SPORT OF KINGS EXCLUSIVE RULES
1.0 ORIENTATION Two deaths made 1740 a seminal year for the monarchies of Europe. The ruler of the Holy Roman Empire of the German Nation, the Habsburg Emperor Charles VI, passed away from stress and overwork, leaving as successor his twenty-three-year-old daughter, Maria Theresa, wife of the Duke of Tuscany (of the House of Lorraine). Unfortunately, under the Empire’s constitution, a woman was not entitled to hold the highest office, though her husband could, if he were otherwise eligible.
1.0 Orientation............................................ 1 1.1 General Points................................... 2 1.2 The Map ........................................... 3 1.3 Territories and Their Effects ............. 3 1.4 Special Territories............................. 4 2.0 Victory ................................................. 5 2.1 Prestige ............................................. 5 2.2 The Peace Index................................ 5 >>>2.3 Campaign Plans.......................... 6 3.0 Miscellaneous Rules ............................. 6 3.1 Personages ........................................ 6 3.2 Command & Control......................... 8 3.3 POW Exchange................................. 9 >>>3.4 Moving Forces On & Off Map.... 9 4.0 Politics................................................ 10 4.1 Powers ............................................ 10 >>>4.2 Conquest & Cession ................. 12 >>>4.3 Neutrality of Powers................. 13 >>>4.4 The Imperial Diet ..................... 14 >>>4.5 Imperial Elections..................... 16 >>>4.6 Emperors .................................. 17 5.0 Armies ................................................ 18 5.1 General Points................................. 18 5.2 The Army of the King of France ..... 19 5.3 The Army of the Queen of Hungary 21 5.4 The Army of the King of Prussia..... 22 5.5 The Maritime Powers...................... 22 5.6 German States & Mercenaries ......... 23 6.0 Special Events .................................... 24 6.1 Random Events ............................... 24 >>>6.2 Strategic Events........................ 26 Scenarios...................................................... 28 7.0 Scenario Conduct & OoBs .................. 28 >>>7.1 Instructions............................... 28 >>>7.2-7.6 Campaign & General OoBs 29 >>>7.8 Three & Four Player Games ..... 29 >>>8.0 Scenario Rules.............................. 29 8.1 Gott Mit Uns................................... 29 8.2 Wiener Blut .................................... 30 8.3 Bohemian Rhapsody ....................... 30 8.4 Vivat Hoch im Kaiserin! ................. 31 8.5 Bummelling on the Main................. 31 8.6 Wacht am Rhin ............................... 32 8.7 Ich Hatt’ Einen Kameraden ............. 32 8.8 Soldier King.................................... 33 8.9 Erbfolgekrieg in Deutschesland....... 33
For years, Charles VI had campaigned among the Courts of Europe seeking a “Pragmatic Sanction” – a tacit acceptance that the imperial diadem could pass through his daughter’s hands to her husband, and thus remain a Habsburg possession. The matter appeared to have been settled by the time of Charles’ death, but… Some governments were inclined to accept the idea, mainly from a desire for stability, while others were for stirring the pot and seeing what they could gain from a change of dynasty. There was another minor detail concerning the office of Emperor. It was not hereditary, but elective. The Habsburgs had held it for some 300 years simply by custom, and because their dynasty had (so far) proven more powerful than any combination made against them. But their pre-eminence appeared to be slipping away. Currently, nine Princes of the Empire had a vote in the Electoral College that chose the Emperor. Theoretically, they were as entitled to vote for themselves as for a Habsburg. In practice, however, only a few electors were qualified to stand. Protestant princes, or those ruling Protestant states, were unlikely to be chosen, in view of the fact that the Empire was a Catholic entity – even though the Pope not longer personally crowned the imperial candidate as King of the Romans. This left out the Electors of Brandenburg and Hanover. The three ecclesiastical electors (Mainz, Cologne, and Trier) were ineligible – after the Reformation the doctrine of the separation of Church and State precluded any of the Pope’s subordinates from wielding excessive lay power. The Elector of Saxony’s claim was weak, even though his father had converted to Catholicism in order to obtain the crown of Poland, and he himself had married into the Habsburg family. Ultimately, the match-up lay between Maria Theresa’s husband, Francis Stephen, holding a vote of his own as King of Bohemia, and Charles Albert von Wittelsbach, ruler of the Catholic Electoral Duchy of Bavaria. Pointing to Francis Stephen’s predominantly French ancestry, Charles Albert loudly trumpeted his ancient Teutonic lineage and the fact that his ancestors helped found the Empire. He was related by blood to two of the other electors (most importantly the Kurfürst, or Electoral Prince, of Pfalz) and he had the most powerful state in Europe as his sponsor – France. With George of Hanover voting for Charles Albert against the wishes of the British government, the Prussians keeping their cards close, and the Bohemian wild card in the Habsburg pocket, predicting the outcome was a tough call. As in the days before our own Great War, an eerie calm lay over the Continent. In the courts and chancelleries, diplomats strove valiantly to do their princes’ bidding while holding back a growing impetus for war. Already, across the seas, the rogue state of England, that barbaric nation of shopkeepers, was engaged a fitful naval struggle with the decaying Spanish empire over some paltry trading rights. Free Trade? What a ridiculous concept. Just the sort of thing to be expected from a nation of beef-eaters – ah, but of course, they need the spices to hide the taste of their dreadful cooking. Oh yes, the second death… the Emperor Charles died in late October. The previous May, the Elector of Brandenburg, Frederick William, a staunch ally of the Habsburgs, also died, leaving in his stead a twenty-eight-yearold flute-tootling philosophical dilettante, of whom little was expected except perhaps some brilliant soirées and a few witty epigrams. An easy mark for those powers not strong enough to wrestle with the Austrian colossus. The crisis loomed. France had guaranteed the Pragmatic Sanction, but a clique centred on the dynamic and charismatic Belle-Isle brothers was challenging her agéd and enfeebled Chief Minister, Cardinal Fleury. Despite his image as a peacemaker, Fleury was prepared to dump the Sanction and reemphasize France’s older (and secret) commitments to Bavaria, but only if some diplomatic advantage could be gained. The BelleIsles, however, wanted war at any price – for King Louis XV’s, their own, and France’s Gloire. To make matters worse, Spain, formerly a part of the Habsburg domains but now ruled by the Anjou branch of the same Bourbon family that reigned in France, was aggressively claiming that various Italian Territories belonging to the Austrian Habsburgs be “returned” to her. Caught in the middle, Charles Emmanuel, the wily ruler of PiedmontSardinia (the rising regional power in this southern theatre) was perched, vulture-like, to pick up any scraps that might come his way. What would be the best ploy for the Bourbon-Wittelsbach camp to adopt in the coming election? Legal web-spinning? A backstairs deal? Naked aggression à la Belle-Isle? The imperial contenders postured and girded for action. And then the kaleidoscope spun. Without provocation, without warning, the new Elector of Brandenburg marched his father’s prized army into the Habsburg Duchy of Silesia and opened the Gates of Hell, tilting the balance of power in Europe forever. Because the dreamy nobody of Berlin was Frederick II of the House of Hohenzollern – Friedrich der Große, König im Preußen – and the annexation of Silesia was to be Germany’s first step on the road to Stalingrad…
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Sport of Kings (SOK) is the third volume of Red Sash Games Lace Wars series. Like its predecessors, Cockpit of Europe and Charlie’s Y e a r , it examines the War of the Austrian Succession at an “operational” level. This time, the focus is on Germany, the source of the problem. Central Europe was an active theatre from 1740 until the end of 1745, by which time Prussia, who began the war, had withdrawn from the contest, and Austria’s other enemy, France, had abandoned her Bavarian ally to concentrate against a British-backed force in the Low Countries.
1.121 With three (3) players, the Sides in a Campaign Game are the Habsburgs (including the Maritime Powers), Bourbons, and Hohenzollerns. With two (2) players the Sides are the Habsburgs (including the Maritime Powers) and the Bourbons (reluctantly including the Hohenzollerns). See 7.8 and the scenario instructions (8.0) for more information. It is possible to add additional players as “front commanders” – in particular, the Imperial Side would benefit from having two players.
Unlike the latter campaign (covered in the game Cockpit of Europe), which saw the French go from strength to strength, in Germany the fortunes of war fluctuated wildly. Austria came near total collapse more than once. Prussia and France separately bit off more than they could chew. Bavaria was overrun once, overrun again, and then pounded into dust by the Austrians. Saxony backed the wrong side at the wrong time and had her army torn to shreds by the Prussians. King George of England, bumbling to victory at Dettingen (it’s the British way), lived in a perpetual nightmare over the fate of his beloved Electorate of Hanover.
1.122 Although each player in a multiplayer game is attempting to win a standalone victory by accumulating the most Prestige (KR&Os 9.1), the Habsburgs and the Maritime Powers form a loose team, termed the Allied Side, while the Bourbons and the Hohenzollerns form another loose team, called the Franco-Prussian Side. Clarification: when the term “allied Side” is used without capitalisation, either “team” is meant.
By the end, armies were marching and countermarching over lands that had been stripped bare and depopulated. Silesia, Bohemia, Moravia, Bavaria – from the peasants and burghers who lived there to the great princes who ruled them in absentia, all were desperate for peace in a conflict that would ultimately cost Europe some 500,000 lives. And the peace refused to come.
1.123 The Bourbon Side includes the following Contingents: •
Caveat: so was Frederick responsible for World War II? Don’t be silly. Drang Nach Osten had many origins. But he was the icon of the German General Staff, an institution that made the military domination of Europe an easier option for the Germans to choose than, say, an economic one. He was also Hitler’s idol; somewhat ironically, given the latter’s destruction of the Prussian military system – the debacle of Stalingrad leading to the bomb plot of 20th July, which led in turn to the loss of the Junker class’ grip on the military. In Claus von Stauffenberg, the plotters had the beau ideal of the Frederician Junker staff officer. In Hitler, the Austrians had their revenge for Mollwitz, Hohenfriedburg, and Leuthen.
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L’Armeé du Roi (French Regular and Reserve armed forces). This Contingent includes a number of nationalities – Irish, Swiss, Lorrainers, Germans – but all belong to the French Contingent. The Bavarians and the related Pfalz Contingent. The Saxons, who may ally with the Bourbons. Forces belonging to the Hessians can be acquired. In rare cases, elements of the Imperial Reichsarmee may serve with the Bourbons (under a Bavarian Emperor). In a two-player Campaign Game, the Prussians are a Bourbon Contingent suffering under some special restrictions.
1.124 The Habsburg Side includes the following Contingents:
1.1 GENERAL POINTS
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"Nations that go into War without business there, are sure of getting business as they proceed; and if the beginning were phantasms – especially phantasms of the hoping, selfconceited kind – the results for them are apt to be extremely real!”
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Quoted in T. Carlyle
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>>>1.11 General. Sport of Kings (SOK) is the third in a quadset of Lace Wars series games covering the War of the Austrian Succession (1740-1748). Volume I examined the fighting in Flanders from 1744-48, Volume II dealt with the associated Jacobite Rising of 1745-46, and Volume IV investigates the fighting in Italy, 1741-47. As the games were designed in sequence, both basic and exclusive rules underwent extensive development; this edition of SOK (version 3.5) brings it up to date with rules developed after the quad was completed, and also addresses a number of faults within the original exclusive rules.
Der Armee von Kaiserin – that is, Austrian, Hungarian, and Military Border (or Grenz) forces under direct Habsburg control. The Imperial Reichsarmee. Forces provided by the minor states of the Holy Roman Empire. (Technically, the larger states, like Prussia, also provided such forces, but because this war is about a disputed succession, those forces are fighting as part of the belligerents’ own armies). The Saxons, who may ally with the Habsburgs. Forces belonging to the Hessians can be acquired. The British, Hanoverians, and Dutch may ally with the Habsburgs; in a two- or three-player game, the Habsburg player Controls these forces directly, but in a four-player game they have their own player (1.126).
1.125 The Hohenzollern Side includes the Prussian Contingent, exclusively. In a two-player Campaign Game, the Prussians are a Bourbon Contingent. 1.126 The Maritime Powers player is a potential fourth player in the Campaign Game scenario; otherwise, his Contingents belong to the Habsburg Side and may or may not be available to that Side. The Maritime Powers Side includes the following Contingents:
1.111 SOK is a stand-alone game, although a separate module permits the Austrian Succession quad to be combined in a massive Grand Campaign game. SOK alone can be support up to four (4) players (the original version allowed three) in the Campaign scenario, or two (2) for any of the Minor Scenarios.
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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 is not included; these are included with the Grand Campaign module.
The Hanoverians. The British. The Dutch. The Danes. Forces belonging to the Hessians can be acquired.
1.13 Components: •
1.114 the symbol “>>>” at the head of a section or paragraph denotes an important alteration from the original SOK Exclusive Rules. Deleted rules are not noted, however. >>>1.12 Participants. The participating Sides vary depending on the game and scenarios being played: •
The SOK Campaign Scenario involves up to four (4) Sides, also termed Major Powers (4.1): the Habsburgs, the Bourbons, the Hohenzollerns, and the Maritime Powers (Britain and Holland).
The Minor Scenarios for SOK involve two (2) of three (3) potential Sides: the Habsburgs (Austria) versus the Bourbons (France) or the Hohenzollerns (Prussia).
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Ten (10) map panels on the standard Lace Wars scale of 8.5 miles per hex. The map board is a representation of Central Europe from Lorraine and the Ardennes in the west to Poland and Hungary in the east, and from the Alps to a line somewhat north of the cities of Hannover and Berlin. The map panels are roughly 12”x18” each. They purposely overlap about 1/4” on each sheet. Three (3) books: The King’s Regulations & Orders 3rd Edition (Standard Rules version 3.5), His Majesty’s Instructions for the Prosecution of the War in Germany (Sport of Kings Exclusive Rules version 3.5 – this volume), and an historical commentary. Four (4) Order of Battle booklets, used for setting up the scenarios. A set of charts and tables.
1.131 For DTP (do-it-yourself) versions: twenty-five (25) 7.5x11 sheets of label (adhesive) paper for making seven (7) double-sided counter sheets, two (2) sheets of Leader counters (single-sided), one sheet of general markers (double-sided, but can be made up as 2 single-sided sheets instead), and three (3) sheets of SP markers (or 6 if made up single-sided). Not provided but required: at least one 10-sided die.
reference, since the numerical values can be used to indicate the number of OPs remaining to the HQ.
1.132 For boxed games with die cut counters: the same counters, organised into seven (7) double-sided and three (3) single-sided sheets of game-specific items, plus one (1) generic marker sheet and three (3) SP marker sheets.
1.2 THE MAP
1.194 In a four-player game, the fourth Side will need a set of Prestige markers (Prestige Level & five (5) PP chits), and an Initiative marker. Extras can be obtained from the other games in the series. 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. Officially, there is only one theatre in this game – Germany – but because of its size, there could be up to four unofficial ones: Silesia, Bohemia, the Danube, and the Rhine.
1.133 In both cases, one of the counter sheets is a half-sheet. 1.134 Important: many Units duplicate those found in Volume I Cockpit of Europe. These have been arranged on sheets of their own, so that owners of COE will not have to cut and mount a second set. They are marked “COE Duplicates”.
1.21 General. The theatre of operations is encompassed by the line Nijmegen/Metz to the line Cracow/Budapest, and the line Zwolle/Soldin to the line Basle/Budapest. 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.
>>>1.135 There are two changes to the counters with the 3rd edition (version 3.0+). 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 change lies in the fact that some of the game markers have been altered: a) some obsolete markers have been removed, and, b) the markers used to keep track of losses have been changed to reflect the somewhat simpler recordkeeping of the 3rd edition. See also 1.18.
1.211 There are ten (10) map panels, numbered 1-5 in the north and 10-6 in the south. Look for a faint numeral near one of the edge/corners on each panel. From left to right, Panel #1 sits north of Panel #10, #2 north of #9, and so on. The long ends of the panels face north-south. 1.22 Reference Hexes. All map hexes are referenced by the number of their map panel, using an Urban hex in the center of the panel as a starting point. See the Map Reference Chart for a complete list of these locations.
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 eight (8) minor scenarios and a Campaign Game, covering the period 1740 to 1745 in Germany.
1.221 Example: the Walled Town of Weiner Neustadt is located at 7/Schrattentaal/SE8. In other words, Map Panel 7, Southeast of Schrattentaal by 9 hexes (Schrattentaal being the reference city for map 7).
1.16 Rules Layout. Sections 1.0 through 4.0 provide the bulk of the information needed to play the scenarios. Section 5.0 gives special rules for each Side’s forces – required chrome. Section 6.0 includes Random and Strategic Events. Section 7.0 contains the Orders of Battle (general instructions, plus five (5) separate OOB booklets). Section 8.0 contains scenario information. (Scenario set up information is attached to the OOB books and special instructions in this volume).
1.23 Forage. Forage is permanently Degraded in the following regions of the map (i.e. always Depleted and going to Exhausted in one step): • • •
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”.
Poland in its entirety. Brandenburg east of the Oder River. Any Hill or Wooded Hill hex within two (2) hexes of the southern map edge, west of the Hungarian border.
1.3 TERRITORIES AND THEIR EFFECTS “The time has come for a total change of the old political system.” Frederick II on the death of Emperor Charles VI
>>>1.171 This edition of SOK also includes new 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.
1.31 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.
1.18 Bonus Counters. The Reichsarmee/Danish countersheet contains bonus Prussian counters for use in Charlie’s Year II. The raison d’etre for their inclusion is that Frederick the Great offered a force of 6,000 men to aid his uncle, King George, against the Jacobites. He was politely refused, but what if…? As a suggestion, in that game, employ these forces in lieu of the Dutch, and without any political restrictions.
1.32 Territorial Classes. Territories fall into five (5) political classifications: • •
>>>1.19 S O K Vestigial Counters. Since S O K was first published using version 2.0 of the KR&Os, substantial changes have been made. In particular, the Hub counters included with the SOK counter mix are anachronisms. If the players do not possess the Austrian Succession Grand Campaign module (which includes the necessary counter revisions), Red Sash Games suggests the following.
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1.191 The original Hub markers that are placed on the map can still be still used, but only the Primary Hubs. The others are not used. See the Hub Location Chart.
Core Territories belong to a particular Power (4.1). Influenced Territories are under the Influence of a particular Power. Unaligned Territories neither belong to nor are Influenced by a Power. Conquered and Ceded classifications cover alterations to the initial status of a Territory arising through the players’ actions; those acts are covered in section 4.2 of the Political Rules (4.0).
1.321 Clarification. Each Side is really a coalition of several states (except for lone-wolf Prussia). Some states within the coalition are powerful enough to influence overall policy and in game terms are denoted Powers. A Power, being a state, has a Territorial base, sometimes divided into Core and Influenced Territories. Example: France and Bavaria are Powers; it so happens that all French Territories are Core, while Bavaria has a mix of Core and Influenced Territories.
1.192 Each Side requires two (2) “Unassigned OP” markers, to be placed on the GRT. (In SOK, Unassigned OPs may exceed “9” – 3.26). 1.193 “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
1.322 The Political Rules (4.0) are only used in the Campaign Game. However, Territorial classification is important in all scenarios for operational reasons (see below).
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1.33 Territorial Alignment. Depending on its classification, a Territory may have one of four (4) Alignments: Friendly, Enemy, Neutral, or Unaligned (see also KR&Os 1.243). See the Political & Territorial Definitions Chart for details.
1.4 SPECIAL TERRITORIES At the time of the Peace of Westphalia in 1648, it was reckoned that the Holy Roman Empire included 234 secular states, 90 ecclesiastical states, and 51 free cities, more or less. This was after France and Sweden consolidated large chunks of Territory under their own banners.
1.34 Operational Effects of Territories. The Alignment of a Territory affects hex Control, Forage, and various Auxiliary Tasks.
1.41 The Hessian States. Hesse consists of the Territories of Hesse-Cassel, Hesse-Darmstadt, and Hesse-Rhinefels (the other Hessian states – Hesse-Homburg, Hesse-Hanau, and HesseMarburg – are too small to be shown as distinct Territories). Hessian Territories are shown as mauve on the State Guide.
>>>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).
>>>1.411 The Hessian States are shown as Core Territories, but are not a game Power (4.1). If Hesse has forces in play serving on only one (1) Side, then its Territories are Core for that Side.
1.342 Neutral Territories may not normally be entered by any forces other than those belonging to the Neutral Power that currently owns the Territory. Involuntary violations must be rectified as expediently as possible and do not have any other effect. Voluntary violations create a situation called Violation of Neutrality, explained in 4.36.
1.412 If Hesse has forces in play serving on more than one Side, then its Territories are considered to be Unaligned to all Sides. 1.413 See 5.64 for more on the Hessians. >>>1.42 Imperial Free Cities & Diet Seats. The Empire contained many Imperial cities (owing allegiance directly to the Emperor) and other urban areas with various special rights that sometimes turned them into war-free zones. In addition, the Political Rules (4.0) incorporate an abstraction of the Imperial Diet (parliament). In order that the Diet may be influenced by force of arms, the historical seats of the primary Diets are indicated.
>>>1.343 Clarification: a Territory with no political allegiance is considered to be Unaligned unless specifically described as Neutral (e.g. under 1.4 below). Unaligned Territories may be freely entered at any time – in fact, only Neutral Territories penalise unauthorised entry.
1.421 Free Cities are marked as red dots on the State Guide, Diet seats as purple dots.
1.344 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.
1.422 Regardless of the Alignment of the Territory in which they lie, all Free Cities are treated as Unaligned to all Sides, unless otherwise noted. Free Cities may not be Garrisoned.
1.35 The State Guide. Because of the large number of Territories on the map, their geographical parameters and political leanings are not described here. Instead, this information is given on an 11x17 miniature map called the State Guide.
1.423 Exception: if a Side has the Imperial Mandate (4.63), that Side’s forces may Form Garrisons in any Free Cities. These Garrisons may be Blockaded and Besieged. 1.424 Regensburg (8/Landau/NW4) is an Imperial Free City, but it is also the location where the Imperial Diet sat when it was in session. If the Diet is In Session (4.43), Regensburg has a special status, explained in section 4.4.
1.351 The State Guide is colour-coded to show all the Territories with their original classifications and the Powers they belong to. Examples: Lüneburg, a Hanoverian Core Territory, is coloured red. Cologne, a Territory under Bavarian Influence, is outlined in blue.
1.425 Frankfort am Main (1/Dusseldorf/SE14) is an Imperial Free City, but it was also the location where the Emperor was crowned. If an Imperial Election is in progress (4.5), the special status accorded to Regensburg is transferred to Frankfort-am-Main.
1.352 The State Guide indicates which Territories may be Conquered and Ceded, which Territories have an impact on Imperial Elections (4.45), and also pinpoints Imperial Free Cities (1.42).
1.426 In certain circumstances, Vienna (7/Schrattentaal/SE7) or Metz (10/Bitche/W6) can become the seat of a Diet (see 4.45). These two locations are marked on the State Guide for reference, but they are not Imperial Free Cities.
1.353 The State Guide should be placed beside the map for reference. Chits have been provided to record those Territories that are Conquered or Ceded during play, and these chits should be placed on the State Guide, not the map.
1.427 While a Diet’s special status obtains, no Unit may enter or remain in the affected Urban location or its associated hex (case 1.423 cannot apply). If any Units are already in the hex, they must be removed as expediently as possible, using the normal rules of movement and/or Transfer. LoCs may not be traced into the hex or along Riverine hexsides adjoining such a hex. Mark the affected location with an Imperial Diet chit as a reminder. Exception: this rule does not apply to Vienna and Metz.
1.36 Transit Rights. During the course of play, certain Sides may obtain Transit Rights through various Neutral Territories. 1.361 Forces with Transit Rights in a Territory may enter and move through it, but may not voluntarily end a Turn in the Territory without having moved further away from the border which they crossed to enter the Territory, and closer to another border. Use common sense in doubtful cases. (The main point is that a force may not sit still or move around in circles).
1.43 Switzerland. The Swiss border is treated as the map edge, and Switzerland may never be entered voluntarily. If entered involuntarily, the formation in question must re-enter the map as expediently as possible, per KR&Os 4.27. There is no other penalty.
