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Rousse 20 Exclusive Rules v0.1 5

Rousse 20 [0.0] Exclusive Rules

This is the Exclusive Rules set for Rousse 20, a game that also uses the Napoleonic 20 Standard Rules. When combined, these two documents form the entirety of the rules needed to play the game.

These Exclusive Rules supersede the Standard Rules when there is conflict.

[1.0] Introduction

Rousse 20 is based on the two chief battles of the Russo-Turkish war of 1806-1812, both fought on the Bulgarian-Romanian frontier near the fortified town of Rousse. One player leads the Russian Army under the command of General in Chief Kutuzov, while the other player commands the Ottoman army under Grand Vizier Ahmed Pasha.

The first battle of Rousse occurred in late June of 1811 and while the Russians managed to eke out a marginal victory, Kutuzov chose to yield the key town of Rousse to the Ottomans, convincing them they had won a great victory. The second battle (also known as the Battle of Slobozia), occurred in early October and was a decisive Russian victory. The defeat of the Turks at Rousse finally ended the war and allowed the Russians to transfer key reserves to oppose Napoleon’s invasion of Russia in 1812, while also preventing Austria from contributing more forces to support the French invasion.

[2.0] Game Equipment

The Game Map: The 11” x 17 board features a map approximating that part of Spain where the campaign occurred.

The Green units are Russian. The Brown units are Ottoman. Unit abbreviations are as follows:

Russian

Cos = Cossacks Chas = Chasseur

Hus = Hussars Art = Artillery

Dan Flot = Danube Flotilla

Ottoman Turks

Jan. = Janissary

Akinji = irregular horse archers

Boluk = Provincial Janissaries

Djellis = light horse scouts

Djemaat = Anatolian Janissaries

Derbert = frontier guards

Garipler = Anatolian cavalry

Kirjali = Bulgarian skirmishers

Haiduk = Wallachian mercenaries

Sekhan = Turkic irregular archers

Sipahi = heavy cavalry

Skipetar = Albanian sharpshooters

Tufkeji = Anatolian musketeers

Youruk = Turcoman irregular lancers

[3.0] Setting up the Game

After sides have been determined, the game is setup for the Standard (Rousse) Scenario as follows:

  1. Place the Game Turn marker on the Morning turn of June 22 (Turn 1).

  2. Place the Russian Morale marker on the ‘8’ space and Ottoman Morale marker on the ‘6’ space of the Morale track.

  3. Place the units on the map as listed below:

Russian

Hex 0707: Redoubt Hex 1211: Cos

Hex 1310: Art, Kutuzov

Hex 1311: 22 Hex 1312: Chas

Hex 1410: 9 Hex 1508: Chas

Set aside the 15th Division, it potentially enters play via a random event. The Hus, and Danube Flotilla units are not used in this scenario.

Ottomans

Hex 1712: Djellis Hex 1811: Youruk

Hex 1812: Akinji Hex 1813: Sipahi

Hex 1814: Garipler Hex 1910: Tufkeji

Hex 1911: Haiduki Hex 1912: Djemaat

Hex 1914: Derbert

Hex 1913: Boluk, Ahmed Pasha

Set aside the Kirjali detachment, it potentially enters play via a random event. The Skipetar and Sekhan units are not used in this scenario.

The Ottoman player is the First Player

[4.0] Sequence of Play

[4.1] Ottoman Command Hierarchy: After drawing his event card but before commencing his Movement Phase (Phase 2), the Ottoman player must roll a die and consult the Command Hierarchy Chart to determine the maximum number of units he may move during his Movement Phase. Alternately, instead of rolling the die the Ottoman player may choose to reducing his current morale level by one (-1) to be able to move all his units that turn.

Command Hierarchy Chart

Die Roll Maximum # of Units

1 5 Units

2 6 Units

3 or 4 7 Units

5 8 Units

6 9 Units

<Ensure above chart is added to map>

[4.2] Sudden Death: At the end of Game Turns 10 and 11, the Russian Player rolls a die. If the result is less than or equal to (<=) the number shown on that box of the Turn Track, the game ends and the winner is determined. If the die roll is greater than the number show, play proceeds to the next Game Turn.

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