This document provides rules for a wargame covering the War of the Austrian Succession from 1744 to 1748. It outlines the sides, scenario details, armies involved, victory conditions, and special rules for scenarios. Strategic events and random events that could occur are also described.
This document provides rules for a wargame covering the War of the Austrian Succession from 1744 to 1748. It outlines the sides, scenario details, armies involved, victory conditions, and special rules for scenarios. Strategic events and random events that could occur are also described.
This document provides rules for a wargame covering the War of the Austrian Succession from 1744 to 1748. It outlines the sides, scenario details, armies involved, victory conditions, and special rules for scenarios. Strategic events and random events that could occur are also described.
This document provides rules for a wargame covering the War of the Austrian Succession from 1744 to 1748. It outlines the sides, scenario details, armies involved, victory conditions, and special rules for scenarios. Strategic events and random events that could occur are also described.
! Charles of Lorraines Army (5.35) may be received in the
Administrative Phase of the May or any later turn. The chance of receiving the group is 3 or less in May, 6 or less in June-July, and 8 or less in July or later. 9.4 LE JEU PAR-DESSUS End Game The Campaign of 1747 Whether or not there is money, whether or not it can be found, whether or not cattle die, whether the spirits are well- or evilly-disposed, whether the majority is for or against, Your Serene Highness must always expressly and openly take sides against France and declare that if in 1572, in 1672, in 1688, and in 1702 we had yielded as we now do, we would still sit under France, in popery and slavery. Count William Bentick to the Prince of Orange 9.43 Special Rules USES BOTH MAP PANELS 9.431 Players. There are two Sides: the French and the Allied. 9. 432 Scenario Bounds. The entire map is in play. All territories hold their original allegiance. The French initially control all Towns and Fortifications in the Austrian Netherlands and the Bishopric of Lige that are North and West of the Meuse River except for Turnhout (3 hexes E of Antwerp), Herenthal (3 hexes E of Antwerp), Gheel 4 hexes E of Antwerp), Hasselt (5 hexes E of Antwerp), Tongres (5 hexes SE of Antwerp), and all hexes East of those five locations. The Meuse runs from the East map edge at Venlo (8 hexes E of Antwerp) SE past Marienbourg (14 hexes NE of Paris) on the French border. The French otherwise control those territories that are friendly to them (1.3). 9.433 Scenario Dates. Starts April-May turn of 1747 and ends September-October turn of 1747, inclusive. 9.434 Weather. Starting weather is Dry. The Spring Floods have already occurred and are finished. 9.435 Hub Preparedness: Maritime Powers Hub (Inactive; England Box): Preparedness 4 Austrian Hub (Inactive; at Vienna): Preparedness 3 French Hub (Active; at Paris): Preparedness 9 9.436 French Campaign Plans. The French player has the following Campaign Plans open to him: ! Close the Scheldt ! Conquer Holland 9.437 Allied Campaign Plans. The Allied player has the following Campaign Plans open to him: ! Reconquer a territory lost to the French. 9.438 Victory. To win, the French player must have a higher Prestige than the Allied player by the end of the game. The Allied player wins by preventing this. Both Sides begin with Prestige Level Three (3). 9.439 Special Rules. ! The French have declared war on the UP and the Orange Revolution (6.41) is in force. Optional: historically, the revolution got into full swing when the French invaded. But what if the French had not invaded? If both players agree, the French player may declare war on the UP at any time during the scenario. He must then wait a full turn before entering the UP. As soon as he does so, the Orange Revolution is triggered. 9.5 BARGAINING CHIP The War of the Austrian Succession in Flander Grand Campaign 1744-1748 To see just a single battalion setting off is quite a performance. It is like some ramshackle machine which is on the verge of breaking down at any moment, and which moves only with infinite difficulty. What happens when you wish to get the head off to a brisk start? The tail is left unaware that the leading troops have marched off at speed. Gaps inevitably result, and in order to make them up the troops at the rear have to run as fast as they can. The head of the following battalion must do the same, and soon the whole sinks into disorder. De Saxe In the authors personal experience, its even worse if each regiment has its own band playing. The campaign game encapsulates the period from the opening French moves of 1744 until the final peace of Aix-la-Chapelle, on the fields of Flanders the Cockpit of Europe. This will be a wrestling match, not a duel with rapiers. 9.53 Special Rules 9.531 Sides. There are two Sides: the French and the Allied. 9.532 Scenario Bounds. The entire map, plus the off map boxes. 9.533 Scenario Dates. Starts April-May turn of 1744 unless the Descent on England option is being played, in which case the game begins with the Administrative Phase of the March-April turn of 1744. Ends when the Peace Index (2.2) reaches the #14 box. See 2.23. 9.534 Weather. Starting weather is Dry. The Spring Floods have already occurred and are finished. 9.535 Hub Preparedness: Maritime Powers Hub (Active; England Box): Preparedness 5 French Hub (Active; at Paris): Preparedness 9 9.536 Campaign Plans. All Campaign Plans are available (subject to any special restrictions, of course). 9.537 Force Deployments. See 9.51/9.52 for the initial set up and 8.2/8.3 for Reinforcements. 9.538 Victory. As per rule 2.1. Both Sides start with a Prestige level of 2. The Allied player has one (1) PP. Cockpit of Europe Exclusive Rules 3.0 by Red Sash Games & Ian Weir 1 COCKPIT OF EUROPE.................................................1 EXCLUSIVE RULES ......................................................1 1.0 ORIENTATION............................................................1 1.1 General Points......................................................2 1.2 The Map................................................................3 >>>1.3 Territorial Control .......................................4 1.4 Special Territories................................................4 2.0 VICTORY ...................................................................5 2.1 Prestige.................................................................5 2.2 The Peace Index ...................................................5 >>>2.3 Campaign Plans...........................................5 3.0 MISCELLANEOUS RULES...........................................6 >>>3.1 Personages ...................................................6 >>>3.2 Command & Control ...................................7 >>>3.3 POW Exchange ............................................7 >>>3.4 Moving Forces On & Off Map ....................7 >>>3.5 Sea Movement ..............................................8 4.0 POLITICS (CAMPAIGN RULE) ....................................8 5.0 THE ARMIES..............................................................8 5.1 General Points......................................................8 5.2 The Army of the King of France ..........................9 5.3 The Army of the Queen of Hungary...................11 5.4 Army of the Elector of Hanover.........................12 5.5 The Army of the States General .........................12 5.6 Minor German Allies..........................................13 5.7 The Russians.......................................................14 6.0 STRATEGIC EVENTS ................................................14 >>>6.1 Summary.....................................................14 >>>6.2 Invasions of England .................................15 >>>6.3 Events in Germany.....................................16 6.4 Other Events .......................................................17 7.0 RANDOM EVENTS....................................................17 SCENARIOS...................................................................19 >>>8.0 SCENARIO CONDUCT & OOBS.........................19 8.1 Instructions.........................................................19 8.2-8.3 Campaign & General OoBs ........................20 9.0 SCENARIO RULES....................................................20 9.1 Bas Les Rosbifs!..............................................20 9.2 See, Now, The Conqring Hero Comes .............21 9.3 Cousin.................................................................21 9.4 Le Jeu Par-Dessus..............................................22 9.5 Bargaining Chip.................................................22 COCKPIT OF EUROPE EXCLUSIVE RULES Letter from the Duc de Noailles to General Wade July 6 th , 1744 Whatever may befall us, I will strive to do nothing calculated to lessen the share you have given me of your esteem; and I am confident of gratifying the King, my master, by behaving with truth, simplicity, and straightforwardness. The zeal and fidelity I owe to all that concerns his honour and glory have nothing incompatible with what an honest man owes to others and to himself. Warfare need not lessen our mutual esteem. Let us hope that happier times may bring with them the added sweetness of confidence and friendship. I cannot end this letter without assuring you, sir, how deeply I feel the sentiments with which you honour me. You will always experience in my case those of an old soldier, who will lose no opportunity of displaying them. The long years during which you and I have served afford a reciprocal guarantee that we are animated by the perfect frankness which ought to be maintained by warriors. Quoted in Skrine, p.102. 1.0 ORIENTATION Cockpit of Europe (COE) is the first in a series of games covering the War of the Austrian Succession at an operational level though it should be noted that the operational art was in its infancy. At this time, the theory of war was divided into strategy and tactics; a game at this scale would have been called strategic, but that term means something different now. You the player are Captain General either of the most powerful army in Europe that of France or Captain General of a mighty coalition the Army of the Pragmatic Sanction. You have the responsibility of manoeuvring your forces within a particular theatre of operations in this case, Flanders in order to carry out your sovereigns wishes. These usually involve the conquest or defence of territory. In the course of each campaign, you will be required to lay siege to many fortifications, and to be prepared to do battle with the armies of rival nations. But since battles are unpredictable, you must make sure they are fought at a time and place of your choosing, not your opponents. Ultimately, peace will break out. Since these games are meant to be historical, you have little control over when the game ends. Your personal goal therefore, is, as it was for your real-life predecessors, the accumulation of Prestige honour, power, riches so that when the war is over you can retire to your estates with the accolades of the populace ringing in your ears, the knowledge that on the outbreak of the next inevitable war you will be recalled to the colours, and with some hope of making your mortgage payments on time. The subject of this particular game is the Flanders theatre, between the years 1744 and 1748, where fighting consumed a region known as the Austrian Netherlands (modern Belgium). From 1741 to 1748, the War of the Austrian Succession raged on the continent of Europe. The Austrian Netherlands was a buffer zone between France on the one side, and Britains commercial rival and political ally, the United Provinces, on the other. Since 1742, there had been an escalation of troop deployments to the region in response to perceived threats on both sides, but no actual hostilities. That changed when France declared war on Britain in response to their humiliating defeat at Dettingen in 1743 (a defeat caused by the ineptness of a French commander). Actually, Dettingen was a psychological excuse. The French leadership were divided into two schools of thought. The traditionalists saw France encircled by hostile powers under the influence of Austria and felt that security lay in a forward policy, establishing a succession of weak states under French tutelage a lace curtain in effect, like the Iron Curtain of the 20 th Century. This meant that the Habsburg dynasty was the primary threat, and that the main thrust of the war should be made against their possessions in Italy and Germany. A newer school feared the commercial rise of the Maritime Powers (England and Holland) and counselled a hard blow in that direction. These people were correct in their threat assessment, as the rest of the century would show. In reality, the Habsburg Menace had been moribund for decades, and a forward policy in Germany simply fuelled a mindless expansionism, but for a long time the maritime school lacked the ear of the King. Then, in 1743, the Battle of Dettingen spelled the doom of French aspirations in Germany, and the new school was given its chance to act. *************************************************** 2 COE looks at the five years that the French spent in the Low Countries attempting to smash the Coalition set against them. They began tentatively enough in 1744, burning their fingers in an aborted attempt at regime change in Britain before cautiously acquiring a handful of fortresses just over the French border in the face of a dilatory coalition army ostensibly bent on taking Paris. Matters were saved for the Allies when a massive Austrian army invaded Lorraine and French troops were siphoned off to deal with it. The next year, things got hotter. By aiding Bonnie Prince Charlie in his bid to win the British throne, the French levered the British contingent out of Flanders and forced the Allies on the defensive but not before fighting the Battle of Fontenoy, the closest run thing the French were faced with during the entire war. 1746 and 1747 saw the French steamrollering the rest of Belgium, despite the return of the British and a massive influx of Austrian troops, and in the latter year, Holland itself was invaded (after the pro-French party was cast out through a revolution). Finally, in 1748, the French laid siege to Maastricht, one of the two gates to the Dutch republic, with the intent of forcing the pace of the peace negotiations now in train some 20 miles distant. They had a reason to hurry: the Allies had bought the services of a Russian army However, even though the French, thanks to the sublime leadership of their German-born Marshal, Maurice de Saxe, conquered all of Belgium, defeating every army sent against them, the affair, which saw siege after siege and titanic battles involving a quarter of a million men, resulted in a draw. The subsequent peace merely restored the status quo. The stage was then set for the titanic Seven Years War. IMPORTANT. THESE RULES HAVE BEEN REWORKED TO BRING THEM UP TO THE 3 RD EDITION, VERSION 3.5. ALL NEW MATERIAL AND IMPORTANT CHANGES ARE MARKED WITH A >>> SYMBOL. RULES THAT WERE ADDED TO THE KR&Os HAVE BEEN DELETED FROM THIS VOLUME. 1.1 GENERAL POINTS Only the success of the armies of the [French] king can solidly attach the [Dutch] republic to the maxims of wisdom and moderation. Letter of the French Envoy at The Hague, 1743 1.11 General. Cockpit of Europe (COE) is the first in a quad- set of Lace Wars series games covering the War of the Austrian Succession (1740-1748). The theme is Flanders, 1744-48. Volume II deals with the associated Jacobite Rising of 1745- 46, Volume III with the war in Germany, and Volume IV investigates the fighting in Italy, 1741-48. As the games were designed in sequence, both basic and exclusive rules underwent extensive development; this edition of COE (version 3.5) brings it up to date with rules developed after the quad was completed. 1.111 COE is a stand-alone game, although a separate module permits the Austrian Succession quad to be combined in a massive Grand Campaign Game. 1.112 The rules and charts have been updated to version 3.5 of the KR&Os (series standard rules). 1.113 Counter and map errata are not included; these are included with the Grand Campaign module. 1.114 the symbol >>> at the head of a section or paragraph denotes an important alteration from the original COE Exclusive Rules. Deleted rules are not noted, however. 1.12 Participants. COE is a two-player game. The two (2) Sides are: the Bourbons, featuring the French Army of King Louis XV le Bon-Aim, and the Coalition, or Allies, featuring the Army of the Pragmatic Sanction. 1.121 The Bourbon Side consists of a single Contingent: the French. Within this Contingent are a number of Nationalities: French, Swiss, German, Irish, and Scottish, who are subject to a few minor distinctions, explained in 5.2. 1.122 The Allied Side consists of the following Contingents: The British. The Hanoverians. The Austrians. The Dutch. The Hessians. The Bavarians. Details specific to each are covered in the rest of section 5.0. 1.13 Components: Two (2) maps North and South roughly 12x18 each. They purposely overlap about 1/4 on each sheet. Three (3) books: The Kings Regulations & Orders (Standard Rules), His Majestys Instructions for the Prosecution of the War in Flanders (Cockpit of Europe Exclusive Rules this volume), and an historical commentary. Two (2) Order of Battle booklets, used for setting up the scenarios. A set of charts and tables. Not provided but required: at least one 10-sided die. 1.131 For DTP (do-it-yourself) versions: sixteen (16) 8.5x11 sheets of label (adhesive) paper for making four (4) double-sided counter sheets, one (1) sheet of Leader counters (single-sided), one (1) sheet of special markers (single-sided), one (1) sheet of general markers (double-sided, but can be made up as 2 single-sided sheets instead), and two (2) sheets of SP markers (or 4 if made up single- sided). Not provided but required: at least one 10-sided die. 1.132 For boxed games with die cut counters: the same counters, organised into four (4) double-sided and two (2) single-sided sheets of game-specific items, plus one (1) generic marker sheet and two (2) SP marker sheets. >>>1.133 The 3 rd Edition incorporates two changes to the counters. The first is cosmetic there are no alphanumeric codes on the fronts of the Unit counters (players complained that they were too hard to read & served little purpose). The second is that the markers used to keep track of losses have been changed to reflect the somewhat simpler recordkeeping of the 3 rd Edition. Some obsolescent markers remain, but owners of other games in the series may substitute later edition markers found in those games. 1.14 Rules References. All case numbers referenced in this volume apply to this volume unless prefaced by KR&Os, in which case they refer to version 3.5 of the standard rulebook. 1.15 Scenarios. This game includes four (4) Minor Scenarios and a Campaign Game, covering the war in the Low Countries from 1744 to 1748. 1.14 Changes to the KR&Os. Sections 1.0 through 5.0 provide the bulk of the information needed to play the scenarios. Section 4.0 (Politics) has been retained for consistency, but contains no information, as it is not used in COE. There are also reference sections for Strategic (6.0) and Random Events (7.0) these can be read as needed. 1.17 Charts & Tables. For the most part, the charts and tables are standard to the series; any game-specific information is factored into them. Charts and tables specific to this game have references reading Ex. Rule such and such. >>>1.171 This edition of COE also includes replacement holding cards for the various forces. The cards are a) smaller, and b) allow players to dispense with SP markers while using them i.e. the intent is to reduce clutter. >>>1.18 COE Additional Counters. Since COE was first published using version 1.0 of the KR&Os, substantial changes have been made. If the players do not possess the Austrian Succession Grand Campaign module (which includes the necessary counter revisions), Red Sash Games suggests the following. 1.181 Each Side requires one (1) Unassigned OP marker, to be placed on the GRT. The original Hub chits can be used in this role. 1.182 Assigned OP or Campaign Plan markers are also required one (1) per Army and Grand Army HQ. (See 2.31). These will have to be made from scratch. A simple solution is to write the names of the HQs on spare SP markers; this also permits the marker to be stacked with the HQ for easy reference, since the numerical values can be used to indicate the number of OPs remaining to the HQ. 1.183 The 3 rd Edition (version 3.0) countermix also introduced Initiative chits. If playing with the original countermix use the original SI chit to show the First Player. 3 1.2 THE MAP As with any game, sacrifices have to be made in the name of clarity and simplicity (for the record, this designer does not see why this should be the case, but he was overruled). The map is not exempt from this dictum, but should still give the players some insight into the reasons why armies followed certain lines of march or why obvious actions were not taken. 1.21 General. The map is a representation of the Low Countries and northern France, from Paris to the Zuider Zee, and from the English Channel to Lorraine (almost as far as Metz). Scale is the series standard of 13.6 km (8.5 miles) per hex. The map was compiled from a mix of modern cartography and period maps drawn between 1715 and 1750. 