1.362 The Territory is treated as Unaligned by Transiting forces.
>>>1.44 The United Provinces (UP). The UP is a permanently Neutral Territory in SOK (a game simplification), but there are some exemptions to the standard Neutrality rules of 4.3.
1.363 Garrisons may not be Formed in the Territory, nor may any form of combat or Auxiliary Tasking take place there, except those Tasks that purely facilitate movement (Bridging, Guides, etc.).
1.441 Units belonging to the Habsburg, Hohenzollern, and Bourbon Sides may never voluntarily enter the UP. If they do so involuntarily, the Territory is treated exactly the same as Switzerland (1.43).
1.364 Transit Rights are permanently rescinded for a Side that attempts to Conquer such a Territory (on a case by case basis).
1.442 The Maritime Powers player is permitted to move his forces into and out of the UP freely. 1.443 The Maritime Powers Hub is sited in the UP. The M-P player is permitted to trace LoCs into and through hexes in the UP without restriction.
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1.444 The M-P player may not place Depôts in the UP. Forces in the UP are ignored for supply purposes and do not trigger OP losses while there. Neither do they suffer ACs. They may do both, however, if they exit the UP during the Operations Phase.
>>>2.14 Allied Combined Prestige. In every scenario except the four-player Campaign Game, the Habsburg player Controls both Habsburg and Maritime Powers forces and is awarded full Prestige for any activities he conducts, regardless of the Side generating it. In the case of a four-player game, the Maritime Powers and Habsburg Sides are awarded Prestige for their own actions and do not share any of it.
1.445 The fact that Dutch can, through the game’s political mechanisms (4.0), be non-Neutral, does not change the permanently Neutral Alignment of the UP Territory.
2.141 No Maritime Powers Prestige chits are included with SOK (because the original game was three-player). The M-P player will have to make up his own set or borrow a set from one of the other games in the series. One (1) Prestige Level marker is required, and five (5) PP chits.
2.0 VICTORY “I give you a problem to solve. When one has the advantage, shouldn’t one exploit it? I am ready with my troops and everything else. If I do not use them, then I possess what I do not know how to use. But if I do use them, they will say that I am competent to use the superiority that I have over my neighbours.”
2.2 THE PEACE INDEX CAMPAIGN RULE
King Frederick to his Foreign Minister, Podewils, at the death of Charles VI.
"Gentlemen, I announce to you, that, as I never wished to oppress the Queen of Hungary, I have formed the resolution of agreeing with that Princess, and accepting the Proposals she has made me in satisfaction of my rights”
2.1 PRESTIGE “You know the use that you should and can make of this news; I have kept my word. Everyone and my brothers have fought like lions for this country; never have the ancient Romans done anything more striking. Adieu. May heaven let me be as content with politics as with arms.”
Frederick the Great, June 1742 The wars of this period were generally inconclusive affairs. Even Old Fritz’s lightening movements did little more than ensure Prussia’s 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 country’s 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).
Frederick II to Podewils after the victory at Hohenfriedburg.
2.11 General. In SOK, victory 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. 2.111 Prestige, in the form of PPs, is awarded for completing CPs, as noted on the Campaign Plan Chart (CPC). CP Prestige is awarded as soon as the CP is Finished. 2.112 Because CP rewards are in the form of PPs, KR&Os 9.221 point #1 is hereby modified to allow the buying of Prestige Levels during the game as well as at the end of it.
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 Germany is deemed an Inactive Theatre.
2.12 Additional Rewards & Penalties. PPs are also awarded for all the actions described in KR&Os 9.21. As for spending PPs, all the items listed in KR&Os 9.22 may be bought. In addition: • • • •
2.211 Progress toward Inactivity 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 #16 (last) box, at which point the game immediately ends.
Two (2) PPs may be lost due to the Diplomatic Immunity? Random Event. PPs may be lost when certain Personages Flee, per section 3.1. Variable Prestige is lost if a player ignores a mandated removal of forces from play (5.11.14). In a few cases PPs may be spent for special effects in individual scenarios. See section 8.0 for details.
2.212 Design 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.
2.13 Franco-Prussian Combined Prestige. The Bourbons and the Hohenzollerns are separate Sides in SOK, although in a two-player game, the Bourbon player will Control both. Because they had divergent war aims, the Bourbon player in a two-player game must keep any Hohenzollern Prestige awards separate from those of the Bourbons.
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:
2.131 When checking for victory in a two-player game, the Bourbon player takes the average of the Franco-Prussian Prestige (rounding fractions down, as usual), and this is the value that is matched against Allied Prestige. PPs are also averaged, and this value is used to increase Prestige Levels per KR&Os 9.221. Post-game, the Bourbon player may use the averaged PPs to buy himself Ranks per KR&Os 9.3.
• • • • • •
2.132 In a three-player game, the Bourbons and the Hohenzollerns are Controlled by separate players, and victory goes to the player with the highest Prestige. A Dual Victory is awarded if both players have the same Prestige Level and it is higher than either of the Allied Sides’ Prestige. Sticklers may compare PPs to see who had the edge. Three- and four-way ties are Draws.
Due to a Strategic Event. See section 6.0 for details. Due to the Random Events covered under 6.15. When Prussia or Bavarian becomes Permanently Neutral. See 4.345. >>>When Territories are Conquered. See 4.22. When a Royal Personage is Killed or Captured. See 3.13. The Index is also moved up a certain number of boxes depending on the Year.
2.221 Yearly adjustments are made during the Administrative Phase of the last Turn of the Year. 2.222 Adjustments for any other occurrence are made immediately. 2.23 Inactive Theatre – Game End. When the Peace Index lands on or moves past the #16 box on the Peace Track, Germany is no longer an active theatre, 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.
2.133 See 8.8 for more details on three-and four-player games.
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>>>2.3 CAMPAIGN PLANS
2.331 Important. Case 2.314 is ignored with respect to DCPs. The DCP is a “free” additional CP that any HQs of that Side may participate in (and will do so by default if the DCP is Active).
“The plan is very practicable; it lacks only the consent of Europe to make it succeed.”
2.34 Demo CPs. In SOK, Demonstration CPs are directed against specific Enemy Fortifications. As with ACPs, the target must be written down. The target, once set, cannot be altered without Failing the CP. Note only Army HQs can perform DemoCPs.
Frederick to Voltaire, Spring of 1742
2.31 General. Campaign Plans are defined by Type. See the Campaign Plans Chart (CPC) for full details. In SOK, there are three (3) types of Plan: • • •
2.341 DemoCPs require OPs, but only half (1/2) an OP per Turn of intended activity.
Attack CP (ACP) Defensive CP (DCP) Demonstration CP (DemoCP)
2.342 A DemoCP’s Success is variable and depends on the number of concurrent Turns the qualifications are met. See the CPC for those qualifications. In SOK, DemoCPs may never be extended by adding OPs to them as described in KR&Os 5.232 point #2.
2.311 Exception: the French “Withdrawal to the Rhine” CP is a special one that only occurs as a condition of the d’Argenson Takes Charge Strategic Event (6.2).
2.343 Apart from Prestige awards, DemoCPs may also have an impact on a) the Political Stance of a Minor Power (see 4.16) or, b) the Imperial Diet (see 4.53).
2.312 Important. In SOK, 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 labeled “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).
2.344 Example: the Bourbon player sets a DemoCP to run for 4 Turns – by assigning 2 OPs. It takes him 2 Turns before the qualifications for success are met. 2 Turns later, the Enemy defeats the assigned HQ in Battle and drives it away. 4 Turns have elapsed. The CP was successful for 2 Turns, yielding 1 PP and costing a total of 2 OPs (1/2 per Turn). The remaining 2 OPs assigned to the CP are wasted.
3.0 MISCELLANEOUS RULES
2.313 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 such an HQ cannot complete the CP, merely assist in its completion. In other words, the HQ with the CP must be the one that actually fulfills 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.
“If France makes diversions as favorable to the King of Prussia as those of Bavaria, she is entreated to save herself the trouble”. Frederick the Great
3.1 PERSONAGES “He was accused of spending a large part of every day at table, and of passing the evening in all kinds of excesses”. The Prussian Foreign Minister, Podewils, discussing Charles of Lorraine
3.11 General. This section adds to KR&Os 3.79. All rules from that section remain in force.
2.314 An eligible HQ may only be assigned one (1) CP at any given time.
3.111 In SOK, the following are Captains-General:
2.315 Design Note: as explained in 1.19, 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 ACP and per DemoCP. As a suggestion, back-print the ACP 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.
Maréchal de Belle-Isle (French) Großherzog Karl von Lotharingen (Allied) Großherzog Franz von Toscana (Allied) William, Duke of Cumberland (Allied)
3.112 In SOK, the following are Royals: • •
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 Territory in which the target is located has been Conquered by or Ceded to an Enemy Side.
• • • •
Louis XV “le Bon-Aimé” Roi du France Friederich II der Große, Kurfürst von Brandenburg und König im Preußen Maria Theresa von Habsburg, Königin von Ungarn und Bömer George Augustus II, Kurfürst von Hanover und König von England Karl Albrecht, Kurfürst von Bayeriche August III, Kurfürst von Sachsen und König von Polen
2.318 Players on the same “team” may not select identical CPs.
3.12 Captain-General Rules. The individual Captains-General in SOK are subject to the following additional rules.
2.32 Attack CPs. All ACPs require the Capture of a single Fortification in order to Succeed. Any Enemy-Controlled Fortification of Grade three or higher (3+) can be the objective of an ACP. The same location can be an objective multiple times throughout the game, assuming it changes hands. The chosen target of an ACP cannot be altered without Failing the CP (see the CPC notes for exceptions).
3.121 Maréchal Belle-Isle is available from the start of the game, but is permanently removed from play when the d’Argenson Takes Charge Strategic Event (6.2) occurs. In the Minor Scenarios he is available as dictated by the scenario. Like all the Personages in SOK, Belle-Isle remains on the map while in play, and cannot move by himself; the Formations he is to command must be moved to him and he may then be carried by them.
2.321 Note that ACP chits simply say “Attack”, they do not specify the target. This must be recorded on paper.
>>>3.122 Belle-Isle has no Grand Army HQ to command (the French Grand Army HQ le Armeé du Roi, if it arrives, belongs to King Louis). Instead, he has the special ability of acting as a Grand Army HQ in and of himself. He has his own box on the French HQ display card for storing Subordinates, and functions as the “HQ” commander.
2.322 Clarification: lesser Fortifications may still be attacked, and any otherwise eligible Fortifications may be attacked and occupied, without needing a CP, but no Prestige will be awarded (the occupation of a Fortification in this manner still counts for Conquest as described in 4.22).
3.123 Forming, Reorganising, or Unforming “le Grande Armeé du Belle-Isle” may only be carried out at the times reserved for other HQs.
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.
3.124 Belle-Isle may Subordinate any French, Bavarian, Hessian, Reichsarmee, and Pfalz Formations to himself. Exception: not another Grand Army HQ, nor any Formation with another Personage assigned to it.
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3.125 Großherzogs Franz und Karl are stacked with Queen Maria Theresa (3.16) at the start of the Campaign Game, or, in a Minor Scenario, placed as the scenario dictates. They remain with the Queen until the Armee des Königin von Ungarn Grand Army HQ is Formed. This is their Escort Formation. When this HQ is first Formed, Großherzog Franz is placed with and remains with it. Karl remains with the Queen. Franz remains in play as the HQ’s commander until one of the following occurs: • •
rule also prohibits the player from voluntarily Surrendering. 3.14 Le Roi, Louis XV le Bien-Aimé. King Louis is the ruler of the French, but only has a cameo in SOK. He enters play the first (1st) time the Defend the Rhine! Strategic Event (6.2) occurs. While in play, Le Roi must either be attached to the Armeé du Roi Grand Army HQ or be stacked at the French Hub (3.22). 3.141 The Armeé du Roi HQ is Le Roi’s designated Escort Formation. 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.
He becomes a casualty or a POW. A CP conducted by the Armee des Königin von Ungarn Grand Army HQ Fails.
At this point, Franz is permanently removed from the HQ and remains stacked with the Queen for the remainder of the game. He is replaced by Karl as the Grand Army HQ’s commander. There is no cost for this substitution (well, it cost Maria Theresa oceans of tears to keep Francis away from the Army, but…).
3.142 Each Administrative Phase, while Le Roi is in play, the Bourbon player must roll one (1) die. On a result of “2” or less, Le Roi permanently leaves the game. Otherwise he leaves when the Armeé du Roi Grand Army HQ is withdrawn (not simply Unformed) from play. 3.143 Historical Note. When the Austrians invaded Alsace in the summer of 1744, Louis accompanied the bulk of the French army from Flanders in order to deal with the problem. His mistress thought it would jack up his LCF (look-cool-factor). While campaigning down by the Rhine, he was stricken with a disease and nearly died. The campaign stalled. After his recovery he decided he’d had enough of camp life and left for Paris. (It was relief at his recovery that prompted the sobriquet “Bon-Aimé”, or “Well Beloved”, not any of his personal characteristics).
3 . 1 2 6 Exception: if Franz is a POW, he must first be Exchanged as expediently as possible, and is then removed from play. >>>3.127 Exception: Franz is also an Imperial Candidate (4.62), and Karl is a substitute Candidate, and they may always participate in Imperial Elections, per 4.5. 3.128 If the Armee des Königin von Ungarn Grand Army HQ becomes Unformed, the current Captain-General returns to Maria Theresa’s location automatically. When the HQ is reFormed, he is freely returned to the HQ. None of these movements require the tracing of a LoC.
3.15 Friederich II “Der Große”, Kurfürst von Brandenburg und König im Preußen. Frederick is the ruler of Prussia. As a true “soldier king”, Frederick had several advantages over his peers, mainly because he was able to impose his will on his army to a much greater extent than them. Unfortunately, he could not be everywhere at once. Also, in the early years of his reign, he lacked experience and tended to rely more on theory.
3.129 The Duke of Cumberland is received as a Reinforcement with the Army of the Pragmatic Sanction Grand Army HQ. However, he is not immediately placed on the map. Instead, the Allied player must roll one (1) die during the Reinforcement segment of every Administrative Phase; on a “0”, Cumberland is placed with the HQ and now commands it. He remains in command for one full Year (16 Turns) and is then permanently removed from play at the end of the sixteenth (16th) Turn.
3.151 Frederick has the ability to act as a Captain-General. Any leader that Frederick accompanies for an entire operation receives an additional “-1” die roll modifier when rolling on the Operational Movement Table. (Note that an additional “-1” applies due to his Leadership Rating). >>>3.152 Frederick’s designated Escort Formation is the Armee des König im Preußen Grand Army HQ. He must either be attached to this Formation, be stacked at the Hohenzollern Hub, or at Potsdam (3/Torgau/N7). If he must be shuffled about, he is simply picked up and placed in his new location. No LoC is required.
3.12.10 Historical Notes: at the beginning of the war, Maréchal BelleIsle acted for the Franco-Bavarians as theatre commander, diplomat, and chief policymaker in Germany. However, his growing power was feared by his rivals at Court, and so he was forced to discard the military role and concentrate on politics. Duke Francis was MariaTheresa’s husband; she naively expected he would be hot stuff on the battlefield, but it didn’t work out. Duke Charles (his brother) wasn’t much better, but unfortunately he made a good impression early on. William, Duke of Cumberland (alias Sweet William, Stinking Billy, Butcher Cumberland, & The Fat Boy), did not command in Germany, though present at Dettingen. Although he was eager to perform, his father, King George, felt he was too inexperienced. Cumberland did command in Flanders in 1745, and took the field against the Jacobites in Scotland over the winter of ‘45-’46. The Army of the Pragmatic Sanction was not formed until 1743, when King George took the field. In 1744, Lord Stair commanded the formation. Cumberland was then given his chance because the short-tempered Stair had difficulties with his colleagues that only a “royal” could address.
3.16 Maria Theresa, Königin von Ungarn und Bömer. MariaTheresa is the ruler of the Habsburg Empire (and thus the Habsburg player’s boss – and, by the way, Herr Feldmarshal, your mission statement for this war is “accomplish more with less”). In those scenarios where she appears, Maria Theresa begins the game located at Vienna (7/Schrattentaal/SE7) or as the scenario dictates. Her counter may not be moved, except as noted below. 3.161 If Maria Theresa is Captured or dies, the game immediately ends. If Captured, the Side effecting Maria-Theresa’s Capture is awarded two (+2) levels of Prestige. The Habsburg Side loses two (-2) levels of Prestige. This rule replaces 3.13. 3.162 If enemy Units are within four (4) MPs of Maria Theresa’s current location (tracing via the easiest possible route), she may choose to Flee to Pest (6/Trencsin/SE13). The Habsburg player rolls one (1) die at the moment Maria Theresa is qualified to move. On a result of “3” or lower, she must be immediately moved to Pest (6/Trencsin/SE13). Multiple rolls are permitted, but only one (1) per Turn. This move is automatically successful and requires no valid LoC. If at Pest, Maria Theresa may not Flee. There is no Prestige cost to Maria Theresa Fleeing from Vienna.
3.13 Royal Rules. Because of the extensive political aspects of SOK, some additional rules are required for Royals: •
All the Royals begin the Campaign Game in play; those required for the Minor Scenarios will be so noted in the scenario.
•
If a Royal dies, his Power (4.1) immediately becomes Permanently Neutral (4.34).
•
If a Royal dies in the Campaign Game, the Peace Index is advanced two (+2) boxes.
•
If a Royal is Captured, the Power he rules immediately has its Political Marker (4.13) altered by up to two (±2) shifts on the Political Chart (4.12), as the Capturing player desires.
•
If a Royal is Captured in the Campaign Game, the Peace Index marker is immediately advanced one (+1) box (2.2) and a further box (+1) on the last Turn of every Year subsequent to his Capture, until he is Exchanged.
•
Garrisons will never Surrender a Fortification (except after a successful Escalade) in which a Royal is located. This
3.163 The Habsburg player may voluntarily move Maria Theresa from Vienna to Pressburg (6/Trencsin/SW8) in order to assist an Hungarian Insurrection (5.37). This may be done once (1) per Year (16 Turn intervals), in any Administrative Phase. 3.164 While Maria Theresa is not in Vienna, the Habsburg Side’s OP generation is penalized, as shown on the OP Accumulation Table; the Allied player may return Maria Theresa to Vienna whenever he desires, but she may only be moved from one location to another once (1) per Turn. Again, no valid LoC is required.
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3.184 Design/Historical Note: historically, Karl Albrecht did advance with his forces into Upper Austria, lodging at Linz for a time, before heading to Prague for his Imperial Coronation. However, in the game there is no reason for him to move about. Imperial Elections are, for simplicity, always presumed to occur at Frankfort-am-Main.
>>>3.17 George Augustus II Kurfürst von Hanover und König von England. George Augustus Welf, of the House of Brunswick, is the Elector of Hanover and the King of Great Britain. During the course of the game, George may be in one (1) of three (3) locations at any given time: at Hannover (2/Göttingen/N6), at the Maritime Powers Hub, or with the Army of the Pragmatic Sanction Grand Army HQ. The scenario will dictate his starting location. He may be moved between these locations simply by picking up his counter and placing it at the new location. No valid LoC is required. 3.171 If located at Hannover, George may be placed at the M-P Hub during any Administrative Phase, if the Controlling player can roll “2” or less on one (1) die.
3.19 August III, Kurfürst von Sachsen und König von Polen. The House of Wettin traditionally supported the Habsburgs (as did the Hohenzollerns, ironically). However, in 1740, the time seemed ripe for a change of policy, and August backed the French and Prussians in hopes of gaining Moravia (and bits of Bohemia if Karl Albrecht didn’t hustle). Disappointed at the results of the First Silesian War, he went back to the Habsburg Side. Frederick, who already didn’t like the Saxons due to experiences gained campaigning in Moravia, mashed the Saxon Army to pulp in 1745.
3.172 If located at the M-P Hub, George may be placed at Hannover in the same manner as 3.171. In this case, the die roll required is a “4” or less (George cared little for England).
3.191 August III begins the game located at Dresden (3/Torgau/SE6), or as the scenario dictates. His counter may not be moved voluntarily.
3.173 If an enemy Formation ever enters George’s current location, he may immediately and automatically Flee to England (go to the M-P Hub) without a die roll, but the Allied player loses three (-3) PPs each time this is done. He may return from the M-P Hub normally (3.172).
3.192 August may be required to move to Poland on a tour of inspection. Once every eight (8) Turns, beginning with the first (1st) Turn of a scenario, roll one (1) die during the Administrative Phase. On a result of “4” or less, August is removed from the map and is assumed to be at Warsaw. If already there, he is instead returned to Dresden on a die roll of “5” or higher. No valid LoC is required.
3.174 George fancies himself as a Captain-General. In game terms, he has no such effect. However, if the Army of the Pragmatic Sanction HQ is in play, it is his designated Escort Formation. Each year that the APS HQ is in play, if George is at Hannover, he will “take the field” in the Administrative Phase of the first (1st) Turn of the Year in which the weather for the phase is Dry. He will return to Hannover (or, alternatively, the M-P Hub) in the Administrative Phase of the first (1st) Turn after the Summer Season in which the weather for the phase is Mud. Unless George is with the APS HQ, it may not voluntarily enter an Enemy-occupied hex or Blockade an Enemy Garrison.
3.193 While August is at Warsaw, the player Controlling the Saxons may attempt to bring August home in each Administrative Phase by rolling one (1) die. On a result of “1” or less August returns to Dresden. No valid LoC is required. 3.194 Regardless of Saxony’s Political Stance (4.0), Saxon forces may not voluntarily leave Saxon Territory unless August is in Saxon Territory. However, any Saxon forces already outside Saxon Territory may remain outside (exception: if any other rule contradicts this one); if Saxon forces move back into Saxon Territory, such forces may not voluntarily leave unless August is in Saxon Territory.
3.175 Clarification: other Maritime Powers Formations are not restricted by case 3.174.
3.195 If Dresden is entered by an Enemy Formation, August may automatically Flee to any other Urban location in Saxon Territory, or to Poland. The Controlling player simply picks his counter up and moves him to the new location. No valid LoC is required. If in Saxon Territory, August may be returned to Dresden whenever the player Controlling the Saxons desires, and in the same manner; if in Poland, he may only return per case 3.193.
3.176 Note that the Duke of Cumberland can command the HQ per case 3.128. His presence voids the restriction of 3.174. He may also command while George is present with the HQ – remember, George is not a Captain-General. Case 3.793 point #3 in the KR&Os (Royals stealing Prestige) is also negated if Cumberland is in command of the HQ while George is present. 3.177 If George dies, Hanover becomes Permanently Neutral (4.34). Britain and the United Provinces each have their Political Markers (4.1) shifted two (±2) boxes per 3.13 point #3. The Peace Index shift and Prestige awards of case 3.13 are only applied once, not once each.
3.196 The player Controlling the Saxons loses two (-2) PPs, and the Saxon Political Marker (4.1) is shifted one (1) box in favour of that player’s opponent(s), each time August Flees.
3.178 If George dies, all Allied Contingents have their Auxiliary Recovery die rolls penalised by one (+1) for the rest of the game, and the Replacement rate for Allied SPs is reduced by five percent (–5%).
3.2 COMMAND & CONTROL
3.197 August is a substitute Imperial Candidate and may participate in Imperial Elections, per 4.5. “Does one hold me responsible that Marshal Broglie is not a Turenne? I am not able to make a screech owl into an eagle.”
3.178 If George is Captured, the Peace Index is shifted up two (+2) boxes (change to case 3.13 point #5).
Frederick II to Cardinal Fleury, November 1742
>>>3.21 Franco-Prussian and Allied Co-operation. These rules apply regardless of the number of players.
3.18 Karl Albrecht, Kurfürst von Bayeriche. Charles Albert, of the House of Wittelsbach, rules the Duchy of Bavaria south of the Danube, and the Upper Rhine Palatinate (Öber Pfalz or the Bavarian Palatinate) north of the river (for game purposes a single Territory); his relations rule in Pfalz (the Rhine Palatinate proper). Charles also has Imperial ambitions and is leagued with the French for that purpose; his claims are not spurious, merely weak.
3.211 Franco-Prussian operational relations are as follows: •
Prussian (Hohenzollern) forces cannot participate in any Operation that includes non-Prussian Units (including Sieges).
•
The Prussians are permitted to defend in company with nonPrussian Units, and may conduct retreats to the same location.
