
- •Rousse 20 [0.0] Exclusive Rules
- •[1.0] Introduction
- •[2.0] Game Equipment
- •[3.0] Setting up the Game
- •[5.0] Random Events Skip the First Player’s Random Events Phase on the first Game Turn. [6.0] Movement
- •[9.0] Combat
- •[14.0] Night Turns
- •[16.0] Optional Rules
- •[17.0] Alternate Scenario
- •Designer’s Notes
[14.0] Night Turns
Objective Hex: Rousse (hex 1002) is a an objective, but for a different side in each of the two scenarios. In the June 22 scenario it is a Russian objective; in the October 2 scenario it is an Ottoman objective.
[14.1] Second Day of Battle: Normally, the game ends at the conclusion of Turn 6. However, at the beginning of the Ottoman player’s Night Phase he may choose to continue the game into a second day. If the Turkish player elects to into a second day he foregoes his normal “Morale Recovery from Rest” step during the Night Operations phase of his turn (i.e. the Ottoman Player does not increase his Morale level by +1 that night).
Ottoman logistical arrangements were haphazard and re-supplying their troops for a prolonged engagement would have been problematic.
[15.0] How to Win
Use the following victory conditions in place of the standard ones.
The Russian Player wins a Decisive Victory if, at any time, the Ottoman side’s Morale is reduced to zero (0) and Russian morale is one (1) or more.
The Russian Player wins a Marginal Victory if, at the end of the game Russian morale is at least one (1) higher than the Ottoman side’s Morale and the town of Rousse (hex 0707) is not occupied by an Ottoman unit.
The Ottoman Player wins a Marginal Victory if, at the end of the game, the town of Rousse (hex 0707) is either occupied by an Ottoman unit, or there is an Ottoman unit adjacent to the town or Ottoman Morale is at least two (2) points higher than the Russian side’s morale level.
The Ottoman Player wins a Decisive Victory if, at any time, the Russian side’s Morale is reduced to zero (0) and Ottoman morale is one (1) or more.
A Draw occurs with any other result.
[16.0] Optional Rules
[16.5.1] Partial Rallying: When using this Optional rule, the only Ottoman units that may be Partially Rallied (i.e. replaced with a Cadre unit) are the two Janissary infantry units (Boluk and Djemaat).
[16.6] Unit Breakdown and Buildup: Because they only have one Janissary Cadre, the Ottoman forces receive no benefit when using this Optional rule.
[16.7.1] Light Infantry: The two Russian Chasseur units and the Ottoman Skipetar and Kirjali units (all infantry units with green Movement Allowances) are considered Light Infantry units. They may Disengage (as per Rule 8.3, et al) and need not stop in Rugged Terrain.
[16.7.2] Cossacks: The Russian Cossack and Ottoman Djellis units (both cavalry units with green Movement Allowances) are both considered Cossack units. They pay 2 Movement Points to move through Rugged Terrain, are prohibited from countercharging, and may disengage from enemy cavalry.
[16.7.3] Unreliable Troops: The Russian 22nd Division unit is considered Unreliable (i.e., a unit with a yellow Combat Strength). This unit requires a die roll check before every battle it participates in to see if it wavers and has its combat strength temporarily reduced.
The Russian 22nd Division had been raised just a few months prior to the battle and its training was incomplete.
[16.7.4] Reluctant Troops: The Ottoman Sekhan and Tufkeji infantry and the Akinji cavalry unit (all with yellow Movement Allowances) are considered Reluctant Troops. They require a die roll check to see if they can Advance After Combat.
Important Note: the Reluctant trait takes precedence over the normal rules for cavalry Controlled Advance (i.e. after combat, roll only to see if a Reluctant cavalry unit can advance, not whether it must Advance).
[16.7.4] Irregular Troops: The Ottoman Haiduk, Sekhan and Kirjali infantry units, and the Akinji, Djellis, and Youruk cavalry units (all with white Combat Strengths) are considered Irregular Troops. Undisciplined and poorly led, these formations often lost cohesion and became disorganized in battle. To simulate this, they function as normal units in all respects with the following exceptions:
They are treated as Unreliable (see rule [16.7.3] above).
Irregular cavalry units are prohibited from conducting either Countercharges (see rule [8.1]) or Penetration (see Optional rule [16.2]) during the Reaction Phase.
Whenever an Irregular unit Breaks, it is permanently eliminated instead; it may never be Rallied [10.0].
When an Irregular unit Routs, add two (+2) to its Rout die roll (they are effectively the “opposites” of Elite Forces).
When an Irregular unit suffers a Withdraw result (AW or DW), place a Routed marker on it. Note that this is not an actual ‘Rout’ and so no Morale loss is incurred.
Irregular units required extra time to regain their cohesion.
Irregular units cannot be broken down into Cadres when using Optional Rule [16.6].