1.22 Reference Hexes. All map hexes are referenced to either Antwerp (Anvers) or Paris. Paris lies near the centre of the bottom of the south map and Antwerp lies in the centre of the bottom third of the north map. 1.221 Example: the town of Ghent is located 3 hexes SW of Antwerp. 1.23 The Barrier Forts. Under the terms of the Treaty of Utrecht, the Dutch were permitted (actually forced by the British) to protect their lands with a string of fortifications located within the Spanish (later Austrian) Netherlands. Over the years, many of these had come under French control (Lille, for one) or had had their garrisons downsized. By this point, there were only eight Barrier Forts left. On the map, these are labelled with purple, as opposed to the red ink normally used to denote Urban terrain: Ypres Menin Ghent Mons Knokke Charleroi Furnes Blankenberghe The Barrier Fort of Ghent by definition includes the two (2) adjacent Fortified Areas. One is to the west of the city; the other is to the north, at Aardenburg. Note that Aardenburg itself is not a Barrier Fort (and its name is not in purple), only the Fortified Area is. For victory purposes (only) this Barrier Fort complex is considered controlled by the Allied player when either Ghent or both Fortified Areas are Allied-occupied. It is considered controlled by the Bourbon player when Ghent and both Fortified Areas are French-occupied. Each of the Barrier Forts must be Garrisoned at all times. Once each location has been assigned its starting SPs (whether specifically by name, or by the players choice, per the scenario), that number of SPs must, if at all possible, be maintained for the duration of the game, or until the Barrier Fort is Controlled by the French for the first (1 st ) time. Additional SPs may be assigned to a Barrier Fort if desired, but then fall under the same limitation. Any Allied SPs may be used in these Garrisons, not just Dutch (and SPs can be exchanged as desired as long as the minimum levels are adhered to); the Garrison counters are always Dutch. If a Garrison loses SPs for any reason and has the opportunity to be reinforced (e.g. the French Lift a Siege against it), the Allied player must attempt to add SPs to the Garrison as expediently possible until the original minimum strength (as determined by the original scenario set up) has been regained. Once such a Fortification has been Captured it is no longer considered a Barrier Fort. If subsequently retaken by the Allies it does not have to be re-Garrisoned, nor does it have to be maintained at a minimum level if it is Garrisoned. 1.231 Clarification: minimum Barrier Fort Garrison levels are not set by the scenario the Allied player sets the minimum Garrison requirement himself when he initially deploys one or more SPs to the location (bearing in mind that the scenario may coincidentally require certain forces to deploy at certain sites). 1.232 Historical Note: previous forts in the Barrier included Nieuport, Namur, Lille, Cond, Valenciennes, Maubeuge, Halle, Damme, and Dendermonde. 1.233 Reminder. A barrier Forts Grade is determined in the same manner as any other Fortifications Grade by the map icon. >>>1.24 Ports & Riverine Routes. Holland has always been a water-world. None of the map features require special rules, but they do require clarification. 1.241 Ports in the Zuider Zee have open access to the North Sea, and vice versa. Sea access for Ports not directly on the coast is determined by tracing a LoC along Rivers and other bodies of water from the Port to either the North Sea or Zuider Zee coasts. This LoC is subject to all standard restrictions. 1.242 Some Riverine Routes lead through hexes (the route in the Northeast represents the Maas, which runs along the map edge at that point; the others represent minor canal networks), and some connect Ports. KR&Os exception 4.413 applies to all these Routes. In addition, the Bourbon player may only use these routes if he controls all Ports connected by the Route, plus all Fortifications on the Route. The Allied player may always use these Routes, subject only to normal restrictions. 1.243 Routes between Ports are never cut by Cold Weather. 1.244 In addition to the use of Riverine Routes, Allied Formations (only) may move from one Port to another in the Administrative Phase at a cost of their entire MA, whether connected by a Route or not. Both Ports and any associated Fortifications, but not necessarily any intervening Fortifications, must be either Neutral or Friendly to the Allies. 1.245 Historical Note: students of the campaigns of the Twentieth Century will notice that the Scheldt estuary and the Zuider Zee are shown differently from modern maps. This is not the fault of the artist! A lot of water has flowed down the Rhine since the days of Louis XV, and countless man-hours of land reclamation have been spent. The Zuider Zee in Roman times was a relatively small lake that slowly transformed first into a brackish lagoon and then very swiftly into a huge bay, the surrounding peatlands being drowned as recently as the 15 th Century, due to a succession of violent storms. The Dutch almost immediately began to control the water with dikes and breakwaters, and then to reclaim the land, in a process that has continued to the present day. Today, the Zuider Zee is mostly filled in, the islands of the Scheldt have been joined together, and the flow of the rivers that make the estuary has been tamed (or so the locals hope). 1.25 Voluntary Flooding. The Allied player has the ability to voluntarily Flood large areas of the UP Territory. Voluntary Flooding may not be done until the Orange Revolution Strategic Event (6.41) has occurred. 1.251 Any attempt at Flooding must be declared at the start of the Operations Phase. The Allied player then rolls one die. On a 3 or less, the Dutch Estates (Parliament) agrees and the floods commence. If the attempt fails, the Allied player must wait three (3) full Turns before he may make another request. >>>1.252 The effects of Voluntary Flooding are the same as ordinary Flooding, but are applied to all hexes within the UP that are North of or adjacent to the Maas River, from the East edge of the map as far West as the Walled Town of Steenberge (2 hexes N of Antwerp), excluding Overflacke Island (3 hexes N of Antwerp) and the islands to the West of it. The limits are shown on the State Guide. Only hexes containing terrain that can Flood will be affected, but the hexes need not be adjacent to Rivers or other bodies of water. 1.253 Flooding will last a minimum of one (1) Turn. At the end of that time, roll once (1) each Turn at the start of the Operations Phase to see if the floodwaters have receded. Flood effects are ended on a die roll of 3 or less. The die roll is modified by -1 for each roll after the first (1 st ). 1.254 In the Campaign Game, each act of Voluntary Flooding shifts the Peace Index (2.2) one (1) box to the Right. 1.255 The separate rule on Defensive Flooding (KR&Os 7.15) remains in force. 1.256 The various types of Flooding are considered separately when determining duration and are not compounded. 1.257 Historical Note: During their wars with Louis XIV, the Dutch made full use of their countys greatest defensive asset and extensively flooded the land, driving the French out. In the War of the Austrian Succession, the will to do this was lacking (after all, the Dutch always had to pay a higher economic price than the French), but if the war had gone on longer, they may well have resorted to it. 4 >>>1.3 TERRITORIAL CONTROL They say that poppies grow where dead men lie. It is curious how many poppy fields there are in Flanders. 1.31 General. The map is divided into Territories, marked out with dotted purple lines and named in black script at points along their borders. Territories are important for three reasons: a) their Conquest (4.22) affects the Peace Index (2.2), which in turn determines when the game will end; b) their political orientation may inhibit or assist the players forces operational activities; c) some of them can be Ceded (4.24) to another owner for political gain. 1.32 Territorial Classes. Territories fall into five (5) political classifications: Core Territories belong to a particular Power (1.321). Influenced Territories are under the Influence of a particular Power. Unaligned Territories neither belong to nor are Influenced by a Power. 1.321 Clarification. In the Lace Wars series, a player-run Side usually has one or more factions adhering to it to a greater or lesser degree. In most games, such factions are on the scale of individual states and principalities rather than internal cabals. The term Power is used to denote one of these factions; a Power, being a state, has a territorial base, sometimes divided into Core and Influenced Territories. Some games have a set of Political Rules, for which the definition of Powers and who they favour is key, but in COE, politics is much simpler just we and they. 1.322 Example: France is a Power, as is the United Provinces. In COE, all the Territories belonging to each of these Powers are Core (per the State Guide 1.35). 1.33 Territorial Alignment. Depending on its classification, a Territory may have one of three (3) Alignments: Friendly, Enemy, Neutral, or Unaligned (see also KR&Os 1.243). See the Political & Territorial Definitions Chart for details. 1.331 In COE, Territories cannot be Conquered for game purposes, only occupied. Their prime allegiance never changes. Nevertheless, the term Conquered is still used (particularly with respect to Campaign Plans) to indicate who has notional ownership. 1.332 Design Note: some games in the series make provision for a Neutral state as well, but not COE. Other games also allow the Conquest and even the Cession of Territories. 1.34 Operational Effects of Territories. The Alignment of a Territory affects hex Control, Forage, and various Auxiliary Tasks. 1.341 Hex Control is as defined in KR&Os 1.24. Unaligned Territories are treated as Enemy for Control purposes, except that LoCs maybe traced freely by all Sides. (KR&Os 1.254 regarding Fortifications is waived in Unaligned Territories: any LoC can be freely traced through any unoccupied Fortification or Fortified Area (or through one that is Friendly-Controlled, of course) in Unaligned Territories). 1.342 Clarification: a Territory with no political allegiance is considered to be Unaligned. Unaligned Territories may be freely entered at any time. 1.343 Hexes in Friendly Territories yield favourable die roll modifiers for friendly Ambuscades, Raids, Plundering, and Recce Tasks, as well as Attrition Checks. Hexes in Enemy Territories provide unfavourable modifiers. See the relevant tables. 1.35 Regions. Some Territories have been divided into Regions. The rationale for this is to break offensive operations against large Territories into digestible chunks. On the Campaign Plan Chart (CPC) the players will note that some CPs are Conquests of Regions. 1.351 Players who do not own a copy of the Grand Campaign module will not see Regions marked on their maps (except in a general sense by green script), but can locate them by using the State Guide. 1.36 The State Guide. To clarify the location and status of each Territory, a miniature map, the State Guide, has been provided. 1.361 The State Guide is colour-coded to show all the Territories with their original classifications (1.32) and the Powers they belong to. Example: Lorraine, a French Core Territory, is coloured blue. 1.362 Players may use the State Guide to help locate Regions and Barrier Forts (1.23); it also shows the Dutch Flood Zone (1.25). 1.363 Important. The State Guide has marks indicating Territories that may be Ceded. This concept is not used in COE. The marks are included for use in the Grand Campaign module. 1.364 The State Guide should be placed beside the map for reference. 1.4 SPECIAL TERRITORIES >>>1.41 The United Provinces (Friendly to the Allies). No French Unit may voluntarily enter a hex in the UP until the Orange Revolution Strategic Event (6.41) has occurred. No Auxiliary may be Tasked to such a hex. If a French Unit or Formation is forced to Retreat into the UP prior to the Revolution, it must Surrender, but automatically receives Honours of War. As soon as the Orange Revolution occurs these restrictions are lifted for the rest of the game. 1.42 France (Friendly to France). The Bourbon player has a large body of Milice (militia) that he may deploy whenever Allied forces enter France (see 5.26). 1.43 The Austrian Netherlands & Luxembourg (Austrian Influenced). The Austrian Netherlands (most of modern Belgium) consists of all hexes between the borders of France to the south and the UP to the north, from the North Sea/Channel coast to the Bishopric of Lige (see below), which cuts the Territory in half from Peel to Rochefort. On the eastern side of the Bishopric of Lige, the Territory continues, and includes the triangle of Territory on the east edge of the map containing Fort Calmine (8 hexes SE of Antwerp), and the whole of Luxembourg. The latter duchy is located near the east edge, from Marche in the north (9 hexes SE of Antwerp) to Arlon in the south (14 hexes SE of Antwerp). The Austrian Netherlands also includes the Walled Town of Frupont (8 hexes SE of Antwerp). 1.431 Unless specifically noted otherwise, Luxembourg is part of the Austrian Netherlands. 1.432 Austrian Auxiliaries may not participate in Plunder Tasks within the Austrian Netherlands. 1.433 Important. No Austrian Units or Formations commanded by Austrian Leaders may voluntarily move beyond the supply radius of a friendly Dept while they are within the Austrian Netherlands (this simulates the limitations placed on foraging for political reasons). They may leave the supply radius if they will end their move outside this Territory. 1.434 Exception: Austrian Garrisons may be sited beyond the supply radius of a Dept. 1.435 Historical Note: Les Pays-Bas the Low-Countries minus the breakaway seven United Provinces came under Austrian control at the end of the War of the Spanish Succession. Previously, the Spanish branch of the Habsburg dynasty owned the region. With Spain ruled by a Bourbon king, at the end of that war the British felt the need to place Belgium under the control of a family with absolutely no interest in the domination of the English Channel. It was therefore given to the Austrian Habsburgs. Maria- Theresa thought so little of the place that she never visited. She awarded the governorship to her brother-in-law, Archduke Charles of Lorraine, and his wife. Count Kaunitz was dispatched to assist them. Brussels was the capital. Luxembourg also belonged to the House of Hapsburg and is often lumped in with the rest of the Austrian Netherlands in the history books, although it was actually a separate duchy. 1.44 Lige (Variable Control). The Bishopric of Lige is considered Friendly Territory for the Side that occupies the Fortified City of Lige. If controlled by one Side, it is then Enemy Territory for the other Side. If neither Side Controls the city this Territory is Unaligned. 1.45 Barrois & Lorraine (Friendly to France). Allied forces may not enter Lorraine and Barrois unless the French Defeat in Lorraine Strategic Event (6.33) has occurred. Even then, the Territories always remain Friendly to France. 1.451 Historical Note: Lorraine and Barrois were two duchies under the suzerainty of the ex-king of Poland, Stanislaus Leczinski, who was also the father-in-law of Louis XV. This arrangement was the main settlement of the 5 War of the Polish Succession. Dispossessed was Francis Stephen of Lorraine, now Duke of Tuscany and Maria-Theresas husband. 1.46 Independents (Variable Control). There are several independent Territories within Barrois & Lorraine. These are: Verdun. Verdun is considered Friendly to whoever Controls the Fortified City of Verdun. Metz. Metz is always Unaligned. Toul. Toul is considered Friendly to whoever Controls the Walled Town of Toul. 1.461 Historical Note: these three towns were the lynchpin of Frances fortress system for hundreds of years until the blitzkrieg rendered them obsolete. 1.47 Bouillon (Variable Control). The Duchy of Bouillon is Friendly to France its duke was a Frenchman unless the Town is controlled by the Allies, in which case the duchy is Unaligned as long as the Town is so Controlled. 2.0 VICTORY Today, the King does nothing. A frequent comment at Louis XVs Court or at his Camp, for that matter. 2.1 PRESTIGE 2.11 General. In COE, victory in all scenarios is determined as described in section 9.0 of the KR&Os i.e. the player with the highest Prestige at the end of the scenario wins. 2.12 Prestige Levels. Prestige Levels are awarded and lost as described in KR&Os 9.1. 2.13 PPs. PPs are awarded for all the actions described in KR&Os 9.21, plus: The British Home Garrison (5.44). Royal Whim failures (3.16). 2.131 As for spending PPs, all the items listed in KR&Os 9.22 may be bought. 2.2 THE PEACE INDEX CAMPAIGN GAME RULE ONLY Cette paix stupide The word on the French streets after the peace of Aix-la-Chapelle The wars of this period were generally inconclusive affairs. Even Old Fritzs lightening movements did little more than ensure Prussias retention of his single gain Silesia stolen in a moment of Austrian weakness. For the most part, a lack of infrastructure everything from good roads to efficient tax machines crippled any countrys attempt to bring a large enemy to its knees. In any case, the age was one of restraint, and of rational endeavours (despite the frequently irrational thought processes of the men involved). Wars were not fought to exterminate a sub-human neighbour, nor for great ideals like Liberty, Equality, and Fraternity, nor for Jingoistic Nationalism. Wars were fought for minor advantages in territory or trade, for aristocratic pride and glory, and for the patrimony of royal heirs apparent. Often, they dragged on longer than they should have through a combination of pride, ignorance, miscommunication, and simple inertia (for all the usual reasons, in fact). 2.21 General. This rule is only used in the Campaign Game. The Minor Scenarios end on the last Turn given in their instructions, but the Campaign Game ends when a Final Peace breaks out. 2.211 Progress toward Final Peace is recorded with a marker placed on the Peace Track. This marker is known as the Peace Index. The Peace Index begins in the first box (#0) of the track and is advanced by the occurrence of various Events and player actions, until it reaches the #14 (last) box, at which point the game immediately ends. 2.212 Play Note: each year of play will see you attempting to fulfil a campaign plan or plans that will shower you with glory. However, as time progresses, ongoing negotiations and events on other fronts will begin to restrict your options, until eventually your political masters decide to wind things up, regardless of the state of your personal career (or bank account). In other words, the game may end before it suits you, or worse, continue when you would be happy to wind it up. For this reason, victory in game terms is not directly based upon any lasting political achievements, but on your accumulation of personal Prestige. 2.22 Altering the Peace Index. See the Peace Index Chart for a full list of the possible alterations to the Peace Index. In summary, the Index is moved for the following reasons: Due to a Strategic Event. See section 6.0 for details. Due to the Random Events covered under 7.05. When a Royal Personage is Killed or Captured. Due to Voluntary Flooding (1.25). The Index is also moved up a certain number of boxes depending on the Year. 2.221 Adjustments for Strategic/Random Events are made when the Event occurs. The possible adjustments are also noted on the Strategic Event Chart. 2.222 Yearly adjustments are made during the Administrative Phase of the last Turn of the Year. 2.223 Adjustments for any other occurrence are made immediately. 2.23 Final Peace. When the Peace Index lands on or moves past the #14 box on the Peace Track, a Peace Treaty is signed and the glory you once dreamed of becomes unattainable. The game is immediately over. Prestige Levels are compared for victory as described in section 9.0 of the KR&Os. >>>2.3 CAMPAIGN PLANS 2.31 General. Campaign Plans are defined by Type. See the Campaign Plans Chart (CPC) for full details. In COE, there are three (3) types of Plan: Conquest CP (CCP) Defensive CP (DCP) Demonstration CP (DemoCP) 2.311 Important. In COE, CPs, except for DCPs, are assigned to individual Army and Grand Army HQs (only). As usual, chits are provided to record how many OPs have been assigned to a given CP. These should be placed on the GRT, on the appropriate numeral. Exception: the DCP chits are labelled Active; simply place these chits in an agreed location whenever a Side has an Active DCP (remember, per KR&Os 9.46, DCPs do not use OPs, they just make OP accumulation harder). 