3.181 Karl Albrecht begins the game located at Münich (8/Landau/SW8), or as the scenario dictates. If his current location is entered by an Enemy Formation, Karl Albrecht may automatically Flee to any Urban location in Bavaria, Pfalz, or a French Core Territory. The Bourbon player simply picks his counter up and moves him to the new location. No valid LoC is required. Karl Albrecht may return to Münich in the same manner whenever he desires.
•
The Prussians cannot use non-Prussian HQs, Hubs, and Depôts, nor be commanded by non-Prussian leaders (and vice versa).
3.182 The Bourbon player loses two (-2) PPs, and the Bavarian Political Marker (4.1) is shifted one (1) box in favour of the Allied Side each time Karl Albrecht Flees.
•
Habsburg HQs may only Subordinate to other Habsburg HQs, and M-P HQs may only Subordinate to M-P HQs. Exception: the Army of the Pragmatic Sanction Grand Army HQ.
3.183 Karl Albrecht is an Imperial Candidate and may participate in Imperial Elections, per 4.5.
•
M-P Units Subordinate to an Habsburg Army HQ may never exceed 20% of the total number of Units Subordinated to that HQ. Exception: an Habsburg HQ may always have up to two (2) M-P Units Subordinated, regardless of the percentages.
3.212 For the Allies, in any but a four-player game the M-P Contingents are treated as Minor Power Contingents of the Habsburg Side (exception: Britain is a Partner Power – 4.111). In all games, however:
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•
The points above apply equally with regard to Habsburg Units Subordinated to M-P HQs.
•
Other Allied Contingents (e.g. Hessians or Danes) are not restricted in this manner.
•
In every case, normal Contingent restrictions apply as well, unless negated by section 5.0.
•
Exception: Column HQs do not suffer these limitations unless Subordinated to a Grand Army HQ.
•
Exception: the Army of the Pragmatic Sanction Grand Army HQ is not limited in the proportion of Units it may contain.
3.245 Design Note: in the 2nd (original) edition of SOK, losses were recorded by Contingent – a tedious undertaking. Owners of earlier copies of the game will notice that the original loss markers do not fit the 3rd edition rules. If necessary, players can make their own set of markers as follows: chits labelled “A” through “E” in denominations of “x1” and “x10”, for both “Eliminated” and “POWs”; each Side should have its own set.
3.25 Grand Army HQs. The following are Grand Army HQs: • • •
>>>3.22 Hubs. Per KR&Os version 3.5, Hubs function as the termini of each Side’s network of Depôts, and as Depôts in their own right. In SOK, the Bourbon and Allied Sides each have more than one Hub, belonging to various Contingents. The Hub counters provided with the original SOK game are still used, but each Contingent that has a Hub has only one (1) Hub (i.e. do not use Secondary or Tertiary Hubs).
•
Army of the Pragmatic Sanction: designated Escort of King George and the Duke of Cumberland. Armeé du Roi: designated Escort of Louis XV. Received with him the first (1st) time the Defend the Rhine! Strategic Event (6.2) occurs. Armee des König im Preußen: designated Escort of Frederick der Große. Armee des Königin von Ungarn: designated Escort of Franz und Karl von Lotharingen.
3.251 Maréchal Belle-Isle functions as a French Grand Army HQ, per cases 3.121-3.124. 3.252 See 5.52 for additional rules on the Army of the Pragmatic Sanction HQ.
3.221 Hub locations are given on the Hub Location Chart.
>>>3.26 Unassigned Operations Points. In SOK, players are permitted to accumulate more than nine (9) Unassigned OPs at a time. This is an exception to KR&Os 5.225. However, at the end of any Administrative Phase in which a Side has more than nine (>9) Unassigned OPs, it automatically loses one (-1) Unassigned OP.
3.222 If a Contingent has its own Hub and Depôts (e.g. Bavaria, Saxony), it may only use those counters for supply purposes, unless the Hub is Suppressed, in which case the Contingent’s Depôts may trace LoCs to the Hub belonging to the primary Power on that Side (“Base” or “Partner” Power, per 4.1).
3.3 POW EXCHANGE
3.223 Example: Bavaria and Saxony have their own Hubs. If the Bourbon Side Controls Bavaria and Saxony, Bavarian and Saxon supply must still be traced to the Bavarian/Saxon Hubs, not to the French Hub. If the Bavarian Hub was Suppressed, however, Bavarian Depôts could trace an LoC to the French Hub, because France is the primary (Base) Power on the Bourbon Side; Bavarian supply could not be traced to the Saxon Hub, even though Saxony is currently a Bourbon Contingent.
“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. Exchanges are always bilateral between Sides.
3.224 All Units Controlled by a Side may use any Depôts or Hubs functioning as Depôts owned by that Side, without penalty, except for Hubs located in Neutral Territory – such Hubs may only be used by Contingents belonging to the Power (4.1) that owns the territory. Exception: The British Contingent may be permitted to use the Hanoverian Hub, even if Hanover is Neutral – this will depend on the Hanoverian Political Stance (4.15).
3.32 The Austrians, if they were in a vindictive mood, or short of cash, sometimes sold their prisoners to the Turks – especially heretic Prussian POWs. Therefore, 10% of all non-Exchanged enemy POW SPs (only) held by the Habsburg Side at the end of each Year may be eliminated. The Habsburg player must “sell” Prussian SPs if possible; if not, he may choose any POW SPs.
3.225 Clarifications: the Contingent-Supply issue of case 3.222 only limits which Depôts may use which Hub: once set up, a Depôt can supply any forces on the same Side. Under KR&Os 3.5, OPs have been divorced from Hubs (in earlier rules versions, they were assigned to specific Hubs). Therefore, each Side only has a single pool of Unassigned OPs, which may be utilised by any forces on that Side.
3.33 SPs eliminated under 3.32 are available to their original owner as normal Replacements on subsequent Quarterly Turns. The Austrian Contingent receives a bonus modifier to its next Replacement check (only), per the Replacement Table – the proceeds go to the war effort. 3.34 Exception: these rules are ignored when there is a freeze on POW Exchanges (6.15 point #3).
3.226 Design Note: per 1.19, “version 3.5” Hub markers are available in the Grand Campaign module. Lacking those markers, use any of the original Hub markers that can be applied to the updated rules.
>>>3.4 MOVING FORCES ON & OFF MAP “I declare to you then that the whole of your treaty is void if Sweden does not act for France and if the Bavarian elector does not act and if Belle-Isle does not enter Germany to act this autumn in Bohemia and Austria. Do not believe I am allied to the king your master on any other conditions, and do not count any longer on me if you do not fulfill your engagements, as I am resolved religiously to fulfill mine. Tell this to the Cardinal and to Monsieur Belle-Isle, for if France thinks it can deceive me France is mistaken”.
3.23 Multinational Forces. As an exception to KR&Os 3.76, Pfalz, Hessian, and Reichsarmee Units do not require their own Marshals to be present when Subordinated to a Grand Army HQ. >>>3.24 Generating Replacement SPs. Replacements are handled per KR&Os 8.5. Any Contingents currently Controlled by a Side have their lost SPs recorded by that Side’s chits; when recovered, the SPs can go to any Contingent(s) & Nationalities currently Controlled by that Side.
Frederick II to M. Valory, French envoy to Berlin, in 1741
3.241 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.
3.41 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.
3.242 The Replacement Table may be consulted once per Quarterly Turn per Side, during the Administrative Phase.
3.411 These rules apply both when using the entire map, and when using only certain map panels.
3.243 If a Power (4.1) has lost its last Territory to Conquest (4.22), then any Contingent(s) it Controls cannot receive Replacements or accept POWs (per 4.233 the Contingents are removed from play).
3.42 Regular Movement. Regular movement on/off map (KR&Os 4.27) is permitted in SOK, within limits: •
In the Operations Phase, Units may Retreat off map; they must re-enter the map as expediently as possible.
3.244 Exception: Hessian and Reichsarmee SPs, when eliminated, are never recorded – they regenerate automatically. See 5.643 & 5.654.
•
In the Administrative Phase, Units may leave the map voluntarily by viable Road or Riverine Routes. They may re-
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enter the map in a subsequent Administrative Phase, using the same or another Road or Riverine Route.
diplomats do have an effect on your actions. And their Most Royal Majesties’ grand plenipotentiaries may permit you to contribute (slightly) to their exalted deliberations, if you behave yourself.
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.
4.1 POWERS [This will be] “a war, which, if continued, must in its consequences, inevitably destroy the Liberties of the Empire, the Protestant religion, and the Balance of Power in Europe” Lord Hyndford, British envoy to Vienna and Berlin
4.11 General. The playing surface and the game pieces represent the geographical and physical assets of a number of European states. Eight (8) of these states are given special status as Powers. Four are Major Powers: France, Austria, Britain, and Prussia. The remainder are Minor Powers: Hanover, Saxony, Bavaria, and the United Provinces (Holland). Lesser entities, such as the Hessian States or Denmark, although they may have forces in play, are not important enough in game terms to rate Power status.
3.422 Example: assume a Unit exits the map via the Road hex at Edenburg on map #7 (7/Schrattentaal/SE11). If re-entering on the Road to Wiener Neustadt (7/Schrattentaal/S9), 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, at Pest on map #6, for example (6/Trencsin/SE13) would occur 3 Turns later. Pest is 14 map edge hexes from Edenburg: 14 divides by 6 twice, with a remainder. The delay could be reduced to 2 Turns if the Unit entered via Riverine Movement, because the Danube enters at 12 hexes distance from Edenburg.
>>>4.111 In a two-player game, France and Austria are Base Powers – France for the Bourbon Side and Austria for the Habsburg Side. The players have full Control of the forces belonging to Base Powers. Britain and Prussia are (for game purposes) Junior Partners. Prussia is France’s Partner, and Britain is Austria’s. In a three-player game, Prussia becomes the Base Power for the Hohenzollern Side, and in a four-player game, Britain does the same for the Maritime Powers Side.
3.423 Formations may not be Reorganised while off map, unless in a holding box. 3.42 Strategic Redeployment (SR). In the 3.5 version of SOK, SR is only used by forces moving to and from the Habsburg Imperial Garrisons (3.43). Except as amended below, SR follows KR&Os 8.7.
4.112 The Minor Powers are termed Associates of the Major Powers; the latter each have two (2) Associate Minor Powers. Hanover is an Associate of Britain and Prussia. Saxony is an Associate of Prussia and Austria. Holland is an Associate of Britain and France. Bavaria is an Associate of France and Austria.
3.421 If a Leader is required to be Redeployed off map and none is available in the Officers’ Mess, one must be automatically Relieved from an on map Posting in order to fulfil the requirement (implying the subsequent Un-Forming of his HQ unless he can be Replaced).
4.113 A Power’s current political leaning is termed its Political Stance. Under normal circumstances, who Controls a Power is defined by the Political Chart and the Political Relationships charts. This may be altered per 4.17/4.18 and 4.36.
3.432 Forces conducting SR off map are simply removed from the map, or moved between the Imperial Garrison boxes, as appropriate.
4.114 Clarification. Powers, Sides, and Contingents are related concepts, but in no way identical. For example, the Maritime Powers Side includes Britain (Base or Junior Partner Major Power), Holland (Minor Power), and Hanover (Minor Power). Usually a Power is also represented by a single Contingent, but some Contingents do not belong to a Power (e.g. Hesse), and some Powers may have more than one Contingent under their Control (for example, the M-P Side may acquire Danish mercenaries). If a Side has Control of a Power, it automatically has Control of the Contingent(s) associated with that Power; however, the degree of Control may vary, in accordance with the situation.
3.433 Habsburg forces conducting SR to the map from either Italy or Hungary enter via any Road or Riverine Routes that exit the map in Hungary. Forces entering from the Low Countries arrive as Reinforcements in the UP Territory. 3.43 Imperial Garrison Boxes. The Habsburg player has Austrian Imperial Garrisons, comprised of a certain number of SPs, Leaders, and Auxiliaries. These forces are stored in specially labelled holding boxes – one for Italy, one for the Low Countries, and one for Hungary.
4.115 Design Note: there is a case for making France, rather than Prussia, the junior partner in their alliance. After all, the game begins and ends within the framework of the Austro-Prussian struggle. However, unlike the Seven Years War, the focus of the German theatre was France’s rivalry with Austria for dominance over the Empire. King Frederick’s role was a mere opportunism, but one which contributed to the weakening of both of the former dynasties’ influence over the German nation and to a corresponding rise in Prussia’s own.
3.431 Imperial Garrison Forces may SR to/from or between Imperial Garrisons at the Habsburg player’s discretion, but note that allowing Imperial Garrisons to drop too low in strength may trigger Revolts. See 5.35 for more information.
4.0 POLITICS PLAYERS SHOULD BE FAMILIAR WITH SECTIONS 4.1 THROUGH 4.3, ALTHOUGH SOME CLAUSES ONLY APPLY TO THE CAMPAIGN GAME. SECTIONS 4.4 THROUGH 4.6 ARE STRICTLY CAMPAIGN GAME RULES.
4.12 The Political Chart. Refer to the Political Chart. This a set of coloured boxes and tracks used to record changes in the relationships between the Powers. 4.121 The large corner boxes represent the Base Powers and their Partners. Partner and Base are connected by a diagonal track extending from the Partner’s box.
“The trouble with these international affairs, my dear Percy, is that they attract foreigners”.
4.122 Each of the four (4) Minor Powers is represented by one of the outer tracks that connect the corner boxes, and they are the Associates of the Major Powers they are connected to. The Minor Power tracks should be thought of as spreading from their middles, rather than extending from one end or the other.
Without an understanding of the political background, many of the protagonists’ moves in this conflict make no sense. An entire game could be contrived around the political machinations of this war. The politicking that took place makes the plot line of a daytime soap opera look like that of a spaghetti western. It was a transitional kind of war, between the stately dances of the true “Lace Wars” and the unbridled violence of what might be termed wars of “national selfdetermination”. Even Frederick tried to maintain a balance – he had no desire to see France place a leash around Germany’s neck, or to have his Saxon neighbours lording it over Prussia, things which would have occurred had he pressed for the dismemberment of the Habsburg possessions. He talked big to encourage the French, so they would distract Austria’s war effort, but always backed away when a combined push would have toppled the Colossus.
4.123 Each Minor Power track has a set of numbers associated with it. These are used to determine random shifts in Political Stance. 4.124 The Political Relationships charts explain each Stance in detail. 4.13 Political Stance Shifts. Each Power has its own Political Marker (PM), used to indicate the current relationships between the Powers. The position of a PM on its track denotes that Power’s Political Stance.
During the earlier years of the war the German theatre of operations was the heart of the conflict. All the major players, even Spain and the House of Savoy, had a stake here. SOK is a wargame, therefore the realm of politics has generally been abstracted – being beyond your purview as a “king’s lieutenant”. Nevertheless, the efforts of the
4.131 A single “shift” to a PM is defined as the movement of the PM by one (1) box in the direction(s) permitted by the pertinent rule.
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4.132 All PM shifts are made as they are triggered; any changes to the game situation are immediately resolved at the same time.
forces to be used. At that time, the forces in question must be moved back into the affected Power’s Territories as expediently as possible, using normal rules mechanics, and cannot be used outside of those Territories.
4.133 Note that except for one instance, PMs are never shifted into a corner box on the Political Chart – they only approach them. The exception is Prussia – see 4.32.
4.155 Clarification: should case 4.154 apply to a Power and then be altered to a situation where the forces can again be used, prior to their reaching their own Territory, they do not have to be returned to their homeland before they may be reemployed.
4.134 PMs may be shifted for the following reasons: •
Each Administrative Phase, the Political Chart is consulted to generate random shifts (this represents dayto-day diplomatic machinations). See 4.14.
•
As called for by a Strategic Event (6.2).
•
Occasionally, the shift of a PM may require the shift of another PM (see the Power Relationship Chart).
•
Imperial Elections (4.5) permit the winning Side to make some shifts.
4.156 Important. In cases where a Power becomes Neutral (and is thus officially Controlled by no Side) the player responsible for complying with the requirements of Neutrality will be the one who last had Control of the Power. >>>4.157 Example: refer to Hanover’s PM track on the Political Chart. The Neutral box is 2 boxes to the left of Prussia’s corner box. If the PM is towards Britain’s end, Hanover is Controlled by the M-P Side, because Britain is the Base/Junior Power associated with that Side. If the PM is on the other side of the Neutral box, Hanover is Controlled by Prussia. According to the Power Relationships charts, even when Hanover is “Friendly to Prussia” it remains a Neutral Power, but Hanoverian Territories become Unaligned to Prussia, allowing Prussian forces access to them. Thus Prussian player Control of Hanover is never more than nominal. When Hanover is Controlled by the M-P Side, its forces are always fully available, but unless the Stance is Full Allied Commitment, Hanoverian forces have a limited zone of operations (essentially the northwest area of the map). Be sure to study the Power Relationships charts closely, since every case is different.
>>>4.14 Making Political Shifts. The boxes on the Minor Power tracks each have a set of numbers associated with them. They are in fact tables for determining whether the Power changes its Political Stance. 4.141 Each Administrative Phase, during the Special Events Segment, roll a die once (1) for each Minor Power and consult the table associated with the box currently containing that Power’s PM. Move the Power’s PM one (1) box in the direction indicated by the arrows (the PM may also remain where it is, depending on the result of the die roll).
>>>4.16 DemoCPs and Political Stances. Armies were (and still are) often positioned so as to intimidate neighbouring states, without actually attacking them. DemoCPs may used to achieve this effect.
4.142 Political Stance checks occur during the Special Events segment of the Administrative Phase of each Quarterly Turn. They are made before conducting any other activities in the segment. Exception: Imperial Election (4.5) activities, if any, always come first of all.
4.161 Per 2.34, DemoCPs target Fortifications. When the target belongs to a Minor Power (only) the player conducting the DemoCP may receive a die roll modifier for use against the Power on its particular Political Stance table. See the Campaign Plan Chart (CPC) for qualifications and effects.
4.443 Stance checks can be made in any order. 4.144 Example: refer to the Political Chart. Bavaria is currently Neutral. According to the table associated with the Bavaria Neutral box, a die roll of “0-8” will result in Bavaria becoming Pro-French, while a result of “9” will result in no change.
4.162 As noted above, Political Stance Checks are made Quarterly, therefore, in order to qualify, the DemoCP must be active and currently Successful during the Special Events segment when the checks are made. Any additional benefits that may be accrued by a DemoCP are assessed normally at the appropriate times.
4.145 A die roll penalty is applied if a Side does not Control an Emperor with the Imperial Mandate (4.63). Note that this penalty may be plus (+) or minus (-) depending on the Side, but it must be applied unfavourably.
4.163 DemoCPs may be conducted against Fortifications in Neutral Territory (i.e. the Minor Power is Neutral) but the forces involved must remain outside the Neutral Territory. (DemoCPs have a radius of effect, as noted on the CPC).
>>>4.15 The Effects of Political Stances. Detailed explanations of the Political Stances and their effects are given on the Power Relationship Chart. Further effects in the form of various modifiers will be listed on the appropriate tables. In general terms, there are Territorial consequences (e.g. is a Territory Friendly or not?), strategic consequences (e.g. advancement of the Peace Index), and operational consequences (e.g. how much of the Power’s forces can operate outside of its own lands). A Power’s Political Stance will also determine its Controlling Side.
4.164 Any Side may conduct a DemoCP against a given Minor Power, even the Power’s Controlling Side. Allied Sides may not conduct Demo CPs against each other’s Major Powers, nor may a player actually attack any forces or Territories under his own or his ally’s Control. 4.165 Note that Minor Powers always drift toward one “team” of Sides. Therefore, either Side on the same “team” may conduct the DemoCP, in order to benefit itself or the other member of the “team”, as applicable. If a Side conducts a DemoCP that will benefit the other member of the “team”, such a benefit may be withheld if desired.
4.151 Per 4.132, changes to a Power’s Territorial Alignment are enacted immediately; however, should this require the removal of any Side’s forces out of the Territories in question, this is done using normal game mechanics, as expediently as possible. Important: a two (2) Turn grace period is given when a Power becomes Neutral (4.314).
4.166 Example: the Hohenzollern player conducts a DemoCP against a Bavarian Fortification. The players are about to make their Political Stance checks. They determine that the DemoCP is currently Successful. The Franco-Hohenzollern Side thus becomes eligible for a beneficial modifier on the Bavarian Political Stance table. This modifier is only useful (in a direct sense) to the Bourbon player, however, because Bavaria is not associated with Prussia. Therefore, the Hohenzollern player could choose not to apply the modifier when the checks are made (unless the Bourbon player grants him some sort of concession).
>>>4.152 A Side always Controls the forces belonging to its associated Base Power (e.g. the Bourbon Side always Controls France), and, depending on the number of players, any allied Partner Power. A Side Controls its associated Minor Powers (and their forces) when the Minor Power’s PM lies closer to that Side’s Major Power(s) box(es) than the Neutral space of the Minor Power track.
4.167 Opposing Sides may conduct DemoCPs against the same Minor Power at the same time. The same Fortification need not be targeted. In this case, if both are effective, the CPs negate each other with regard to Stance Checks (they would only negate each other with regard to other effects if the same Fortification were targeted. Only one (1) Friendly Side may conduct a DemoCP against the same Minor Power at the same time.
4.153 Some forces are only made available to the players under certain Political Stances. See the OOB books (7.2-7.7). Terms of employment for various Powers’ forces are given on the Power Relationship charts, but specific lists of forces will be found in the OOB books.
>>>4.17 Which Powers May Be Attacked. Players are technically free to attack any Power that is Controlled by an Enemy Side, or that is Neutral. Some restrictions apply:
4.154 Until a Side is permitted to use them, a Power’s forces must remain within its own Territories. When a Power adopts a Stance that releases forces for use that were not previously available, the player may retain the use of these forces until the Power’s stance switches to one that does not permit those
•
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There are severe penalties for attacking a Neutral Power. See 4.36. The Side Controlling a Neutral Power may not attack it (4.312).
• •
Permanently Neutral (4.34) Powers may never be attacked. Powers Controlled by players on the same “team” cannot attack one another (as noted in 4.164, it is permissible to conduct a DemoCP against an allied Minor Power target).
Conquest of the Territory to which the Fortification belongs. Key Fortifications should always be Garrisoned!
4.222 Allied Sides may jointly Conquer a Territory, but it is deemed Conquered by the Side that holds the most of its Key Fortifications (as listed on the CPC. For cases where there may be a tie, a “natural” Conquering Side is indicated by the CPC; this Side wins any tie.
4.171 When a Power’s Territory is voluntarily (only) entered for the first (1st) time in the Game by a Unit belonging to a Side opposed to the Controlling Side, or by any Side when it is Neutral, the invaded Power’s PM is immediately shifted one (1) space in favour of either its Controlling Side’s Major Power or the Major Power most opposed to the invading Side’s Major Power.
4.223 A Territory may be Conquered repeatedly (by alternating opposing Sides, naturally) throughout the game. 4.224 Conquest of Territories is assessed at the end of the Administrative Phase.
4.172 A PM shift made due to case 4.171 can notionally move the PM off one end of a Power’s track. If this would occur, then the affected Power is deemed to have become a Permanent Ally of the Side it currently favours. See 4.18.
4.225 Once Conquered, a Territory must be assigned to a specific Power. Such assignments last until nullified by Reconquest. In order to qualify, the Power must be Controlled by the Side that achieved the Conquest, and have the most SPs currently present in the Territory, among all eligible Powers (player choice if tied). The SPs of Contingents that do not belong to a Power are ignored (e.g. Hesse, Denmark).
>>>4.18 Permanent Allies. Minor Powers may become Permanent Allies. Permanent Allies may be generated in one of two ways: • •
4.226 Exceptions: Britain, France, and the UP may not receive Conquered Territories. Their SPs are ignored for case 4.225. If only these Powers’ forces were involved, the Conquered Territory must be awarded to any one (1) other Power on the same Side, even if the latter had no SPs present.
The Power is attacked per 4.17 and its PM is shifted off its track in consequence; or, Its Neutrality is Violated (4.36).
4.181 The Power’s PM is removed from the Political Chart and held by the Controlling Side as a reminder.
4.226 Example: the British conquer Alsace all by themselves (highly unlikely, but…) Britain cannot acquire Territory, so the Allied player awards Alsace to Austria.
