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 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 areOttomans . 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 = (-) = 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 Djellis = Irregular (-), Cossack (-) light horse scouts Djemaat = Anatolian Janissaries Derbert = Irregular (-) frontier guards Garipler = Anatolian Kirjali = Light Infantry (-) Bulgarian skirmishers Haiduk = Irregular (-) Wallachian mercenaries Sekhan = Irregular (-), Reluctant (-) Turkic archers Sipahi = Skipetar = Irregular (-), Light Infantry (-) Albanian sharpshooters Tufkeji = Reluctant (-) Anatolian musketeers Youruk = Irregular (-) Turcoman lancers

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[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. The XV (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:

ELLIS1703 DJ (1-4) AHI1802 (2-3) SIP 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.

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[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).

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[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). This is the historical outcome. • The Ottoman player wins a Marginal Victory if, at the end of the game, the Ottoman Morale Value is at least one higher than the Russian Morale Value AND the town of Rousse (hex 0708) is occupied by an Ottoman unit. • The Ottoman player wins a Decisive Victory if, at any time, the Russian side’s Morale Value is reduced to zero (0) and the Ottoman Morale Value is one (1) or more. • A Draw occurs with any other result.

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[16.0] Optional Rules

16.5 and 16.6 Ottoman Cadres When using these Optional Rules, only Ottoman Infantry units (i.e., BOLUK and DJEMAAT) can be Partially Rallied, broken down into, and built up using the two Janissary Cadre units (i.e., the ones with a normal Combat Strength and Movement Allowance). The three Irregular ( - ), Reluctant ( - ) Cadre units are only used in the Campaign Game (see Rule [17.0]).    16.7.2 Light Infantry: The two Russian CHASS(EUR) units and the Ottoman SKIPETAR and KIRJALI units are considered Light Infantry ( - ) units. They can Disengage (as per Rule [8.2]) and need not stop in Rugged Terrain.   16.7.3 Cossacks: Both the Russian COSSACK and Ottoman DJELLIS units are considered Cossack ( - ) units. They pay 2 Movement Points to move through Rugged Terrain, are prohibited from countercharging or penetrating, and can disengage from enemy Cavalry. 16.7.4 Unreliable Troops: The Russian XXII Division unit is Unreliable ( - ). It requires a check before every battle it participates in to see if those troops Waver and have their Combat

The Russians raised the XXII Division just a few months prior to the battle and its training was incomplete.

Strength temporarily reduced. 16.7.5 Reluctant Troops: The Ottoman SEKHAN, TUFKEJI, and three Cadre Infantry, plus the AKINJI Cavalry unit, are Reluctant Troops ( - ). They require a die roll check to see if they can Advance after Combat. Note that the Reluctant trait supersedes the Cavalry Controlled Advance Rule; that is, after participating in combat, roll only to see if the AKINJI Cavalry unit can advance, not whether it must advance. 16.7.7 Irregular Troops: The Ottoman DERBERT, HAIDUK, SEKHAN, SKIPETAR, and three Cadre Infantry units, plus the AKINJI, DJELLIS, and YOURUK Cavalry units, are Irregular Troops ( - ). Undisciplined and poorly led, these formations often lost cohesion and became disorganized in battle. To simulate this, they function as normal units in all respects with the following exceptions: • They are treated as Unreliable (see [16.7.4], above). • Irregular Cavalry units cannot conduct either Countercharges [8.1] or Penetration [16.2] during the Reaction Phase; they can only Disengage [8.2]. • Whenever an Irregular unit Breaks, it is permanently eliminated instead; it cannot be Rallied [10.0]. • Whenever an Irregular unit Routs, add two (+2) to its Rout die roll (they are effectively the “opposite” of Elite Forces in this regard).

Irregular units require extra time to regain their cohesion.

• When an Irregular unit suffers a Withdraw result (AW or DW), place a Routed marker on it [9.6.2]. Note that this is not an actual “Rout,” and so causes no Morale loss. • Irregular units break down into Irregular Cadres when using Optional Rule [16.6].

