impossible.
Where one army attacks and one army defends an ‚Attack Vs Defence‘ battle will take place.
Where both armies attack an ‚Encounter‘ battle will take place.
Where two or more armies successfully attack a single army the player must choose which army will carry out the attack and which ones will support. Supporting armies can add up to two brigades each to an attacking force (to a maximum of nine fielded brigades). They count as a reinforcements under the rules for Stratagem cards. Each supporting brigade will roll for timing and entry points (The former D4+1 for turn, the latter D6 – 1 left wing, 6 right wing, 2 – 5 baseline). A ‚reinforcements stratagem‘ card is added to the sequence deck, replacing a card from the standard characterisation card draw (no free lunch). Each arriving brigade will add a characterisation card to the players morale chip draw on its arrival (cards with no number read as zero morale chips). Note, that due to the antagonism between the two allied commander-in-chiefs, neither will directly support the other.
When in defence, support can only be received as a result of naturally drawn stratagem cards, with up to two brigades available from each possible supporting army to a maximum of nine fielded brigades (see above for arrivals). If their are no other friendly armies in the square, reinforcement stratagem card results are ignored and re-rolled for.
Where armies all stand on the defensive they will stand in place and no battle will take place.
THE MAPS
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River Mod: 0
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River Mod: 0
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River Mod: -1
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Terrain Mod: +1
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Terrain Mod: +1
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As stated earlier, the campaign map is a grid of thirty five squares. Any number of brigades and armies can occupy a square at the end of a turn. Each square on the campaign grid has a terrain modifier which effects all efforts being carried out from the square. SQUARE DEFINITION MAY BE AMENDED
Some squares have a river modifier. River square modifiers only effect movement from (unless the army has a pontoon train) the square, scouting into it and contacts. Scouting cannot be carried through to squares beyond a river unless the square is occupied by the army.
Each of the 35 squares has a unique table-top terrain map. This shows the table layout that will be used for any battle taking place in the square regardless of the direction of approach. Each map is for a 12 x 6 table.
The arrow on the map does not point north, it merely indicates which side will be occupied by the Prussians and which side by the Austro-Russian Alliance. All maps are initially set with the arrow pointing toward Prussia – the Prussian baseline. Maps can be flipped, so that the arrow points toward the Austro-Russian Alliance, by rotating the map through 180 degrees (left becomes right, top becomes bottom) by an army that chooses to expend effort manoeuvring in the square. Once flipped, maps stay flipped until a subsequent ‘manoeuvring’ takes place. TERRAIN MAP SHOWS A SCANNED MAP OF TERRAIN FOR SQUARE 18 WITHOUT WOODS / FIELDS / ETC. FULL MAPS IN PROGRESS. NUMBERS ARE FOR BUILDING AND HILL SECTION ID – SO I CAN QUICKLY GET THE BITS TOGETHER. PLAYERS WILL GET A COPY OF EACH TABLE MAP SO THAT THEY CAN BETTER ‚CHOOSE THEIR GROUND‘.
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Autor: JAMES ROACHOlicanalad’s GamesOlicanalad’s GamesOlicanalad’s Games
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