4.182 Powers that become Permanent Allies of a Side are under the full Control of that Side. Their forces may be used without restriction.
4.23 Conquest Effects. Conquered Territories have their Alignments adjusted, as noted on the Political & Territorial Definitions Chart.
4.183 The Power’s Territories are treated as Friendly to the Controlling Side, Unaligned to any allied Side, and Enemy to the opposing Sides.
4.231 When a Side has Conquered one or more of a Power’s Territories, for the remainder of the game the Conquering Side suffers a penalty to all future Political Stance Checks regarding that Power. This is so even if the Territory changes hands.
4.184 The Power’s status remains the same until its last Territory is Conquered (4.22) by an opposing Side, at which time it is subject to case 4.234.
4.232 When a Power is awarded a Conquered Territory, the awarding Side gains a beneficial modifier to all future Political Stance Checks regarding that Power, while the Power retains the Territory.
4.185 Given case 4.184, Powers may become Permanent Allies more than once per game, and to different Sides.
>>>4.2 CONQUEST & CESSION
4.233 When a Power’s last Territory is Conquered, all its forces are removed from play until such time as one of its original Territories is Ceded to it. At that point, its forces are available to re-enter play as Reinforcements. To simplify record keeping, removed forces should be set aside as they were when they were removed. Once they are eligible to re-enter play, the Controlling player may make any necessary alterations.
“What astonishes me is that the world never becomes wiser, and that after one sees so obviously the frivolity of guarantees, principally in the regard to the Pragmatic Sanction, one still allows oneself to be taken in by guarantee treaties. All men are fools; that is what Solomon said, and what experience proves.” Frederick the Great
4.234 When a Power’s last Territory is Conquered, its PM is reset to Neutral. This also allows a Permanent Ally’s PM (4.18) to be reset, removing it from the Control of the appropriate Side.
4.21 General. Some Territories can be Conquered and some Territories can be Ceded, though not by all Sides equally. 4.211 Before their Conquest/Cession, Territories are, of course, associated with a particular Power, as noted on the State Guide (e.g. Meißen belongs to the Saxon Minor Power). A Conquered or Ceded Territory is assigned to a new Power: •
After a Side Conquers a Territory it may be assigned to any Power Controlled by that Side.
•
After a Side Cedes a Territory it may be assigned to any Power (within certain parameters) that the Ceding Side chooses.
4.24 Cession of Territory. Only Territories that have a Red “©” mark on the State Guide may be Ceded. Cession, like Conquest, is done between Sides, not Powers or Contingents. However, once Ceded, a Territory must again be assigned to a specific Power on the Side to which it was awarded, per 4.225. Case 4.226 applies to Cessions as well. 4.241 Cession occurs in the Administrative Phase, b e f o r e Conquests are determined:
4.212 Unless specifically designated otherwise, a Power’s Territories always include all Core, Influenced, Conquered, and Ceded Territories (Ceded to the Power in question, that is). 4.213 If a Power is Neutral (4.3), its Territories, including Conquests and acquired Cessions, are equally subject to the restrictions of 1.342 (i.e. they are equally Neutral).
•
A player holding a Conquered Territory may demand its Cession to his Side. He consults the Cession Table to see if his demand was successful or not.
•
The player from whom a Territory was Conquered during the previous Year may voluntarily Cede it to the Conquering Side. In this case the Cession is automatic.
4.242 A maximum of one (1) Territory may actually be Ceded to any given Side per Year.
4.22 Conquering Territories. Those Territories that may be Conquered are marked with a “©” symbol (red or black) on the State Guide. Each Territory that may be Conquered has a set of key Fortifications located within it. These are noted on the CPC. Once a Side has acquired every one of the listed Fortifications, it has Conquered the Territory.
4.243 Cessions are permanent, unless the Territory is Reconquered. After Reconquest, the Territory may then be re-Ceded. 4.244 Example: Bohemia is Ceded from the Habsburg Side to the Bourbon Side. The Bourbon player awards Bohemia to Bavaria. Later, the Habsburg Side Reconquers Bohemia and obtains its Cession. The Habsburg player awards the Territory to Austria.
4.221 Play Note: acquiring Fortifications can be done through Attack CPs, but can also occur simply by placing a Garrison in an empty Fortification. This garners no Prestige, but does count towards the
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4.245 The Habsburg player may not demand the Cession of a Territory for Austria unless an original Habsburg Territory has already been Ceded to another Side.
4.314 When a Power becomes Neutral, all Contingents not belonging to that Power must leave its Territories within two (2) complete Turns or that Power’s Neutrality is considered to have been Violated (4.36). Depôts, other than those belonging to the Neutral Power, must be Disbanded.
4.246 In some cases Territories must be Ceded as “package deals”, counting as one (1) Territory for Cession purposes. These Territories are noted with a superscript beside their Conquest Mark (©) on the State Guide; Territories with the same superscript numeral belong in the same package. (E.g. Glatz and Oppavia).
4.315 When a Side has been conducting a CP against a target in a Territory that is now Neutral, the forces of that Side must leave the Territory, per 4.314. The CP is deemed a Failure. Remaining OPs assigned to such a CP are added to the Unassigned OP total (if that total is less than “9”). Exception: a DemoCP conducted against a target within the Neutral Territory (per 4.163) may be continued, but the forces conducting it must still leave the Territory.
4.247 Certain Territories cannot be Conquered, yet are eligible to be Ceded. These are Lusatia (Saxon) and the combination of Jülich/Berg (Prussian).
4.316 Exception: if a Side Controls Fortifications within a Neutral Territory that is not one of its own, it may retain Control of such Fortifications so long as they remain Garrisoned by that Side. SPs in such Garrisons have Transit Rights for the purposes of Transfer in and out of the Territory, but no such Garrison may be increased beyond the number of SPs it held when the Territory became Neutral. During the grace period (4.314) such Garrisons may not have their SPs increased. Depôts may not be built in such Fortifications, but existing Depôts may remain. They may trace LoCs to their Hub freely within the Neutral Territory.
4.25 Cession Effects. The Cession of Territory has the following effects, per Territory Ceded: •
Ceded Territories have their Alignment shifted, as noted on the Political & Territorial Definitions Chart.
•
Each time a Territory is Ceded, the Peace Index is advanced one (+1) box – maximum of once (1) per Year.
•
Each time a Territory is Ceded to Prussia, the Ceding player may shift Prussian PM up to two (±2) spaces in any direction he desires.
4.317 As an exception to exception 4.316, when a Power becomes Permanently Neutral, ALL other forces within that Power’s Territories must leave. Prestige is not lost when abandoning Captured Fortifications within said Territories.
>>>4.3 NEUTRALITY OF POWERS “A neutral is bound to be hated by those who lose and despised by those who win”
4.318 No Power may take a Neutral Political Stance more than once (1) in any given Year except due to the death of a Royal (3.14 point #2), or due to its last Territory being Conquered (4.233). If a Political Stance check requires a Power to adopt Neutrality for a second time in the same Year, the PM is instead not moved.
N. Machiavelli
4.31 General. Neutrality is a Political Stance. Powers may be in one of three (3) states of Neutrality. They may have started the game Neutral, or they may have become Neutral during play, or they may have become Permanently Neutral. Following are the general rules for Neutrality.
4.319 Clarification: Neutrality rules do not apply in cases where a Power’s forces are merely restricted or immobilised by the Political Stance, only where the Power is expressly Neutral.
4.311 While Neutral, a Power’s Territories, including all Conquests and acquired Cessions, are also deemed Neutral, and subject to the restrictions of 1.342.
4.32 Major Power Neutrality. France and the Maritime Powers begin the Campaign Game in a Neutral state. Prussia may become Neutral during play. For pre-game Neutrality, see 4.33. The remainder of this section deals with Prussia.
4.312 Important. Per 4.156, the player responsible for complying with the requirements of Neutrality will remain the one who last had Control of the Power. This player may not attack the Power while it is Neutral.
4.321 Prussia as a Major Power may become Neutral if its PM is moved into the Prussia Box on the Political Chart. If there is no Hohenzollern player, this is automatic when it occurs. If there is a Hohenzollern player, he may choose to immediately, or at the end of the Special Events segment (his choice), expend one (1) Unassigned OP and place the Prussian PM in the box of the Prussian PM track adjacent to the Prussia Box instead.
4.313 The Power’s forces (including supply elements) obey all normal game mechanics, except as follows: •
All of the Power’s HQs immediately become Unformed and cannot be Formed again until the Power loses its Neutral Stance. All Officers Posted to such Formations are freely Relieved and returned to the Officers’ Mess. Auxiliaries assigned to such Formations are returned to the Recovery Box.
•
All of the Power’s Units must move as expediently as possible into a Territory owned by the Power (including Conquests and acquired Cessions) and must remain there until the Power loses its Neutral Stance.
•
Neutral forces ignore and are ignored by all other forces on the map, except that they cannot end a move stacked with forces that do not belong to the Neutral Power. (This also means that a Unit belonging to an active Power cannot remain in such a hex after its own movement).
•
If the Power’s forces were Besieging a site, the Siege is Lifted if after the removal of the Power’s forces there will be insufficient SPs left to prosecute it. Blockades that are reduced below the minimum SP requirements for this reason are also terminated: treat the event as a Lifted Siege (KR&Os 7.29).
•
If the Power has Besieged or Blockaded Garrisons that are required to return home, they are immediately awarded Honours of War (KR&Os 3.43 point #3).
•
Supply rules are followed normally for the Neutral Power, except that: a) once within their own Territories, forces belonging to a Neutral Power never suffer Attrition; b) Depôts belonging to the Power may remain in situ without suffering Reduction, or may be voluntarily Disbanded, but cannot be Built.
4.322 Prussian Neutrality is resolved in the same manner as any other Power’s. The Hohenzollern player (if there is one) is not out of the game when Prussia becomes Neutral. 4.323 While Neutral, Prussia may accumulate OPs, with a penalty as noted on the OP Accumulation Table. OPs may be used normally except that they may not be Assigned to CPs. Important. The Hohenzollern Side always participates in Initiative determination normally, even when Neutral. 4.324 While Prussia is Neutral, the Hohenzollern Side may move its forces in the Administrative Phase, and may Build and Disband Depôts, Recover Auxiliaries, receive Replacements, and deploy Reinforcements within Prussia. The Russian Threat Strategic Event (6.2) must be resolved when called for. Random Events still apply to Prussia. 4.325 Prussia may lose its Neutral status through Territorial Violation (4.36), or as follows: •
In a three- or four-player game, the Hohenzollern player may expend three (3) Unassigned OPs at any time, and immediately move the Prussian PM up to two (2) boxes along its Political Track. This expenditure may only be made if Prussia is currently Neutral.
•
In a two-player game, the Bourbon player may expend five (5) Unassigned OPs at the time Political Stances are checked, and move the Prussian PM up to two (2) boxes along its Political Track. The OPs may be any mix of Bourbon or Hohenzollern.
4.326 On the third occasion that Prussia becomes Neutral, it becomes Permanently Neutral (4.34) and is out of the game.
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4.33 Pre-game Neutrality. When a Power begins the game Neutral, it is subject to all normal Neutrality rules, with the following amendments.
(1.36) are void through a Territory rendered Permanently Neutral. 4.345 Exceptions: Britain, France, and Austria never become Permanently Neutral.
4.331 A Power that starts the game Neutral does not have any of its starting forces deployed. Once the Power loses its Neutral state, its forces are set up by the Side Controlling it anywhere within its Core and Influenced Territories, or as directed by the scenario instructions. Leaders are added to the Officers’ Mess, from whence they may be immediately Posted, and Auxiliaries are added to the Available Box, from whence they may be immediately assigned to HQs as required. Additional rules pertaining to the Side/Power may limit deployments.
4.346 When Prussia becomes Permanently Neutral, the Peace Index is advanced three (+3) boxes. When Bavaria becomes Permanently Neutral, the Peace Index is advanced one (1) box. Saxon Neutrality has no effect on the Peace Index. 4.347 Design Note: this rule may be seen as exceptionally harsh, but it reflects the reality of the times. Operations might continue for a while upon the death of a ruling prince, but the desire of the government would be to end the conflict, install a successor, and indulge in the “musical chairs” of court life – much more important than the ephemeral war aims of a now deceased king. The enemy might press for advantage at the peace table, but would be equally anxious to ensure a stable succession.
4.332 OPs may be accumulated, but at reduced rate, as noted on the OP Accumulation Table. OPs may be used normally but may not be Assigned to CPs.
4.35 Losing Neutral Status. Excepting the Pre-game Neutrality rules and the special rules for Prussia (4.32/4.33), a Power loses its Neutral status if its Neutrality is Violated (4.36) or if it acquires a different Political Stance. The Power is free to act within the limits of its new Political Stance.
4.333 As long as a Power remains Neutral, any Reinforcements it receives are added to its initial force pool. In the case of a Strategic Event applying to a Neutral Power’s forces, reductions are made from the force pool as directed by the Event, without affecting the Power’s Neutrality.
4.351 If a Power loses its Neutrality, the restrictions of 4.313 are immediately lifted.
4.334 When a Power loses its pre-game Neutrality, the Controlling Side will be the one it most favours at that time, based on its new Political Stance.
4.352 Exception: if a Minor Power loses its Neutrality due to Violation of its Territory, there may be a delayed reaction. Roll one (1) die. If the result is odd, Neutrality restrictions remain in force until the end of the next Administrative Phase. Furthermore, if no enemy forces are present in the Power’s Territory at that time, the Power does not lose its Neutral Stance after all. Case 4.171 does not apply unless the Power loses its Neutral Stance.
4.335 For the Campaign Game, a special sequence occurs: •
All Minor Powers start Neutral.
•
Austria begins the game actively at war.
•
Prussia begins the game actively at war.
•
France begins the game Neutral but is eligible to enter play when the Bavarian PM is moved into the Pro-French box. When this occurs, roll one (1) die. The French lose their Pre-War Neutrality a number of Turns later equal to the roll of one (1) die – with a minimum of three (3) Turns delay.
•
Britain begins the game Neutral but will enter play a number of Turns after the Turn that France actually loses its Pre-War Neutrality, counting the latter as “Turn Zero”. This delay is again equal to the roll of one (1) die – with a minimum of three (3) Turns delay beyond Turn Zero.
4.353 Example: to take an historical example, at the start of the Second Silesian War, the Prussians marched through neutral Saxony to attack Prague. The Saxons were so shocked and disorganised that they made no attempt to stop the Prussians, who, maintaining excellent march discipline, did no damage and simply passed on. In game terms, this would be represented by case 4.352. An odd result was rolled, delaying Saxon force deployment by one Turn; at the end of the Turn in which they could have deployed, the Prussians were no longer in Saxon Territory, so the latter did not go to war (at that time).
4.36 Violating Neutrality. When a Neutral Power’s Territory is voluntarily entered by the forces of another Power (or if such forces were not removed per case 4.314), its Neutrality is said to be Violated. The Power becomes a Permanent Ally (4.18) of the Side most opposed to the Violating Side. Clarification: Major Powers may never be attacked by their Partner Power and thus will never be an ally of a former Enemy Major Power.
4.336 Britain’s Political Stance track has no Neutral box. While Britain is under Pre-War Neutrality, its PM is adjusted normally during this time, and any effects called for by a particular Stance are applied normally, except for the deployment and use of British forces, which, as noted above, is prohibited during Pre-War Neutrality.
4.361 If a force enters a Neutral Territory involuntarily, the Territory is considered Enemy, but this is not considered an act of Violation. The force must leave the Territory as expediently as possible.
4.337 Example: while under Pre-War Neutrality, Britain’s PM may be at Full Support. This will allow the Habsburg Side to receive die roll modifiers for Replacement and OP Accumulation die rolls, but British Units still may not enter the map until Pre-War Neutrality restrictions are lifted.
4.362 Exceptions: certain Territories may offer Transit Rights (1.36) when technically Neutral. 4.363 The Territory of a Permanently Neutral Power may never be entered voluntarily. If its Territory is entered involuntarily, the forces in question must exit the Territory as expediently as possible (case 4.361), but there are no further effects.
4.34 Permanent Neutrality. Permanent Neutrality occurs under the following circumstances: • • •
If a Power’s Royal Personage is Killed. If all the Core Territories of a Power are Conquered. In addition, Prussia becomes Permanently Neutral the third (3rd) time that it achieves a Neutral Political Stance during the course of the game, and Saxony and Bavaria the second (2nd) time they do so.
>>>4.4 THE IMPERIAL DIET CAMPAIGN RULE ONLY “The game I play is so considerable that it is impossible to take a calm view of the outcome” Frederick in the summer of 1745
4.341 Clarification: Bavaria and Saxony may lose all their Territories, forcing them to become Neutral, but their Territories may be reclaimed, in which case they enter the game again, beginning in a Neutral Stance.
The Imperial Diet, or Reichstag, was not a parliamentary-style body in the modern sense, but a Convention of those bodies within the Empire that had no authority above them except the Emperor himself. It grew (like the English Parliament) out of earlier ad hoc meetings convoked for the purpose of issuing laws, acquiring funds, and so forth; it also provided an opportunity for the princes to bully the Emperor into giving them concessions, to the point that by the 18th Century, the Empire had become little more than a loose association of independent states. Initially comprised of the most powerful magnates, the Kurfürsten or Electoral Princes, it later included representatives from various cities, ecclesiastical bodies, and other secular Territories; the former two grouped into Colleges, and the latter into the Imperial Circles (Kreißen). During the Medieval period, the Reichstag met in various locations; after 1663 it was fixed at Regensburg.
4.342 All forces belonging to a Permanently Neutral Power are removed from play for the rest of the game. Its PM is removed from the game. 4.343 If Prussia becomes Permanently Neutral, the Hohenzollern Side is out of the game. Hohenzollern Prestige remains fixed at the point that it was when Prussia became Permanently Neutral. 4.344 All other forces are also removed, as expediently as possible, from Permanently Neutral Territories. Transit Rights
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Diet (only) is currently Recessed. Case 4.421 point #4 continues to apply, but Votes may not be employed in opposition to the attempt to Convoke a Regional Diet (Votes not held by the Side wishing to Convoke a Regional Diet are null Votes – abstentions – which may prevent the calling of a regional Diet through there not being sufficient Votes). Allied Sides may contribute their Votes in favour.
4.41 General. The Imperial Diet has three game functions: a) to Elect or Depose Emperors; b) to generate additional resources for the players; c) to influence the Political Chart. An Emperor permits the remaining two functions to occur. 4.411 Note that there may be two (2) Diets in operation. This will occur if there is a Counter-Emperor (4.64). Additionally, the Diet used to Elect (or Depose) an Emperor meets in a different location (see 4.45) from that (or those) used to conduct “daily business”, and for clarity is known as the Full Diet. All Diets function in the same manner, except as subsequently noted.
4.426 When more than one player is eligible to Convoke a Diet, either because there is no Emperor, or because there is more than one, Convocation is declared in current Player Order. 4.427 Clarification: if there is more than one Emperor, the Full Diet may still be Convoked – with the object being the Deposition of one of the Emperors (4.55)
4.412 Diet activities of all kinds occur during the Special Events segment of the Administrative Phase, prior to resolving all other Special Events. Exception: Diets may only be Convoked (4.42) on Quarterly Turns (they may be Recessed – 4.44 – in any Turn).
4.43 The Diet In Session. A Diet is In Session immediately upon being Convoked. While the Diet is In Session, the players may conduct the following activities, in the order listed:
4.413 A Diet may be In Session or Recessed. If currently Recessed, a Diet may be Convoked (4.42), which places it In Session. The converse act, Recessing the Diet, does as the term implies. While the Diet is Recessed, no activities connected with that Diet are conducted.
It is the start of the Special Events segment of the Administrative Phase of a Quarterly Turn.
•
A Convocation die roll is made and results in a value of “1” or less. The die roll may be modified by plus or minus one (±1) for each Electoral Vote (4.51) the players hold. (Players may also abstain). The final modifier is calculated before rolling the die. Exception: see point #4 below.
•
Challenge the reign of an existing Emperor (Full Diet only). Exception: not in the same Turn that an Emperor is Elected.
•
Consult the Imperial Diet Table once (1) per Side.
4.433 Diet Table results (see the table for specifics) can generate additional resources or cause shifts in Political Stance. Effects are always implemented immediately.
4.421 Convocation occurs only if the following requirements are met: The Diet is currently Recessed (4.44).
•
4.432 Consultation of the Diet Table is done in current Player Order. The table consists of a number of columns. Only one (1) column may be consulted by a given Side per Turn.
4.42 Convoking a Diet. A Recessed Diet can be Convoked on two occasions: a) by the Emperor, to “conduct business as usual” (4.43), or, b) if there is no Emperor, by any player, solely for the purpose of Electing an Emperor.
•
Elect a new Emperor if there is no Emperor (Full Diet only).
4.431 Imperial Elections are explained in 4.5 (see also section 4.6 “Emperors”). The main purpose of the Diet, however, is to allow the players the potential of improving their situation. This is done using the Diet Table, which may be consulted at the start of the Special Events segment of the Administrative Phase in which the Diet is In Session, including those Turns where the Electoral process is undergone.
4.414 All Diets begin the game Recessed. In order to be In Session, the Full Diet must first be Convoked for the sole purpose of Electing an Emperor (4.5/4.6). After an Emperor has been Elected the Full Diet becomes The Diet, and changes its location (4.45), but remains In Session Turn after Turn until Recessed. So long as there is an Emperor, subsequent Convocations of Recessed Diets do not have to involve Elections – although they may do so as a means of Deposing an Emperor (4.55).
•
•
4.434 The same Diet Table is used whether the Diet is Full, ordinary, or Regional, but in the latter case, the die roll is modified adversely. 4.44 Recessing the Diet. Recession of a Diet occurs as a prerogative of the Emperor. This does not mean the player Controlling the Emperor, it is a particular result on the Diet Table, occurring randomly. 4.441 After a Diet is Recessed, an interval of two (2) Quarterly Turns must elapse before an attempt may be made to Convoke the Diet again. 4.442 The Full Diet is not normally Recessed when the Election process is over, it merely changes its location (per 4.45) and becomes simply “the Diet”.
If there is an Emperor, only the Side Controlling him may call for Convocation. If there is no Emperor, any player or group of players who among them currently hold at least six (6) of the nine (9) Electoral Votes (4.52) available may together call for an Imperial Election and immediately Convoke the Full Diet for the purpose of Electing an Emperor. Point #3 above is ignored in this instance.
4.443 The Full Diet may be Recessed as a result of using the Diet Table after the Election process; if called for in this case, the Full Diet does not become the ordinary (or a Regional) Diet, all forms of the body are assumed to be Recessed.
4.422 Clarification: according to 4.511, “only the French and Habsburg Sides may use Electoral Votes in the Electoral process”. However, Convocation is an extra-Electoral act, therefore, for the purpose of Convocation, all players may use their Votes.
4.444 Exception: case 4.443 notwithstanding, the Full Diet may not be Recessed until an Emperor has been Elected (or Deposed, per 4.55). 4.45 Location. Diets have a physical presence on the map while In Session, in the following locations (depending on the circumstances):
4.423 Example: there is no Emperor. The Bourbon Side holds 4 Electoral Votes, the M-P Side 1, the Hohenzollerns 1, and the Habsburgs 2. Player Order is as just listed. The Bourbon player declares for Convocation (4EV), the M-P player votes against, the Hohenzollern player backs France (5EV), and the Habsburg player decides against. Net Votes are 5, so there is no Convocation of the Full Diet. 4.424 Example: in this example there is an Emperor. Votes are distributed per case 4.423. A Convocation die roll must be made, but the base chance is only 20% (0-1). The Bourbon player declares he will subtract 4 from the die roll (4EV). The M-P player abstains. The Hohenzollern player backs France, and the Habsburg player counters by adding his 2 Votes against. Net DRM is (-4 + -1 = -5) + 2 = -3. The die roll is a 4 – 3 = 1. The Full Diet is Convoked.
4.425 Exception: in some circumstances there may be more than one Emperor. This implies more than one Diet, for clarity termed a Regional Diet. In such cases, each Side owning an Emperor may Convoke that Emperor’s Regional Diet, if that
•
By default at Regensburg (8/Landau/NW4). The regular Diet.