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Slobozia 20: Trap, Talk, and Truce [1.0] Introduction Slobozia 20 depicts the final major battle of the Russo-Turkish war of 1806-1812. It was 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 Ahmed Pasha. Slobozia 20 focuses on the battle of 2 October 1811, in which Kutuzov cut off and surrounded the bulk of the Ottoman army, trapping it on the northern (Bulgarian) shore of the Danube. The result was a decisive Russian victory that permitted negotiations to end the war. This had the dual advantage of allowing Russia to transfer key reserves to oppose Napoleon’s invasion of Russia in 1812, and also prevented Austria from contributing more forces to support the French invasion.

[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

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[3.0] Setting Up The Game After sides have been determined, set up as follows: • Place the Game Turn marker on the Pre-Dawn turn of 2 October Morning (Turn 0) space showing its Allied (i.e., Russian) side. • Place the Russian Morale marker on the “6” space and the Ottoman Morale marker on the “5” space of the Morale track. • As per the Standard Rules ([3.0], Preparing the Cards), set up the red-titled Event card (#14, Sandbar) face up in the Discard Pile and use the remainder 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).

Ottoman Deployment Important: Place all Ottoman units on the map face down (i.e., with their hidden sides showing), even if the optional Fog of War Rule [16.1] is not being used. The Ottoman player sets up these units: 0609: ARTILLERY CITADEL 0708: REDOUBT Then the Ottoman player sets up these units as indicated below: TUFKEJI (2-2) SIPAHI (2-3) HAIDUK (2-2) GARIPLER (1-3) DEREBERT (2-2) DJELLIS (1-4) SEKHAN (2-2) YOURUK (1-3) BOLUK (3-2) AKINJI (1-4) DJEMAAT (2-2) A. PASHA (1-5) SKIPETAR (2-2) TWO DUMMY UNITS (*-3)

A. Place the Ottoman Garrisoned Artillery Citadel in Slobozia (hex 0609) and the Ottoman Garrisoned Redoubt in Rousse (hex 0708). B. Place both Janissary units (i.e., BOLUK and DJEMAAT) plus two Infantry and/or Dummy units (for a total of four units) as desired on each of the hexes inside the Slobozia Bridgehead (hexes 0509, 0510, 0609, 0610, and 0710; one space will be left empty). C. Place the five remaining Infantry and/or DUMMY units as desired on the south shore of the Danube River (i.e., on the Rousse side of the river), between hexrows 05xx and 11xx (inclusive) and east of the Lom River (i.e., the Major River), such that each unit is not adjacent to any other Ottoman unit (including the Garrisoned Redoubt in hex 0707). D. Place all five Cavalry units south of hexrow 12xx (inclusive) and east of the Lom River, such that each unit is not adjacent to any other Ottoman unit. You must set up one Cavalry unit (at least) within one hex of each of the fords across the Lom River (hexes 1407 and 1806). E. If using the Optional Leader Rule [16.9], set up Ahmed Pasha stacked with any Ottoman unit from C or D, above.

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Ottoman Force Pool Set aside the five Ottoman CADRE and remaining Ottoman DUMMY units. Remove the KIRJALI (1-2) and AGIR TOP (1-1) units; they are not used in this game. The Artillery unit has been “incorporated” into the Artillery Citadel unit. The reduced strength “(-)” versions of theBOLUK and SIPAHI units are also not used in this scenario. These units are only used in the Campaign Game (see [17.1]).

Russian Deployment Important: Place all Russian units on the map face down (i.e., with their hidden sides showing), even if the optional Fog of War Rule [16.1] is not being used. The Russian player sets up these units as indicated below:

IX (4-2) ARTILLERY (2-2) XV (3-2) KUTUZOV (2-5) XXII (3-2) TWO DUMMY UNITS (*-3) COSSACK (1-4) DANUBE FLOTILLA (1-*) HUSS (1-3) TWO REDOUBT MARKERS

A. Place the two Garrisoned Redoubts anywhere on the north shore of the Danube River (i.e., the Slobozia side of the river), west of the xx10 hexrows (inclusive) and not in an EZOC. B. Place one Cavalry OR Dummy unit each in hexes 0303 and 1311. C. Place one Cavalry, Infantry, or DUMMY unit each in hexes 0304 and 1211. D. Place one of the four remaining Russian units in Malaya Slobozia (hex 0309). E. Place the remaining three units anywhere on the north shore of the Danube River (i.e., the Slobozia side of the river), not in an EZOC. F. If using the Optional Leader Rule [16.9], set up Kutuzov stacked with any Russian unit from B, C, D, or E above. G. Place the Danube Flotilla near the map as a reminder of its availability (see Rule [9.4.5]).

Russian Force Pool Set aside the three Russian CADRES and the remaining Russian DUMMY unit. The twoCHASS (1-2) units and the reduced strength “(-)” versions of the IX, XV, XXII, ARTILLERY units are not used in this scenario. If not using the Optional Fog of War Rule [16.1], reveal all units and remove all Dummy units from the map before commencing play.

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[4.0] Sequence Of Play The Russian player is the First player.

4.1 Game Turn 0 and the Russian Night March Begin the game with a special “Pre-dawn” Game Turn 0. Theonly Phase conducted that turn is a Russian Movement Phase. All other activities, including the entire Ottoman Player Turn, are skipped on Game Turn 0. At the start of Turn 0, the Russian player rolls a die and consults the Russian Turn 0 Night March table below to determine the number of his units (plus the Kutuzov Leader unit, if in play) that can move that turn as if it were a Day turn (i.e., no Night restrictions [14.0] apply to those units):

Russian Turn 0 Night March table Die Roll 1 2 3-4 5 6 # of Units 1 2 3 4 5

Units conducting this special Pre-Dawn march can also benefit from Force March [12.2.1] if the Russian player elects to spend one Morale Point to do so as usual.

4.2 Russian Surprise Until a Battle actually occurs, Ottoman movement is constrained: • Ottoman units on the north side of the Danube River (i.e., the Slobozia side of the river) cannot move at all. • Apply a minus two (-2) die roll modifier when using the Ottoman Command Hierarchy table (see next page). These restrictions are lifted the instant the first Battle occurs.

4.3 Ottoman Movement Restrictions At the very start of the Ottoman Movement Phase the Russian player decides whether to commit his Danube Flotilla marker (if it is available for use) in either a Harassment or Interdiction capacity (see [9.4.5] for details). After the Russian player has committed (or not) the Danube Flotilla, then the Ottoman player must either: A. Immediately spend 1 Morale Point to be able to move all the Ottoman units that turn with these exceptions: • This does not also cover the cost to Force March them. • If Russian Surprise ([4.2], above) is in effect, it takes precedence and Ottoman units on the north side of the Danube River (i.e., the Slobozia side of the river) cannot move, even if you choose this option. – OR – B. Roll a modified die and consult the Ottoman Command Hierarchy table 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.

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Ottoman Command Hierarchy table Modified Die Roll 1 or less 2 3 4 5 6 7 8+ # of Units None 1 2 3 4 5 6 7 (Max.)

Modifiers: -2 If the restrictions of Russian Surprise [4.2] are in effect. +1 for each Russian unit on the south bank of the Danube River (i.e., the Rousse side), hidden or revealed.

[5.0] Random Events Skip the Russian player’s Random Events Phases on Game Turns 0 and 1 (i.e., the Pre-Dawn and Morning turns).

[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

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[9.0] Combat 9.4.4 Garrison Forces: The Ottoman Redoubt and the two Russian Redoubt markers contain intrinsic zero (0) strength Garrisons, as denoted by the small national flags inside them. 9.4.4.1 Ottoman Citadel Battery Abilities: The Ottoman Citadel Battery that starts in Slobozia (hex 0609) functions similarly to standard Garrisons, but with the following adjustments: • TheCitadel Battery is an immobile Artillery Garrison with a Combat Strength of 1. When attacking into an adjacent hex, double its Combat Strength per the normal Artillery rules [9.3]. • If an Ottoman unit defends in the Citadel Battery’s hex, add one (+1) to that defending unit’s Combat Strength (before any defensive terrain adjustments). • When using the Optional Artillery Support Rule [16.3], the Citadel Battery does project defensive support to adjacent friendly units in its ZOC and can Bombard across Wide Major River hexsides into hex 0608. It cannot attack the Russian Danube Flotilla unit, however. 9.4.4.2 Slobozia Bridgehead: The Perimeter Redoubts in hexes 0509, 0510, 0610, and 0710 form a defensive line around the Ottoman bridgehead on the northern bank of the Danube. • Perimeter Redoubt hexsides only provide their +1 defensive terrain bonus and their -1 retreat distance reduction to Ottoman units (i.e., Russian units can never receive these bonuses), and only then if all attacking Russian units are attacking across Redoubt hexsides. • Each Perimeter hex begins the game occupied by a zero (0) strength Ottoman Garrison. If Russian units occupy any Perimeter hex and are subsequently driven out, that hex’s Garrison is restored providing the Citadel Battery is still in play (an exception to [9.4.4.4]. This can occur any number of times to any of the Perimeter hexes. To destroy permanently a Perimeter Garrison, the Citadel Battery must first be eliminated. 9.4.5 The Danube Flotilla: The Russian player can use theDanube Flotilla marker to perform any one of the following functions each Game Turn. After theDanube Flotilla marker has been used a Game Turn (i.e., after it participates in a Battle, or at the end of the Ottoman Movement Phase), place it one turn ahead on the Game Turn track; it will be available for use again at the start of the next Game Turn. • Support a Russian Attack: If an Ottoman unit is defending in a hex adjacent to any Wide Major River hex, the Flotilla can be committed during Step B of the Battle Sequence, increasing the Russian’s strength total by one (+1). Thiscan be used in conjunction with Committing Russian Reserves [12.2.3]. • Interdict a Danube River Ford: At the start of the Ottoman Movement Phase, before the Ottoman player decides how to deal with Ottoman Movement Restrictions [4.3], place the Flotilla next to any one Danube River Ford; that Ford is “interdicted” and thus unusable during that Ottoman Movement Phase (only). • Harass Ottoman Movement: At the start of the Ottoman Movement Phase, before the Ottoman player decides how to deal with Ottoman Movement Restrictions [4.3], place the Flotilla in any all-water Wide Major River hex (i.e., not an Estuarial Islet hex) to cause any Ottoman unit(s) which move adjacent to it to immediately stop and forfeit any unspent Movement Points during that Ottoman Movement Phase (only); effectively, all hexes adjacent to the Flotilla are treated by Ottoman units as if they were Rugged Terrain [6.5].

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TheDanube Flotilla marker itself does not exert a ZOC, so an Ottoman unit that begins its Movement Phase adjacent to the Danube Flotilla marker can still move – indeed, it may even move directly from one hex adjacent to the Flotilla to another (which would be its entire move). • Support a Russian Defense: If a Russian unit is defending in a hex adjacent to any Wide Major River hex, the Flotilla can be committed during Step C of the Battle Sequence, increasing the Russian’s strength total by one (+1). Thiscan be used in conjunction with Committing Russian Reserves [12.2.3]. Flotilla Facts: Please note about the Flotilla marker… • It cannot support Battles during either Player’s Reaction Phase. • It cannot conduct its own Attack; it can only support Battles. • It is not a unit; it is a marker. 9.7.7 Retreat Direction Priority: • Russian units must retreat towards the Russian LOC hex located on the Northern map edge (hex 0105). Important: Russian units on the south side of the Danube (i.e., the Rousse side) can always retreat towards the nearest Ford hex over the Danube River that is not occupied by an Ottoman unit (even if this does not move them closer to the Russian LOC hex). • Ottoman units must retreat towards the Ottoman LOC hex, located on the Southern map edge (hex 1902).

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[14.0] Night Turns Ottoman Objective Hexes: Rousse (hex 0708) and Slobozia (hex 0609). There are no Russian Objective hexes.

14.1 Captured LOC Morale Loss In Slobozia 20, the loss of LOCs for both sides causes a reduction of Morale Points by one (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 Russian Night Turn 6, the Russian 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 Russian player must give up that night’s morale recovery to press the fight into the next day.

The rapid advance of their attack strained the Russian’s logistical capacity and made it difficult for them to re-supply their forces.

[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. This is the historical outcome. • 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 a Russian unit occupies the town of Rousse (hex 0708) – OR – if there is a Russian unit adjacent to the town of Rousse AND the Russian side’s Morale Value is at least two higher than the Ottoman side’s Morale Value. • The Ottoman player wins a Marginal Victory if, at the end of the game, the Ottoman Morale Value is at least one higher than the Russian Morale Value AND the town of Rousse (hex 0708) is not occupied by a Russian unit. • The Ottoman player wins a Decisive Victory if, at any time, the Russian side’s Morale Value is reduced to zero (0) and the Ottoman Morale Value is one (1) or more. • A Draw occurs with any other result.

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[16.0] Optional Rules

16.5 and 16.6 Ottoman Cadres When using these Optional Rules, only Ottoman Janissary Infantry units (i.e., BOLUK and DJEMAAT) can be Partially Rallied, broken down into, and built up using the two Janissary Cadre units (i.e., the ones with a normal Combat Strength and Movement Allowance). The three Irregular ( - ), Reluctant ( - ) Cadre units are only used in the Campaign Game (see Rule [17]).     16.7.2 Light Infantry: TheOttoman SKIPETAR unit is considered a Light Infantry ( - ) unit. It can Disengage (as per Rule [8.2]) and need not stop in Rugged Terrain.   16.7.3 Cossacks: Both the Russian COSSACK and Ottoman DJELLIS units are considered Cossack ( - ) units. They pay 2 Movement Points to move through Rugged Terrain, are prohibited from countercharging or penetrating, and can disengage from enemy Cavalry. 16.7.4 Unreliable Troops: TheRussian XXII Division unit is Unreliable ( - ). It requires a check before every battle it participates in to see if those troops Waver and have their Combat Strength temporarily reduced.

The Russians raised the XXII Division just a few months prior to the battle and its training was incomplete.

16.7.5 Reluctant Troops: The Ottoman SEKHAN, TUFKEJI, and three Cadre Infantry, plus the AKINJI Cavalry unit, are Reluctant Troops ( - ). They require a die roll check to see if they can Advance after Combat. Note that the Reluctant trait supersedes the Cavalry Controlled Advance Rule; that is, after participating in combat, roll only to see if theAKINJI Cavalry unit can advance, not whether it must advance. 16.7.7 Irregular Troops: The Ottoman DERBERT, HAIDUK, SEKHAN, SKIPETAR, and three Cadre Infantry units, plus the AKINJI, DJELLIS, and YOURUK Cavalry units, are Irregular Troops ( - ). Undisciplined and poorly led, these formations often lost cohesion and became disorganized in battle. To simulate this, they function as normal units in all respects with the following exceptions: • They are treated as Unreliable (see [16.7.4], above). • Irregular Cavalry units cannot conduct either Countercharges [8.1] or Penetration [16.2] during the Reaction Phase; they can only Disengage [8.2]. • Whenever an Irregular unit Breaks, it is permanently eliminated instead; it cannot be Rallied [10.0]. • Whenever an Irregular unit Routs, add two (+2) to its Rout die roll (they are effectively the “opposites” of Elite Forces in this regard). • When an Irregular unit suffers a Withdraw result (AW or DW), place a Routed marker on it [9.6.2]. Note that this is not an actual “Rout,” and so causes no Morale loss.

Irregular units require extra time to regain their cohesion.

