1.0 INTRODUCTION 2.0 GAME COMPONENTS [2.1] Game map [2.2] Counters 3.0 PHASES & GAME TURNS [3.1] Phases 4.0 MOVEMENT [4.1] Unit facing [4.2] Movement generally [4.3] Movement prohibitions [4.4] Movement to the rear [4.5] Terrain effects [4.6] Zones of control and attack zones 5.0 STACKING 6.0 ZONES OF CONTROL [6.1] General principles [6.2] Effects on movement 7.0 COMBAT [7.1] General principles [7.2] Attack phases and combat results [7.3] Particular principles [7.4] Terrain effects on combat [7.5] Shock attacks 8.0 ATTACK EFFECTS [8.1] Combat results [8.2] Facing after combat [8.3] Retreats [8.4] Displacement [8.5] Routs [8.6] Pursuit 9.0 DISORDER [9.1] Gaining disordered status [9.2] Movement [9.3] Combat [9.4] Rally 10.0 LEAVING THE MAP [10.1] General principles 11.0 CROSSBOWS [11.1] General principles 12.0 ARTILLERY [12.1] Firing [12.2] Movement [12.3] Combat 13.0 TRAMPLING ONE'S OWN UNITS 14.0 WOLF PITS [14.1] General principles [14.2] Effects on Polish-Lithuanian units 15.0 LEADERS [15.1] Movement [15.2] Combat [15.3] Command 16.0 STANDARDS 17.0 CAMP FOLLOWERS 18.0 UNIT SET-UP 19.0 VICTORY CONDITIONS 20.0 GAME CHARTS [20.1] Terrain effects [20.2] Command radius [20.3] Camp followers [20.4] Crossbow fire [20.5] Artillery fire [20.6] Wolf pits [20.7] Combat results - horse [20.8] Combat results - foot 1.0 INTRODUCTION Grunwald 1410 is a simulation of the battle that was fought between the forces of the Teutonic Knights and the combined army of Poland/Lithuania, near the village of that name in what is now eastern Poland. This battle was the largest of the medieval period and signalled the end of the dominance of the knightly orders in Eastern Europe. Whilst primarily a 2 player game, the considerable number of counters and fairly large map lend themselves to multi-player participation, with individual players being responsible for specific units. 2.0 GAME COMPONENTS [2.1] Game map The 96 x 68cm map represents the terrain between the villages of Grunwald, Lodwigowo, Ulnowo and Stebark (Tannenberg), where, on 15 July 1410, the battle was fought. The map represents the historical position of streams, woods and marshes, however, only those terrain features that had a significant effect on combat or movement are shown. A hexagonal grid is superimposed on the map to regulate movement and placement of units. Each hexagon is identified by a code determined by cross-indexing the respective column with the row, thereby arriving at an alphanumeric identifier. Example: A50, B9 indicates the hexagon at the intersection of column 50, row 9 (the village of Ulnowo). Also to be found on the map is a legend identifying each type of terrain. Each hex represents approximately 150m of actual terrain. [2.2] Counters Before commencing play, the pairs of corresponding counter sheets will need to be glued together, back to back, and carefully cut out along the indicated lines. When gluing the sheets together it is important that the names on the reverse of each counter correspond with those on the front, or are of the same type of informational counter. There are two kinds of counters in the game: those representing leaders and units, and those used for informational purposes. Counter types and markings horse unit name shock symbol combat strength movement allowance foot crossbow fire combat strength movement allowance leaders name reorganisation factor disordered marker standards wolf pits Unit types Teutonic horse Crusader horse Teutonic foot Polish horse Lithuanian horse Tartar horse Polish foot Lithuanian/Russian foot Camp followers Teutonic artillery All Teutonic/Crusader and Polish horse are classed as heavy cavalry. Lithuanian/Tartar horse are classed as light cavalry. Each cavalry counter represents a troop of horse equivalent to 70-150 lancers or 210-450 cavalrymen. An infantry counter represents a grouping of 400-500 soldiers. A camp follower counter represents 1000-2000 people. Unit strength is expressed in points representing a particular unit's strength in both attack and defence. Shock symbol is to be found on cavalry only, and indicates that that particular unit has not previously participated in combat. Such units can often be the key to success. A unit that has lost its first impact bonus through participating in combat is flipped over to its reverse side and remains in that state for the remainder of the game. The reverse side of such units is generally 1 or 2 points lower than the strength on the front of the counter, and represents a reduction in efficiency due to a unit having found itself in line of battle for some considerable time. Movement allowance is expressed in points representing a particular unit's ability to move a certain distance in a movement phase. A unit's movement points are expended at a rate dependent on the type of terrain entered as explained in the Terrain Effects Chart. Unit name is its historical designation derived generally from the name of its commander or the region/city from which it was recruited. Note that for the sake of clarity, references in these rules to 'Teutonic' include Crusader units, and those to 'Polish- Lithuanian' refer to all units under King Jagiello's command. 3.0 PHASES & GAME TURNS Grunwald 1410 is of 22 turns duration during which each player performs a number of actions in designated phases. A game turn track is provided on the game map, together with a turn marker designated 'etapy'. Each game turn is divided into seven phases that must be played through in consecutive order. Each game turn represents 30 minutes of time on the battlefield. [3.1] Phases Players are obliged to play the phases in the order given below, although they are allowed to carry out actions in a given phase in any order they desire unless the rules specifically prohibit them from doing so. Phase 1 - Polish-Lithuanian movement The player controlling the Polish-Lithuanian units may move them freely within the limits of their movement allowances (as dictated by the Terrain Effects Chart). During movement it may be necessary to determine the effect of marshes and wolf pits on units entering such terrain. Phase 2 - crossbow and artillery fire During this phase the Teutonic player may fire his crossbows or artillery (the Polish-Lithuanian player has no crossbows or artillery) at any Polish-Lithuanian units within range. Phase 3 - Polish-Lithuanian unit reorganisation Every disordered unit in the Polish-Lithuanian army which during its movement phase did not move, and which is at least 6 hexes distant from any enemy unit which itself is not disordered, may attempt to reorganise (either itself or with the assistance of a leader). Phase 4 - Polish-Lithuanian attack All Polish-Lithuanian units with Teutonic units within their attack zones must attack. Phase 5 - Teutonic movement Teutonic equivalent of phase 1. Phase 6 - Teutonic unit reorganisation Teutonic equivalent of phase 3. Phase 7 - Teutonic attack Teutonic equivalent of phase 4. 