2.312 Any HQ may freely assist any other HQ in the pursuit of its current CP, so long as the assisting HQ has no current CP of its own. The assisting HQ gains no direct Prestige reward for the player, because the HQ cannot complete the CP, merely assist its completion. In other words, the HQ with the CP must be the one that actually fulfils the objective of the CP. Example: if the primary HQ becomes Unformed, a Column cannot pick up the baton for it the Plan Fails; however, the Column could engage the Enemy in a sacrificial Battle to prevent him interfering with a Siege conducted by the primary HQ. 2.313 An eligible HQ may only be assigned one (1) CP at any given time. 2.314 Design Note: as explained in 1.18, without the Grand Campaign module, players will have to design their own CP chits for each of their Army and Grand Army HQs. One (1) chit is required per HQ, per CCP and per DemoCP. As a suggestion, back-print the CCP chits with the DemoCP indicators. 2.316 Dummies may be used to feign the implementation of a CP, but there is no reward for a feigned CP that Succeeds. A successful Espionage result (KR&Os 9.424) will reveal the Dummy and the non-existence of the CP. 2.317 CPs are selected per section 9.4 of the KR&Os. In addition to listing prerequisites, the CPC indicates which CP each Side may conduct and against whom they may be conducted. If a Side is listed in italics, it may only conduct that CP if the target Territory or Region (1.35) has been Conquered by the opposing Side. 2.32 Conquest CPs (CCPs). In COE, the aggressive form of CP is called a Conquest CP. The Target of a CCP will be a single Enemy- owned or Unaligned Region or Territory (the difference is one of size). The CPC provides a list of all eligible targets. Conquest is assessed during the Administrative Phase (see SoP). 2.321 Each Region or Territory contains one or more Key Fortifications, all of which must be Friendly-Controlled in order to successfully Conquer the target. If a CCP is terminated for any reason while at least one (1) Key Fortification in the targeted Region/Territory is not Controlled by the Side prosecuting the CP, the CP Fails. 6 2.322 If a CCP Fails, the targeted Region/Territory remains un- Conquered, but there is no prohibition on beginning another CCP against the same Region/Territory, AND, Key Fortifications that were taken during the course of previous CCPs and that remain Captured, do count toward the final Conquest of the CCP. 2.323 A maximum of one (1) CCP may be active against a particular Region/Territory at any given time. 2.324 Note that CCP chits simply say Conquest; they do not specify the target. This must be recorded on paper. 2.325 Example: the French choose the Flanders CCP. Ypres, Menin, Furnes, Nieuport, and Courtrai must all be taken, or the Plan Fails. The French swiftly take Ypres and Menin, before running out of OPs. The CCP has Failed. However, it may be attempted again, and the Captured locations (if retained) will count towards Success next time. If the French Succeeded the first time, they could not adopt the Conquer Flanders CCP again (unless they needed to Reconquer the Territory). 2.33 Defensive CPs. These are described in KR&Os 9.46. Each Side may have one (1) Active DCP, which covers all its forces and Territories. 2.331 Important. Case 2.313 is ignored with respect to DCPs. The DCP is a free additional CP that any HQ of that Side may participate in (and will do so by default if the DCP is Active). 2.34 Demo CPs. Demonstration CPs have a very limited function in COE. There is only one, directed against the United Provinces, and used to reduce Dutch participation in the war. DemoCPs garner no Prestige (directly); neither is there any Prestige penalty for their Failure. 2.341 The parameters for a Successful DemoCP against the UP are given on the CPC. 2.342 Whenever the Demonstration is assessed (i.e. once every four (4) Turns), if it is deemed Successful, roll one (1) die and consult the Dutch Intimidation Table (DIT). The result will be a integer. 2.343 Using the General Record Track take a spare marker and, when the DemoCP is initiated, place it on the number 5 space. Shift the marker up toward 9 one (1) box per plus- integer and down toward 0 one (1) box per minus-integer, depending on the results garnered by the DIT. The marker cannot be shifted off the track. 2.344 Beginning in 1746 (when the Orange Revolution Strategic Event 6.41 may occur), apply a modifier to the chance of the events occurrence equal to the current position of the Intimidation marker less 5, divided by 2, rounding fractions down, as usual. 2.335 Examples: the Intimidation marker is at 7; 7 5 = 2, divided by 2 = 1, so the base chance (not the actual die roll) is modified by +1. Or, the marker is at 2. 2 5 = 3, so the base chance is modified by 1. 2.336 This DemoCP may not be implemented prior to 1745. It has no purpose if implemented after the Orange Revolution occurs. 3.0 MISCELLANEOUS RULES Duke of Cumberland I will get to Paris even if I have to eat my boots! De Saxe Then we must make sure they are cooked first. >>>3.1 PERSONAGES Tel brille au deuxime rang, qui sclipse au premier. Such a one shines in the second rank, who is eclipsed in the first That is, promotion is always to a mans level of incompetence. Of course, in this era, many men started at the top. 3.11 General. This section adds to KR&Os 3.79. All rules from that section remain in force. 3.111 In COE, the following are Captains-General: Groherzog Karl von Lotharingen (Allied) H.R.H. William Augustus Welf, Duke of Cumberland (Allied) 3.112 In COE, the following are Royals: Louis XV le Bon-Aim Roi du France (French) 3.12 Captain-General Rules. The individual Captains-General in COE are subject to the following additional rules. 3.121 Only one (1) Allied Captain-General may be in play at any given time. Which Captain-General is in play depends on the scenario, or for the Campaign Game, the Year. Cumberland is used in the 1745 and 1747 scenarios, Karl in the 1746 scenario. Neither is available in the 1744 scenario. 3.212 In the Campaign Game, Cumberland is received as a Reinforcement on the first (1 st ) turn of 1745. He remains in play until the Jacobite Rising Strategic Event (6.25) occurs. He is removed from play at the end of the year in which that event occurred. 3.123 Karls arrival is not dependent on Cumberlands departure. Instead, he is received as part of Charles of Lorraines Army (5.35). Karl must be withdrawn from play when Charles of Lorraines Army is withdrawn from play. 3.124 If both Personages happen to be available at the same time, then Karl takes precedence Cumberland is relegated to the Officers Mess while Karl is on the map. 3.125 Both Personages have as their designated Escort Formation the Army of the Pragmatic Sanction Grand Army HQ (KR&Os 3.791 point #2). 3.13 Le Roi, Louis le Bien-Aim. Le Roi remains on the map at all times, unless specifically removed to fulfil the conditions of a Strategic Event. While in play, Le Roi must either be attached to the Arme du Roi HQ or be stacked at the French Hub. 3.131 The Arme du Roi Grand Army HQ is Le Rois designated Escort Formation (KR&Os 3.791 point #2). If not attached to the HQ, he cannot be moved voluntarily, except to go to the French Hub. If he must be shuffled between the HQ and the Hub, he is simply picked up and placed in his new location. 3.132 If Le Roi is killed the Bourbon player must roll the die again. On any result other than an 8 or 9 he is merely wounded vive Le Roi! If Le Roi does die in a Minor Scenario, the Bourbon player loses the game. In the Campaign Game, however, the Peace Index (2.2) is advanced four (+4) boxes toward the Final Peace and the game continues. 3.133 If Le Roi is Captured, the Bourbon player rolls a die, and on anything other than an 8 or 9 he immediately escapes and is placed either in Paris or at the French Hub vive Le Roi! If Le Roi is Captured in a Minor Scenario, the Bourbon player loses the game. If Le Roi is Captured in the Campaign Game, the Peace Index is immediately advanced three (+3) boxes, and a further two (2) boxes at the end of each Year subsequent to that in which he was Captured, until he is Exchanged. 3.134 In the Campaign Game, Le Roi can be Exchanged (3.3) like any other Leader, but the price for his release is quite high. See the Convention of Frankfort Chart. Le Roi must be exchanged if the Bourbon player can pay the price, whether or not any other Exchanges can be effected at the same time. 3.135 Garrisons will never Surrender a Fortification (except after a successful Escalade) in which Le Roi is located. 3.14 Ouvrir la Campagne. Le Roi is not required to remain with the Arme du Roi Grand Army HQ; the HQ may remain Formed without his presence, under the command of the Kings Lieutenant (3.142). Furthermore, the HQ may become Unformed (voluntarily) if (and only if) Le Roi is not present with it. Rule 3.15 explains why Le Roi might not be present. 3.141 If Le Roi is not with the HQ, then it may not Activate to conduct an Operation in any given Impulse unless the Kings Lieutenant first passes an LC or an OP (1 OP) is expended; the choice must be made prior to the LC die roll. OP expenditure is in addition to any other expenditures. Exception: Siege Operations, including initiating a Siege, are exempt from this rule. 3.142 The Arme du Roi Grand Army HQ always has a Marshal Posted to it (while Formed) in addition to Le Roi (who is not a Captain-General). This Leader is termed the Kings Lieutenant, and functions as a Captain-General in every way, except that he may be Relieved and replaced with another Marshal, who becomes the new 7 Kings Lieutenant. Relieving the Kings Lieutenant always requires a check against the Leaders Influence Rating, even if Le Roi is stacked with him. 3.15 Le Roi Suffers From Ennui. Le Roi is restricted as to when he may join or leave the Arme du Roi HQ: Whenever there are no Active Bourbon CPs (excepting a DCP), Le Roi is automatically placed there. At the beginning of each Administrative Phase the Bourbon player must check the Kings Ennui. If he rolls a 9 on one (1) die, Louis has become Bored. 3.151 If Le Roi is with the Arme du Roi HQ, he becomes fed up with camp life. His new mistress, a notoriously fickle operatic diva, is also bored. The Bourbon player must immediately place Le Roi at the French Hub. 3.152 On the other hand, if Le Roi is already at the French Hub, he is disgusted with his carryings on in the bedchamber, and as penance, announces the retirement of his mistresses to a convent; as a corollary His Most Royal Person shall don armour and expiate his sins at the Front. The Bourbon player must place Le Roi with the Arme du Roi HQ. 3.153 The Bourbon player may attempt to recall Le Roi to his duties (with great discretion, naturally) by consulting the Kings Presence Is Requested Table at the start of any Administrative Phase in which Le Roi is at the French Hub. If successful, Le Roi is placed with the Arme du Roi HQ, which must be Formed either prior to Le Rois recall, or during the same phase and will remain with the HQ until case 3.151 again applies. 3.154 The recall die roll replaces the usual die roll of case 3.15. 3.16 Royal Interference. Le Roi may develop a yen for La Gloire, causing him to interfere in the Bourbon players plans. The technical term for this is a Royal Whim. If the Bourbon players Ennui Check (3.15) produces a 1 or less when Le Roi is with the Arme du Roi HQ, that Formation must conduct one of the following actions during the Turn, in this order of priority: Besiege an enemy Fortified City by the end of the Turn. Once the Fortification is Captured, detach one or more SPs to form a Garrison there. Cause a Battle that Turn with an Enemy Formation that is either a Grand Army HQ, Army HQ, Column, or stack of three (3) or more other Formations, in that order of preference. 3.161 If none of the above can be conducted at the time the Whim occurs the Whim is ignored. 3.162 Once the required Event has been instigated the Bourbon player may ignore any future Whims until the Event is resolved; in addition, he may ignore a Whim generated in the Turn after a Whim Battle. 3.163 Being forced to Lift a Siege that was initiated through a Royal Whim causes the Bourbon player to lose one (1) of his PP chits, but only if he has any at the time the siege is lifted; a PP chit is simultaneously awarded to the Allied player if the Bourbon player loses one. >>>3.2 COMMAND & CONTROL It is certain that the general must be master of his movements. I know more than anyone else that I cannot command an army from Versailles. All that the minister can and should do is to make known to the general the political and military objectives and the kings manner of thinking. Marchal Belle-Isle, 1759 3.21 Hubs. Per KR&Os version 3.5, Hubs function as the termini of each Sides network of Depts, and as Depts in their own right. Hub locations are given on the Hub Location Chart. 3.211 In the original COE, Hubs were represented by a similar counter called a ULC, or Ultimate Line of Communications marker. If proper Hub markers are not present in the countermix, treat the old ULC markers as Hubs. Ranges may be found on the Hub Radius Chart. Players may also use the appropriate counters from Sport of Kings. 3.212 The Austrians have a Primary Hub off map at Vienna (a long way away). This Hub appears as a Reinforcement as soon as the Austro-Prussian Treaty (6.35) Strategic Event occurs. This Hub is used only if Karl von Lotharingen is on the map, and supports ALL Allied Depts & HQ Formations. It is ignored for all purposes otherwise. The Hub is considered to be at Extreme Range from any point on the map. 3.213 The Austrians also have a Secondary Hub. This Hub is only available if Lorraine becomes Allied-Controlled per 6.33 (French Defeat in Lorraine Strategic Event), in which case it may be placed in any Allied-occupied Fortification within Lorraine. Once placed it may not be moved. The Hub can be placed in any Administrative Phase after the Strategic Event occurs. It may only support Austrian Depts & HQ Formations. Important. Ranges for this Hub are: 0- 12 Short, 13-24 Medium, 25-36 Long, 37+ Extreme. 3.214 The Maritime Powers Hub is located off map in England. It supports ALL Allied Depts & HQ Formations, except when the Austrian Primary Hub is in play, in which case it is ignored for all purposes. The Maritime Powers Hub may be used even if an Invasion of England (6.2) is in progress. 3.215 Clarification: initially, the Maritime Powers Hub is in use. When (if) Charles arrives, the Austrian Primary Hub is used instead (3.212). If Charles is subsequently removed from the map, the Maritimes Hub functions again. 3.216 Ranges to off map Hubs are given on the Hub Placement Chart. 3.22 Multinational Forces. KR&Os 3.76 applies normally to all Allied Formations, except that Bavarians are treated as Dutch. 3.23 Generating Replacement SPs. Replacements are handled as per KR&Os 8.5. Any Contingents currently Controlled by a Side have their lost SPs recorded by that Sides chits; when recovered, the SPs can go to any Contingent(s) & Nationalities currently Controlled by that Side. 3.231 Exceptions: there are a few Irreplaceable SPs/units. Also, certain SP Classes/Nationalities belong to special pools with a different mechanism of receipt. See 5.0 for details. 3.24 Grand Army HQs. The following are Grand Army HQs: Army of the Pragmatic Sanction: designated Escort of the Duke of Cumberland and Karl von Lotharingen. One of these Leaders must be present in order for the APS to be Formed. Arme du Roi: designated Escort of Louis XV. This HQ does not require Le Rois Presence to be Formed, but see 3.14. >>>3.3 POW EXCHANGE Conduct yourself at all times as a man of courage. I will have no timid officers; he who is not bold and brave does not deserve to serve in the Prussian army. Frederick II 3.31 By the terms of the Convention of Frankfort, the players must conduct a General Exchange of POWs on the last Quarterly Turn of the Year, per KR&Os 3.44. Captured Personages must be Exchanged if possible. 3.32 Eliminated SPs are available to their original owner as normal Replacements purposes on subsequent turns. 3.33 Exception: no Prisoner Exchange occurs in 1744. POWs must still be recorded, as they may be exchanged later on. An Exchange cannot be forced on a Side that has no POWs to trade or receive. >>>3.4 MOVING FORCES ON & OFF MAP To say that the enemy will adopt the same measures is to admit the goodness of them; nevertheless they will probably persist in their errors for some time, and submit to be repeatedly defeated, before they will be reconciled to such a change so reluctant are all nations to relinquish old customs. De Saxe 3.41 General. Entry and exit of the map may be accomplished by Strategic Redeployment (KR&Os 8.7) if moving forces to and from off map holding boxes (only). Otherwise, forces can be moved on and off map using normal movement rules. 3.411 These rules apply both when using the entire map, and when using only certain map panels. 8 3.42 Regular Movement. Regular movement on/off map (KR&Os 4.27) is permitted in COE, within limits: In the Operations Phase, Units may Retreat off map; they must re-enter the map as expediently as possible. In the Administrative Phase, Units may leave the map voluntarily by viable Road or Riverine Routes. They may re-enter the map in a subsequent Administrative Phase, using the same or another Road or Riverine Route. 3.421 If exiting/entering the map in the Administrative Phase, the time a Unit must remain off map varies with the distance between its exit point and its desired entry point: For any hex within six (6) hexes of the exit hex, the Unit must enter in the next Turn. One (1) additional Turn is added for every multiple of six (6) or fraction thereof. 3.422 Example: assume a Unit exits the map via the Road hex at Provins on the South edge (4 hexes East of Paris). If re-entering at Versailles (2 hexes SW of Paris), it would have to do so on the next Turn (Administrative Phase movement in both cases because it is an individual Unit, not an HQ). Entry farther away, on the Road to Chaumont (4 hexes West of Paris) would occur 2 Turns later. That entry point is 11 hexes from Provins. 3.423 Formations may not be Reorganised while off map, unless in a holding box. 3.43 Strategic Redeployment (SR). In the 3.5 version of COE, there is no SR. Intra-theatre movement is resolved simply by removing or adding forces through the procedure of Theatre Allocation, described in 5.11. Exception: Sea Movement (3.5). 3.431 Design Note: the various off map holding boxes provided with earlier editions of the game are not required. >>>3.5 SEA MOVEMENT It is not the taking of individual ships or convoys, be they few or many, that strikes down the money power of a nation; it is the possession of that overbearing power on the sea which drives the enemys flag from it and by controlling the great common, closes the highway by which commerce moves to and from the enemys shore. Mahan 3.51 General. Sea movement is a special form of SR that is open to all Units. Normal SR rules (KR&Os 8.7) are followed, except as amended below. 3.52 Conduct. To conduct Sea Movement, a Unit must begin and end its SR at a Friendly-Controlled Port. 3.521 Sea Movement takes one (1) complete Turn, from Administrative Phase to Administrative Phase in order to move between the Embarkation and Debarkation Ports. 3.522 The destination of a Formation using Sea Movement need not be decided until the owning player chooses. 3.523 All forces belonging to the same Side that are currently using Sea Movement are subject to a single Attrition Check (as a single stack) for each Turn they remain at sea. This is carried out in the Administrative Phase. (The number of destinations the forces may have is immaterial). 3.53 Tracing LoCs by Sea. Sea LoCs may only be traced between Depts and Hubs. KR&Os 5.546 applies normally, with ranges being given by bracket. 3.531 Add one (1) range bracket to the LoC (e.g. Short becomes Medium) for the portion of the LoC traced between any two (2) Ports, unless using a Riverine Route. In the latter case, use the Riverine Route instead. 3.532 In Winter and Spring, add another range bracket (e.g. a total of 2 additional range brackets). 3.533 The Allied Side can trace a LoC to the Maritime Powers Hub in England. Range to this Hub is traced to any Allied- Controlled Port in the normal manner, then add one (1) range bracket in Summer & Fall, or two (2) range brackets in Winter & Spring, as above. 4.0 POLITICS (CAMPAIGN RULE) SOME GAMES IN THE SERIES HAVE A VARIETY OF NATIONS AND STATES (POWERS) WITH A VARIETY OF ATTITUDES TO THE WAR BEING CONDUCTED. IN COE THIS IS NOT AN ISSUE, SO THERE IS NO POLITICAL SECTION. 5.0 THE ARMIES The states vie with one another in training up their troops, and putting officers and men through constant military exercises. We keep our weapons sharp, and follow the principle that a large and well-schooled army is the best rampart of the state. Quoted in Duffy, p. 15. This comment was made on the eve of the Seven Years War. In 1740, the armies were less prepared, and suffered for it. 5.1 GENERAL POINTS The French are what they were in Caesars time, and as he described them, brave to excess but unstable Marchal de Saxe >>>5.11 Theatre Allocation of Forces (Campaign Rule). Flanders was only one of a number of theatres of operation in the War of the Austrian Succession. To simulate High Command requirements in other parts of Europe, COE uses a special mechanism called Theatre Allocation of Forces (TAF). 5.111 TAF occurs once (1) per calendar Year, in the Special Events segment of the Administrative Phase of the last Turn of the calendar Year. It determines the composition of the forces available to the players for the coming calendar Year, and may permit Reinforcement of, or require Withdrawals from, the forces on the map. The requirements of Strategic Events (6.0) have been factored into the calculations. 