•
At Frankfort-am-Main (1/Dusseldorf/SW14) instead, if an Imperial Election (4.5-4.54) is to take place. This is the Full Diet.
•
At Vienna (7/Schrattentaal/SE7) and Regensburg for Regional Diets (Habsburg/Bourbon Sides).
•
At Metz (10/Bitche/W6) for Regional Diets if Regensburg is Controlled by the Allied Side. Metz is then used by the Bourbon Side. Clarification: the Emperors may only be Habsburgs or Wittelsbachs (Bavarians), and the latter are under French sway.
4.451 Clarification: Frankfort is always used for the Full Diet (which is only Convoked for Elections), regardless of any Regional
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Diets; in the Turn(s) that an Imperial Election is taking place, all other locations are ignored for all purposes. (This means that Regional Diet modifications to the Diet Table are ignored).
4.523 Example: assume a period early in the war, with Bavaria having joined the Bourbon Side, but no Electoral Territories having changed hands. The Habsburgs have 3 Votes (Bohemia, Treves, and Mainz), while the French also have 3 (Bavaria, Pfalz, and Cologne). The Hohenzollern player will probably give his Vote (Brandenburg) to the French, while the Maritime Powers player will give Braunschweig to the Habsburgs. Saxony is Neutral and its Vote is discounted. The result is a tie, meaning no DRM, which means a high chance of not electing an Emperor this Turn.
4.452 Chits are provided in order to record the Diet or Diets’ location(s). While the Diet is In Session (4.43), its location is subject to the restrictions of 1.42. 4.453 The location where the Diet is to sit must be free of ALL SPs and cannot be targeted by Auxiliaries (1.427 applies).
4.524 Design Note: historically, the numerous Estates of the Empire were gerrymandered in various ways to minimise the impact of the “lesser breeds”; the game focuses exclusively on the votes of the Imperial Electors.
4.454 When a Diet is Recessed remove its chit from the map. The location also loses its immunity (1.42).
4.53 DemoCPs. DemoCPs may influence Elections in one of two ways:
4.455 When the Diet is In Session for any reason, it may be the target of a DemoCP. See 4.53.
•
They may be directed against certain Fortifications in Electoral Territories. If such a DemoCP is deemed Successful at the time Votes are collected, the Vote of the Territory to which the Fortification belongs is discounted.
•
They may be directed against Frankfort-am-Main when the Full Diet is In Session there. If deemed Successful, the Side conducting the DemoCP gains one or two (1-2) bonus Votes – see the CPC for more details.
>>>4.5 IMPERIAL ELECTIONS “Our interests, our religion, our blood, are the same, and it would be regrettable to see us act in contrary fashion to each other, from which other jealous neighbors would not fail to profit. It would be still more regrettable to force me to concur in the great plans of France, which, however, I have no intention of doing unless forced to it.”
4.531 If the Side conducting the DemoCP has its Candidate Elected, the player receives additional Prestige for the CP, as noted on the CPC. A Side without a Candidate who assists his ally through a DemoCP likewise gains Prestige if his ally wins the Election. Remember that more than one Side may not target the same Fortification for a CP at the same time.
King Frederick to King George during the 1st Silesian War, when things did not seem to be going so well for Prussia.
CAMPAIGN RULE ONLY 4.51 General. As described in 4.42, if there is no Emperor a Full Diet will eventually be Convoked to Elect one. Note that the electoral process may last more than one Turn. The Full Diet is In Session from the start of the process, and the Diet Table may be consulted after resolving each Turn’s electoral proceedings.
4.54 Bargaining (Optional). The players may bargain over their Votes each Turn until an Emperor has been Elected. All bargaining must cease for the Turn prior to using the Diet Table. The price of a given “swing” Vote is left entirely to the players, but no rules may be broken in the fulfilment of any agreement, and all agreements are binding.
4.511 Imperial Elections are resolved by proposing Candidates and collecting Electoral Votes. Once this has been done, the Imperial Elections column of the Diet Table is consulted. Only the Habsburg and Bourbon Sides may propose Candidates and collect Votes. French votes are subtracted from Habsburg Votes, and the net value is applied as a modifier to a die roll. There are three (3) possible results: the French Candidate wins, the Habsburg Candidate wins, or there is a Deadlock. If there is a winner, he may receive the Imperial Mandate (4.63).
4.541 Apart from items that already have trading mechanisms (such as Territories & POWs), all of which must follow normal exchange procedures at the appropriate times, the following are permitted:
4.512 Elections may be called when there is an existing Emperor. The goal is to Depose the Emperor (4.55). If there are two (2) Emperors (4.64), the goal is the Deposition of one of them. These Elections follow normal procedures and occur at normal times and places. 4.513 When Deadlock occurs, if there is no Emperor, the Electoral process continues into a new Turn. If there is already an Emperor, he retains his position and the electoral process is finished. If there are two (2) Emperors, the electoral process continues, as in the case where there is no Emperor. 4.513 When an Election is called, the Diet is Convoked at Frankfort-am-Main. The ordinary Diet or Regional Diets are ignored during the electoral process. Once an Emperor has been Elected (or Deposed), the Diet automatically moves from Frankfort-am-Main to the appropriate location(s) noted in 4.45. 4.52 Electoral Votes. Electoral Votes come from the Control of Electoral Territories. Such Territories are denoted on the State Guide with either a Crown or Mitre. (The differences are cosmetic – Mitres stand for ecclesiastical Electors). Each Electoral Territory is worth one (1) Electoral Vote to the Side that Controls it. There are nine (9) Electoral Votes in all. 4.521 An Electoral Territory is Controlled if: a) it is Core to, Influenced by, Conquered by, or Ceded to a Side; or, b) it is Controlled in like manner by a Minor Power with a Political Stance favourable to a Side. Neutral Territories are included, as long as a Side Controls them. Saxony can be Neutral without favouring a Side, and if so, its Vote is discounted.
•
OPs for Votes. This occurs instantaneously. The OPs must come from the trading Side’s Unassigned pool. “Down payments” and “future considerations” are not permitted.
•
Joint Action. A player may offer to take actions that will assist another player’s operational activities. The possibilities are too numerous to mention, but as a guideline, be specific in what is to take place, and remember that no rules may be violated (e.g. the Maritime Powers player could not attack Habsburg forces in order to benefit the Bourbon Side – but he could help the French by being dilatory in launching his half of an allied offensive against French lands); put it in writing.
•
Loan of Forces. SPs, Units, Leaders, and Auxiliaries may be loaned, being removed from play by the lender and received by the borrower’s as Reinforcements. At the time they are loaned, the Side to which they are loaned must be Friendly to them. If the participating Sides become Enemy, all loaned items are immediately removed from play and returned to the lender, arriving as Reinforcements. Loaned forces operate in every way as forces of the Side they are loaned to, although of their own Contingent(s) – but they may not participate in combat against their original owner. Unformed Units are returned to their owner, and Loaned SPs may not be Replaced by the Side they are loaned to; however, the loaning player may have previously agreed to supply SPs as needed in order to maintain Unit strength – any agreements of a similar nature are permitted.
4.542 Clarification: lending of forces only occurs as part of the bargaining described above, and is in no way intended to be common practice. 4.543 Play Note: beware of the player who never quite manages to fulfil his pledge – as long as he is convincing in his arguments, there is no recourse within the rules framework (you will have to take extralegal action).
4.522 Votes held by the Hohenzollern and Maritime Powers cannot be used directly by those Sides (4.511). However, they may cast Votes for either the French or the Habsburg Sides. They may also simply withhold their Votes. Exception: in a two-player game, Hohenzollern-Controlled Votes cannot be counted by the Bourbon Side unless Prussia is at the “Full Support” Political Stance; in a two- or three-player game, the M-P Side’s Votes automatically go to the Habsburg Candidate.
4.55 Deposing an Emperor. Any Side with an Imperial Candidate (4.62) opposed to the Side Controlling an existing Emperor may attempt to have the current Emperor Deposed and replaced with his own Candidate. Likewise, if there are two (2) Emperors, either Controlling Side may attempt to Depose the other Emperor by calling an Election.
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4.551 Deposition is handled as a regular Election, but the results are different. Deposition is the only reason for which an Election may be called while there is an existing Emperor.
4.621 Substitutes are not available unless their Side’s primary Candidate is no longer in play. The substitutes are Karl von Lotharingen for the Habsburg Side and August III of Saxony for France.
4.552 If there is a Counter-Emperor (4.64), no Imperial Election may be called unless one Emperor’s Side has six (6) or more Electoral Votes (including loaned Votes), prior to any modifications.
4.622 August III may be France’s Candidate even if Saxony is currently on the Allied Side. If he becomes Emperor, the Saxon PM is immediately shifted three (3) spaces in France’s favour.
4.553 Convocation of the Full Diet uses the mechanism of 4.42. The Side Controlling the current Emperor is free to apply his Votes in his own favour. If successful, the Full Diet is Convoked at Frankfort-am-Main, per 4.513.
4.624 No Contest. If only one (1) Candidate is put forward, then he automatically becomes Emperor, but the Imperial Elections column of the Diet Table must still be consulted to see if he wins the Imperial Mandate (clarification: null results are ignored in this case; plus, the Mandate can only be won if it applies to the Candidate’s Side).
4.554 There are several potential results: •
•
If a new Candidate wins the Election and is awarded the Imperial Mandate, the old Emperor is Deposed and replaced by the new man, whose Side receives the HRE chit.
6.625 Clarification: the Candidates do not have to move to Frankfort in order to “take part” in the Election. 4.63 The Imperial Mandate. If there is only one (1) Emperor, he may be awarded the Imperial Mandate when Elected. If so, the Controlling Side is awarded the Holy Roman Empire (HRE) chit. Whoever holds this chit receives the following:
If a new Candidate wins the Election but not the Imperial Mandate, but the old Emperor did not have the Mandate either, the old Emperor is Deposed and replaced by the new man. Neither Side holds the HRE chit.
•
A number of beneficial die roll modifiers on various tables – particularly the Political Chart.
•
If a new Candidate wins the Election but not the Imperial Mandate, and the old Emperor had the Imperial Mandate, the latter loses the Mandate but remains in power, and the former becomes a Counter-Emperor (4.64).
•
Beneficial modifiers for all Siege Resolution die rolls when Besieging a Garrison containing Hessian, Hanoverian, Bavarian, Pfalz, and/or Saxon SPs.
•
If the new Candidate fails to win the status quo prevails.
•
Hessian forces may refuse to participate in Operations against the owning Side. See 5.647.
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He may make up to two (2) PM shifts of his choice on the Political Chart as soon as his man is Elected (and only then), as follows: one (1) shift each of any two (2) Minor Power PMs, or two (2) shifts of any one (1) Minor Power PM.
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If a Side has the Imperial Mandate, that Side’s forces may Form Garrisons in any Free Cities (1.423).
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Only the Side with the Imperial Mandate may recruit Reichsarmee forces (5.65).
4.555 In the case of two (2) Emperors, the Challenger (the Side calling the Election first) takes the “new Candidate” role: •
If the Challenger wins the Election and gains the Imperial Mandate, the other Emperor is Deposed and replaced by the new man, whose Side receives the HRE chit.
•
If the Challenger wins the Election but not the Imperial Mandate, or if the Challenger fails to win, the status quo prevails.
4.556 If a Candidate loses to a reigning Emperor who has the Imperial Mandate, the Controlling Side loses two (2) PPs.
4.64 Counter-Emperors. If an Imperial Election results in a new Emperor without a Mandate Deposing an Emperor who had the Mandate, there will be two (2) Emperors at the same time. The new Emperor is termed the Counter-Emperor and the original remains simply the Emperor.
4.557 Deposed Emperors remain Imperial Candidates for later Elections. However, they automatically suffer a one (1) Vote penalty (maximum) when using the Imperial Elections column of the Diet Table (example: Karl Albrecht has 5 Votes against Franz’s 4 Votes, but was previously Deposed; the Votes are therefore treated as 4:4, meaning there is no modifier to the die roll).
4.641 As explained earlier, each Emperor has his own Regional Diet, except that if an Election occurs, those Diets are temporarily suspended and the Full Diet is Convoked at Frankfort-am-Main. Die rolls on the Diet Table are modified when the Diet is “Regional”. See also 1.42 & 4.45.
>>>4.6 EMPERORS CAMPAIGN RULE ONLY
4.642 If there is a Counter-Emperor, neither Side with an Emperor may recruit Reichsarmee forces (5.66). Each Side may use the Diet Table, though with a die roll penalty (simulating the fact that there are now two, highly ineffective Diets).
"He would be Kaiser or Nothing: see you, he is Kaiser and Nothing!" Frederick the Great on Emperor Charles Albert
4.643 Any Emperor holding the Mandate when a second Emperor is Elected loses the Mandate immediately. While there is a Counter-Emperor, no Emperor may hold the Imperial Mandate.
4.61 General. Emperors are Controlled by specific Sides. Potential Emperors are called Candidates (4.63). Rival Emperors may exist: one will be called the Emperor, and the other the Counter-Emperor (4.64).
4.644 Historical Note. The Habsburg Emperors had their own dynastic Diet (like all the major rulers within the Empire). They used this “local” Diet at Vienna for some aspects of the Imperial administration, and over time allowed the “real” Diet to atrophy. No out-and-out Counter-Emperor appeared during this war, mainly because people tried to downplay that angle for the sake of stability, but of course, some parties favoured the Habsburgs and some the Wittelsbachs, so there was a feeling of civil war within the Empire. A more formal appearance of a Counter-Emperor occurred when Napoleon proclaimed himself Emperor of the French in 1806 (supposedly taking the mantle of Charlemagne back from the Germans). In reply, Francis II abdicated as the last Holy Roman Emperor, and dissolved the Empire (a formal gesture; Napoleon had already done most of the work). Francis continued to style himself the Austrian Emperor, a title that lasted until 1918.
4.611 A Side with an Emperor receives beneficial modifiers on the Diet Table. Additionally, a Side Controlling an Emperor can use the forces of the Holy Roman Empire – the Reichsarmee (5.65). If the Emperor holds the Imperial Mandate, his powers are increased. 4.612 The Emperor may Recess the Diet, per 4.44. If there is more than one Emperor, each may only Recess his own Diet. Remember, this is not something the players may do at will: it is one of the results on the Diet Table. 4.613 If a French Candidate becomes Emperor the Hessian Contingent is subject to case 5.647 (improved Bourbon Side recruitment).
4.65 Losing an Emperor. If an Emperor is ever Captured or Killed, then the normal Prestige penalties/awards for the loss of a Royal are doubled (x2).
4.62 Imperial Candidates. The French and Habsburg Sides each have two (2) Imperial Candidates, one primary, and one substitute. The primary French candidate is Karl Albrecht von Bayern; the primary Allied candidate is Franz Stephan von Toscana.
4.651 If an Emperor is Captured, the Capturing Side may Convoke the Diet for the purpose of Deposing him. 4.652 If one of two Emperors dies, the other becomes the sole Emperor. If he does not hold the Imperial Mandate, his Side may
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Convoke the Diet for the purpose of attempting to gain the Mandate. This is considered to be a normal Imperial Election (note that if the other Side has a Candidate remaining, he may participate and perhaps win the Election!).
5.11.10 If the TAFT permits fewer forces than are currently in play (ignoring POWs and eliminations, per 5.114), the excess – player’s 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).
5.0 ARMIES “The greater the enemy the more they will fall over one another, and the easier it will be for us to cut through”
5.11.11 Any special Reinforcements received during the Year do not count against the limits of the TAF until the next time TAF is determined. Replacements and returned POWs are not counted a second time when they return to play.
Prince Aleksandr V. Suvorov
APART FROM SECTION 5.1, THESE RULES ARE PURELY FOR REFERENCE AND CAN BE READ AS NEEDED.
5.11.12 If possible, any removed Leaders must first be taken from the Officers’ Mess, and Auxiliaries taken first from the Available Box.
5.1 GENERAL POINTS
5.11.13 Legion rules apply to TAF beginning in 1743 (for the Year of 1744).
“The commanders of armies are more to be pitied than one would think. Without listening to them, all the world denounces them, the newspapers ridicule them, and yet, of the thousands who condemn them, there is not one that could command the smallest unit”.
5.11.14 Important. A player may choose to ignore any TAFTmandated removal of forces. However, the affected Side will lose Prestige (the amount varying with the circumstances).
Frederick the Great
5.11.15 The following are additional notes for each Side:
>>>5.11 Theatre Allocation of Forces (Campaign Rule). Germany 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, SOK uses a special mechanism called Theatre Allocation of Forces (TAF).
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Bourbon. Be aware that France’s TAF limits decline over the Years, due to a succession of Strategic Events. Also, at the beginning of the Campaign Game, France is Neutral (4.33). However, the Bourbon player must still determine TAF – when France becomes a belligerent, allowed forces are then eligible enter play as Reinforcements. Case 4.335 point #4 states that French “operational” Neutrality is terminated three (3) Turns after “political” Neutrality. This delay is an addition to that given in case 5.119. Example: using the example in 5.119, forces available for the 1st Year of the game (1741) could enter play 5 Turns (3 for Pre-War Neutrality + 2 for the regular delay) after France is no longer Neutral – note that the 2-Turn portion of the delay is not bumped “to a minimum of 3 Turns” because the overall delay is over 3 Turns.
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Hohenzollern. Prussia’s TAF values are relatively stable, but The Bear Awakes Strategic Event (6.2) can cause it to drop periodically. The Event has two (2) possible levels of intensity.
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Maritime Powers. Like France, the Maritime Powers Side begins the game Neutral, and its initial TAF applies three (3) Turns after Neutrality is lifted, plus the result of the entry die roll (per the example in point #1 above). Also like France, Strategic Events will eventually require the withdrawal of a large proportion of this Side’s forces. Note that the Maritime Powers Contingents affected by this rule are the British AND the Dutch, despite the latter being a Minor Power; the M-P TAFT takes this into account by listing the requirements of each Contingent separately.
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5.116 TAFT results apply for the whole of the calendar Year that will start in the Turn following TAF (5.111).
Habsburg. The Habsburg Side notionally has three (3) other theatres to deal with: the Low Countries, Italy, and Hungary (including the border with the Ottoman Empire), although for game purposes no distinction is made on the TAFT. However, the Habsburg player must also be prepared to deal with Revolts and Mutinies (6.25). These Events may require the removal of additional forces for a period of several Turns. Such forces are not “removed” per 5.11.10. Instead, they SR off and on map into a special holding box, as the Events dictate. Such forces continue to count towards TAF limits even when off map; the Habsburg player may not satisfy force reductions called for by the TAFT out of said forces unless he has no other choice.
5.117 As noted above, the TAF implications of a given Strategic Event are factored into the TAFT. Other effects (such as the changing of a Political Stance) have nothing to do (in a rules sense) with TAF and are described in other sections.
5.12 Contingents & Powers. In SOK, many Contingents are assigned to Powers. The Side Controlling the Power Controls its Contingent(s). Note that a Power’s Political Stance may restrict the employment of its Contingents.
5.118 In cases where a Political Stance permits the use of more forces than are permitted by the result of the TAFT, or vice versa, the lesser amount is always the limit.
5.121 The Hessian and Reichsarmee forces do not belong to a Power (neither do the Danes, but the latter can only be Controlled by the Maritime Powers Side). Elements of the Hessian and Reichsarmee forces may serve on more than one Side, sometimes at the same time. See 5.64/5.65.
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. These activities determine 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 various important events, called Strategic Events (6.2), 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 TAF applies solely to Powers that have extra-theatre commitments, specifically the “core” Powers of each Side: France, Prussia, Austria, and to a lesser extent, Britain and Holland (as the Maritime Powers). Contingents that belong to the same Side but not to these particular Powers cannot be employed as substitutes. 5.114 Each Side has its own TAF Table, found at the back of the OOB section of its OOB/scenario booklet. Each TAFT is slightly different, to reflect each Side’s peculiar circumstances, but in general, the table dictates the maximum number of SPs and Auxiliaries that the affected Contingent(s) may have in play for the ensuing calendar Year. Unless specifically noted, these values include POWs and eliminated SP totals. 5.115 In general, all other items, such as Unit counters and Leaders, are always available for use, and are not noted on the TAFTs. Exception: occasionally, a Side may be required to remove a number of Leaders and/or Auxiliaries (this will always be due to the influence of a Strategic Event).
5.119 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 equal to the value of one (1) die roll, halved (1dr/2), with a minimum of three (3) Turns delay. Example: TAF 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.
5.13 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.
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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.
>>>5.167 If a Grenadier Unit is involved in a Siege, each of its SPs counts as a (1) Grenadier Auxiliary on both the Investment and Escalade Tables. Case 5.166 applies to the Escalade Table, except that the Grenadier Unit must suffer the first two (2) SP losses for its Side (exception to KR&Os 6.43 point #1).
5.132 With regard to SP losses and POWs, Hessians, Danes, and Reichsarmee forces do not have their losses recorded. Hessian and Reichsarmee SPs are regenerated, as explained in 5.64/5.65. Danish SPs are Irreplaceable.
>>>5.168 Grenadier SP pools count toward TAF limits at all times, and may be reduced in order to fulfil those limits (they may not be increased beyond the amounts listed in the OOBs.
>>>5.133 Auxiliaries assigned to HQs may be assigned to any HQ on the same Side.
5.17 Guides. In SOK, the following counters are Guide Class: the Prussian Guiden, the French Volontaires de Royaux Guides, and the original Chasseurs de Fischer (1742) counter. In addition, all Pioneer Class Auxiliaries have the Guide function.
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.
5.18 Mixed Artillery. There are a number of Mixed Artillery units in the countermix (2 Prussian, 2 Allied, 1 French). These have no maximum SP limit (this fact is indicated on the counters by an asterix where the SP allowance usually is), but can only hold Captured Batteries. The Habsburg player normally Controls the Allied Units. However, he may give the counters to the Maritime Powers player to Control for as long as the players agree. Control may be transferred while the Units are Formed.
>>>5.141 By default the Habsburg player Controls these Units. However, he may give the counters to the Maritime Powers player to Control for as long as the players agree. Control may be transferred while the Units are either Formed or Unformed.
5.19 Guard Units. All Guard units are Irreplaceable. However, as long as they remain Formed, they may continue to receive Replacement SPs.
5.142 The Habsburg 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.
5.1.10 Deserters. The following Auxiliaries are Deserters (older copies of SOK rate them as Irregulars: this rule supersedes that rating): The Saxon Frei-Compagnie Sorauer. The Austrian Frei-Compagnie von Campen.
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5.143 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.
>>>5.1.11 Dates of Service 1741. A number of counters have 1741 listed for their starting service date (on the reverse of the counter). These counters are available for use in the Administrative Phase of the first (1st) Turn of 1741.
5.15 Garrison Class SPs. In a number of cases, the OOB booklets list Garrison Class SPs. These represent depôt 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.
5.1.11.1 Clarification: although the game officially covers the war from 1740 on, since the first (1st) Turn of the Campaign Game (and of the first Minor Scenario) is the December-January Turn, this Turn counts as the first (1st) Turn of 1741.
5.2 THE ARMY OF THE KING OF FRANCE
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 (5.36).
BOURBON SIDE An officer of les Gardes Françaises 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.”
5.16 Grenadier SPs & Units. Both the Prussians and the Saxons have Grenadier Units. These are brigade-sized bodies larger than the forces represented by the usual Grenadier Auxiliaries. 5.161 Available Grenadier assets are represented by a pool of “Grenadier SPs”, recorded on the General Record Track. Chits have been provided for the purpose of tracking them.
>>>5.21 Le Fureur Française. 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 infantry’s penchant for heroic assaults.
5.162 The owning player may expend Grenadier SPs during the Administrative Phase in order to Form or augment Grenadier Brigade Units (those with a “bomb” on their counter), or to buy Foot Grenadier Auxiliaries of the same Contingent. SPs are exchanged one-for-one; Auxiliaries cost one (1) SP each.
5.22 SP Limitations. In general, French SPs are attached to French units of the same Class, but there are a few special issues:
5.163 Grenadier SPs may be added to the pool by reversing the procedure; additionally, the pools receive Reinforcements from time to time. Each SP added to the pool removes one (1) SP from any Grenadier Unit of the same Contingent, or removes one (1) Auxiliary from the Available Box (only). The Auxiliary is not out of the game, merely out of play until repurchased.
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The Irish Brigade – Le Brigade d’Irelandois – only uses Irish SPs.
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Les Allemands (German) Units, including Les Wallons (Walloons) use only German SPs. Also included as German are Les Bavarois (5.254).
5.164 A Grenadier SP may not be converted from a Unit to an Auxiliary in the same Turn.
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The Lorraine Brigade (5.253) uses only Lorrainer SPs. However, Lorrainer SPs may be used by any pure French Units of the same Class.
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Les Suisses (Swiss) Units – the ones with red uniforms and a fleur-de-lis – cannot have Milice SPs (5.26) Transferred to them.
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Apart from Les Allemands, 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.
5.165 If a Grenadier SP is eliminated or Captured, it is not returned to the pool at that time but must first be Replaced, just like any other SP. There are no chits for recording lost Grenadier SPs; the number will be equal to those missing from both the pool and the map, and from any POW count. A maximum of one (1) SP may be taken to Replace a lost Grenadier SP per eligible Contingent, per Quarter. >>>5.166 The presence of a Grenadier Unit allows the owning 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 Grenadier Unit must suffer the first (1st) SP loss.
5.221 With regard to lost SPs (Captured or Eliminated), all become generic “French” (exception: the Milice has its own record chits).
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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.
one (1) Bavarian Horse Class Auxiliary. The Auxiliaries are taken from the Bavarian Contingent’s counter mix but are hereafter treated as French. 5.255 Historical Note: Foreigners made up a large proportion of l’Armeé du Roi’s 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 typically wore red coats and formed their own brigades.
>>>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.
Le Brigade d’Irelandois was formed in the 1690’s, 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 such as Picardie or Normandie that were a single regiment.
5.232 In combat, each counter is treated as a separate Unit.
Stanislaus Leczinski, ex-King of Poland and father-in-law to Louis XV, was awarded the French-controlled Duchy of Lorraine as compensation for his losses during the War of the Polish Succession. His new domains came with a small military force, useful for the purposes of lending him additional prestige and for internal security. A few units served in Bavaria. Les Gardes de Lorraine actually served in Italy.
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 (1st) 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 player’s current RPs are immediately reduced by one (-1) and his Engaged SP strength is increased by the number of SPs currently assigned to L a Maison. La Maison’s CE is used for the LCE in that Round, and La Maison suffers the first (1st) SP loss that Round.
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).
>>>5.235 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.
5.261 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. >>>5.262 In SOK, only those Milice actively participating in the German theatre are considered. This portion of Les Milices is called the Field Force. The remainder of Les Milices belong to the Emergency Force, which, as it is slotted to defend France proper, is ignored in this game. In the Administrative Phase of the last Turn of every Year (as part of the TAF process), the Field Force is automatically “topped up” to its allowed strength, which varies with the Year. Milice SPs do not count against non-Milice TAF limits, so long as they remain Milice.
5.24 Les Gardes à Pied. Les Gardes Françaises 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 élite 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 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 battalion’s worth of men were permanently lost due to Dettingen, but the Swiss were not involved in that affair, so the discrepancy remains unaccounted for.
5.263 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. 5.264 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. 5.265 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.
5.25 Les Régiments d’Étrangers. 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 d’Irelandois (a.k.a. the Wild Geese) is a composite Unit consisting of both Irish and Scots Jacobite émigrés. 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.
5.27 Cavalry. The French cavalry comprised a huge, and hugely overrated, portion of l’Armeé du Roi. There are three elements that require special rules:
>>>5.252 The presence of Le Brigade d’Irelandois allows the owning player to claim its CE as the LCE for combat. The Unit must suffer the first (1st) SP loss.
5.271 Chevaux-Légèrs. French Cuirassiers are termed “ChevauxLégèr” Class. This is an historical tidbit – they are actually Cuirassier Class (see 5.275). They are slightly better than regular Cuirassiers for Cavalry Superiority (KR&Os 6.28).
5.253 Les Régiments de Lorraine. Certain Line and Guard Foot SPs are designated “Lorrainers”. These SPs may be used to Form the Lorraine Brigade. Only Lorrainer SPs may be used to Form or augment the strength of this Unit. Guard SPs must be noted or they convert to Line Foot SPs (the Unit is Line Infantry Class). Lorrainer SPs may also be used by any pure French Units of the same Class, but will convert to French unless a record is kept.
5.272 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.
5.254 Les Bavarois. As soon as Bavaria becomes Permanently Neutral (4.34), the Bourbon player may convert 10% of all the Bavarian SPs remaining in play to French (German Nationality) SPs of the same Class. POWs cannot be included. As part of this conversion, a maximum of one (1) Bavarian Foot SP may be traded for one (1) Bavarian Foot Class Auxiliary, and one (1) Bavarian Horse SP may be traded for
5.273 Les Carabiniers. Le Régiment 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
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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.
Mutiny occurs, the Habsburg player multiplies the number of Austrian Foot SPs in play at that moment by this percentage and removes the resulting number of Austrian Foot SPs from play. Auxiliaries are ignored (as are Leaders) – while many Auxiliaries were of Hungarian origin, they were fighting more for booty than regular pay.
>>>5.274 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 brigade’s 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.
5.342 When the Mutiny ends, all Hungarian forces are immediately returned to play, with SPs being Formed into Units in Hungary (newly Formed Units must be placed there). >>>5.343 Hungarians engaged in a Mutiny do count against TAF limits and may not be removed unless the Habsburg player has no other choice.
5.275 Historical Note: Much of the French cavalry – including the guard – is designated “chevaux-légèr”, 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 d’armes = men-at-arms, the mounted Medieval all-round warrior), which disappeared during the religious wars of the previous century. The famous chevaulégèrs of Napoleon’s armies were not formed until the latter half of the 18th century and are based on a Polish model (the beginnings of which may be found in Saxony’s Army).
5.344 Historical Note: the Hungarians were an important component of the Habsburg military machine, and Maria Theresa, as Queen of Hungary, could usually count on their support. The Army enjoyed a small expansion after the outbreak of hostilities; most of the new units were Hungarian (though many more had been promised). However, there was a perceived danger that the Hungarians might use a moment of Austrian weakness to bully concessions from the regime. 5.345 Design Note: the actual number of Hungarian units (and “Auxiliaries”) is well documented, but the Habsburg player is not required to track these forces separately (too much paperwork), so the number of Hungarians that must be removed is given as a percentage of the total force. The percentage is slightly higher than the historical amount.
>>>5.28 L’Armeé du Roi Grand Army HQ. This HQ is received with the Defend the Rhine! Strategic Event (6.2) and remains in play until Le Roi (Louis XV, also received at that time) is removed from play, per 3.142.
5.35 Imperial Garrisons. The far-flung Habsburg Empire included many differing peoples, not all of whom were content to live under German suzerainty. Fortunately for Maria Theresa, few internal threats emerged during the war, apart from the odd mutiny – either over pay, or due to army reform. However, the threat of revolt remained real. And there were also the Turks.
5.3 THE ARMY OF THE QUEEN OF HUNGARY “You would scarcely believe it, but not the slightest attempt had been made to establish uniformity among our troops. Each regiment went about marching, drilling, and taking alarm stations in its own fashion… Can you wonder that the Imperialists were invariably beaten in the ten years before my accession?”
5.351 Austria maintains Imperial Garrisons in Hungary, the Austrian Netherlands, and Italy. These forces are stored in special, appropriately labelled off map boxes.
Empress Maria Theresa
5.352 The Habsburg player can reduce his Imperial Garrisons, but if he does so, there is an increasing chance of a Revolt (6.25) breaking out in the affected region. The Habsburg player can also voluntarily increase the size of an Imperial Garrison in order to reduce the chance of Revolt occurring. If a Revolt does break out, he will be required to increase the affected Imperial Garrison. Increasing and decreasing an Imperial Garrison is done via SR, as described in KR&Os 8.7 and Ex. Rule 3.4.
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 multiracial 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.
5.353 Austrian forces on the map in Hungary are never considered to be a part of the Hungarian Garrison.
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.
5.354 Garrison strength is measured in SPs, where Auxiliaries count as one (1) SP each. Artillery SPs count as three (3) SPs each. >>>5.355 Per the notes given under 5.11.14 point #4, forces in the Imperial Garrison boxes do count towards Habsburg TAF limits.
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.
5.356 According to the OOB, in some scenarios, Leaders are required to be Posted to the Imperial Garrisons. Leaders Posted to Imperial Garrison boxes cannot be SR’d once Posted. However, they may be Relieved normally and returned to the Officers’ Mess, provided an equivalent replacement Leader is Posted at the same time. Normal Posting and Relieving rules apply when assigning or “rotating” Leaders to/from Imperial Garrison boxes. Leaders in an Imperial Garrison box cannot be Captured, Killed, or Wounded, but are subject to Random Events, including “death due to disease” – 6.12 point #2.
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).
5.357 See also 3.43.
>>>5.323 The Auxiliary Operation limit of two (2) (KR&Os 3.232) is raised to four (4) for the Habsburg Side.
5.358 Design Note: including Imperial Garrison totals in the limits for the German Theatre was done to simplify the math.
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.
5.36 Depôt Battalions. The 3rd battalion of each Austrian regiment (4th battalion in “foreign” regiments) was normally an understrength depôt 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.
5.34 The Hungarians. A portion of the SPs in the Austrian Contingent consists of Hungarians. Normally, these SPs are treated exactly the same as any other Austrian SPs. However, if a Hungarian Mutiny (6.25) occurs, the Hungarian elements must be removed from play for the duration of the Special Event.
5.361 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 Unit’s current location.
5.341 The number of Hungarian SPs in the Austrian OOB is expressed as a percentage, found in the Habsburg OOB listings. The percentage varies from Year to Year. When a Hungarian
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5.362 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).
markers from that game to more accurately record ruined Fortifications. Place one (1) marker on each Austrian Fortified City, except Vienna and Budapest. These markers may be removed as described in HGH Exclusive Rule 1.52. Any Side may “repair” the Fortifications. (Players may also agree to apply the Razing portion of the same rule to any Fortifications of Grade Three or higher. Additional markers may be made for this purpose).
5.363 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.
5.383 The Menzel’s Husaren Auxiliary is removed from play and replaced with the Pandour Batallion von Trenck (Husaren) Auxiliary in the Administrative Phase of the first turn of 1743. At this time, the two Pandour Batallion von Trenck Auxiliaries receive Legion status (KR&Os 3.5.10). See the Habsburg OOB booklet.
5.364 The Hungarian Imperial Garrison includes a certain number of Garrison Class SPs, which can be SR’d to the map as such or may be converted as above before the SR takes place. Garrison Class SPs in the Hungary Garrison holding box still count as one (1) SP each against the SP requirement for that Imperial Garrison.
5.4 THE ARMY OF THE KING OF PRUSSIA “Do I really have to be taken by a mob like this? I saw the Prussian Hussars at Mollwitz. They’re a tatty crowd, and they ran for their lives at the sight of the first Hungarians”.
5.365 Design Note: the depôt battalions present in the off map garrisons of the Low Countries and Italy have been entirely removed from the orders of battle; the forces listed for those areas are strictly “combat” battalions. The number of SPs removed from the orders of battle for each of the off map garrisons amounts to 1/3 of the actual total present in those theatres.
Austrian General Berlichingen, taken prisoner at Hohenfriedburg. He complained so loudly that one of the hussars (of Zieten’s regiment) punched him in the head – he fell out of the saddle in slow motion. Quoted in Duffy’s “Army of Maria Theresa”, p.158.
5.41 Battle Inexperience. Prussian Cavalry units have a CE one less than printed (e.g. “C” instead of “B”) until the start of 1744. The shaded box around their CE value indicates this.
5.37 Insurrections. Certain regions under Habsburg rule were notorious for the intransigence of the general population, particularly Hungary, Moravia, and the Tirol. Enemy armies venturing into these regions could expect to be hounded without mercy by parties of “Insurrectios”.
5.411 Historical Note: the Prussian cavalry performed poorly in the early years of the war, primarily because the old king, Frederick William, had had no faith in the arm. However, the Prussians dealt with this issue in their usual efficient manner, as proved by the famous charge of the Bayreuth Dragoons at Hohenfriedberg in 1745.
5.371 In SOK, the Habsburg player may call for an Insurrection in Hungary, Moravia, and/or Austria, during any Administrative Phase in which an opposing Formation occupies a hex in an eligible Territory (the Tirol, famous for its Insurrections, is ignored, since only a small portion of it is on the map). The Territory need not be owned by the Habsburg Side, and may even be owned by the Side Controlling the opposing force. These Territories are marked with a “crossedswords” symbol on the State Guide.
5.42 The Canton System. Due to Prussia’s highly advanced recruiting system, it was possible for them to acquire and train men at a much faster pace than their opponents. All Prussian Replacement percentages are modified by plus ten percent (+10%). In addition, the Recovery rate for Prussian Auxiliaries is higher, and the Prussian accumulate OPs at a greater rate than any other Side.
5.372 Insurrections may be called in the Special Events segment of any Quarterly Administrative Phase. Exception: if the Territory is Conquered or Ceded, an Insurrection attempt may only be attempted once (1) per Year. Consult the Insurrection Table, found in the Habsburg OOB booklet (7.436).
5.43 Die Guiden. The Guiden (Guides) Auxiliary is replaced by the Feld-Jäger zu Fuß Auxiliary in the Administrative Phase of the first (1st) Turn of 1744. See the Prussian OOB booklet. 5.44 Artillery. The power of Frederick’s artillery increased over time. As noted in the Prussian OOB booklet, each Artillery Unit (Field and Siege) begins with one (1) SP. This is the maximum allowed strength for each Prussian Artillery Unit. This potential strength is raised by one (+1) SP per Artillery Unit on the last Turn (Nov-Dec) of each Year (in the Administrative Phase) until the Units attain a potential strength equal to that printed on their counters.
>>>5.373 A successful Insurrection has the following effects: •
The Territory immediately becomes Enemy to the Side designated by the Habsburg player for all operational purposes. Ownership (strict, legal ownership), however, remains with the “lawful” holder of the Territory until it has been Conquered or Reconquered. Austrian Irregular and Hussar Auxiliaries Tasked to hexes in the Territory do not have to trace an OR.
•
The designated Enemy Side must pay double (x2) MP costs for the purpose of tracing all LoCs within the affected Territory.
•
All Austrian Irregular and Hussar Auxiliaries have their Recovery chances increased if an Insurrection is in progress, regardless of where they were used.
•
The Habsburg player may automatically take up one (1) die roll’s worth of eliminated Austrian SPs as free additional Replacements, any time he consults the Replacement Table. A die roll may be made for each Insurrection in progress. However, the free SPs must be used to Form or augment Formations in the affected Territory.
5.441 Matching Artillery SPs are received as Reinforcements at the same time as these increases, but even if a Unit later loses an SP, it retains its current potential SP strength. 5.45 Prussian Partial Support Operational Limits. The Hohenzollern OOB booklet lists Prussian forces available under the “Partial Support” Political Stance. When Prussia holds that Stance, only Prussian forces of that quantity and Class may voluntarily leave Prussian Core and Influenced Territory (including Conquests & gained Cessions). 5.451 If Prussia’s Stance changes from Full Alliance to Partial Support, the Hohenzollern Side must withdraw any additional forces (if any) that are outside Prussian Territory back to Prussian Territory as expediently as possible, using the normal rules of movement. Should the Stance change to Full Alliance before such forces reach Prussian Territory, they are freed from this restriction.
5.5 THE MARITIME POWERS
5.374 Once it has occurred, an Insurrection lasts until three (3) Turns after the last Enemy Formation leaves the affected Territory.
“When the Duke of Cumberland has weakened his army sufficiently, I shall teach him that a general’s first duty is to provide for its welfare”
5.38 Miscellaneous.
Maréchal de Saxe
5.381 Fortified Cities Garrisoned exclusively by Austrian Formations are treated as Walled Towns (the Habsburgs did not spend much on maintenance). Exceptions: Vienna and Budapest.
The Army of the Pragmatic Sanction consisted of British, Austrian, and Hanoverian troops, supported by contracted Hessian formations and (reluctantly) the Dutch. The Army was conceived as a way of lending tangible support to Austria, on the model of Marleborough’s famous partnership with Eugene of Savoy. However, apart from the 1743 campaign, it remained in the Low Countries for the duration of the war, eventually requiring aid from the Austrians, rather than the reverse.
>>>5.382 Optional. Player who own a copy of Heirs of the Golden Horde (Volume VI of the series) may use the Razed
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5.51 General. The Maritime Powers (M-P) were the English and the Dutch. For game purposes, the M-P features the British as a Major Power and the Dutch as a (reluctant) Minor Power. Also within the orbit of the M-P are the Hanoverians (Minor Power) and the Danes (special Contingent). The M-P may also employ Hessian forces (5.64). Each of the foregoing is a Contingent.
>>>5.553 From 1744 on, the M-P Side may permanently lose the services of the Danes. Immediately after resolving all normal TAF activities, the Hohenzollern player rolls one (1) die. On a “2” or less, all Danish forces are permanently removed from play. 5.554 Danish forces may be treated as Hanoverian for the purpose of ensuring the Army of the Pragmatic Sanction has sufficient Hanoverian SPs (5.521) but only if Released.
5.52 The Army of the Pragmatic Sanction HQ. The A P S Grand Army HQ becomes available for use when the British Contingent does (5.53).
5.555 The Danes have a single Independent Artillery Battery. There is no Unit to which this Battery belongs. It may be employed during any Battle that includes a Danish Unit. Store the counter in the Auxiliary Available Box when not in use.
5.521 The APS HQ must always contain more British and Hanoverian SPs than any other mobile Formation on the map. If it does not, this situation must be rectified as expediently as possible. Danish SPs may count as Hanoverian if Released per 5.552. Exception: If a Power is Neutral, then the requirement for its SPs is ignored.
5.556 When eliminated or Captured, Danish SPs are not recorded. Eliminated Danish SPs cannot be Replaced, and their Units are Irreplaceable. 5.557 Historical Note: By a treaty signed in 1731, King Christian VI of Denmark was obliged to aid King George with an auxiliary corps for use in Germany or the Low Countries. Keen to get involved, this force crossed the Elbe in October of 1741, but found itself relegated to garrison duties within Hanover. Even during the Dettingen campaign it remained inactive; when, finally, in 1744, the Allies got around to actually talking about incorporating it into the Pragmatic Army, the Danish government ordered the corps to the Baltic coast to protect Swedish Pomerania from the Russians. The Danish Expeditionary Corps was disbanded in mid-’45 without ever seeing action, much to the irritation of its members.
5.522 The APS HQ is King George’s designated Escort. 5.53 The British & Hanoverians. The British Contingent is available as dictated by the British Political Stance. The operational parameters of the British (in terms of the Territories their Units may enter) are also dependent on British Stance. 5.531 The British have a special relationship with Hanover (they were ruled by the same man). 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.
5.6 GERMAN STATES & MERCENARIES “No, I no longer want to hear the name French. No, I no longer want you to speak to me of their troops and generals. Noaïlles is beaten. By whom? By some people who don’t know how to make a deployment, and who have made none. I speak no more of it.”
5.532 The British were as notorious for losing cohesion on the march – especially during retreats – as they were for resisting bitterly in combat. A stack consisting of only British Units that suffers an AC receives a row shift penalty, as shown on the Attrition Table.
Frederick II after Dettingen
5.61 General. For the purposes of this rule, the German States consist of the following separate Contingents: Saxony, Bavaria (these two are Minor Powers), Pfalz (the Rhine Palatinate), Hesse, and the Reichsarmee. Hanover is covered in 5.5.
5.533 Optional. Owners of Cockpit of Europe may use the Black Watch rule (COE 4.23) found therein. This adds a special Auxiliary counter, which is provided in that game.
5.611 Historical Note: Many of the smaller states in the Empire sent forces to fight with the Austrians or Prussians, but they are not distinguished as separate Contingents in the game. (The 70-man garrison of the independent Bishopric of Passau doesn’t even rate as an SP at this scale – besides, it did little to stop the Bavarians from taking the town). Although there was much debate as to whether the forces of the Empire should side with the Habsburgs or Charles Albert, English gold ensured that most loyalties remained constant – besides, nobody liked the French, who were backing Bavaria. Pfalz, as a Wittelsbach realm, of course remained loyal to Bavaria throughout the war.
5.54 The Dutch. Dutch Units are rated somewhat poorly; in actual fact, their national infantry was quite dependable and their cavalry the focus of much expense, but the overall political climate has influenced their performance, and besides, most of the Dutch brigades in this war were composed of mercenaries and regiments loaned from a variety of German states.
5.62 Saxony. During the course of the game Saxon forces may find themselves serving on either the Habsburg or the Bourbon Side (though not both at once). This will depend on the Saxon Political Stance. Their Unit “Side colour” is green, for “neutral”. Note that on the Political Chart, Saxony may ally with either Austria or Prussia – however, in the latter case Saxony is Controlled by the Bourbon Side, not the Hohenzollern.
>>>5.541 Unlike the British, Dutch operational parameters are not scaled to their Political Stance. Instead, the Dutch Contingent has two (2) force pools of SPs, only one of which will be used at any given time – and this does depend on their Political Stance. Limitations based on Stance are found in 7.512 in the M-P OOB booklet. 5.542 The Dutch have some Guard Cavalry SPs, but no Guard Horse Unit. These SPs may be assigned to any one (1) Dutch Horse Unit (or to the Allied Reserve Horse Unit – 5.14). If no record is kept, these SPs convert to Line Cavalry.
5.621 Saxon SPs may only be assigned to Saxon Formations and Saxon Formations may only have Saxon SPs assigned to them. Saxon Formations may only be Subordinated to Saxon HQs and Saxon HQs may only have Saxon Subordinate Formations. Saxon HQs may not Subordinate themselves to non-Saxon HQs. As usual, Garrisons are exempt from these restrictions.
5.543 Design Note: there are no Dutch HQs. This limitation is deliberate. Remember that Dutch forces, like all those without HQs of their own, are eligible to join any Column or Grand Army HQ.
5.622 The Saxons have a Grenadier SP pool like the Prussians and may employ it as explained in 5.16.
5.55 The Danes. The Danish Contingent is automatically received by the M-P Side as a Reinforcement during the October Turn of 1741 (per the M-P OOB booklet). When received, its SPs may be used to Form Danish Units within Hanoverian Territory. This may be done even if Hanover is Neutral or favourable to Prussia. SPs may also be attached to Hanoverian Units (including Garrison Units) without penalty. Leaders and Auxiliaries are placed in their respective holding boxes.
5.623 At this time, the Elector of Saxony was also King of Poland. However, due to the intricacies of Polish politics, he was unable to call upon much in the way of Polish military force. Any “Polish” items in the Saxon OOB are treated as Saxon for all purposes. 5.624 Historical Note: the Polish contribution consisted mainly of chevauxlégèr regiments and uhlan “pulks”. In the game, the uhlans are Auxiliaries and the chevaux-légèrs are represented by the speedier of the Saxon cavalry Units. The latter were not, as the French chevaux-légèrs of this period, heavy cavalry, but were used in the accepted “modern” sense as a cross between lights and dragoons.
5.551 The Danish Contingent begins the game restricted to the role of protecting Hanover. Danish units (and SPs) may only be Formed in and may not voluntarily leave Hanoverian Core and Influenced Territories. If they are forced to leave Hanoverian Territory, they must re-enter it as expediently as possible.
5.63 Bavaria & Pfalz. Bavaria is a French-Controlled Contingent whenever the Bavarian Minor Power is not Neutral. 5.631 Bavaria may become Permanently Neutral (4.36), at which point all Bavarian forces and infrastructure are removed from play. As an exception, under rule 5.254, a limited number of Bavarian SPs may be transferred to French service.
5.552 The Allied player may attempt to Release the Danes once per Year during any Administrative Phase. He declares the attempt and rolls one (1) die. On a “2” or less, the Danes are no longer restricted to operating in Hanoverian Territory.