4.0 MOVEMENT [4.1] Unit facing [4.11] During the course of a game of Grunwald 1410 it is necessary to maintain unit facing within each hex. The top of each unit, as determined by its illustration, must correspond to a hex-side. In the remainder of these rules, references to the front of a unit mean its top edge, whilst those to a units' rear refer to its bottom edge. [4.12] The three hexes to a unit's front constitute its frontal zone, whilst the three hexes to its rear are its rear zone. The centre hex in the frontal zone is known as the attack zone. [4.2] Movement generally [4.21] During their respective movement phases, players may move their own units within the limits of their movement allowances. Movement points are expended in entering terrain (refer to the Terrain Effects Chart) and/or rotating within a hex (refer to [4.23]) up to the limit of a units' movement allowance. Units must be moved through consecutive hexes; skipping hexes is not allowed. Units are moved in any order, one after another, however a unit may not be moved until the preceding unit has ended its movement for that turn. [4.22] Units move forward exclusively through their front hex side, i.e. into their attack zone (refer to [4.12]). [4.23] During movement, a unit may make turns. The expenditure in movement points for rotating 60 degrees is 3 for heavy cavalry, 2 for light cavalry and 1 for infantry. The cost for rotating 120 degrees or 180 degrees is the equivalent of 2 or 3 times that for 60 degrees. Example. A light cavalry unit possessing 10 points of movement moves through clear terrain at a cost of 1 movement point for each hex entered. The first movement point is expended in entering hex 'a', in which a 60 degr turn is made at a cost of an additional 2 points of movement. The unit then enters hex 'b' for 1 movement point, followed by hex 'c' (likewise 1 movement point) where it makes a 120 degree turn (the equivalent of two 60 degree turns), thereby expending 4 movement points (2x2 points of movement). Finally, the 10th point of movement is expended in entering hex 'd'. [4.24] The movement of units is generally only allowed during the owning player's movement phase, however, subject to certain restrictions, movement may also occur during pursuits, routs and retreats (refer to [8.3], [8.4], [8.5], [8.6]). [4.3] Movement prohibitions [4.31] A unit may not enter a hex occupied by a friendly unit (exception, refer to [8.55]) or that occupied by an enemy unit. Entry of a hex occupied by an artillery unit is permitted only during pursuit (refer to [12.33]) or when trampled by its own cavalry. [4.32] In a given turn, a unit may not expend movement points in excess of its movement allowance. [4.33] A unit need not expend all or indeed any of its movement points in a given turn. [4.34] Movement points not used in one game turn cannot be transferred to another turn. [4.35] Movement points not used by one unit cannot be transferred to another. [4.36] Any number of units may pass through one hex in a given turn. [4.37] Once a hand is removed from a unit following movement that completes that unit's movement for that turn, and no corrections may be made without the opponent's agreement. [4.4] Movement to the rear [4.41] Every unit may, by expending its total movement allowance, move one hex directly to the rear (through its centre rear hex side) without having to expend any points for rotating. The facing of a unit remains unchanged following such movement to the rear. This rule is the only exception to the principles of [4.22]. [4.42] A unit making such movement to the rear may not enter an enemy attack zone. [4.5] Terrain effects [4.51] A unit expends 1 movement point for each hex of 'clear terrain' entered. The cost of entering other types of terrain depends on the type of unit, and may cost 2 or even 3 movement points - refer to the Terrain Effects Chart. [4.52] To cross a stream costs a unit +1 additional movement point, e.g. crossing a stream in a wood, a unit must expend 2 (wood) +1 (stream), for a total of 3 movement points. [4.53] Crossing a stream at a ford costs a unit no additional movement points. [4.54] Units are forbidden from entering hexes entirely covered by lakes. There is no prohibition in respect of hexes only partially covered by lakes, e.g. A50 B10. Movement across hex sides entirely covered by lakes is also prohibited, e.g. between A42 B12 and A43 B12. [4.55] The type of terrain has no effect on the cost of rotating within a hex. [4.56] Heavy cavalry when entering marsh hexes must, in addition to paying the cost of entering the terrain, check whether it has incurred any losses. The moving player rolls a die, on a result of 1-5 there is no adverse effect for entering the marsh; on a roll of 6, the die must be rolled again, and the heavy cavalry eliminated on a roll of 4-6. This procedure must be carried out for each marsh hex entered by each heavy cavalry unit. [4.6] Zones of control and attack zones Refer to [6.2]. 5.0 STACKING In 'Grunwald 1410' it is forbidden at any given moment during the game for a hex to contain more than one unit of horse, foot or artillery (exception, refer to [4.31]), i.e. there is no stacking. This rule does not apply to standards or leaders, which may be stacked without limit with permitted units. 