Winter Quarters
by Nicola Prandoni
The rule may seem a little cumbersome at first, but actually is very easy to manage and speeds-up play considerably, forcing the players to really put their armies in Winter Quarters for whole Fortnights, and gives the Russians an edge in cold weather. THE FORTNIGHT, p. 11 Optional Rule: "du pain et la paix" In this option, do not use 'Declaring Fortnight Sequenceand 'Returning to Regular Sequence' in issue 1 . Every Fortnight, through the free & simultaneous choice of a chit, the players keep their troops in the. "Field" or put them in "Winter Quarters." If the choice is Field, the regular sequence goes on until the next Fortnight. If the choice is Winter Quarters, that player's troops can't move. [Exceptions: a. reinforcements on their turn of entry, b. any turns the player chooses to designate as semi-active turns.] If both players choose "Winter Quarters," the game proceeds by Fortnight Sequence. Army Attrition Modifiers French and Coalition Morale is tracked separately. Therefore, one extra marker is required for the Morale Track. Both Markers begin each scenario in the track space specified in Scenario Information. However, when Morale changes for any reason, either one side's marker goes up, or the other side's goes down. If the change is due to the capture of a Leader, the owning side's Morale must go down, but for any other cause the benefiting Player decides whether to up his Morale or degrade the other Players. Winter Quarters Table At the beginning of every Fortnight, after choosing their chits, each Army's Morale Marker is adjusted according to the Winter Quarters Table. The number result below is the number of spaces to move the Morale Marker for that army.
Semi-Active Turns At the beginning of any turn in a "Winter Quarters" Fortnight, a Player may designate his army semiactive, and move his army. During all semi-active turns, the owning player must add two (2) to all his Attrition die rolls. Semiactive troops can voluntarily enter enemy ZOCs, and if they move they must end their move closer to their Supply Source. Exception: Within 20 hexes of the Supply Source the direction of movement is not limited. Effect of Semi-Active Turns on Morale A Player must keep track of the number of semiactive turns declared during a Fortnight by placing a (Forage or any other type) Marker in the current Game-Turn Space, French on the left side, Coalition on the right. At the beginning of the next Fortnight, each Player clears these Markers. and rolls a die. If the roll is equal or greater no ill effects apply. If his roll is less than his number of semiactive turns, his army's Morale Marker moves one space-left if French and right if Coalition-in addition to the Morale effect of the chit just chosen for the army. Alarm! A Player whose army is in Winter Quarters may declare a general "Alarm!" This places his army in the Field with no more restrictions and resuming all its abilities. To declare "Alarm!" at any moment in either Player Turn, enemy Forces must be within 5 Movement Points of a Friendly Leader, and that Leader must pass an Initiative die roll. In addition, the owning Player's Morale marker moves one space--French, to the left, Coalition to the right. Mr. Prandoni of Milan, Italy, contributed the final layout of the Organization Displays and many other useful ideas during a visit to the United States in 1994. The following rule anticipates the same design challenges addressed in Etudes Militaires Nr. 1, but offers a very different solution. Etudes Militaries: Napoleon's First War Against the Tsar 1807
The Battle of Heilsberg: History and Scenario Winter Quarters Artillery Strength in The Eagles Turn East Additions & Corrigendum Back to Art of War Issue # 26 Table of Contents Back to Art of War List of Issues Back to MagWeb Master Magazine List © Copyright 1997 by Clash of Arms Games. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |