The Great Saxon War 1756

Part 7

By Steven Verdoliva

The strength of armies will be marked on the map by the use of point counters. These counters will be named and colored for the different Countries involved. In addition, as a play aid, a sheet with leader names may be off map for counters to be put on. The named leader will be on the map and the counters under his name are assumed to be with him. All forces of a single nationality, unless in garrison, are combined into one force under the command of the lowest numbered leader present.

Leaders

Leader Counters have 4 different ratings:

    1. Leader rank defines a given leaders status within the military hierarchy of his nation. The lower the better. Upper left number.

    2) Strategic Initiative Value (SIV) Represents a leaders audacity and decisiveness. The higher the better, Upper right number.

    3) Attacking Initiative Value (AIV): Used during miniature battles as a leaders initiative number it the "attacker". Lower left number.

    4) Defending Initiative Value (DIV): Used during miniature battles as a leaders initiative number it the "defender". Lower right number.

Game Turn

Each game turn consists of 2 player turns. Each player turn consists of 7 phases. The player whose turn is in progress is considered the phasing player.

Sequence Outline

    1) Morale Recovery
    2) Depot Creation
    3) Friendly Marches
    4) Enemy Force Marches
    5) Combat
    6) Siege Resolution
    7) Enemy Attrition

Movement

To show an area is occupied by a force, place the appropriate counters in the area box.

Strength points must be moved by a leader. Units are moved in sequence by rank. Start with the lowest rank number. Leaders picked up by another may not move on their own.

The leader with the lowest rank number is the CnC for his nationality. He must always command more SP's than any other general of his nation. (This is more a spirit of the rules type rule than written in stone) The Prussians are exempt from this rule.

Normal March- Each nation rolls 1d6 and adds the SIV of the leader moving to the roll.

    1-2 No move
    3-6 Move 1 area
    7+ Move 2 areas (Forces that do move 2 areas lose 1 SP to attrition)

Force March- Each force rolls 1d6 and adds the SIV of the leader moving to the roll.

    1-2 No move
    3+ Move 1 area

On a total of 6 or more the force immediately suffers attrition of 1 strength point.

Overwhelming Attack--During either march phase, it a force enters an area and outnumbers his opponent by 4-1 or more he may conduct an overwhelming attack. Each player rolls 1d6 and adds his SIV. If the moving force has the highest total then the enemy force, with its leaders and depots, is captured. Otherwise nothing happens and the moving force may continue moving. A leader who failed to move may still attempt an overwhelming attack but not during Force Marching. The moving force may make only 1 such attack per area entered. Either against a field force or a fortress.

Overwhelming attacks may also be attempted against unbesieged fortresses but are handled differently. The attacker still needs to outnumber the fortress by 4-1 but only 1d6 is rolled by the attacker, On a 6 the attack is succesful any other number and it is not. In a successful attack the garrison has 1 SP captured, the rest are eliminated. The attacker loses 1 SP for each garrison SP and may leave a garrison of his own. In an unsuccesful attack the attacker loses double the garrison strength, the garrison loses nothing.

Combat

When 2 opposing forces are in the same area combat may occur. It both forces wish to fight then proceed to the miniatures rules. It neither wish to fight then there is no combat, It only 1 force wishes to light each side rolls 1 C16 and adds their SIV. The player with the highest wins. It the player desiring battle wins then go to the miniature rules. It the player declining battle wins then no battle occurs.

Post Battle- It an army pulls off of a battlefield it must roll to leave the area or possibly enter a fortress in that area. A retreating force may not split up, is demoralized, and must retreat towards a supply source. Roll 1d6 and add SIV.

    1-2 No move (May enter a fortress in the area)
    3+ Move 1 area (May enter a fortress in area entered)

Supply

Garrisoned fortresses and operative depots are supply sources. Operative depots are:

    1) Completely built
    2) Occupied by at least 1 friendly SP
    3) Part of a network from one adjacent area to another that ultimately leads to a garrisoned fortress.

Fortresses and depots are neutral. Whoever controls them with a garrison may use them. The path of supply may be any length of connected areas as long as their is a complete chain. Supply may be traced into but not out of an area occupied by the enemy.