6.0 ZONES OF CONTROL [6.1] General principles [6.11] A zone of control is the sum of a unit's frontal and rear zones. The particular range of a zone of control is one hex, the foremost of which is the attack zone (refer to [4.12]). In other words, a unit exerts a zone of control into the six hexes adjacent to it. [6.12] All foot and horse units have zones of control. Artillery and units in a disordered state (refer to [9.1]), do not possess zones of control. [6.13] Zones of Control do not extend across lake hex sides. [6.14] The presence of a number of zones of control, either friendly or enemy, on a given hex imparts no additional consequences. All zones of control exist in isolation, and neither negate nor exclude each other. [6.15] A friendly unit, not being in a disordered state, negates the presence of an enemy zone of control in the hex occupied by the friendly unit. [6.16] The presence of a zone of control has no effect on friendly units. [6.2] Effects of zones of control and attack zones on movement [6.21] A unit must immediately stop upon entering an enemy zone of control, irrespective of the number of movement points remaining to it in that game turn. [6.22] The entry of an enemy zone of control does not carry any additional movement point expenditure. [6.23] A unit commencing its movement in an enemy zone of control (on condition that it is not also an enemy attack zone) may, for the expenditure of all its movement allowance, move one hex through an enemy zone of control. [6.24] A unit commencing its movement in an enemy zone of control may withdraw one hex to the rear (refer to [4.4]) or may move forward (if its facing allows it to do so). Exiting an enemy zone of control by forward movement does not incur the expenditure of any additional movement points. Refer to example below. [6.25] A unit commencing its movement in an enemy attack zone, may likewise withdraw one hex to the rear (refer to [4.4]). [6.26] A unit leaving an enemy zone of control may in the same turn enter another enemy zone of control as long as is not also an attack zone. [6.27] A unit commencing its movement in an enemy zone of control (on condition that it is not also an enemy attack zone) may, for the expenditure of all its movement allowance, rotate 60 degrees in either direction. [6.28] A unit commencing its movement in an enemy attack zone may, for the expenditure of all its movement allowance, rotate 60 degrees but only to face the enemy unit in whose attack zone it is in (unit 1 in the example below). If a unit finds itself in the attack zone of several enemy units, any rotation must be towards the nearest enemy unit (unit 2 in the example below). [6.29] In a situation where enemy units find themselves in each other's attack zones (units F and 4 in the example below), neither of them is allowed to rotate in place. This is the only situation where a unit is prohibited from turning in place. Example. Unit 1 may rotate only in the direction of unit A (one turn of 60 degrees to the right). Unit 2 may only turn towards unit B (as a turn towards unit C would require a turn of 120 degrees). Unit 3 may rotate either towards unit D (one turn of 60 degree to the right) or unit E (one turn of 60 degrees to the left). Unit 4 may not rotate at all, as both F and 4 are in each other's attack zones. 7.0 COMBAT [7.1] General principles [7.11] Combat between units may only occur during attack phases. The phasing player is termed the attacker, and the non- phasing player, the defender. [7.12] All units of the attacking player that start the combat phase with enemy units within their attack zones must attack. Avoiding combat is not allowed (exception - refer to [7.13]). [7.13] A unit in the attack zone of an enemy unit may not attack any enemy unit (refer to example below - unit D) other than a unit in whose attack zone it is in. [7.14] The object of attack of a given unit may only be that of an enemy unit in its attack zone. [7.15] It is possible to have a combined attack against a single unit by several units, but only in situations where the defending unit finds itself in the attack zones of several enemy units. Example. Units A and B combine their attack against unit 1, C attacks unit 2, however D, which finds itself in the attack zone of unit 4, cannot attack unit 3 (in compliance with rule [7.13]). [7.16] Combined attacks by several units against several enemy units are not allowed. [7.17] A single unit may attack or be attacked only once in any given attack phase. [7.2] Attack phases and combat results [7.21] At the beginning of the combat phase all of the attacking player's disordered units (refer to [9.0]) that are in enemy zones of control (but not in an attack zone), must, before any attacks have been carried out, rout 3 hexes (an automatic AD result). For the remainder of the combat phase battles are carried out individually, one after another, with conflicts (attacks) being in the character of [7.14] or [7.15]. [7.22] The outcome of conflicts is decided by the following procedure: a) the attacker indicates the units participating in a given attack; b) total the sum of the attack factors, adjusted for the effects of terrain (refer to [7.4]); if there are leaders or standards present in the attack, adjust the total by the appropriate modifier (refer to [15.2] and [16.0]); c) determine the strength of the defender which may be modified by the terrain or the presence of a leader or standard; d) from the total obtained in b), subtract the total determined in c); e) determine the correct column on the appropriate combat results table equivalent to the number determined in d) (if either side has at least one infantry unit present then the foot combat results table [20.8] is used, otherwise the horse combat results table [20.7] is consulted; f) a six-sided die is rolled and the combat result determined by cross referencing the die roll with the appropriate column; g) the results of the conflict are applied. [7.23] An attack may only be carried out after the results of a previous attack have been applied. [7.24] Attacks are carried out in the order determined by the attacker. [7.25] The combat phase continues until all conflicts (in compliance with [7.12]) have been carried out. [7.3] Particular principles [7.31] In the event that any unit attacks an enemy through its rear zone (refer to [4.12]), the defending unit's combat strength is immediately reduced to 1. Example. Unit 1 attacks unit A. As the defender is attacked through its rear zone, its combat strength is reduced to 1, giving an attack differential of +3. [7.32] If the object of attack is a disordered unit, the result is automatically DD. [7.4] Terrain effects on combat [7.41] Terrain can affect both defender and attacker, and may also be affected by the type of unit. [7.42] Infantry, defending in a wood or camp, doubles its combat strength. If attacked from the rear while in such terrain (refer to [7.31]) it defends with a factor of 2. [7.43] Cavalry, defends in a village at half its printed factor (fractions rounded up). [7.44] Cavalry, attacks into a village at half its printed factor (fractions rounded up). [7.45] Any unit attacking out of a marsh hex into any hex other than a marsh hex has its combat factor reduced by 1. [7.46] Attacks across lake hex sides are