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5.632 The Pfalz Contingent is treated as a part of the Bavarian Contingent, except for the following points: • •
•
long-standing agreement to provide soldiers. Charles Albert’s “accession to the purple” and the question of what to do about it was a major issue for Hesse’s rulers. On the one hand, he was the legitimately elected Emperor. On the other hand, he was backed by the French (!). Some 6,000 Hessians did serve with the Bavarians for a short period; an equal number continued to serve with the Anglo-Austrians. On the subject of artillery, the Hessian states had no artillery regiment, just a loose collection of field batteries; these have been “regimented” for game purposes.
It has its own Retreat Threshold. Pfalz SPs may be freely attached to Bavarian Units (becoming Bavarian unless a record is kept) but Bavarian SPs may not be attached to Pfalz Units. Garrisons are exempt from this restriction, as usual. If Bavaria becomes Permanently Neutral, the Pfalz Contingent remains in play as a separate French Contingent.
5.65 The Reichsarmee (Campaign Rule). The Reichsarmee is a single Contingent in its own right, with its own set of Unit and Auxiliary counters. Reichsarmee SPs that are acquired must be used to Form Reichsarmee Formations, or be assigned to Garrison Formations. SPs may not be Transferred to mobile Formations belonging to other Contingents. New Reichsarmee Units may be deployed in the same hex(es) as any other Friendly Formations. There is an Artillery Unit that may be used if any Batteries are acquired. Auxiliaries are placed in the owning Side’s Available Box.
5.633 Historical Note: the Bavarians operated as the forces of the Imperial contender (Charles Albert), with the Pfalzers as allies and the French as “auxiliaries”. In actual fact, of course, the French “MACBavaria” ran the show. The Bavarians campaigned on the Danube and into Bohemia; the Pfalzers were with Maréchal Maillebois in Westphalia, and accompanied him east in the attempt to relieve Prague. After that, they turned up at Philipsburg – a last outpost of Bavarian ambitions on the east bank of the Rhine.
5.651 Reichsarmee forces may only be recruited by the Side currently holding the HRE chit (4.63 point #6). If no Side holds the HRE chit, Reichsarmee forces may not be recruited. Acquisition of Reichsarmee forces may only be attempted once (1) per Year (16Turn interval). Refer to the Reichsarmee Recruitment Table, found in the Neutrals OOB booklet (7.6). Note that the number and type of forces available varies with each Side, reflecting historical predilections.
5.64 Hesse. Hesse was historically divided into a number of principalities (Hesse-Cassel, Hesse-Darmstadt, Hesse-Hanau, Hesse-Homburg, Hesse-Rhinefels), but for game purposes their forces are treated as a single Contingent. Like the Saxons (5.62) and the Reichsarmee (5.65), their Side colour is green (i.e. “neutral”). >>>5.641 During the Minor Scenarios, some Hessian forces are assigned permanently to one Side or the other by the OOBs. In the Campaign Game, Hessian forces are not assigned by fiat, but can be “purchased”. During TAF, the Habsburg player may consult the Hessian Recruitment Table (7.37). This will assign a certain number of Hessian forces to Habsburg Control for the following sixteen (16) Turns, at which point they are returned to the pool prior to any attempts to recruit new Hessian forces. Hessian forces never count against TAF limits.
>>>5.652 Reichsarmee forces remain in service until the sixteen (16) Turn period of service is up, at which point they are returned to the pool prior to any attempt to recruit new forces. This is so even if the HRE chit changes hands during their term of service. Reichsarmee forces never count against TAF limits. 5.653 When eliminated or Captured, Reichsarmee SPs are not recorded. They simply regenerate. A player can only regain them by using the Reichsarmee Recruitment Table. This includes Artillery SPs.
5.642 The Bourbon player may consult the table using his own column, but cannot do so unless the Allied Side has gains the services of the Hessians. If there are insufficient forces remaining after the Allied Side has taken its allotment, the Bourbon player will have to make do with what is left. Again, Hessian forces never count against TAF limits.
5.664 Design Note: the Reichsarmee was the Imperial levy, to which all the members of the Holy Roman Empire had (in theory) to contribute. During the War of the Spanish Succession it performed well; during the Seven Years War it did not. During the War of the Austrian Succession it did not appear as a formal body at all, though Frederick the Great did try and muster a League to “defend” the Empire. Essentially, the fact that the throne of the Emperor was itself a point of contention meant that the larger states used their contributions in the service of their own faction, while the unaligned states kept well clear. For game purposes, however, the players are permitted to attempt to tap this corps-sized body for their own use. In SOK, the Reichsarmee does not include the forces that were more or less permanently assigned to the other Contingents in the game (except for a few SPs that joined the Dutch late in the war); also, the Hessians and Pfalz have such large OOBs that they have been given their own Contingents.
5.643 When eliminated or Captured, Hessian SPs are not recorded. They simply regenerate. A player can only regain them by using the Hessian Recruitment Table. This includes Artillery SPs. 5.644 Formed Hessian Units can only be used by one Side at a time. When a player Forms a Hessian Unit, he must add the maximum possible number of SPs to it before he may Form another Hessian Unit. Class restrictions are a legitimate cause for Forming additional Units. There are two (2) identical Hessian Artillery Units. One (1) may be used by the Allied Side and one (1) by the Bourbons. The number of Batteries that may be in play is limited to three (3) in total – i.e. if one Side has two batteries, the other may only have one (the Batteries are green-backed, while the units are gray & blue).
6.0 SPECIAL EVENTS “The important thing is to see the opportunity and to know how to use it” Maréchal de Saxe
IMPORTANT: THIS RULES SECTION IS PRIMARILY FOR REFERENCE. IT CAN BE READ AS NEEDED.
>>>5.645 Hessian SPs may not be Transferred to Units of other Contingents, or vice versa, except for Garrisons (note that they also have their own Garrison Units).
6.1 RANDOM EVENTS “We are currently marching on Tabor and Budweis in order to render ourselves master of those parts and to oblige Prince Charles and Bathyányi to fall back on Upper Austria. If they do not do so, they will be beaten…”
>>>5.646 In a three-player game, the Bourbon player may allow the Hohenzollern player to Control any or all the Hessian forces for as long as the players agree. He may do so before the Hessians are received, or after they have been deployed. In a four-player game, the Habsburg player may do the same for the M-P player.
King Frederick II during the Bohemian campaign of 1744 (he was wrong, incidentally – it was the Prussians who were beaten).
5.647 The Bourbon player receives a beneficial die roll modifier for recruiting Hessians while holding the HRE chit (4.613). This is shown on the Hessian Recruitment Table. Hessian units Besieged by a Side holding the HRE chit impose a die roll modifier beneficial to the Besieging Side. Hessian Units may only participate in an Operation that ends in the Active Formation entering a hex containing forces of the Side with the HRE chit if they collectively pass one (1) additional LC. If they refuse to participate, they are replaced in the Formation’s start hex; they are assumed not to have moved and will not suffer Attrition.
IMPORTANT: THIS RULES SECTION IS PRIMARILY FOR REFERENCE. IT CAN BE READ AS NEEDED. 6.11 General Instructions. 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 turn that it was generated. 6.111 Any 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.
5.648 Historical Note: the states of Hesse, and particularly HesseCassel 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
6.112 Exception: if the terms and conditions of the Event cannot immediately be met, the result is treated as No Event.
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6.12 Disease Events: •
•
>>>6.14 Administrative Events:
The Putrid Fever. Not the Plague, but it certainly looks like the Plague – we’ll call it Putrid Fever so the peasantry don’t run away screaming. 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 Leader’s 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 Royal’s death, ignore any “death” result against Royals.
6.13 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. 6.131 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 Leader’s HQ to another’s. If one of the Leaders is a Grand Army commander and the other commands a Subordinate Formation, the Subordinate’s Insubordination Value is tripled (x3). If both are Subordinate to a Grand Army commander, both their IVs are doubled (x2).
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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).
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Captured Orders. A hard-riding courier’s neck has connected with a rope that somehow got stretched across the chauseé. Randomly determine which Side is affected. This turn, that Side may move any one (1) friendly Formation a second (2nd) time in the same Impulse (the affected Side is the one who donated the rope).
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Supply Surplus. The Quartermaster-General has learned that nine out of ten soldiers can’t tell the difference between bread baked with flour and bread baked with sawdust. One randomly determined Reduced Depôt is immediately flipped to Full (choose the Side first, then the Depôt).
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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 Depôt is Reduced (choose the Side first, then the Depôt).
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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.
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Keelmen Owed Six Months Back Pay. Randomly determine which Side is affected. That Side’s forces cannot cross Major Rivers or use Riverine Movement during the current Turn. Crossing restrictions include those points crossed by Roads.
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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.
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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 nonPower SPs (e.g. Hessians) cannot be chosen.
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Desertion. A high-ranking officer, passed over for promotion by the King’s brother, the King’s nephew, and the King’s 12year-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 18th Century.
6.132 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 Generalissimo’s Leadership Rating is reduced by two (-2) whenever he applies it to that Wing. The Generalissimo’s rating cannot be reduced below zero (0). 6.133 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). 6.134 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. 6.135 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.
6.15 Political Events:
6.136 No duelling is permitted with or between CaptainsGeneral (“What! Challenge the Duke? Confound it man, have you lost your wits?!”) Clarification: this does not prevent a Captain-General from becoming another Leader’s personal enemy – it does mean the Leader cannot do anything about it. 6.137 Royals are completely exempted from this rule – they’re already duelling with each other and have no time to indulge the frivolities of the hoi polloi.
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Diplomats 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 trigger Theatre Inactivity (2.23).
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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 also 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 King’s Wrath, depending on
whom they report to (the former being the worse fate). Move the Peace Index marker one (-1) space to the left. •
6.212 Clarification: Strategic Events are Triggered through Strategic Event Checks, but they Occur when the Event dictates – either immediately, or at a randomly determined point in the future. TAFT and other force reductions occur immediately, as do alterations to the Peace Index. Other effects happen when the Event Occurs. (But note that in SOK triggering and occurrence are always simultaneous).
Diplomatic Immunity? “So sorry, mein Herr, but your papieren… zey are not in order. Pliz to komm mit us”. “But I assure you, M’sieurs, I am an accredited diplomat. You cannot treat me like this! I invoke diplomatic immunity”. “Ja, ja, dat is vhat all you verdammt Spionen zay. Vorwarts!” One of your diplomats has been arrested while engaged in some delicate negotiations. Your enemies parade him as a spy and threaten to hang him. This is an Outrage! – but he was carrying correspondence most insulting to the arresting power’s head of state. Choose one of the following: •
Immediately lose two (-2) PPs; or,
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Make one (1) shift of a Minor Power’s PM (of your opponent’s choice), in your opponent’s favour; or,
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Suspend the Convention of Frankfort for one (1) full Year – no POW Exchange allowed between those forces Controlled by the affected Sides.
6.213 Design Note: the events were not completely folded into the TAFTs because some of them affect more than one Side, and might be generated on one table but not on another. They also have non-TAFT effects.
6.22 List of Strategic Events: • •
•
Historical Note: the Convention of Frankfort provided for the prompt and fair exchange of POWs. However, in 1743, the British captured Maréchal Belle-Isle while he was on a secret diplomatic mission and refused to release him. In retaliation, the French refused to countenance any exchanges. As their camps filled with Allied POWs, the situation became critical. Finally, in August of 1745, the British agreed to release Belle-Isle and the exchanges recommenced.
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Jealousy. This event can apply to any Side, determined randomly. That Side’s Leaders are jealous of each other’s success. For this Turn, each time a Combined Operation is declared, and/or each time a Friendly Formation will enter a location already containing both Friendly and Enemy 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.
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The Bear Awakes. May repeat. Affects the Hohenzollern Side. May repeat. D’Argenson Takes Charge. Affects the Bourbon Side. One (1) time only, beginning in 1742 or later (i.e. the force reduction will be for 1743 or later). This event does not remove French any forces from play, but restricts their operational range. See 6.23. Gallispan Offensive. May repeat. Always affects the Habsburg Side, plus affects the Bourbon Side the first (1st) time it occurs after 1741. Guerre dans les Pays-Bas. One (1) time only, and only in a Year after the Year in which the d’Argenson Takes Charge Strategic Event occurs. Turkish Border War. May repeat, but not two (2) Years in a row. Defend the Rhine! May repeat, and occurs during the Year. Triggered automatically when any Allied HQ enters a hex West of the river Rhine, within or south of the Territory of Pfalz, during any Turn after the Guerre dans les Pays-Bas event has occurred. Increases TAF limits and permits major French Reinforcement, adds Milice SPs, and adds Le Roi and La Maison du Roi. Provincial Revolt. Affects the Habsburg Side. May repeat. Covered in 6.25.
6.23 Additional Rules:
>>>6.16 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. 6.161 During a player’s 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.
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The Bear Awakes. The Hohenzollern Side always has its full order of battle (per 7.3 in the OOB booklets), except when this Event is triggered. Once triggered, check for intensity: Minimal or Substantial. Then apply the appropriate reduction in force given on the Hohenzollern TAFT. The Event is assumed to last all Year and automatically terminates just prior to the next TAF. If the Territory of Brandenburg (only) is entered by an Allied Formation, this Event is immediately terminated and the Hohenzollern player may reintroduce his missing forces as Reinforcements.
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D’Argenson Takes Charge. This Event does not affect the Bourbon TAFT, it merely restricts the French radius of operations. Once triggered, all forces belonging to the French Contingent must be withdrawn to the West bank of the Rhine. Non-French SPs currently attached to French Units are reassigned to Units of their own Contingent within their own Territories. Use normal game mechanics to fulfil the conditions of this Event, as expediently as possible. As an exception, French Depôts may be freely converted to Bavarian Depôts, maintaining their current state. Once all French forces are on the west bank of the Rhine, they are forbidden to voluntarily move more than four (4) MPs east of the River for the remainder of the game. If a Formation is forced further away from the River, it must be moved back into its operational area as expediently as possible. The chance for this event to occur will increase if French Prestige is low, and decrease if French Prestige is high (see the Strategic Event Chart). The Peace Index is advanced two (+2) boxes when this event occurs.
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Gallispan Offensive. This Event affects the Habsburg TAFT every time it occurs. Once triggered, check for intensity: Small or Large. The Event is assumed to last all Year and automatically terminates just prior to the next TAF. In addition, this Event affects the Bourbon (French) TAFT one (1) time, but in the Bourbon case, the effects are different: the only effect is a row shift modifier added to the Bourbon TAFT. Although the value of the modifier may vary from Year to Year, the effect is permanent. For the Bourbon Side, this Event takes effect the first (1st) time it occurs, from 1742 on. The Peace Index is also advanced one (+1) box when the Bourbon reduction is triggered.
6.162 During an Operation, when the Active player ends his current move on an empty Fortification, an Inactive player may 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.
>>>6.2 STRATEGIC EVENTS “It is not I who command an army, but flour and forage are the masters”. Frederick the Great
6.21 General. The following section deals with important onetime or rare game occurrences, called Strategic Events. Strategic Events only pertain to the Campaign Game, and the rules are written to suit. In the Minor Scenarios, their effects are covered under the scenario special rules. 6.211 Strategic Events are generated as a result of a Strategic Event Check. These checks are made during the Special Events segment of the Administrative Phase immediately prior to determining Theatre Allocations (5.11). (Exceptions: Defend the Rhine!, D’Argenson Takes Charge, and Provincial Revolt). Their primary effect will be to cause a substantial reduction in the core Contingent forces permitted to one or more Sides by the Theatre Allocation Tables. Any additional effects are explained below.
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Guerre dans les Pays-Bas. This Event functions as a reduction of force for the Bourbon Side (a row shift modifier on the TAFT), and contributes a permanent die roll modifier to the Political Stance checks of both the British and Dutch Powers. The Austrian Imperial Garrison for the Low Countries is not affected by this Event. The Peace Index is advanced one (+1) box when this event occurs.
value at the time the Revolt occurs (i.e. (Start Garrison – Current Garrison) x2). Artillery SPs count as three (3) each.
Defend the Rhine! Unlike most Strategic Events, this one occurs during the course of the Year. Uniquely, it increases the Bourbon Side’s forces by applying a beneficial row shift to the Bourbon TAFT. The French TAF is immediately recalculated, and the Bourbon player receives the difference in forces between the old limits and the new as Reinforcements three (3) Turns after the Event is triggered. The row shift for this Event applies until the first (1st) TAF segment for which the conditions of the Event (Allied forces on the West bank of the Rhine) no longer applies. Additional forces received for the duration of this Event include Le Roi, the Armeé du Roi Grand Army HQ, several Leaders (quantities listed in 7.215 in the Bourbon OOB booklet), and La Maison du Roi (5.23).
6.253 In rare cases, a Hungarian Mutiny may occur as a result of this event. If a Hungarian Mutiny does occur, apply rule 5.34 instead.
6.252 A Revolt will last for a number of Turns equal to the roll of one (1) die, with a minimum of three (3) Turns. While the Revolt is in progress, the Allied player cannot reduce the Imperial Garrison. Once the Revolt is “crushed” the Allied player is free to once again SR forces from the Imperial Garrison.
6.254 Clarification: while a Hungarian Mutiny is more likely if the Hungarian Garrison is low, and is triggered by checking the Empire Revolt Table, it is not a Revolt. In a Mutiny, only the Army is affected. A Revolt is a true uprising, with the army remaining loyal. As an exception to 6.253, it is possible that a Mutiny and a Revolt could occur simultaneously, but not simultaneously in Hungary. 6.26 Design Note: some players may feel that with the new Theatre-Force Allocation rules found in 5.11, the rules for Strategic Events are redundant. They were retained for a couple of reasons: a) to give players an historical sense of the events occurring around them, and, b) because a year-by-year scripted OOB offers insufficient variety.
Turkish Incursion. This Event requires the Hungarian Imperial Garrison to be immediately topped up to its initial level (if it has been reduced). The Hungarian Imperial Garrison cannot be reduced until the next time TAF is conducted. However, the Garrison is also immune to Revolts (6.25), and the Hungarians are immune to Mutiny (6.25).
6.27 Historical Explanations: •
The Bear Awakes. Russian intervention on the side of Austria was a very real fear for the Franco-Prussians, especially after the signing of a defensive pact between the former powers. Astute realpolitik by France (in firing up the Swedes with foolish dreams of regaining their former glory), was counterbalanced by crass blundering (as when the French Ambassador included some pointed comments about the Empress of Russia’s lifestyle in his official correspondence, only to have it intercepted by the Russian secret service). However, Russian intervention in the West was ultimately at the mercy of the permanently flaky internal state of the Czarist regime, and a number of opportunities were missed due to palace intrigue. Within the period of this game, no actual Russian intervention is possible, but the fear of such an intervention can force the Prussians to deploy more defensively.
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D’Argenson Takes Charge. In the early years of the war, French policy in Central Europe was driven by the received political wisdom that a weak and divided Germany was essential for French security; the hegemonic power of the Habsburgs must therefore be challenged on every occasion. However, there was no consensus on how this should be carried out. The agéd Cardinal Fleury’s policy had been one of “softly-softly catchee monkee”. Set against this was the “Gallic Cowboy” policy of Maréchal Belle-Isle and his hardliner flunkies. With the fall of Fleury’s star, Belle-Isle’s rose; he sought then to capitalise on Prussia’s sudden invasion of Silesia, advocating backing the Bavarian Elector with a strong corps of “auxiliary” French troops (led by himself, of course). However, the marshal’s plans were too grandiose for France’s political and military resources. Belle-Isle’s early successes also bought him many enemies at Court. The King was persuaded that such a talented individual should not weaken his gifts by spreading himself into both the political and military spheres, and Maréchal de Noaïlles eventually replaced Belle-Isle as theatre commander. In 1743, Cardinal Fleury died. In 1744, while on a diplomatic journey, Belle-Isle was arrested in Hanover, ostensibly for not having a valid passport, and was handed over to the British “removals” squad (so much for diplomatic immunity). Into the void stepped the Marquis d’Argenson, heading a faction of his own, and with his own – unique – ideas on the direction French policy should take. D’Argenson was that most dangerous of men, an ivory-towered intellectual – and he now held sway over the most powerful nation on earth. Fortunately for Germany, d’Argenson’s dreams involved the Italians (he wanted a unified, self-governing Italy under French tutelage). He also leaned toward the idea, held by the rival Marquis de Maurepas faction, that Britain, not Austria, was the primary threat to peace (in his view because their support for Austria was prolonging the struggle). France disengaged from Germany, leaving Bavaria in ruins and her other, fickle ally, Prussia, fittingly, to make the best peace she could with the enraged Austrians.
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Gallispan Offensive. Austria was stuck with a three-front war until Prussia bowed out. Fortunately the Hungarians remained more or less loyal and the Turks quiescent. Next to the defence of the homeland, the most important theatre in the minds of Austria’s rulers was Italy, for at this time, the Habsburgs owned a substantial proportion of the peninsula. When the empire of Charles V had been divided up, the Austrian branch of his House received Italy, while the Spanish branch received the Low Countries. But even after the placing of Bourbon princes on the Spanish and Neapolitan thrones, Italian ties with Spain remained strong, with many Spanish grandees owning land there. The Spanish Queen was herself Italian – Elisabeth Farnese. With the outbreak of war, the Spanish sought to grab land in the Po Valley while Austria was busy in Silesia. Their attempt faltered, and a long, bitter conflict ensued. Periodically one side or the other would launch an offensive. In 1743, France agreed to send a corps of 30,000 men (mostly from the German theatre) to help the Spanish.
6.24 General Example: this example considers the Hohenzollern Side and the Bear Awakes Strategic Event, but the general principles governing the removal and return of forces apply to all Events. 6.241 According to the Hohenzollern TAFT, found in the Hohenzollern OOB booklet, all Prussian forces are always “in play” (barring POWs or eliminations), unless the Bear Awakes Strategic Event occurs. (Other Sides may suffer force reductions or gain augmentation via their TAFT without a Strategic Event). 6.242 Assume there are in play the following Prussian forces: 16 Cavalry SPs, 52 Infantry SPs. The Bear Awakes Event occurs, and it is a Minimal Threat (two levels of intensity are possible with this Event). The Hohenzollern player removes 6 Cavalry SPs & 15 Foot SPs, 2 Hussar Auxiliaries, 1 Marshal, & 2 Generals. This particular Event lasts all Year – i.e. until the next TAF Turn, which is the same Turn that this particular Event is checked for. 6.243 Assume the Event does not reoccur. The 4 Cavalry and 15 Infantry SPs are free to re-enter play as Reinforcements. Their Entry Turn die roll (Ex. Rule 5.119) is a “4”/2 = 2 rounded up to the 3 Turn minimum delay. 6.244 Alternatively, assume the Event reoccurs at the same Level. The forces removed from last Year’s Event are first returned and the 30% subtraction is then made based on the current total of SPs in play. (The SPs do not physically return because they have no real entry date, but they must be considered for the purpose of determining how many forces must be removed). 6.245 Last, assume the Event reoccurs at a greater Level. The forces removed from last Year’s Event are first returned, and then the higher subtraction is then made: 12 Cavalry SPs & 25 Foot SPs, 4 Hussar Auxiliaries, 1 Marshal, & 4 Generals. (In practical terms, removed items are increased by 6 Cavalry SPs, 10 Infantry SPs, 2 Auxiliaries & 2 Generals). 6.246 Remember that by 5.11.14, the Hohenzollern player may choose to ignore these removals, either in whole or in part. Assume he simply does not have sufficient forces in play to fulfil the increased requirements of case 6.245. This would cost him Prestige (per the TAFT) equal to 1 PP/5 SPs, with Auxiliaries and Leaders equal to 1 SP each. Assume he can fulfil the latter requirement, leaving 16 SPs owing, or a loss of 4 PPs. The Hohenzollern player reduces this to 3 PPs by sacrificing 1 additional Infantry SP.
6.25 Revolts and Hungarian Mutinies. Revolts may occur in Hungary, Italy, and/or the Austrian Netherlands, if the Allied player’s Imperial Garrisons (5.35) are too weak. Revolts may occur in any Year as a Strategic Event. One (1) check is made for each Imperial Garrison, using the Provincial Revolt Table (7.435 in the Habsburg OOB booklet). 6.251 If a Revolt occurs, the Allied player immediately loses one (1) level of Prestige and must SR a number of Austrian SPs (attached to Units), Auxiliaries (counting as one (1) SP each), and Leaders (from the Officers’ Mess, if possible) to the affected Imperial Garrison equal to twice (x2) the initial Imperial Garrison (as recorded in the Allied OOB), less its
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commences, refer to the OOBs (7.X) for specific details about Reinforcements and possible Strategic Redeployments.
