You are on page 1of 16
weer, . a. * 8 TABLE oF CONTENTS ‘The Battle-of Pragué Series 120 . "6, Turn Sequence 8. Movement Phase ©. Rally Phase, 8. Offensive Fire Phase 9, Defensive Fire Phase. 10. Melee Phase. . Ae Es. +, te A ARtitery. cee 42. Light infantry | 18. Weight of Cavairy. “14. Terrain... 15. Preparing for Play. “16, Austrian Reaction. “| Historical Summary. « © Magale Summary... "THEBATTLEOF PRAGUE _ ‘ 4 ~*~ © 1080, Game Designers" Workshop = All Rights Reserved. Printed in US.A a, . OREDITS : a Design: Frank Alan Chadwick wo . Development: John M. Astell Art Direction and Graphics: Paul R. Banner és Playtest: Tony Svailenks, Tom Harris 5 . . : Sete : ‘ imine, | The Battle of PRAGUE ‘THE BATTLE OF PRAGUE ‘At the start of the first full year of ‘the Seven Years War (1757), Frederick the Great resolved to strike @ damaging blow against Austria, kingpin of the ‘multi-state coalition thet had formed 10 dismember Prussia, Accordingly, he led his army into Bohemia, a possession of the Austrian crown. The Austrian army, of approximately equal size to Freder ick’s, awaited the Prussians in prepared positions outside the city of Prague, rather than disputing Frederick's entry Into Bohemia. On 6 May, Frederick ‘ordered his army to the attack, in the hopes of winning a victory and forcing ‘the Austrians to ask for peace . SERIES 120 The Battle of Prague is 2 Series 120 game published by Game Designers’ Workshop. Series 120 games are specifi- cally designed ta be played in under two hours by individuals familisr with the game rules. Learning the game system initially should require less than an hour for experienced gamers. The rules of this game have been ar- ranged bath for ease of comprehension (on first reading and for ease of reference 3. later. The fist several rules eover general information necessary for play of the game, Tho noxt rules cover the actual ‘game phases and all action which may be conducted in them. Finally, specific rules cover points of the game not di rectly related to sequence of play. PART I: GENERAL RULES 1. GAME COMPONENTS The Battle of Prague consists of 3 game map, a set of die-cut counters, this, rules and charts booklet, and a die ‘A. The Map. The 17 by 22 inch game map represents the battlefield outside the city of Prague in Bohemia where the battle was fought. Overlaid on the map is a hexagonal grid which serves much ‘the same purpose as @ square arid in chess: it defines the location of forces and assists in calculating distances. The unit counters are placed in the hexa- fgons_{hexes) and are moved using the ‘rid for reference. The half hexes along the north and south map edges are con: sidered to be full hexes and are used in play. B. The Counters. The sheet of 120 {die-cut unit counters provides the forces which fought in the battle. Each coun- ter is printed with a military symbol ins Braune_Braune-Hussaren Se ee anduneton nator” Bul Bulow | SETS re we! mac in Brat cal erin nd aie, Get Oxtte i ‘The example below indicates the layout Hautch Hautcharmoy ¥ ‘of the factors on the counters. JK2F — Jaeger-Korps zu Fuss | Seasereszcnela j it ona xem song t Factor Unit Size / Unit Type Kahid — Kahiden i Keak Reloreth \ — aoe Konner | ree Key Kreveen Tannen Kreck Krockow ! 4-3 | ie Ure i \ Leib H Leib-Husseren sent Novenint Foust bese Leste ; eee Marga! Heinrich i ‘The particular unit illustrated is an Karl Markgrat Karl ; infantry lunit type) regiment (unitsize). Meyer Meyerinck Fen meanest doctier. —— Molln Nollrdort , jon) regiment. The information is read Norm —Normann. 2 eee ied sbbravevers Osten Oxerich |. tre below eget (Pint geno i ‘Wurttemberg h. Unit size Symbols Hein rine Heinrich symbo! definition Sion Prins von Schosich r jing (half-battalion) Stech — Stechow Th Beaton See Trestow F Hit Regiment ion arney i x Brigade Weise Weisse-Hussaren r Winter Winterfeldt Unit Typ Symbol aie | symtot Detintion Se” Ancollredo [ AS Anhatezees i infantry Batth Batthyany } Bor owen i FS Grenais (eit inontry)———«G._—CorvraedGrenasirs , Sosoh_Eronorsog even | Bl antitery Leopold Erzherzog Leopold on Kone cavalry Lowen Lowenstein te ea } ‘Abbeatevone bet al [ ‘The tllwnensbbvevitors ae ued aleve Palo F —iquntdientetions; teyare provided Spr Sprecher for storia! information only. Stamp Stampach btn: Sinn Trautnennsdott | and Grandes wee Wren . - Hungarian: Baran Barenyay Beth len Dessow Dessewfty N. Est N. Esterhazy PLEst PLA Esterhazy Walloon: ‘Aro D’Arberg LRios Los Rios Lombard: ‘AMod. AltModens Croat: Carlstd Carlstadter Grenz-Hussaren Unit Color Codes Colors Navionolity White on Blue... 2.4. Prussians ied on White... -- German Austrians Black on Light Blue. Hungarians Green on White - Walloons Black on Red Croats Blue on White. -Lombards Black on White.Austian-Allied Germans ©. The Rules. This booklet contains the rules governing play of the game. Various charts and tables are needed for reference during the course of the ‘game; they are printed on the back cover. D. The Die. One six-sided dle is pro- vided with the game. tis used to 98 ate random numbers for the resolution cf comst and morale situations. 