prohibited. [7.47] If several units make a combined attack, terrain effects are judged separately for each unit (refer to [7.22] b)). Example. A cavalry unit with a combat factor of 6 attacks out of clear terrain in combination with an infantry unit of 3 strength points located in a marsh. The defending cavalry, of 8 strength points, is in a village. Attack strength: because the cavalry is attacking into a village, its attack strength is halved to 3 combat factors; the infantry has its strength reduced by 1 for attacking out of a marsh, giving it a revised combat factor of 2. The total attack strength is therefore 5. Defence strength: cavalry defends in a village at half strength, giving a revised defence strength of 4. The difference between the attack and defence strength is 5-4=1. [7.5] Shock attacks [7.51] Refer to [2.2] for the illustration of a shock attack symbol. [7.52] At the beginning of the game, all cavalry units are deployed face up (that side depicting the shock attack symbol). [7.53] During the course of play a cavalry unit may loose its shock bonus, at which point it is turned over to its reverse side, in which state it remains until the end of the game. [7.54] Attacking, a cavalry unit loses its shock bonus on obtaining any result on the Combat Result table, other than DE or DD. [7.55] Defending, a cavalry unit loses its shock bonus on receiving any result on the Combat Result table, other than AE or AD. [7.56] Additionally, a cavalry unit is flipped over and loses its shock bonus when the outcome of crossbow fire (refer to [11.1]), artillery fire (refer to [12.1]) or entry in to a wolf pit (refer to [14.21]) dictates a result of DR, DD or D. 8.0 ATTACK EFFECTS [8.1] Combat results [8.11] The abbreviations used in the Combat Results Tables (both horse and foot) have the following meanings: AE - all attacking units are eliminated. AX - all attacking units are eliminated; if the target of attack is a foot unit, it is also eliminated. AD - all attacking units are disordered and must rout 3 hexes. AR - all attacking units must retreat 1 hex. ~ - all units remain in place and the defending unit must rotate so as to be facing an attacking unit (refer to [8.21]). DR - defending unit must retreat 1 hex. DD - defending unit is disordered and must rout 3 hexes. DX - defending unit is eliminated, as are all attacking infantry units. DE - defending unit is eliminated. [8.2] Facing after combat [8.21] In the event that a ~ result is obtained, the defending unit must automatically rotate (expending no movement points, and ignoring rules [6.27] and [6.28]), such that its attack zone is occupied by the attacking unit. If there is more than one attacking unit, then the defender must rotate towards the nearest enemy unit (the one requiring the least number of 60 degree turns). Example. Unit A attacks unit 1 and obtains a ~ result, the defender must rotate 120 degrees to the left, so that it is facing the attacking unit A. Units B and C jointly attack unit 2, again obtaining a ~ result, the defender must rotate 60 degrees to the right or left to face attackers B or C respectively. Units D and E together attack unit 3, obtaining a ~ result, the defender is not required to rotate as it has one of the attackers in its attack zone (i.e. it is already facing one of its attackers). Unit F and G attack unit 4 and obtain a ~ result, the defender must rotate towards the closest attacker, i.e. a 60 degrees to the right. [8.3] Retreats [8.31] An attacking unit (or units), that obtains a retreat result in combat (AR) must move back one hex, into permitted terrain, through one of its rear zone hex sides. Such units do not perform any turns while retreating - only upon moving back one hex is the unit required to be rotated such that it is facing the hex from which it retreated. [8.32] A defending unit that receives a retreat result in combat (DR) must perform the following procedure: - the defender must rotate so that it is facing the attacking unit (essentially the same procedure as explained in [8.21]). - having faced the attacker, the defender retreats 1 hex though one of its rear zone hex sides. - having retreated, the defender is rotated to face the hex from which it retreated. [8.33] A retreating unit does not expend any movement points to do so, irrespective of the terrain retreated into. However, the restrictions in respect of [4.54] (lakes) and [4.56] (checking for losses as a result of entry into marsh hexes) need to be obeyed. [8.34] A unit that retreats into an enemy zone of control (excluding a zone of attack) is immediately disordered (refer to [9.0]) and must rout 3 hexes (refer to [8.5]). [8.35] A unit that is forced to retreat into a hex occupied by an enemy unit, or an enemy zone of attack, is immediately eliminated. [8.36] A disordered unit that is forced to retreat into an enemy zone of control is likewise immediately eliminated. [8.37] A unit may not retreat into a hex occupied by a friendly unit unless that friendly unit vacates its hex by displacement (refer to [8.4]). [8.4] Displacement [8.41] With the aim of vacating a hex for a retreating friendly unit, a unit make be displaced 1 hex to the rear, without turning, through its centre rear zone hex side. [8.42] A unit so displaced may in turn displace further friendly units, without limit, following the above displacement procedure. [8.43] A unit may never be displaced further than 1 hex. [8.44] A displaced unit may not enter terrain prohibited to it (refer to [4.54]) and must abide by the procedure explained in [4.56]. A unit displaced into an enemy zone of control is disordered and must rout 3 hexes (refer to [8.5]). Units are prohibited from being displaced into enemy attack zones. [8.45] If a unit is prevented from being displaced for the reasons given in [8.44], then the retreating unit is eliminated instead. [8.46] In a given combat phase, a unit may be displaced any number of times. [8.47] Artillery may be displaced, but are automatically eliminated if they choose to do so (thereby vacating the hex they occupy). Before combat After retreat and displacement Example. Unit A receives a retreat result in combat, which is accommodated by the displacement of units B and C. [8.5] Routs [8.51] A unit which is forced to rout, e.g. following a combat result (of AD or DD) or by retreating into an enemy zone of control, is disordered and must rout 3 hexes. [8.52] A disordered unit (refer to [9.1]) does not possess a zone of control, nor an attack zone, and additionally