From: "Brandon Einhorn" Subject: Frederick the Great - 3W - Variant Rules Frederick the Great (3W) Replacements There are no replacements, and no replacement die roll is made each turn. This is offset by the removal of the high intensity combat option. Leaders 1) A leader with a command rating of three or higher and the senior leader may personally control 40 troop points (TP). All other leaders may control 25 TPs. Troop points of the same nationality are freely exchangeable between leaders stacked together at the end of a turn.. Leaders may temporarily exceed this limit due to setup or the return of POWs. When they end the turn stacked with other leaders, the total must be reduced to the leaders limit. 2) With the exception of Frederick, the senior commander's force must have more troops than any other force. If due to combat the senior leaders force is reduced, it is not required to be made larger, or to reduce another leaders force. However no other leader with a larger force may have more troops added. Nor may another force add troops if the total would be greater than the seniors force. Supply Supply consists primarily of food and fodder, not powder and ammunition. One supply point (SP) is needed for every 20 troop points, rounded down. [19 troops need 0 SPs, 40 need 2 SPs. [or try 25 troop points, rounding to the nearest integer. 12 troop points need 0 SPs, 38 troops need 2 SPs.] 1) A leader with a command rating or 2 or 1 may not end his move (movement, forced march, reaction) out of supply, unless he caries adequate supply with him. 2) Due to cavalry and light infantry, all Austrian forces have a ZOC that interdicts supply lines. Also unescorted supply units may not enter an empty hex adjacent to an Austrian unit 3) In combat the concentration bonus is still available by expending one supply point (SP) for the entire force (unless 2 hexes from a fort), but the high intensity option is no longer available. 4) A unit may absorb any supply wagons it moves through, up to its supply limit. A force moving through a fort may absorb 2 SPs. 5) Foraging: If a force moves, and starts the turn more than 2 hexes from a depot, it must expend SPs or it is out of supply for movement purposes. Two forces starting the turn in the same hex but moving in different directions must pay SPs independently. If a force remains stationary and is not within 2 of a depot it must expend SPs, or suffer attrition. If a force is out of supply for two turns it suffers attrition. Attrition Table (+1 to die roll for each consecutive turn rolled after the first.) Roll Result 1 0 2 5% 3 5% 4 5% 5 10% 6 10% Movement A force may move twice in a turn due to any combination of movement, forced march, and reaction. Thus a force that reacts twice may not move further. A force that moves may react once. Sieges To besiege a fort, a force must begin the turn in the hex, and not move from that hex. If the besieging force doesn't out number the force in the fort, there is a +1 to all breach and surrender die rolls. Combat 1) Losses should be distributed proportionally, both each round and over the course of the battle. The owner may assign odd losses as he sees fit. [ex. a 25TP forces consisting of two leaders controlling 20 TP and 5 TP. A loss of 3 may be applied 3,0 or 2,1. A further loss of 2 (total loss of 5 at this point) must result in the 20 TP taking 4 losses and the 5 TP taking 1 loss.] 2) The commitment table is modified as follows: There is no penalty for having more than two leaders. Instead there is a -1 penalty for more than 40 TPs, and a -2 for more than 60 TPs. 3) It is MUCH too easy to disengage from combat. During combat if a side retreats (voluntarily or due to a failed morale check) there is one last round of combat. In this last round the retreated gets a -1 modifier, the pursuer gets a +1 modifier. 4) When rolling for demoralization, if the overall commander breaks, his force must retreat. If a subordinate breaks, those troops are simply no longer committed (his morale is also reduced). If one side is retreating, the other side does not have to retreat, even if it fails its morale check. Prisoners of War After a battle, subtract the winners losses from the losers, and divide this number by two, rounding up. This is how many of the losers losses are prisoners of war captured by the winner. At the beginning of each turn, prisoners must be exchanged on a one for one basis. The owning player decides which of his prisoners are released. Released prisoners are available two turns later, at the end of the turn. They appear at any city/fort in their home country. They may move with supply wagons to reach units at the front (using the wagons command, initiative, and combat rating). Prisoners must be exchanged as soon as possible. Demoralization There are two types of morale: leader morale and troop morale. 1) Troop morale is the same morale as specified in the game. To recover troop morale, starting with the second turn after the demoralization, the leader must roll his morale or less on two dice. Thus a force that loses a battle will be vulnerable to the effects of demoralization for at least one entire turn. 2) Leader morale represents the leaders offensive thinking. A demoralized leader must retreat towards a friendly occupied fort. He may move each turn, but he must end the turn in a friendly fort. He may only attack a unit that he reacts to or that enters his hex. He may not enter an enemy hex during his movement. To recover leader morale, the senior commander of the force must roll his command rating or less on 1 die. If successful he must roll his morale or less on two dice. To recover leader morale, the senior commander of the force must roll his command rating or less on 1 die. If successful he must roll his morale or less on two dice. 3) If a demoralized leader or force wins a battle, it becomes undemoralized immediately. 4) A force that loses a battle must retreat 4 movement points, but it may stop in a friendly fort. brandon@global-tech.com