5.112 Design Note: version 3.5 of these rules attempts to simplify earlier attempts to represent the strategic movement of forces that were imposed on the players as various off-map issues cropped up, and merges them into one mechanic. Historically, while winter operations were not as rare as often portrayed, most states did pause over the winter in order to reorganise, reassess, and plan for the next campaigning season. These rules represent the effects of such planning, which are beyond the players purview. 5.113 Each Side has its own TAF Table, found in the OOB section of its OOB/scenario booklet. Each TAFT is slightly different, to reflect each Sides peculiar circumstances, but in general, the table dictates the forces that the affected Contingent(s) may have in play for the ensuing calendar Year. Unless specifically noted otherwise, POWs and eliminated SPs count toward the limits assigned through TAF. 5.114 TAFT results apply for the whole of the calendar Year that will start in the Turn following TAF determination (5.111). 5.115 If the TAFT allows more forces than are currently in play, the difference may be taken as Reinforcements. They enter play a number of Turns after TAF determination equal to the value of one (1) die roll, halved (1dr/2), with a minimum of three (3) Turns delay. Example: TAF determination occurs on Turn #16; a die roll of 5/2 equals 2.5, rounded down as usual but a minimum of 3 Turns is required, meaning entry on Turn #3 of the new Year. 5.116 If the TAFT permits fewer forces than are currently in play (but ignoring POWs and eliminations), the excess players choice are immediately removed from play, regardless of their location or situation (e.g. even if Besieged, although players may wish to employ their own house rules governing such situations). Such forces are not eliminated, merely removed (in theory to another theatre). 5.117 Any special Reinforcements received during the Year do not count against TAFT limits until the next TAF. Replacements and returned POWs are not counted a second time when they return to play. 5.118 If possible, any removed Leaders must first be taken from the Officers Mess, and Auxiliaries taken first from the Available Box. 5.119 If any element of a Legion is to be taken as a Reinforcement, all available elements of that Legion that have not yet entered play must do so at the same time. 5.11.10 Important. A player may choose to ignore any TAFT- mandated removal of forces. However, the affected Side will lose 9 Prestige (the amount varying with the circumstances, as noted on the TAFT). 5.12 Contingents. Each Power will have one or more Contingents representing its armed forces. The Side its Power is on determines which Side Controls a Contingent. In COE, the Bourbon Side only Controls the French Contingent; all others are Allied. 5.13 SPs & Auxiliaries. Unless explicitly stated otherwise, the SPs of any given Contingent may only be used by and Transferred to units of the same Contingent. 5.131 Exception: Garrison units may use any friendly SPs, but such SPs convert to the Contingent and Class of the counter in question, unless the players are willing to keep a record. SP markers with Class distinctions may also be used. 5.132 Auxiliaries must trace their LoCs to Formations of the same Contingent unless otherwise noted. Exception: the Army of the Pragmatic Sanction HQ may be used by any Allied Auxiliaries. 5.14 Allied Reserve Units. There are two (2) Allied Units labelled Reserve. One is an Infantry Unit and the other a Cavalry Unit. Neither belongs to a particular Contingent. These two Units may absorb SPs up to their printed strengths from any Contingent(s) and Class(es) currently friendly to the Allied Side. The Cavalry unit can only absorb Horse SPs; the Infantry unit only Foot SPs. Both units themselves are Line Class. As they do not officially belong to a Contingent they are not affected by, nor do they affect, any rules related to Contingents. 5.141 The Allied player may keep a written record of each SP in these Units (and/or use SP markers with Class distinctions). If the he does not wish to be bothered, then they are treated as Austrian Line SPs for the purpose of SP Transfer to other Units. 5.142 Other Contingents may also have Units labelled reserve. These do not fall under this rule and use SPs belonging to the Class and Contingent specified on their counters. 5.15 Garrison Class SPs. In a number of cases, the OOB booklets list Garrison Class SPs. These represent dept battalions or bodies of militia. Garrison SPs may only be used to Form or augment Garrison units. They may be transferred between such units freely. 5.151 Exceptions: the French Milice (5.26) is not Garrison Class, it is Militia Class, and is exempt from this rule. Austrian Garrison SPs can be converted to Line Class at a price (5.34). 5.16 Guides. In COE, the following counters are Guide Class: Volontaires de Royaux Guides, the original Chasseurs de Fischer (1742) counter, and the Fusilier Guides. All the aforementioned are French. In addition, all Pioneer Class Auxiliaries have the Guide function. 5.17 Captured Batteries. Captured Batteries are normally assigned to Mixed Artillery units, but there are no such units in COE (pending errata counter sheets). Counters from other games may be used, or apply the following rule: allow each Artillery Unit to hold a maximum of one (1) Captured Battery. This will increase the number of Batteries available to those units, but will not affect any inherent Siege modifier. The unit need not be present when the Battery is Captured. 5.18 Guard Units. All Guard units are Irreplaceable. However, as long as they remain Formed, they may continue to receive Replacement SPs. 5.2 THE ARMY OF THE KING OF FRANCE BOURBON SIDE An officer of les Gardes Franaises once taunted an officer of les Gardes Suisses with the old saw, no Money no Swiss. Nettled, the Swiss officer replied, well then, what is it that you fight for? For Honour, replied the Frenchman. To which the Swiss officer rejoined, So. You know, we are much the same, you and I we both fight for what we do not have. >>>5.21 Le Fureur Franaise. Most (but not all) French Infantry Units have a box around their CE value. During Battle and Escalade, if the Bourbon Side is the Attacker, such Units have a base CE one (+1) better than that printed on their counters. This represents the French infantrys penchant for heroic assaults. 5.22 SP Limitations. In general, French SPs are attached to French Units of the same Class, but there are a few special issues: The Irish Brigade Le Brigade dIrelandois only uses Irish SPs. lcossais Royaux uses only Scottish SPs. Les Suisses (Swiss) Units the ones with red uniforms and a fleur-de-lis cannot have Milice SPs (5.26) Transferred to them. Apart from Les Suisses, the Guards Units, and the Irish, all French Units can have Milice (Militia) SPs Transferred to them. They cannot receive Milice SPs as direct Replacements or Reinforcements, however, unless they are themselves Milice or Garrison Units. See 5.26 for full details. 5.221 With regard to lost SPs (Captured or Eliminated), all become generic French (exception: the Milice has its own record chits). However, the Bourbon player may keep a written record of the exact Nationality of his lost SPs. In this case, he may choose the Nationality of each recovered SP, but may not recover more SPs of a Nationality than he has lost. >>>5.23 La Maison du Roi (a.k.a. the Three Musketeers & Friends). La Maison du Roi consists of four (4) counters of seven (7) SPs each. The Units are all Guard Cuirassier Class. 5.231 Although each counter has its own uniform all four comprise a single (1) Brigade-Equivalent Formation for movement they must remain stacked together at all times. A Formation that includes La Maison may not expend more MPs than its base MA. 5.232 In combat, each counter is treated as a separate Unit. 5.233 Each La Maison counter eliminated in combat counts as one (1) RP (i.e. it is equivalent to an HdC Wing). 5.234 In Battles where the Bourbon Side has Reserve Wings, La Maison, in its entirety, is assumed to be in Reserve for the first (1 st ) Round. In any Round (after the first) after which a Reserve Wing was added to the Engaged total, La Maison may be committed. The Bourbon players current RPs are immediately reduced by one (-1) and his Engaged SP strength is increased by the number of SPs currently assigned to La Maison. La Maisons CE is used for the LCE in that Round, and La Maison suffers the first (1 st ) SP loss that Round. >>>5.235 La Maison is received as a free Reinforcement when Le Roi enters play. Prior to that time La Maison is not available. It is removed from play whenever Le Roi is removed from play (for whatever reason). La Maison never counts against any TAF limitation. 5.236 Historical Notes: Alexandre Dumas famous character, dArtagnan, supposedly served in the century prior to this, first under Louis XIII, and then under Louis XIV. Like Sir Walter Scott, Dumas used real people to flesh out his fiction. All his Musketeers were well known field officers from powerful aristocratic families. As far as daily life in La Maison went, very little had changed since the times described in those novels it was just more so under Louis XV. The 9,000 strong Royal Household constituted a corps in its own right. It was composed of men from the most ancient and noble families in France none of your four-generation my-great-great- grand-father-was-bootmaker-to-the-Comte-du-Haute-Cuisine-and-bought- a-letter-of-patent-types here. Even the privates were gentlemen with their own miniature households of grooms and lackeys (though two masters might have to share one servant). They officially took their orders from the King himself, not the field commander. The individual units included the gigantic Garde du Corps, whose four twin-squadron companies each equalled a regiment in size, the squadrons of the Chevaux-lgrs de la Garde, Grenadiers Cheval de la Garde, and Mousquetaires de la Garde (Noir et Gris for the colour of each squadrons horses), and l a Gendarmerie. The last named were such sticklers for privilege that each of the sixteen companies demanded its own march route that way none could claim precedence. 5.24 Les Gardes Pied. Les Gardes Franaises and Les Gardes Suisses consist of two (2) counters, one of six (6) SPs, and one of three (3) SPs. 5.241 French Guard Grenadier Auxiliaries may only be assigned to HQs that include Les Gardes. 5.242 Historical Note: despite their name, Louis personal foot guards were not an lite body, except in the social sense. Technically, they were not part of the Maison du Roi, although many chroniclers make that assumption. Normally, they held the centre of the line of battle, which was the post of honour. At Dettingen, they were routed after a tough fight (admittedly after being placed in an untenable position). Many tried to swim the River Main 10 to safety and were drowned, earning the sobriquet Ducks of the Main for which the remainder were twitted by Captain Hay of the British Guards at Fontenoy (where they also ran away after being blasted by a British volley). Some historians put Les Gardes full strength at 6 battalions of French and 4 of Swiss, rather than 6 and 3. It could be supposed that 1 battalions worth of men were permanently lost due to Dettingen, but the Swiss were not involved in that affair, so the discrepancy remains unaccounted for. 5.25 Les Rgiments dtrangers. There are a number of foreign units in the French OOB. These are considered French for all purposes except where specifically noted otherwise. 5.251 Le Brigade dIrelandois (a.k.a. the Wild Geese) is a composite Unit consisting of both Irish and Scots Jacobite migrs. It is distinguished by having a green goose on its uniform in place of the Fleur-de-lis. Only Irish SPs may be used to Form or augment this Unit. 5.252 Le Brigade dIrelandois has a maximum of seven (7) SPs until lcossais Royaux is formed (see below). Once the latter is formed, dIrelandois may have a maximum of six (6) SPs. This reflects the detachment of the Royal-cossais Rgiment to form its own brigade. >>>5.253 lcossais Royaux is distinguished by having a white cockade on its uniform, as opposed to the usual fleur- de-lis. When playing the Campaign Game, this counter is received as a Reinforcement in the Year after the Jacobite Rising Strategic Event (6.25) has been triggered. When received, one (and only one) SP must be transferred from le Brigade dIrelandois to this unit. The SP is henceforth considered to be Scottish, not Irish. If no Irish SPs are available, then the unit may be Formed when the first Scottish SP is made available through the TAFT in the French OOB book. >>>5.254 The presence of Le Brigade dIrelandois and/or lcossais Royaux allows the owning player to claim their CEs as the LCE for combat. The Unit must suffer the first (1 st ) SP loss. 5.255 Historical Note: Foreigners made up a large proportion of lArme du Rois manpower. In addition to the thousands of individual men recruited (mostly Germans), there were many foreign regiments. While most of these had a leavening of Frenchmen, their peculiar status and origins often gave them special privileges. For example, the Swiss wore red coats and formed their own brigades. Le Brigade dIrelandois was formed in the 1690s, when several regiments of French regulars were sent to fight in Ireland in exchange for an equal number of raw Irish recruits. The French got the best of the deal. The Brigade is said to have been so well ordered and disciplined as to have been in effect a single regiment unlike most French brigades, even those like Picardie, that consisted of a single regiment. Lcossais Royaux (the Royal Scots) was a regiment formed in 1744 to take part in the Decent on England of that year. As the war progressed, two more regiments were raised one from Jacobites enrolled into the French army prior to the battle of Culloden. 5.26 Les Milices. The Bourbon player has a special pool of Milice (Militia) SPs and associated Milice Units. Milice SPs can be used to form Milice Units, be directly attached to French Garrisons in the same manner as other SPs (except as amended below), and be Transferred from Garrison or Milice Units to French Line Infantry Units (exceptions: see 5.22). 5.261 All Milice SPs are Militia Foot Class. However, when Milice SPs are Transferred to Line Infantry and Garrison Units they become Line SPs for all purposes. (Play Note: use Garrison SP markers to represent Milice). 5.262 The Milice pool is divided into two components: a Field Force and an Emergency Force. The Emergency Force is the primary pool. When not in play, Milice SPs are recorded with chits on the General Record Track. 5.263 The Field Force pool is actually an allowance the maximum number of Milice SPs that can be outside France at any given time. Field Force SPs may be taken as Reinforcements from the Emergency Force pool during any Turn, up to the current allowance. Field Force SPs are under no restrictions apart from any that might apply to French forces as a whole. If the number of Milice SPs outside of France ever exceeds the Field Force limit, the excess must be immediately returned to the Emergency Force pool. See the Bourbon TAFT for Yearly quotas. 5.264 SPs in the Emergency Force (those not assigned to the Field Force) are employed in the following manner: They are kept in the pool (recorded with chits on the General Record Track) until France is entered by an Allied Unit. At that point, the Bourbon player may immediately deploy Milice SPs from the pool to any locations within France, including a Fortification in a hex just entered by an Allied Unit. The SPs may be added to existing Garrisons, used to Form new Garrisons, or used to Form Milice Units. The number of SPs that may be deployed per Turn is equal to the roll of one (1) die translated into a percentage of the pool (e.g. a roll of 4 equals 40%) to a minimum of 20% per turn. The percentage is applied to the original strength of the pool for that Year, not its current strength. The Bourbon player may deploy additional SPs in the same manner, in each subsequent Administrative Phase, up to the limit of the pool, as long as the Allied player continues to have Units in France. If no Enemy forces remain in France, all Milice SPs beyond the Field Force allowance must be returned to the pool. 5.265 During TAF the Emergency Force is reset to the amount listed for that Year (see Bourbon TAFT). The Field Force allowance may increase from Year to Year, at the same time (in Queens Gambit it begins at 0). Milice SPs do not count against non-Milice TAF limits, so long as they remain Milice. 5.266 When Milice SPs are Transferred to Line Units (becoming Line Infantry SPs as noted above), they no longer count against the Field Force, which can then be topped up per 5.262. No more than 100% of the original Field Force allowance may be topped up in this manner per Year. 5.267 Example: if the Field Force is allowed 10 SPs, then the Bourbon player could convert all 10 SPs to Line class by gradually Transferring them to Line Units. The Field Force could then be topped up to maintain its full allowance of 10 SPs, as 10 SPs equals a 100% replacement rate. In all, 20 SPs would have been used over the course of play. 5.268 Historical Note: the old and normally useless general levy that most nations inherited from their Medieval past evolved in the French Army in a rather effective way. Militia battalions were raised all over France in order to free the regular army for field service. They served as fortress garrisons and also supplemented the local gendarmerie (the police or town watch). In Germany they were used extensively to garrison fortifications in French-held territory. In addition, Les Milices provided a steady stream of replacements for the regular regiments. An estimated one third of the French field army was composed of militiamen. 5.27 Les Grenadiers Royaux. The Grenadier Royaux counter becomes available in 1745. Les Grenadiers uses Milice SPs, and is considered to be an integral part of the Milice Field Force (5.26) even though it is a Line Infantry Class Unit. 5.271 Clarification: the Units potential SPs are included in the Field Force allowance and are not discounted for belonging to a Line Unit. >>>5.272 During Battle, the presence of Les Grenadiers allows the Bourbon player to claim its CE as the LCE for combat, plus, each SP counts as an (1) Auxiliary for Grenadier Superiority on the CRT. The Unit must suffer the first (1 st ) SP loss if used in this manner. >>>5.273 During Sieges, Les Grenadiers SPs may act as Grenadier Auxiliaries for the Investment Table and for Escalades (in addition to contributing own strength as SPs). Its SPs do count toward the allowable Auxiliary limits during Sieges. The Unit is not placed in the Recovery Box after being used in this manner. 5.274 Historical Note: in 1745 the French stripped their Milice battalions of their integral grenadier companies and created a number of converged grenadier battalions (Ordonnance of 10 th April 1745). These units proved highly successful, most of them serving continuously with Marchal de Saxe until the end of the war. Some were even slated to take part in the invasion of England in 1745. Initially there were seven battalions some sources indicate four regiments; three of two battalions and one of one, but the battalions are individually named in most sources and the organisation may therefore have been somewhat looser. A further battalion was formed in Italy (de Modene). Two more were formed for coastal defence, and an eleventh was formed post-war. After passing through various incarnations, it would appear that these units became the foundation, or one of the foundations, for Napoleons famous Gardes Grenadiers Pied. 5.28 Cavalry. The French cavalry comprised a huge, and hugely overrated, portion of lArme du Roi. There are three elements that require special rules: 5.281 Chevaux-Lgrs. French Cuirassiers are termed Chevaux- Lgr Class. This is an historical tidbit they are actually 11 Cuirassier Class (see 5.285). They are slightly better than regular Cuirassiers for Cavalry Superiority (KR&Os 6.28). 5.282 French Dragoons. The French were the last Western European power to use dismounted dragoons in a big way (and even they did not do so very frequently). For the purposes of Escalade French Dragoon Units can provide the same effects as Grenadier Auxiliaries (each Dragoon SP = an Auxiliary), but they are not removed to the Recovery Box when the Siege ends. Since they are Horse, they cannot actually participate in the Siege as Units. 5.283 Les Carabiniers. Le Rgiment de Carabiniers was a gigantic unit that could either be used enmasse as heavy cavalry or operate as skirmishers in ten semi-independent companies. They were among the best troopers in the Army (the famous cavalry school at Saumur was founded as their training centre). In the game, Les Carabiniers comprises five (5) skirmisher counters (2 companies each), plus a brigade counter. The brigade counter is the one normally employed. The others are breakdowns, marked with an Sk (for skirmisher) on their reverse. >>>5.284 In Battle, Les Carabiniers can initially be deployed either as the Brigade, in which case it participates as a normal Unit, or the Skirmisher Breakdowns. If using the latter, divide the brigades current strength by two (X/2), rounding UP, and substitute an equal number of breakdown counters for the brigade. The breakdowns are then used as Irregular Horse Auxiliaries. At the end of the Battle, Les Carabiniers is automatically reconstituted in its brigade form. 5.285 Historical Note: Much of the French cavalry including the guard is designated chevaux-lgr, yet is classed by the game as cuirassier/heavy horse. This is because the term light horse was used to distinguish these units from the fully armoured gendarmes (gens darmes = men-at-arms, the mounted Medieval all-round warrior), which disappeared during the religious wars of the previous century. The famous chevaulgrs of Napoleons armies were not formed until the latter half of the 18 th century and are based on a Polish model (the beginnings of which may be found in Saxonys Army). 5.29 Legions. Legion rules (KR&Os 3.5.10) are in effect at all times in COE. Two Legions require special note: The Volontaires des Cantabres Legion is Optional. This Legion was ostensibly formed for use in the Alps, but is recorded as operating in Flanders. Since the Bourbon player will always want to use this option, roll one (1) die before play begins. On a roll of 5 or less, the Legion can be used in the game, otherwise it cannot. If available, this Legion does not count against TAFT limits. Les Chasseurs de Fischer was formed in Bohemia, in 1742, under the command of a former groom named Fischer. Until 1747 it is represented by a single (1) counter. In that Year the original counter is permanently removed from play and replaced by two (2) counters dated 1747. 5.291 Historical Note: The French leadership, and particularly Marchal de Saxe, experimented with so-called Legions mixed forces of horse and foot, and sometimes artillery. Much smaller than the later divisional structures that evolved at the end of the 18 th Century, these formations were something of a technical dead-end. Although their usefulness was proven, most commanders were not eager to embrace the concept. To be effective, they had to be composed of independently minded and well-motivated volunteers. If of poor quality, they were no better than a rabble; if of good quality, they were a drain on the line battalions (although the lite Arquebusiers de Grassin were reputed to be composed of the scum of the Paris gutters). More, their correct use demanded a high level of tactical ability, and many commanders were not willing to devote the time to becoming proficient tacticians. 5.3 THE ARMY OF THE QUEEN OF HUNGARY ALLIED SIDE They are raging animals, and not men. Count Batthyanys comment on his own Croatian irregulars 5.31 Battlefield Drills. Austrian Foot units with four (4) SPs or more attached have their CE reduced by one (-1) grade (e.g. from C to D) when the Allied Side is the Attacker. 5.311 Historical Note: The Austrians were notorious for their lack of standardisation in drill. This had a significant impact on the ability of their armies to manoeuvre effectively on the battlefield. Their multi- racial composition was also a factor, but less so than later on in the century, when the army had grown in size and incorporated many more minorities. 5.32 Hussars & Grenzers. The Austrian light troops were among the most effective and most feared in Europe. These Auxiliaries provide better die roll modifiers in a number of instances, as noted on the appropriate tables. They also Recover more quickly. 5.321 The Allied player may task an Austrian Irregular Auxiliary to any Active Formation containing Austrian units. Any LCs required by that Formation during a Movement Operation receive a beneficial die roll modifier of 1. The Auxiliary is placed in the Recovery Box after the Operation. 5.322 Important. All Austrian Grenz and Hussar Auxiliaries may trace their ORs from Dummy Formations as well as from real ones. All Austrian Foot Irregular Class Auxiliaries with Battalion (Batallion) in their name are considered to be Grenz. (This distinction is used for the occasional die roll modifier as well). >>>5.323 The Auxiliary Operation limit of two (2) (KR&Os 3.232) is raised to four (4) for the Habsburg Side. 5.33 Ingenieurs. The Austrians have two (2) Ingenieur [engineer] brigades each staffed with the astonishing total of seven officers. These Auxiliaries can act as Sappers, Pioneers, or Pontooneers, as desired. They may only act as one (1) Class of Auxiliary at a time. 5.34 Dept Battalions. The 3 rd battalion of each Austrian regiment (4 th battalion in foreign regiments) was normally an under- strength dept battalion. These had the standard role of collecting recruits, wounded, and stragglers, and so forth. In the game they have been designated Garrison Class SPs i.e. they can only be attached to Garrison Units. But the Austrians have the ability to convert some of their Garrison Class SPs into Line Infantry, at the price of reducing their overall Replacement rate. 5.341 Austrian Garrison Class SPs may be converted to Austrian Line Infantry during any Administrative Phase. This is done either by Transferring those SPs to an Austrian Line Infantry Unit, or using them to Form one or more new Units in their Garrison Units current location. 5.342 For every ten (10) Garrison Class SPs, or fraction thereof, converted to Line Infantry SPs, the Allied player must subtract five percent (5%) from his Replacement recovery rates. The penalty is cumulative. The Allied player must keep a record of the number of SPs converted (chits are available for this purpose). 5.343 Any or all converted SPs can be reconverted to Garrison Class SPs by assigning them to Garrisons. This will reduce the Replacement rate penalty by five percent (5%) for every ten (10) SPs so Transferred. >>>5.35 Charles of Lorraines Army (CLA). Archduke Charles was made responsible for operations on the North German Plain, and, in 1746, for the Low Countries as well (in the absence of the Duke of Cumberland, who was busy burning Scottish farmhouses). He was supposed to go to Italy, but various matters of urgency like the Prussian Army just kept popping up. 5.351 Charles of Lorraines Army is a special group of Reinforcements that become available when either the Austro- Prussian Treaty (6.35) or Defeat in Lorraine (6.33) Strategic Events occur in the Campaign Game, or as directed by the Minor Scenario instructions. On the Allied TAFT there is a column labelled CLA (for Auxiliaries, see the Notes column). The items listed under this column are added to the Allied players allowed forces for as long as CLA is in play. 5.352 CLA forces enter play as Reinforcements, per 5.115, entering the map anywhere along the East edge at least ten (10) hexes North of the French border, unless the French Defeat in Lorraine Strategic Event (6.33) is in force, in which case CLA forces may enter via any East Edge hexes. For Administrative Phase entry, apply 3.4. CLA forces may also enter in the Operations Phase Subordinated to Allied HQs the HQs may be Formed immediately prior to entry. Only Leaders received with CLA are eligible to be Posted to command these HQs and only Auxiliaries received with CLA are eligible to be assigned to these HQs, until the HQs are on the map. 5.353 If the Prussia Attacks! Strategic Event (6.34) occurs, the Allied player will have to withdraw all his CLA forces from play, applying case 5.116. Forces belonging to Contingents other than 12 those listed under the CLA column of the TAFT may be substituted if there is no other choice. 5.354 See 9.3 Special Rules for receipt of the CLA in the 1746 Minor Scenario. 5.355 Historical Note: for the Austrians, the Netherlands were a backwater. Italy, Germany, and the Turkish frontier absorbed most of the armys manpower. Knowing that Britain saw Les Pays-Bas as critical, they relied on the Maritime Powers to protect it that is, until the Jacobite Rising denuded the defences. With their Army of Germany freed by the separate peace signed with Frederick of Prussia and the final crushing of Bavaria (both in 1745), in 1746 the Austrians were finally able to field a largish presence under the overrated Charles of Lorraine, effectively taking over direction of the Allied war effort for that year. Charles left for Italy after that campaign, but much of his army remained behind under the Duke of Cumberlands command. 5.4 ARMY OF THE ELECTOR OF HANOVER ALLIED SIDE The English, who eat their meat red and bloody, show the savagery that goes with such food. J.O. de la Mettrie [Their officers] are brave without being soldierly, and gentlemen without being officers. Prince de Ligne 5.41 General. These rules cover the British and Hanoverian Contingents. The British have a special relationship with Hanover (they were ruled by the same man). 5.411 The British and Hanoverians are separate Contingents, but their SPs do not receive the normal Contingent penalties for mixing together and may be attached to each others Units freely. The caveat is that the Allied player must maintain a written record of which SPs are British. 5.412 British/Hanoverian Auxiliaries may trace their ORs from any British or Hanoverian Formation (or from the Army of the Pragmatic Sanction HQ). 5.42 British Indiscipline. The British were as notorious for losing cohesion on the retreat as they were for resisting bitterly in combat. A stack consisting of only British units that suffers an AC receives a die roll penalty, as shown on the Attrition Table. 5.43 The 43 rd Royal Highland Regiment (The Black Watch). The Black Watch Auxiliary can be created during any Administrative Phase in 1745 or later by eliminating one (1) British SP from any Line Infantry Unit or Garrison and placing the Auxiliary in the Available Box. 5.431 The Black Watch can be removed from play in any Administrative Phase after the one in which it has been created. The Allied player immediately adds one (1) British Line Infantry SP to any British Line Infantry Unit or Garrison. This Auxiliary can be created and disbanded any number of times during the game. >>>5.432 The Black Watch is classed as a Highlander Auxiliary (see the Auxiliary Class Summary Chart). During a Battle it counts as two (2) Auxiliaries for Auxiliary Assault Superiority (KR&Os 6.28). >>>5,433 The Black Watch otherwise acts as a Mountaineer Auxiliary. 5.434 Historical Note: the 43 rd of Foot was originally a collection of independent watch (police) companies raised (or regularised) in 1725 on General Wades recommendations, and posted around the Scottish Highlands to keep the peace. Amalgamated in 1739, the companies formed a 1000-man battalion that fought extremely well at Fontenoy, and was also used in the abortive expedition against LOrient in 1746. In general, the unit was treated by the high command as just another line battalion, but its men insisted on fighting traditionally with broadsword and targe (and pipers, naturally); they also had a reputation for wildly charging the enemy whenever they could. At the end of the battle of Fontenoy they were used in a skirmish role to provide a rearguard. Their habit of charging became something of a fad, and was insensibly grafted onto the Armys way of fighting. By the Napoleonic Wars, firing a volley and making a controlled rush at a wavering enemy had become standard practice. A second such unit, the 64 th (Loudons), was raised during the 45 Rising and performed well at Bergen-op-Zoom in 1747, but overall it did not prove as successful as the 43 rd and it was disbanded in 1748. >>>5.44 The British Home Garrison (BHG). From the perspective of the British Parliament, homeland security was much more important than assisting an ally in a Continental war. A certain proportion of British forces, noted on the Allied TAFT begin the game as a Home Garrison, notionally in England. 5.441 Uniquely, forces assigned to the BHG may be voluntarily taken as Reinforcements during TAF. TAF limits are always assumed to include all BHG forces. 5.442 Conversely, the Allied player may voluntarily remove forces from play during TAF and add them to the BHG. They still count against TAF limits. 5.443 During an Invasion Strategic Event (6.2), the BHG may not be reduced, only increased. Once an Invasion has been triggered, the BHG is assigned a Minimum Security level (see the TAFT). The Allied player is required to remove forces from play and add them to the BHG until the Minimum Security level is reached. As with the withdrawal of forces from play (5.116) there is a Prestige loss for failing to comply. Minimum Security levels are reassessed during each TAF. 5.444 Clarification: the Minimum Security value is imposed even if an Invasion is Aborted (6.23), provided Bourbon forces have been removed from play to participate in the Invasion. (Thi s simulates an invasion fleet putting to sea and causing a scare). 5.445 Because BHG forces are still in play, the Allied player must keep track of them. This may be done on paper, or the Allied player may physically record items by stacking them beside the map (in this case SPs can be stored in Formed Units). 5.446 The Allied player may use British, Hessians (5.61), or Dutch Treaty Troops (5.52) to fill the requirements of the BHG. Note that the Dutch may be forced to leave the BHG if the French conduct an Invasion (6.2), in which case they must be replaced as expediently as possible (see 5.52). 5.447 Forces being added to the BHG do not have to occupy a Port in order to be removed from the map. Nor is a LoC required. When leaving the BHG, however, they do arrive as Reinforcements at Friendly-Controlled Ports. 5.448 Forces going to or coming from the BHG are assumed to be undergoing Sea Movement (3.5) and must suffer the Sea Movement AC, made at the time they are removed or received. Eliminated SPs are recorded and are immediately available for Replacement. Auxiliaries are included in the AC, counting as one (1) SP each, but may only be lost if there is no other choice, and if so are returned to the Recovery Box. 5.449 Replacements and Reinforcements may be added directly to the BHG instead of placing them on the map. They must be placed in the BHG if it is currently under strength. 5.44.10 Artillery SPs count as two (2) SPs each toward the BHG Minimum Security level. Auxiliaries may be assigned to the BHG. They cannot perform Tasks, but count as one (1) SP each. When returned to play as Reinforcements, they are placed in the Recovery Box. >>>5.45 The Hanoverians. The Hanoverians have no fun units (remember, theyre Germans), but some Hanoverian SPs are associated with Charles of Lorraines Army (CLA 5.35) and enter and leave play with it. 5.5 THE ARMY OF THE STATES GENERAL ALLIED SIDE The Hollanders are good folks; it is said, however, that they are going to declare war against us; they will lose quite as much as we shall Louis XV [In fact, it was the French who declared war first.] 5.51 General. The Dutch are a separate Allied Contingent. Dutch units are rated somewhat poorly; in actual fact, their national infantry was quite dependable, but the overall political climate has influenced their performance, and besides, most of the Dutch units in this war were composed of mercenaries and regiments loaned from a variety of German states. >>>5.511 Dutch Auxiliaries may only be assigned to HQs containing Dutch Units. 13 5.513 Dutch combat Units can receive Transfers of Bavarian SPs. They may not Transfer Dutch SPs to Bavarian Units. Exception: if the Allied player is willing to track the SPs individually then Bavarian SPs retain their identity and can be Transferred back to Bavarian Units. 5.514 All Dutch units have their printed CE raised by one (1) grade (e.g. from E to D) once the Orange Revolution Strategic Event (6.41) has occurred. 5.52 Dutch Treaty Obligations. If either the Descent on England or Jacobite Rising Strategic Events (6.24/6.25) is in progress, the Allied player may invoke the Dutch Treaty Obligations. This allows him a one-time allotment of a certain number of Dutch SPs that can be added to the British Home Garrison. 5.521 The number of SPs used will be equal to twenty (20), less the roll of one die (e.g. a die roll of 7 means that 13 SPs can be used). One (1) Dutch Leader must accompany this force. 5.522 The SPs may come from any Dutch Units or Garrisons, as long as their removal will not violate any other rules or requirements. 5.523 If French forces arrive in England due to either of the Invasion Strategic Events, there is a chance that the Dutch Treaty force must be returned to the map. The Bourbon player may roll one (1) die during any one (1) Administrative Phase while the Invasion is in progress. If he rolls a 6 or less, the Dutch Treaty force must be immediately returned to the map per 5.447. 5.524 Apart from case 5.523, Dutch Treaty forces in the BHG are free to return to the map at any time. 5.525 Historical Note: as laid down in the Treaty of Utrecht, the Dutch were obligated to provide 6000 men to defend England, when requested. During the Jacobite Rising they sent the paroled garrisons of Tournai and Dendermonde (on paper, about 7000 men). However, in Britain, the French dispatched the cossais Royaux to counter them as parolees the Dutch were forbidden to engage French units (although this would not have mattered had the Dutch held an aggressive political stance). Apparently King George was aware that there would be problems, and had actually requested the presence of the Hessians, but something had to be done in the interim. The Dutch were never intended for combat duty during the Rising. 5.53 Garrisoning the UP. Dutch strategy throughout the war leaned excessively toward the defence. The Allied player must maintain a minimum of at least ten (10) Foot (Infantry) Class and/or Garrison Units (important note: Units, not SPs) in the United Provinces at all times, until the Orange Revolution Strategic Event (6.41) occurs. After the Revolution, this rule is suspended. 5.531 The Units assigned may be Dutch, Bavarian, Hessian, and/or Hanoverian. The Units may be changed over time, as long as the minimum requirement of ten (10) Units is always met. 5.532 If the minimum requirement cannot be met due to a lack of Formed Units then as many Units as possible must be assigned to this role as quickly as possible until there are at least ten (10) Units protecting the UP. 5.533 Units assigned to protect the UP cannot voluntarily leave the UP, but otherwise behave normally. If such a Unit is forced to leave the UP it must be returned to the UP as expeditiously as possible, or a new Unit can be immediately be designated to replace it. 5.54 Dutch Surrenders. Historically, the Dutch handed over fortress after fortress with barely a struggle. Dutch garrisons always surrender more easily, as noted on the SRT. Two Dutch-related die roll modifiers are given on the table. The first is pre-Revolution and the second is post-Revolution. The latter modifier replaces the former as soon as the Orange Revolution Strategic Event (6.41) occurs. >>>5.55 Dutch Artillery Reserves. Two (2) Siege and two (2) Field Artillery units, as well as a quantity of Auxiliaries, are only received under certain circumstances. In the Minor Scenarios, these counters are merely available or not, depending on whether they are listed in the set up instructions. In the Campaign Game: The Allied player can declare he is attempting to acquire them as Reinforcements during any Administrative Phase in which neither any Dutch Army HQ nor the APS Grand Army HQ has an Active CP (excepting a DCP). He rolls one die, and receives them on a 1 or less. One (1) die roll per turn. If the Allied Side has no Active CPs at all, roll as above but subtract three (-3) from the die roll. If the Orange Revolution Strategic Event (6.41) occurs the counters are automatically available. 5.551 During the Turn the group is received, the Auxiliaries are placed in the Available Box and the Artillery Units are placed in any non-Besieged, non-Blockaded hex in the UP that also contains an Allied Dept. 5.552 During TAF, the Allied player must remove these counters from play. He must then go through the procedure described above in order to use them again. 5.6 MINOR GERMAN ALLIES ALLIED SIDE Born to be a soldier; from his youth he hears of nothing else. The farmer who bears arms tells to his son his adventures, and the lad, eager to tread in the footsteps of his elder, trains his feeble arms early to the use of formidable weapons; so when he has reached a size necessary to take a place in the valiant ranks, he is quickly formed into a soldier. Quoted in Duffy, p. 34. 5.61 The Hessians. The Hessians are a separate Contingent. Hessian SPs may be Transferred to British, Hanoverian, Dutch, or Austrian Units. As with the SPs of other Contingents, once they are Transferred, they are converted to the Contingent of the Unit they join. Exception: if the Allied player is willing to track the SPs individually then Hessian SPs retain their identity and can be Transferred back to Hessian Units. 5.611 Normally, the Hessian forces that the Allied player receives are limited to those listed in the standard OOB (as noted in the scenarios). Additional forces are made available through Random Event 7.08. These forces are listed separately in the scenario OOBs. 5.612 One of the randomly received counters is an Artillery Battery (Hessen-Darmstadt). If this counter is received, immediately increase the Hessian Artillery Units printed SP allowance by one (+1). The Battery functions as an ordinary Hessian Battery for all purposes. 