is considered not to have a front or rear (refer to [4.11] and [4.12]), and is thus totally ineffectual. [8.53] A disordered unit may be routed in any desired direction as long as it ends 3 hexes distant from the hex in which it commenced its rout. While routing, a unit performs no turns, indeed, as it has no front, its facing is irrelevant. [8.54] In routing, a unit may not enter terrain prohibited to it (refer to [4.54]) nor may it enter or pass through an enemy zone of control. Likewise, a routing unit may not enter an enemy occupied hex. If, due to the above reasons, rout is not possible, the routing unit is eliminated. In entering a marsh hex, a routing unit must follow the procedure explained in [4.56]. [8.55] A unit may rout through a hex containing another friendly unit. This is the only exception to rule [4.31]. During rout, displacement of friendly units (following the provisions of [8.4]) to provide a path for the routing unit, is not permitted. [8.56] If a routing unit enters a hex occupied by a friendly unit, on a roll of 4,5 or 6, the unit being passed through must itself become disordered and rout 3 hexes (in compliance with [8.51]). Attention: in applying the above procedure, a unit may be routed only once as a result of a single combat. [8.57] A routing unit is prohibited from ending its rout stacked with a friendly unit. In such event, the routing unit may rout one additional hex (further, if necessary) to avoid stacking - remembering the provisions of [8.56], so that it ends its rout in a hex free of friendly units. Example: Unit A is routed and passes through unit B which must immediately roll a die (as required by [8.56]), obtaining a result of 4 - this indicates that unit B is itself disordered and must rout 3 hexes. Having obtained this result, unit A continues its rout, passing through the hex occupied by unit C. A die again is rolled, this time giving a result of 1 - unit C is unaffected and remains in place. A continues its rout, ending in hex x. Having completed the rout of unit A, it is necessary to return to unit B which, having been disordered, must rout. The first hex entered is that occupied by unit C. A die is again rolled, obtaining a result of 5 - this time unit C is disordered and, in turn, must itself rout. Unit B continues its rout, ending its turn in hex y. Finally, unit C carries out its rout, passing through hex x before coming to rest in hex y. Note that unit A does not again check for disorder, despite itself having been passed through by routing units B and C in hex x, as a unit may only be routed once as a result of a single combat. [8.6] Pursuit [8.61] A unit may advance after combat following a result which indicates that the opposing enemy unit (be it attacker or defender) must be retreated, routed or eliminated. The advance after combat is only carried out once all movement in connection with the retreat or rout has been completed (e.g. in a complicated situation such as the preceding example). [8.62] An advance may only be carried out by one of the victorious units in a particular combat. [8.63] Following a retreat (on a result of AR or DR) a victorious unit may enter the hex vacated by the retreating unit. The facing of the advancing unit is automatically adjusted so that it is facing the unit that has just retreated. If the retreating unit is eliminated (e.g. due to the restrictions of [8.35]) then the advancing unit is permitted to make one 60 degree turn, in either direction, in the hex advanced into. [8.64] Following an AE or DE result, a victorious unit may advance into the hex vacated by the eliminated unit and is likewise permitted to make one 60 degree turn, in either direction. [8.65] Following a rout (on a result of AD or DD) a victorious unit performs a pursuit of 3 hexes, along the route taken by the routing unit (the one that took part in that combat). The pursuing unit must make any necessary changes in facing (at no cost in movement points) to conform to the route taken by the routing unit. If an enemy unit is encountered along the route of pursuit, the pursuing unit must immediately end its movement, facing towards the enemy unit so encountered. [8.66] Pursuit, once commenced, must continue uninterrupted until the moment that: - the victorious unit has advanced 3 hexes. - an enemy unit is encountered along the route of pursuit. [8.67] A pursuing unit does not expend any movement points during pursuit, and ignores the attack zones of enemy units. In entering a marsh hex, a pursuing unit must follow the procedure explained in [4.56]. [8.68] Another friendly unit may participate in a pursuit as long as it was directly behind the pursuing unit at the commencement of the pursuit and was facing in the same direction. In this manner, any number of friendly units may participate in a pursuit. Example. Following a combined attack by units 1 and 2, unit A is forced to rout three hexes, ending in hex x. Unit 2 carries out the pursuit, joined by units 3 and 4. [8.69] Depending on a command radius (refer to [15.32] and table [20.2]) a victorious unit may, following a successful combat, be forced to pursue a routing unit. Where there are several victorious units in a single combat, the restrictions of rule [8.62] still apply, notwithstanding that they may otherwise have been forced to pursue due to command radius requirements. 9.0 DISORDER [9.1] Gaining disordered status [9.11] A unit that becomes disordered is immediately covered with an 'R' counter. [9.12] A disordered unit looses all of the following: front face, rear face, frontal zone, rear zone, zone of control, zone of attack; it has no facing. [9.13] Units may, during their movement phase, at a cost of 1 movement point, voluntarily become disordered. Attention: Rule [9.13] can be applied in situations where a unit wishes to disengage and move as far away as possible from an enemy unit in whose zone of control it is in. [9.2] Movement [9.21] A disordered unit suffers no loss in its movement allowance, and may move in any direction without having to expend movement points to make turns. It must, however, still obey all other rules of movement and pay the appropriate terrain costs (refer to [4.54]). [9.22] A disordered unit may not enter a hex occupied by a friendly unit (exception - such entry is permitted during rout) or an enemy unit. Entry into an enemy zone of control is likewise prohibited. If a disordered unit fails to comply with the above restrictions, it is immediately eliminated. [9.3] Combat [9.31] Whilst