Austrians facing Early Prussian armies may roll to interdict supply in any area that both are in during a Prussian attrition phase. Roll 1 d6, on a 6 the Prussians are out of supply in that area unless in a fortress. This may be used to break a supply chain.

Depots are built during the depot creation phase. At the start of the phase any depot started on the previous turn is considered complete. Any new depots are placed on top of the units building them. To build a depot requires being in supply and having 10 SP present. It it falls below 10 SP the depot is removed. It the process is interrupted the depot is destroyed. A player may not have more than 1 depot per area. Depots never move and are automatically captured by enemies that occupy their area. They may then use them. Only completed depots may be captured. Players may voluntarily destroy their depots during their March move phase. Depots built to besiege fortresses are eliminated once the fortress is captured.

Leaders with 0 SIV may not move out of supply on their own, but may follow a higher rank. It they start a March phase out of supply they must move to get back into supply. Leaders with a SIV of 1 may move out of supply but it he starts the March phase out of supply he must attempt to move back into supply. Leaders with a SIV of 2 or more may move in and out of supply but are subject to attrition. Unsupplied forces suffer attrition during their attrition phase.

Morale

There are 2 states of strategic morale, Good or Demoralized. When a force is demoralized it may not be split up. Demoralized leaders have a SIV of 0, though they keep their normal value for morale recovery, and an AIV or DIV 1 point less than normal. All miniature units fight at a -2 morale. Demoralized forces may not initiate combat of any kind. An undemoralized force that joins a demoralized force becomes demoralized. Ther is no morale effects on depots. Demoralized forces may build depots but may not besiege an enemy fortress. Demoralized forces may not force march.

Morale Recovery- During the morale recovery phase ol a players turn, the player rolls 1d6 for each demoralized force It the sun) (A the Ole roll and the leaders SIV is 7 or more, the player immediately removes the demoralized marker, otherwise, it stays demoralized. Remember to use the normal SIV of the leader. Leaders with a SIV Of 0 count as having an SIV of 1 for Morale Recovery, It a force voluntarily pulled off the field it is a +2 for Morale Recovery.

Fortresses and Garrisons

Most areas have a fortress in them. To garrison a fortress, place the counters of the controlling player on the right side of the fortress box. These troops are inside the fortress. A force besiegeing a fortress is placed on the left side. Only leaders and troops may be in a fortress, never a depot. Fortresses may be garrisoned by any number of troops or leaders. Fortresses are never destroyed, just captured.

Troops in a besieged fortress may only come out to join a relieving force in attacking the besieger. If the besieger refuses combat then the siege is lifted. It the besieging force defeats the relieving force, the relieving force may retreat into the fortress but is still besieged. Troops inside a fortress are not effected by battles in their area. Fortresses are supply sources and may be used as such immediately upon their capture. Austrians in garrison may not be used to interdict supply during the Supply attrition phase. An overwhelming attack may not be attempted against a besieged fortress.

Siege

During the siege resolution phase of his player turn a player may attempt to capture any fortress he is besieging. The player rolls 1 d6 for each besieged fortress, subtracting the SIV of the besieged commander. The adjusted die roll is compared to the Siege Resolution Table and any result is immediately applied.

How a fortress is besieged:

    1) An operative Friendly supply depot must be in the area (*Even if in control of another fortress in the area you still must have a depot.)
    2) A force larger than the garrison is besieging the fortress

As long as both conditions are met a fortress is considered to be besieged and the garrison may not move. The instant both conditions are not met the siege is lifted and the garrison may move freely.

Siege Resolution Table

    0 Attacker loses 1 SP
    1-3 No effect
    4+ Breach

When a breach result is rolled the garrison must immediately request that the garrison be granted the "Honors of War". The attacker must then chose either of 2 options.

    1) Grant the Honors of War. The entire garrison is transferred to the nearest friendly unbesieged garrison of the same nationality. The attacker takes controll of the fortress. It no other garrison is on the map then it is instead eliminated.

    2) Deny the Honors of War. The garrison must now choose either of 2 options.

      A) Surrender. Garrison becomes prisoners. Attacker takes control of fortress.

