Quebec 1759
Alternative Battle Rules
The following standard rules for Quebec 1759 are modified to accommodate a new and more realistic combat system. Included in this new combat system are a set of Battle Order cards; 6 Attack Orders and 7 Defense Orders. The basic concept is for players to set up their units on a Battle Board, per the standard rules, but instead of simply firing away at each other, Battle Orders are selected and the results of those orders (cross-referenced on the Battle Resolution Table - see below) determine the limited scope of the action for that battle turn. This system more realistically portrays the limited command and control aspects of battle management during the 18th Century.
Note, only modified and new rules sections are presented here. Standard rules sections not specifically addressed in this variant are un-affected.
10.1 DECOYS
10.1 Decoys may NEVER be moved by themselves, or left by themselves in any zone. They must always be accompanied by one or more `real' units.
10.2 Decoy units MAY be deployed in battles, however once revealed in a Battle Zone, either by being fired upon or by other units within their zone firing, they are removed from play. Decoys may be placed in the Reserve Battle Position when legally available to other units (i.e. not in skirmish). Eliminated decoys may not return to the game.
11.0 BATTLES
This section is unmodified by these now rules.
12.0 BATTLE DEPLOYMENT
12.1 The defender deploys his units in the zone into three columns without revealing the CV's of units involved (i.e. pieces standing upright). There may be any number of units in any one column, however the defender is not required to occupy each of the three battle columns (failing to do so does make the defender vulnerable to rout unless he uses the skirmish Battle Order - see below). Any number of units may also be deployed in "reserve" behind these columns.
12.2 The attacker now deploys his units in the zone into three opposing columns and reserve (optional) as he wishes. The attacker must occupy each of the three Battle Columns with at least 1 unit at the start of a battle. The defender may not alter his deployment after the attacker begins to deploy. Attacker's units are also concealed with units placed in their normal upright position.
12.3 Once a battle commences, players are not allowed to redeploy units in columns, only units in reserve, and only one reserve unit per battle turn may be so redeployed, and then only when a side plays the appropriate Battle Order card.
13.0 BATTLE RESOLUTION
13.1 A battle is fought to conclusion by an indeterminate number of battle turns, each turn resolved in the following sequence:
(a) Both players select a Battle Order card; the attacker chooses one of the Attack Battle Order cards and the defender selects one of the defense Battle Order cards
(b) Both cards are revealed simultaneously and then cross indexed on the Battle Resolution Table to determine the sequence of firing, how many units may fire and which columns may fire.
(c) Units in columns that fire are revealed and units in columns that are fired upon are revealed. Any decoys revealed during battle are removed from play.
13.2 The battle turn sequence above is repeated until one player decides to retreat/withdraw, or until one player is routed (see: 16.0). After a battle ends, surviving units are turned back "on edge" at their current CV levels.
14.0 FIRING UNITS
14.1 Only units deployed in battle columns may fire; reserve units may not fire or be fired upon. Units in one column must always fire at units in the opposing column, except during pursuit fire, or when the defender has selected the skirmish Battle Order card (ee section 18.0).
14.2 A unit is fired by noting its current CV and rolling the same number of dice. For every "6" thrown on each die, a unit in the opposite enemy column is reduced by 1 CV. The player being fired on decides which unit or units will be reduced. EXAMPLE: To fire a unit of 4CV, a player will roll 4 dice. If two "6's" were thrown the opposing player would immediately reduce one unit by 2 CV or two units by 1 CV each. A unit is reduced by turning it (anticlockwise) until the new lesser CV faces the opposing player.
14.3 Firing order is determined by the results on the Battle Resolution Table. If one side is designated as firing first, all losses against opposing units are taken before the side firing second may fire (i.e. "return fire"). Note that a side does not always get to return fire.
14.4 Some results on the Battle Resolution Table indicate that fire is simultaneous; in these cases the attacker may always roll for his fire resolution first, bu the defender may return fire using even eliminated CVs. All CV losses for the battle turn are removed from each side at the end of the battle .
15.0 RETREATS
15.1 A player may retreat from a battle by playing either the Retreat Battle Order card (defender) or Withdraw Battle Order card (attacker). Either side may Retreat/Withdraw during any battle turn, including the first.