a disordered unit cannot voluntarily enter the zone of control of an enemy unit, it may nonetheless find itself in one, e.g. the outcome of an enemy move. [9.32] A disordered unit may not, during its own movement phase, voluntarily leave an enemy attack zone. It may, however, voluntarily leave an enemy zone of control. [9.33] All disordered units that, at the beginning of their own combat phase, find themselves in enemy zones of control, must before any combat is resolved, rout (an automatic AD result) - in such circumstances, no enemy pursuit is allowed. [9.34] A disordered unit that, at the beginning of its own combat phase, finds itself in an enemy attack zone, automatically suffers an AD result - in such circumstances, enemy pursuit is allowed. [9.35] A disordered unit that is attacked automatically suffers a DD result. [9.36] Combat between enemy units that are disordered is not allowed (such units may remain adjacent to each other without effect). [9.37] A disordered unit that incurs an AD or DD result, suffers no additional effects, it simply remains disordered. 9.4 Rally [9.41] A disordered unit may attempt to rally in the reorganisation phase. [9.42] Only disordered units that are a least 6 hexes distant from an enemy unit which itself is not disordered, may attempt to rally. [9.43] To rally, a disordered unit must obtain a die roll of 1-4. If successful, the 'R' marker is removed, and the opposing player determines the unit's facing. Lithuanian and Tartar units require a die roll of 1 or 2 to rally. [9.44] Rally may be affected by the presence of a leader in the same hex as the unit attempting to rally. The leader's command factor is subtracted from the rally die roll. If a rallying unit is adjacent to a leader, it may benefit from the leader's command, reduced by 1 factor. [9.45] A leader may assist the rally of several units in one reorganisation phase. [9.46] A leader may only assist the rally of units under his command (refer to [15.3]). 10.0 LEAVING THE MAP [10.1] General principles [10.11] A unit that voluntarily leaves the map as a result of combat (retreat, rout or pursuit) has a chance of returning to the map. Such option may be taken up 5 turns after the unit has left the map (at the instant of leaving the map, the unit is placed on the Turn Track 5 turns later). At the beginning of the 5th turn, during its own movement phase, the owning player rolls a die. On a die roll of 1-3 the unit may return to the map (a unit which disordered when leaving the map, must roll a 1 or 2 to return). If a unit fails to obtain the required die roll, it is immediately eliminated. A unit that successfully returns to the map, begins its move in a hex of the owner's choice on the same side of the map as it exited. A disordered unit returns in its normal state (i.e. it is judged to have rallied). A leader automatically returns to the map on the 5th turn following his departure. [10.12] A returning unit pays the movement cost for the terrain of the first hex entered on the map. [10.13] Returning units may not enter the map through a hex occupied by an enemy unit or its zone of control. 11.0 CROSSBOWS [11.1] General principles [11.11] Crossbow fire may only be carried out by Teutonic units with a crossbow symbol. Crossbow fire is resolved in phase 2 of the Polish-Lithuanian turn. [11.12] A crossbow unit may only fire at one enemy unit in a given phase. Crossbow fire may be directed at any enemy in the frontal zone of the firing unit. [11.13] The effects of crossbow fire are determined by reference to the crossbow fire table [20.4] following a single die roll. [11.14] Several crossbow units may fire at a single target, each resolving its fire individually. [11.15] A disordered unit may not carry out crossbow fire. 12.0 ARTILLERY [12.1] Firing [12.11] During phase 2 of its turn, an artillery unit may fire at any one of the 4 hexes in its arc of fire as illustrated below. Artillery fire into hexes B, C and D is prohibited if hex A is occupied by any unit. [12.12] Artillery fire is determined by reference to the artillery fire table [20.5] following a single die roll. [12.13] Several artillery units may fire at a single target, each resolving its fire individually. [12.2] Movement [12.21] Artillery units may not be moved. They may, however, make one 60 degree rotation during the owning player's movement phase. [12.3] Combat [12.31] Artillery units may not participate in combat. [12.32] Artillery units attacked by enemy units are automatically eliminated, but only if the attacking unit advances after combat. [12.33] During pursuit, an enemy unit may enter a hex occupied by an artillery unit, thereby eliminating it. [12.34] An artillery unit that receives a disordered result is instead eliminated (refer to [8.56]). 13.0 TRAMPLING ONE'S OWN UNITS During the medieval period, heavy cavalry was, on occasion, known to trample its own infantry units. In 'Grunwald 1410' it is possible to trample one's own foot or artillery units with heavy cavalry. During its own movement phase, heavy cavalry may enter a hex occupied by friendly foot or artillery at a cost of 2 additional movement points. The trampled unit is eliminated but does not count towards losses for victory purposes (refer to [19.0]). 14.0 WOLF PITS [14.1] General principles [14.11] Along the entire length of the front of their line, the Teutonic army prepared defensive positions, including camouflaged pits containing sharpened stakes, and palisades. Throughout these defences there existed several passages through which any eventual counter-attack would be made. With the aim of representing these defences, the Teutonic player has at his disposal 30 counters representing wolf pits, of which half are 'dummy'. Before commencement of play, the Teutonic player sets all these counters reverse side up in any desired manner on hexes containing a '-' symbol, so that his opponent is unaware which are real and which are 'dummy'. [14.12] Only one wolf pit may be set up in each designated hex (dummy or real). [14.13] The Teutonic player may at any point in the game remove wolf pits from the map (without revealing their real worth to his opponent). [14.14] Wolf pits are removed from the map the moment any Teutonic unit enters a hex containing one (without revealing their real worth to his opponent). [14.2] Effects on Polish-Lithuanian units [4.21] The moment a Polish, Lithuanian or Tartar unit enters a hex containing a wolf pit, it is turned face up. If found to be a 'dummy', the marker is removed and the unit may continue its movement. If revealed to be real, the moving player rolls a die and consults the Wolf Pit table [20.6] to determine its effect on his unit. The result is determined by cross-referencing the die roll with the type of unit entering the hex. The possible results of the Wolf Pit table are as follows: D - the unit is disordered, remains in place and does not rout. E - the unit is eliminated. ~ - no effect. After determining the effect of the wolf pit, it is removed from the map. An unaffected unit (one that received a ~ result) may continue its movement (the wolf pit is still removed from the map) up to the limit of its remaining movement allowance. [14.22] A leader moving alone (but only alone) through a wolf pit does not trigger the above procedure. 