5.613 Hessian Units and Auxiliaries may be added to the British Home Garrison during the Jacobite Rising Strategic Event (6.25). Any number of Hessian forces can be used for this event. A minimum of one (1) Hessian Leader must also be assigned if any Hessian forces are added to the BHG, remaining until there are no Hessian forces in the BHG. 5.614 Historical Note: the states of Hesse, and particularly Hesse-Cassel and Hesse-Darmstadt, contributed regiments to the Austrian Army as part of their kreis or circle commitment to the Empire, and secured additional revenue from the British, with whom they had a long-standing agreement to provide mercenaries. English gold was a currency one could count on, but the Protestant rulers of the North German states were also concerned over Catholic Frances growing power. The sources vary as to how many and which battalions were sent to Britain, but they totalled about 4-5,000 men in 6-7 battalions some sources say 7,000 men, but this is either an assumption based on paper strengths or a confusion with the Dutch. As for the artillery unit, the Hessian states had no artillery regiment, just a loose collection of field batteries; these have been regimented for game purposes. 5.62 The Bavarians. The Bavarian Expeditionary Corps is available for the Allied players use in the 1747 scenario. In the Campaign Game it becomes available no sooner than the first (1 st ) Turn of 1747, once the Bavaria Crushed Strategic Event (6.32) has occurred. 5.621 The Bavarian Contingent consists of a fixed number of SPs. All must be assigned to Dutch or Bavarian combat Units, or to Dutch Garrisons, at the time they are received. As usual, they convert to the Contingent of the Units they join, unless the Allied player tracks them individually. The Bavarians receive no Replacement SPs. Eliminated Bavarian SPs are not recorded. Bavarian Units are Irreplaceable. 5.622 The Graf von Frangipani Hussar Frei-Korps Auxiliary is available in the 1745, 1746, and 1747 scenarios, and from the first turn of 1745 in the Campaign Game. It is not part of the Expeditionary Corps. It is treated as a Dutch Auxiliary until 1747; on and after which date it is treated as Bavarian. In the Campaign 14 Game, Graf von Frangipani is received as an ordinary Dutch Reinforcement. 5.623 Special Note: since Graf von Frangipani is considered to be Dutch until 1747, it may join the BMG as a Dutch Auxiliary. One squadron at least (out of four in total) was shipped to Britain during the 45. 5.624 Historical Note: the Elector of Bavaria challenged the Austrian Habsburgs traditional right to rule the Holy Roman Empire. Indeed, at the start of the war, the French were merely auxiliaries of the Bavarian Army, just as the Anglo-Hanoverians were auxiliaries of the Austrians. After fending off Prussia, Austria was free in 1744 to remove this minor irritant, and by late 1745, the Bavarians, their Elector dead and their land ruined twice over by thousands of marauding Croats, sued for peace. To help pay for the costs of reconstruction, the Bavarians rented a corps of infantry and artillery to the Dutch. These were present at Lawfeld, facing their old comrades, the French, and also served as part of the garrison of Maastricht. As for the artillery, this was actually a battery of battalion guns from Pfalz, itself a loan to the Bavarians; for game purposes it has been made into a unit. 5.7 THE RUSSIANS ALLIED SIDE The physical and mental attributes of the Russians are such as to make them the best people of all for war. They are long- enduring, tough and insensitive, and find it easy to withstand the hardships of campaigning. Quoted in Duffy, p. 27 5.71 General. The Russian Corps is a separate Contingent that becomes available to the Allied player only in the Campaign Game, through The Russians are Coming! Strategic Event (6.43). >>>5.711 Russian Units may only Subordinate to the Russian HQ. Their Leaders may only command the Russian HQ. Russian Auxiliaries are not restricted in their employment, except that they must trace their OR from a Russian Formation. 5.712 Russian Units are Irreplaceable and eliminated SPs are not recorded. They cannot receive Replacements or receive Transfers of SPs from any other Units. Exception: if a Russian Unit contributes SPs to a Garrison, those SPs may be returned to a Russian Unit, as long as the Allied player is tracking the composition of his Garrisons. Russian POWs may be recovered normally. 5.72 Other Rules. If an AC by a stack containing Russian Units triggers Forage Degradation, the result is an automatic Forage Exhaustion. However, Russian forces suffer fewer losses to Attrition, as noted on the Attrition Table (they have nowhere to desert to). 5.721 Russian Units have their CE raised by one (1) grade in Battle if they belong to the Defending Side. 5.73 Cossacks. Russian Cossacks are similar to Hussars, but are a distinct Class with slightly different abilities. See the Auxiliary Class Summary Chart for details. 5.74 Historical Note: After a lavish distribution of gifts in the right quarters, the Maritime Powers signed a convention with Russia at the end of 1747. In it, the Russians promised to provide a corps of 37,000 men to serve Austria for five quarters, from February 1 st , 1748 until May 1 st , 1749. The cost was to be about 2,000,000 Thalers, out of which the Russians would pay for their own support. None of the German states (including Prussia the Russians having concluded a defensive alliance with Austria) raised any fuss, and transit all the way to France was assured. In the event they never went further than Moravia, where they spent the winter preventing a 3 rd Silesian War between Prussian and Austria. 6.0 STRATEGIC EVENTS "The purpose of war is to push back the unrighteous enemy, not to exterminate the human race." Field Marshal Daun Flanders, for the French, was the key to victory. But although Marchal de Saxe remained unswerving in his aim of humbling the Allies here, the course of events in Flanders was influenced to some degree by the demands of the other active theatres Italy, the Rhine, and Germany and by the progress of the diplomats toward a peace settlement. IMPORTANT: THIS RULES SECTION IS PRIMARILY FOR REFERENCE. IT CAN BE READ AS NEEDED. >>>6.1 SUMMARY 6.11 General. The following section deals with important one-time or rare game occurrences, called Strategic Events. There are three (3) categories: German events activities off map that have an impact on the German theatre of operations Invasions (against England), and Other Events. 6.111 Strategic Events generally pertain to the Campaign Game, and the rules are written to suit. In the Minor Scenarios, they only occur if noted in the special rules section, and may differ slightly from the pattern laid out here. The Strategic Event Chart lists all the Events, their triggers, and durations. Details on how to resolve each Event are given in the sections below. 6.112 Strategic Events are generated as a result of a Strategic Event Check. Most, but not all, of these checks are made during the Administrative Phase of the same Turn as TAF (i.e. the last Turn of the Year), immediately prior to TAF. (Consult the SE Chart for details). 6.113 The Strategic Event check provides the trigger. Actual Occurrence may be at the same time, or a number of Turns in the future. The event is not deemed to be in effect until it Occurs. Except i on: force reductions take place during TAF (force augmentation, if any, happens when the Event occurs, although all TAF adjustments are still made during TAF). 6.114 Some events cause adjustments to the Peace Index (2.2) and/or the Political Chart (4.12). Such adjustments occur as soon as the event is triggered. 6.12 List of Events: 6.121 Invasions of England (6.2): The Descent on England (6.24): this is a pre-game Event for the Campaign Game, at the Bourbon players discretion. It is optionally applicable to the 1744 Minor Scenario. The Turn of occurrence is variable, counted from the <notional> TAF of 1743. The Jacobite Rising (6.25): this Event can occur during the 1745 Minor Scenario, or during the Campaign Game on or after 1745, but only once (1) per game. Check before TAF, beginning with the 1744 TAF (i.e. for 1745). Will occur a variable number of Turns after being triggered. 6.122 Events in Germany (6.3): Croats Over the Rhine (6.31): may occur in isolation once (1) during any Year, and once (1) in the Year following the occurrence of the Bavaria Crushed Strategic Event (6.32), but not twice in the same Year. Check during TAF, and prior to game start (i.e. for 1744). In the latter case, the Turn of occurrence is counted from the <notional> TAF of 1743. Will occur a variable number of Turns after being triggered. This Event may also occur in the 1744 Minor Scenario the Allied player may begin checking for it on the second (2 nd ) Turn of the scenario, and every Turn thereafter. Bavaria Crushed (6.32): may occur in 1745 or later, but only once (1) per game. Check during TAF. Will occur a variable number of Turns after being triggered. French Defeat in Lorraine (6.33): may occur after a Croats Over the Rhine Strategic Event (6.31) has been triggered. Check once (1), four (4) Turns after each Croats Event has occurred. Occurs immediately. May only occur once (1) per game. Prussia Attacks! (6.34): may occur after a Croats Over the Rhine Strategic Event has occurred, but only if the Austro- Prussian Treaty (6.35) Strategic Event has not occurred. Check once (1), four (4) Turns after a Croats Event has occurred. Occurs immediately. May only occur once (1) per game. Austro-Prussian Treaty (6.35): may occur only once (1), and not in 1744. Check during TAF determination. Will occur a variable number of Turns after being triggered. 6.123 Other Events (6.4): The Orange Revolution (6.41): may occur only once (1), in any Year from 1746 on. Check during TAF determination, beginning with the 1745 TAF determination (i.e. for 1746). Will occur a variable number of Turns after being triggered. French Defeat in Provence (6.42): may occur in any Year(s) from 1745 on. Check during TAF determination, beginning with the 1744 TAF determination (i.e. for 1745). Will occur a variable number of Turns after being triggered. 15 The Russians are Coming (6.43): may occur once (1) per game, in any Year from 1747 on. Check during TAF determination, beginning with the 1746 TAF determination (i.e. for 1747). Will occur a variable number of Turns after being triggered. >>>6.2 INVASIONS OF ENGLAND In the winter of 1743, a number of French policymakers, including le Comte de Maurepas, the French Minister of Marine, came to the conclusion that the greatest threat to a favourable peace and Frances future as a Great Power was England. At that time, plans were made for a Descent on England by a force of 10,000 men, to be led by Marchal de Saxe. This culminated in a declaration of war on England in the Spring of 1744, and the concentration of French naval forces in the Channel the fleet at Brest, and a flotilla of transports of every description, both mercantile and military, at Dunkirk. The French fleet sallied forth, engaging a similar-sized British force that had been monitoring the preparations at Dunkirk. The battle was inconclusive, though favourable to the French, and might have been sufficient to pave the way for a swift Channel crossing, but for a violent storm. The gale did more damage to the British fleet than to the French, but its effects on the invasion flotilla, anchored on an exposed coast, were catastrophic. As Marchal de Saxe commented, the wind was not Jacobite. De Saxe, ever the opportunist, reorganised his men and led them into Flanders instead. De Maurepas was discredited and returned to obscurity. But there was a third player. Prince Charles Edward Stuart had been invited to participate, acting as proxy for his father James Edward Stuart, who the French saw as a suitable figurehead for the regime change they had in mind. Disconsolate after the failure of the Descent, Bonnie Prince Charlie resolved to cross to Britain without military backing, and seek help from the Catholic Highlanders in Scotland. After eluding his French minders, who, not being of de Maurepas clique, were appalled at the idea, he set sail in the late summer of 1745 and embarked upon one of the most romantic escapades in British history. Caught off guard, the French hesitated to support such a foredoomed effort, but as they received reports of Charlies success, they hastily improvised a new Descent. However, the situation in 1745 was not as favourable as in the previous year. The Royal Navy was out in strength, with a squadron at either end of the Channel. The French could only assemble about 5,000 men on paper. De Saxe was committed to the main drive in Flanders, so command devolved on the dilatory Duc de Richelieu, who was afraid, correctly, that his position at Court would be eroded during his absence a fact not unpleasant to the proponents of the expedition. In the end, the Jacobites and the French were never able to coordinate their efforts and no invasion was launched. The Rising did, however, remove the bulk of the English Army from Flanders at a crucial time, allowing the French to make great gains. 6.21 General. Both the following events simulate invasions of Britain. Both use similar mechanics. Differences are covered under each events own rule. 6.211 Checks for these Strategic Events are made prior to TAF. If an Invasion is triggered, the Bourbon player must remove from play the forces listed under the appropriate Invasion (listed on the Bourbon TAFT). This simulates the earmarking of forces to a cross-Channel invasion. Note that a number of Leaders and Auxiliaries will be also withdrawn from play. Exception: see 6.25. 6.212 The effects of an Invasion last for the remainder of the Year in which they occur, and may last an additional Year. During the Special Event segment of the Administrative Phase prior to each TAF after the Invasion occurs, consult the Invasion Termination Table. The more forces there are in the BHG, the more likely the Invasion will end. If the Invasion does not end the first time the table is used, it will automatically end immediately prior to the next TAF. 6.213 For game purposes, it is assumed that the French are ultimately defeated in their bid to conquer Britain (anyone wishing to dispute this should purchase a copy of Charlies Year to prove their point!) Therefore, once the Invasion has been resolved, all remaining French forces in England Surrender and are automatically Interned. As POWs they are immediately available for Exchange. 6.214 While an Invasion is in progress, the BHG may not be reduced. Note per the Allied TAFT, the Minimum Security level does not immediately go away once an Invasion is finished. Forces are permitted under the Bourbon TAF are assumed to include those forces removed for the Invasion (i.e. they count toward the total forces permitted to the Bourbon Side for that Year). Once the Invasion is finished, POWs and any eliminated forces continue to count, per 5.113. 6.215 The two Invasions cannot overlap. The Jacobite Rising Strategic Event is not permitted to occur until the Descent on England Strategic Event (6.24) has finished, and furthermore cannot occur in the same Year that the Descent ended. 6.216 While an Invasion is in effect, both Sides receive penalties to their OP Accumulation die rolls. The Allied Side suffers a greater penalty. 6.217 Design Note: for simplicity, it is assumed that both invasions are initially successful (as far as getting buckled shoes on the ground) but that they ultimately fail, as a successful invasion of Britain would alter the strategic situation far beyond the games scope. Total success was unlikely in any case. 6.22 Command of The Channel. When an Invasion is triggered, the Bourbon player must determine who has Command of The Channel. Roll one (1) die and consult the Command of The Channel Table. 6.221 Command of The Channel affects potential Bourbon losses in the Invasion, and determines whether the Invasion may be Aborted (6.23). 6.222 As soon as Command of The Channel has been determined, a Sea Movement AC is made against the Bourbon Side. Losses due to Attrition from Sea Movement are doubled (x2) unless the French have Command of the Channel. Exception: if the Royal Navy has Command of the Channel, French Attrition losses are quadrupled (x4). 6.223 This AC is assessed against those forces removed per 6.211. Lost items are recorded as eliminated and are immediately eligible to be Replaced. 6.224 British supremacy at sea was not a given during this war. Despite the vast resources at the disposal of the Royal Navy, it was stretched perilously thin, a problem compounded by captains and admirals who put prize money above grand strategy, and by an Admiralty Board comprised of civilian incompetents. The failure of the French to successfully land an army in England had more to do with the weather, the inherent difficulties of such an undertaking, and politics at the French Court. 6.23 Aborting Invasions. The Bourbon player is free to Abort a French Invasion under two circumstances: The Royal Navy has Command of The Channel, in which case the Bourbon player may Abort immediately. No Sea Move AC is made. After suffering the Sea Move AC. In this case, any remaining forces are received as Reinforcements in any French- Controlled Ports on the coast. 6.231 In both cases, the allocated forces are still removed from play and remain out of play for a variable number of Turns. Roll one (1) die. The removed forces are eligible to enter play as Reinforcements a number of Turns after TAF equal to the die roll, to a minimum of four (4) Turns. Eliminated forces are immediately available for Replacement (Auxiliaries go to the Recovery Box). 6.232 When an Invasion is Aborted, the Event is over. However, the BHG Minimum Security level applies for all purposes until the next TAF. (I.e. Prestige will still be lost if the BHG remains low in strength). 6.233 Exception: the Jacobite Rising Strategic Event (6.25) does not actually require the presence of French forces in England, only that the Invasion be triggered. Therefore, Aborting the French Invasion in this case does not end the Event. However, if Abortion occurs, French forces slated for the Invasion will not affect the Invasion Termination Table. 6.234 Clarification: Abortion is not the same as declining to remove forces from play when a Strategic Event calls for a TAF limitation. If the Bourbon player chooses not to remove some or all of the necessary forces for the Invasion, he loses Prestige, just as the Allied player will lose Prestige if he does not increase the BHG to its Minimum Security level. This is so even though technically these forces are still in play (since the TAF limits are not reduced for these Events). However, an Aborted Invasion is not <technically> a voluntary act, and thus costs no Prestige. 6.24 The Descent on England. This is a pre-game event. In the 1744 scenario it is assumed to have occurred and failed. As noted in the instructions for that scenario, the players may agree to play a 16 successful Descent. See 9.1 Special Rules for instructions on how to trigger this Event. In the Campaign Game, this event is always a French pre-game option. 6.241 On the first (1 st ) Turn of the game the Bourbon player must decide whether to launch the Descent on England Strategic Event or not. If it is launched, conduct the Invasion as described in the rules above, using the forces designated on the Bourbon TAFT as Invasion 44. If the Invasion s not launched, these forces are free to be used on-map without any special restrictions. 6.242 If the Descent lasts until the next TAF, the Bourbon player is awarded one (1) PP. If the Descent lasts for an additional Year (per 6.212) he gains an additional (+1) PP. 6.25 The Jacobite Rising. There is a chance that Bonnie Prince Charlie, heir to the Stuart Dynasty, will successfully slip out of France and land in the Highlands, sparking the 45. This event can occur during the 1745 scenario, or during the Campaign Game on or after 1745, but only once (1) per game. See 9.2 Special Rules for instructions on how to trigger this Event in the 1745 scenario. 6.251 If the Invasion is triggered, it is resolved as described above. 6.253 The Bourbon TAF lists a set of forces available for use in the Rising, divided into three (3) Elements. Unlike the Descent Event, the Bourbon player does not immediately remove these forces. It is even possible that no French forces will be involved in the Rising at all. Unless actually required to send an Element, the Bourbon player will lose no Prestige for not removing the associated forces from the map. 6.254 During TAF, the Bourbon player must make one (1) die roll to see if the 1 st Element must be sent (see the Bourbon TAFT). If this Element is sent, it is removed immediately upon the Events occurrence. At that time, the Bourbon player must check the TAFT again to see if the 2 nd Element is to be used. If it is, the Element is removed from the map in a subsequent Turn during the Reinforcement segment of the Administrative phase roll one (1) die and divide the result by three (/3) to determine the Turn, beginning the count from the Turn immediately after the 1 st Element is removed. If and only if the 2 nd Element is removed, at that time the same procedure is applied to the 3 rd Element; this Element is removed a number of Turns later equal to the roll of one (1) die divided by two (/2). 6.255 If the Invasion ends before an Element is removed, said Element does not have to be removed. 