Hi Alan: Here is another variant for Frederick the Great (3W) in txt format. Karl MORE VARIANT RULES FOR FREDERICK THE GREAT (3W) This is the second variant that I've developed for Campaigns of Frederick the Great. Like my earlier variant, these rules aim to fix the game's supply mechanics, which are too lenient and (at the same time) too clunky. While the earlier variant works fairly well, this one provides an alternative - and maybe simpler - approach that mirrors that in SPI's version of Frederick the Great. 8.0 SUPPLY (Replace) Forces are in supply if they can trace a supply path (8.1) to either a non-besieged fortress, fort, city which is occupied by a friendly force or garrison OR to a supply depot (8.2). Forces which are not in supply suffer certain negative effects as described in 8.3. 8.1 SUPPLY PATH. Units are automatically in supply if they can trace a Supply Path free of enemy units to a supply depot. A Prussian Supply Path can be a maximum of FIVE movement points long. A Coalition Supply Path can be a maximum of FOUR movement points long. 8.2 DEPOTS To extend the length of his supply lines, a player may build supply depots. A supply depot may represent such various facilities as storehouses, bakeries, magazines, or even just a temporary local requisitioning of supplies for an extended campaign. Use the supply wagon counters to represent supply depots. 8.21 Creation A depot can be created in any supplied, non-besieged hex. A depot is in supply if it can trace a supply path to a friendly-occupied fortress, fort or city hex OR to a supplied depot that forms a part of a network of depots that is linked to at least one friendly-occupied fortress, fort or city. During the supply phase, a player who wishes to build a depot places a supply wagon marker (on its "1" side) on top of a leader with a force. The leader must transfer at least one strength point to garrison the depot. The leader involved in constructing the depot may not move during this turn; if he does, the process is disrupted and the depot is immediately removed from the map. On the next turn, the supply wagon marker is flipped over (to its "2" side), signifying that the depot is operative and that friendly forces may not trace supply to it. Once the depot is operative, the leader is free to leave the hex. 8.22 Restrictions and Removal Depots never move and are captured if they ever are alone in a hex with an enemy unit. 8.3 SUPPLY EFFECTS (Addition) Unsupplied forces suffer attrition, as well as restrictions on movement and combat. 8.31 Attrition (Addition) During the supply phase, any unsupplied force suffers 5% casualties, fractions rounded up. Thus, any unsupplied force will incur at least 1 strength point from attrition. 8.32 Supply Effects on Movement (Addition) A leader with an initiative of 1 can never voluntarily move out of supply. A leader with an initiative of 2 can voluntarily move out of supply; but if it begins its turn out of supply, it must immediately move so that it is again in supply. A leader with an initiative of 3 or greater may move out of supply without restriction, subject to possible attrition. (8.31). 8.33 Supply Effects on Combat. Unsupplied forces must retreat at the end of the first round of combat, unless the enemy leaders have been forced to retreat because of demoralization. 9.2 COMBAT SUPPLY (Delete) These changes restore the elegance and sensible restrictions of the original SPI supply rules, while maintaining the excellent combat rules of the 3W edition. Enjoy! Karl Laskas Revised February 13, 2003