2. GAME LENGTH AND VICTORY The game ends upon the conclusion of game turn 20. At that point, victory is calculated. If all four Austrian entry hhexes. are occupied by Prussian units, the Prussian player wins a major victory. If one, two, or three of the Austrian ‘entry hexes are occupied by Prussian units, the Prussian player wins @ mar- ginal victory. The Austrian player wins @ major vietory if no Austrian entry hexes are Prussian occupied and there are at least twice 2s many eliminated and rout: ed Prussian strength points as there are eliminated and routed Austrian strength points. The Austrian player wins a mar inal victory if no Austrian entry he are Prussian occupied, During the course of the game, a player immediately wins a major victory if his opponent has no unrouted units in play. In this c3se, the game ends at that point. 3. ZONES OF CONTROL A unit, by its very prosonce, exerts control over the surrounding area. The six hexes surrounding an unrouted unit are its zone of control (ZOC). Routed Units do not have ZOCs. As soon as a Unit moves into an enemy unit's ZOC, it tands its movement for that turn. A unit which begins its movement phase in an enemy ZOC may move away and later in the phase enter another enemy ZOC, ‘but no unit may move directly from one hex in an enemy ZOC to an adjacent hex in an enemy ZOC Units forced to rout (see the m rules) into or through a hex in an enemy ZOC may do so, but each loses one strength point (losses of strength points are explained in subsequent rules). A Unit routing through several hexes in enemy ZOCs loses only one strength point, regardless of how many such hexes through which the unit routs. Aunit’s ZOC is not negated by either the presence of an enemy unit or an enemy ZOC. 4, STACKING Players may place more than one unit in a single hex. This is known as stacking. A player may place in 2 hex Units which total no more than four (4) strength points. Cavalry may not be stacked with either infantry units or ar tillery units, although infantry and ar tillery units may stack together. A player may always place one unit in @ hex: thus the Prussian unit with five strenath points is not in violation of stacking when in a hex by itself. ‘Stacking limits are in effect at all times. A player could not move, for ex- ample, a 2 strength-point unit through ‘hex which already contains 3 strength points of friendly units, 36 this would violate stacking. Units may rout through exes eontsining friendly units and may do s0 in violation of stacking, but this ccauses a morale check (as explained in subsequent rules). Enemy and friendly units may not occupy the same hex at the same time. 5, TURN SEQUENCE The Battle of Prague is played in game turns, each of which represents ‘thirty minutes. Each game turn is com> posed of @ Prussian player turn and an Austrian player turn. During the Prussian player turn, the Prussian player is the attacker and the ‘Austrian player is the defender. During ‘the Austrian player turn, these roles are reversed. All activity within a player turn is divided into phases which are executed in the following sequence: 1. Movernent Phi 2. Rally Phase. 3. Offensive Fire Phase. 4, Defensive Fire Phase 5, Melee Phase. Activity out of sequence is prohibit: fed. The precise activities performed in these phases are described in Part Il PART Il: SEQUENCE RULES 6, MOVEMENT PHASE During the movement phase, the attacking player may move any or all of his unrouted units. The attacking player {at this time must move all of his routed units. ‘A, General Rule. Movernent isa func: mn of each unit's movement factor: the movement. factor is the number of movement points (MPs) which @ unit hhas available to expend in the move ment phase. Different types of terrain require the expenditure of different amounts of MPs. The terrain ffects chart (TEC) lists the MP costs of various types of terrain encountered on the map. When a single number is listed, that is the number of MPs which must bbe expended to enter a hex of the indi cated type, When a number is preceded by @ plus (+), that is the number of MPs which must be expended to cross a he side of the indicated type, in addition to the cost of entering a specific hex. Thus, to cross a stream hexside into a clear terrain hex would cost an infantry unit fa total of 2 MPs. A unit may always move one hex, even if it does not have sufficient MPs: to do so, provided such movement is not from one enemy ZOC to another or across 2 prohibited hex side, B, Unrouted Units. A player may move each of his unrouted units up 0 its full movement factor in each of his movement phases. A unit may move in any direction or combination of direc: tions, It is net required to move its full movement factor, but, if it does not, it may not accumulate any unused MPs for use in Inter tums. MPs may not be ‘transferred from one unit to another. ©. Routed Units. Routed units must be moved each friendly movement phase. Routed units must be moved to: ‘wards a friendly entry hex as far as their movement factors will allow. Routed Units which enter a friendly entry hex stop and end their movement for that tum, Routed units which begin their movement on a friendly entry hex are moved off the map and are considered