Rocroi 1643 0 game scales. 0.1 45 minutes per turn. The game lasts eight turns, from 4 am to 10 pm. One hex is one hundred metres, each infantry unit represent one battalion of between 8 hundred and One thousand men, a cavalry unit a squadron of 2 hundred to 300 men. An artillery Battalion represents about 6 cannon. 0.2 unit placement and terrain. Unit placement is marked on the map, and in the order of battle. The terrain effects chart is on page 38. 1.0 troops counters. Cavalry and infantry are grouped into wings, corps or reserves, colour coded. This structure is important for the activation rules. Each combat unit has a combat rating (graded by letter), A movement potential and, in red, a morale rating. Double sided unit are flipped to indicate a combat loss. 2.0 facing (diagram 2). All units must obey the facing rules, which affects both movement and combat. Infantry and cavalry. Each unit has two frontal hexes, which it may move into, two flank hexes, and two rear hexes. Tercio. Like the preceding units, the tercio presents two frontal, flank and rear hexes but their hex flank and rear follow special rules: in normal manner, these hexes are considers like fronts, flanks and rears concerning the rules of support, but it is not possible to make flank or rear attacks on a tercio. A unitretreating into the flank or the rear of a tercio (see 11.8) tests for desorganisation, as if it had retreated into a hostile ZoC.. Artillery. Artillery do not use the facing rules. Leaders. All hexsides are frontal. 3.0 stacking. Only one unit is allowed per hex. Exception: one infantry or cavalry unit may stack with one artillery unit. Leaders do not count for stacking purposes. 4.0 sequence of play. The game has 8 turns, each following the sequence of play. 1 artillery fire. Both players fire their artillery simultaneously, and apply results. 2 operations phase. Each player has a number of operations segments (Spain - 4, France - 5), when one leader is activated. When all leaders have been activated this phase is over. - one of the players randomly draws an activation marker. - that side activates the drawn leader, and his forces. 3 command phase. The commander in chief may move if he did not do so in phase 2. 4 rally. All routed unit may attempt rally. Advance the turn marker one space. 5.0 corps activation. 5.1 procedure. Mix all the markers, at the start of the turn, then draw one at random, at a time, activating that leader. A side may not draw more than two leaders in a row. If a third leader is drawn, redraw to get another leader. (translated note: it is possible that one side may run out off leaders - in that case do not apply this rule). 5.2 corps activation. When a leader marker is drawn that corps is activated. Corps actions are in two parts: movement, then combat. During movement, all units of that corps (not routed) may move. Then, all corps units may engage in combat with adjacent enemy units. Each corps as a unique symbol. French Left-wing - white Centre - green Reserve - orange Right wing - rent Spanish Left wing - yellow Centre and reserve - blue Right wing - red A corps may be activated more than once per turn (via Commander in Chief activation see 9.2) but a unit may only move and attack once per turn. 6.0 zones of control. All units exert a Zone of control into their frontal hexes. 6.1 properties of ZoCs. ZoCs have the following effects. - a unit entering an enemy ZoC must stop. - combat is compulsory if an enemy unit is in its ZoC. (exception: unit is in support). - A unit that retreats into an enemy ZoC may be disorganised (11.8). - leaving an enemy ZoC at the start of movement costs +1 movement point (except for retreat - see 7.3). - a friendly unit cancels the effects of an enemy ZoC for the latter, for command purposes, and for leader movement. 6.2 flank hexes. No effect on movement. Unit retreating into a flank hex may become disorganised ( 11.8). 6.3 rear hexes. No effect on movement or retreat (exception - Tercio). 7.0 Movement (diagram 2). 7.1 A unit may use all or part of its movement points. Each hex costs a number of movement points, as indicated on the terrain effects chart. Points may not be saved or transferred. Move one unit at a time. Movement may only be through frontal hexes. Stacking rules apply during movement. Exception: friendly cavalry may move through friendly infantry with the same facing. (does not apply during retreats 11.8). Artillery: artillery may be traversed by all units. Artillery itself may not move (see 10.0). 7.2 changing facing. 1 movement point per vertex rotated. Orientatation in an enemy ZoCs costs 2 movement point per vertex, with a morale check - throw 1 D 6, add the morale rating - if five or less the unit is disorganised. The unit is refaced in all cases. 7.3 leaving enemy Zones off control. A unit may leave an enemy stock at the start of movement in two cases. - it advances into one of its frontal hexes, not occupied by an enemy unit - cost+1 movement point. - it retreat one hex, into a rear hex (not flank) maintaining its current facing. Cost: half it movement points plus terrain cost of hex entered. The unit may refaced after moving, if it has movement points left. 7.4 commander in chief movement. The commander in chief may move in phase 3 if it did not move during it's activation. It may not enter any front or flank hexes of enemy units (unless occupied by friendly units). 8.0 leaders (diagram 3). The corps leaders represent the marshals off each army. Each leader is activated once per turn. 8.1 command of units (diagram 4). Each leader has a command factor (a number of hexes, irrespective of terrain) which is a measure of its ability to control units, and a tactical factor, which acts as a modifier for combat and rally. When activated, a leader may use all or some of its in command units at the moment of activation. To be in command, a unit must be in command range of it leader. This is traced from leader to unit, through a continuous chain of hexes, which do not enter enemy occupied hexes, or the unnegated frontal or flank hexes of enemy units. Also, a unit may be in command if it is part of a battle line, that is in command (see 8.3). Command is determined at the start of activation, and a unit is out of command even if his leader moves. To command, a leader does not need to be stacked with one of its unit. 8.2 units out of command. These unit may not move adjacent to an enemy unit. They may change facing and move, but only have half of their movement points. An out of command unit in an enemy ZoC may use all of its movement points. An out of command unit in an enemy ZoC at the end of movement must engage in combat, with a-1 modifier (11.4). 8.3 battle lines (diagram 4). A unit out of command range, but agencies to an in command units, with the same facing, is in command. 8.4 leader deaths. A corps leader is killed if all units it is stacked with are eliminated by combat or inability to retreat. The leader is replaced with an aide (marked on the reverse side), which is repositioned on the map, as the player wishes. Aides are replaced in a similar manner. The corps activation marker remains in play. 9.0 commander in chiefs (diagram 3). Each side has a commander in chief. 9.1 Generalities. Each C in C has two ratings - command and tactical. They follow the same rules as other leaders, except for movement and activation. 9.2 activation. When a C in C marker is drawn, the player may activate the units of one corps within range of the C in C, as though they were in command of their own leader. Units move and fight as normal, including out of command units (8.2). Units may only move and fight once per turn. 9.3 movement. A C in C missed in the same fashion as other leaders, with the edition that, if they have not moved in phase 2, they may do so in phase 3. 9.4 death of the commander in chief. Use the same mechanism, except that one dice is thrown - on a 1 or 2 the C in C is dead, otherwise the C in C is restacked with a friendly unit (in command range is possible). Ifs the C in C is killed - he is not replaced! All units are permanently disorganised. It's activation marker is removed from play. 10.0 artillery. Artillery may not move. Each unit is Two sided - representing which army has control. They ignore command rules and only fire during phase one. Artillery may not be destroyed, but may be captured. 10.1 artillery fire. Artillery fire in phase 1, simultaneously. 10.2 procedure. Range 10 hexes. See artillery fire table. Results identical to regular combat. Artillery may fire in any direction. Line of sight. A battery must have a line of sight to its target. - all units (except leaders) obstruct a line of sight. - all wood hexes, edges excluded, in the line of sight block it. A battery may always direct fire at an adjacent hex. 10.3 capture. Batteries are captured when an enemy unit enters or traverses it location. Flip the counter over. Captured units fire normally, but with a modifier of-1 (this applies even if recaptured). Unit may be recaptured any number of times. 11.0 combat ( diagrams 5 to 7). Units of activated corps must attack enemy unit in their ZoCs, unless it is providing support to unit attacking. The active player is the attacker, the inactive player the defender. 11.1 restrictions. A unit attacks once per operations segment, when its corps is active. A unit attacks one unit at a time. If 2 enemy units are in the Zone of control, the player decides which unit to attack. Similarly, multiple friendly unit may not attack one enemy unit at the same time. One unit attacks, the rest provide support. One unit may provide support more than once per turn. A unit may be attacked many times per turn, but only once per segment. 11.2 cavalry charges. Certain cavalry unit may charge (see diagram 1), if they want to gain a bonus, at the risk of disorganisation (11 .4). To perform a charge, a cavalry unit must be capable of moving at least one clear hex, without changing facing, to reach contact with an enemy unit. The unit under attack must also be in clear terrain. Disorganisation due to charging: after combat, test for disorganisation : throw 1 D 6, add morale factor: Less than 5 - unit disorganised. 6+- ineffective 11.3 combat procedure. The attacker throws one dice, applying modifiers. Consult the combat results table (page 38) to obtain the result. 11.4 modifiers. Tactical value of leader stacked with units:+X Difference between attacker and defender morale:+2 to -2 Supporting unit:+1 per unit Combined arms attack (cavalry and infantry unit both exert ZoCs on target):+1 Flank contacts:+2 Rear contact:+3 Charge versus cavalry:+1 Charged versus disorganised infantry:+2 Combat against disorganised unit:+1 Combat against routed unit:+2 Defender has units in support:-1 per unit Cavalry attacking defender in non-clear terrain:-1 Disorganised attacker:-2 Reduced size unit attacking:-2 Attacker out of command:-1 All modifiers are cumulative. Also add the modifiers due to equipment differences (see table page 39, top left). 11.5 unit in support (diagram 5). In each combat phase, the active player decides which unit attacks enemy units. The units adjacent to an enemy units, but not attacking, supply support for the combat. A unit automatically supports attacks against all hostile unit located on a flank hex, if the unit giving supportis itself on the flank of the opposing unit. A unit could give support against a unit situated on its frontal hex and attacked by an other friendly unit, but only if its other frontal hex is free of hostile unit exerting a ZoC on it. 11.6 Support via enemy flank or rear hexsides(diagram 6) A unit attacking an enemy unit via its flank or rear and which is in his ZoC has a flank or rear attack. If the unit is in another enemy ZoC, it may not get the flank or rear bonus, but just adds 'plain' support (+1), otherwise the support is for both the plain support (+1) and the flank support (+2). All units are nevertheless get the flank or rear bonus even if making the attack itself (diagram 7). 11.7 results 1 lose one step D disorganised R or R 2 retreat one or two hexes * if the unit is disorganised cavalry it is eliminated E eliminated Results are applied in the following order 1) loss 2) D 3) retreat 11.8 retreat. Unit retreat, if possible, avoiding enemy ZoCs, flank hexes, and free of friendly unit that would otherwise breach stacking. Retreating units maintain their facing. If a unit cannot retreat (due to enemy unit or impassable terrain) it is eliminated. If it enters an enemy ZoCs (or the flank or rear of a tercio) throw 1 D 6 and add morale rating. 1 to 6 D 7+ no effect If it enters a flank hex of a non- Tercio hex, throw 1 D 6, and add morale rating 1 to 4 D, 5+ no effect. If a unit over stacks, displace the stacking unit into a vacant hex, the displacing unit is automatically disorganised. This new retreat may set off a chain, following the standard retreat roles. The player is free to eliminate a unit instead, stopping further retreat and disorganisation. 11.9 advance after combat. In the case that a hex is vacated, one of the victorious units (attacker or defender) may enter the vacated hex. The advance is limited to one hex only. This option must be taken immediately, before other combat. 12.0 disorganisation and rout. 12.1 disorganised units are marked with the appropriate marker. Translated next section. A disorganised unit which receives a further disorganisation may be routed (see 12.2). Remove disorganisation markers at the start of the operation segment that the corps is activated. A marker is not removed if the unit is in an enemy ZoC. 12..2 rout. A second disorganisation result may lead to rout. Throw 1 D 6, and add morale value. Less than 5 unit routed 6+unit remains disorganised Note: a cavalry unit that is disorganised, and receives a * is eliminated. 12.3 effects of rout. A routed unit may not attack. It has no ZoC. No movement, other than rout movement is allowed. A routed unit immediately moves towards the friendly map Edge (North=Spain, South=France) by the shortest route, using retreat rules. Exception: a routed unit may exceed stacking rules. Traversed units are disorganised. If they are already disorganised, they test for rout. A routed unit moves 3 hexes, changing facing as required. If it would ever stack, it continues to move a further hex. If a unit cannot move 3 hexes, it is eliminated. 12.4 rally. In the rally phase, all routed unit test for rally. The test is compulsory. Each player throws 1 D 6 for each unit Add morale value Add tactical value of in range leader or C in C. If result >= 7 - unit rallies - replaced with disorganisation Less than 7 rout three more hexes A routed unit in a Zone of control cannot rally, and rout moves again. Unit that leaves the map is considered to be eliminated, and counts towards victory (see 13). 12.5 corps demoralisation. If the total of lost steps and routed unit for a corps exceeds half the number of units in the corps, that corps is demoralised and all remaining units are permanently disorganised until the end of the game. This collective disorganisation takes effect at the end of the turn that the quota is exceeded. 1 Tercio step is worth one step, a routed Tercio 2 (as if it would if eliminated). Leaders have no costs. 13.0 victory conditions. Total the points for each player has given below: C in C dead 10 Corps commander dead 6 Aide dead 3 Each step of Tercio 3 Other infantry 2 Cavalry 1 Disorganised unit 1/4 of above Calculate ratio 1: 1 draw 1.1 - 1.4 minor tactical victory 1.5 - 1.9 major tactical victory 2.0 or more strategic victory Clarifications (from VV 12) Attacking an isolated (unstacked) leader - roll 1d6 : 5 or 6 leader killed or captured. (My note - not sure about why this came up - thought they should be killed without roll) The TEC -1 modifier applies to all units. May the CinC act as a corps leader during phase 3? No, he could not order the units within his radius, included battle lines. What hex must consider for the application of modifiers? The hex in which is the unit who attacks or defends. (Use common sense) Does a unit which has just attacked provide support in the same combat phase? Yes. Does an unit which has provided support carry out an attack? Yes. Does an unit which advances after combat provide support to other combats? Yes Can disorganised units provide support? Yes. Can inactive units provide support? Yes Can an inactive unit be part of a combined arm bonus? No What happens to a leader that is stacked with a unit that routs? First, add 1 to rout die roll, if they rout, the leader retreats one hex and is then stacked with the nearest unit from his corps. What happens to routed units that end movement in an enemy ZoC? The ZoC stops the movement of the routed unit. If it is not attacked and destroyed during the turn and remains in a hostile ZoC, it may not rally. It will test in the rally phase if it is is not in an enemy ZoC. Routed units are worth the same value as though that had been destroyed or left the map for victory points. Translated by Richard Fluck 12/96