15.0 LEADERS [15.1] Movement [15.11] Leaders are not classified as units, have no zone of control or facing, and may stack without limit with friendly units. [15.12] Leaders have a movement allowance of 12 points. They may move in any direction without paying for changes in facing. They still pay the cost of entering terrain per the Terrain Effects Chart. [15.13] Teutonic leaders are obliged to end their turn stacked with a friendly horse unit. [15.14] Rule [15.13] does not apply to Polish-Lithuanian leaders. The exception is king Jagiello, who must always move with his bodyguard Przyboczna. This obligation ends the moment the Przyboczna unit is disordered. [15.15] While moving alone, leaders are prohibited from entering enemy zones of control. They are likewise prohibited from entering a hex occupied by a disordered enemy unit or leader. [15.2] Combat [15.21] A leader occupying a hex with one of his units (refer to [15.31]), increases its combat strength by 1 point. If a hex contains several leaders, only one gives benefit to the unit he is stacked with. [15.22] A leader is eliminated if the unit he is stacked with is eliminated. [15.23] A leader alone in a hex is eliminated the moment an enemy unit passes through him. [15.24] If a unit a leader is stacked with receives a AD or DD result (but only though direct combat, crossbow fire or artillery bombardment) then he must immediately roll a die. On a result of 6, the leader is eliminated. [15.3] Command [15.31] Lithuanian leaders may only give benefit to Lithuanian or Tartar units. Polish leaders (with the exception of Jagiello) may only give benefit to Polish units. King Jagiello may give benefit to Polish, Lithuanian and Tartar units. Teutonic leaders may give benefit to all Teutonic and Crusader units. [15.32] A line of command is a continuous line of hexes stretching from a leader to one of its own units. A line of command may not cross prohibited terrain, enemy units or their zones of control (however, refer to [6.15]). [15.33] Whilst there is no limit to the length of a line of command, a unit's capabilities may be curtailed if the line is long. Refer to the Command Radius table [20.2]. [15.34] Disordered units are not subject to movement restrictions imposed for being out of command. [15.35] Command Radius for movement is judged at the beginning of the movement phase, and for combat, at the beginning of the attack phase. 16.0 STANDARDS Each side possesses a single standard. A standard has no zone of control or movement allowance, and is moved by a friendly unit. At the beginning of the game, the standards are placed as follows: - Teutonic standard with unit Wielka. - Polish standard with unit 1 Krakowksa. A standard may only change hands following the elimination of the above named units. A standard is captured by the unit that eliminates the unit carrying it and then enters the hex containing it during advance after combat (if the victorious unit does not advance, the standard remains in the vacated hex and is captured by the first unit that enters that hex thereafter). In the above manner, a standard may change hands several times. A unit carrying a standard (but only its own, not the enemy's) increases its combat strength by 1 point. Transferring a standard from one unit to another, other than as explained above, is prohibited. 17.0 CAMP FOLLOWERS The moment a unit voluntarily moves within 6 hexes of an enemy camp, a check must be made to see how many camp followers defend the camp. A die is rolled, and the Camp Follower table consulted, cross-referencing the appropriate nationality with the die roll. The result indicates the number of camp follower units present in the camp. The owning player freely deploys the indicated number of camp followers in empty camp hexes. Foot units (including camp followers) defending a camp have their combat factor doubled (refer to [7.42]). 18.0 UNIT SET-UP At the start of the game, counters representing combat units, standards and wolf pits are deployed on the map in the designated hexes. In the majority of cases, units are deployed by reference to their nationality and type (e.g. horse, foot etc.), rather than by their name. This situation is brought about by there being a lack of historical information regarding the position of specific units. The units whose historical position is known, are deployed by name. For the purpose of setting up the game, the following abbreviations are used: P - Polish horse Pp - Polish foot L - Lithuanian horse Lp - Lithuanian foot T - Tartars B - Artillery K - Teutonic horse G - Crusader horse Kp - Teutonic foot ~ - wolf pits Named units are deployed first, followed by the remainder in accordance with the details below. The owning player decides on the facing of his units. The Teutonic player deploys first. Teutonic Forces Unit Deployment Hex (G) Sw. Jerzego; WALLENRODE A22 B39 (K) ; ULRICH VON JUNGINGEN A15 B40 (K) Zakonu A18 B34 (K) Wielka + standard A18 B33 (K) ; LICHTENSTEIN A17 B34 (K) Mala A17 B33 (G) A28 B41 (G) A27 B41 (G) A26 B41 (G) A28 B40 (G) A27 B40 (G) A26 B40 (G) A25 B40 (G) A24 B40 (G) A23 B40 (G) A24 B39 (G) A23 B39 (G) A24 B38 (G) A23 B38 (G) A22 B38 (K) A21 B38 (K) A20 B38 (K) A22 B37 (K) A21 B37 (K) A20 B37 (K) A21 B36 (K) A20 B36 (K) A19 B36 (K) A21 B35 (K) A20 B35 (K) A19 B35 (K) A18 B35 (K) A17 B35 (K) A20 B34 (K) A19 B34 (K) A16 B34 (K) A15 B34 (K) A14 B34 (K) A16 B33 (K) A15 B33 (K) A14 B33 (K) A13 B33 (K) A15 B32 (K) A14 B32 (K) A13 B32 (K) A12 B32 (K) A14 B31 (K) A13 B31 (K) A12 B31 (K) A13 B30 * (K) A11 B27 (K) A 9 B28 (K) A17 B43 (K) A17 B42 (K) A16 B42 (K) A16 B41 (K) A15 B41 (K) A14 B40 (K) A14 B39 (K) A10 B35 (K) A 9 B35 (Kp) A27 B39 (Kp) A26 B39 (Kp) A23 B37 (Kp) A23 B36 (Kp) A20 B33 (Kp) A19 