Wallachia 20 Exclusive Rules TABLE of CONTENTS
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Wallachia 20 Exclusive Rules TABLE OF CONTENTS Rousse 20 Slobozia 20 [1.0] Introduction . 2 [1.0] Introduction . 7 [2.0] Game Equipment ������������2 [2.0] Game Equipment ������������7 [3.0] Setting Up The Game . 3 [3.0] Setting Up The Game . 8 [4.0] Sequence Of Play ������������4 [4.0] Sequence Of Play ��������� 10 [5.0] Random Events . 4 [5.0] Random Events . 11 [6.0] Movement . 4 [6.0] Movement . 11 [9.0] Combat . 4 [9.0] Combat . 11 [11.0] Reinforcements . 5 [14.0] Night Turns . 14 [14.0] Night Turns . 5 [15.0] How To Win ��������������� 14 [15.0] How To Win ������������������5 [16.0] Optional Rules ����������� 14 [16.0] Optional Rules ��������������6 [17.0] The Wallachian Campaign . 16 Designer’s Notes ��������������������� 18 [0.0] Exclusive Rules This is the Exclusive Rules book forWallachia 20, which includes the following games: Rousse 20 – Battle on the Edge of a Scimitar Slobozia 20 – Trap, Talk, and Truce These games also use theNapoleonic 20 Standard Rules. When combined, these two documents form the entirety of the rules needed to play these games. These Exclusive Rules supersede the Standard Rules when there is a conflict. Wallachia 20 Exclusive Rules v0.1 Wallachia 20 Exclusive Rules v0.1 Rousse 20: Battle on the Edge of a Scimitar [1.0] Introduction Rousse 20 simulates the earlier of the two major battles of the Russo-Turkish war of 1806- 1812, both fought on the Bulgarian-Romanian frontier near the fortified town of Rousse. One player leads the Russian Army under the command of General-in-Chief Kutuzov, while the other player commands the Ottoman army under Grand Vizier Ahmed Pasha. The first battle, Rousse, occurred on 22 June 1811, and while the Russians managed to eke out a marginal victory, Kutuzov chose to yield the key town of Rousse to the Ottomans, convincing them they had won a great victory. [2.0] Game Equipment The Game Map:The 17” x 22” game board, when assembled, features a map portraying that part of Wallachia along the Danube River where the campaign took place. The Playing Pieces: The burnt orange units are Ottomans. The green units are Russian. Important: In Wallachia 20, the Ottomans are considered the “French” side (represented by the blue face of the Routed markers), and the Russians remain intractably on the “Anti- French” side (represented by the gold face of the Routed markers). Special Unit Types: There are no Elite or Guard units in this game. If you are using Optional Rule [16.7], which is highly recommended in Wallachia 20, you will find a cavalcade of special unit types which define the Ottoman army (in particular). Unit Abbreviations: Chass = Chasseur Huss = Hussars (-) = Reduced strength version of that unit; used only when playing the Campaign Game (see [17.0]). Who’s Who: The Ottoman Army has many interesting unit types further defined below: Ottoman Turks Akinji = Irregular (-), Reluctant (-) horse archers Boluk = Provincial Janissaries Djellis = Irregular (-), Cossack (-) light horse scouts Djemaat = Anatolian Janissaries Derbert = Irregular (-) frontier guards Garipler = Anatolian Cavalry Kirjali = Light Infantry (-) Bulgarian skirmishers Haiduk = Irregular (-) Wallachian mercenaries Sekhan = Irregular (-), Reluctant (-) Turkic archers Sipahi = Heavy Cavalry Skipetar = Irregular (-), Light Infantry (-) Albanian sharpshooters Tufkeji = Reluctant (-) Anatolian musketeers Youruk = Irregular (-) Turcoman lancers 2 Series Developer: Lance McMillan ©2015 Artem Kharinin and Victory Point Games Wallachia 20 Exclusive Rules v0.1 Wallachia 20 Exclusive Rules v0.1 [3.0] Setting Up The Game After sides have been determined, set up as follows: • Place the Game Turn marker on the June 22 Morning (Turn 1) space showing its French (i.e., Ottoman) side. • Place the Russian Morale marker on the “8” space and the Ottoman Morale marker on the “6” space of the Morale track. • As per the Standard Rules ([3.0], Preparing the Cards), use the Rousse 20 cards to form the initial Draw Pile. Optionally, you can set up the Napoleonic 20 Event card (#13, Protect the Colors!) in the Discard Pile (as if it were a red-titled card). Russian Deployment The Russian player sets up these units: 0708 REDOUBT MARKER 1305 ARTILLERY (2-2) + KUTUZOV (2-5) 1204 COSSACK (1-4) 1405 IX (4-2) 1303 1 CHASS (1-2) 1507 2 CHASS (1-2) 1304 XXII (3-2) Russian Force Pool Set aside the three Russian CADRE and three Russian DUMMY units. TheXV (3-2) unit is also set aside; it might arrive as a reinforcement via an Event card. TheHUSS Cavalry (1-3) and DANUBE FLOTILLA (1-*) units, and the reduced strength “(-)” versions of the IX, XV, XXII, ARTILLERY units are not used in this