Guerre dans les Pays-Bas. As the war escalated, the Maritime Powers (Britain and Holland) formed closer ties with Austria and began amassing a large force in the Low Countries. The French naturally began matching this new threat. With d’Argenson and the anti-British lobby feeding King Louis with the gall of Dettingen, the French king decided on all-out war against the Queen of Hungary’s allies. By that point, French policy in Germany was bankrupt; goodwill and political credit there exhausted. By striking at the Low Countries, Holland could be intimidated and a wedge driven between Britain and Austria. Both sides had been strengthening their forces in the region since 1742, but it was not until 1744 that the cards were right for a French offensive. By the end of 1745, the war in Germany was effectively over, but the war in Flanders was just ramping up.
>>>7.14 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). 7.141 Dummies are deployed at the same time as real Formations. 7.142 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.
Defend the Rhine! French sensitivity about Alsace-Lorraine predated our Great War by some centuries. In 1740, Alsace, and also Franche-Comte, were relatively recent acquisitions; the populace remained predominantly German. During the 1730’s the War of the Polish Succession was fought, the main result of which was the awarding of Lorraine to the ex-king of Poland, who happened to be King Louis’ father-in-law. Lorraine’s former lord received the Duchy of Tuscany in compensation – his name was Francis Stephen, and he was Maria Theresa’s husband. After the loss of Silesia, one option for the Habsburgs, therefore, was the “reclaiming” of Lorraine.
7.143 Some SPs are listed as being In Garrison. These SPs must be assigned to Garrison Units. Other SPs m a y 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.
Turkish Incursion. The Austrian Army was hammered by the Turks in a war that ended in 1738. Perhaps the Turks did not feel the need to repeat the lesson; Austria was also (surprisingly) a major trading partner. In any case, they did not kick the Austrians while they were down. King Frederick, however, attempted to league with the Paynim – at least he went through the motions in order to scare the Austrians. This Event assumes potential success on his part.
7.144 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). 7.145 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.
SCENARIOS “Live long and strike hard”
7.146 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.
Maria Theresa to her generals
7.0 SCENARIO CONDUCT & OOBS “The enemy descends today from the mountains, and tomorrow we shall attack him”
7.147 Exceptions: some Units are required to have a specific initial strength, use specific SPs, and/or have a specific setup hex.
Frederick II before the battle of Hohenfriedburg
7.148 Important. Check for dates of service on the counter’s 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 (1st) Turn of the Year listed. If the counter has two dates, the first (1st) will be the starting date and the second (2nd) 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.
>>>7.1 INSTRUCTIONS “In the long run it is inevitable that the party which stays on the defensive will lose” Frederick the Great
7.11 General. Sport of Kings includes eight (8) Minor Scenarios and a Campaign Game. The Minor Scenarios cover individual actions within the German Theatre of the War of the Austrian Succession, from 1740 to 1745. The Campaign Game covers the whole period as a single unit, and is open ended.
7.15 Other. 7.151 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.
>>>7.111 Each Side has its own OOB and Scenario Set Up booklet. Each OOB section comes under 7.0, while the scenario setups come under 8.0. The latter are complemented by section 8.0 in this volume, which gives the special instructions for each scenario. In addition, there is an OOB booklet for the “neutrals”: Saxony, Hesse, and the Reichsarmee.
>>>7.152 Available Auxiliaries are placed in their Side’s Available Box, or assigned to Formed HQs, as appropriate.
7.112 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/Power).
>>>7.16 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.
7.12 Minor Scenarios. Minor Scenario setups are all laid out the same: Starting Forces, Auxiliaries, Leaders, then Reinforcements in the same order.
7.161 Depôts may be built prior to scenario start, without OP expenditure; none are assigned by scenario. 7.162 Starting OPs are given in Unassigned and Assigned quantities. Assigned OPs must be given to HQs during setup or they are lost.
7.121 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.
7.163 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.
7.122 The Political Rules (4.0) and Strategic Events (6.0) are not used during the minor scenarios, except as occasional special rules.
7.17 Play Area. In the minor scenarios, only certain portions of the map are used. Each scenario lists the maps required for play, but
7.13 The Campaign Game. The initial setups for the Campaign Game are found in section 8.9. Once play
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even here, only certain Territories or portions of Territories may be “playable”. The remaining regions are treated as off map areas.
>>>8.0 SCENARIO RULES “I am undertaking a war, gentlemen, in which I have no other ally than your courage and goodwill… Remember always the immortal glory that your ancestors won at Varsovie and Fehrbellin. Your fate is in your hands… Farewell. I shall soon follow you to our rendezvous with glory.”
7.171 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. Depôts, however, may be built in these hexes and support forces within the play area.
Frederick II at the opening of the 1st Silesian War, quoted in Asprey
7.172 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).
THE SETUP INSTRUCTIONS FOR EACH MINOR SCENARIO ARE FOUND IN THE ORDERS OF BATTLE BOOKLETS.
7.18 Prestige. Each Side is assigned a starting Prestige Level. Victory is based on who ends up with the highest Prestige, per 2.1.
Frederick’s Invasion of Silesia 16 December 1740 to 9th October 1741
8.1 GOTT MIT UNS
th
“I have crossed the Rubicon”
7.19 Weather and Terrain Effects. Starting weather is always given. Variable terrain effects should be determined normally.
Frederick II crossing the frontier into Silesia, 16th December, 1740.
>>>7.2-7.6 CAMPAIGN & GENERAL OOBS
USES MAP PANELS 4, 5, 6, 7.
THESE SECTIONS ARE FOUND AT THE BEGINNING OF THE SCENARIO/ORDER OF BATTLE BOOKLETS.
Sides: Hohenzollern and Habsburg. Scenario Bounds. Only the following Territories are playable – the Duchy of Crossen, Lower Silesia, Central/Upper Silesia, the Duchies of Glatz & Oppavia.
7.2 French, Bavarians, Pfalzers: Book 1 Bourbons 7.3 Prussians: Book 2 Hohenzollerns 7.4 Austria: Book 3 Habsburgs 7.5 British, Dutch, Hanoverian, Danish: Book 4 Maritime Powers. Note: the M-P booklet contains no scenarios. See 7.4. 7.6 Saxony, Hesse, Reichsarmee: Book 5 Neutrals. Note: this booklet contains no scenarios. See the other booklets.
Conquests. None. All Territories hold their original allegiance (per the State Guide). Scenario Dates. Starts December-January Turn of 1740 and ends October-November Turn of 1741, inclusive.
>>>7.8 THREE & FOUR PLAYER GAMES
Weather. Starting weather is Frost. Unassigned OPs: Habsburg: 0 Hohenzollern: 0
CAMPAIGN RULE ONLY “I reserve this campaign to myself alone so that the world will not believe that the King of Prussia marches to war with a tutor.”
Assigned OPs: Habsburg: 0 Hohenzollern: 4
Frederick to Marshal Schwerin, when the latter complained at being given command of a mere “observation corps”.
7.81 General. In a two-player game, the Sides are Bourbon and Habsburg. In a three-player game, the Hohenzollerns (Prussia) are played separately, and in a four-player game, so are the Maritime Powers. The rules have been written so that a minimum amount of adjustment will be necessary.
Campaign Plans. •
The Hohenzollern player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Lower Silesia prior to commencing play.
7.82 Victory. In a three- or four-player game, Prestige is not combined (2.13/2.14) between Sides when they are Controlled by separate players.
•
The Habsburg player may only initiate ACPs against Fortifications Captured by the Hohenzollern Side.
•
Neither Side has an Active DCP at start.
>>>7.83 Politics. The Hohenzollerns remain the Partner Power of the Bourbons, and the Maritime Powers remain the Partner Power of the Habsburgs; all the rules of section 4.0 remain in force. In particular, random PM shifts are still made for Partner Powers.
Special Rules: None Victory. To win, the Hohenzollern player must have a higher Prestige than the Habsburg player by the end of the game. The Habsburg player wins by preventing this. The Hohenzollern player begins with a Prestige Level of Two (2); the Habsburg player begins with a Prestige Level of Four (4).
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8.2 WIENER BLUT
8.3 BOHEMIAN RHAPSODY
Frederick’s Invasion of Bohemia/Moravia February 1742-June 1742
The Franco-Bavarian invasion of Bohemia July 1741- December 1741
“We are going to be flooded with Hungarians, and with the most cursed brood that God has created”
“In the moment of greatness I felt more than ever that I was only a frail man.”
Frederick the Great during the Moravian campaign of 1742
Entry in Charles Albert’s diary after his coronation as Emperor.
USES MAP PANELS 4, 5, 6, 7.
USES MAP PANELS 4, 5, 6, 7, 8.
Sides: Hohenzollern and Habsburg. The Hohenzollern player also Controls the Saxon and French Contingents.
Sides: Bourbon and Habsburg. The Bourbon player also Controls the Saxon and Bavarian/Pfalz Contingents.
Scenario Bounds. Only the following Territories are playable – the Duchy of Glatz, Moravia, plus Bohemia on Maps #4 and #7 (only) East of a line running North up the West edge as far as the third hex beyond Teÿn (7/Schrattentaal/NW7), then diagonally Northeast to Kaurzen (7/Schrattentaal/NW10), then North to Mlada Boleslaw (4/Glogau/SW12), then diagonally Northeast to the Bohemian/Silesian border.
Scenario Bounds. Austria, Bohemia, Bavaria, Bishopric of Passau, Archbishopric of Salzburg, and the Tirol.
Conquests. Lower Silesia, Upper Silesia, Oppavia (1/2 of Glatz/Oppavia) to Prussia. Otherwise, all Territories hold their original allegiance (per the State Guide).
Weather. Starting weather is Dry.
Conquests. None. All Territories hold their original allegiance (per the State Guide). Scenario Dates. Starts on the July-August Turn of 1741, and ends on the January Turn of 1742, inclusive. Unassigned OPs: Habsburg: 4 Bourbon: 2
Scenario Dates. Starts January-February Turn of 1742, and ends May-June Turn of 1742, inclusive.
Assigned OPs: Habsburg: 0 Bourbon: 12
Weather. Starting weather is Snow. Unassigned OPs: Habsburg: 7 Hohenzollern: 2
Campaign Plans.
Assigned OPs: Habsburg: 0 Hohenzollern: 4
•
The Bourbon player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Upper Austria, Austria, and/or Bohemia prior to commencing play.
Campaign Plans.
•
The Habsburg player may only initiate ACPs against Fortifications Captured by the Bourbon Side.
•
Neither Side has an Active DCP at start.
•
The Hohenzollern player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Moravia and/or Glatz.
•
The French and Saxon forces (such as they are) are to be used to fulfil the Prussian CPs (good luck! – if Frederick couldn’t get them to help, what makes you think you can?).
•
The Habsburg player has a special CP for the “Clearing of Bohemia”. This requires that there be no un-Blockaded Prussian forces in Bohemia by the end of the scenario. If this is the case, the Habsburgs gain one (+1) additional level of Prestige.
•
Both Sides begin with an Active DCP.
Victory. To win, the Bourbon player must have a higher Prestige than the Habsburg player by the end of the game. The Habsburg player wins by preventing this. The Bourbon player begins with a Prestige Level of Three (3); the Habsburg player begins with a Prestige Level of Two (2).
Special Rules: •
French and Saxon Forces. These forces are Controlled by the Hohenzollern Side. All French forces are removed from play at the end of the first (1st) Turn. Saxon formations may only undertake an Operation if their commander first passes a LC. At the end of each Turn, roll one (1) die. On a “7” or higher, permanently remove all Saxon forces from play.
Victory. To win, the Hohenzollern player must have a higher Prestige than the Habsburg player by the end of the game. The Habsburg player wins by preventing this. The Hohenzollern player begins with a Prestige Level of Four (4); the Habsburg player begins with a Prestige Level of Two (2).
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8.4 VIVAT HOCH IM KAISERIN!
8.5 BUMMELLING ON THE MAIN
“The Marshal Broglie, who understands nothing about the defense of a town, has hampered me here as much as the enemy”.
“All Europe was saying the French do not want to fight… Now one must say: they fight like fools”.
The Rout of the Franco-Bavarians January 1742–December 1742
The Dettingen Campaign April 1743-October 1743
The Spanish Ambassador to the Emperor, after Dettingen
Maréchal Belle-Isle at Prague, Summer of 1742
USES MAP PANELS 1, 2, 9, 10.
USES MAP PANELS 1, 2, 3, 8, 9, 10.
Sides: Bourbon and Habsburg. The Habsburgs Control all Maritime Powers forces as a separate Side. The Bourbon player also Controls the Saxon and Bavarian/Pfalz Contingents. The Allied Side includes the Austrians, Hanoverians, British, Danes, and Dutch. Either Side may gain Control of various Hessian forces, per rule 5.64; the Allied player begins with some Hessians on his Side.
Sides: Bourbon and Habsburg. The Bourbon player also Controls the Saxon and Bavarian/Pfalz Contingents. Scenario Bounds. Austria, Bavaria, Bishopric of Passau, Archbishopric of Salzburg, and the Tirol. Only a portion of Bohemia is in play: all of all Bohemia South and West of a line Iglavia (7/Schrattentaal/N5) Northwest up to Kamen (7/Schrateentaal/NW7), then North to the Bohemian/Lusatian border. For this scenario, the Bourbon Side is assumed to have Conquered Bohemia, Passau, Salzburg, and Upper Austria. All remaining Territories hold their original allegiance (per the State Guide).
Scenario Bounds: all of map panels 1 and 10, excluding the UP, plus all of map panels 2 and 9 west of the Territories (from south to north) of Bavaria, Thuringia, Halberstadt, Magdeburg, and Brandenburg. Conquests. All Territories hold their original allegiance (per the State Guide). (Bourbon Conquests lie off map to the east and are lost during the course of this scenario).
Conquests. Bohemia, Bishopric of Passau, Archbishopric of Salzburg, and Upper Austria, to France (technically Bavaria). Otherwise, all Territories hold their original allegiance (per the State Guide).
Scenario Dates: the scenario begins on the March-April Turn of 1743, and ends on the October Turn of 1743. Weather. Starting weather is Wet.
Scenario Dates. Starts on the January Turn of 1742, and ends on the November-December Turn of 1742, inclusive.
Unassigned OPs: Habsburg: 0 Maritime Powers: 4 Bourbon: 0
Weather. Starting weather is Frost. Unassigned OPs: Habsburg: 1 Bourbon: 4
Assigned OPs: Habsburg: 9 Maritime Powers: 7 Bourbon: 5
Assigned OPs: Habsburg: 8 Bourbon: 0
Campaign Plans.
Campaign Plans. •
• •
•
The Allied player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Pfalz, Alsace, Treves, Mainz, and/or Metz, prior to commencing play.
•
The Bourbon player may only initiate ACPs against Fortifications Captured by the Habsburg Side.
The Bourbon player may only initiate ACPs against Fortifications Captured by the Habsburg Side.
•
Both Sides begin with an Active DCP.
Both Sides begin with an Active DCP.
Special Rules:
The Habsburg player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Upper Austria, Bohemia, and/or Bavaria prior to commencing play.
Special Rules:
•
The Allied Side. The Habsburg player Controls both the Habsburg and Maritime Powers Sides without restriction (beyond the deployment limits of the scenario and “King George” below). Track Habsburg and Maritime OPs separately, but all Prestige accrues to the player without having to be averaged.
•
King George. Remember that the Army of the Pragmatic Sanction HQ may not voluntarily attack a French Formation or Blockade a French Fortification until King George arrives at its current location. See 3.174.
None Victory. To win, the Allied player must have a higher Prestige than the Bourbon player by the end of the game. The Bourbon player wins by preventing this. The Bourbon player begins with a Prestige Level of Four (4); the Allied player begins with a Prestige Level of Two (2). Design Note: this scenario ends immediately prior to Belle-Isle’s famous winter breakout from Prague. Although Prague ultimately fell to the Austrians, the escape of the French was a propaganda coup; this prestige win can be simulated by the Bourbon player holding Prague until the end of the scenario.
Victory. To win, the Allied player must have a higher Prestige than the Bourbon player by the end of the game. The Bourbon player wins by preventing this. Both Sides start with Prestige Levels of Three (3).
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8.6 WACHT AM RHIN
8.7 ICH HATT’ EINEN KAMERADEN
“Do not let yourself be troubled by the King of Prussia… do not think of him”.
“In truth I believe that God has blinded him, for his movements are those of a fool”.
The Austrian Invasion of Alsace Summer, 1744
Frederick’s Bohemian Gambit August 1744 – December 1744
Maria-Theresa to her generals, Summer of ‘44
Charles of Lorraine on Frederick’s shoestring attempt to conquer Bohemia
USES MAP PANEL 10.
USES MAP PANELS 3, 4, 5, 6, 7, 8.
Sides: Bourbon and Habsburg. The Bourbon player also has some Bavarian and Hessian forces. The Habsburgs Control all Maritime Powers forces as a separate Side.
Sides: Hohenzollern and Habsburg. The Habsburg player also Controls the Saxons when they enter play.
Scenario Bounds: all of Map Panel 10. Switzerland is also outof-bounds, as usual. See also the Special Rules below.
Scenario Bounds: Bohemia, Moravia, Silesia (all), Duchies of Glatz, Oppavia, and Crossen, Lusatia, Meißen Saxony, Brandenburg, Magdeburg, Anhalt, Halle, Cottbus, Calbe, Mansfeld.
Conquests. All Territories hold their original allegiance (per the State Guide).
Conquests. Upper/Central Silesia and the Duchies of Glatz and Oppavia to Prussia. Lower Silesia is Ceded to Prussia. Otherwise, all Territories hold their original allegiance (per the State Guide).
Scenario Dates: the scenario begins on the May-June Turn of 1744. It may end as soon as the August-September Turn of 1744 (see below).
Scenario Dates: the scenario begins on the August Turn of 1744 and ends on the November-December Turn of 1744.
Weather. Starting weather is Wet.
Weather. Starting weather is Hot.
Unassigned OPs: Habsburg: 5 Bourbon: 4
Unassigned OPs: Habsburg: 9 Hohenzollern: 5
Assigned OPs: Habsburg: 9 Bourbon: 0
Assigned OPs: Habsburg: 0 Hohenzollern: 7
Campaign Plans.
Campaign Plans.
•
The Habsburg player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Alsace and/or Lorraine, prior to commencing play.
•
The Hohenzollern player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Bohemia and/or Lusatia, prior to commencing play.
•
The Bourbon player may only initiate ACPs against Fortifications Captured by the Habsburg Side.
•
Both Sides have an Active DCP at start.
•
Special Rules:
Both Sides begin with an Active DCP.
•
Special Rules: •
French Operational Restrictions. The French Contingent is limited by the D’Argenson Takes Charge Strategic Event to operating on the west bank of the Rhine and to within four (4) MPs on the east bank.
•
French Reinforcement OPs. These represent forces drawn from the Low Countries, led by the King in person. In addition to the forces received in the scenario Reinforcement section, receive five (5) OPs. These may be immediately Assigned to new CPs or taken as Unassigned OPs.
•
End Run. The Habsburg player is permitted to move his forces off the Northeast corner of the map and re-enter them in the hex North of Mainz (10/Bitche/NE9). This move consumes three (3) MPs; the MPs do not all have to be spent in the same Operation (this route may also be used in the Administrative Phase), but any Formation that exits the map must re-enter it in the same Turn.
•
Ending the Scenario. Prussia declared war on Austria on August 15th, 1744. By August 28th, Prince Charles’ forces were in retreat. By default, the scenario ends at the end of the August-September Turn of 1744. However, the Habsburg player may choose to continue for up to three (3) more Turns – until the end of the November-December Turn of 1744. Extending the game by one (1) Turn costs him one (1) PP, extending it by two (2) Turns costs an additional two (2) PPs, and extending it by three (3) turns costs an additional three (3) PPs.
Saxony. Saxony begins the game Neutral. The Habsburg player may roll one die during each Administrative Phase. If he rolls a “6” or higher, Saxony joins the Habsburg Side and its forces may be immediately deployed as directed in the setup instructions for this scenario (Reinforcements section). Saxony automatically joins the Habsburg Side in the Administrative Phase of the turn after a Prussian Formation enters Saxon Territory.
Victory. To win, the Habsburg player must have a higher Prestige than the Hohenzollern player by the end of the game. The Hohenzollern player wins by preventing this. Both Sides start with Prestige Levels of Three (3).
Victory. To win, the Allied player must have a higher Prestige than the Bourbon player by the end of the game. The Bourbon player wins by preventing this. Both Sides start with Prestige Levels of Three (3).
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8.8 SOLDIER KING
8.9 ERBFOLGEKRIEG IN DEUTSCHESLAND
“Either I want to retain my power, or I want everything to perish and even the name ‘Prussia’ to be enshrouded with me”.
“I see myself the arbiter of the war”
The Austrian Invasion of Silesia Spring 1745-Winter 1745
The War of the Austrian Succession in Germany Grand Campaign 1740-1745
Frederick the Great during the Moravian campaign of 1742
THE ENTIRE MAP SURFACE IS IN PLAY
Frederick during the 1745 campaign
8.931 Sides. Hohenzollern, Habsburg, Bourbon, Maritime Powers. See 7.8 for multiplayer games. Otherwise the player-Sides are Bourbon and Habsburg.
USES MAP PANELS 3, 4, 5, 6, 7, 7. Sides: Hohenzollern and Habsburg. The Habsburg player also Controls the Saxons.
Scenario Bounds. The entire map, plus the off map areas explained in 1.4 and 3.4.
Scenario Bounds: Bohemia, Moravia, Silesia (all), Duchies of Glatz, Oppavia, and Crossen, Lusatia, Meißen Saxony, Brandenburg, Magdeburg, Anhalt, Halle, Cottbus, Calbe, Mansfeld.
Scenario Dates. Starts December-January Turn of 1740/41 & ends when the Peace Index reaches the #16 box.
Conquests. Upper/Central Silesia and the Duchies of Glatz and Oppavia to Prussia. Lower Silesia is Ceded to Prussia. Otherwise, all Territories hold their original allegiance (per the State Guide).
Weather. Starting weather is Frost.
Scenario Dates: the scenario begins on the May-June Turn of 1745 and ends on the December-January Turn of 1745.
Assigned OPs: Hohenzollern: 4 All Others: 0
Unassigned OPs: All: 0
Weather. Starting weather is Dry.
Campaign Plans.
Unassigned OPs: Habsburg: 0 Hohenzollern: 9
•
Assigned OPs: Habsburg: 14 Hohenzollern: 0
The Hohenzollern player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Lower Silesia prior to commencing play.
•
No Side has an Active DCP at start.
Campaign Plans.
•
Force Deployments. Sections 7.2-7.6 provide the OOBs. For the initial set-up, all Contingents, except for the Prussians and Austrians, are assumed to belong to Neutral Powers and are treated as Reinforcements. The Hohenzollern & Habsburg OOB booklets have initial setup information for the Prussians and Austrians (respectively); for the rest, use sections 7.X, deploying the listed forces as they become available.
•
Initial Power Relationships. Pre-War Neutrality (4.33) is in effect for all Powers except Prussia and Austria. PMs are placed as follows:
•
The Habsburg player’s initial Assigned OPs must be allotted to one or more ACPs against targets in Upper/Central Silesia and/or Glatz/Oppavia, prior to commencing play.
•
Both Sides have an Active DCP at start.
Special Rules:
Special Rules: None Victory. To win, the Habsburg player must have a higher Prestige than the Hohenzollern player by the end of the game. The Hohenzollern player wins by preventing this. The Hohenzollern player begins with a Prestige Level of Two (2); the Habsburg player begins with a Prestige Level of Four (4).
•
All Minor Powers begin with their PMs on their “Neutral” box.
•
Prussia’s PM is on the 1st “Full Support” box (further away from France).
•
Britain’s PM is on the 2nd “Minimal Support” box (closer to Austria).
Victory. As per rule 2.1. Prestige Levels start at: •
Hohenzollern: Two (2)
•
Habsburg: Three (3)
•
Bourbon: Four (4)
•
Maritime Powers: Two (2)
Lace Wars series Volume III: Sport of Kings Exclusive Rules ©2009 Ian Weir & Red Sash Games
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