eliminated. In all cases, a routed unit must end Its movement as close to 3 friendly entry hex as possible, even if this will force it to move through enemy 20Cs or friendly units. If routed unit moves through a hex containing a friendly unit (regardless of whether this would cause 2 violation of stacking of not), the unit through which the routed unit moved must take a mor- ale check. Roll one die. If the number rolled is equal to or less than the unit's printed morale number, the unit is un- affected. If the number rolled is greater than the unit's morale number, the unit routs, A unit which routs during move: ment is immediately moved towards a friendly entry hex a a routed ur ‘and may cause other friendly units torout. D. Order of Movement. All routed Unite move first in the movement phase, in any order desired by the ‘owning player. After all routed units hhave moved, all unrouted units may be moved in any order desired by ‘the owning player. 7. RALLY PHASE During the course of the game, units will become routed due to various causes. Routed units should be desig. nated by inverting the routed units During the rally phase, the attacker may attempt to rally his routed units. Roll the die once per routed unit. If the die roll {i less. than or equal to the unit's printed morale number, the unit re covers. Place it face up. Recovered units may function normally in subsequent phases of the same turn, Ifthe die roll is Greater than the unit’s printed morale number, the unit remains in 2 routed condition until the next rally phase when it can again attempt to rally (unless it has exited the map in the movement phase, in which case it is tliminated:; see Rule 6). 8, OFFENSIVE FIRE PHASE During the offensive fire phase, the attacker may fire any or all of his un: routed infantry and unrouted artillery ‘units which did not move during the im- mediately preceding movement phase. Cavalry units may never fire, Infantry Units may fire at any enemy unit to which they are adjzcent. Artillery units may fire at any enemy unit up to four hhexes away. (An adjacent unit is eon- sidered to be one hex away.) ‘A. General Rule, Each unit eligible to fice in @ fire phase may only fire once. Each target unit may only be fired at ‘once. Fire combat is resolved on the fire combat results table by totalling the ‘number of fire factors of all units firing ‘at a target unit, Infantry units have fire factors equal to their remaining strenath points. Thus, a four strength-point in fantry unit would have four fire fac ters. Artillery units have fire factors equal to their remaining strength points times their range multiplier. The range multipliers for artillery are listed by the fire combat results table. For exemple, @ four strength-point artillery unit firing at a range of two hexes (multiplier of 2) would have eight fire factors. When the total number of fire factors has been computed, locate the correct column on ‘the fire combat results table. A player must have at least as many fire factors a listed on the table to use a given col umn. For example, if a player were fir jing with fifteen factors, he would use the twelve colurnn, not the sixteen col- ‘umn, of the table. Roll the die, making all appropriate dia roll modifications, ‘and read the result from the table. . Losses. All losses from fire combat, are given in terms of strength points lost. For example, a player attacks with eight fire factors and rolls a three. The defending unit loses two strangth points. To show this, take one of the plain umber counters and place it under the unit which suffered the loss. The num- ber counter must correspond to the number of strength points lost by the CS ee et | | ee Unit so far. The unit’sremainingstrength, point total is its printed strength rinus its. total losses, The unit's remaining strength point total is used for all game purposes, including fire fectos, morale factors, and stacking If strength points equal to of in excess of the uni femsining strength are lost, the unit is removed from play. . Die Roll Modifications. Certain circumstances wil cause the attacking player to modify the die roll by having 2 number either added to ot subtracted from the die roll, In al cases, this will be due to the condition of the defend: ing unit, Thase die roll modifica listed by the fire combat results table, D. Advance After Fire, If an attack: ing infantry unit is firing at an enerny unit either alone or in conjunction with other firing infantry and/or artillery Units, and all defending units in the hox ate eliminated due to fire combet, at the conclusion of the offensive fire phose the infantry nit may move into the va- tated hex, More than one attacking in- fantry unit may occupy the hex pro- vided that all of them fired Upon the hex and stacking limits are not violated. The attacking player is never obligated ‘to advance after fire combat but may do 40 if he wishes. E. Line of Sight. Artillery units must be able to trace an unobstructed line of sight (LOS) 10 their target units, The LOS is traced from the center of the firing units hex 2 the conte ofthe ta get unis hex, The LOS is blocked if it pases through @ town hex. Its