From: Doug Murphy Subject: Fred the Great (SPI/AH) Review/Replay (v.long) I had a little time last eve. so I dusted off & broke this one out and played the 1756 scenario (rather badly I might add). Here Frederick tries to defeat the Saxons while fencing off the Austrians. FTG reflects game mechanics of the time. Here's a flow chart: In the Prussian turn, one skips the Reinforcement phase (none in this scenario), then Morale Recovery (roll per demoralized force to recover: DR + leader unit's Initiative value must be greater than 7)., then Depot Creation (takes 2 of these phases; is created in stacks of 10 SP w/ LOS), March phase: roll die once: DR + stack leader's Initiative = MP (limit: 6). Otherwise units can't move. So leaders go around picking up / dropping off units. Terrain effects are cumulative: the map is rather bland: forts, clear, mountains, most everything is one MP or +1for pass or river hexside. Winter: - 1; Enter Austrian ZOC +1. Overrun occurs here -- when Attkr stack is 400% greater than defender. Then Enemy Force March Phase (roll once per force attempting to move: DR + Init. = MP ; limit 6 again. If this number is greater than six, lose 1 SP. Then Combat Phase: it's voluntary for opposing units in the same hex, w/ a funny CRT: Basically, you take total AS x 100 & divide it by DS to find the right column; leader Attack or Defense numbers are +/- DRM respectively. You'll get two loss % results: one for attacker and defender. You check these % against a chart to determine SP losses. Add enemy SP lost to your leader's Init. value and compare totals. If unequal, higher is victor and gets the diff. in SP as POWs (which are exchanged - though not in this scenario). Remnants retreat a number of hexes by rolling + Init value and are demoralized, meaning the stack can't attack, can't divide, has a zero Init. (but can build a new depot). Next is Siege Resolution. "Expend" a depot completed by the besieger to roll on a Siege table. Fort's leader is a negative drm. If a breach is made (about 50% chance), you can offer "honors" whereas they pop off to the nearest friendly fort and you take over; or they must choose between surrender (become POW) or being "stormed" where they're eliminated but you lose equal SP. Finally, Enemy Attrition. Trace LOS of 4 hexes to a depot or fort garrisoned by 1 SP. In Winter (turns 16, 17 & 18), you lose 1 SP if not in a fort. In the Enemy Turn, you go through the phases again. During their march phase, the "supreme" leader must be the one with the greatest force. During Prussian Attrition phase, your LOS is 5 hexes. Victory is determined by control of forts with your SP losses subtracted (within some parameters for the Prussians). This scenario goes only 9 turns. In 1756, Frederick started moving into Saxony to grab Torgau and then move on to the main Saxon army in Dresden. But his siege of 1 SP in Torgau stalled, also wasting a turn constructing a depot to maintain LOS. Meanwhile, in a fit of pique, another large Prussian stack moved through the mountains to threaten Konigrattz (sorry about the spelling). Due a number of good movement rolls, the Austrians swiftly concentrated and assaulted the Prussians, beating them back across the mountains and following them into a siege. Frederick lifted his siege and ran to the rescue. He sent a minor leader to pick up the SP at his supply depot and follow on. This small stack tempted the Saxons to come out for a quick kill. But in a calculated risk to make the most of this blunder, Frederick doubled back and completely crushed the Saxons. Frederick then resumed his rescue, while the Austrian siege dragged on. In a climactic battle, the Austrians were routed back to Konigrattz. Now Fred faced a dillemma, Winter was here, he could settle for a draw or go for an expensive win. He went for it, successfully besieging & assaulting Konig. in a winter siege resolved on the last turn of the game. This cost him so much that he eked out a marginal victory. 1757 should be interesting... Even with the limits of a d6, this is a fun game. Nothing is more frustrating then building up for a siege only to see it drag on. Frederick is not nearly so dominant as in other games but still must race around to off-set his more ponderous enemies. Doug Murphy