Seven Years War Scenario
for Koenig Krieg

Based on a Campaign

by Chris von Fahnestock


Situation:

The Prussians captured Luebeck from the Swedes and have driven the Austrian Expeditionary force from Swedish (now Prussian) Pommerania. The Swedes have evacuated to East Prussia to link up with the Russians, who are massing to march on Danzig. In the meantime, Frederick strikes Southwards into Saxony... to come across a small, but determined Saxon/Reichsarmy blocking force. The far right wing of the Prussian Army must force its way into Bohemia.

Setup:

The Saxon/Reichs army force is three Infantry, one Dragoon and one Cuirassier brigade. The Prussian wing has two Musketeer Infantry (one double and one single action) and two Dragoon (normal sized regiments) brigades. The Prussians must force the Allies to withdraw (either by a failed Army Morale Check or attrition) by the 8a' turn to win. If by the 8°' turn the Prussian losses, computed by points, exceed the Allies' losses by double or more, the Prussians lose, no matter what.

Deployment:

See sketch map.

Special rules:

I have several recommendations here. First, if a unit is about to enter melee, check morale, as per the melee rules. However, do not use the base morale to check with, rather take the current morale. Once in melee, use the base morale. For example: A Prussian Musketeer battalion attempts to close for melee. It has lost two figures so far and thus its current morale is "4". Use this "4" as the morale to check against to attempt to close. If the Prussian Musketeer battalion passes and closes to melee, that battalion fights the melee with a "5" morale. The rationale for this is that the unit already paid the penalty of the lower current morale to attempt to close (disorganization, confusion, casualties, etc.). But once the troops are in the fight, they ought to do as well they have been trained. These suggestions came from Paul Harrison down in Augusta, GA.

The other recommendation is that you can use two dice instead of just one for the Army Morale. This way one ends up with a bell curve rather than a totally random die roll. I have yet to work out the math, so if you have any suggestions, let me know. For right now, double the number on the chart and then if you roll that number or above, then your army broke its morale.


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