1.0 Orientation............................................ 3 1.1 General Points................................... 3 1.2 The Maps.......................................... 4 1.3 Territories and their Effects............... 6 1.4 Special Territories............................. 6 1.5 Fortifications..................................... 7 1.6 The Counters..................................... 9 2.0 Victory ............................................... 10 2.1 Prestige........................................... 10 2.2 Campaign Plans .............................. 10 2.3 Peace Negotiations.......................... 11 2.4 Conquest and Subjugation............... 12 3.0 Miscellaneous Rules ........................... 13 3.1 Manpower....................................... 13 3.2 Personages & Special Leaders......... 16 3.3 Command and Control .................... 18 3.4 Factions .......................................... 19 3.5 The Forces of Nature....................... 20 3.6 Tactics ............................................ 21 3.7 Operational Rules............................ 22 4.0 Armies................................................ 22 4.1 Non-Specific Army Rules ............... 22 4.2 Naval Affairs .................................. 24 4.3 The Imperial Army ......................... 27 4.4 The Ottoman Army......................... 28 4.5 The Tatars....................................... 30 4.6 The Muscovite Army ...................... 31 4.7 The Poles ........................................ 34 5.0 Events................................................. 35 5.1 Random Events............................... 35 5.2 Special Events................................. 36 Scenarios...................................................... 37 6.0 Basic Instructions & OoBs.................. 37 6.1 Instructions ..................................... 37 6.2-6.5 Scenario OoBs .......................... 38 7.0 Scenario Rules .................................... 39 7.1 The Sword of Ali ............................ 39 7.2 Roses From the South ..................... 39 7.3 Turkish Delight ............................... 40 7.4 Chastisement .................................. 41 7.5 And Quiet Flows the Don ............... 41 7.6 To the End of the Earth................... 42 7.7 Dont Fear the Reaper..................... 43 7.5/7.6/7.7 Farewell Tartarness............. 44 7.8 Tatar Sauce..................................... 44 7.9 Harvesting the Steppe ..................... 45 7.10 Black Sea, Black Death................. 46 7.11 Marche Slav.................................. 47 8.0 On the Beautiful Blue Danube ............ 48 9.0 Trkenkrieg........................................ 49 At one time in Ukraina Cannons roared like thunder; At one time the Zaporozhtsy Knew the path to power. So they ruled and they acquired Glory, yes, and freedom; That is past they've left behind them Tombs upon the meadows. And those tombs are high and lofty, Where they laid to slumber The white body of a Kozak Wrapped in cloth of crimson. And those tombs are high and lofty, Black as gloomy mountains. In the field they speak of freedom Softly to the breezes. And they speak to passing breezes Of the past and serfdom. And the grandson reaps the harvest Singing songs they fashioned. At one time in Ukraina Evil there was dancing. Sorrow vanished with the drinking In the jolly circle. At one time in Ukraina Life was good and merry. Let's recall it! Our hearts, maybe, Can thus find some solace. Taras Shevchenko 2 The black, open-top staff car droned on through endless sunflower fields under a cloudless sky. At a crossroads it hesitated, and turned right. A few minutes later it bumped to a halt in a dusty square surrounded by the ruins of a village. The driver hopped out smartly and opened the rear door with a snappy salute. The General hoisted himself out, removing his goggles, tugging down his uniform, and adjusting his field cap before striding stiffly forward. Behind, two more cars pulled up, spilling their cargo of staff officers. A six-wheeled armoured car ground past the party and circled around, puffing diesel fumes. A short distance away, a mass of metal, all tubing, hydraulics, and wheels, shimmered in the late-spring heat, casting no shadow in the noonday sun. Gangs of men in feldgrau busied themselves around the flatbed car that supported the monster. One of them broke off from directing the work and came to meet the General, who frowned forbiddingly. Heil Hitler! The Generals frown deepened. Herr Oberst, your orders were to clear the line and proceed to Sevastopol. Why havent you done so? The crews were busy last night, Herr General. Partisans I had to call all the way to Kiev. I promise she will be moving again soon; the track has almost been cleared. You will start as soon as possible. There must be no more delays. Jawohl, Herr General! The staff officers drifted about the site. The gunners among them stood looking at the titanic cannon resting on its railway truck. Look at the size of her! I bet shell flatten the port in less than a week. Maybe, maybe not. Still, every shell helps. Besides, it will please the Fhrer if we play with one of his trinkets. Maybe he will send us something really useful, like another division. This from the Abwehr Man. Other members of the party wandered around the ruined village beside the single-track line. Someone did a number on this place! said Signals appreciatively. Dont blame us said Luftwaffe Liaison. The Reds. In their civil war. We passed through the new town back there. The major waved his hand southward. Barbarians! ejaculated the SS Man. The staff drivers stood kicking dirt and smoking quietly on the bank of a weedy, water-filled canal on the northern edge of the village. The generals man walked over and joined them. Funny sort of canal Where does it go? It dont go. Obstacle. Cuts the isthmus straight across end to end. My nephew said the Grenadiers had a time. He crossed it down there. The Reds had a machine gun somewhere nearby in that heap of stones, I think. My nephew lost five men in the crossing. So. The Generals driver strolled through what must have been a gateway to an ancient blockhouse. The building was nothing now but old stones. He bent to stub out his smoke and stared at the stones, blinked, and stared again. Hey, Fritz, the boss is mounting up. Come on, Fritz, time to go! The general was leaving. Fritz! Where is that worthless son of a blind busman? FRITZ! Coming, Herr General! Fritz came hobbling up, grasping something in his hands. Fritz is trying for the oak leaves to his Iron Cross bravery in the face of a general officer. Fritz wisely decided to skip the apologies. Herr General, look at this. He held it up so the General could see. Hmm, said the General. Are you thinking of taking up archaeology, Fritz? Come along, I want to be at headquarters before dark. But Yes, yes, very interesting. Were late. Get us rolling! The men in feldgrau boiled around their mistress. A whistle blew. A locomotive panted and strained. Metal shrieked, and the giant trucks began to move. Dora had a date with a city. In the back of his speeding staff car, the General sat, goggled and covered in dust. Briefly, he thought about his drivers find. Then he put the matter aside and pulled up a leather satchel full of papers. General Erich von Manstein also had a date with a city. ****************************************************** The young captain of grenadiers sat in the shade beside the blockhouse gate, idly playing with a Turkish dagger. What a day! Still, things had gone better than expected. Much better. The enemy had bought the diversion at the other end of the line. The ditch had been dry, and though it was stone-lined and slippery with moss, the men had got over it in short order. The wall too. The Barons sticks had proved useful for once! The regiment had balked a bit, until the padre climbed onto the parapet and waved them forward. Look, there is nothing to fear, my children. For Saint George and our Little Mother! Ooraah! They had surged over, a dark green tide. He had seen men manhandling half-ton artillery pieces straight up the wall They had been lucky. But The Baron was always lucky. Corporal Kuprilov said the men believed The Baron had done a deal with the Devil, though this did not upset them. Rather the contrary. With both the Lord of Hosts and the Prince of Darkness on their side, who could the Dogheads call on? Their fat Khan? The Sultan? The aide smiled a little grimly. The Ottoman Empire was still a force to be reckoned with. The Dogheads had bolted so soon as the giaours popped their heads over the wall khan and harem, horses and men, all just a cloud of dust on the horizon. Pity about the harem Maybe the kozaki would catch them up. The Turkish garrison had stood, but The Baron had hoped they would surrender. After all, despite the recent declaration of war, the Tsaritsa had no official quarrel with the Porte. The last batch of intercepted letters highly amusing ones, too proved the Sultan had no wish to fight. He had castigated his client, the Khan, for precipitating a useless war through his inability to control his own people. It looked as if the luckless Khan might soon be unemployed. But the blockhouse had proved sticky. The Janissaries had kept up a lively fire from the parapet with their brass cannon. So the captain of grenadiers had volunteered to take it. His men had hacked their way through the door, and he had called out (he knew some Turkish) for the garrison to surrender. The Turks had thrown up their hands, and then one of his men, a big dumb peasant boy, had tried poking one with a bayonet for a lark. The Janissaries did not approve. Now the interior of the tower was like a charnel house. Six of his own men dead, and 140 Turks. The whole garrison. He had been unable to stop the carnage. But, it was all over now. After a days talk, The Baron had lured the other garrisons out with the promise of repatriation then disarmed them as prisoners of war. Cest la guerre, infidel dogs. The young aide heard footsteps and looked up. Excuse me, Kapitan. Yes, Poruchik Danov? Your pardon, Kapitan, His Excellency sends his compliments He has called a council of war. Very good. Wait, Ill come with you. The Russian captain tossed the dagger aside and stood, brushing the dust from his hands. He spared a brief glance for his handiwork, then turned and followed the other man. A wind picked up from the east, hot and dry, but scented with the odour of brine and old reeds. The remains of the shattered wooden gate swung a little. A shaft of sunlight slanted down, illuminating the carving on a stone, crudely chiseled with a Turks dagger in gothic script: Manstein was here [let it be noted that Erich von Manstein was adopted] 3 HEIRS OF THE GOLDEN HORDE EXCLUSIVE RULES 1.0 ORIENTATION Whatever he says and in whatever manner he decides to regard things you are to accept them as if they were the propitious words and respect-commanding decrees issuing from my own pearl-dispensing tongue. Hear them with the ear of confirmation, and give them your unqualified acceptance. Sultan Sleyman 1.1 GENERAL POINTS O you who believe! Fight those of the unbelievers who are near to you and let them find in you hardness; and know that Allah is with those who guard against evil. Al Quran, 9.123 1.11 General. Heirs of the Golden Horde (HGH) is the second half of a two-part Lace Wars series set covering the Russo- Austro-Turkish War of 1735-39. The first half was Volume V of the series, Trkenkrieg (TK). HGH is Volume VI. Note that ownership of TK is required to properly play HGH. 1.111 HGH combines with TK to make a four-player Grand Campaign Game, but there are also Minor Scenarios for two players. 1.112 The rules and charts provided with HGH have been updated to version 3.5 of the KR&Os (series standard rules). The HGH package also updates TK to the same rules set, so that only this volume, plus the accompanying OoBs and charts, is needed for playing all the TK and HGH scenarios. 1.113 TK errata and map updates have also been included in HGH. 1.12 Participants. The participating Sides vary depending on the game and scenarios being played: The Minor Scenarios for TK involve two (2) Sides: the Imperials (Habsburg/Austrian) and the Ottomans (Turks). The Minor Scenarios for HGH also involve two (2) Sides: the Muscovites (Russians) and either the Tatars (an important client state of the Ottomans, living in what is now the Ukraine) or the Ottomans. The TK Campaign Scenario involves the Imperials and the Ottomans, and is also two-player. The TK/HGH Grand Campaign Game has four (4) Sides, adding the Muscovites and the Tatars to the Imperials and the Ottomans. 1.121 The Grand Campaign Game may be played with four (4), three (3), or two (2) players. With three (3) players, the Sides are Muslim, Imperial, and Muscovite (i.e. one player Controls both the Ottomans and the Tartars). With two (2) players, the Side are Muslim and Christian (Ottoman/Tatar versus Imperial/Russian). See the scenario instructions (9.0) for details. A second Ottoman player may prove useful. 1.122 Although each player in a multiplayer game is attempting to win a standalone victory by accumulating the most Prestige (KR&Os 9.1), the Imperials and the Muscovites form a loose team, termed the Christian Side, while the Ottomans and the Tatars form another loose team, called the Muslim Side. 1.123 The Ottoman Side includes the following Contingents: The Kapikulu Askerleri, or Slaves of the Porte (Regular Army). Seven (7) Eylet Askerleris (semi-feudal Provincial Armies), namely Bosnia, Rumelia, Silistria, Anatolia, Ezerum, Syria, and Mesopotamia. Forces of The Principalities: Moldavians and Wallachians (each a Contingent). Kurds, Mamelukes, and the Bujak Horde (a band of Tartars directly allied to the Turks, not to the Crimean Tatars). The term Ottoman Contingent is sometimes used and is intended to cover the Kapikulu and Eylet Askerleris Contingents (only). 1.124 The Imperial Side includes the following Contingents: The Imperial Reichsarmee. Most of the Reichsarmee forces are Austrian i.e. Habsburg but some Units belong to minor states of the Holy Roman Empire (e.g. Wrttemberg), and they also include various frontier forces, mainly Serbo- Croatians. For game purposes, all are grouped under the Imperial Contingent. Exception: some Units bearing the Imperial Contingent logo have an R Contingent code; these Units are treated as part of the Imperial Contingent but are received as part of a set Reichsarmee Reinforcement package. A number of minor Contingents: namely the Saxons, the Hessians, the Bavarians, the Modenese, and the Montenegrins. 1.125 The Muscovite Side includes the following Contingents: The Mobile Army, including the Nizovoi Corps of the Mobile Army. The latter Contingent has certain entry restrictions. The Garrison Army. This Contingent is subdivided because it is distributed among various locations. Various Cossack Hosts, to wit, the Don Cossacks, the Zaporozhian Cossacks, the Ukrainian/Malorussian Cossacks, the Slobodian Cossacks, the Terek Cossacks, and the Yaik (Ural) Cossacks. Note that there are also a number of Cossack Units belonging to the Mobile Army; these are not part of any Cossack Host. Three (3) tribal groups: namely, the Bashkirs, the Kalmyk Horde, and the Kabardians (Circassians). 1.126 The Tatar Side includes the following Contingents: the Su Tatar or Crimean Horde (subdivided into the Krim Horde and the Prekop Horde), the Nogai Horde, the Kazyev (Kuban) Horde, the Jetiskouli Horde, and the Yedisan Horde. 1.127 There is also a Neutral Polish Contingent, which may enter play on one Side or another. 1.13 Components: TK includes eight (8) map panels at the standard Lace Wars scale of 8.5 miles or 13.6 Km per hex; HGH adds a further 14 map panels (plus a small strip for the southern tip of the Crimea). The TK maps represent the Danube Basin and stretch from the Adriatic to the Black Sea, and from a point just south of Budapest in the North, to Sophia in the South. The HGH maps range from the Carpathians to the Kuban, and from the Black Sea in the South to a line drawn through Kiev and Kharkov along the North edge. The map panels are 12x18 each. They purposely overlap about 1/8 on each sheet. HGH contains updated maps for TK (numbers 3 and 4). Three (3) books: The Kings Regulations & Orders 3.5 (standard rules version 3.5); Her Imperial Majestys Instructions for the Conquest of the Ukraine (HGH Exclusive Rules including the revised T K Exclusive Rules this volume); and a Historical Commentary focusing on the Ukrainian theatre of the war (TK comes with a commentary on the Balkan scene). Four (4) Order of Battle booklets (one for each Side). The Ottoman and Imperial booklets are updated versions of the ones found in TK. A set of charts and tables. Not provided but required: at least one (1) ten-sided die (d10). 1.131 For the DTP version the counter mix consists of the following: For TK, eight (8) paired counter sets (14 total) of unmounted 6/8 counter sheets consisting of mirror-imaged fronts and backs for making double-sided counters, plus one (1) sheet of counters which will have no reverse side. For HGH, twelve (12) paired counter sets (total 24) ditto, plus two (2) single sheets of counters that have no reverse side. 1.132 The boxed versions of the games have die cut counters. The countermix is the same, but since the counters are pre-mounted, there will only be nine (9) sheets in TK and fourteen (14) sheets in HGH. HGH provides errata for TK but does not duplicate the TK sheets. 1.14 Rules References. All case numbers referenced in this volume apply to this volume unless prefaced by KR&Os, in which case they refer to version 3.5 of the standard rulebook. The rules in this 4 volume take precedence over similar rules in the KR&Os. 1.15 Scenarios. TK includes three (3) Minor Scenarios and a two-player Campaign Scenario for 1737-39. HGH adds eight (8) Minor Scenarios, plus a four-player Grand Campaign Scenario (1735-39) using the maps and counters from both TK and HGH. 1.151 Design Note: there is no separate Campaign Scenario specifically for HGH. Most years were variations on a theme: a two- pronged thrust deep into Tatar territory with the object of devastating the Crimea and seizing Ottoman coastal fortifications, with a subplot of Tatar raid and Cossack counter-raid, and the ethnic cleansing of the Kuban by the Kalmyk Khanate. The Minor Scenarios have been designed to highlight these themes. Scenarios 7.8 and 7.10 qualify as mini-campaigns, and the combined 7.5/7.6/7.7 scenario is also a mini-campaign. 1.16 Rules Layout. Sections 1.0 through 4.0 provide the bulk of the information needed to play the scenarios. Section 5.0 includes Random and Strategic Events. Section 6.0 is specific to the OoB books; indeed it is the OoB material. Section 7.0 contains the information needed for the Minor Scenarios (set up information is appended to the OoB books and general scenario instructions are in this volume). Section 8.0 contains the information needed for the TK Campaign Game, and Section 9.0 contains the information needed for the Grand Campaign Game. (Again, set up information is given in the OoB books and general instructions in this volume). 1.17 Charts & Tables. For the most part, the charts and tables are standard to the series; game-specific information has been factored into them. Charts and tables specific to this game have references reading Ex. Rule such-and-such. 1.18 HQ Display & Record Sheets. Each Side has several HQ Display & Record cards. There is also a shared Turn Record Card. Each Side also has a card for holding Auxiliaries and Leaders. 1.181 The HQ Displays use a different format from those found in earlier Lace Wars series games. Furthermore, in TK/HGH, Garrisons are treated as static HQs (1.66) and thus require their own set of holding boxes. 1.182 All holding boxes are divided into five (5) bins, coded with a letter. The letters correspond to Unit CE, which is a variable rating in TK/HGH (3.1). Units are placed in the bin matching their current CE (and moved from bin to bin as required). For those times when a Unit may be alone on the map, CE Markers (3.113) are provided. 1.183 Army and Grand Army HQs have a numerical track incorporated in their holding boxes. These are used to record Artillery SPs. In TK/HGH there are no Artillery Units. Instead, Artillery SPs are assigned directly to HQs. Column HQs and Garrisons do not have these tracks; they may not be assigned Artillery SPs. See 1.63 and 4.13 for more details. 1.184 Army and Grand Army HQs have a box for storing assigned Auxiliaries as required by KR&Os 3.51; Contingent Commanders and Subordinate HQs can also be stored in them. 1.185 There are also holding box cards for Converged Units. These are used to store the component elements of the Converged Units while the latter are in play. See 4.12. 1.186 Muscovite Army and Grand Army HQs may use Mobile Depts (4.67). Use the Artillery Tracks of the appropriate HQs to record the current value of these Depts. 1.187 Some HQs may use Taburs (1.54). The necessary counter may be placed anywhere on the HQs display to show its presence with the HQ. 1.2 THE MAPS O you who believe! when you meet those who disbelieve marching for war, then turn not your backs to them. Al Quran, 8.15 In the 1730s, Habsburg-controlled Hungary included the provinces of Croatia and Slovenia, Hungary proper (then extending south as far as Slovenia), and the military districts of Temesvr (now the Voivodina), Little Wallachia (the north bank of the Danube between the Banat of Temesvr and the Olt River), and Transylvania. They also controlled a strip on the Bosnian bank of the Sava, and about half of old Serbia. In particular, they held the vital fortress of Belgrade, located at the junction of the Sava and the Danube. The Ottomans ruled Bosnia, the rest of Serbia, Bulgaria, and points south, and held as protectorates the rest of Wallachia and Moldavia, which were critical for supplying food to the capital. Bessarabia and points east were the haunt of nomads either Russian or Turkish client states. From west to east, these were the Bujak (or Bessarabian) Tartar Horde, under Ottoman suzerainty and with their own Sultan, followed by the Yedisan, Prekop (Perekop), Crimean, Nogai, and Kuban Tartar Hordes, under Crimean Tatar suzerainty. To the north of this belt lay the Polish-Lithuanian Commonwealth (the province of Podolia), buffered by the Zaporozhian Sich Cossacks and bounded on the East by the Dniepr River. On the East bank of the Dniepr was Slobodia Ukraine, home of yet more Cossacks, plus the outliers of the state of Muscovy. In the vicinity of the Don were the Don Cossacks. Further east lay the Kalmyks, and south of the Don, the Kabardian rulers of Circassia plus a mix of smaller Cossack hosts, various independent Caucasian tribes, and yet more Tatars. The Ottomans controlled fortresses at the mouth of every major river, on both sides of the Kerch Strait, and along the coasts of the Crimea and the Caucasus region, turning the Black Sea into a Turkish lake. They also controlled the towns and fortresses of neutral Wallachia and Moldavia. It will be quickly observed that Odessa, Rostov-na-Dona, and Krasnodar do not exist they were not founded until after Catherine the Greats Russo- Turkish War of the 1760s. In fact there are few habitations at all on the steppe. Dnipropetrovsk is merely an army staging post, and Zaporozhe, in a slightly different location to the modern city, is a grubby little village capital of the Zaporozhian Sich Cossacks (Sich means settlement). 1.21 General. TK/HGH incorporates two (2) distinct theatres of operation. The TK theatre encompasses the Adriatic littoral, the Danube Basin south of Budapest, the highlands of Bosnia and Serbia, much of Bulgaria, and parts of Transylvania, bounded on the east by the Black Sea and the Carpathians. The HGH theatre(s) include Moldavia, the Dniepr River Valley, the Donets Basin, and the lands between. In the South is the Crimea, and in the East is the Kuban, bounded by the Caucasus Mountains and the Don River. Scale is the series standard of 13.6 km or 8.5 miles per hex. The maps were complied from a mix of modern cartography and period sources. 1.211 Each map panel is numbered in one of its corners. The TK maps are numbered 1-8. The HGH maps are numbered 1-14. The TK maps are laid out in two (2) rows, North to South, numbered 1- 4 and 5-8. The HGH maps are laid out in three (3) rows North to South, numbered 1-4, 5-8, 9-12, with map 11a affixed at the Southern edge of Map 11. Maps 13 and 14 lie at 90 to the other panels, on the Eastern edge. 1.212 It is possible to physically link the TK and HGH maps: TK Map 4 joins with HGH Map 9 at the mouth of the Danube. However, if space does not permit, the maps do not have to be joined. Forces will rarely travel between the two in a physical manner; if they must do so, simply take up the counters from one map set and place them in the appropriate hex(es) as they enter the other theatre, at no extra movement cost. 1.213 A number of new Fortification types have been introduced. These are covered in section 1.6. 1.22 Reference Hexes. All map hexes are referenced by the number of their map panel, using an Urban hex (or similar recognisable point) in the center of the panel as a starting point. A compass direction is then given, followed by another number; this is the number of hexes away from the reference point. See the Map Reference Chart for a complete list. Hexes are referenced either to the TK maps or the HGH maps, as appropriate. 1.221 Example: the Fortified City of Split is located at TK5/Knin/SE4. In other words, TK Map Panel 5, southeast of Knin by 4 hexes (Knin being the reference point for map 5. 1.23 Long Rivers. Many of the Rivers on the TK/HGH maps are very long. Therefore, KR&Os 4.44 (Shipping Capacity) is amended as follows. When a Brigade-Equivalent stack (BE) travels over 48 hexes, a Dept treats each Brigade-Equivalent as four (4) BEs. 1.231 Clarification: in TK/HGH, Units are regiments/battalions, not brigades. Therefore, point #4 of KR&Os 4.44 applies: one (1) BE of Units equals one (1) BE of Shipping Capacity, prior to modifications for distance traveled. See also 3.11. 1.231 For supply purposes, when tracing LoCs via Long Rivers and any combination of Long River tributaries, add one (1) Range Bracket if 80 or more hexes are traversed. 1.232 For the Ottoman Side, when tracing a LoC or moving to/from Constantinople by Sea and via the Danube, always use a Port hex on the Danube as the transition point between Sea and River transportation. 5 1.24 Rapids. Refer to the TEC for a sample. Navigation of Rapids is only possible at certain times. Refer to the Navigation Table. The Navigation Table has three (3) columns named for the three sets of Rapids on the map: the Iron Gates on the Danube, the Cataracts on the Dniepr, and the Shallows of the Don. During the Weather segment, the Navigation Table must be consulted to see if each set of Rapids is Navigable or not. 1.241 One (1) die roll is made for each set of Rapids. The result will either be Open or Closed. If Open, that set of Rapids is Navigable; if Closed that set of Rapids is not Navigable. 1.242 Cold Weather and Flooding temporarily overrule the Navigability of Rapids due to their effects, but do not prevent checks for Navigability. Navigability status will be applied once the special effects are lifted. Note that Flooding does not make Rapids Navigable. 1.243 Rapids have the following effects: Rivers may only be crossed over a Rapids hexside when the Rapids are Navigable. Exception: entering/exiting a Friendly Fortification or Fortified Zone hex is always permitted. Rapids hexsides on Minor Rivers cost double (x2) MPs to cross. Rapids on Major Rivers where the crossing is permitted by Road or Pontooneer Auxiliary likewise cost double (x2) MPs. For calculating Shipping Capacities (KR&Os 4.44) along a Passable set of Rapids, each Rapids hex counts as three (3) ordinary hexes. Non-Navigable Rapids cannot be moved into or out of using Riverine Movement. The same restrictions apply to Gunboat Flotilla ORs (4.23), and when using Boatmen Auxiliaries (4.22). For the purpose of tracing Hub LoCs each set of Rapids counts as a single range bracket when Navigable; Non- Navigable Rapids cannot be traced into or out of. 1.244 Clarification: remember that all Riverine Movement is traced through hexes adjacent to a River, as advantageously as possible; Rapids hexes are those hexes adjacent to Rapids hexsides. In cases where a River without Rapids coincidentally shares a Rapids hex, the Rapids effects do not apply with regard to the other River. 1.245 Historical Note: Before modern times, the Dniepr, though wide, was much shallower. The stretch between Dnipropetrovsk and Zaporozhe was famed for its seven cataracts, now drowned in a giant Communist-era reservoir. These cataracts were almost impassable for much of the year; only after the spring melt did the river rise enough (usually) that laden boats could be brought down. Indeed, the 1737 campaign against Oczakov faltered thanks to unseasonable delays in the usual floodwaters. On the Danube, the Iron Gates were a similar, if smaller obstacle, similarly vanished in the modern Iron Gates locks system. It was their presence that necessitated the taking of the fortress of Orsova at their foot before Belgrade could be laid siege to. 1.25 Temporary Lakes & Rivers. Some Lakes are Temporary. See the TEC. Examples can be found on HGH map panels 7 and 11. Temporary Lakes, and any Rivers connected to them that have similar shading, only exist in Spring Turns. In other Turns, the Lakes are treated as Fen and the Rivers do not exist. To denote this fact, Temporary Lakes and their connected Rivers are lighter in colour, and the Lakes may have hex dots in the middle of them. 1.26 Steppe. Refer to the TEC. Steppe is a new terrain type with the following effects. 1.261 Steppe hexes are always Forage Depleted; in Forage Depleted Turns they are always Forage Exhausted. 1.262 Irregular Horse, Cossack, Light Horse, and Medium Cavalry Class SPs (Units in HGH/TK) are immune to AC losses in Steppe hexes, provided sufficient SPs of other Classes are present to absorb the losses. If this is not the case, these SPs must also suffer losses. They always count toward the total SPs in a stack, however. 1.263 Hub LoCs traced by land into and through Steppe hexes pay double (x2) MPs per hex. This effect is negated when tracing along Roads, regardless of the Weather (though Weather effects continue to apply for all other purposes). 1.264 It is possible for Column HQs to become Lost in Steppe hexes during Spring and Summer Turns on a die roll of 8-9. The die roll must be made each time a Steppe hex is exited. Lost Formations pay an additional MP (+1 MP) to enter the next hex. Minimum Moves (KR&Os 4.13) into or out of Steppe hexes are allowed without a die roll, but if a Formation otherwise lacks the MPs to enter a hex it may not do so. 1.265 Exceptions: Columns do not become Lost when moving along Roads, out of Urban terrain and hexes with Fortifications/Fortified Zones, or when moving through hexes adjacent to connected River hexsides. 1.266 Steppe movement penalties are ignored if the Column HQ has a Guide Auxiliary Tasked to it, or contains a Light Horse or Cossack Class Unit. 1.267 Reconnaissance attempts against Dummies, and against Column HQs (only) composed entirely of Cossack, Kalmyk, or Tatar Units, receive a die roll penalty in Steppe hexes 1.268 Design Note: even before colonisation by the Russian Empire, the black earth zone of the Ukraine was recognised as desirable farmland (not deduced from soil analysis, but from the simple fact that the climate was warmer). However, until colonisation it was not farmland, it was a bleak, windswept tableland above the Black Sea coast, for the most part uninhabited by any but nomadic herdsmen. The only supplies to be had in quantity were the grasses upon which the hardy Eurasian horse breeds thrived. Everything else had to be packed in on vast wagon trains, or shipped by canoe from depts far upstream on the major rivers very like the American West. For this reason, only units of light cavalry can forage easily in Steppe hexes. With regard to losing Columns, the steppe grasses grew so luxuriantly over a mans head that they proved a real obstacle to navigation. Not only did few people own or know how to read maps, but a number of campaigns were launched with almost no concept of the distances involved. Case 1.266 reflects another fact about the steppe: although flat and featureless, it was traversed by innumerable gullies created by the runoff from melting snow. Dry in the summer time except for a few stagnant pools, the gullies were often 30-40 feet deep, yet impossible to detect from a distance perfect hiding places for small bands of marauders. 1.27 Salt Pans. A new terrain type. See the TEC. Salt Pan is treated as Fen for the purpose of Flooding and Cold Weather effects. 1.28 Sea Areas & Estuaries. The concept of Sea Areas is used when resolving naval matters (covered in 4.2). In TK/HGH, there are two (2) Sea Areas: the Black Sea, and the Sea of Azov. 1.281 The Sea of Azov is defined as the body of water lying North of the Kerch and Taman peninsulas (HGH Map 12). Taman (HGH12/Kholmsk/W12), Kerch/Yenikale (HGH12/Kholmsk/W13) are the Ports that constitute the junctions with the Sea of Azov and Black Sea areas. Forces using these Ports have immediate access to both the Black Sea and the Sea of Azov; Ports to the North are solely in the Sea of Azov and Ports elsewhere are solely in the Black Sea. 1.282 Sea Areas do not extend up Rivers, nor do Rivers extend into Sea Areas. Exceptions: Estuaries (1.283) and Riverine Dots (1.29). 1.283 Many of the large Rivers draining into the Black Sea or Sea of Azov have Estuaries. These are depicted as long, deep bays in the coastline with one or more Rivers running into them. For game purposes, an Estuary is considered to be both part of the adjoining Sea Area and an extension of the River(s) running into it. 1.284 Given case 1.283: The Dneistr can be used for Riverine activities as far as Akerman (HGH Map 10) and the grid dot opposite the Fortified City. The Dniepr can be used for Riverine activities as far Dziarcrimenda (HGH10/Akerman/NE8) and Kinburn Fort (HGH10/Akerman/NE9). The Mius can be used for Riverine activities as far as Semenowskoi (HGH8/Taganrog/SW1) and the grid dot opposite it. The Kuban can be used for Riverine activities as far West as Achuez (HGH12/ Khol msk/ W11) and Tamerow (HGH12/Kholmsk/W9), including the intervening grid dot on the Road directly connecting those locations, plus Taman (HGH12/Kholmsk/W12), and the grid dots lining the North side of L. Kouban. The remaining Navigable Rivers have no Estuaries. 6 1.285 Clarification: not only Ports on an Estuary, but those that lie upriver, are assumed to have access to the sea for all purposes (e.g. Port Access in Siege Resolution, or Naval Movement). 1.29 Riverine Dots. A number of locations (particularly in the Crimea) have networks of Riverine Dots (KR&Os 4.413). In addition to their normal uses, these may be used as Ferries. A Ferry can be used during an Operation at a cost of two (2) MPs per hex entered (i.e. per grid dot touched on). As usual, movement must be between directly connected dots. 1.291 Historical Note: the Ferries on the HGH maps are mainly places where it was possible to cross bodies of water using local craft or in some cases, even on foot if the tides were right. 1.3 TERRITORIES AND THEIR EFFECTS We have no further territorial ambitions. A noted Austrian 1.31 General. The map is divided into a number of Territories, marked out with dotted purple lines and named in black script at points along their borders. Territories need to be distinguished for their allegiance to one Side or the other; Friendly Territories are easier to operate in. 1.32 Territorial Classes. Territories fall into four (4) classes: Core Territories belong to a particular Side. Influenced Territories are under the Influence of a particular Side. Unaligned Territories have no allegiance. Conquered Territories are those that have changed ownership during play. 1.33 Territorial Alignment. Depending on its classification, a Territory may have one of four (4) Alignments: Friendly, Enemy, Neutral, or Unaligned (see also KR&Os 1.243): Core Territories are always Friendly to the original owning Side and Enemy to the other Side. Influenced Territories are always Friendly to the original owning Side and Unaligned to the other Side. Unaligned Territories are Unaligned for both Sides. Neutral Territories made not be entered voluntarily by either Side. Exception: see 1.4. 1.34 Operational Effects of Territories. The Alignment of a Territory affects hex Control, Forage, and various Auxiliary Tasks. 1.341 A hex in a Non-aligned or Enemy Territory must be physically occupied to be Controlled. 1.342 A hex in Friendly Territory is automatically Controlled by the Side that owns the Territory, unless physically occupied by an enemy Unit. 1.343 A Neutral Territory cannot be voluntarily entered by either Side. If the Territory is entered involuntarily, the offending Units must be moved out of the Territory as expediently as possible. 1.344 Hexes in Friendly Territories yield favourable modifiers for friendly Raids, Plundering, and Recce Tasks, as well as Attrition Checks. Hexes in Enemy Territories provide unfavourable modifiers. See the relevant tables. 1.345 Important. In TK/HGH, Conquered Territories retain their original Alignment. 1.346 Per KR&Os 1.25, LoCs can be traced through Enemy- Controlled and Neutral Territories but not into hexes that contain Enemy Units, Enemy Fortifications, whether occupied by an Enemy Unit or not, or Enemy Fortified Areas, whether occupied by an Enemy Unit or not. Fortifications/Fortified Areas in Neutral Territory can be ignored (except if actually Enemy-Occupied an edge case that will rarely if ever apply). 1.35 The State Guide. Because of the large number of Territories, their geographical parameters and political leanings are not described here. Instead, this information is given on an 11x17 miniature map called the State Guide. (For TK/HGH there are two (2) such cards, one for each theatre/game). 1.351 The State Guide is colour-coded to show all the Territories with their original classifications (1.32). Example: Little Wallachia has a grey outline around a white centre. This indicates that it is Imperial (grey) Influenced (outlined rather than solid fill). 1.352 The State Guide should be placed beside the map for reference. 1.36 Conquered Territories. Some Territories may be Conquered during play. These are marked with a symbol on the State Guide. See 2.43. 1.361 Chits have been provided to record Conquered Territories. These chits can be placed on the map or on the State Guide. 1.362 Conquered Territories retain their original Alignment (1.33) for the purposes of 1.34. 1.37 Subjugating Territories. In TK/HGH, certain Territories can be Subjugated instead of being Conquered. Such Territories are marked with an S on the State Guide. See 2.43. 1.371 Subjugated Territories change their Alignment to become Influenced Territories of the Side that Subjugated them was made. 1.38 Home Territories. Certain Territories are associated with certain Contingents. These are termed Home Territories. A Home Territory may provide advantages to the forces indigenous to it (e.g. lower AC penalties), and may provide inherent defensive features (e.g. forcing Enemy Units to pay additional MPs when entering hexes within it). See 3.19 for the defensive benefits. See the Armies sections 4.3-4.7 for benefits to specific Contingents. 1.4 SPECIAL TERRITORIES O Prophet! urge the believers to war; if there are twenty patient ones of you they shall overcome two hundred, and if there are a hundred of you they shall overcome a thousand of those who disbelieve, because they are a people who do not understand. Al Quran, 8.65 1.41 Neutral Territories. Those Territories marked in light green on the State Guide belong to Venice, and are always Neutral. Those Territories marked in dark grey (Montenegro) are likewise always Neutral. Other Territories may become Neutral due to a Separate Peace (2.34). 1.411 Neutral Territories may not be voluntarily entered by any forces, and if involuntarily entered, must be exited as expediently as possible. 1.412 Exceptions: Transit Rights (1.42) and Violation of Polish Territory (1.45). 1.42 Transit Rights: The Imperial Side (only) has Transit Rights through Venetian and Montenegrin Territory. Poland may grant Transit Rights to any Side. See 1.45. 1.421 Forces with Transit Rights in a Territory may enter and move through it, but may not voluntarily end a Turn in the Territory without having moved further away from the border which they crossed to enter the Territory, and closer to another border. Use common sense in doubtful cases. (The main point is that a force may not sit still or move around in circles). 1.422 The Territory is treated as Unaligned by Transiting forces. 1.423 No combat may occur in a Neutral Territory that is, the players may not conduct any actions that would cause combat. 1.424 Historical Note: Venice had a long-standing influence over Dalmatia, ruling the area directly during the Renaissance, and again after 1718, until 1797. The Habsburgs likewise, in particular as sponsors of the Zengg pirates, or Uskoks, who resisted the Turks, but also interfered with Venetian trade. Culturally, the coast leaned to the Venetians, and politically the hinterland favoured the Emperor. With respect to the Serenissima as a whole, Venice had never been a part of the Empire in any formal sense partly a reward for bankrolling the Habsburg dynasty, and partly due to her excellent defensive position but she was subjected to political pressure on numerous occasions. For game purposes, it could be argued that the Ottomans, with whom Venice always tried to maintain good relations, have an equal right to enter Dalmatia, but it is assumed that a) the populace will resist them, and b) the Turks dont want to annoy the Republic, which has very kindly declined to assist the Habsburgs. Montenegro was a remnant of the old Serbian empire that had never been conquered by the Ottomans. The latter travelled through the region at their peril. 7 1.43 Serbia & the Bosnian Strip. In the war of 1716-18, the Habsburgs acquired the northern half of Serbia, and a strip of Bosnian land on the South bank of the Sava. These areas are marked on the TK State Guide with dots, and on the map with grey grid dots; Urban locations instead have a black cross in the centre of their grid dots. 1.431 At the start of Scenario One (7.1) and all Campaign Games, these specially marked areas are considered to belong to the Imperial Side: The Bosnian Strip is treated as Unaligned for all purposes. Northern Serbia is treated as Imperial Friendly (Influenced) for all purposes; the remainder of Serbia is treated as Unaligned by both Sides. 1.432 Each Fortification in the Bosnian Strip that the Ottoman Side occupies with a Unit becomes a permanent part of Bosnia, as does its associated hex. To occupy the Fortification it is sufficient to have a Unit end an Impulse in the hex and for there to be no Enemy Garrison present a Friendly Garrison does not have to be Formed. Once all such Fortifications have been converted, the entire Bosnian Strip becomes a permanent part of Bosnia. 1.433 If Serbia is Conquered (2.4) by the Imperial Side then while it remains Conquered all of Serbia exclusive of any Fortifications becomes Friendly to the Imperial Side. Fortifications retain their original Alignment; ownership of unoccupied Fortifications will depend on whether they are North or South of the original line of control. 1.434 If Serbia is Conquered or Reconquered by the Ottoman Side, then while it remains in that state all Serbian Urban locations and Fortifications, plus their associated hexes, are Friendly to the Ottoman Side and all other hexes are Unaligned. 1.44 Wallachia & Moldavia. The Principalities (as they were known) of Wallachia and Moldavia are divided into three (3) Territories: Greater Wallachia, Little Wallachia (Oltania), and Moldavia. 1.441 Little Wallachia is Habsburg-Influenced by default. This Alignment will only change through Conquest (by the Ottoman Side). I.e. there are no special rules regarding this Territory. 1.442 Greater Wallachia and Moldavia are Ottoman-Influenced but may change their Alignment without Conquest (Conquest is also possible). Imperial forces entering Greater Wallachia may cause its Alignment to change to Imperial-Influenced. Muscovite forces entering Moldavia or Great Wallachia may cause the Principality in question to changed its Alignment to Muscovite-Influenced. 1.443 To change the Alignment of a Principality without Conquering it, the Imperial or Muscovite Side (respectively) must first have at least thirty (30) SPs present in the Territory, in or adjacent to one or more Urban hexes. During the Political Event segment of the Administrative Phase, roll one (1) die for each Territory that qualifies and consult the Principalities Alignment Table. 1.444 If a shift in Alignment to the Imperial or Muscovite Side occurs, it is permanent. However, the Imperial/Muscovite Side(s) do(es) not automatically gain Control of any Fortifications in the affected Principality, even if they are unoccupied. Such locations remain Ottoman-Controlled until Captured. Once Captured they are treated as part of the rest of the Principality. 1.445 If the Rkczi Affair (5.25) occurs the Alignment of the Principalities can only be changed through Conquest. 1.446 If Moldavia and/or Greater Wallachia become Imperial- and/or Muscovite-Influenced by any means, the Ottoman Sides OP Accumulation die rolls are adversely affected, beginning one (1) full Year (16 Turns) later. The penalty is doubled (x2) if both Principalities are Enemy-Influenced. Date the imposition of the penalty from the earliest Alignment change. If the Principalities are Reconquered by the Ottomans, these modifiers are removed beginning one (1) full Year (16 Turns) after the turn of final Reconquest. Again, date from the earliest reacquisition (if both Principalities had been lost and one (1) is Reconquered, the penalty remains, but is no longer doubled). 1.447 Historical Note: Wallachia and Moldavia were Principalities retaining their own government, though their rulers were foreigners appointed by Istanbul. Like most areas under Ottoman control, the loyal elements lived in the towns. Essentially a collection of vast estates ruled by a few nobles and peopled by armies of serfs, the Principalities were critical supply sources for the Ottomans, particularly grain for the Army and the Capital, and livestock. 1.45 Poland. By default Polish Territory is Neutral. Any Side can obtain Transit Rights through Poland by rolling on the Polish Status Table (4.73), or they may simply Violate Polish Territory. 1.451 A Side may freely Violate Polands Territory at any time (including during the Administrative Phase), but doing so will adversely affect the results of the Polish Status Table, possibly resulting in Polish forces entering play on the Enemy Side. 1.452 Riverine Movement only Violates Polish Territory if both sides of the River are within Poland. 1.453 Violating Polish Territory includes involuntary movement into Polish Territory. 1.454 Historical Note: Poland at this time was extremely weak both politically and militarily, but their glory days were not that far in the past, when the Polish-Lithuanian Commonwealth held sway over western Ukraine, Belorussia, and the Baltic States. But a foreign king (Augustus III of Saxony) and divided ruling council (Sejm) meant that only feudal levies (insurrectios) and local garrison forces were available for defence and a noble would only take the field with his personal host if his peers decided he posed no threat to them. 1.46 Circassia. Circassia is treated as Unaligned for all Sides. It cannot be Conquered or Subjugated. Circassia has no forces of its own. 1.461 Fortifications in Circassia may be Ottoman-Controlled, per 1.551. 1.462 Historical Note: Circassia (Caucasia) was home to some of the most ornery people in Eurasia (and still is). However, the only people to take part in the war as a group were the Kabardians, technically the overlords of the peoples inhabiting the northern slopes of the Caucasus such as the Ossetians. But their lands lie off the HGH maps. Their base lay in the foothills of Mount Elbrus. Their princes were Russian clients, many of them forming an integral part of the Russian aristocracy. The remaining Caucasian peoples (particularly the Georgians and Armenians) were off fighting for or against the Persians, or busy playing bandit in the chaos following the collapse of the Ottoman Eastern Front. 1.5 FORTIFICATIONS The first to scale the breastwork, side by side, were a German ensign named Rechenberg, and a Russian priest, crucifix in hand, who called continually to the soldiers beneath him to mount boldly and fear nothing, as the cause was Gods and the Empresss. Robert Bain (The Pupils of Peter the Great) describing the assault on the Lines of Perekop. May 20 th 1736. 1.51 General. A number of new rules have been introduced regarding Fortifications. They have been collected here. 1.511 Defensive Flooding (KR&Os 7.15) is not permitted on the HGH maps. 1.52 Razing Fortifications. In TK/HGH it is possible to destroy or partially destroy Fortifications. It is also possible to rebuild such sites. Both activities take place during the Administrative Phase. Place a Razed Fortification marker on any site that is successfully Razed, and remove it once the site has been Rebuilt. 1.521 A Fortification cannot be Razed if it has a Garrison. A Friendly Formation must also be in the hex at the start of the Administrative Phase. Razing takes place as part of the Redeployment & Reorganisation segment (and an individual Razing act can occur at any point during that segment). 1.522 To Raze a Fortification, only a single (1) conducting Formation can be involved. The conducting Formation must have at least five (5) SPs for each point of the Fortifications Grade (example: a Grade 6 Fortified City requires 30 SPs). Brigade- equivalent stacks are considered to be a single Formation. Palankas (1.53) may be Razed by a single (1) SP. 1.523 A Razed Fortification has a Grade three less (-3) than the value indicated by its icon, to a minimum of zero (0). Garrison Capacity and Minimum Garrison requirements are not altered. The site retains all its other qualities unchanged (e.g. Port Access, suitability for Dept placement, etc.). 1.524 Exception: if a Fortifications Grade is notionally less than 8 zero (<0) it cannot hold a Garrison. 1.525 A Razed Fortification can be Rebuilt. Only Friendly- Controlled Fortifications can be Rebuilt. Rebuilding occurs at the same time as Razing, and requires that a stack of SPs equal to the Fortifications original Grade (one (1) SP for a Palanka) have started the phase in the hex. Rebuilding differs from Razing in the following ways: The SPs do not have to be part of a single Formation, and individual SPs may be shuffled into and out of the hex freely, so long as the requirements for Rebuilding are still met. Additionally, a Friendly Engineer or Pioneer Auxiliary must be Tasked to the Rebuilding. A Pioneer can only be used if the Side has no Engineer Auxiliaries. Exception: Palankas do not require an Auxiliary. The process takes one or two (1-2) Administrative Phases. Walled Towns and Fortified Cities require two (2) Turns, all others require one (1) Turn. In order for a Walled Town or Fortified City to be Rebuilt, the forces involved must remain in the hex from the start of the first (1 st ) Administrative Phase to the end of the second (2 nd ) Redeployment & Reorganisation segment. 1.526 If the requirements for Rebuilding cannot be met at any point, the attempt is terminated and the Fortification remains Razed. (If attacked during this process, Rebuilding is only terminated if the qualifications can no longer be met). 1.527 For a two-Turn Rebuild, flip the Razed marker over at the end of the first (1 st ) Administrative Phase. Remove it once the Rebuild is complete. 1.528 Rebuilding may cost Unassigned OPs. One (1) OP for Grades Three and Four (3-4) and two (2) OPs for Grades Five and Six (5-6). Payment is one (1) OP per Turn per Fortification, made at the end of the Administrative Phase. If Rebuilding is interrupted, the OP is not spent. 1.529 Both Friendly and Enemy-owned Fortifications may be Razed. 1.52.10 Razing and Rebuilding actions do not prohibit the forces involved in those activities from conducting other activities, except in cases where multiple Turns are involved, in which case the forces cannot leave the hex, as noted above. 1.52.11 A Fortification does not lose its Prestige value when Razed, even if its Grade is notionally less than zero (<0). 1.53 Palankas. The Ottomans and their allies introduced a novel form of fortification to the Balkans and the Ukraine the Palanka, a wooden stockade reinforced with earthworks. Palankas are Grade Zero Fortifications. See the TEC for a sample. 1.531 Palankas can be Stormed as well as Blockaded and Besieged (exception: SPs belonging to Tatar Contingents may never participate in the Storming of a Palanka, nor may they participate in Sieges by themselves 4.516). 1.532 Storming a Palanka is conducted in the same manner as an Overrun (KR&Os 4.23), with the following amendments: Odds of 12:1 are required. Only Infantry SPs are counted on the Storming Side. A Formation must expend two (2) MPs to Storm a Palanka. Minimum Moves (KR&Os 4.13) may not include a Storming action. 1.533 Palankas are printed on the map, but they may also be constructed during play; counters are provided for this purpose. A Palanka may be built during the Operations Phase in any hex occupied by a Friendly HQ. Building the Palanka counts as an Operation; the Formation may do nothing else that Impulse (except to Defend or to act as the base for Auxiliary Tasks). When built, place a Palanka counter in the desired hex. 1.534 Once a Palanka counter is on the map it remains there and acts like any other Palanka. Razing (1.52) a Palanka counter removes the counter from the map; removed Palanka counters maybe reused. 1.535 Historical Note: Palankas were originally prefabricated stockades of wood, reinforced with earth. Over time, some became permanent and were elaborated upon, while others remained rudimentary. The Habsburgs copied the design for their own frontier posts, as did the Russians, always handy with wood. The Palankas role was the same as that of the forts on the American Frontier a base of operations for local troops and a place of refuge for the population. On the Ukrainian steppe, most fortifications were of like type, if somewhat larger. Even the Zaporozhian capital was only a stockaded village. 1.54 Taburs. Taburs, also known as wagonburgs, were defensive works based on wagon laagers, such as those of the Hussites (an extreme example) and the American pioneers. 1.541 Taburs are assigned to individual HQs; an HQ may have no more than one (1) Tabur at any given time. Taburs are stored in their HQs display box. They may be traded between Friendly HQs stacked in the same hex during Reorganisation (KR&Os 8.3). 1.542 Taburs can be built in any Administrative Phase, during the Final Supply segment by expending one (1) Unassigned OP per Tabur. 1.543 Taburs may be voluntarily removed from play at any time, and must be removed from play if their HQ becomes Unformed for any reason. Taburs are eliminated if the forces Subordinated to their HQ are Pursued (KR&Os 6.44). 1.544 Taburs provide the following effects: A Tabur doubles (x2) the SP value of its HQ when defending against a potential Overrun (KR&Os 4.23). HQs with Taburs assigned to them have a maximum MA of four (4), assuming their MQ is not less than that already. Taburs automatically grant the Fieldworks (KR&Os 6.27) CRT modifier to all the forces Subordinate to their HQ. In cases where a Battle will be fought and some HQs have Taburs while others do not, a number of Wings equating to the number of SPs in those HQs that have Taburs are considered to have Fieldworks due to the effect of the Tabur(s). Taburs are cumulative with similar defensive effects such as the use of Pioneers and the presence of Fortified Areas. 1.545 The use of Taburs is limited as follows: The Imperial Side cannot use them. For the Ottoman Side, only Army and Grand Army HQs may use them. For the Muscovite Side, only Cossack, Kabardian, and Kalmyk HQs may use them. Exception: Mobile Depts (1.546). 1.546 Muscovite Mobile Depts (4.67) are also inherently Taburs; HQs employing Mobile Depts cannot use additional Taburs. A Tabur inherent to a Mobile Dept remains in play until the Mobile Dept has been removed from play. 1.547 Historical Note: circling the wagons is an ancient technique, and an obvious tactic in flat, open country. Some of the taburs used by the steppe peoples were immense. The Russians had moved away from the concept but in the 15 th -17 th Centuries, their laagers could be miles long. Baron Mnnich, commander of the Russian Army in the 1730s, modified the idea by having his troops march in gigantic squares, with their baggage in the middle the games mobile dept concept. 1.55 Ottoman Fortifications. For security reasons, the Ottomans retained control of all the important defensive works in the lands where they held sway. 1.551 On the HGH maps, all Fortifications adjacent to the Black Sea or to a River that runs into the Black Sea (including those on tributary Rivers) within original Muslim Territories, and all Fortifications in Moldavia, are Ottoman-Controlled at game start, even if unoccupied, except as noted in the scenario instructions. 1.552 On the TK maps, all Fortifications within original Muslim Territories (excluding the Bosnian Strip 1.43) and all Fortifications in Greater Wallachia, are Ottoman-Controlled at game start, even if unoccupied, except as noted in the scenario instructions. 1.553 SPs belonging to Tatar Contingents may not be added to Garrisons unless at least one (1) Ottoman SP is present; Wallachian, Moldavian, and Polish SPs cannot be assigned to Garrisons outside their own Territories under any circumstances. 1.554 Only Ottoman Depts may be placed in Muslim-Controlled Fortifications (Ottoman SPs do not have to be present). 9 1.56 The Lines of the Ukraine. The Lines of the Ukraine are a series of Fortified Area hexes between the Dniepr and the Donets Rivers. For game purposes they function as ordinary Fortified Area hexes, except that in addition to mobile forces (play hint: use Garrison Brigades 4.19) they can be occupied by Garrison HQs (1.66). 1.561 Formations containing Tatar Units (including Ottoman- Controlled Tatars) cannot enter Muscovite-occupied Lines hexes unless they can Overrun them. Overrun Garrison HQs and their Subordinates are Dispersed (KR&Os 4.235) like Infantry Units. 1.562 Garrison HQs occupying a Lines of the Ukraine hex, can participate in Battle if Defending; treat the Garrison HQ as any other HQ. Exception: a Garrisons Subordinates may Retreat, but it will automatically become Unformed if they do so (any Posted Leader is freely Relieved, if not a casualty). 1.563 Optional. The Lines were not completed until 1738. Therefore, in 1735, only NINE (9) hexes of the Lines of the Ukraine exist. In 1736, ELEVEN (11) hexes exist; in 1737 FOURTEEN (14) hexes, and in 1738 all NINETEEN (19) hexes are present. In any given scenario, the Muscovite player may choose which hexes are completed, secretly recording their location on paper. Hexes that have not been built have no effect on play. When playing the Grand Campaign Game, the number of completed Lines hexes is automatically increased at the beginning of the first (1 st ) Turn of each Year, to the amounts given above. 1.564 Historical Note: the Russians had an old-established habit of building massive defensive works to keep the Tatars at bay. When fully manned, they functioned as planned, but they were not always fully manned. Even so, they could be used to channel the Tatars towards waiting Russian mobile forces. The HGH maps include the Lines of the Ukraine, built between 1731 and 1738, covering the gap between the Dniepr and the Donets. The more famous Belgorod Lines are off map to the north of Kharkov. The 100 leagues (600 miles) of the Lines consisted of a ditch fronted by an abatis, with forts and observation towers constructed at intervals (too far apart as it turned out). The Lines ran through the extensive woodlands of the forest-steppe zone, which, although not the favourite approach routes for the horse-bound Tatars were still thinned to give better fields of view and for construction materials. Reconnaissance forces were deployed beyond the line, and permanent garrisons were settled in the lands immediately to the rear (heavy punishment was meted out on enterprising souls who risked farming beyond the Lines). Mobile forces were stationed deep in the rear. If this sounds familiar, it should. The Russians developed their modern defensive strategies out of their dealings with the Tatars and Poles, and their offensive strategy out of their centuries-long colonisation drive. (Even in this period, for example, administrative districts became fronts upon mobilisation). 1.57 The Lines of Perekop. In the days when the Genoese traded in the Ukraine, they built a number of fortifications that were later taken over by the Ottomans. One of these was the Lines of Perekop (Prekop), a stone-lined ditch cutting across the Prekop Isthmus, backed by a stone wall, with a moderately large fort in the center of the line. This location is subject to a few special rules. 1.571 The Lines of Perekop is a single hex consisting of a Fortification and a Fortified Area. The Fortification is subject to case 1.55 (Ottoman Fortifications). 1.572 If a player Controls the Fortification, his forces stacked on the Lines of Perekop hex may be North of the Lines or South of the Lines (or a mix of both). The player may choose the location(s) of his forces as soon as an Enemy Formation enters the hex. He may not split Formations. 1.573 An Enemy Formation approaching the Lines will do so either from the South or from the North. Any Friendly Formation on the other side of the Lines cannot be involved in a Battle in the hex until the Fortification is Captured by the Enemy. Forces that are involved in a Battle in the hex (i.e. on the same side as the Enemy) may Retreat to the other Side so long as their Side Controls the Fortification. 1.574 The Garrison of the Fortification can be reinforced from forces on the Friendly Side of the Lines (including Auxiliaries) as if it had Water Access. Note that the Water Access modifier does not apply when calculating a Siege Resistance Value. 1.575 If the Fortification is not Garrisoned, or the Enemy Captures the Fortification, Friendly forces on the other side of the Lines are assumed to be stacked with the Enemy forces and will be forced into a Battle at the earliest opportunity. Friendly Formations are permitted to leave in the normal manner if they have not yet Activated to conduct an Operation. Fortified Area effects will apply to any Battle. 1.576 Clarifications: this rule permits opposing forces to remain stacked together without causing a Battle. Treat the Lines as if they were two separate hexes, with the Fortification in the Enemys hex. Zones of Influence (4.14) do not cross the Lines. The hex does not have Water Access (it only permits augmentation of a Garrison in the same manner when opposing forces are on either side of the Lines). 1.6 THE COUNTERS The worse things are those that are novelties, every novelty is an innovation, every innovation is an error, and every error leads to Hell-fire. Words of the Prophet 1.61 General. TK and HGH are rendered at battalion/regiment scale rather than the series standard of brigade scale. For this reason, alterations have been made to the counters. 1.611 On their reverse, HQs, Dummies, Units, and Auxiliaries are given a particular national background: doppelkpfige Adler for the Imperials, the dvuglavyiy orel (Russian double eagle) for the Muscovites. The Ottomans use the Tughra (the Sultans personal signature), while the Crimean Tatars use a mix of their own Tughras and coats of arms. Allied Contingents and the Poles use coats of arms. Almost every Contingent also has a small letter code denoting its Contingent. The exceptions are the Ottoman, Muscovite, and Imperial core Contingents. (Play hint: dont try to read the background icons, look for the letter code). See the Counter Guide for a comprehensive list of Contingent codes and markings. 1.612 Historical Note: the Tughra was usually displayed on a large red flag; each was unique to the reigning Sultan. Originally a nomads cattle- brand (much like that of the Crimean Tatars), it had evolved into something like a Japanese clans mon, a signature in Arabic script, where each name or phrase was superimposed on the rest to form a work of art. Complex and formulaic, they required trained personnel to be written properly. This is what the Tughra on the Ottoman counters says (after its six component phrases are separated): Mahmud han bin Mustafa el-muzaffer daima (shekli tamamlayan isharetler). Mahmud, Sovereign, son of Mustafa, the Ever Victorious. The portion in brackets is a formulaic adjunctive added to make the design pretty. Mahmud reigned from 1730 to 1754. He did not take the field in person. 1.62 Units. Units are either battalions of infantry, half-regiments of cavalry, or companies/squadrons amalgamated for game purposes. 1.621 The only values recorded on a Units reverse are its CE and its MA. As explained in section 3.1, CE is a variable rating. The CE rating printed on a counter is its upper limit. 1.622 VERY Important. In TK/HGH, Units are worth one (1) SP each. The terms Unit and SP are interchangeable. Furthermore, Unit CE is variable. Thus there are no SP markers, but there are CE markers. Losses are taken as reductions to CE, and this is implemented by Reducing the CE of the Unit by one (1) level per loss or hit. See 3.1 for more details. 1.623 Some large regimental or brigade entities may be represented by more than one counter. Such Units will have a small ID number in the lower right corner of each counters reverse. This number indicates that the counter represents X out of Y counters belonging to that regiment. Multi-counter entities are worth one (1) SP per counter. Unless specifically noted otherwise, these counters are not required to remain together, even during combat. 1.624 Clarification: many Units have high MAs. This usually means the Unit is mounted. However, only Cavalry Class Units (any Class Name including Cavalry or Horse) are Cavalry. The others are mounted infantry, using horses for mobility but dismounting to fight. Such Units are treated as Infantry Class for all purposes. 1.625 Historical/Design Note: scale is the reason for the changes listed above. A battalion in TK/HGH is worth 1 SP at either scale. Thus 1 Unit = 1 SP. Multi-counter Units are large enough that they can be divided into a number of battalion- or regimental-sized forces. At the other end of the scale, some Units are composed of a number of smaller elements: for example, the basic Janissary Unit is the orta, often erroneously translated as battalion or regiment, but actually a company of 50-200 men (depending on the type); for game purposes, a single counter represents a battalion-equivalents worth of ortas (about 600 men). Abstracting strength is also helpful because detailed information is lacking about the composition of the Tatar and Ottoman armies. 10 1.63 Artillery. There are no Artillery Unit counters (there are Battery markers). Field and Siege Artillery SPs are assigned directly to HQs, and recorded on special tracks within each HQs display box, using specially designated markers. Each point on the track is worth one (1) SP of Artillery. See 4.13 for details. 1.631 Artillery counters have no values on their reverse, only the Artillery symbol, and a note as to what kind of marker they are. 1.632 All Artillery is Professional, even Batteries that are associated with a particular Infantry Unit (i.e. Russian Guard Batteries 4.64). 1.633 Most Battery counters are included for use with the optional Full Battle System; the number of Batteries available at any given time will depend on how many Field Artillery SPs are assigned to the HQ(s) involved in the Battle one (1) per SP, as usual. If not using the FBS, all calculations, Transfers, etc. are made by simply counting SPs (as is done with Siege Artillery in any case). In other words, the Battery counters can be dispensed with. Exception: Russian Guard Batteries. 1.634 HGH introduces a third Class of Artillery: Bombardiers. See 4.13 for more details. 1.635 Design Note. The Habsburg artillery corps was not organised along its classic lines until 1744 (and then only on paper). But as a visual cue, Imperial Siege Artillery markers have been given the (future) Niederlndisches-National-Artillerie uniform, while the remainder have that of the Deutsches-Feldartillerie, though in 1730s grey cloth. (The artillery forces of the Austrian Netherlands were not restricted to that theatre, by the way). The Ottomans wore a multiplicity of colours, so for game purposes, the Siege Artillery markers have also been distinguished by having one particular colour different from the rest of the Artillery markers. The Tatars small Artillery Corps (mainly camel-guns) has been uniformed as Ottoman technical advisors. Only the Muscovite uniforms are truly correct. 1.64 Auxiliaries. Denoted by a Class-related icon on the reverse, in the usual manner. See also 1.65. 1.65 Dual-Purpose Units. Because of the scale of the game, many forces that would ordinarily be treated as Auxiliaries have been rendered as Units but have the option of acting as Auxiliaries. These counters bear both Unit ratings and Auxiliary indicators and are known as DP Units. See 3.13 for a full explanation. 1.66 Garrison HQs. In TK/HGH, Garrisons act as static HQs, to which the following rules apply. They therefore have no information on their reverse. A coloured band surrounding the counter indicates the Side: green for Ottoman, white for Imperial, red for Muscovite. The Tatars do not have Garrisons. The numeral on the Garrison counters face is for identification purposes. 1.661 Garrison HQs can be Formed by having Units Subordinated to them, just like mobile HQs. They must be Formed in a Friendly-Controlled Fortification, and, once Formed, must remain in that Fortification as its Garrison. Garrison HQs without Subordinate Units become Unformed (exception: they may be used as Notional Garrisons, per KR&Os 2.411). Garrisons have their own display boxes, with bins to indicate the CE of the Subordinate Units, just like HQs. 1.662 When Units are Subordinated to a Garrison HQ they retain their own CE: treat the Collective CE (KR&Os 2.25) as the Garrison HQs CE. 1.663 SP limits for Fortifications (per the TEC) are calculated at one (1) SP per Unit counter. 1.664 Normal SP limits are used to determine whether a Leader must be Posted to a Garrison HQ. Garrison HQs only require Leaders to be Posted to them when a Siege is begun. They do not otherwise need Leaders to function. 1.665 Units Subordinated to a Garrison do not participate in SP Transfers (KR&Os 3.23). They must be physically moved from place to place. 1.666 Important, In TK/HGH there is no Garrison Isolation (KR&Os 2.45). 1.667 Clarification: Garrison Brigades (4.19) are not Garrison HQs, they are Units worth more than one SP. Garrison Brigades may be Subordinated to Garrison HQs but may not Garrison a Fortification unless so Subordinated (exception: Polish Garrison Brigades 4.72) 2.0 VICTORY We give you victory and a sparkling victory. It is Allah who helps us and his help is effective. Oh Muhammad, you have brought joyful news to True Believers. Text of the Imam zam Janissary Standard 2.1 PRESTIGE 2.11 General. In TK/HGH, victory is determined as described in section 9.0 of the KR&Os i.e. the player with the highest Prestige at the end of the scenario wins. 2.12 Winning Prestige. Prestige Level awards are rare in TK/HGH; usually it is gained as PPs. Prestige is gained in the ways usual to the series (KR&Os 9.1/9.2), and additionally by advancing ones own Faction (3.4). 2.121 In TK/HGH, most awards are given as PPs, not Prestige Levels. Therefore, KR&Os 9.221 is amended to allow conversion of PPs to Prestige Levels at any time, not just at the end of the game. 2.122 The primary method for gaining Prestige is the Campaign Plan (CP). CPs are explained in general terms in section 9.4 of the KR&Os. With respect to TK/HGH, see 2.2. 2.2 CAMPAIGN PLANS The campaign is ending with the final withdrawal of the Turks and the preservation of Belgrade, Temesvr, Slavonia and Transylvania. This is more than we had a right to expect. Feldmarshal Knigsegge-Rothenfels 2.21 General. Campaign Plans are defined by Type. See the Campaign Plans Chart (CPC) for full details. In TK/HGH, there are four (4) types of Plan: Attack CP (ACP) Defensive CP (DCP) Demonstration CP (DemoCP) Raid CP (RCP) 2.211 Important. In TK/HGH, CPs, except for DCPs, are assigned to individual Army and Grand Army HQs. As usual, chits are provided to record how many OPs have been assigned to a given CP. These should be placed on the Artillery Track of the HQ that has been given the CP, on the appropriate numeral. Exception: the DCP chits are labeled Active; simply place these chits in an agreed location whenever a Side has an Active DCP (remember DCPs do not use OPs, they just make OP accumulation harder). 2.212 Exception: see Minor Raids under 2.25. Minor RCPs can only be assigned to Column HQs. 2.213 With the exception of case 2.212, any HQ may freely assist any other HQ in the pursuit of its current CP, so long as the assisting HQ has no current CP of its own. The assisting HQ gains no direct Prestige reward for the player, because the HQ cannot complete the CP, merely assist its completion. In other words, the HQ with the CP must be the one that actually fulfills the objective of the CP. Example: if the primary HQ becomes Unformed, a Column cannot pick up the baton for it the Plan Fails; however, the Column could engage the Enemy in a sacrificial Battle to prevent him interfering with a Siege conducted by the primary HQ. 2.214 An HQ may only be assigned one (1) CP at any given time. The number of CP chits in the counter mix is an absolute limit on the number of CPs that may be active at any given time. 2.215 Clarification: Garrison HQs cannot be assigned CPs. 2.216 Design Note: with the changes made for the 3.5 version basic rules, the Defend and Reserve CPs found in the original TK rules were dropped, because they both now fall under the default Defensive CP. A new CP Raid has been added to simulate operations on the steppes of the Ukraine. 2.22 Attack CPs. ACPs all require the Capture of a single Fortification in order to Succeed. Any Enemy-Controlled Fortification of Grade three or higher (3+) can be the objective of an ACP. The same location can be an objective multiple times throughout the game, assuming it changes hands. The chosen target of an ACP cannot be altered without Failing the CP (see the CPC notes for exceptions). 11 2.221 Note that ACP chits simply say Attack, they do not specify the target. This must be recorded on paper. 2.23 Defensive CPs. These are the default CPs described in KR&Os 9.46. Each Side may have one (1) Active DCP, which covers all its forces and Territories. 2.231 Important. Case 2.214 is ignored with respect to DCPs. The DCP is a free additional CP that any HQ of that Side may participate in (and will do so by default if the DCP is Active). 2.232 Design Note: the sector defense concept found in the original TK has been dropped in order to conform to the general DCP rules found in the KR&Os. If players desire, they may utilise the original Defensive CP rule found in TK, but they should make additional CP chits to indicate the sectors being covered by which HQs. Sector DCPs still will not require OPs. 2.24 Demo CPs. In TK/HGH, Demonstration CPs are directed against specific Enemy Fortifications. As with ACPs, the target must be written down. The target, once set, cannot be altered without Failing the CP. Note only Army HQs can perform DemoCPs. 2.241 DemoCPs require OPs, but only half (1/2) an OP per Turn of intended activity. 2.242 A DemoCPs Success is variable and depends on the number of Turns the qualifications are met. See the CPC. DemoCPs may never be extended by adding OPs to them as described in KR&Os 5.232 point #2. 2.25 Raid CPs. RCPs are directed against Territories and against Tatar Settlements (4.55). Again, the target must be written down. (To differentiate, specify either the Territory or the Contingent owing the Settlements). The object is to score Raid Points (RPs). Every three (3) RPs converts to one (1) PP, unless the scenario instructions say otherwise. RCPs require Assigned OPs in the same manner as ACPs. 2.251 Only Kalmyk, Cossack, and Kabardian HQs may conduct Muscovite RCPs, and only against Tatar Settlements. Any Tatar or Ottoman HQs of the correct size may conduct RCPs against Muscovite or Imperial Territories. 2.252 There are two (2) sizes of RCP. Large Raids, or Sefers (the Tatar name) can only be conducted by Army and Grand Army HQs; Chambuls (Small Raids) must be conducted by Column HQs. 2.253 To record OPs for a Minor Raid, since Column HQs have no Artillery Track, place the chit on the GRT and make a note of which HQ is conducting the CP. 2.254 In addition to providing assistance per 2.213, up to two (2) Column HQs can be assigned to the same Minor RCP. Neither of the HQs can be given other CPs until the RCP is Finished unless they first become involuntarily Unformed. The CP does not Fail if one of the HQs becomes Unformed. 2.255 RPs are generated through the Plundering (KR&Os 3.57) of hexes in the targeted Territory or the removal of Settlement markers from the map (per 4.55). 2.256 A RCP is Successful if one or more (1+) PPs are gained by it (even if the PPs were acquired through Battle or for some other reason). A Successful RCP may be terminated or prolonged as the Controlling player sees fit (but see 2.257). 2.257 Important. RCPs may never be extended by adding OPs to them as described in KR&Os 5.232 point #2. 2.26 Final Notes. Per KR&Os 9.0, Campaign Plan penalties and rewards are in Prestige, usually, given the small scale of the Plans, only PPs. The CPC provides all the details. Some issues require additional explanation. 2.261 The rewards and penalties for DemoCPs vary with the length of time the HQ has been Demonstrating. The CPC card shows the scale. The duration of a DemoCP is decided by the players assignment of OPs but long DemoCPs, though worth more Prestige, will Fail more easily, due to Enemy activity. 2.262 Dummies may be used to feign the implementation of a CP, but there is no reward for a feigned CP that Succeeds. A successful Espionage result (KR&Os 9.424) will reveal the Dummy and the non-existence of the CP. 2.27 Campaign Plan Example: the Muscovite player starts a scenario with 6 Unassigned OPs. Looking at the situation, he sees he has an opportunity to deal with the fortress of Oczakov. At the same time, the Tatar Horde in his path (the Krim) can be harassed by threatening to attack its Settlements (per 4.55). To make sure the Tatar player has his hands full, the Muscovite player intends to use a weaker force to threaten Azov. 8 OPs is not much to share among 3 CPs, but the ACP versus Oczakov can be added to (at a price), whereas the RCP and DemoCP cannot. 2.271 Taking a risk, he assigns 3 OPs to an ACP Target Oczakov. 2 OPs will be assigned to a Demo CP Target Azov (after 2 Turns the Tatar player will probably cotton on anyway. 2 OPs will be assigned to a small RCP Target the Krim Horde. Finally, he sets up an Active DCP to cover any counterthrusts against his own bases at no cost in OPs. 2.272 Over the course of the next few Turns, the DemoCP plays out, but the Tatar player soon drives off the weak HQ assigned to it, so the Muscovite player only scores 1 PP because it had partial success. The HQ hangs about under the universal aegis of the DCP, to prevent a counter move by the Tatar player. If the DCP were not Active, the HQ would not be able to Activate until it received a new CP. 2.273 The RCP results in the destruction of 1 Dummy Settlement before it is terminated. Since dummies are not worth anything, no Raid Points were scored and the RCP is a failure. 3 RPs would have translated into 1 PP. If even 1 RP had been scored the CP would have been a success. However, RCPs dont penalize failure (unless your are the Tatar player, who suffers a political cost for not providing his legions with booty). The hope was that a few RPs could have been added to the Subjugation tally as explained in 2.43, a Tatar Horde is Subjugated if enough RPs are scored against it. 2.274 The ACP is taking longer than anticipated. The Muscovite player has scored a PP for beating off a Tatar relieving army, but it took 2 Turns to get to the fortress and now it refuses to fall. Happily, the Muscovite player has, despite a penalty to his OP accumulation (for having active CPs), has managed to accumulate 5 Unassigned OPs in 3 Turns. 1 of these goes to pay for a bad Siege die roll, and he burns the remaining 4 to buy 2 more Assigned OPs for the ACP, extending its life by (hopefully) another 2 Turns. This proves sufficient, and the fortress falls, gaining the Muscovite player another 2 PPs, plus, contributing 2 bonus RPs toward the Subjugation of the Krim Horde (per 2.43). 2.275 At a cost of 5 Turns and 13 OPs, the Muscovite player has scored 4 PPs. No wonder contemporaries though the Russians were fighting a futile war. 2.3 PEACE NEGOTIATIONS CAMPAIGN GAMES ONLY And if they incline to peace, then incline to it and trust in Allah; surely He is the Hearing, the Knowing. Al Quran, 8.61 Throughout the war, negotiations of one form or another were in progress. The hope was that news from the battlefront could be acted on immediately to force a favourable peace. The Ottomans played this game best. 2.31 General. This rule is only used in the TK and TK/HGH Campaign Games. Minor Scenarios end on the last Turn given in their instructions, but the Campaign Game ends when a Negotiated Peace is achieved. 2.311 Progress toward Peace is recorded with a marker placed on the Peace Track. This marker is known as the Peace Index. The Peace Index begins in the first box (#0) of the track and is advanced until it reaches the last box of the scenario, at which point the game immediately ends. In the TK Campaign, this box is #10; in the TK/HGH Grand Campaign it is #13. 2.312 Play Note: victory in game terms is not directly based upon any lasting political achievements, but on your accumulation of personal Prestige. 2.32 Negotiations. Once per Quarter, the players must check the Peace Negotiations Table (PNT). This is the last item of business in the Special Events segment of the Administrative Phase. Results can be a shift of the Peace Index, a deadlock, or a temporary suspension of the talks. 2.321 If Negotiations are Broken Off, the Talks Broken Off sub- table is used to determine when they will resume; this sub-table is 12 used in place of the PNT each Quarter until the talks do resume. If Negotiations resume, the PNT is checked immediately. 2.322 One item on the Peace Negotiations Table requires additional explanation. A player may voluntarily hand over one (1) of his Leaders to his opponent as a Hostage. This provides for a die roll modifier on the Talks Broken Off sub-table. No more than one (1) Christian and one (1) Muslim Leader may be held as Hostages at any given time. If there are two (2) Hostages, the modifier is doubled (x2). Hostages are selected randomly from the Officers Mess. Personages may not be chosen, even if not acting as Personages (some Leaders serve as Personages in rotation see 3.2). A Hostage remains out of play until either his host chooses to return him to his own Officers Mess (this may be done at any point in the Turn) or immediately after the PNT is resorted to. 2.33 Negotiated Peace Game End. When the Peace Index lands on or moves past the last indicated box on the Peace Track, a Negotiated Peace has broken out, and the glory you once dreamed of becomes unattainable. The game is immediately over. Prestige Levels are compared for victory as described in section 9.0 of the KR&Os. 2.34 Optional Separate Peace (TK/HGH Grand Campaign Only). In the TK/HGH Grand Campaign game it is possible for Sides on the same Team (Muslim or Christian) to arrive at separate peace agreements with opposing Sides. A Separate Peace is a result of the PNT, but additional criteria must also be met at the same time: The Peace Index must be at or past certain boxes of the Peace Track, as noted on the PNT. An eligible Side on a Team (see below) must have a Prestige Level at least three higher (+3) than an eligible Side on the opposing Team. If both elements are in place, then a Separate Peace of some kind can occur. More than one Separate Peace can occur in the same Turn if all criteria are met. 2.341 Exception: if both Sides on a Team simultaneously qualify, there will be no Separate Peace (example: Ottoman Prestige is 3 higher than the Imperials, and Tatar Prestige is 4 higher than the Muscovites). 2.342 A Separate Peace is possible only in the following combinations: Ottoman/Imperial, Ottoman/Muscovite, Tatar/ Muscovite. A Separate Ottoman/Imperial Peace always includes the Tatars (leaving the Muslim Team at war with the Muscovites). 2.343 When a Separate Peace occurs in such a manner that a participant in the Peace no longer has an active Enemy Side to fight, the affected Side is out of the game entirely. Its forces are permanently removed from play and its Prestige remains fixed for the rest of the game. Territories Controlled by a removed Side become Neutral (1.41). A Separate Peace covers all Contingents that are Controlled or could be Controlled by the affected Sides, except for the Poles. 2.344 If the Ottoman Side signs a Separate Peace with the Muscovite Side, all Muslim-Controlled Fortifications are Neutral Territory, even if the hex they are located in belongs to the Tatar Side. The surrounding hexes may still be entered by the Christian Side if otherwise permitted. No Blockade, Storm (1.53), or Siege is possible against such hexes. (Remember that all Muslim Fortifications on the HGH map start as Ottoman- Controlled, even if in Tatar Territory). 2.345 Examples: a) The Ottomans have Prestige 4, the Tatars have Prestige 2, the Imperials have Prestige 1, and the Muscovites have Prestige 3. The Ottomans and the Imperials sign a Separate Peace. The Tatars join this agreement by default, since their Prestige does not prohibit it. Since the Imperials are no longer at war with any opposing Side, the Imperial Side is out of the game (and with only 1 Prestige Level will probably lose). b) The Ottomans have Prestige 4 and the Imperials have Prestige 1; the Muscovites have Prestige 1 as well. No Separate Peace is possible because both Powers on the Christian Side qualify to sign a Separate Peace with the Ottomans. c) The Ottomans have Prestige 1, the Tatars have Prestige 3, the Imperials have Prestige 2, and the Muscovites have Prestige 5. The Ottomans, but not the Tatars will sign a Separate Peace with the Muscovites. The Ottomans remain in play against the Imperials; the Muscovites remain in play against the Tatars. 2.4 CONQUEST AND SUBJUGATION These same Tartars had been defeated in the month of May, and several hordes had submitted to Russia, but the greater part of them had remained faithful to the Porte. The court of Petersburg, desiring to be completely secure on that flank, sent orders to the Calmuck prince to proceed with his troops and the Cossacks of the Don to the Kuban, and to reduce those Tartars so thoroughly as to be a guarantee against them lifting up their heads again for a long time. Manstein, p. 145 2.41 General. Some Territories can be Conquered as a byproduct of successful ACPs. Other Territories can be Subjugated as a byproduct of successful RCPs. 2.411 Unlike many Lace Wars series games, Conquest (and Subjugation) does not earn the player any Prestige. These occurrences, however, have beneficial effects in that they may change the Alignment (1.32) of a Territory and/or permanently remove Enemy forces from play. 2.42 Conquest of Territories. A number of Territories can be Conquered if certain Objectives, listed on the CPC, are Captured. These Objectives are all Fortifications that can be the target of ACPs. 2.421 If all of a Territorys Objectives have been Captured, the Capturing Side automatically Conquers the Territory. Conquest of Territories is assessed at the end of the Administrative Phase. Conquest Chits are provided to mark the Territories. 2.422 It is possible to Capture an Objective without it being the target of an ACP, but the player will of course not be awarded Prestige for completing an ACP. 2.423 Reconquest of a Territory by its former owner or an allied Side is possible. The Objectives must be Captured by the Reconquering Side. Territories may thus change hands a number of times during the game. 2.424 While Conquered, a Territory is subjected to the Alignment changes given in 1.36. 2.425 If multiple Sides contribute to the Conquest of a Territory, the Side that holds the most Objectives is the Conquering Side; in the case of a tie, compare die rolls high roll wins (this represents high level diplomatic bargaining). Exception: the Tatar Side may never Conquer a Territory. 2.426 If multiple Sides assist in the Reconquest of a Territory, the original owner gains the Territory. 2.427 Some Territories have associated Contingents (noted on the CPC). If the Territory is Conquered, its associated Contingent is removed from play. If Reconquered, the Contingent will be available to re-enter play, but will do so in the manners described under 4.1 (i.e. the forces do not immediately reappear, but must be recruited anew). 2.428 Conquered Territories affect the Peace Negotiations. 2.43 Subjugation. Tatar Home Territories cannot be Conquered, but they are Subjugated if all the Tatar Contingents (Hordes) that have them as Home Territories are Subjugated. Subjugation of a Tatar Horde occurs after a certain number of Raid Points (RPs) have been tallied against it. 2.431 Contingents that may be Subjugated are listed on the CPC, along with the requirements for Subjugation to occur. Also listed are the Home Territories that will become Subjugated once the Contingents are Subjugated. 2.432 Only the Muscovite Side may Subjugate Tatar Hordes. In the short term, RPs translate into PPs (2.25), but they also accumulate against the Subjugation limit of the Horde. Once the limit has been reached, the Horde is Subjugated. The Muscovite player must keep a written total of the number of RPs a Horde has against it. 2.433 Most RPs are gained by attacking Tatar Settlements (4.55). However, bonus Subjugation RPs (that do not convert into PPs) are gained by Capturing certain locations within a Hordes Home Territory. These bonus RPs only count so long as the locations 13 remain Captured. 2.434 Example: the Muscovite player must tally 10 RPs against the Yedisan Horde in order to Subjugate it. The total number of RPs that can be gained by Raiding each Yesidan Settlement once is 4. Therefore, the Yedisan Settlements will have to be Raided at least twice, which means Subjugation will take at least two Years (Settlements are reseeded onto the map once per Year, as explained in 4.55). But there is another source of RPs. According to the CPC, Oczakov is worth 2 Bonus RPs toward Subjugation of the Yedisan Horde. This bonus will only apply while Oczakov remains Captured by the Muscovites. Oczakov is also worth 2 PPs if Captured as the target of an ACP, but this is independent of its RP value and no extra PPs are awarded due to the RPs. 2.435 Subjugation both of Hordes and of Territories is assessed at the end of the Administrative Phase. As soon as a Horde has been Subjugated its forces are removed from play and have no further effect on the game. Contingent Leaders and HQs of the same Contingent must also be removed from play. Dummies marked with the Contingents icon may remain in use. 2.436 Clarification: the Krim and Prekop Hordes are considered one (1) Horde for Subjugation purposes. 2.437 It is possible for the Tatar player to regain the use of his Subjugated Hordes. In order to do so, he must have a Prestige Level higher than the Muscovite player (do not count extra PPs). At the end of the Special Events segment of the Administrative Phase, he may then roll one (1) die for any one (1) Subjugated Horde. If the die roll is two or less (0-2), that Horde is no longer Subjugated. 2.438 Subjugation may only occur once (1) per Horde. 2.439 See 1.37 for the Alignment variations between Conquest and Subjugation. 2.43.10 Optional: allow the Muslim Side to Subjugate the Zaporozhian Cossacks. Subjugation occurs when the conditions listed on the CPC have been met. Once Subjugated, the Zaporozhians remain so for the rest of the game. Their Home Territory is Subjugated at the same time. 3.0 MISCELLANEOUS RULES To obey, Fight hard for Allah, is my aim and my desire; 'Tis but zeal for Faith, for Islam, that my ardor doth inspire. Through the grace of Allah, and th' assistance of the Band Unseen, Is my earnest hope the Infidels to crush with ruin dire. On the Saints and on the Prophets surely doth my trust repose; Through the love of God, to triumph and to conquest I aspire. What if I with soul and gold strive here to wage the Holy War? Praise is God's! ten thousand sighs for battle in my breast suspire. O Mohammed! through the chosen Ahmed Mukhtar's glorious aid, Hope I that my might may triumph over Islam's foes acquire! Sultan Mohammed II, a Gazel 3.1 MANPOWER Fight them, Allah will punish them by your hands and bring them to disgrace, and assist you against them and heal the hearts of a believing people. Al Quran 9.14 No army in the Lace Wars period operated year round. Though winter operations were commoner than is generally perceived, winter quarters was the established norm. In the Lace Wars system, there is no direct mechanism for forcing a player to take his Side into winter quarters, but in practise he will have to do so in order to recoup losses and reorganise, and he will usually do so in winter because it is the best time. In TK/HGH, additional factors have been added: the concepts of yearly force allocations and the mustering of militia and border forces. These Force Allocation rules simulate the planning that took place each autumn in preparation for the next years campaign; the forces required in each theatre would be determined at that time and a commander could not expect an unplanned mid-season augmentation. The Mustering rules simulate the delays and advantages inherent in a militia or feudal warriorhood such as the Ottomans and Tatars used, and as was employed in the frontier zones lying between the protagonists. 3.11 General. On the subject of Units and Auxiliaries, SPs and CE, Reinforcements and Replacements, TK/HGH departs from the KR&Os in a number of ways. However, the foundation of these changes remains the KR&Os. In summary: Units are worth one (1) SP each. The terms Unit and SP are interchangeable, but in order to provide continuity with the KR&Os , those terms are applied in this rulebook as appropriate. The reason for this change is Unit scale: battalions rather than brigades. In games where a Unit is a brigade, each SP is worth a battalion. Therefore, in TK/HGH, where Units are battalions, each is worth one (1) SP. Rating each Unit at one (1) SP allows CE to be fine-tuned: a Units CE is now a variable quantity that can be increased or decreased during play. Because of the change in scale, and because so many Units are the kind that would be rendered as Auxiliaries in a brigade- scale game, there is now the concept of Dual Purpose or DP Units. These can function either as Units or Auxiliaries (though not in both ways at once). Again, due to the change in scale, in TK/HGH, only HQs (including Garrison HQs), Brigade-Equivalents (BEs) and Garrison Brigades (4.19) are Formations. A BE of Infantry is four (4) SPs (Units) and a BE of Cavalry is two (2) SPs (Units); mixed BEs of Infantry and Cavalry are not permitted. Last, the Reinforcement and Replacement procedure has been modified to (hopefully) model the conditions faced by each Sides forces. The Sides in TK/HGH are asymmetric: the Imperials and Muscovites have large standing armies, while the Ottomans have a mixed bag and the Tatars still function under a Medieval warriorhood. 3.12 Variable CE. Every Infantry and Cavalry Unit has a CE value printed on it. In TK/ HGH, this value is the Units maximum potential CE. Because each Unit only has (is) one (1) SP, hits are resolved not by eliminating SPs (which would eliminate whole Units) but by reducing CE. Each hit (SP loss in the KR&Os) is implemented by Reducing the CE of the affected Unit by one (1) level. When a Units CE drops below E is it eliminated. Exception: Units are not usually eliminated if their initial CE (3.126) is determined to be less than E see also the scenario instructions and 6.13. 3.121 Example: a Unit with CE B can absorb 4 losses. At the first loss drops it to CE C, the next to D, the next to E, and a fourth loss will eliminate the Unit. 3.122 Perversely, Artillery, which has no CE, still suffers losses in SPs. 3.123 For clarity, the TK/ HGH charts and tables have been reworded in places so that CE reduction (as opposed to SP elimination) is clearly indicated. In the text of the KR&Os, always read references to SP losses by Infantry and Cavalry Units as an equal amount of CE Reductions. 3.124 CE Markers have been included in the counter mix. Units with their maximum CE need no markers. Indicate CE less than a Units printed value by placing a CE marker under the Unit. Each marker has four (4) possible orientations B through E. The applicable rating is the one pointing to the top edge of the counter. 3.125 HQ, Garrison HQ, and holding boxes all have sets of bins for indicating Unit CE (1.182). Units in these bins do not require CE Markers while there. Simply move the counters from bin to bin as needed. 3.126 At game start, and every time a new Unit is Formed, its CE must be determined, using the CE Determination Table. See also 6.13. Exception: holding boxes. Many Units are periodically stored in holding boxes. Those in off map boxes are Formed. Those in Muster Zone Pool (MZP 3.17) boxes are Unformed. However, in both cases, they retain their CE. 3.127 Exception: previously eliminated Units Formed from Replacements always start with a CE of E (these counters should be kept in a separate pile while not in play) and eliminated Units that are returned to a MZP likewise enter it with a CE of E. 3.128 Units that have suffered CE losses or started or entered play below their printed CE may have their CE restored. Units may recover one (1) level of CE up to their printed values in the Reinforcement & Reorganisation segment of the Administrative Phase of any Turn in which they did not move, nor participate in Battle or Siege Resolution, so long as they are within the Supply Radius of a Friendly Dept and not Besieged (they may be Blockaded). Important. Units may also automatically recover one 14 (1) level of CE per Turn while in a MZP holding box, but may not do so in an off map box. Exception: recovery is permitted in the Constantinople Box. 3.13 Dual Purpose Units. As noted in 1.65, many Units also have an Auxiliary symbol. These are Dual Purpose (DP) Units. Their counters can be treated as Units or as Auxiliaries. 3.131 The function of a particular DP Unit is chosen each time it is Formed. If Formed as a Unit, it behaves like a Unit in every respect. If Formed as an Auxiliary it behaves like an Auxiliary (and is placed in the Available Box). If assigning a DP Unit to an HQ in an Auxiliary role, be careful to keep it in the Auxiliary bin. 3.132 DP Units acting as Auxiliaries have an OR equal to their printed MA. 3.133 Converged Grenadier and Carabinier Units are DP Units composed of Company Auxiliaries (4.12). They have their role chosen each time they are Formed out of their component Company Auxiliaries. 3.134 DP Units acting as Units may change their role after becoming Unformed. DP Units acting as Auxiliaries can become Unformed voluntarily only when in the Available Box. 3.14 The Force Allocation Table (FAT). Each Side has a FAT, located at the back of its OoB booklet (6.0/7.0), The FAT is a comprehensive set of Reinforcement and Replacement tables, tailored to each Sides forces. While each is slightly different, the mechanisms behind them are common. TK/HGH includes many Contingents, of differing structure and origin. To reflect this, each has been assigned Terms of Service (TOS). A given Contingent will fall under one of four (4) TOS: Standing Army Contingent. Examples of SACs include the Imperial Contingent, the Muscovite Mobile Army, and the Ottoman Kapikulu Askerleri. These Contingents remain in play throughout the game, although elements of them may be sent to off map boxes for various reasons. Militia Contingent. Examples of Militia Contingents include the Ottoman Eylet Askerleris. Militia Contingents are tied to specific force pools called Muster Zone Pools (MZPs) and are generated through a procedure called Mustering (3.17). Frontier Contingent. Frontier Contingents are Militia Contingents that have an on-map MZP with an associated Home Territory (3.19). Examples include the Imperial Military Border forces, the Moldavians, and the on-map Ottoman Eylet Askerleris such as the Bosnians. Loaned Contingent. Examples of Loaned Contingents include the Kurds and the Bavarians. A Loaned Contingent becomes available as a Reinforcement either through fulfillment of a special rule, or through meeting certain criteria, as directed by the rules, scenario instructions, and/or the FAT. 3.141 A Contingents TOS determines what part of the FAT is used for its appearance in play, its ability to acquire Replacements, and its possible withdrawal from play. 3.142 The FAT may also contain specialty tables (e.g. the Muscovite Side has a schedule of naval builds). 3.143 Clarification: In the Minor Scenarios, all starting forces, and many Reinforcements are pre-scheduled. Only occasionally will the scenario instructions direct players to consult the FAT usually for Replacements. The Force Allocation procedure is thus primarily a Campaign Rule. However, certain mechanics connected with it (particularly Mustering) are universal. 3.15 Reinforcements. The Reinforcement rules in the KR&Os still apply in general terms with regard to where and when Reinforcements can be received and placed (e.g. receive them in the Reinforcement step of the Administrative Phase, do not place them in an Enemy hex, etc.). A Contingents TOS (and Side) determines how and when it is received. The FATs cover the minor variations between Sides, but the following general rules apply to all. Standing Army Contingents (SACs) are always in play. Occasionally a Side might receive a new Unit or be required to withdraw a Unit from service. These items are noted on the FAT. Otherwise, portions of a SAC may be required to leave play due to a Special Event (5.0) or be returned to play from an off map box i.e. suffer Redeployment (KR&Os 8.7) but they are still always in play. Militia and Frontier Contingents use the concept of Mustering (3.17). Because they represent local levies, warrior bands, and feudal hosts, they come and go throughout the game. When Frontier Contingent forces are Mustered, they are placed, as Reinforcements, in any Friendly hexes within their Home Territory (3.19). Militia Contingents appear as Reinforcements form off map, as described in 3.18. When withdrawn, Contingents from either TOS are Redeployed to their holding boxes. Loaned Contingents come from a variety of sources. Therefore, the nature of their receipt varies. Some are like SACs; once received, they remain in play (or are only Redeployed due to a special rule). Others function like Militia Contingents; once received, they use the Mustering procedure. 3.16 Replacements. The Replacement rules of the KR&Os apply with regard to Sequence of Play and placement, but the generation of Replacements is handled differently: SACs have a Replacement Schedule. This is a Turn-by-Turn and Year-by-Year chart on the FAT that provides a limited number of Replacement SPs. Replacement SPs are used to buy back eliminated Units. They can be spent immediately, or saved up indefinitely. Militia and Frontier Contingents do not receive (or need) Replacements. Instead, all eliminated Units are returned to their MZP. However, as explained below (3.184), there will be a delay before such units can re-enter play. Loaned Contingents do not receive Replacements. Those that function as Militia Contingents have the advantage stated above they do not need Replacements. Those that function like SACs are simply fragile. 3.161 Replacements are only used to buy eliminated Units. They are not used to restore CE (3.128). 3.162 Eliminated Units that are rebuilt enter play with a CE of E. This includes Militia and Frontier Contingent Units, which go immediately to their MZP when eliminated (i.e. are immediately Replaced, but in an Unformed state). 3.163 In some cases, Replacements can also be used to buy new Units. New Units enter as Reinforcements in the same Turn as their purchase, or in any later Turn. New Units purchased with Replacement SPs must have their CEs determined per 3.126 & 6.13. 3.164 Important. Eliminated SPs are not tallied in TK/HGH. Eliminated Units are not permanently lost unless they are Irreplaceable. They can be rebuilt whenever Replacement SPs become available through the FAT schedule. (As mentioned above, non-Militia-type Loaned Contingents cannot take Replacements and are thus Irreplaceable). 3.17 Mustering. Militia and Frontier Contingents are associated with specific Muster Zone Pools (MZPs). These are pools of SPs, recorded on the GRT with chits provided. Each MZP also has a holding box for storing its associated Unformed Units, complete with CE bins for recording each Unformed Units CE. (Remember that eliminated Units will be returned to the MZP at CE E, per 3.162, but that Units in a MZP holding box can have their CE restored per 3.128). 3.171 The number of SPs in a given MZP will equal the number of Units belonging to the associated Contingent. When the FAT permits a Militia Contingent to be Mustered, the owning player notes how many of the SPs can be used and spends these to Form Units in the associated MZP holding box at the rate of one (1) SP per Unit. DP Units can instead be Formed as Auxiliaries. These then enter play as Reinforcements. Unused SPs remain recorded on the GRT (the chits are adjusted to show the number of SPs remaining) and unused Units remain Unformed in the MZP holding box. 3.172 Leaders, HQs, and Dummies belonging to the same Contingent are not noted in the MZP but are assumed to belong to it and are made available whenever a Unit from the Contingent is Mustered. 15 3.173 The MZPs of Frontier Contingents function in a slightly different manner from Militia MZPs. Each of these also has an associated on-map Home Territory (3.19). Because the Home Territory is on the map, the entire Contingent is always available for Mustering, either in whole or in part. What the FAT limits is the number of SPs that can be used outside of the Home Territory known as the Contingents Expeditionary Limit (EL). Use the MZPs SP chits to record the EL. Any Units in excess of the EL that are forced to leave the Home Territory immediately become Unformed and are returned to the MZP. Each Auxiliary Task conducted by a member of the Contingent counts as one (1) SP toward the EL for that Turn. The EL remains constant regardless of how many Units have been eliminated or returned to the MZP. It is permissible to Form additional Units or Auxiliaries to make up the difference. 3.174 Militia Contingents remain in play until required to be Redeployed to their MZPs, as described in 3.188 below. Frontier Contingent forces can be Redeployed to their MZPs at their owners discretion, though only at times that Redeployment is permitted (e.g. in the Administrative Phase). on the other hand, appear and disappear from the map at the owning players discretion. A player need not Muster nor Redeploy an entire Frontier Contingent at the same time. 3.175 Note that some Contingents may be further restricted by conditions peculiar to them. See the Armies section (4.0) for cases. 3.176 A given MZP may never accept SPs from any source other than its own affiliated Contingent(s), nor may its SPs be used to Muster forces belonging to other Contingents. 3.177 Per 3.13, many Units can be Formed as Auxiliaries. In this state they are first sent to the Available Box before possible assignment to an HQ. Those belonging to a Militia Contingent arrive in play when the Contingent does and must be Redeployed to the MZP when the Contingent is Redeployed. 3.18 Force Allocation. Force Allocation is a once (1) per Year event that occurs at the start of the Reinforcement step of the Administrative Phase of the November-December Turn (additionally, it may be done at game start if the scenario instructions so dictate). The purpose is to determine the forces available to the player for the coming Year, and when they will be received. 3.181 The FAT may indicate: Redeployment of SAC elements to and from the map (not in TK/HGH, but in principle). Eligibility to receive Loaned Contingents and Militia Contingents. Expeditionary Limits of each Frontier Contingent. Receipt or withdrawal of special items (e.g. conversion of a Unit to another kind of Unit on a set timetable). 3.182 Special preconditions for a Contingents employment are outlined in the Armies section (4.0). 3.183 Receipt of a Contingent is determined by making a die roll against a range of numbers listed under that Contingent. The numbers may vary by Year. If the die roll falls within the listed range, the Contingent is received. One (1) die roll may be made per Contingent, per time the FAT is consulted (i.e. once per Year). 3.184 In most cases, a Contingent is not received right away. Instead, the player must also roll for the Entry Turn using the Entry? row under the table listing the Contingent. This is not a one-time die roll. It is made in the Reinforcement and Reorganisation segment of each Administrative Phase until the Contingent is received. The die roll must fall within the listed range of numbers. When successful, the Contingent arrives as a Reinforcement package in the same phase. 3.185 Important. The first (1 st ) Entry die roll is not made until the first (1 st ) Turn of the Year. 3.186 As noted above, Frontier Contingents are always available within their Home Territories, but the FAT will give the EL for the Contingent. This EL comes into force at the start of the first (1 st ) Turn of the Year. Should the EL be exceeded due to the change, excess counters are Redeployed to the Contingents MZP (retaining their current CE). Auxiliaries with CE (Dual Purpose Units 3.13) automatically have their maximum CE. 3.187 When only a portion of a particular Contingent is available for use, the owning player is free to choose which counters to take from those that belong to it, except where specific items are named in a scenarios instructions. 3.188 Important. Immediately after the FAT is consulted, all Militia Contingent forces must be removed to their MZP holding box (exception: certain Ottoman Contingents can retain part of their force pool in play see the Ottoman FAT and 4.4). HQs containing only those forces become Unformed and their Leaders are freely Relieved. Units retain their current CE (while in the MZP they can augment their CE per 3.126). Auxiliaries with CE (DP Units) automatically have their maximum CE. 3.189 Note that the Replacement Schedule and the availability of special items should be checked each Turn. 3.18.10 It is possible that a Special Event (5.0) may require forces to be sent to an off map box. Those forces may include any forces just received through the FAT. All such forces, including any newly received, are immediately placed in the designated off map box regardless of their listed Turn of Entry. 3.18.11 Design Note: the above procedure is an abstraction, but more nearly resembles the flow of operations than earlier attempts in the Lace Wars system. The arbitrary removal of militia forces is the crudest element, but is intended to reflect the disappearance of feudal levies and local troops as they return home to handle their personal affairs (or because they are fed up with not getting paid). Most of the militia systems of the time worked on a rotational basis, with roughly 1/3 of the available manpower serving for one campaigning season before being replaced with another 1/3. Because of the difficulties the Ottomans, for example, faced in meeting manpower quotas, they could rarely take the field before June or July, leaving winter campaigning to the indigenous forces already in the Balkans or on the steppes. The Cossacks, and Tatars too, went home in the winter, but because they lived within the war zone, they could take the field again at short notice. 3.19 Home Territories. MZPs to which Frontier Contingents are affiliated have a presence on the map. The Contingent has a designated Home Territory, which represents the geographic area covered by the MZP. The Unformed Units (SPs) of a Frontier MZP (those still in the holding box) generate some special effects within their Home Territory. The effects vary in power with the number of SPs currently in the MZP, as noted on the Home Territory Effects Chart: In the Operations Phase, any Friendly Formation moving into or through hexes in an Enemy Home Territory that has at least 20% of its affiliated SPs remaining in its pool must expend additional MPs at the end of its move: one (+1) MP for an Army or Grand Army, and two (+2) for a Column. LoC MP costs can also be increased; in this case, the cost is a multiplier applied to the MPs paid while tracing through the Enemy Home Territory (only). In the Administrative Phase, Units may be required to suffer an AC if remaining in or moving through an Enemy Home Territory. This is resolved as a normal Administrative Phase AC. (To clarify, the presence of Enemy SPs in a MZP does not prohibit Administrative Phase movement; other restrictions still apply). Important. Ambuscade Tasks (KR&Os 3.55) are not permitted in TK/ HGH. The effects of Ambuscade are subsumed into the above rule. Ignore all references to Ambuscades. 3.191 In the unlikely event that a moving Formation enters more than one Enemy Frontier Home Territory in the same Impulse or Administrative Phase, use the Territory that will produce the most severe effects (i.e. the one with the greatest number of SPs in its pool). 3.192 If a Home Territory is Conquered, and there is no other Home Territory associated with that Contingent, forces from that Contingent cannot be Mustered. SPs in the MZP are not eliminated, merely unavailable for use. Affiliated Units and Auxiliaries still in play may remain in play (until eliminated, at which time they are put in the MZP holding box and are no longer available). This restriction is lifted if the Home Territory is Reconquered by its original owner or an ally. 3.193 Rivers bordering Home Territories are considered to be within each such Territory, equally. 16 3.1.10 Force Allocation Example. Refer to the Imperial FAT (back of the Imperial OoB booklet). It is the Nov-Dec Turn of 1737 and the Imperial player is checking to see what forces he will receive in 1738. 3.1.101 The Imperial player wishes to acquire as many additional forces as he can, so he consults the upper portion of the table, where his Loaned Contingents are listed. He rolls a die for each Contingent, moving left to right, and each time cross-indexes the roll with the Year 1738. Die rolls of 6, 5, 5, 7, and 9 indicate that only the Saxons are received. The chance of the Contingent arriving on any given Turn is listed on the Entry? row. However, the Imperial player does not roll for their arrival now. He must wait until the Administrative Phase of the 1 st Turn of the new Year. If he rolls a 1 or less at that time, the Saxons will arrive in the same Turn. Otherwise he will have to check again in the next Turn. So much for Loaned Contingents. 3.1.102 The Imperial player next consults the Military Border section at right on the table. This shows that in 1738, 15 SPs from the Military Border MZP may be employed outside the Home Territories of the Military Border. Until the start of the 1 st Turn of the new Year, however, he must maintain the quota at its 1737 level of 12 SPs. The entire force pool, as listed in the OoB and in the MZP holding box, is always available within the MB Territories (note that the MB Home Territory is in fact a number of Territories). Some of these forces are currently on the map, because the Ottomans invaded the Banat earlier in the game. These, being within the Home Territory, do not count against the Expeditionary limit. 3.1.103 The other portion of the table deals with Imperial Contingent Replacement SPs. The Imperial player looks at this part of the table every Turn, because it is a schedule. He sees that for Nov-Dec in 1738 he receives 2 SPs. It so happens that this is the TK Campaign Game, which began in the Summer of 1737. The Imperial player has been able to accumulate 8 SPs from the start of the scenario (counting back into the 1737 column). Furthermore, the scenario instructions stated that he had 10 additional SPs from before the game began, of which he has spent 7, giving him 3 + 8 = 11 Replacement SPs in the pot. Next Turn he will gain 3 more. 3.1.104 The Imperial player has no Militia Contingents. For this example, switch to the Ottoman FAT. The Ottoman player has plenty. To take one, consider the Rumeli Eylet Askerleri (RUM column). The Ottoman player must roll a die to see how many SPs he can take. A roll of 6 indicates All thats 50 SPs! However, it will take time for them to arrive. Beginning with the 1 st Turn of the new Year a die roll on the Entry? row under the same column indicates a 40% chance of receipt that Turn. The Ottoman FAT has one other twist: because most of his army has to retire for the winter (i.e. be withdrawn per 3.188), the Ottoman player is permitted to retain some forces in play. This is the value given in brackets beside the ALL result 20 SPs. Now, in 1736, the Ottoman player retained 10 SPs on the map. This means that he can bring in 40 SPs (50 40). In this example, the math is obvious, but if he had only obtained 30 SPs (with a die roll of 0), the 10 on-map SPs would have been subtracted from the 30 new, meaning he could only bring in 20 SPs. 3.2 PERSONAGES & SPECIAL LEADERS KOLITZ, 2d JULY, 1737. This day, the Army not being on march, but allowed to rest itself, Grand Duke Franz went into the woods to hunt. Hunting up and down, he lost himself; did not return at evening; and, as the night closed in and no Generalissimo visible, the Generalissimo AD LATUS (such the title they had contrived for Seckendorf) was in much alarm. Generalissimo AD LATUS ordered out his whole force of drummers, trumpeters: To fling themselves, postwise, deeper and deeper into the woods all round; to drum there, and blow, in ever-widening circle, in prescribed notes, and with all energy, till the Grand Duke were found. Grand Duke being found, Seckendorf remonstrated, rebuked; a thought too earnestly, some say, his temper being flurried,voice snuffling somewhat in alt, with lisp to help: so that the Grand Duke took offence; flung off in a huff: and always looked askance on the Feldmarschall from that time; From Carlyles Life of Frederick the Great 3.21 General. This section adds to KR&Os 3.79. All rules from that section remain in force. 3.211 In TK/HGH, the following are Personages: Franz von Lotharingen, Groherzog von Toscana (Imperial) Royal. See 3.22. Four (4) Grand Viziers (Ottoman) Captains-General. See 3.23. Three (3) Tatar Khans (Tatar) Royals & Captain-Generals. See 3.24. Baron von Mnnich, Generalissimo of the Tsaritsas Army, (Muscovite) Captain-General. See 3.25. 3.212 The following are Leaders of special note: Don Duc Olmo, Khan of the Kalmyks (Muscovite). See 3.26. Admirals Pallavincini (Imperial), Piotr Bredal (Muscovite), Simavin (Muscovite), and Dgianum Codja (Ottoman). See 4.28. Humbaraci Ahmed Pasha (le Comte de Bonneval). See 3.27. 3.22 Franz von Lotharingen, Groherzog von Toscana. Franz acts as an ordinary Royal, per KR&Os 3.793. 3.221 Franz is automatically available in Minor Scenario 7.2. In both the Campaign Games (8.0 & 9.0) Franz appears randomly. When the Die Kaiserliche Armee Grand Army HQ is Formed, roll one (1) die. On a 0-3, Franz is placed with it. The die roll is modified by minus two (-2) if the Adlatus (3.223) is of the Lorraine Party (Factions 3.4), and a further minus two (-2) if the Lorraine Party is in the Ascendant (3.43). This die roll is made each time the Grand Army is Formed. Franz will be temporarily removed from play whenever the Grand Army HQ becomes Unformed. 3.222 The Die Kaiserliche Armee Grand Army HQ is Franzs designated Escort Formation. Franz does not have to remain with the Grand Army HQ, but if not stacked with this Formation he cannot move. 3.223 If Franz is on the map, the Leader in actual command of the Grand Army is termed Franzs Adlatus i.e. his tutor. If the Adlatus is of the Lorraine Party, his Leadership Rating is tripled (x3 like a Captain-Generals) for the purposes of Insubordination (KR&Os 3.75). If the Adlatus is of the Bavarian Party, his Leadership Rating is not doubled as it usually would be. This rule applies even if Franz is not stacked with the Grand Army HQ, so long as he is in on the map. 3.224 If the Bavarian Contingent is received, Franz is permanently removed from play (4.325). 3.225 Historical Note: Franz was the Emperors son-in-law and chosen heir. He was given nominal command of the Imperial field army in an attempt to bolster his prestige, but his performance was not impressive. He was also the focus of a cabal, and thus of discontent within the officer corps in 1737 his opponents blocked his appointment; in 1738 he served with the army, scoring some early minor gains that were soon overshadowed by bad news; in 1739 he was ill (possibly a political malady) and did not take the field. 3.23 Grand Viziers. Ottoman Captains-General are called Grand Viziers. There are four (4) in all. Grand Viziers will change over the course of the game, and there may only be one (1) in play at any given time. A Grand Vizier must be placed with the Padishah Ordu-in Rumeli Grand Army HQ each time it is Formed. Otherwise, he will occupy, and must remain in, the Constantinople Box. 3.231 Each potential Grand Vizier has two (2) counters: a Captain- General and a Marshal counter. Only one of each pair of counters 17 will be in play at any given time by default, the Marshal counter. If selected as Grand Vizier, a Leaders Marshal counter is temporarily removed from play and the Captain- General counter substituted. 3.232 If the current Grand Vizier ceases to be Grand Vizier (and does not also cease to exist) his GV counter is temporarily removed from play and his Marshal counter is replaced in the Officers Mess. If the Padishah Ordu-in Rumeli Grand Army HQ is currently Formed, the replacement Grand Vizier is automatically stacked with it. 3.233 The Grand Vizier will always be one of those belonging to the Ottoman Faction that is in the Ascendant (see 3.4 for Factions). Grand Viziers are fired as a result of changes in Faction dominance. See 3.4 for full details. 3.234 There are two (2) possible Grand Viziers for each Faction. Choose between the two eligible ones randomly. If the Factions are tied in Influence, choose randomly among all four Grand Viziers. 3.235 The Grand Viziers designated Escort is the Padishah Ordu-in Rumeli Grand Army HQ. He may not move unless stacked with this HQ. Should the Grand Army HQ become Unformed, the Grand Vizier is Redeployed to the Constantinople Box. 3.236 Historical Note: the days when sultans commanded in the field were long gone. A series of powerful ministers had succeeded in isolating them in a daily round of amusements and establishing their own administrative base at the Sublime Porte though the sultans could still exercise despotic authority when they chose. In any major war, the greatest minister, the Grand Vizier, would command the main field army. As may be expected, the Ottoman Court was split into a mosaic of cliques. The post of Grand Vizier was highly coveted and the object of an exalted game of musical chairs; additionally, ex-Grand Viziers (not everyone lost their post by losing their head) were often used as political trouble-shooters or negotiators. 3.24 Tatar Khans. The Tatar Side has three (3) Khans of the Krim Tatars, who are their Sides potential Royals and Captain- Generals. Two (2) of these Leaders have both a Khan (Personage) counter and a General counter, which function in a similar manner to the Grand Viziers described above. However, selection of the Khan is conducted in a different manner than that of Grand Viziers. 3.241 The initial Khan is set by the scenario instructions. During play, he may be replaced in two (2) ways: The Ottoman Side (without reference to a separate Tatar player, if any) may Demote a Khan during the Replacement step of any Administrative Phase. He may only do so if Tatar Prestige is at Level One (1), ignoring any PPs the Tatar Side may have. The Tatar player must immediately Demote the current Khan if the Loyalty of two (2) of his four Clans is less than two (<2) during the Replacement step of any Administrative Phase. Clans are explained in 4.54. 3.242 When a Khan is Demoted, his Captain-General (4-Tail) counter is permanently removed from play. If he has a replacement General (1-Tail) counter, it is placed in the Officers Mess. Check 6.57 in the Tatar OoB booklet for the line of succession. The succeeding Khan has his General counter removed from play temporarily. His corresponding Captain-General (4-Tail) counter is then placed in the old Khans former location. If necessary, the new Khan is freely Relieved of any Posting he may have held, and a replacement is immediately Posted to his old command (the replacement may even be the old Khan, assuming the latter has a General counter). 3.243 A Maximum of one (1) Khan may be demoted per Year. When a new Khan is chosen, Clan Loyalty is adjusted. See 4.54. 3.244 Unlike Grand Viziers, Khans cannot rotate through tours. A Khan may only be Khan once during the game. Exception: 3.246. 3.245 Clarification: Qaplan I Ghera has no replacement counter. This is a deliberate omission. 3.246 If a Khan is Killed, he is automatically replaced as described above (he is not replaced if Wounded or Captured). As an exception to 3.244, if the Khan is Killed and no Khan remains who has not been Khan, one (1) of the old Khans (including Qaplan I Ghera) is randomly selected as a replacement. 3.247 If there are no surviving Khans or potential Khans, the Kalga Sultan becomes Khan. If he is Killed, the Tatar player must do without a Captain-General. 3.248 If the Khan is Killed, immediately advance the Peace Index one (1) box. If a Khan is Captured, the Tatar player loses one (1) Prestige Level and the Peace Index is immediately advanced one (1) box. This rule only applies to a Leader when he is actually the Khan. 3.249 The Khan may Flee to Constantinople. This may be done during the Reinforcement & Reorganisation segment of any Administrative Phase. Simply pick the counter up and place it in the Constantinople Box. Once at Constantinople the Khan may not return unless he is first Demoted. If Demoted he is immediately returned to the Tatar Officers Mess. The presence of the Khan at Constantinople lowers Clan Loyalty (4.54) but favourably modifies Tatar OP Accumulation die rolls. 3.24.10 The Khan may be located at the following locations, if not with the Su Tatar Gjoskjor Army HQ (3.321 point #4): Bacha Serai (HGH11/Karasbasar/SSW5) Cufut Kale (HGH11/Karasbasar/SSW5) Any Ottoman-Controlled Fortification on the HGH maps. The Khan may be moved from location to location during the Administrative Movement segment of the Administrative Phase. He is simply picked up and placed in the desired location. Otherwise he may move (in the Operations Phase) when Escorted by the Su Tatar Gjoskjor Army HQ 3.24.11 Historical Note: the first Khan, Qaplan I Ghera, was removed by the Ottomans for starting the war. His replacement did not last long either. The Kalga Sultan was the actual Commander-in-Chief. Russian opinion suggests he was a competent individual. Khan should be pronounced (and is sometimes written) Han, just as Kharkov is pronounced Harkov. 3.25 Mr. Lucky. The Muscovite Side has one (1) Personage: Baron Burkhardt Christoph von Mnnich, Generalissimo of the Tsaritsas Army. Mnnich is a Captain-General. 3.251 The Moskvich Velikaja Armija Grand Army HQ may only be Formed if Mnnich is stacked in the location where it is to be Formed. Mnnich is the HQs Commander. If Mnnich leaves the Grand Army HQ, which he may do without a Relief die roll, the HQ becomes Unformed. 3.252 Mnnich may also be Escorted by any Muscovite Army HQ. Such an HQ will retain its own Commander (Mnnich cannot be its Commander). 3.253 During the Administrative Phase, Mnnich may also move freely to any location on the map that contains any Muscovite Formation, or to the Fortified City of Poltava (HGH3/Sergewskoi/NW8) as long as the location is Muscovite- Controlled. 3.254 Mnnich may only be moved to locations for which a LoC can be traced from his start point to his destination.. 3.255 Like Franz, Baron Mnnich is the focus of a Faction (3.4) (unlike Franz, he is also a decent general). See 3.44 for more details. 3.256 Mnnich may be removed from play through a Palace Coup. See 5.23. 3.257 Important. The presence of Baron von Mnnich may allow the Muscovite player to change fate. Once per Turn, the Muscovite player may do any one (1) of the following for any stack with which Mnnich happens to be present: Add or subtract the value of Mnnichs Leadership Rating to any die roll that involves Friendly or Enemy forces. Declare before rolling. In Siege Resolution, Mnnichs ability can be used to generate a special result on a natural 7, 8 or 9. Or, his ability can be used as a die roll modifier on either the SRT or the SSRT. Die rolls cannot be accumulated. If there is no reason to use his special ability, it is lost for that Turn. 3.258 Historical Note: Mnnichs nickname was Mr. Lucky (well, the 18 th Century equivalent of Mr. Lucky). He had an amazing knack of pulling 18 rabbits out of his tricorne just when he needed them. On campaign he got away with egregious mistakes that would have sent a better commander down in flames. Like marching an entire army through a defile without adequate reconnaissance, in the presence of the enemy, and not being noticed until he had set up a fortified camp. Like showing up for a major siege low on supplies, without artillery without even fascines or scaling ladders and taking the place in a single day despite faulty intelligence that led him to attack at the strongest spot. 3.26 Don Duc Olmo, Khan of the Kalmyks. The Khan has a COR and can conduct CM Operations with up to three (3) Kalmyk and/or Don Cossack, and/or Kabardian Column HQs. For the purpose of CMOs, he receives a beneficial 2 die roll modifier to his LCs, prior to any other modifications. 3.27 Artillery Advisor. The Ottoman Side has an Artillerist Marshal, Humbaraci Ahmed Pasha aka le Comte de Bonneval. Bonneval may not command an HQ, and is ignored when selecting HQ commanders. However, he may be Posted to the Ottoman Grand Army HQ or any Ottoman Army HQ as an Artillery Advisor. He may be Relieved normally. 3.271 As Artillery Advisor, Bonneval provides a modifier in Battles and Sieges involving his HQ for either Artillery or Grenadier Superiority (the choice remains fixed for the duration of the current Operation). 3.272 When determining Leader casualties, Bonneval is counted as part of the random draw. If he is not chosen, replace him with his HQ. 3.3 COMMAND AND CONTROL They are diligent and get up early in the morning. They are frugal when on the road and live on only a little food, a little badly baked bread and some raw meat, dried a little in the sun, or some curdled or otherwise prepared milk, some cheese or honey or grapes or fruit or grass, or a handful of flour from which they make porridge for six to eight men for a day. de la Broquires observations on the Ottoman Army 3.31 Hubs. Hubs are distributed as follows: Imperial. One (1) Hub, off map box. The Imperials trace Hub LoCs off the North edge of the TK maps, as noted on the TK State Guide. Ottoman. One (1) Hub, off map box. The Ottomans may trace Hub LoCs across the Black Sea between Friendly- Controlled on-map Ports and between such Ports to the off map Constantinople Holding Box (the location of the Ottoman Hub). (Port rule KR&Os 5.546). Muscovites. Two (2) Hubs: at Kiev (HGH2/Kanev/NW8) and at Kharkov (HGH3/Sergewskoi/N10). Since the Muscovite Hubs are on map, no special Hub LoC rules are required. Tatars. None. See 4.52. 3.311 Ranges off map, and distances to specific edge-of-map points are given on the State Guides, either as Road MPs or range brackets (if by sea). These points are the first choice for the tracing of LoCs to the Hub. 3.312 If a desired exit point for the LoC is blocked by Enemy units, choose another listed exit point. If all Port entry points are blocked, entry must be by land. If all exit points are blocked, the LoC may be traced to the board edge hex closest to a non-Port entry point that is not blocked, adding two (+2) MPs for each hex away from the exit point. 3.313 The scenario instructions will dictate how many Unassigned OPs each Hub starts with. These are recorded with chits on the General Record Track. Assigned OPs are also indicated; in these cases the CP they must be assigned to will be specified as well. 3.314 A Contingent without its own Hub may use the Hub belonging to the Side it is Allied with. Exception: this rule does not apply to the Tatars see 4.52. 3.315 Important. Muscovite Hub LoCs can be traced through non-Road hexes, within certain limits. The Muscovite player must establish a chain of Garrisoned Fortifications along the LoC he wishes to establish. Each Fortification must be within four (4) hexes of the next, counting back toward the Hub. MP costs are paid as dictated by the terrain and weather. Hexes on the LoC path do not have to be Friendly-Controlled; they may even be Enemy-Occupied (Road and Riverine LoCs are blocked in the normal manner). Exceptions: Enemy-Controlled Fortifications block LoCs, and a LoC may not cross a Navigable River except at a Road, via a Friendly Pontooneer, or at a Friendly- Controlled Fortification (the Fortification may be on either bank of the River). 3.32 Grand Army HQs. The following are Grand Army HQs: Imperials: Die Kaiserliche Armee. Ottomans: Padishah Ordu-in Rumeli Muscovites: Moskvich Velikaja Armija Tatars: None their largest HQ is the Su Tatar Gjoskjor Army HQ. 3.321 Grand Armies (and the Su Tatar Gjoskjor) are the designated Escorts of their Sides Personage: The Grand Vizier (3.23) is the Padishah Ordu-in Rumeli Grand Army HQs only Commander. If the Ottoman Side does not have a Grand Vizier Posted to the HQ at the end of any turn, the HQ becomes Unformed. A Habsburg Leader Posted to command the Die Kaiserliche Armee Grand Army is treated as a Captain-General for all purposes, except that he can be Relieved, and must be replaced if he becomes a casualty or leaves the Grand Army. Relief and Replacement is conducted in the same manner as for any other HQ. Per 3.223, when Groherzog Franz von Lotharingen is in play, the commander of the Grand Army HQ becomes his Adlatus. Mnnich (3.25) is the Grand Army Commander for the Moskvich Velikaja Armija. If he is not with the HQ, it becomes Unformed. If Mnnich is removed due to a Palace Coup (5.23), any Marshal may command the Grand Army HQ. The Su Tatar Gjoskjor Army HQs default commander is the Kalga Sultan. The Army HQ is also the Escort of the Khan of the Krim Tatars (3.24), but his presence not required for it to be Formed. If both the Kalga Sultan and the Khan are present with the HQ, the Kalga Sultan is the HQs commander and the Khan acts as an accompanying Royal, in a similar manner to 3.223. Only if the Kalga Sultan AND the Khan of the Krim Tatars are unavailable may another Marshal be used to command the HQ. 3.33 Ottoman/Tatar Leader Ranks. For artistic sake, Ottoman and Tatar Leader Rank symbols are shown using the traditional horsetail tughs, or standards. 3.331 For game purposes, single tugh Leaders are Generals; two-, three-, and four-tugh Leaders are Marshals. Normal Rankings apply (CGs outrank Marshals who outrank Generals) but 3-Tail Marshals outrank 2-Tail Marshals and 4-Tail Marshals outrank every Leader with fewer Tails. Exception: when a 3-Tail Leader is also a Captain-General (Grand Vizier) he outranks every other Friendly Leader. 3.332 When Ottoman and Tatar forces are operating jointly (3.34), Ottoman Leaders outrank Tatar Leaders of the same or lower Rank. 3.333 The Khans of the Crimea are Royals and Captain-Generals, but on their counters they are rated as Marshals of four-tugh Rank. This shows that they outrank all other Muslim Leaders except the Ottoman Grand Vizier and Ottoman four-tugh Marshals. 3.334 Historical Note: theoretically, only the Sultan (or Khan) was entitled to 4 Tails, but sometimes a hatchet man would be sent out with the Sultans full authority thus the 4-Tails. 3.34 Coperation Between Sides. Muslim forces may be Subordinated to each others HQs freely, subject only to normal Contingent penalties, per KR&Os 3.76. Both players must agree to any arrangement, however. 3.341 Muslim Auxiliaries may trace ORs from each others stacks and Depts if otherwise permitted by the circumstances (the Tatars have no Depts). 3.342 At any time Reorganisation is permitted, a Muslim player may freely remove any or all of his forces from Subordination to the other Muslim Sides HQ(s) and place them back under his Control. Auxiliaries that were assigned to the HQ may be assigned to a newly Formed HQ of their own Side or be placed in the Recovery Box. Leaders of the same Side (only) may be freely Relieved in these instances. 3.343 Ottoman Leaders may only command Ottoman HQs, and 19 Tatar Leaders may only command Tatar HQs. 3.344 Because of case 3.332, it is possible that an Ottoman Leader required as a Contingent Commander could outrank a Tatar HQs Commander. Such situations are not permitted. If such a situation could occur, the forces in question may not be Subordinated to the HQ in the first place. 3.345 For combat purposes, when both Ottoman and Tatar forces are participating and additional Leaders are required from the Officers Mess (for casualty taking or other reasons), both Sides Leaders are eligible to participate. (There are no quotas based on relative size of force.) 3.346 It is highly unlikely that Imperial and Muscovite forces will ever meet, but: Muscovite and Imperial Units may never stack together voluntarily, nor coperate in Combined Movement. Their Auxiliaries may not be assigned to each others HQs or trace ORs from each others stacks and Depts. If forced to stack together, the stack immediately suffers an AC. The Sides must be separated as expediently as possible. In the very rare case of a Battle being fought with both Imperial and Muscovite forces present, no additional penalties are applied, except that if forced to Retreat, the Sides must end up in different hexes. 3.35 Minor Contingent HQs and Leaders. A number of minor Contingents have their own HQs and Leaders. Forces belonging to such Contingents are not restricted to using their own HQs, however, Contingent Leaders may only be Posted to command such HQs, or act as Contingent Commanders (KR&Os 3.76). 3.351 Example: the Kalmyks have a number of Leaders and Column HQs. Kalmyk Units could be assigned to any Muscovite HQs. Any Muscovite Units of other Contingents could be assigned to Kalmyk HQs. Kalmyk Leaders, however, could only be Posted to a Kalmyk HQ or act as Contingent Commanders in HQs where there were Kalmyk Units. Remember also that Auxiliaries may only be assigned to HQs containing their own Contingents, and may only trace their ORs from said HQs. But if tracing from a Dept (i.e. from the Available Box), a Kalmyk Auxiliary could use any Muscovite Dept. 3.4 FACTIONS As for those of you who turned back on the day when the two armies met, only the Shaitan sought to cause them to make a slip on account of some deeds they had done, and certainly Allah has pardoned them; surely Allah is Forgiving, Forbearing. Al Quran, 3.155 3.41 General. Each Side except for the Tatars is split into two (2) political Factions. Factions affect operational activities and high strategy: For the Ottomans, the Factions are the Peace Party and the War Party. For the Habsburgs, they are the Lorraine Party and the Bavarian Party (representing the two most promising candidates for the future Holy Roman Emperor). For the Muscovites they are the Biron Party and the Mnnich Party (representing two cabals out of many in St. Petersburg). 3.411 Most Leaders belong to a Faction, and indeed can belong to either Faction. Factional Leader counters are back-printed with the same information as their fronts, except that their LR box will be coded in a different colour: the colour indicates the Faction. 3.412 Per the Counter Guide, the War, Biron, & Bavarian Parties have their Leaders numerical ratings coded in blue, while the other Factions are coded in grey. Leaders belonging to no Faction have their numerical ratings coded in white. 3.42 Determining Leader Allegiance. Leader Allegiance is determined at the start of the game. Except for the Muscovite Side (3.44), Leaders never change their Faction. Before determining which Leaders belong to which Faction, each player must permanently align himself with one (1) of his own Sides Factions. The choice is entirely his. Leaders of the same Faction as the player function normally, while those of the other Faction function less effectively. 3.421 Once a player has declared which Faction he supports, he mixes all of his Sides Leaders in a cup, and draws out half (1/2) of them. These Leaders belong to the Players Faction. The remainder belong to the Opposing Faction. 3.422 As noted above, most Leader counters have two printed sides, one for each Faction. Be sure to keep the Leader on his appropriate side at all times. 3.423 Personages, and Leaders with only one printed side (white box) are left out of the draw. They either belong to the Faction indicated on their only side, or to no Faction. 3.424 Historical/Design Note: obviously, things were more complicated than this. For one thing, a nobleman might quite easily change sides as circumstances changed. The Ottoman Court had always been divided into various cliques of nobles and their dependants, while the Imperial Court, suffering from the same problem, was also riven by a Catholic-Protestant split. The Russian State was run largely by foreigners, which generated a great deal of resentment, and at the same time, those foreigners conspired against each other for the top slots even for the throne itself while the Old Aristocracy sought to claw its way back into power. For the Imperials, the greatest impact of factionalism was made by the struggle between those who favoured Franz Stephan von Lotharingen, Groherzog von Toscana the Emperor Charles VIs son-in-law and Karl Albrecht von Wittelsbach, Kurfrst von Bayern. The Bavarians had a strong interest group at the Habsburg Court; conversely, many Austrians of rank had family members and friends at the Bavarian Court. Feelings ran so high that some officers refused to march along the same routes, or to bivouac their troops together. General Wurmbrand reported for duty at the outset of the campaign in 1737, only to be immediately arrested. He was a Protestant in a predominantly Catholic army a jinx on the campaign. Marshal Mnnich faced down attempts to remove him from command that if successful, would not only have curtailed his ambitions, but perhaps altered the strategic direction of the war. At the same time, those attempts modified his strategy and hampered Russian war aims. Ironically, the worst offender was a fellow German, the Prinz von Hesse-Homburg; he tried to inveigle the Biron family, powerful opponents of Mnnich, into helping him. The Ottomans, about whom less details are known, vacillated, as first a pro- war, then a pro-peace Vizier would be appointed, following the fluctuating fortunes of the war. War weariness affected all the protagonists, but the Ottomans most of all. 3.43 Faction Influence. Each Faction has an Influence chit, which is placed on the GRT in the box corresponding to its current value. (Starting Influence is given in the scenarios). The higher the number the greater the Influence. If one Faction is higher on the track than the other, it is said to be in the Ascendant. 3.431 Faction Influence may never be higher than 9 or less than 0. 3.432 Faction Influence can change: Once (1) per Quarter, in the Special Events segment of the Administrative Phase, each player checks the Faction Influence Table to see if his Sides Factions have increased or lost Influence through Court Intrigue. The effects are implemented immediately. Whenever an Attack Campaign Plan (only) is successful, the Faction of the Leader commanding the HQ assigned to the CP immediately gains one (+1) point of Influence; if the CP Fails, the Faction loses one (-1) point of Influence. If Franz Stephan is removed from play, the Lorraine Faction loses three (-3) Influence and the Bavarian Faction gains two (+2) Influence. A Muscovite Palace Coup has the effect of eliminating Baron Mnnich and reversing the trend (explained in 3.44) of his Factions growth. See also 5.23. The Death or Capture of any Personage reduces his Factions Influence by three (-3) and increases the Opposing Factions Influence by one (+1). 3.44 Changing Factions. Ordinarily, a Leader may not change Factions. There is a Random Event that will cause a Leader to flip, but the primary exception is the Muscovite Side. 3.441 The Biron Faction automatically loses one (1) adherent in 20 any Quarter in which the Mnnich Faction is in the Ascendant. The Leader is selected randomly from those belonging to the Biron Faction and flipped to show he now belongs to the Mnnich Faction. Note that Faction growth does not alter Ascendancy (this is a simplification for game purposes). 3.442 This action occurs immediately after Faction Influence has been determined for the Quarter. It is not possible for the Biron Faction to gain adherents (the man was universally detested). Exception: Palace Coup (5.23). 3.443 Design Note: the fact that Leaders with the name Biron (family members) can belong to the Mnnich Faction is not a mistake. As noted, the man was universally detested. 3.45 Operational Effects. Leaders belonging to the Players Faction function normally. Leaders belonging to the Opposing Faction suffer or produce adverse effects: Leaders belonging to the Opposing Faction must pass a Leadership Check before they conduct an Operation. The designated Formation still Activates if the LC is failed, but it may not voluntarily expend more MPs than its printed MA, nor may it voluntarily engage in combat. If engaged in a Siege or Blockade, it may maintain its position. In order to conduct a Siege Operation, the Formations Commander must first pass a LC. The Insubordination Values of Leaders Subordinate to a commander of the Opposing Faction are doubled (x2). Formations commanded by Leaders from opposite Factions may not participate in Combined Operations (KR&Os 4.3). The loss of Franz or Mnnich to death or Capture does not affect these rules. Exception: Palace Coup (5.23). 3.46 Strategic Effects. Factions have an influence on the availability of Reinforcements, on Prestige, and on Peace Negotiations. 3.461 Factions affect Reinforcements directly, through a modifier on the FAT. This modifier is derived by subtracting the Influence points of the Players Faction from the Opposing Factions points and dividing by two ((OF PF)/2). Negative numbers result in a negative modifier. 3.462 Example: Players War Party 7, Opposing Peace Party 4 = 7 - 4 = 3 /2 = 1.6 rounded DOWN (as usual) to 1. DRM of +1. 3.463 During the Special Events segment of the Administrative Phase of the first (1 st ) Turn of the Year, immediately prior to checking the Faction Influence Table, if the Players Faction is in the Ascendant by three (3) or more points, he gains one (+1) PP. If the Opposing Faction is in the Ascendant by three (3) or more points, he loses one (-1) PP. 3.464 The player may prevent the loss of a PP at this time by immediately Relieving any one (1) Leader of the Players Faction, and replacing him with a Leader of equal rank from the Opposing Faction. No Relief Check is required. Selection remains random, but Leaders from the Players Faction are ignored when picking. 3.465 The effect that Factions have on the Peace Negotiations (2.3) varies with the Side: For the Imperial Side, if the Players Faction is in the Ascendant, he has the option to modify the Peace Negotiation resolution die roll; this modification must be declared before the die is rolled. For the Ottoman Side, modifications are automatically applied to the resolution of Peace Negotiations, with an Ascendant War Party reducing the chance of progress, and an Ascendant Peace Party increasing the chance. For the Muscovite Side, if the Players Faction is in the Ascendant, he may demand an immediate re-roll of the Peace Negotiation resolution just completed, but without modifiers. The Muscovite player may do this unilaterally. Exception: for the TK Campaign Game, instead apply the special modifier for the Russian Progress Special Event, as eligible (see Table). 3.5 THE FORCES OF NATURE So each We punished for his sin; of them was he on whom We sent down a violent storm, and of them was he whom the rumbling overtook, and of them was he whom We made to be swallowed up by the earth, and of them was he whom We drowned; and it did not beseem Allah that He should be unjust to them, but they were unjust to their own souls. Al Quran, 29.40 3.51 General. There are four natural occurrences that require special mention: Flooding, Malaria, the Plague, and the Russian Winter. Except where noted, these rules apply to both the TK and HGH maps. 3.52 Flooding. The Balkans were (and are) notorious for floods; before the drying out of southern Russia this was true of the Ukraine as well. However, the Flooding rules of KR&Os 3.85 are sufficient to represent this issue, with the following amendments: Flooding also occurs on the first Mud Turn in the Fall or Winter Season (if it occurs in the Fall, it will not occur in the immediately following Winter). Boatmen Auxiliaries (4.22) cannot be Tasked during Flood Turns, and if on the map must be removed to the Recovery Box. Note that this means Gunboat Flotillas (4.23) cannot be used, and Operational Riverine Movement (4.22) cannot occur. Riverine Movement along Riverine dots (1.29) is not permitted during Flood Turns. 3.53 Malaria. During Summer Turns (only), ALL stacks must undergo an AC in the Administrative Phase. If a stack is in or adjacent to certain terrain types, apply special Malaria modifiers to its AC (see the Attrition Table). If a given stack is already eligible to make an AC, no additional AC is made, but the appropriate Malaria modifier is applied to the AC if the stack qualifies for it. 3.531 Note that when Malaria is in effect, small stacks receive a beneficial modifier to counteract the usual size penalties for Administrative Phase ACs, and that Christian stacks suffer worse penalties than Muslim stacks (this reflects camp and march discipline). These modifiers only apply when the Malaria modifiers apply. 3.532 Exception: Garrisons are not subject to this rule. 3.533 Historical Note: this disease was endemic to the swampy regions around the confluence of the Sava, Velika Morava, and Danube, and throughout the valleys of Bosnia and Serbia. Also along the coast of the Black Sea and in the swampy valleys of the Bug and other Russian rivers. The Ottomans preferred to leave their borderlands undeveloped, and this led to the spread of malarial zones. On the Danube, the carrier was a species of mosquito that prefers animals to humans, but there was still risk. The troubles among the Imperial command elements compounded matters when ill feeling compelled certain cavalry and infantry column commanders to march and bivouac separately making the infantry a greater target. Surprisingly, in Russia, malaria could be contracted at least as far north as Kiev. It infected thousands every year. 3.54 The Black Death. Plague may break out in any Year, but only once (1) per game. A check is made at the beginning of the Administrative Phase at the start of each Summer Season (only). Roll one (1) die and consult the Plague Table. If the Plague breaks out, roll another die to determine the Epicentre. 3.541 Plague has the following effects on the Territory comprising the Epicentre, which remain in force for the remainder of the game: An additional Attrition modifier. This modifier only applies within the affected Territory (see below). A modifier to the Replacement section of the Force Allocation Table. A modifier to OP accumulation die rolls. The requirement of assigning Units to Cordon Duty (see below). 3.542 The Plague may Spread on subsequent Quarterly Turns (exception: not in Winter). For Plague Spread, roll one (1) die during the Special Events segment of the Administrative Phase. If the result is 7 or higher, the Plague Spreads to one (1) Territory adjacent to the Epicentre. This Territory is chosen randomly from all adjacent Territories that are currently unaffected. 3.543 If the Plague is already in more than one Territory, a Spread die roll is made for each affected Territory. Should a single 21 Territory be chosen more than once on the same Turn, or an affected Territory be chosen again, there are no additional effects for that Territory; this selection still counts as one of the Spread results for the Turn. The Plague may not spread to more than one (1) Territory per Quarter, per previously affected Territory. 3.544 On the TK maps (only), if an affected Territory extends off the mapboard, the Plague may Spread off map if the Spread result was a natural 9. Off Map consists of a single Territory per Side: If the Plague Spreads off the North or West edges, the Imperials have the Plague. Plague effects on Imperial Replacements, Reinforcements, and OP Accumulation are tripled (x3). If the Plague Spreads off the South edge, the Ottomans have the Plague. Plague effects on Ottoman Replacements, Reinforcements, and OP Accumulation are doubled (x2). On the HGH maps, the Plague will not spread off map. 3.545 To help prevent the Plague from Spreading, the Imperial Side (only) may allot a certain quantity of Units to Cordon Duty. Cordon Duty Units cannot be assigned prior to the Plagues initial arrival. In order to institute Cordon Duty, an Imperial Territory must have the Plague. 3.546 The Imperial Cordon only prevents Spread within Imperial-Controlled Territories. If a Spread result occurs and an Imperial Territory becomes the target, apply the special Cordon modifier, shown on the Plague Table, to the original Spread die roll to see if the Plague still Spreads to that Territory. 3.547 Units on Cordon Duty may not be Subordinated to mobile HQs (they may be Subordinated to Garrison HQs) and may only participate in combat defensively. They may not voluntarily leave their assigned Territory. However, specific Units do not have to be tied down from Turn to Turn, so long as sufficient Units qualify only the quantity is important. 3.548 Historical Note: in 1738, a party of Moldavian noblemen fleeing the fighting in the Ukraine brought the Plague with them into Transylvania. It was then carried to the Banat by some cavalry regiments that transferred from Transylvania. Its effects on the armies (and population) in that region were catastrophic. What is less known is that it spread eastward as well, deep into Siberia, and south to Istanbul, where it was equally devastating. At one point, the Russians tried to enter Moldavia, but their commander (Mnnich) lost his nerve. Running away did not help, though, and the army soon began to resemble a funeral cortege, with wagons loaded with the dead and dying driven by men who looked like escapees from a Stalinist-era prison camp. At Oczakov alone, 20,000 Russians died of the Plague after taking the Ottoman fortress, forcing them to raze the place after defending it successfully for an entire season. Imperial losses were also high, though not as dramatic; Ottoman and Tatar losses are uncounted. As may be expected, this outbreak placed a tremendous strain on the armies, not only through attrition from the disease itself, but from desertion and a reluctance of recruits to sign on when they were certain to be sent to an afflicted region. Furthermore, forces had to be detached to establish cordons, and resources diverted from the war to disaster relief. There were still a number of Imperial regiments on quarantine duty when the First Silesian War broke out. Outbreaks were common throughout the period in fact they still occur from time to time but 1738 was a particularly severe year. They are the aftershocks of the 14 th Century Black Death. 3.55 The Russian Winter. For game purposes, the HGH maps constitute a separate Weather Zone. The Weather Chart found on the TRT is used once (1) per Turn for all maps, but there are two (2) separate Weather Effects Tracks. Use the Ukrainian one for the HGH maps and the regular one for the TK maps. 3.551 Exception: the Crimean Peninsula uses regular weather effects. The Crimean Peninsula, the bulk of which is on HGH Map 11, includes all hexes on the peninsula South of the Fortification of Prekop (HGH11/Karasbasar/NW8), inclusive (there is no other land connection with the Crimea). 3.552 The Weather Effects Track boxes are numbered. Place the Russian Weather chit (the one included with HGH) on its own track, on the same numbered box as the regular WET box. 3.553 Design Note: April to October was the official campaigning season for most of Europe. In Russia, campaigning generally began in July, though the Spring was used for preparation. There was a very good reason for this, as anyone familiar with East Front games is aware. Nonetheless, there may be a few players with self-destructive tendencies who wish to fight during the Russian Winter. It takes all kinds. Even in a pre-industrial age, the difference between the harsh winters of Europe and the intolerable winters of Russia was marked. The Crimea was favoured with a subtropical environment, but elsewhere, endless fields of grass were simply replaced by endless fields of snow. Rivers, even large ones like the Don, might freeze solid enough for heavy artillery teams to drive over them. Winter warfare was not unheard of, but extremely rare, mainly taking the form of Tartar or Cossack raids. And in the Spring came the mud, just as glutinous then as now, just as much a hindrance to the movement of wagons and horses as to tanks. 3.6 TACTICS The howling of these savages, as they advanced to the attack, was now found to be the most terrible part of them. As for the thousands of darts with which they darkened the sky, not one in a thousand took effect. Robert Bain, The Pupils of Peter the Great, p. 243. 3.61 General. The nature of warfare on the steppes was quite different from that found in the more urbanised surroundings of Western Europe, and requires some additional treatment. Much is covered in other sections (taburs, palankas, mobile depts, etc.) but the following tactics are intended to add to the simulation. 3.62 Divisional Squares. Both the Imperial and the Muscovite player may use Divisional Square Tactics. They are more effective for the Muscovites. 3.621 When opposing non-Garrison forces occupy the same hex, a player may declare he is using Divisional Square tactics. He may do so whether he is the Attacker or the Defender. He must do so if any of his participating Formations have Mobile Depts (4.67). 3.622 A stack that uses Divisional Square may not attempt to Decline Battle at any time before or during the Battle. Furthermore, the stack, or individual Formations in the stack may not move away during the Impulse once an Enemy Formation has entered their hex. 3.623 Divisional Square has the following effects: Cavalry Superiority is not calculated. Actual Frontage for the Side using Divisional Square is halved (1/2), rounding UP. (I.e. filling the Base Frontage requires twice as many Wings). The opposing Side calculates his permitted Frontage based on the original AF. There is a beneficial modifier when trying to avoid Feint Tactics (3.63). Combat losses (but not HdC Wings) inflicted on the Enemy are doubled (x2) for the Imperials and tripled (x3) for the Muscovites. Pursuit by the Side employing Divisional Square is not possible under any circumstances. 3.624 The Muscovite Side may automatically implement Divisional Square. The Imperial Side may only do so after a LC made by the Imperial Generalissimo; this LC is made after the final Generalissimo has been selected. If the LC fails, Divisional Square tactics cannot apply. Exception: even if the Imperial player fails to establish Divisional Square, his stack still may not leave the hex, Decline Battle before the first (1 st ) Round, or Pursue. 