• Irregular units break down into Irregular Cadres when using Optional Rule [16.6]. 16.9.8 Cowardice: When using the Optional Leaders rule [16.9], if the Ottoman Leader unit Ahmed Pasha is ever Broken or Routs, it is permanently eliminated instead.

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[17.0] The Wallachian Campaign These Rules allow you to play these two games together as a linked campaign covering the 1811 battles on the Wallachian frontier. 1. First, set up and play Rousse 20 through to its conclusion. • If that game ends in a Decisive Victory for either side, the campaign is over and that side has won. • If that game ends in a Marginal Victory for either side or a Draw, write down the final outcome including the final Morale Values and which units (of both sides) were Broken or Permanently Eliminated. 2. Next, conduct a Campaign Interphase to determine the availability of forces and the state of the armies’ morale for the upcoming Slobozia 20 battle. Follow this procedure: A. Place both sides’ Morale markers to “7.” If one side achieved a Marginal Victory in Rousse 20, reduce the other side’s starting Morale Value to “6.” B. Determine the fate of each unit that ended the Rousse 20 game in either a Broken or Permanently Eliminated state by rolling one die for each such unit and consulting the Rally table. During this Campaign Interphase, players cannot spend Morale to improve these Rally die rolls [12.2.2]. The following special die roll modifiers are applicable: -1 If the unit was Permanently Eliminated. +1 If the outcome of the battle was a Draw OR a Marginal Victory for that unit’s side. The Rally table results are different during this Campaign Interphase, also: • If the result is “Rally,” that unit is available to participate in the Slobozia 20 game at full strength. • If the result is “ – ,” that unit is available to participate in the Slobozia 20 game at full strength if its owning player reduces that side’s starting Morale by 1 point (-1); otherwise, that unit participates at reduced strength (see below) or as a Cadre. • If the result is “Elim” the unit participates in the Slobozia 20 game at reduced strength (see below) or as a Cadre. Reduced Strength: A handful of units (all Russian Infantry divisions, the Russian Artillery reserve, and the Ottoman BOLUK Janissary Infantry and SIPAHI Cavalry) have unique versions of those units with lower Combat Strength ratings and denoted by a “(-)” after their names. Use these reduced strength units during the Slobozia 20 game only if their full- strength version fails to successfully Rally during the Campaign Interphase. Special Exception: If the Russian COSSACK unit has been Broken or Permanently Eliminated during the Rousse 20 game and fails to Rally during the Campaign Interphase, the Russian player can reduce his starting Morale for the Slobozia 20 game by 1 point and receive one of his unused CHASS(EUR) units in its place. Ottoman Irregular Cadres: Most 2-strength Ottoman Infantry units reduced to Cadres using this procedure become Irregular ( - ), Reluctant ( - ) Cadre units with the exception of the Janissary DJEMAAT unit, which uses a Janissary  Cadre unit. This is the only time the Irregular, Reluctant Cadre units can appear inWallachia 20. When using these Optional Rules, only Ottoman Janissary Infantry units (i.e., BOLUK and DJEMAAT) can be Partially Rallied, broken down into, and built up using the two Janissary Cadre units (i.e., the ones with a normal Combat Strength and Movement Allowance). The three Irregular (-), Reluctant (-) Cadre units are only used in the Campaign Game (see Rule [17]).

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C. Finally, set up and play the Slobozia 20 game using the units that set up in that game (only) determined to be available (at either full or reduced strength, or as Cadres, as appropriate). In situations where a particular unit is unavailable for the Slobozia 20 game (typically, Cavalry units with a Combat Strength of 1 that failed to successfully Rally), simply leave those units out of the starting set up.

Although he stopped the Ottomans from taking Rousse on 22 June 1811, Kutuzov deliberately abandoned the town after the battle. The Czar was furious when he learned what Kutuzov had done, but the wily old general knew that in yielding the river crossing to the Ottomans they would cross the Danube, splitting their army on the opposite bank, and set the stage for a war-ending knockout blow by his reinforced army a few months later – and that’s exactly how it happened!

