From Montenotte to Cherasco 1796

From Montenotte to Cherasco 1796

LA GRANDE TACTIQUE from Montenotte to Cherasco 1796 Rules & Scenarios cursor. A detached brigade’s morale is equal rale cursor at the end of the turn (see 14.2 Re- to its non-modified cohesion if it is not com- turn to order and 3.1 Morale cursor). LA GRANDE TACTIQUE manded. exception : Sardinian morale (see scenario). 3.3 - Fatigue There are three possible states of fa- FROM MONTENOTTE TO CHERASCO, APRIL 1796 3.1 - MORALe CURSOR tigue for forces : non fatigued, level 1 La Grande Tactique is an operational game map and played in parallel with a real force to The morale cursor (see game help) and level 2. The fatigue level of a force system for the revolutionary and imperial pe- deceive the adversary regarding his intentions; is a scale on which to place a mar- increases when it carries out a spe- riods. this counter can neither react nor carry out ac- ker corresponding to a division. This cial movement or when it combats tions other than movement; it is automatically marker moves up or down according to vic- (see 9.2, 9.3 & 11.11). A force’s fatigue 1 - PReSeNTATION revealed by a successful reconnaissance; tories and defeats in combat or after certain status has several effects: The game scale is one turn per day; 1 strength • Detached brigade : combat unit detached events (see scenario). A division that has not • Fatigue 1 : penalty in combat, certain special step represents approximately 1 000 fan- from a division ; acted during the turn recovers a morale point, unauthorised movements, immediate attrition tassins or 500 cavaliers. 6 km separate the • Division : combat unit commanded by a divi- never exceeding square “0” (see also 14.2 Re- test with a modifier of +1 (see 8.5); centres of two hexagons (hex.). sion general (including Austrian “columns”); turn to order). • Fatigue 2 : attack is impossible, penalty in The map (format A3) represents the histori- • Division general : a general who commands combat in defence, no movement possible (in- cal theatre of operations with a pre-printed a division and is subordinate to the general-in- 3.2 - Demoralisation cluding reaction), immediate attrition test with a hexagonal grid to regulate movement. The chief ; A division whose morale is less than or equal +2 modifier (see 8.5). units represent divisions or their equivalent • Force : marker that replaces a general, divi- to 0 (cohesion plus cursor ≤ 0) is demora- as well as detached brigades. Game play re- sion or a detached brigade on the map - they lised. A demoralised division cannot be part 4 - SeQUeNCe OF play quires the use of two six-sided dice noted as themselves are placed on the game help; of the same force as a non-demoralised di- The game is played in several turns of a day, “D6”. The counters provided represent com- • General-in-chief : the general who commands vision. When a demoralised division is acti- each divided into phases which must be execu- bat units, their generals, and markers indi- all the other generals of his army; vated, it automatically moves with its full MC ted in the following order: cating strength, activation and status. • Inactive player : the other player who can more than 4 MP away from all enemies and 1 - Weather determination (Chapter 5) react to the actions of the active player; closer to one of its supply hexes. - Roll on the weather table. 2 - GLOSSARY • Initiative, cohesion or morale test: with 1D6, A demoralised division beginning its activation 2 - Command phase (chapter 6) • Activation marker : marker displaying the the player must get a score less than or equal to phase 5 MP or more from the nearest enemy - Verification of the LoC of the General-in-chief; name of a force; allows for activation of the force the initiative value of the general or the cohesion can remain in place to gain a notch on the mo- - Use of the CP of the General-in-chief to com- when drawn ; or morale of the force; if the players agree, this mand his subordinate generals; • Active player : the player of whom one of the roll can be done secretly; - Fusions and divisions of forces, creation and forces is activated and can carry out certain ac- • LoC : line of communication; UNITS incorporation of detached brigades. tions ; • MC (movement capacity) : the number of mo- FRONT 3 - Initiative phase (chapter 7) Name of Formation • Alert zone : each unit projects an alert zone vement points (MP) a unit has available to carry general - Initiative test of the generals in chief; around it at a distance of 1 MP for the infantry out various actions ; Size of unit - Choice of the force to activate. XX : division and 2 MP for the cavalry (0 hex minimum); this • Morale : sum of a unit’s cohesion and the mo- X : brigade 4 - Action Phase (chapters 8 to 11) alert zone allows for a reaction to an enemy difier of the unit’s morale cursor; - Random activation by drawing a force marker unit’s entry in the zone. • Morale cursor : cursor located on the game Cohesion Movement Capacity and the actions of this force; • Cohesion : indicates the value of the combat help to track the evolution of the morale of each - Any reactions of the adversary; BACK unit (training, experience, motivation); player’s divisions. 