      B) Refuse. The attacker is forced to storm the fortress to capture it. 1 garrison SP is captured and all others are eliminated. The attacker loses the number of SP equal to the garrison strength. It is possible for the attacker to decline storming the fortfess but he would have to return to using the Siege Resolution Table next turn.

Prisoners of War

All captured leaders and SP become prisoners. Prisoner exchange in mandantory and takes place on even numbered turns. SP are exchanged on a 1 for 1 basis regardless of nationality. Leaders are exchanged this way also, regardless of rank or values. A player with more POWs than his opponents may choose which to release and any extras are kept by him. Exchanged prisoners must be placed in any unbesieged fortress of that nationality. if this is not possible they may not be exchanged but are held on to.

Winter

Turns 16-18 are winter turns. All movement die rolls are reduced by 1 during winter. At the start of turn 16 an yunits inside a fortress are considered to have entered winter quarters. Any units that enter a fortress during turns 16-18 automatically goes into winter quarters. Units in winter quarters may not leave their fortress unless as a result of a siege. During the friendly attrition phase any force not in a fortress suffers attrition of 1 SP.

Russia Area Box

The area marked Russia may only be entered by Russian forces and is considered to contain a permanent depot that does not need to be garrisoned.

Allied Co-operation and Minor Powers

The minor powers will be controlled by the major powers. Sweden by Russia, Saxony and the Empire by Austria. The control of all or part of the Empire troops may be given by Austria to France at the start of a campaign year and may be withdrawn at any time during a campaign year. The forces of 2 or more friendly major powers may not be a combined force in the same area unless those powers have each rolled a 5 or 6. (This does not apply to the loaning of the Empire troops.) This is rolled before any troop deployment takes place. The Prussian and Anglo- Allied forces ignore this rule but Anglo-Allied forces rnay not move further East than Magdeburg.

Campaign Changes to Basic Rules

Deployment and Terrain

Battles in which one side has entered an area through a mountain pass, the terrain will be rough and may also be wooded.

Determining officer Initiative Numbers

Named leaders use their printed appropriate value. Any unnamed generals use the normal chart.

Optional Deployment

Optional deployment is to be used for all battles. The defender, as determined for deployment and terrain, may choose whether to tight a positional or maneuver battle.

Optional Pursuit

Optional pursuit is always used. In addition, it a leaders SIV is 2 points or more higher than his opponents, his pursuit is increased or decreased by 100. as needed. Any losses from pursuit are counted as prisoners. If enough prisoners are not taken to convert into SPs they are counted as normal battle losses.

Converting Strategic Points to Miniature Points

When converting back to SPs from battle or prisoner losses, it only takes 2/3 of an SPs value to convert back if a traction. (Example: SPs were worth 10 Min Pts, the player lost 17 Min Pts, this becomes 2SPs lost) SPs will be converted on a sliding scale. The smallest armies will be the ones on the small army list. The largest will be the ones on the large army list. The size of battles will be determined by time and player availability. (Example: 15 Pr SPs are fighting 10 Aus SPs. It a small battle is being fought then the Aus SPs become 106.5 Min Pts. The Pr SPs become 160 Min Pts which being larger than his small army list size is bought off of the large army list. 106.5 (S Aus) divided by 10 SPs = 10.65, 15 (Pr SPs) x 10.65= 159.75 rds off to 160 Min Pts.)

Units eliminated in battle count at full value. Units with a permanent disorder marker or 2 or more disorder markers count as 1 point.

Guards and Horse Artillery

The Prussian Guard du Corp, Guard and Horse Artillery are always with King Frederick. It the King is eliminated then they are always with the most senior leader. They may not be purchased by a less senior officer but instead become Cuirassier, Grenadiers, or Artillery. An exception to this is that Prince Henry may purchase Horse Artillery, There still may never be more than 1 Horse Artillery unit on a battlefield.

Leader Casualties

A named leader who is a casualty during a miniatures battle rolls 1 d6 to determine his fate.

    1-2 Flowers to the widow
    3-4 Captured and probably robbed
    5-6Wounded. Roll 1 d6 to determine the number of turns out of play. Returns during Morale Recovery phase to any friends not besieged.