aso blocked i Ie passes through a hex oon taining any other unit unless ether the firing unit or the target‘unit is on higher elevation than the unit through which the LOS passes. Dark brown terrain isthe highest elevation, followed by medium brown, followed by light brown. A unit considered to be on the highest elevation in a hex. 9, DEFENSIVE FIRE PHASE ‘Dring the defensive fire phase, the defender may fie all of his infantry and artillery units whieh ore within range of attacking units (Infantry must be adi- cant: artillery must bo within four hhexes) The some rules and restrictions apply a for offensive fire except de fending units may not advance after fire, Since defensive fire takes place after offensive fire, losses sustained by the defender will reduce is ability to return fire, 10, MELEE PHASE During the melee phase, the attacker may conduct melee attacks against 24+ jacent defending units. Melee attacks Tepresent close combat assaults by in- fantry and cavalry. Melee attacks are never requited: they are always vol~ luntary. All activity in the melee phases performed in four steps which are out- ‘ed below. Following the explanation ‘an example of the complete fourstep process. ‘A. Charge Declaration. Charge declar ation consists of the attacker declaring which of his units are charging adiacent eferider-oceupied exes. The term charge as used in the gime does not re- fer to actual movement, but rather it ‘means @ commitment to conduct a melee attack. The attacker may declare any of his units to be cherging within the following limits: 1, Routed units may not charge 2.Cavalry units may not charge against a town or marsh hex. Cavalry Units may not charge across a stream oF redoubt hexside, Cavalry may not ‘charge hexes that are also being charged by infantry. 3. Infantry units may not charge hhexes occupied by defending cavalry units. 4. Artillery units may notcherae. B.Pre-Charge Morale Check. Each attacking unit which has been declared to be charging must take a morale check, Roll the die once per charging unit. If ‘the number rolled Is equal 10 oF less ‘than the unit’s current morale number, ‘the unit charges as ordered. If the num ber is greater than the unit’s current morale number, the unit doos not charge and does not participate in the melee, The unit does not, however, suf fer any adverse results. A unit's current morale number is its printed morale ‘number minus the total number of cas- Ulties it has suffered. For example, the Austrian Kheul regiment with a printed morale numbor of six would have a cur ‘erent morale number of four after it has suffered two casualties. ©. Defender's Morale Check. All de- fending units which are in hexes being ‘charged must now take a morale check. {If all attacking units charging a defend- ing unit's hex have failed their morale cchecks in step B above, the defending unit is not required to take @ morale ccheck now since _no unit is actually charging its hex.) Defending units check morale in the same way as do attacking units, rolling a die and com paring it to their current morale. There are three differences in the procedure: 1, Defending artillery units never check morale (aS they have no printed morale number} and are assumed to always pass the morale check, 2, Defending infantry which is bo- ing charged by cavalry adds one to its die roll for the defender's morale check. 3. Any defending unit which fails its morale check immediately loses one strength point and routs towards a friendly entry hex, I as a result of the defender's morale check all defending uifits rout from a hhex which is being charged, the attacker must advance at least one of the charg ing units into the now vacated hex. The attacker may, at his option, advance as many charging units as he wishes into the hex provided that stacking limits are not violated If some or all of the defending units in a hex pass the defender's morale check, proceed to melee resolution. D. Melee Resolution. Since a charge is directed at a hex rather than at a spo- cific unit, all defending units in the hex participate in the melee, as do all attack- Ing units which are charging the hex. Melee is resolved in three steps. 1, Determine the average morale for both sides, The average morale is the sum of all current morale numbers di- vided by the numbor of units. Fractional results of % or higher are rounded up; all other fractional results are rounded down. Since artillery units have no printed morale number {and thus no current morale number}, they are ex- cluded from this calculation. For exam- Ble, a defender has in a hex ane infantry Unit with 8 current morale of three, ane infantry unit with a current morale of ‘wo, and one artillery unit. His average morale is ([2+3]/2.= 2%, rounded to) th 2. Determine the melee values of both sides. The melee value of a side is the sum of all the remaining strength points of all of a player's unis involved in the melee, including artillery. 3. Each player rolls a die and adds ‘to the roll his average morale number and his melee value, The side with the higher total wins the melee. The side which loses the melee routs all partici- ppating units and must immediately lose fone strength point from any involved unit (owning player's choice), If the attacker wins the melee, he must ad- vance one charging unit’ into the hex and may advance more i he so desires, subject to stacking limits Example: The Prussian player is the attacker, Against an Austrian-occupied hhox he charges two infantry regiments ‘and one infantry battalion. One infantry fogiment has 9 printed morale number Of five and @ printed strength of four. Tt has suffered no casualties and thus retains its printed factors. The second infantry regiment has the same printed factors but has suffered two casualties, thus giving it a current morale number lf three and a current strenath of two: ‘The infantry battalion has a printed morale of six and a printed strength of fowo. It has suffered one casualty and thus has current morale of five ond current strength of one. ‘The Austrian player has a grenadier brigade with a printed morale of seven and a printed strength of four, It has suffered one casvalty, thus giving it @ turrent morale of six and a current strength of three. ‘A. Charge Declaration: All three Prussian units are declared to be chara- ing the Austrian-cccupied hex. B. Pre-Charge Morale Check: The Prussian player rolls the die three times, fonce for each charging unit, and obtains rolls of 2, 4, and 4. The 2 is less than the first regiment's morale number, and thus it charges, The four is greater than the second regiment's morale number, and thus it does not charge. The last four is less than the last unit’s current morale of five, and thus the battalion charges. ‘C. Defender’s Morale Cheok: The Austrian player, since he is still being charged, tolls the die for his defending Unit. He rolls a one, which is less then the gtenadier brigade's current morale number of six, and thus the Austrian tunit stands its ground and the melee proceeds. D. Melee Resolution: The two Prussian units have @ combined strength (the sum of their current remaining strengths) of five, The Austrian unit has fa melee strength of three (its current re- ‘hus that is their average morale. The ‘Austrian unit has @ current morale num- ber of six and thus that is its average morale. Both sides roll the die once and both roll a four. The Prussian adds five (his melee value) and six (his average morale) for a total of fourteen. The ‘Austrian adds three (his melee value) ‘and six (his average morale) for 2 total of thirteen, The Prussian player wins the melee, The Austrian unit loses one strength paint and routs out of the hex. The Prussian player advances the four strenathepoint infantry regiment into the vacated hex. He does not advance ‘the battalion, as this would then place @ « total of five strength points in the hex and thus violate the stacking limits. ‘Ties. If both sides obtain the same ‘umber after rolling for melee and adding their melee values and average orale, gach side loses one strength point and both roll again. On the seeond Foll the melee value of each side will be different and the morale value of either side may be different. This con: ‘inves until one side wins the melee or bboth sides are completely eliminated). Terrain. Two terrain types affect melee. When resolving melee, the aver- ‘age morale for units defending in a town hhex is reise by two. For example, if a two strength point battalion (morale of 6, has taken no losses) and a two strength point battalion (printed morale Of 5, has taken 1 point of losses, thus 2 current morale of 4) defend against @ imeloe in 2 town hex, then their average morale (normally 2 5} would be a 7. When resolving melee, defenders occu pying the redoubt hex have their aver age morale raised by one if at least one Of the attacking units is attacking through a redoubt hexside. If no attack- ing units are attacking through redoubt hhexsides, then the redoubt has no effect -10- upon the m Routed Units. The attacker may charge exes containing routed cavalry with his own unrouted cavalry and may charge hexes containing routed infantry ‘with either his own unrouted cavalry or infantry units, Routed infantry charged by infantry immediately loses one strength point and routs, as if it had failed a defender’s morale check. Any routed unit charged by cavalry is automatically eliminated and immed ately removed from play. The attacker is not required to take 8 precharge morale check for any unit charging a hhex occupied solely by routed do- fending units. PARTI: SPECIFIC RULES 11, ARTILLERY Artillery has several special character- Isties. Artillery units have no printed morale numbers and thus never take morale checks, Artillery units are un affected by friendly units routing through the hex they occupy, Artillery Units may never mave adjacent to any enemy unit during their -moverent phase. They may, however, remain adja: Cent 10 enemy units which mave next to them. Artillery units which lose a melee tare eliminated instead of routing; the climination of the artillery unit sats the requirement of the melee’s loser (ia, the defender, since artillery may never charge) to lose ane strength point. 12, LIGHT INFANTRY Light infantry units are distinguished by the fact that they are represented by one strength-point wings (half-battalions) rather than by battalion, regiment, or brigade counters, The Austrian playor has five Croat light infantry units while the Prussian player has one wing of the Jeeger Korps 2u Fuss (foot j2egers) These units have special abilities. ‘A. Movement and Fire. Light infan- ‘uy units may either move or fire in the movement phase and may either move fr fire in the offensive fire phase. Thus, during the owning player's turn, any given light infantry of his unit could move and then fire, fire and then move, move twice, or fire twice. Note that light infantry units are not subject to the restriction that attacking units may fire only if they have not moved. B. Skirmishing. If a single light infan- try unit is the only unit in 3 hex, itis assumed to be skirmishing. Skirmishers receive favorable die roll modifications when fired upon by enemy units, 4s listed on the fire combat results table. In addition, skirmishers which fail a defender's ‘morale check (prior to melee} rout but do net lose one strength point. 18, WEIGHT OF CAVALRY Heavier cavalry has an advantage over lighter cavalry when in melee. To reflect this, heavier cavalry is given a morale ad vantage. Each cavalry unit in a hox being charged by heavier cavalry sub tracts one from its current morale when taking a defender’s morale check. Each cavalry unit charging a hex containing heavier cavalry subtracts one from its ‘current morale number when taking @ pre-charge morale check. Weight of ‘cavalry is determined by movement fac- tor. Any cavalry unit with a movement factor of Bis heavy cavalry. Any cavalry Unit with a movement factor of 9 is medium cavalry. Any cavalry uni ~ith a movement factor of 10 is light cavalry. When resolving melees, whichever side has the heavier cavalry adds one to Its average morale. Overall weight of cavalry is determined by the weight of the heaviest cavalry unit involved in the melee of each side. If both sides have equally heavy cavalry units involved, no ‘modification is made to either side. “n= 14, TERRAIN Several differant types of terrain are shown on the map which influence ‘movement and combat. Elevation, There are three elevations shown on the map. The highest eleva- {ion consists of all dark brown areas, followed by medium brown, and then light brown. Swamp is considered to be in the same elevation as light brown (the Towest elevation). A hex is considered to be entirely at the elevation of the highest color in the hex. Thus, 2 hex partially dark brown and partially medium brown is considered to be in {the highest elevation, the same as if it were entirely dark brown, “The terrain effects chart lists the MP ‘cost to change elevation. Additionally, elevation affects the tracing of artillery fines of sight, ¢ detailed in Rule 8. Redoubt. The redoubt affects melee as explained in Rule 10. It affects fire as Shown on the die roll modifications by the fire combat results table. However, ‘the occupiers of the redoubt are never affected by this modifier when firing. ‘The modifier only affeets fire upon the occupants of a redoubt. ‘Other Terrain. All other terrain af fects movement and combat as ind cated on the terrain effects chart and the list of die roll modifiers by the fire combat results table 15. PREPARING FOR PLAY “The Austrain plays deploys some of his unite on the map initially. He may place units only im the ten Austrian de- ployment hexes. He must place at least ne unit in each deployment hex and ‘may place more units in each hex, up to the stacking limits. Within these restric: tions, the Austrian player may choose any of his units for initial deployment. ‘After the Austrian player has deployed his units, the game begins with the Prus sian player turn of the first game turn. ‘Any or all of the Prussian units may ‘enter the map on the first turn. All Prus: Sian units which enter the map on the first turn do so in any of the Prussian entry exes marked P-1. Each unit which enters the map expends one MP to enter the entry hex itself; the unit may then continue moving as normal. Prussian units may be divided among ‘the hexes marked P-1 as desired ‘Any Prussian units which do not en- ter play on the first game turn may enter play on any subsequent Prussian player tury; they may enter on any Prussian entry hex, including the hexes marked P 16, AUSTRIAN REACTION No Austrian unit on an initial de- ployment hex may move until at least fone of the Austrian units on such a hex has been attacked (Fire or melee) of tuntil turn 12, whichever occurs first ‘The single exception to this is that units initiely placed next to Kej may move into that town, If they do, then all units in Ke) are treated as if they were onan initial deployment hex. ‘Austrian units which do not start the game deployed on the map begin enter- ing play during the Austrian player turn fof the first _geme turn, The Austrian player may enter up to six strength points of units at each entry hex per turn, Once the Austrian units deployed fon the initial deployment hexes may move (see preceding paragraph), the ‘Austrian player may have eight strength points of units enter play at ezch entry hex per tum, Austrian units entering the map may ignore routed units on heir entry hexes for movement and stacking purposes, provided that they Jo. not end thelr movement in the hhex. This is the only time when units may voluntarily violate the stacking rules. 