B33 (Kp) A17 B32 (Kp) A16 B32 (Kp) A14 B30 (Kp) A14 B29 (Kp) A 7 B42 (Kp) A 6 B42 (Kp) A 5 B40 (Kp) A 4 B41 (B) A25 B39 (B) A24 B37 (B) A22 B35 (B) A21 B33 (B) A16 B31 (B) A15 B30 (B) A 5 B41 wolf pits A29 B40 wolf pits A29 B39 wolf pits A28 B39 wolf pits A28 B38 wolf pits A27 B38 wolf pits A26 B38 wolf pits A25 B38 wolf pits A25 B37 wolf pits A25 B36 wolf pits A24 B36 wolf pits A24 B35 wolf pits A23 B35 wolf pits A23 B34 wolf pits A22 B34 wolf pits A22 B33 wolf pits A22 B32 wolf pits A22 B32 wolf pits A21 B32 wolf pits A20 B32 wolf pits A19 B32 wolf pits A18 B32 wolf pits A18 B31 wolf pits A17 B31 wolf pits A17 B29 wolf pits A16 B29 wolf pits A16 B28 wolf pits A13 B27 wolf pits A13 B26 wolf pits A12 B26 wolf pits A11 B26 Polish-Lithuanian forces Unit Deployment Hex (L) ; MONIWID A43 B24 WITOLD A30 B31 * (L) Trocka A26 B30 (L) Jerzego A26 B29 (L) Wilenska A27 B29 SEMEN A28 B28 * (L) Smolenska A25 B29 (L) Semena A27 B28 (P) Przyboczna; JAGIELLO A27 B27 (P) Sw. Jerzego A26 B28 (P) Dobieslawa A25 B28 (P) Goncza A24 B28 (P) 1 Krakowska + standard A23 B28 (P) Nadworna A22 B28 (P) 2 Krakowska A24 B27 (P) ; ZBIGNIEW A23 B26 (P) ; ZYNDRAM A27 B24 (P) ; KRYSTYN A17 B24 (Lp) A43 B22 (L) A44 B22 (L) A42 B25 (L) A38 B32 (L) A33 B36 (L) A32 B36 (L) A33 B35 (L) A32 B35 (L) A33 B34 (L) A32 B34 (L) A31 B34 (L) A32 B33 (L) A31 B33 (L) A30 B33 (L) A29 B33 (L) A28 B33 (L) A32 B32 (L) A31 B32 (L) A30 B32 (L) A29 B31 (L) A28 B31 (L) A29 B32 (L) A28 B32 (L) A29 B30 (L) A28 B30 (L) A27 B30 (L) A29 B29 (L) A28 B29 (T) A31 B35 (T) A30 B35 (T) A30 B34 (T) A27 B33 (T) A27 B31 (T) A26 B31 (T) A25 B30 (Pp) A48 B 8 (Pp) A42 B12 (Pp) A44 B18 (Pp) A29 B24 (Pp) A28 B23 (Pp) A27 B23 (Pp) A27 B22 (P) A45 B19 (P) A44 B19 (P) A43 B19 (P) A43 B18 (P) A41 B17 (P) A41 B16 (P) A41 B13 (P) A41 B12 (P) A28 B25 (P) A27 B25 (P) A28 B24 (P) A26 B24 (P) A25 B24 (P) A26 B23 (P) A24 B29 (P) A25 B27 (P) A23 B27 (P) A22 B27 (P) A21 B27 (P) A22 B26 (P) A21 B26 (P) A20 B26 (P) A22 B25 (P) A21 B25 (P) A20 B25 (P) A19 B25 (P) A18 B25 (P) A17 B25 (P) A16 B25 (P) A15 B25 (P) A21 B24 (P) A20 B24 (P) A19 B24 (P) A18 B24 (P) A16 B24 (P) A15 B24 (P) A14 B24 (P) A16 B23 (P) A15 B20 (P) A21 B20 (P) A20 B20 (P) A19 B20 (P) A18 B20 Attention: positions of units marked * are not shown on map. 19.0 VICTORY CONDITIONS Victory is determined at the conclusion of the last turn of the game, at which point the victory points (v.p.'s) earned by each side are compared. Points awarded to the Polish-Lithuanian player: 4 v.p. - each Teutonic horse unit eliminated; 1 v.p. - each Teutonic foot unit eliminated; 8 v.p. - the elimination of Ulric von Jungingen; 6 v.p. - the elimination of each other Teutonic leader; 6 v.p. - for moving a friendly unit into a Teutonic; camp hex; points are earned once (only once per game) for each camp hex; 8 v.p. - for capturing and holding the Teutonic standard at the end of the game. Points awarded to the Teutonic player: 4 v.p. - each Polish horse unit eliminated; 2 v.p. - each Lithuanian horse unit eliminated; 2 v.p. - each Tartar unit eliminated; 1 v.p. - each Polish / Lithuanian foot unit eliminated; 7 v.p. - the elimination of Witold; 5 v.p. - the elimination of each other Polish / Lithuanian leader (with the exception of King Jagiello); 3 v.p. - for moving a friendly unit into a Tartar camp hex; 6 v.p. - for moving a friendly unit into a Lithuanian camp hex; 8 v.p. - for moving a friendly unit into a Polish camp hex; (in the three situations above, points are earned once, only once per game, for each camp hex entered); 8 v.p. - for capturing and holding the Polish standard at the end of the game. No victory points are earned for eliminating artillery, camp followers or in situations as described in [13.0]. The victor is the player who at the conclusion of the game has earned the greater number of victory points (a narrow margin may result in a draw). The degree of victory is dependent on the magnitude of the difference between the two players, as follows: 0 - 8 v.p. - draw 9 - 16 v.p. - minor victory 17 - 26 v.p. - medium victory 27 - 38 v.p. - great victory 39 + v.p. - overwhelming victory The game ends immediately in an overwhelming Teutonic victory, the instant King Jagiello is eliminated. This is the only way the game can end before the conclusion of the last game turn. Game development: Dariusz Goralski Rules and technical production: Michal Rakowski Counters and cover art: Zbigniew Kasprzak Map art: Jacek Mirczak Production: Joanna Rakowska English translation: Andrzej Cierpicki 20.0 GAME CHARTS [20.1] Terrain effects Terrain Movement Cost Combat effects horse foot Clear 1 1 - Scrub 2 1 - Woods 2 1 foot doubled in defence; refer [7.42] Marsh 3 refer to [4.56] 2 attack strength -1; refer [7.45] Stream +1 +1 - Village 2 1 horse halved attacking into or defending in; refer[7.43] & [7.44] Camp 2 1 foot doubled in defence; refer [7.42] Lake entry prohibited - refer to [4.54] Ford negates stream - Refer to [4.53] [20.2] Command radius Distance in hexes 0 - 4 5 - 8 9 or more Effect on unit no effect during its own during its own Capability movement phase movement phase unit may make only unit may make only one 60 deg. turn one 60 deg. turn advance after combat advance after combat is only mandatory if is always mandatory defending unit routs movement allowance movement allowance reduced by 1 factor reduced by 2 factors [20.3] Camp followers Die roll Polish camp Lithuanian camp Tartar camp Teutonic camp 1 1 ~ ~ 1 2 1 1 ~ 1 3 2 1 ~ 2 4 2 1 1 2 5 3 2 1 3 6 4 2 2 4 [20.4] Crossbow fire Die roll Fire results 1 ~ 2 ~ 3 ~ 4 ~ 5 DR 6 DD [20.5] Artillery fire Die roll Fire results 1 ~ 2 ~ 3 ~ 4 ~ 5 ~ 6 DD [20.6] Wolf pits Die roll Heavy horse Lithuanian horse Tartars Foot 1 ~ ~ ~ ~ 2 ~ ~ ~ ~ 3 D ~ ~ ~ 4 D D ~ ~ 5 E D D ~ 6 E E D D [20.7] Combat results - horse Differential between attack and defence strength -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 Die 1 AD AR AR ~ ~ DR DR DD DD DD DD DE DE 2 AD AD AR AR ~ ~ DR DR DD DD DD DD DE 3 AD AD AD AR AR ~ ~ DR DR DD DD DD DD 4 AE AD AD AD AR AR ~ ~ DR DR DD DD DD 5 AE AE AD AD AD AR AR ~ ~ DR DR DD DD 6 AE AE AE AD AD AD AR AR ~ ~ DR DR DD [20.8] Combat results - foot Differential between attack and defence strength -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 Die 1 AE AX AD AR DR DD DD DX DE DE DE DE DE 2 AE AE AX AD AR DR DD DD DX DE DE DE DE 3 AE AE AE AX AD AR DR DD DD DX DE DE DE 4 AE AE AE AE AX AD AR DR DD DD DX DE DE 5 AE AE AE AE AE AX AD AR DR DD DD DX DE 6 AE AE AE AE AE AE AX AD AR DR DD DD DX