scenario. Ottoman Deployment The Ottoman player sets up these units: 1703 DJELLIS (1-4) 1802 SIPAHI (2-3) 1804 YOURUK (1-3) 1904 HAIDUK (2-2) 1704 AKINJI (1-4) 1803 AGIR TOP (1-1) 1901 DEREBERT (2-2) 1905 TUFKEJI (2-2) 1801 GARIPLER (1-3) 1902 BOLUK (3-2) + A. PASHA (1-5) 1903 DJEMAAT (2-2) Ottoman Force Pool Set aside the five Ottoman CADRE and three Ottoman DUMMY units. TheKIRJALI (1-2) unit is also set aside; it might arrive as a reinforcement via an Event card. TheSKIPETAR (2-2) and SEKHAN (2-2) units, and the reduced strength “(-)” versions of the BOLUK and SIPAHI units are not used in this scenario. Series Developer: Lance McMillan ©2015 Artem Kharinin and Victory Point Games 3 Wallachia 20 Exclusive Rules v0.1 Wallachia 20 Exclusive Rules v0.1 [4.0] Sequence Of Play The Ottoman player is the First player. 4.1 Ottoman Movement Restrictions The first thing the Ottoman player must do to begin each Ottoman Movement Phase is either: A. Immediately spend 1 Morale Point to be able to move all the Ottoman units that turn (this does not also cover the cost to Force March them!), OR B. Roll a die and consult the Command Hierarchy Chart to determine the maximum number of Ottoman units that can be moved (plus the Ahmed Pasha Leader unit, if in play) during that Ottoman Movement Phase. Command Hierarchy Chart Die Roll 1 2 3-4 5 6 # of Units 5 6 7 8 9 (Max.) [5.0] Random Events Skip the Ottoman player’s Random Events Phase on the first Game Turn. [6.0] Movement 6.10 New Terrain Types In the area where the battle occurred, the Danube River is nearly a mile across and is a major impediment to the movement of ground troops. In this game, the Danube is represented by Wide Major River hexes. • Units do not project ZOCs into or out of Wide Major River hexes. Additionally, ground units can only cross Wide Major River hexes at Fords. • Some Wide Major River hexes contain Estuarial Islets (depicted as grayish-brown colored strips of land). Regular ground units can occupy these hexes and their ZOCs do project into other contiguous Estuarial Islet hexes, but not across the Danube to mainland hexes and vice-versa. Ford Estuarial Islets Wide Major River [9.0] Combat 9.4.4 Garrison Forces: The Russian Redoubt in the town hex ofRousse (0708) contains a Russian Garrison with an intrinsic zero (0) strength, as denoted by the small national flag inside it. 9.7.7 Retreat Direction Priority: • Russian units must retreat towards the Russian LOC hex located on the Northern map edge (hex 0105). • Ottoman units must retreat towards the Ottoman LOC hex, located on the Southern map edge (hex 1902). 4 Series Developer: Lance McMillan ©2015 Artem Kharinin and Victory Point Games Wallachia 20 Exclusive Rules v0.1 Wallachia 20 Exclusive Rules v0.1 [11.0] Reinforcements 11.6 Unit Arrival Locations • Events might see the Russians receive the XV (3-2) division as a reinforcement. If and when it arrives, it enters along the Northern map edge at Area A. • Events might see the Ottomans receive the KIRJALI (1-2) detachment as a reinforcement. If and when it arrives, it enters along the Western map edge at Area Z. [14.0] Night Turns Russian Objective Hex: Rousse (hex 0708). There are no Ottoman Objective hexes. 14.1 Captured LOC Morale Loss In Rousse 20, the loss of LOCs for both sides causes a reduction of Morale Points by 1 each (instead of being required to occupy two for the loss of a single Morale Point, as per the Morale Chart). 14.2 The Second Day of Battle The game ends at the conclusion of Game Turn 6 unless the Ottoman player wishes to press the fight into a second day. Procedure At the beginning of the Ottoman Night Turn 6, the Ottoman player may declare that the fighting will continue through the next day. Doing so means forgoing Step C of that Night Turn (the Morale Recovery Step); that is, the Ottoman player must give up that night’s morale recovery to press the fight into the next day. Historically, Kutuzov elected to end the battle at the end of the first day, but the Ottomans might have pressed on. Ottoman logistical arrangements, however, were haphazard and re-supplying their troops for a prolonged engagement would have meant a night’s work instead of a night’s rest. [15.0] How To Win Due to the unusual strategic conditions in Wallachia during this campaign, modify the standard victory conditions as follows: • The Russian player wins a Decisive Victory if, at any time, the Ottoman side’s Morale Value is reduced to zero (0) and the Russian Morale Value is one (1) or more. • The Russian player wins a Marginal Victory if, at the end of the game, the Russian side’s Morale Value is at least one higher than the Ottoman side’s Morale Value AND an Ottoman unit does not occupy the town of Rousse (hex 0708).