12 | | ‘THE BATTLE OF PRAGUE ‘The Seven Years War traces its origins back to the War of the Austrian Succes sion (1745-1748) in which Frederick the Great's Prussian armies had seized the rich Austrian provinee of Silesia. Beset by enemies at that time, Austria's empress Maria ‘Thoresa had been forced to make peace with Prussia to preserve her ather holdings (particularly her claim to the Holy Roman Empire) and had thus temporarily re- cognized Prussia’s claim to Silesia. Upon conclusion of a general peace, however, ‘Austria had begun preparations to recover Silesia from Frederick. The Seven Years War itself began with Frederick's preemptive strike in 1756 against Austria's ally, Saxony. The Prussian army quickly bottled up the Saxons at Pirna and besieged them there. To rescue them an Austrian army marched north along the banks of the Elle River and at the small village of Lobositz met Frederick and strong detachment of his army in the first major battle of the war. The Battle of Lobositz was inconalusive in results: due to rash early attacks Frederick's Prussians took very heavy casualties, but late in the action broke the Austrian Fight flank and prevented them from slipping by and relieving the Saxon army at Pima. The Austrians retreated and attempted an approach from another quarter but, before they could complete the maneuver the Saxons capitulated. The main result of Lobositz was to show that the deficiencies both armies had shown during the War of the Austrian Suocession had largely been put to right and that two well- matched opponents faced each other. Both sides wintered in their respective territories and laid new plans for the coming year. When the spring thaws of 1757 came Frederick decided on an invasion of the rich Austrian provines of Bohemia as a means of keeping the growing Austrian strength off balance and preserving his own territories, at least temporar- ily, free of invasion; Frederick at least partially appreciated the advantages of fighting @ war on foreign soil rather than his own. The major Austrian army massed at Prague, the capital of Bohemia, and on May 6, 1757 the two armigs clashed in the first decisive battle of the war, a battle that was to end in a bloody Prussian vietory and a humiliating Austrian defeat. The armies themselves at Prague were fairly well matched in size, The Pri sians enjoyed about a 30% superiority in both infantry and artillery, and their infantry had shown itself to be superior to that of the Austrians in the last war. While the Austrian infantry had improved immensely between the wars, the Prus- sians stil held a slight qualitative edge. This would prove more important than the quantitative advantage, which vas more than offset by the fact that the Austrians ‘were fighting on the defensive. The artillery superiority also would be more than offset if the Prussians chose a conventional attack, as thelr gunners would have to drag the guns forward under Austrian fire and would undoubtedly suffer losses doing so. The ability of the Austrians to pick dominating features for their batteries and throw up earthworks before the battle would further redress the imbalance. In cavalry the two sides were evenly matched as to numbers, although the Austrians held the clear advantage in weight with twice as many of the heavy cuirassars as the Prussians, The Austrians had a reputation for fielding superb cavalry and the per- formance of the Prussian cavalry in the War of the Austrian Succession had been embarrassingly, bad. Numerous reforms between the wars had boen aimed at im- proving the quality of Prussian cavalry, but whether they had been successful in this -13- ‘aim temsined to be seen. Lobositz had not really provided a good testing ground “for them, for the fog-covered battlefield severely hampered their employment; they hhad st least shown courage in repeatedly charging blindly into the fog, in obedience +o Frederick's ill-conosived orders, where concealed Austrian batteries nad butcher- fed them. But were they as skilled as they had been brave, and had the carnage Of Lobositz taken the edge off their courage? Since the Austrians were entrenched on commanding hills before Prague, Fred- erick wisely decided against a frontal assault and opted for the thenunconventional ‘approach of a flank march. Ignoring the Austrian field works north of Kej, the Prus- sion infantry marched completely around the Austrian right flank and began wading through the marshes south of the numerous ponds in the area around |. Ke). The Prussian cavalry made an even wider flanking move, swinging south of Sterbohol to come upon the Austrian rear. © Reacting frantically, the Austrians shifted first their reserves and then the troops of their left flank to face the new Prussian threat. Batteries quickly set up on the heights and in front of it, shattering the Prussian regiments struggling through the marshes. Austrian culrassiors