6.256 The Bourbon player must check Command of the Channel for each Element when it is removed from play. Each Element can be Aborted individually, per 6.23, and each Element that does not Abort must suffer the usual AC. 6.257 If the Rising lasts until the next TAF, the Bourbon player is awarded one (1) PP. If the Rising lasts for an additional Year (per 6.212) he gains an additional (+1) PP. 6.258 In the Campaign Game, Cumberland is removed from play at the end of the Year in which the Rising occurs (3.122). >>>6.3 EVENTS IN GERMANY The French saw to it that Flanders became the primary theatre of the war. However, Germany remained a battleground, as Frances ally Prussia took responsibility for diverting the Austrians. The latter still had as a primary goal the humbling of Bavaria, as well as the recovery of Silesia, lost in 1741 to that bad boy of monarchs, Frederick the Great. In 1744, Austria overran Bavaria with an army of 80,000 men. In early summer, this force crossed the Rhine and drove into Lorraine. Maria- Theresa, distrusting the British, refused to assist them directly and instead commanded Archduke Charles, the hero of Prague, to wrest her Houses former possession from the French (it was the British who had arranged the awarding of the duchy to Stanislaus Leczinski, the ex-king of Poland and Louis father-in-law). The operation was moderately successful in assisting the Allied forces in Flanders, as the bulk of the French army was detached to deal with the threat but only because a corps under the French Marchal de Coigny, that had been assigned the defence of the Rhine, botched the job. In its own theatre, the action was a failure. No conclusive battle was fought, just a pointless bloodletting at Wissemberg. The Prussians, acting in secret concert with France, were then able to invade Bohemia, sending Charles scurrying homeward. In 1745, Austria again pinned the Bavarian Emperors ears back and Bavaria sued for peace. Prussia, her obligations to the French fulfilled, and now dangerously extended, also came to an accommodation with the Austrians, but not until December, by which point Frederick had utterly crushed their allies the Saxons and handily defeated Archduke Charles in two major engagements Soor and Hohenfreiburg. While these battles were operational triumphs, they were strategically useless. It took a third and final humiliation of the Austro-Saxon forces at Dresden to bring about the peace settlement. 6.31 Croats Over the Rhine. This Event represents the drive into Lorraine by an Austrian army of 80,000 men in the summer of 1744. 6.311 The Event causes the removal of certain French forces, noted on the Bourbon TAFT. If the Event occurs in 1744, the Bourbon player must remove the forces listed in his OOB as German Redeployments 44. If the event occurs after 1744, the Bourbon player must immediately remove the forces listed in his OOB as German Redeployments Post 44. 6.312 During the next TAF, the removed forces are returned to play as Reinforcements, per 5.115 (and the TAF limits are correspondingly raised). Prior to their return, however, they must undergo an Administrative Phase AC simulating combat losses as a single stack. Only Units and Auxiliaries are affected, with Auxiliaries counting as one (1) SP each. 6.313 Additionally, these forces may have participated in a Major Engagement. Roll one (1) die. On a 2 or less, double (x2) the AC losses. In a Major Engagement, Leaders may also be lost. Roll again: 0-2 No Leader losses. 3-7 one (1) Leader affected, selected randomly. 8-9 two (2) Leaders affected, selected randomly. Once the Leaders have been selected, roll on the Leader Loss Table for each. 6.314 This Event may also occur in the 1744 Minor Scenario, using a different trigger mechanism. See 9.1 Special Rules for details. 6.32 Bavaria Crushed. This event has two effects beyond adjustments to the Peace Index. First, it releases the Bavarian Expeditionary Corps (5.62 see also the Allied OOB) for use by the Allied player. The Corps is received as Reinforcements one (1) Quarter (4 turns) after the Event occurs. Second, it allows the Allied player to check for a second Croats Over the Rhine Strategic Event (6.31). 6.33 French Defeat in Lorraine. This Event is not historical, but it was a possibility. It may occur after a Croats Over the Rhine Strategic Event (6.31) has been triggered. Check once (1), and only once, four (4) Turns after a Croats event has occurred. If this Event occurs, the Austrians are assumed to have established a permanent presence in Lorraine. 6.331 The Allied player immediately receives Charles of Lorraines Army as Reinforcements if not already in play. See 5.35 for more details. The Allied players forces may now enter hexes in Lorraine and Barrois (1.45). 6.332 Per 3.122 the Austrians may placed their Secondary Hub in any Allied-occupied Fortification within Lorraine. The Hub can be placed in any Administrative Phase after the Strategic Event occurs. 6.333 In addition, the Bourbon player now receives a penalty to his OP accumulation die rolls. 6.34 Prussia Attacks! This event may occur after a Croats Over the Rhine Strategic Event has occurred, but only if the Austro- Prussian Treaty (6.35) Strategic Event has not occurred. Check once (1), and only once, four (4) Turns after a Croats event has occurred. 6.341 When this Event is triggered, the Allied player must immediately remove Charles of Lorraines Army (5.35) from play. CLA will not be eligible to return to play until the next TAF (assuming its arrival is again triggered). If not currently in play, CLA is still ineligible to enter play until the next TAF. 6.342 If necessary, the full complement of the CLA can be met by substituting forces from the following Contingents, but only if there is no other choice: Dutch, Bavarian, Hessian. SPs do not have to be matched Class for Class. Other force requirements (e.g. Barrier Garrisons) do take precedence. 17 6.343 The first (1 st ) time this Event occurs, additional Emergency Withdrawals of both Hanoverian and Austrian forces must be added to the CLA. See the TAFT for details. Again, substitutes may be used, from the same Contingents listed in 6.342. 6.344 While the CLA is bound by this Event, the Allied player receives a penalty to Allied OP accumulation, but only if the Vienna Hub is in play. 6.345 Each time this Event occurs, the CLA must undergo the effects of 6.312 & 6.313 (an AC followed by a check for a Major Engagement). 6.35 Austro-Prussian Treaty. This Event may occur only once, and not in 1744. Check during TAF. 6.351 When the A-P Treaty occurs, Prussia retires from the war. The Allied player receives Charles of Lorraines Army (5.35) at this time, if it is not already in play; the Prussia Attacks! Strategic Event no longer applies. 6.4 OTHER EVENTS The Orange Revolution was not the tide-turning event that it should have been. Fed up with the factionalism of the ruling Oligarchs and shamed by the poor performance of their army due to the same Oligarchs preference for an accommodation with the French, the Dutch revolted. But, the current Prince of Orange, whos House was always a focal point for any struggle against either foreigners or overmighty burghers, proved a broken reed. Because William of Orange did not provide the required guiding hand, the actual performance of the Dutch as allies remained poor, even if their newly recruited levies were more enthusiastic than old mercenary regiments. By 1747, the Gallispan efforts in Italy had proved so futile despite a number of hard-fought battles and tremendous sieges that the Austrians and their occasional allies the Sardinians (the House of Savoy) had been able to invade Provence. There, they in turn suffered from the logistical nightmare imposed by the intervening Alps (neither side had much in the way of naval support, although the Austrians did have a rather timid British squadron to assist them). They also encountered that nasty phenomenon known as the Franc-Tirailleur. The Allies were repulsed. However, the French sent considerable forces to expel them, and these might have become bogged down in an extensive campaign. In 1747 the Maritime Powers bought themselves a Russian army. At two million thalers, it was a steal. Catherine of Russia even threw in 7,000 men gratis, for the love she bore the French. Just as the latter put pressure on the Allies to sign a final peace treaty through the invasion of Holland and the taking of Maastricht and Bergen-op-Zoom, so the British threatened the cultural centre of the world with the approach of a barbarian horde. This was the first time that a Russian army had come so far west. It was, in fact, a sizeable portion of the Russian Field Army (the Russian forces were divided into Field and Garrison elements). The army took a long time to arrive anywhere near the action fortunately for everyone concerned and after the treaty of Aix-la-Chapelle was signed, it creakingly turned about and trundled home, anxiously watched by King Frederick of Prussia, a man even more beloved by both Catherine and Maria-Theresa. 6.41 The Orange Revolution. Once this Event occurs, France is assumed to have declared war on the UP. French forces may freely enter and operate in the UP without restriction (the Territory is still Friendly to the Allied player). The Event occurs a number of Turns after it is triggered equal to the roll of one (1) die. Until the Event occurs, Bourbon forces may not enter Holland. 6.411 Once the Event occurs: Dutch Garrisons now use a different die roll modifier for Siege Resolution against them. The Allied player receives a beneficial die roll modifier when attempting to generate Dutch OPs. The Allied player may ignore his UP and Barrier Garrison requirements. 6.412 At any time prior to the Events occurrence the Bourbon player may conduct a DemoCP against the UP to try and intimidate the Dutch. See the CPC for details. 6.42 Defeat in Provence. Each time the Event occurs, the Bourbon Side suffers a reduction of forces on the Bourbon TAFT (8.234). The effects last until the next TAF, at which time the removed forces are eligible to return as Reinforcements, per 5.115. 6.421 Returned Auxiliaries must go to the Recovery Box. 6.422 This Event penalises Bourbon OP Accumulation die rolls, as noted on that table. 6.43 The Russians are Coming! The British Parliament bites the bullet and hires a Russian army. If the Event occurs, the Allied player receives the Russians (5.7) as a special Reinforcement Group. 6.431 Following its receipt, the Allied player must organise his Russian Units under the Russian Corps HQ, placing the Formation to one side of the map. The Auxiliaries and additional Leaders are stacked with the Formation temporarily. 6.432 Each Turn, beginning four (4) Turns after the Turn in which the Russians were received, the Allied player may roll one (1) die at the beginning of the Administrative Phase. On a 2 or less the Russian Corps may enter the map at any hex on the East map edge that is Friendly to or Controlled by the Allied player. 6.433 As soon as the Russian Corps enters the map, the additional Russian Leaders are placed in the Officers Mess, and the Russian Auxiliaries are added to the Allied Available Box. 6.434 If the Russian Corps does not enter the map by the end of the current Year, it is forfeit. 6.435 Historical Note: the corps was only hired for 5 quarters and in fact it never did arrive. 7.0 RANDOM EVENTS Have we, then, a King? M. le Duc dArgenson [The latter was overjoyed at King Louis decision to assume control of the State after the death of his mentor and chief minister, Cardinal Fleury. DArgenson was an ivory-towered intellectual. They always cause trouble.] IMPORTANT: THIS RULES SECTION IS PRIMARILY FOR REFERENCE. IT CAN BE READ AS NEEDED. 7.01 General. Random Event Checks are made at the start of each Operations Phase using the Random Event Table. A generated event either takes place immediately or when directed by the instructions, but it must occur in the same Operations Phase that it was generated. 7.011 Either player may make the Random Event Check. In cases where the event applies to one Side only, the players must randomly determine the Side affected. 7.012 Exception: if the terms and conditions of the Event cannot immediately be met, the result is treated as No Event. 7.02 Disease: Walcheren Fever. Randomly select one (1) stack that contains a Grand Army HQ, or if there is no Grand Army HQ on the map, an Army HQ. If there is no Army HQ, select the stack with the greatest number of units. Make an Attrition Check for the stack using the special modifier given on the Attrition Table, and multiply the resulting losses by two (x2). The Pox. High rank was no panacea when it came to disease. From all the Leaders currently on the map including Personages choose one (1) randomly. This Leader has succumbed to a life-threatening disease (your choice, from advanced syphilis to bubonic plague but not gout, everybody had gout) and is immediately removed from play as if he had been wounded. Each turn, the owning player must check for the Leaders recovery or death by rolling a die: 0-2 Recovers, 3-7 No Effect, 8-9 Dies. If the Leader dies, he is permanently removed from the game. If he recovers, he is returned to the Officers Mess (or the map, for a Personage), as if he had recovered from wounds. It is possible to have more than one sick Leader at a time. For those who cannot cope with the reality of a Royals death, ignore any death result against Royals. 7.03 The Duellists. The brilliance and low birth of a commander (or the prettiness of his mistress) earns him a deadly enemy among his peers. Randomly choose two (2) Leaders from those currently on the map. The Leaders can be on the same or opposing Sides, so determine the Side or Sides first and then each Leader. These two Leaders are now personal enemies. A Leader may have more than one enemy if this event reoccurs and he is again selected. 18 7.031 If both Leaders are commanding Formations on the same Side, the Leaders are not permitted to stack together unless they both pass a LC. This also applies to the Subordination of one Leaders HQ to anothers. If one of the Leaders is a Grand Army commander and the other commands a Subordinate Formation, the Subordinates Insubordination Value is tripled (x3). If both are Subordinate to a Grand Army commander, both their IVs are doubled (x2). 7.032 If the Leaders are participating in Battle on the same Side and one of the Leaders is or becomes the Generalissimo while the other is or becomes one of his Wing Commanders, the Generalissimos Leadership Rating is reduced by two (-2) whenever he applies it to that Wing. The Generalissimos rating cannot be reduced below zero (0). 7.033 If the Leaders are on opposing Sides, then each has his Personality altered to Rash whenever the other is associated with the object of his actions (e.g. when determining Surprise). 7.034 Leaders will remain enemies even if they are removed to the Officers Mess or Redeployed to another theatre. If both are on the same Side and one Leader is Redeployed, the other may not be Redeployed to the same theatre unless there is no choice. On the other hand, if they are on opposing Sides, then if one is Redeployed, the other must immediately follow him to the same theatre, if at all possible. 7.035 The effects of this personal enmity can be removed by one of the Leaders challenging the other to a Duel at the start of any Turn. Duels may be fought even between enemy Leaders. No refusal is allowed. Roll one (1) die for each Leader. High roll wins; the loser is Killed. If the duel took place between Leaders on the same Side, the winner is automatically removed to the Officers Mess. 7.036 No duelling is permitted with or between Captains- General (What! Challenge the Duke? Confound it man, have you lost your wits?!) Clarification: this does not prevent a Captain-General from becoming another Leaders personal enemy it does mean the Leader cannot do anything about it. 7.037 Royals are completely exempted from this rule theyre already duelling with each other and have no time to indulge the frivolities of the hoi polloi. >>>7.04 Administrative Events: Lost Orders. The courier carrying dispatches to HQ has stopped to sample the wares of a popular roadhouse. While there, he is set upon by the agents of a rival clique and forced to barricade himself and his servant in the cellar for two weeks. Randomly select one (1) Side. That Side loses one (1) Unassigned (if it has any). Captured Orders. A hard-riding couriers neck has connected with a rope that somehow got stretched across the chause. Randomly determine which Side is affected. This turn, that Side may move any one (1) friendly Formation a second (2 nd ) time in the same Impulse (the affected Side is the one who donated the rope). Supply Surplus. The Quartermaster-General has learned that nine out of ten soldiers cant tell the difference between bread baked with flour and bread baked with sawdust. One randomly determined Reduced Dept is immediately flipped to Full (choose the Side first, then the Dept). Supply Peculation. A certain member of the Court who is anxious to make a corner on wheat approaches the Quartermaster-General for assistance. One randomly determined Full Dept is Reduced (choose the Side first, then the Dept). Powder Magazine Explodes. A sentry is careless with matches. Make a random selection of one (1) Siege in progress (not a Blockade). The Besieged Garrison immediately loses one (1) SP (eliminated), and if the Garrison is now less than three (3) SPs in strength it must immediately Surrender. Keelmen Owed Six Months Back Pay. Randomly determine which Side is affected. That Sides forces cannot cross Major Rivers or use Riverine Movement during the current Turn. Crossing restrictions include those points crossed by Roads. Additional Forces Drafted. A randomly chosen Side receives two (2) SPs of local volunteers (out of thin air) that may be immediately added to any friendly unit on the map. The SPs take on the same Class and Contingent as the unit they join. Guard Class may not be chosen, nor SPs from special pools such as the French Milice or Grenadiers. Additional Forces Detached. A randomly chosen Side must immediately remove two (2) SPs from any one (1) Friendly Unit on the map. Besieged Garrisons cannot detach SPs, but Blockaded ones may. The SPs are considered eliminated but are not recorded as losses (they are sent to another theatre and disappear from the game). Important. Minor Power and non- Power SPs (e.g. Hessians) cannot be chosen. Desertion. A high-ranking officer, passed over for promotion by the Kings brother, the Kings nephew, and the Kings 12- year-old half-cousin in the fourth degree, defects. Randomly choose a Contingent from those that have at least one Leader counter in the Officers Mess. Then, randomly pick one (1) Leader belonging to that Contingent out of the Officers Mess. That leader Defects. Roll one (1) die for each of the other Sides in the game; high roll gets the Leader. Reroll ties. The player receiving the Defecting Leader may choose any one (1) Contingent currently Controlled by the receiving Side; the Leader now belongs to that Contingent. Leaders may Defect more than once, even back to their original Side. Welcome to the 18 th Century. >>>7.05 Coastal Raids. Perfidious Albion launches yet another pinprick raid on Fortress France. The Bourbon player must immediately reduce his Milice Field Force allowance by five (5) SPs, for the duration of the scenario or until the next TAF. The Allied player must eliminate two (2) British SPs from the British Home Garrison (5.44). If the latter is not possible, no raid takes place. 7.06 Political: Reach a Breakthrough. It is agreed. The Ambassadors for Spain and Austria are each allowed a cabriolet (plus two grooms, a footman, and a boots, per ambassador) to transport their mistresses to and from the pleasure gardens during the conference. Advance the Peace Index marker one (+1) space, but only if this will not actually trigger Final Peace (2.23). Diplomatic Setback. The British and French Ambassadors discover they have been sharing the same mistress, who is actually an Italian agent employed by the Spanish Cortes while working part-time for the Sublime Porte on behalf of a Basque separatist cabal with Jacobite ties. They (the diplomats) intend to fight a duel. The winner will then return home to face a Parliamentary Inquiry or the Kings Wrath, depending on whom they report to (the former being the worse fate). Move the Peace Index marker one (-1) space to the left. Jealousy. This event can apply to any Side, determined randomly. That Sides Leaders are jealous of each others success. For this turn, each time a Combined Operation is declared, and/or each time a Formation will be entering a location containing both friendly and enemy units in order to participate in combat in support of those friendly units, the MP costs for movement are doubled (x2) for the moving Formation(s). This doubling is not cumulative if both conditions apply. Costs are applied at the end of the move. Important. For Grand Armies, all Insubordination Values for that Side are doubled (x2) instead. >>>7.07 Town Independence. Occasionally, local administrators ignored their instructions and refused friendly forces admittance, or worse, opened their gates to the enemy. This could be from outright treachery, pique, or simply fear. Randomly choose the Side that will be affected and the Side that will benefit. Once (1) during the Operations Phase, one (1) of the two following effects may be applied. 