Wallachia 20 Game Credits Game Design: Artem Kharinin Series Design: Joe Miranda Series Developer: Lance McMillan Special Assistance: Victor Bukharov Producer: Alan Emrich Graphic Design: Michelle Ball Counter Images: Clark Miller and Richard Starke Map Art: Tim Allen Playtesting: Victor Bukharov, Andreas E. Gebhardt, John “Jack” Gill, Kim Meints, David Moody, Joe Oppenheimer, Kevin Pzsczola, Hugh Tracy, Alexey Tsibenko. Proofreading: Leigh Toms, Karen Wolterman

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Designer’s Notes By 1811, the inconclusive Russo-Turkish war had already lasted five years. It was becoming clear to the Czar’s government that another confrontation with France was coming, and the struggle with the Ottomans was a distraction they could ill-afford; the Russians needed to bring this war to a conclusion, and quickly. In March of 1811, the Czar sent General Kutuzov to the Danube frontier with orders to break the Ottoman army and compel the Turks to sign a treaty. However, before Kutuzov could finish assembling his forces, the Ottoman army under Ahmed Pasha left its assembly area near Shumla and advanced on Rousse, a key river port and crossing point across the Danube.

The Opposing Forces Kutuzov’s small corps consisted of roughly 17,000 troops, but his men were mostly long- term professional soldiers, many of whom were veterans of campaigns against the French and Swedes. The Russians also enjoyed an overwhelming superiority in artillery (which was a notable Ottoman weakness). By contrast, Ahmed Pasha’s force of 60,000 was more an armed mob than an army; the majority of his troops were ill-trained provincial militias who in many cases had never served with the officers appointed over them. Drawn from all across the Sultan’s vast empire, less than half were ethnic Turks, perhaps one third were not even Muslim, and this army spoke a dozen different languages. Even the vaunted Janissaries had, by this time, devolved into part-time soldiers who often resented orders taking them away from their lucrative jobs in Constantinople to go on campaign. Still, even the Russians admitted that individually, the Ottoman troops were fierce (even if their tactics were outdated).

Rousse 20 in History Relying on his more than three-to-one numerical superiority, Ahmed Pasha’s strategy was unsubtle: he simply marched directly on Rousse. The Russians blocked his advance, anchoring their flanks on the Lom River and in the dense thickets of the high ground to the west. Repeated Ottoman charges on 22 June 1811 against the Russian line failed to gain ground. After suffering heavy casualties, Ahmed Pasha was compelled to call off the assault; the Russians, on the other hand, had lost less than 500 men. The reason for what happened next is unclear: Kutuzov withdrew, abandoning Rousse to the Ottomans. Though he later claimed giving Rousse up was deliberate, part of a plan to lure the Turks into a trap, in reality Kutuzov probably realized that although he had fought the Ottoman army to a standstill, he lacked the strength to continue an open field battle against such a large force. Regardless, the Czar was furious, threatening to strip Kutuzov of his command if he did not rectify the situation.

The Campaign Interphase in History For the next three months the front stabilized. Both sides brought up reinforcements, and the Ottomans entrenched themselves into a sprawling encampment on the Bulgarian shore of the Danube River around a small Russian settlement called Slobozia.

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Slobozia 20 in History On 2 October 1811 Kutuzov made his move. He used a daring night march to put a strong assault force across the Danube near the village of Petrushany, and then advanced up the coast road to attack Rousse from the rear. Simultaneously, he used a flotilla of gunboats to block the main river crossing, stranding much of the Ottoman infantry on the northern shore. Repeated attempts by Ottoman irregular cavalry to break the encirclement failed. Finally, Ahmed Pasha panicked and fled the field, leaving his army to its fate. Over the next two months, before the Treaty of Bucharest was signed, more than 35,000 Ottoman troops died from starvation and disease in the besieged Slobozia bridgehead.

The Historical Aftermath Thanks to Kutuzov’s victory, the Russians secured their southern flank and these forces were made available to help stem the upcoming French invasion. Additionally, with the Ottomans no longer engaged against the Russians, the Austrian contribution to the French invasion of Russia was considerably scaled back to ensure there were enough troops available to watch the Austro-Turkish border. In annals of Russian , these battles are often called “the Little Borodino” as recognition for the important contribution they made in influencing the outcome of Napoleon’s 1812 invasion of Russia.

Designer’s Challenges Designing a game on these two important (but little known outside of Russia) battles was a challenge. My research uncovered little source material, and often what I found was contradicted by another source! Information on the Ottoman forces, in particular, is sketchy at best and much of their game order of battle is intelligent conjecture. To model the unique nature of the forces in these battles, we had to ratchet up the complexity level a bit. Almost every unit in the Ottoman army has some special characteristic, and the interaction of the multitude of different types reflects the problems the Turks had in coordinating their unusual host. Capturing the vital impact of the gunboat flotilla also required us to go through several iterations of its rules. I hope that these efforts serve to give you a better awareness of these obscure battles, provide some insight into this unique campaign, and give everyone a couple of enjoyable little games to play.

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Abdul Abulbul Amir by Percy French, 1877

The sons of the Prophet are brave men and bold Then this bold Mameluke drew his trusty skibouk, And quite unaccustomed to fear, With a cry of, “Allahu Akbar!” But the bravest by far in the ranks of the Shah, And with murderous intent he ferociously went Was Abdul Abulbul Amir. For Ivan Skavinsky Skavar. This son of the desert, in battle aroused, They parried and thrust, they side-stepped and cussed, Could spit twenty men on his spear. Of blood they spilled a great part; A terrible creature, both sober and soused, The philologist blokes, who seldom crack jokes, Was Abdul Abulbul Amir. Say that hash was first made on the spot. If you wanted a man to encourage the van, They fought all that night ‘neath the pale yellow moon; Or harass the foe from the rear, The din, it was heard from afar, Storm fort or redoubt, you had only to shout And huge multitudes came, for so great was the fame, For Abdul Abulbul Amir. Of Abdul and Ivan Skavar. Now the heroes were plenty and well known to fame As Abdul’s long knife was extracting the life, In the troops that were led by the Czar, In fact he was shouting, “Huzzah!” And the bravest of these was a man by the name He felt himself struck by that wily Calmuck, Of Ivan Skavinsky Skavar. Count Ivan Skavinsky Skavar. He could imitate Irving, tell fortunes with cards, The Sultan drove by in his red-breasted fly, He could play on the Spanish guitar. Expecting the victor to cheer, In fact quite the cream of the Muscovite team But he only drew nigh to hear the last sigh, Was Ivan Skavinsky Skavar. Of Abdul Abulbul Amir. The ladies all loved him, his rivals were few; Czar Petrovich, too, in his spectacles blue He could drink them all under the bar. Rode up in his new crested car. As gallant or tank, there was no one to rank He arrived just in time to exchange a last line With Ivan Skavinsky Skivar. With Ivan Skavinsky Skivar. One day this bold Russian had shouldered his gun There’s a tomb rises up where the Blue Danube rolls, And donned his most truculent sneer, And engraved there in characters clear, Downtown he did go where he trod on the toe It reads, “Stranger, when passing, do pray for the soul Of Abdul Abulbul Amir. Of Abdul Abulbul Amir.” “Young man,” said Abdul, “has life grown so dull A splash in the Black Sea one dark moonless night That you wish to end your career? Caused ripples to spread wide and far, Vile infidel, know, you have trod on the toe It came from the sack fitting close to the back, Of Abdul Abulbul Amir.” Of Ivan Skavinsky Skavar. “So take your last look at the sunshine and brook A Muscovite maiden her lone vigil keeps, And send your regrets to the Czar ‘Neath the light of the pale polar star, For by this I imply, you are going to die, And the name that she murmurs so oft as she weeps, Count Ivan Skavinsky Skavar.” Is Ivan Skavinsky Skavar.

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