faced Prussian cuirassiers in the south and proved their worth, routing several of Frederick's regiments. But then the Prussian hussars came up on the flank of the cavalry battle, charged, and drove all before them, the Austrians streaming north in panic and disorder. ‘To shore up their disintegrating right flank, the Austrians shifted more and more Of their men and guns to the south. In doing so, they inadvertently opened 3 gap ‘original right (now their left) flank, still uncommitted and in their initial positions. ~The second line of Prussian infantry had arrived and formed up between the ponds ‘and marshes and now threw themselves forward in a massed assault on this open ing. Despite frantic efforts to plug the hole they had themselves opened, the Austrians found themselves in a rapidly disintegrating position, and the final col: lapse came with the renewed attacks of the Prussian cavalry and the reformed survivors of the first ling infantry. Local panic turned to general rout as the cone sion of the Austrian position rapidly unraveled, and only the courageous stand of ‘handful of Austrian regiments allowed the fleeing Austrian whitecoats to gain the sanctuary of the walls of Prague. Frederick suffered more casualties, in the final analysis, than did the Austrians, bbut had nevertheless won an important victory. Gone were the days when battles would be fought by two armies drawn up faceto-ace with no real bettietield maneuver. Gone also were the days when the Austrians could count on the super- Tority of their cavalry to protect them from pursuit after a battle lost; the Prussian horse emerged from the smoke of Prague as one of the finest cavalry arms in the World, and had in large measure been responsible for the Prussian victory. tek. Ll —14— . MORALE SUMMARY — |. Definitions . - am ‘A. Printed Morale Number: the number printed on the counter. B. Current Morale Number: the printed morale number minus the number of losses take by the unit. For example, a unit with a printed morale of six which has series Rey it morale of four. . Average Morale: used in melee resolution, average morale is §the sum of all cur- rent morale numbers of one side's units in a melee divided by the number of that side’s units in the melee. Artillery has'no morale number and is not included in this © calculation. Add one 16 the average morale of the side with the heavier cavalry in the melee, if applicable. . M1. Morale Checks: 4% "A.Check each unit in a hex wheh a routed unit enters that hex. 1. If the die roll is equal to or less than the unit's printed morale number, i is unaffected. 2. the die roll is greater than the unit's printed morale number, it routs B. Check each routed unit during the rally phase. = 1. If the die roll is less than or equal to the unit’s printed morale number, it recovers. “22 tthe routed. . Each unit declared to be charging must take a pre-charge morale check. 1. IF the die roll is equal to or less than the unit's current morale number, the unit charges. 2. If the die roll is greater than the unit’s current morale number, it does not charge. © °D. Each unit in @ hex being charged must take a defender’s morale check 1. If the die roll is equal to or less than the unit's current morale number, it stands and the melee continues. 2, If the die roll is greater than the unit’s current morale number, it loses one strength point and routs, ie rol s greater than the unit's printed morale number, it remains: 1M. Modifications |. A: Infantry. If infantry isin a hex being charged by cavalry, subtract one from the infantry’s current morale nurnber when taking the defender's morale check. B. Covalr 1. Cavalry in 2 hex being chraged by heavier cavalry has one subtracted from, Its current morale umber when taking the defender’s morale check. 2. Cavalry charging a hex containing heavier cavalry has one subtracted from its cuftent morale numbor when taking the pre-charge morale check. ©. Terrain, 1, Add two to the average morale of the defenders of a tow hex. 2! Add one to the average morale of the defenders of the redoubt hex if any" Of the attackers is attacking through o redoubt hexside. ee: «a, * ‘= 1B 22. 26 4 4° 4° aoa eS Fo Se Bg, Ah 2... 5-4 :* Digeid 2 2 2° f a9. dy Lait ge a “Tne numba indicate as a combat etl is the numb of swength poins lost defending unit a5 result of combat. IF no numbers indicated, then the ettack aso effect. wat | Die Roll Modifiers It firing at Cavalry. sh Range Anillery Fire Factor Molter. < I lng at Skater SEN Than tcc wees "3 “We firing at Ailery «= 41 Zhexes Seer doubled” + firing through redoubthexsiga 42 Shox. sse doubled” If firing at infantry in town. « spine a oe as printed Lf firing af Skirmishers under cover. +2 : © (Skier under cover ifn atown & opswamp ie: 5 en sappanverrecrognant Fg Terran Type ariilery. Notes, Clear Hex © ATO: enter any. ix Town Hex : with @ higher gerrain Hex’ 2 ® olor than the unit's ~ BBtream Hexside 41 currant hex. Climb 1 Elevation? +1 . 2.70 enter. any ba Dessand 1 Elevation? 0 “with owerelevation. g BedoubtHexside 0 : PondHewside 4 : Fes i "Cavalr) may not chergeinto or over terrain tyBes ‘are wit an aterse

You might also like