5 - Strategic movement phase (see chapter 9) • CP (Command points) : a general has available - Strategic Movements ; a number of CP equal to his command poten- 3 - MORALe AND FATIGUe - Possible forced marches. tial ; A unit’s morale is equal to the sum of its cohe- The Unit is out Austrians Sardinian 6 - Reinforcement and supply phase (chapters • Decoy : false “force” counter deployed on the sion and the modifier indicated on the morale of supply 12 & 13) 2/ VaeVictis - n° 128 - JUiLLet/août 2016 /3 - Placement of the planned reinforcements on FRONT tive to act with its full movement capacity [see chief’s force. This separation may take place the map according to the instructions of the sce- 8.3 & 9.1] and declare a combat [Precision: this during the actions phase. Name Tactical Bonus nario ; may lead to two tests during an activation]; To create a detached brigade, the Initiative Command potential - Shifting of the reinforcements in normal then - An “uncommanded” force may march to the player takes the SP marker of the de- BACK strategic movement ; sound of the guns with a +1 die roll modifier in tached brigade that corresponds to The commander does not - Addition of replacements in the supplied com- have a valid LoC the initiative test. the division and places it on the game bat units that were inactive during the previous Note : The effects of an isolated status are ex- help on the number corresponding to turn ; If he does not have a valid LoC, the counter is plained in 13. Supply. the SP chosen (no more than half the SP of the - Determination of supply. turned to its verso and the forces he commands division) on the SP counter of detached brigades 7 - end of turn phase (chapter 14) become isolated. 6.5 - FORCe and removes this number of SP from the divi- - Recovery of fatigue and stragglers; 6.5.1 - Overview sion. The force counter of the detached brigade - Verification of victory conditions; 6.2 - DIvISION GeNeRAL “Force” counters are generic mar- is deployed on the map on the hexagon that cor- - Potential replacement of generals; There are 3 possible statuses for a division ge- kers deployed on the map in place responds to the division’s force. - The turn marker is moved forward one square neral : of units and their generals. The lat- To recover a detached brigade, begin the com- and a new turn begins at phase 1. - Commanded and supplied : the General-in- ter are placed on the game help in the “force” mand phase with the forces corresponding to chief has a valid LoC and has spent CP to com- square that corresponds to the “force” marker the division and its detached brigade stacked 5 - WeATHeR PHASe mand the division general’s force (division gene- chosen to represent them. on the same hex. The player adds the SP of the During the weather phase, the player from the ral counter on its recto); There is one “force” marker per brigade to the SP of the division then removes French camp rolls 1D6. - Commanded and isolated : the General-in- general and one per detached bri- the SP marker of the detached brigade from the The possible results are: chief does not have a valid LoC but has spent CP gade (the latter are identified). The game help. Finally, he removes the detached 1-4 : Nice weather : no mo- to command the division general’s force (division counter of the division or detached brigade brigade’s strength counter from the map. dification of the various rules; general’s counter on its recto); is placed on the game help on the Strengh 5-6 : Rain : the combat units have -1 MP and - Not commanded and isolated: the General- Points (SP) counter. 7 - INITIATIve PHASe cannot recover morale points via rest. in-chief has not spent CP for this general’s force The activation markers of the forces (division general’s counter on its verso). 6.5.2 - Stacking are divided into two groups : 6 - COMMAND PHASe front Stacking is not limited. Nevertheless, when se- • Place the markers of the uncom- The two players conduct this phase simulta- Name Formation veral forces are stacked on the map: manded forces on the “uncommanded” neously.

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