7.071 During a players own Operation, when one of his Formations either moves into or begins in a hex with an Enemy Garrison, that Fortification is automatically Captured. The Garrison becomes Unformed and its SPs are automatically Transferred to the nearest Units (including other Garrisons) that are eligible to absorb them. 7.072 During an Operation, when the Active player ends his current move on an empty Fortification, an Inactive player may 19 immediately place a Garrison in that Fortification, adding SPs to it equal to the roll of one (1) die, halved (1/2), or to the maximum garrison limit, whichever is less. The Inactive player must Transfer the SPs from his closest stack (or stacks, if equidistant) to the new Garrison. >>>7.08 Greater Hessian Participation. Prince Frederick of Hesse-Cassel is very concerned about the Escargot Peril. He authorises the use of his remaining forces for service in Flanders. In the next Administrative Phase, the Allied player receives the optional Hessian forces listed on the Allied TAFT. SPs are used to Form Units, and the Units arrive as Reinforcements at any Friendly non-Besieged and non- Blockaded Dept. Auxiliaries go into the Available Box). See 5.61 for additional details. SCENARIOS If my country is to be devoured, it will be very hard on me to see it swallowed whole without personally doing my best to prevent it. Louis XV, announcing his decision to take the field in 1744. The Flanders campaigns of 1744 to 1748 involved the greatest numbers of soldiers yet seen on any European battlefield. Although there were numerous sieges and minor actions, there were only three major battles, each the focal point of a years campaigning. Fontenoy in 1745, Raucoux (or Rocoux, or Roucoux) in 1746, and Lawfeld (or Laufeld, or Laffeld, or Laffeldt, or Lafflot, or Val) in 1747, were all French victories. Nevertheless, the British, at least, could claim some glory in all three. The battles were not overwhelming triumphs for the French. At Fontenoy they barely staved off defeat. At Raucoux a tenacious Anglo-Hanoverian defence foiled their attempt to besiege Maastricht that year. At Lawfeld they were cheated of their pursuit through a sacrificial charge of the Allied cavalry. But, in each case the outcome led to further French gains in Territory until in the end Holland was laid open for invasion, as the sieges of Bergen-op-Zoom and Maastricht were intended to demonstrate to the rest of Europe. >>>8.0 SCENARIO CONDUCT & OOBS Here we are on the eve of a great crisis Louis XV in 1744 8.1 INSTRUCTIONS "Firearms and not cold steel now decide battles." Marshal de Puysgur, Art de la Guerre 8.11 General. Cockpit of Europe includes four (4) Minor Scenarios and a Campaign Game. The Minor Scenarios cover individual actions within the Flanders theatre of the War of the Austrian Succession, from 1744 to 1748. The Campaign Game covers the whole period as a single unit, and is open ended. 8.111 Scenario setups are contained in two (2) booklets, one for the Bourbons and one for the Allies. These complement section 9.0 in this volume, which gives all the special instructions. 8.112 The OOBs contain information on the initial forces and reinforcements of each Contingent. Also, the scenarios often refer to the OOBs when setup information is lengthy or repetitious (e.g. lists of Leaders are not duplicated in full when they match the lists found in the primary OOB for that Side). 8.113 The Allied Player sets up first in all scenarios, followed by the Bourbon player. To speed deployment, the players may agree to make their set ups simultaneously, either partially (with items that are common knowledge), or in full. 8.12 Minor Scenarios. Minor Scenario setups are all laid out the same: Starting Forces, Auxiliaries, Leaders, then Reinforcements in the same order. 8.121 No Prisoner Exchange (3.3) occurs during the Minor Scenarios. Parolees are still kept and returned normally, but Internees are simply ignored. Note that they are not eliminated, merely removed from play. 8.122 Strategic Events (6.0) are not used during the Minor Scenarios, except as occasional special rules. 8.13 The Campaign Game. The initial setups for the Campaign Game are found in section 9.0. Once play commences, refer to the OOBs (8.X) for specific details about available forces. >>>8.14 SPs & Formations. Available SPs are listed by Class and Contingent. If no specific Class is listed, the SPs may be of any Class except Guard. The latter are always specifically assigned. Artillery Units are also given their starting SP value (for Field Artillery, these are given as Batteries). 8.141 Dummies are deployed at the same time as real Formations. 8.142 A scenario may assign SPs to specific hexes, to hexes within a certain radius from a particular reference hex, to an off map box, or as Reinforcements. Except for SPs received as Reinforcements, all SPs must be assigned to Units at the start of the game. 8.143 Some SPs are listed as being In Garrison. These SPs must be assigned to Garrison Units. Other SPs may be assigned to Garrisons. Some of these SPs may be Cavalry, or Guard; some may be of different Contingents or Nationalities. The distinctions have been made for those who wish greater accuracy and are willing to record the specific Class and Contingent of each SP. If this is not going to be done, treat all such SPs as Line Infantry Class of the same Contingent as the Garrison Unit. The Garrison Unit will be of the same Contingent as the greatest number of SPs assigned to it when Formed. If an equal number of SPs are assigned from two or more Contingents, the Garrison Unit chosen is the one with the worst CE among them. 8.144 Exception: Garrison Class SPs must always be placed in and remain in Garrison Units. A separate record must be kept of Garrison Class SPs (Class-specific SP Markers may be used). 8.145 Clarification: the term In Garrison in this context does not refer to special garrison force pools. It merely allows or dictates the use of Garrison counters as opposed to mobile units. 8.146 The players are free to choose which Units they will assign SPs to, within the general restrictions of the KR&Os and the OOBs. Any HQs (barring those received by special rule) may be used, as may all Dummies in the countermix. 8.147 If there are more SPs listed than can be assigned to mobile Units of the correct Class and Contingent, the excess must be assigned to Garrison Units. As usual, the player may keep a written record in order to retain the SPs Class/Contingent 8.148 Exceptions: some Units are required to have a specific initial strength, use specific SPs, and/or have a specific setup hex. 8.149 Important. Check for dates of service on the counters reverse; a counter cannot be employed before its date of service. If no specific Turn is given, the counter is available from the Administrative Phase of the first (1 st ) Turn of the Year listed. If the counter has two dates, the first (1 st ) will be the starting date and the second (2 nd ) will be the date the counter must be withdrawn. If no Turn is given for a withdrawal, this will be the end of the last Turn of the Year. 8.15 Other. 8.151 Leaders are listed along with a code for their rank (R = Royal, C = Captain-General, M = Marshal, G = General). Leaders can be assigned Postings at start or placed in the Officers Mess. Leaders that are not listed somewhere in the OOB cannot be used in the scenario. Some scenarios give specific starting locations for certain Leaders. These may be Posted to a Garrison or to an HQ in that location. >>>8.152 Available Auxiliaries are placed in their Sides Available Box, or assigned to Formed HQs, as appropriate. >>>8.16 Supply & OPs, & CPs. Each Side places its Hubs as directed by the Hub Placement Chart. Hubs located outside the play area will also be given an off-map range, in MPs, traced from the Hub to a specific location on the map. For the Minor Scenarios, use only those Hubs listed in the instructions; for the Campaign Game, all the Hubs are used. 8.161 Important. A maximum of three (3) Depts may be built prior to scenario start, per Side, without OP expenditure; none are assigned by scenario. Depts built at this time cannot be voluntarily Reduced to gain additional OPs. The countermix is an absolute limit on the number of Depts that may be in play at any given time. 8.162 Starting OPs are given in Unassigned and Assigned quantities. Assigned OPs must be given to HQs during setup or they are lost. 8.163 Play Note: in many scenarios, the Prestige gained from fighting a few Battles and Capturing a few Fortifications will not be enough to secure victory. The players must focus on taking those locations that will trigger the Conquest of Territory. This will yield the extra Prestige needed to win. 20 8.17 Play Area. In the Minor Scenarios, only certain portions of the map are used. Each scenario lists the maps required for play, but even here, only certain Territories or portions of Territories may be playable. The remaining regions are treated as off map areas. 8.171 Some Reinforcements in the Minor Scenarios are received in hexes on the border of the play area. These may move to enter the play area; once inside, they may not voluntarily leave. Depts, however, may be built in these hexes and support forces within the play area. 8.172 Any Unit that is forced to leave the play area in a Minor Scenario may not return to play (it is not treated as eliminated, however). 8.18 Prestige. Each Side is assigned a starting Prestige Level. Victory is based on who ends up with the highest Prestige, per 2.1. 8.19 Playing an Ahistorical Scenario. The forces in each scenario are distributed historically (as closely as can be determined at this scale). However, in addition to the historical set up, each scenario has a summary of the SPs available, entitled Free-form Setup. If the players agree, they may play an ahistorical scenario, assigning the SPs as desired, as long as no rules are violated. 8.191 The same Leaders and Auxiliaries as listed in the historical section are used. Reinforcements and Replacements are also received as directed by the historical scenario instructions. 8.2-8.3 CAMPAIGN & GENERAL OOBS THESE SECTIONS ARE FOUND AT THE BEGINNING OF THE SCENARIO/ORDER OF BATTLE BOOKLETS. 8.2 Bourbon: Book 1 8.3 Allied: Book 2 9.0 SCENARIO RULES THE SETUP INSTRUCTIONS FOR EACH MINOR SCENARIO ARE FOUND IN THE ORDERS OF BATTLE BOOKLETS. 9.1 BAS LES ROSBIFS! The Campaign of 1744 I received last night a billet from M. Amelot, Secretary of State, desiring me not to fail going this afternoon to VersaillesThere I found M. Amelot, who began to make excusesAfterwards he went on, saying that what he had to communicate might not, perhaps, be very agreeable to me, and that it was with great regret that he found himself obliged to make so indifferent a compliment, as they had nothing to lay to my charge personally; but that, in short, things were come to such a passthat France could no longer avoid declaring war. Here he made a stop, and I replied that, for my own part, I was sorry to see things were carried to such extremities, but since it must be so, it was some satisfaction to for me to think we were as ready as they. Mr. Thompson, British Minister at Paris, to Lord Carteret, British Secretary of State (Southern Department), March 17 th , 1744. Quoted in Skrine, p.93. USES BOTH MAP PANELS Sides: Bourbon & Allied. Scenario Bounds. The entire map is in play. Conquests. None. All Territories hold their original allegiance (per the State Guide). Scenario Dates. Starts April-May Turn of 1744 and ends October Turn of 1744, inclusive. Weather. Starting weather is Dry. The Spring Floods have already occurred and are finished. Unassigned OPs: Bourbon: 1 Allied: 0 Assigned OPs: Bourbon: 9 Allied: 5 Campaign Plans. The Bourbon players Assigned OPs must be allotted to a CCP against Flanders. The Allied players Assigned OPs must be allotted to the Invade France CCP (see CPC for additional details). In addition, during the scenario, he may initiate a CCP against Flanders (to Reconquer it). Both Sides have an Active DCP at start. Special Rules. The Descent on England Strategic Event can be used if both players agree. It is resolved as described in 6.24. The Descent (only) is begun on the March-April Turn of 1744. The only phase conducted in this Turn is the Administrative Phase. The Croats Over the Rhine Strategic Event (6.31) may occur. A different trigger mechanism is used: the Allied player may begin checking for it on the second (2 nd ) Turn of the scenario, and every Turn thereafter (the assumption being the Event will occur, with some uncertainty as to timing). Chance of occurrence is per the SEC (4+). Victory. To win, the Bourbon player must have a higher Prestige than the Allied player by the end of the game. The Allied player wins by preventing this. Both Sides begin with Prestige Level Three (3). 21 9.2 SEE, NOW, THE CONQRING HERO COMES The Campaign of 1745 I have lived enough, Sir, now that I have seen Your Majesty victorious. You now know on what the fortune of battles depends Marchal de Saxe to King Louis, on the field of Fontenoy. USES BOTH MAP PANELS Sides: Bourbon & Allied. Scenario Bounds. The entire map is in play. Conquests. None. All Territories hold their original allegiance (per the State Guide). The French initially control all Towns and Fortifications in Flanders (that is, Aust. Neth. West of the Scheldt) that are South of the Bruges-Oostende Canal, excepting Oostende (7 hexes W of Antwerp), Deynze (5 hexes W of Antwerp), Nieuport (8 hexes W of Antwerp), and Roeselare (7 hexes W of Antwerp). The Bruges-Oostende Canal runs W from Deynze to Oostende. The Scheldt connects with the canal at Deynze and runs SW from there as far S as Lille (9 hexes SW of Antwerp). The French otherwise control those Territories that are friendly to them (1.3). Scenario Dates. Starts April-May Turn of 1745 and ends October-November Turn of 1745, inclusive. Weather. Starting weather is Dry. The Spring Floods have already occurred and are finished. Unassigned OPs: Bourbon: 6 Allied: 7 Assigned OPs: prior to game start, both players may Assign OPs from the amounts above to any eligible CPs; unused OPs remain Unassigned and available for future use. Campaign Plans. The Bourbon player may initiate CCPs against Brabant and Hainault. Note that Conquest of the first is a prerequisite for Conquest of the last. The Allied player may initiate CCPs against any Region(s) Conquered by the Bourbon Side, and may initiate the Invade France CCP (see CPC for additional details). Both Sides have an Active DCP at start. Special Rules. The Jacobite Rising Strategic Event (6.25) may occur during this scenario. At the beginning of each Turn, starting with the June-July Turn, the Bourbon player rolls one (1) die at the start of the Turn. On a 2 or less, the Rising occurs. The check is made every Turn until (and including) the September-October Turn. Once the Event occurs, it is conducted as described in 6.25. If this Event lasts beyond the official end of the scenario, the Bourbon player is awarded two (2) additional PPs. Victory. To win, the Bourbon player must have a higher Prestige than the Allied player by the end of the game. The Allied player wins by preventing this. Both Sides begin with Prestige Level Three (3). 9.3 COUSIN Some People Call Me Maurice The campaign of 1746 I have as my sole weapon the buckle of truth I am feared, the king loves me, and the public places hope in me Letter from Marchal de Saxe to Count Brhl USES BOTH MAP PANELS Sides: Bourbon & Allied. Scenario Bounds. The entire map is in play. Conquests. All Territories hold their original allegiance (per the State Guide). The French initially control all Towns and Fortifications in the Regions of Flanders and Hainault (i.e. the Aust. Neth. West of the Dendre River), plus Dendremonde (2 hexes S of Antwerp). The Dendre runs S from Dendremonde past Mons (7 hexes S of Antwerp) on the French border. The French otherwise control those Territories that are friendly to them (1.3). Scenario Dates. Starts January-February Turn of 1746 and ends October-November Turn of 1746, inclusive. Weather. Starting weather is Frost. Unassigned OPs: Bourbon: 1 Allied: 0 Assigned OPs: Bourbon: 3 Allied: 0 Campaign Plans. The Bourbon player may initiate CCPs against the Regions of Namur and Lige. Note that Conquest of the first is a prerequisite for Conquest of the last. The Allied player may initiate CCPs against any Region(s) Conquered by the Bourbon Side, including those Regions beginning the scenario under Bourbon Control. Only the Bourbon Side has an Active DCP at start. Special Rules. Charles of Lorraines Army (5.35) may be received in the Administrative Phase of the May or any later Turn. The chance of receiving the group is 3 or less in May, 6 or less in June-July, and 8 or less in July or later. The Austrian Primary Hub starts the scenario in play. Victory. To win, the Bourbon player must have a higher Prestige than the Allied player by the end of the game. The Allied player wins by preventing this. Both Sides begin with Prestige Level Three (3). 22 9.4 LE JEU PAR-DESSUS End Game The Campaign of 1747 Whether or not there is money, whether or not it can be found, whether or not cattle die, whether the spirits are well- or evilly-disposed, whether the majority is for or against, Your Serene Highness must always expressly and openly take sides against France and declare that if in 1572, in 1672, in 1688, and in 1702 we had yielded as we now do, we would still sit under France, in popery and slavery. Count William Bentinck to the Prince of Orange USES BOTH MAP PANELS USES BOTH MAP PANELS Sides: Bourbon & Allied. Scenario Bounds. The entire map is in play. Conquests. All Territories hold their original allegiance (per the State Guide). The French initially control all Towns and Fortifications in the Austrian Netherlands and the Bishopric of Lige that are North and West of the Meuse River except for Turnhout (3 hexes E of Antwerp), Herenthal (3 hexes E of Antwerp), Gheel 4 hexes E of Antwerp), Hasselt (5 hexes E of Antwerp), Tongres (5 hexes SE of Antwerp), and all hexes East of those five locations. The Meuse runs from the East map edge at Venlo (8 hexes E of Antwerp) SE past Marienbourg (14 hexes NE of Paris) on the French border. The French otherwise control those Territories that are Friendly to them (1.3). Scenario Dates. Starts April-May Turn of 1747 and ends September-October Turn of 1747, inclusive. Weather. Starting weather is Dry. The Spring Floods have already occurred and are finished. Unassigned OPs: Bourbon: 1 Allied: 7 Assigned OPs: Bourbon: 9 Allied: 0 Campaign Plans. The Bourbon player may initiate the Close the Scheldt CCP and a CCP against Holland. Note that Conquest of the first is a prerequisite for Conquest of the last. The Allied player may initiate CCPs against any Region(s) Conquered by the Bourbon Side, including those Regions beginning the scenario under Bourbon Control. Both Sides have an Active DCP at start. Special Rules. The French have declared war on the UP and the Orange Revolution (6.41) is in force. Optional: historically, the revolution got into full swing when the French invaded. But what if the French had not invaded? If both players agree, the Bourbon player may declare war on the UP at any time during the scenario. He must then wait a full Turn before entering the UP. As soon as he does so, the Orange Revolution is triggered. Victory. To win, the Bourbon player must have a higher Prestige than the Allied player by the end of the game. The Allied player wins by preventing this. Both Sides begin with Prestige Level Three (3). 9.5 BARGAINING CHIP The War of the Austrian Succession in Flanders Grand Campaign 1744-1748 To see just a single battalion setting off is quite a performance. It is like some ramshackle machine which is on the verge of breaking down at any moment, and which moves only with infinite difficulty. What happens when you wish to get the head off to a brisk start? The tail is left unaware that the leading troops have marched off at speed. Gaps inevitably result, and in order to make them up the troops at the rear have to run as fast as they can. The head of the following battalion must do the same, and soon the whole sinks into disorder. De Saxe In the authors personal experience, its even worse if each regiment has its own band playing. The Campaign Game encapsulates the period from the opening French moves of 1744 until the final peace of Aix-la-Chapelle, on the fields of Flanders the Cockpit of Europe. This will be a wrestling match, not a duel with rapiers. USES BOTH MAP PANELS Sides: Bourbon & Allied. Scenario Bounds. The entire map is in play. Conquests. None. All Territories hold their original allegiance (per the State Guide). Scenario Dates. Starts April-May Turn of 1744 and ends October Turn of 1744, inclusive. Weather. Starting weather is Dry. The Spring Floods have already occurred and are finished. Unassigned OPs: Bourbon: 1 Allied: 0 Assigned OPs: Bourbon: 9 Allied: 5 Campaign Plans. All CPs are available (subject to any special restrictions, of course). At the start of the game the Allied players Assigned OPs must be allotted to the Invade France CCP (see CPC for additional details). Force Deployments. See 9.51/9.52 for the initial set up and 8.2/8.3 for Reinforcements. Victory. As per rule 2.1. Both Sides start with a Prestige level of 2. The Allied player has one (1) PP. Cockpit of Europe Exclusive Rules 3.5 2009 Red Sash Games & Ian Weir