15.2 The retreating player must retreat all units at the same time (partial retreats are not allowed, except 17.2) and all units must retreat to the same zone. The defender can retreat to any zone (subject to all normal movement rules) except a zone occupied by enemy units or the zone the attacker came from, even if now vacant. The attacker can only retreat to the zone he came from, but not if occupied by enemy units. Neither player may retreat to a zone that contains another battle yet to be resolved. If a player has no legal retreat he must remain in the battle.
16.0 ROUTS/PURSUIT FIRE
16.1 When one side fires into an unoccupied battle column of the opposition the fired upon player's remaining units in that zone become routed and must be immediately retreated, subject to all retreating rules. Units which can not retreat for any reason are eliminated.
16.2 The "victorious" player is given one additional fire by all units in all battle columns (excluding reserve units) to reflect pursuit. The routed player may take pursuit fire casualties on any unit(s) he wishes, including units in reserve. It is theoretically possible for both sides to become simultaneously routed. If this happens, neither side may conduct pursuit fire.
16.3 If the routed player has units in RESERVE when the rout occurs, one pursuit fire hit is ignored for each 2CV (rounded up) in reserve.
16.4 The defender may not be routed if he issues a Retreat or Skirmish Battle Order, regardless of the results of any attacking fire. Similarly, the attacker cannot be routed if he issues a Withdraw Battle Order.
17.0 AMPHIBIOUS COMBAT
17.1 When a player attacks by amphibious move, the defender in the battle/skirmish fires each of his deployed units at double CV (5:6 are hits) on his first battle turn. Thereafter, normal battle procedure is followed. If any or all of the defender's units have moved to the battle zone also by amphibious move in the same turn, these units do not receive this advantage.
17.2 A player may retreat by amphibious movement but the number of units involved may not exceed the maximum for a legal amphibious move. In addition, an amphibious retreat involves pursuit fire from the victorious player for ANY retreat and double pursuit fire (5:6 are hits) if routed. Units unable to retreat due to amphibious movement restrictions, must stay and absorb enemy fire (including pursuit fire if applicable), but may return fire (contrary to the normal Battle Resolution Table results for a Retreat/Withdraw). Such units must be retreated in the next battle turn (and possibly absorb more enemy fire).
18.0 SKIRMISHES
18.1 The defender has one Battle Order card that allows him to stand and defend with less than 1 unit in each battle column; the Skirmish Battle Order. When the defender plays the Skirmish Battle Order card all defending units are aligned in the Center Battle column, but are assumed stretched out and thinly covering all three battle column positions.
18.2 The attacker may never be issued a skirmish order, (i.e. be in skirmish formation). The attacker must always start with a minimum of 3 units (at least one in each battle column).
18.3 There is no limit on the number of defending units that may be put in skirmish formation, however all defending units in that zone must be in skirmish formation - none may be held in reserve.
18.4 The skirmish card must be played in the first battle turn or it may not be used in that battle. Also, once played, the only other Battle Order that may be given to the defenders is the Retreat Battle Order.
18.5 Defending units using the Skirmish order are limited in their fire ability as follows:
a) a maximum of 3 units may fire in a single battle turn
b) only ½ of a defending unit's CVs may fire (round up)
18.6 If any defending unit in skirmish formation suffers a CV loss, all defending units are retreated according to the normal retreat rules at the end of the current battle turn. If the units are unable to retreat, then they must stay and fight but suffer 2 CV losses for every hit instead of one in all subsequent battle turns.