THE GRAND CAMPAIGN RULES

Starting Strengths and Replacement points:

Prussia: 43S P, 150 RP (61 Late Army), 75 max
Frederick, Schwerin, Ferdinand, Brunswick, Keith, Maurice

Austria: 32SP, 150 RP (76 Late Army), 65 max
Browne, Lascy, Picolomini. Nadasy, Serbeloni

Saxony: 9SP, 20RP, 1 max
Rutowski

Sweden: 6SP, 15RP, 17max
Hamilton

France: 30SP, 75RP, 80max
D'Estrees, Broglie, Chevert, Contades, St Germain

Russia: 20SP, 25RP, 45 max
Apraxin, Fermor

Hanover: 15SP, 45RP, 60max
Cumberland, Karl, Zastrow

The Empire: 5SP, 15RP, 16max
Zweibrucken

The campaign starts on turn #9 of 1756. Only the Prussians, Austrians. and Saxons are active and deployed. They may be secretly deployed anywhere in their respective countries and only these countries may be entered.

At the end of the 1756 campaign the first Strategic Sequence takes place.

1) Diplomacy phase- All other powers now become active. (Austria, France, Russia, Saxony, Sweden, the Empire vs Prussia, Hanover) Co-operation rolls are now made. The Diplomacy phase for 1760 and onwards the Russian player rolls 1d6. On a 1 Russia leaves the war. For 1761 on a 1-2 Russia leaves the war. For 1762 on a 1-3 Russia leaves the war.

2) Force Increment phase- Players expend RP's to increase the size of their forces. (1 RP for 1 SP) A player may not expend more than 1/3 of his campaign starting total in any 1 phase. Remember the army maximum size limit. When Austria uses 76 of its RP's, it starts using its late army list. When Prussia uses 56 of its RP's, it starts using its late army list. At the start of the 1760 campaign the Russian army starts using its late army list.

3) Re-Deployment phase- Each player may secretly adjust his deployment and new leaders are possibly activated. Roll 1 d6

    1-2 No new leader
    3 1 new leader
    4 1 new leader, 1 existing leader lost
    5-6 2 new leaders, 1 existing leader lost

New leaders are chosen randomly, leaders lost are chosen by the player and may not return. A player who has lost all his leaders will automatically receive a new random leader. If none are left then he will receive 1 leader with all 0 values.

For re-deployment Hanover controls Minden and Munster, Francecontrols Venlo, Roermund, and Wesel.

4.) Initialion phase: Turn 1 of the next yearly campaign begins and continues through turn 18 or until all forces have entered Winter Quarters, whichever occurs first.

Surrender

A country surrenders, except Russia and the Empire, when all of its starting fortresses are captured. All of its forces are removed from the map and may never return to play. Note: France counts Venlo, Roermund, and Wesel as starting fortresses. Hanover count Minden and Munster as starting fortresses.

Leader Ratings

Prussia
NameLRSIVAIVDIV
Frederick1332
Schwerin2112
Ferdinand3112
Henry3212
Brunswick4111
Keith5111
Maurice6011
Lehwaldt8111
Dohna9112
Ziethen10111
Wedel11111
Fouque12111
Finck13011
Kliest14011

Austria
NameLRSIVAIVDIV
Charles1111
Daun2123
Browne3222
Loudoun3222
Picolomini4011
Serbeloni5011
Lascy6111
Nadasy7011
Darenberg8011
Koenigsegg9011
Harsch11011
Deville12011
Hadik13011
Gernigen14011

France
NameLRSIVAIVDIV
D'Estrees1011
Clermont1011
Soubise2011
Contades3111
Broglie4111
Chevert5111
St Germain6111
Armentieres7111

Anglo-Allied
NameLRSIVAIVDIV
Cumberland1011
Ferdinand2222
Zastrow3111
Karl4111
Sackville5111
Sporcken6111

Russia
NameLRSIVAIVDIV
Apraxin1113
Soltikov1113
Fermor2013
Rumanjev3011
Tottleben4011

Empire
NameLRSIVAIVDIV
Rutowski1010
Zweibrucken1010
Saxe1010

Saxony
NameLRSIVAIVDIV
Rutowski1010
Arnim2111

Sweden
NameLRSIVAIVDIV
Hamilton1010

More Great Saxon War 1756


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© Copyright 2000 Hal Thinglum
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