18.7 Defending units in skirmish formation may never be routed.
|
ATTACK from the LEFT |
ATTACK from the CENTER |
ATTACK from the RIGHT |
PROBING ATTACK |
WITHDRAWAL |
MOVE RESERVES |
REFUSE the LEFT |
1. Att fires from LEFT to Def RIGHT
2. Def returns fire from RIGHT to Att's LEFT |
1. Att fires from CENTER to Def CENTER
2. Def returns fire from CENTER to Att's CENTER |
1. Def fires from LEFT to Att's RIGHT
2. Att returns fire from RIGHT to Def's LEFT |
1. Att and Def fire simultaneously for each battle column. Att may fire from one unit per battle column. Def may fire from all units. |
1. Att Retreats - no fire combat |
1. Att moves 1 unit from RESERVE to any battle column - no fire combat |
REFUSE the CENTER |
1. Att fires from LEFT to Def RIGHT
2. Def returns fire from RIGHT to Att's LEFT |
1. Def fires from CENTER to Att's CENTER
2. Att returns fire from CENTER to Def's CENTER |
1. Att fires from RIGHT to Def LEFT
2. Def returns fire from LEFT to Att's RIGHT |
1. Att and Def fire simultaneously for each battle column. Att may fire from one unit per battle column. Def may fire from all units. |
1. Att Retreats - no fire combat |
1. Att moves 1 unit from RESERVE to any battle column - no fire combat |
REFUSE the RIGHT |
1. Def fires from RIGHT to Att's LEFT
2. Att returns fire from LEFT to Def's RIGHT |
1. Att fires from CENTER to Def CENTER
2. Def returns fire from CENTER to Att's CENTER |
1. Att fires from RIGHT to Def LEFT
2. Def returns fire from LEFT to Att's RIGHT |
1. Att and Def fire simultaneously for each battle column. Att may fire from one unit per battle column. Def may fire from all units. |
1. Att Retreats - no fire combat |
1. Att moves 1 unit from RESERVE to any battle column - no fire combat |
SKIRMISH (cannot be played in same battle as any other order except RETREAT) |
1. Fire combat from Att's LEFT to all Defs simultaneously. Def may fire with ½ (rounded up) of his CVs from at most 3 units
2. Def Retreats if any CV losses. |
1. Fire combat from Att's CENTER to all Defs simultaneously. Def may fire with ½ (rounded up) of his CVs from at most 3 units
2. Def Retreats if any CV losses. |
1. Fire combat from Att's RIGHT to all Defs simultaneously. Def may fire with ½ (rounded up) of his CVs from at most 3 units
2. Def Retreats if any CV losses. |
1. Att and Def fire simultaneously for each Battle column. Att may fire from one unit per battle column . Def may fire with ½ (rounded up) of his CVs from at most 3 units.
2. Def Retreats if any CV losses. |
1. Att Retreats - no fire combat |
1. Att moves 1 unit from RESERVE to any battle column - no fire combat |
COUNTER-ATTACK |
1. Att fires from LEFT to Def's RIGHT
2. Def returns fire from RIGHT to Att's LEFT
3. Def then chooses any battle column and fires first,
4. Att returns fire in that battle column |
1. Att fires from CENTER to Def's CENTER
2. Def returns fire from CENTER to Att's CENTER
3. Def then chooses any battle column and fires first,
4. Att returns fire in that battle column |
1. Att fires from RIGHT to Def's LEFT
2. Def returns fire from LEFT to Att's RIGHT
3. Def then chooses any battle column and fires first,
4. Att returns fire in that battle column |
1. Def chooses any battle column and fires first,
2. Att returns fire in that battle column
3. Att may then chooses up to 2 different battle column for fire combat with each side firing simultaneously per battle column.
|
1. Def chooses 1 battle column and fires from there into Att's corresponding position.
2. Att Retreats
|
1. Att moves 1 unit from Reserve to any battle column
2. Def chooses 1 battle column and fires from there into Att's opposing zone.
3. Att returns fire, however unit that moved from Reserve cannot fire. |
RETREAT |
1. Att fires from RIGHT to Def's LEFT
2. Def Retreats |
1. Att fires from CENTER to Def's CENTER
2. Def Retreats |
1. Att fires from LEFT to Def's RIGHT
2. Def Retreats |
1. Def Retreats - no fire combat |
1. Att Retreats 2. Def Retreats |
1. Def Retreats - no fire combat |
MOVE RESERVES |
1. Def moves 1 unit from RESERVE to any battle column.
2. Att fires from RIGHT to Def's LEFT
3. Def may return fire, but not from unit moved from RESERVE this round.
|
1. Def moves 1 unit from RESERVE to any battle column.
2. Att fires from CENTER to Def's CENTER
3. Def may return fire, but not from unit moved from RESERVE this round. |
1. Def moves 1 unit from RESERVE to any battle column.
2. Att fires from LEFT to Def's RIGHT
3. Def may return fire, but not from unit moved from RESERVE this round. |
1. Def moves 1 unit from RESERVE to any battle column.
2. Att and Def fire simultaneously for each battle column. - Att may fire from 1 unit per battle column. - Def may fire from all units (excluding unit moved from reserve).
|
1. Att Retreats - no fire combat |
1. Att moves 1 unit from RESERVE to any battle column
2. Def moves 1 unit from RESERVE to any battle column |