3.625 Historical Note: the Russians, having a cavalry-poor army, routinely used large divisional squares, not only in the face of the enemy, but on the march. In previous centuries they had gone so far as to fortify their entire front and flanks with wagon barriers and abatis. With the advent of the bayonet, they were able to maintain a defensive stance even when attacking enemy positions. In earlier times, this had often not been enough, and the Tatars were pretty cocky. But in Mnnichs day, typical actions between Muscovites and Tatars led to body counts on the order of 6 Russians to 1,500 Tatars at least before the Tatars learned to stop charging them pell mell. 3.63 Feinting. When a Battle occurs in which Tatar or Kalmyk Units are participating, the owning Side may declare he is using Feinting Tactics. At least one quarter (25%) of the Friendly participating forces must be Tatar or Kalmyk Cavalry. If both Sides are eligible, both Sides may attempt it. 3.631 The Feinting player must roll one (1) die before a Round of Battle commences. A successful Feint occurs on a result of two or less (0-2). The die roll is modified adversely if the opposing Side is using Divisional Square, or if half or more (50%+) of the Feinting Sides Cavalry is Bow-Armed (4.1.10). 3.632 Successful Feinting Tactics provide a beneficial modifier on the CRT when determining the number of opposing Wings that become Hors de Combat during the Round. 22 3.633 Feinting may be attempted once (1) per Round and may occur in any number of Rounds. There is a die roll penalty to all attempts after the first, whether that first attempt successful or not. 3.634 See the CRT for the various modifiers. 3.7 OPERATIONAL RULES And what befell you on the day when the two armies met was with Allah's knowledge, and that He might know the believers. Al Quran 3.166 3.71 Surrendering & POWs. When a Surrender result is obtained, all Infantry and Cavalry Units, and any Auxiliaries attached to the force at that that time, are eliminated. I n TK/ HGH, Infantry and Cavalry POWs are not recorded. Artillery SPs and Leaders are Captured. 3.711 Units and Auxiliaries eliminated through Surrender may be rebuilt, per 3.1. Captured Leaders may be Exchanged at a rate of one-for-one between the same Rank, and at a rate of three (3) Generals for one (1) Marshal. Personages may not be Exchanged; instead, their Capture generates a modifier when resolving Peace Negotiations. 3.712 Leader Exchange may occur during the Reinforcement & Reorganisation segment of the Administrative Phase. As far as possible, all requests must be honoured. Selection of specific Leaders to be released is made randomly. 3.713 Captured Artillery SPs are added to the Artillery allotment of the Captors Arsenal. See also 4.13. (If using Batteries, trade the counters as described in the KR&Os). 3.714 The Besieged Side may ask for Honours of War at any point prior to the first Escalade made against a Fortification. In this case, Honours of War must be granted. With Honours of War, the Captor removes all Surrendered forces from the map. At the end of the Administrative Phase of the current Turn they are replaced on the map (excluding Artillery, which is always permanently Captured, and Auxiliaries, which go to the Recovery Box as usual) in a new hex that is Controlled by or Friendly to the same Side as the Surrendered forces. The Captor places them. Exception: Tatar, Kalmyk, and Cossack Units and Auxiliaries are always eliminated. 3.715 If the Fortification had a Leader Posted to command it, roll one (1) die. On a 0-2 the Leader has been court-martialed and executed as an example (in Russia he would be demoted to private, be fined of his entire wealth, be given the knout, and be exiled to Siberia for a period of years; suddenly recalled, he would be arraigned on trumped up charges and broken on the wheel). Permanently remove the Leader from play. The Leader will not be executed if the Surrender was generated by the Siege Table or SSRT, or as a result of Escalade. 3.716 Historical Note: warring parties in Eastern Europe fighting the Trkenkrieg did not pay much heed to the so-called laws of war. The Ottomans did spare their foes on occasion, applying the golden bridges principle, but they might just as easily butcher their prisoners, or enslave them. The Tatars and their Cossack opposite numbers took hostages, and the Tatars took vast quantities of slaves, but they did not repatriate them without payment. However, though rarely giving quarter in the heat of battle, the Ottomans could be every bit as chivalrous as their opponents and far more tolerant than the bigoted Habsburg and Romanov regimes. If a fortress could be taken without bloodshed, they were always ready to make a deal. And they made strenuous efforts to recruit Hungarian POWs instead of selling them as slaves. But, having just emerged from a war in which the Army had been severely mauled and the Treasury depleted, the State was forced to play the religious card to whip up the necessary fervour. The Imperials for the same reasons did the same, virtually proclaiming a Crusade (and netting a large donation from the Pope in consequence). All this resulted in some very ruthless acts. For example, at the outset of the war in the Balkans, the Imperials contrived to arrive at the gates of the Turkish fortress of Nish almost before the courier had delivered notice of the declaration of war. The shocked Ottoman garrison commander surrendered on terms. He was beheaded on the Sultans orders. When, later in the season, the Austrian commandant of Nish faced overwhelming odds with no hope of relief and surrendered, he was court-martialled and likewise beheaded. The matching Muscovite crusade against the Tatar Dogheads was not virtual. At Oczakov, in 1737, 11,000 of the 20,000-man Ottoman garrison was slaughtered out of hand (a further 6,000 were killed when the magazine exploded), and in the Kuban, the Kalmyks and Kabardians ethnically cleansed the region of some 40,000 Tatars at the invitation of the Tsaritsas ministers, who awarded the vacant lands and remaining population to their allies. 3.72 Off Road Administrative Movement. Administrative Movement is permitted across non-Road terrain with the following restrictions: The path of movement must be traced like a Muscovite Hub LoC, as explained in 3.315. Units may only move through Clear, Moor, Steppe, and Salt Pan terrain. 3.721 Overland movement may be combined with Road movement. Normal MP costs apply to the non-Road portion of the move, but Units MAs are still quadrupled (x4). The +1 bonus for moving along Roads is lost, however, if any portion of the move is off- Road. 4.0 ARMIES Iti dau catarg linga catarg Ostiri spre a strabate Pamintu-n lung si marea-n larg Dar moartea nu se poate I give you multitude of ships, Armies to put in motion Along the world, across the seas But death is not an option Mihai Eminescu, Luceafarul 4.1 NON-SPECIFIC ARMY RULES They attack in lively fashion without order, uncoordinated it is of little danger to a veteran and disciplined army; but that which allows its lines to be broken by these troops would be lost; no one would escape because of the speed of their horses, managed by riders who rarely deal out blows without effect. Guiniment de Kralio 4.11 General. The following rules apply to similar items in every Sides counter mix. 4.12 Grenadier & Carabinier Companies. At this scale, most Grenadier (both Foot and Horse) and Carabinier Auxiliaries represent companies, and are so designated on their counters. Carabiniers are the cavalry equivalent of an infantry battalions light company, and function as Horse Irregulars. 4.121 Grenadier and Carabinier Companies cannot be used for normal Auxiliary Tasks. They may only be used in Battle. During Battle, they are not used for Superiority (KR&Os 6.28). Instead, when Deploying for Battle, one (1) Imperial Grenadier or Carabinier Company may be Tasked to a Unit belonging to the same Regiment (i.e. a Unit with the same root name). One (1) Ottoman Grenadier Company may be Tasked to any one (1) Ottoman Infantry Unit. The Grenadier/Carabinier has the effect of raising that Units CE by one (+1) level (e.g. from B to A). After the Battle, the Auxiliaries are removed to the Recovery Box. 4.122 Companies may instead be used to Form Converged Grenadier or Carabinier Units, which are Dual Purpose Units (3.13). The owning player must decide on their role at the time these Units are Formed. If acting as Auxiliaries, they may be used for Superiority and other Auxiliary Tasks, but may not perform the Battle Task outlined in 4.121. 4.123 Forming a Converged Unit is done during Reorganisation. The Companies that will compose the Converged Unit must be taken from the Available Box, and are placed in a holding box specific to that Converged Unit. The holding boxes indicate the Class and Contingent required, and the minimum and maximum number of Auxiliaries that may be used. 4.124 If the Converged Unit is to be treated as a Unit, it is placed on the map like any other Reinforcement. If it is to be treated as an Auxiliary, it is placed in the Available Box (and may then be assigned to an HQ). If the Unit is assigned to an HQ, each component Company must have at least one (1) parent Unit Subordinated to that HQ. 4.125 Converged Units can also become Unformed voluntarily. The counter is removed from play and the component Companies are placed in the Recovery Box. Component Companies cannot be voluntarily detached unless the entire Unit becomes Unformed. 4.126 Grenadiers/Carabinier Units have their CE reduced by one (1) level for every Company they are missing from their maximum complement, to a minimum of E. Example: a Grenadier Unit of CE A is able to hold 4 Companies, but only has 2 Companies; its 23 CE will be C. 4.127 Losses inflicted on Grenadier and Carabinier Units also Reduce the Units CEs just like any other Units, but this is simulated by removing one (1) Company to the Recovery Box for each loss taken. As soon as the Unit has its CE reduced below E due to a loss (not the voluntarily absence of a Company) it becomes Unformed and any remaining Companies are returned to the Recovery Box. 4.128 When not in use, Grenadier and Carabinier Companies that are not part of a Converged Unit may be stored in the Available Box or be stacked with their parent Units, as desired. 4.13 Artillery & Arsenals. In TK/HGH, there are no Artillery Units. Artillery SPs are assigned directly to HQs, or, if unassigned, are stored in each Sides Arsenal. Siege and Field SPs must be recorded separately. There are chits appropriately marked for this purpose. 4.131 A maximum of nine (9) Artillery SPs of a given Class may be assigned to each Army and Grand Army HQ. A number of Batteries equal to the Field Artillery SPs are available to that HQ. The SPs are recorded on the HQs numerical tracks. 4.132 Artillery SPs belonging to minor Contingents (all Field Class) need not be distinguished on the tracks; their SPs are simply added to the total on one or more of the tracks, and their Batteries may be employed by any Friendly HQs. However, if a Contingent is removed from play, its Artillery SPs and Batteries must also be removed. Optional: place Battery counters on the tracks, one (1) per space, to indicate the number of Field SPs, and which Contingent they are. 4.133 When Artillery SPs are not assigned to an HQ, they are assigned to their Sides Arsenal, which is simply another pool. Artillery SPs in the Arsenal are recorded on the GRT using chits provided for the purpose (optionally, again, Batteries may be placed on the GRT). 4.134 When an HQ is Formed, and during Reorganisation, the owning player may assign Artillery SPs to it by reducing the Arsenals SPs and increasing the HQs Artillery SPs by the same amount. The HQ must be able to trace a LoC between itself and the Friendly Hub. Exception: Tatar Artillery SPs do not need a Hub (the Tatars do not have one, and their guns were very light camel-mounted pieces). 4.135 When an HQ becomes Unformed, and during Reorganisation, its Artillery SPs are (or may be, in the latter case) returned to the Arsenal. This is accomplished by reversing case 4.134. 4.136 Important. The non-Riverine portion of the LoC may be no longer than six (6) MPs. The Riverine portion may be of any length. The non-Riverine portion may be divided up to link one or more Riverine Routes. 4.137 Artillery SPs may also be Transferred directly between Friendly HQs. A LoC must be traceable between the two HQs that is either no longer than three (3) MPs, or is a viable Riverine Route. 4.138 Captured Artillery SPs are immediately added to the Captors Arsenal. If no LoC can be traced to a place where its Artillery SPs can be deposited when an HQ becomes Unformed, its Artillery SPs are also Captured by the opposing Side. In both cases, however, the Captor must also be able to trace a LoC to his Hub, or the SPs are simply eliminated. 4.139 A given Artillery SP cannot be Transferred more than once (1) per Turn. The act of Capturing SPs counts as a Transfer. (Artillery SPs cannot be Transferred through a chain of HQs; a given SP may only be Transferred from a given HQ or the Arsenal to one (1) other HQ or the Arsenal in the same Turn). However, Artillery SPs at one HQ may be distributed between any mix of other HQs and the Arsenal, and the SPs at the Arsenal may be spread among any number of HQs. 4.13.10 TK/HGH introduces the Bombardier Class of Artillery. Bombardier SPs are recorded on the Artillery Tracks with their own set of markers. Bombardier Batteries (SPs) function as Field Artillery in Battle. They can also be Tasked to Sieges like Auxiliaries, provided their own HQ is conducting the Siege (they may not be Tasked from the Arsenal. In this role a Bombardier Battery acts as Siege Artillery SP. Normal eligibility for Siege Artillery use and Ammunition rules apply. If Tasking to a Siege, place the Battery counter on the Fortification as if it were an Auxiliary. 4.13.11 Historical Note: the Imperials, Muscovites, and Ottomans had a comprehensive system for the storage and distribution of ironmongery; typically, the number of guns vastly exceeded the Artillery Corps manpower. The Ottomans, in particular, assessed the need for artillery during their winter planning sessions, and would leave the heavier pieces behind if they felt they would not be needed. The main depts for the Russians, in this theatre, appear to have been Kiev, Izyum, and Dnipropetrovsk (the latter only a fortified magazine at this time). 4.14 Zones of Influence (ZOI). ZOIs are intended to simulate the clouds of horsemen surrounding the armies of the East. The primary effect is an MP penalty applied on approaching enemy Formations. 4.141 All Army and Grand Army HQs, and all Tatar, Kalmyk, Kabardian, and Cossack Column HQs, can project a ZOI into some or all adjacent hexes, provided certain conditions are met. An eligible HQ projects a ZOI into one (1) hex for every two (2) Irregular Horse, Cossack, or Light Horse Auxiliaries assigned to it, up to a maximum of twelve (12) such Auxiliaries (for all six hexes). Note that Hussars may not be used. 4.142 Exception: the requirements are doubled (x2) for Imperial HQs. 4.143 If the ZOI is not projected into all adjacent hexes, the player is free to choose which hexes are affected, varying them from Operation to Operation. ZOI-affected hexes need not be declared until the player chooses. Once a hex has been assigned a ZOI, the ZOI may not be shifted until the next Operation. 4.144 The presence of a ZOI forces an Enemy Formation to pay an (1) additional MP when entering the affected hex. If this would cause the Formation to pay more MPs than it is able to, the move is still made and the Formation is assumed to have spent the maximum number of MPs possible. 4.145 The presence of an Enemy Unit or ZOI does not negate the effect of a Friendly ZOI. 4.146 Exception: if an HQ has at least twice (x2) as many Irregular Horse, Light Horse, Cossack, and/or Hussar Units as a projecting Enemy HQ has Auxiliaries generating ZOI hexes, that HQ ignores the ZOI in every hex into which it is projected. In addition, any other Formation or Unit which enters the hex occupied by the immune HQ may ignore the ZOI projected into that hex (only). while the original Formation is present there. Players must declare their relative strengths, but need only state what is required to prove their case. 4.147 Overlapping Friendly ZOIs do not compound their effects on Enemy movement, but are combined when determining whether case 4.146 will apply. 4.148 Ottoman and Tatar Dummy HQs automatically generate one (1) ZOI hex. Once the ZOI is applied to an Enemy Formation the Dummy is removed from the map. The Ottoman player need not declare this ZOI immediately, or even at all, if he wishes the Dummy to remain in play. 4.149 ZOIs have no effect in Prohibited terrain or in hexes containing Enemy-Controlled non-Blockaded Fortifications. They may not project across Prohibited hexsides or across Rivers, even if the River is bridged in any manner. 4.14.10 Example: The Ottoman Kolordu-in Bosna Army HQ, containing 4 Irregular Horse Units (plus other forces), is eligible to project a ZOI into up to 2 adjacent hexes. The Ottoman player does not have to indicate any of these hexes until he desires. If an Imperial Formation entered a hex adjacent to the Bosnian Army, the Ottoman player could declare that hex to be one of the 2 possible ZOIs, forcing the Active Formation to expend 1 additional MP. Note that the declaration is made after the Enemy Formation has moved into the hex. This would leave 1 more hex to be affected with a ZOI in that Operation; for the next Operation, both ZOIs would again be available for assignment. If the Imperial Formation included 8 or more Irregular Horse and Hussar Units, the MP penalty would be negated in every hex surrounding the Ottoman HQ, but only for that Imperial Formation. If the same Imperial Formation stopped in the hex, the penalty would also be negated for further Imperial Formations entering that hex (only), and this would be the case whether in the same or a later Operation. 4.14.11 Design/Play Note: one idea that was debated and dropped was giving HQs the ability to Intercept if they projected a ZOI. For those who 24 wish to experiment, permit Interception into a ZOI hex by the Inactive HQ that is projecting it (or one of them if there are overlapping ZOIs). A LC must be passed first, and the Intercepting HQ must contain only Cavalry (excluding any assigned Auxiliaries). The Active Formation stops and the Intercepting HQ Activates and moves into the Enemys hex. Neither Side may decline Battle prior to the first (1 st ) Round of Battle. Overruns are also possible and should be resolved normally. 4.16 Minor Points. All Pioneer Class Auxiliaries have the Guide function, as do the Ottoman Delis Guide Auxiliaries. All Guard Class Units are Irreplaceable. All Sides except the Tatars have Marine Auxiliaries. These may function as Grenadier Foot Auxiliaries. In addition, one (1) Marine may be Tasked to a Riverine or Naval combat situation (4.2) immediately before resolving it. The Ottoman player must commit himself first. An unopposed Marine provides a favourable die roll modifier for the combat. Place any Tasked Marines in the Recovery Box after the combat. The Ottomans may use their Marines on any map. Imperial Marines may only be used on the TK maps. Muscovite Marines may only be used within the Sea of Azov or on the Navigable Rivers of the HGH maps. The Auxiliary Operation limit of two (2) (KR&Os 3.232) is raised to three (3) for all Sides. 4.17 Nomads & River Crossings. All Tatar Horde, Cossack Host, Kalmyk, and Kabardian Column HQs containing only Horse Units (plus any assigned Horse Auxiliaries) may cross Major Rivers without the presence of a Road or Pontooneer Auxiliary. 4.171 The crossing is made as a Minimum Move (KR&Os 4.13). A successful LC is required; if failed, the normal AC for failing a River crossing into an Enemy-occupied hex is applied. 4.172 Rivers may not be crossed in this manner during Flood Turns, nor during Mud and Wet Turns in Spring. Rapids (1.24) may never be crossed in this manner. 4.173 Historical Note: the steppe peoples were not restricted to making river crossings with elaborate bridging equipment. They might swim their horses across, or use floats made of animal skins. But conditions had to be right. 4.18 Garrison Brigades. Both the Muscovite Side and the Polish Contingent have Garrison Brigade Units. These Units are Formations, and are worth a number of SPs equal to the number shown on their reverse. 4.181 Garrison Brigades are eliminated as if they only had one (1) SP. 4.182 All Garrison Brigades belong to Militia or Frontier Contingents, and when Formed, consume a number of their MZPs SPs equal to the strength printed on their counters. 4.183 Polish Garrison Brigades have a number of special attributes, covered in 4.72. 4.1.10 Weaponry. Many of the forces in TK/HGH are still armed with bow and lance particularly the Tatars and the Cossacks (though the latter used firearms as well). These antiquated weapons placed their wielders at a disadvantage most of the time, but the tactics necessitated by their use could still be effective. Another antique was the Winged Hussar. The Poles sport the most famous examples of this fashion, but other eastern peoples employed the idea too. 4.1.10.1 Bow- and Lance-armed Units are so noted on their reverse with a bow or lance symbol. The OoBs (6.0) also indicate such Units with an l or b in their listings. 4.1.10.2 Winged Hussars are so indicated by the depiction of a pair of Hussar wings on their counter fronts. 4.1.10.3 The effects of these three special weapon types amount to minor modifications on the combat tables, as noted thereon. Bow-armed Units may assist the use of Feinting Tactics (3.63). 4.2 NAVAL AFFAIRS The Turkish fleet, under the Capitan Bashaw Dgianum Codja, entered the Palus Motis, to succour Azoph, but could undertake nothing, the mouth of the Don being almost entirely barred with shoals, so that in the deepest places there were not above three or four feet water; whereas the Russian fleet was so advantageously posted, that the Capitan Bashaw could not send any the least assistance to Azoph, either in shallops or other flat-bottomed vessels, and consequently was required to return without doing anything. Manstein, p. 127 4.21 General. Naval issues have some prominence in TK/HGH. The elements to be covered in these rules include riverine combat, naval combat, and naval transport; in addition, riverine transport has been expanded. 4.211 Historical Note: all the protagonists, with the exception of the Tatars, practised riverine warfare extensively; the Ottomans and the Muscovites also engaged in a number of naval actions on the Black Sea. Notwithstanding Muscovite local superiority, the Ottomans used the Black Sea to reinforce their positions in the North. 4.22 Boatmen. In a land of many rivers and few roads, both sides maintained fleets of river craft, including gunboats of various kinds. These capabilities are simulated with the use of Boatmen Auxiliaries and Gunboat chits. 4.221 Boatmen Auxiliaries may be Tasked to any Friendly Dept located adjacent to a Navigable River. They may remain there for an indefinite period (see below for conditions). 4.222 While Tasked, the Auxiliary permits One (1) Column HQ per Impulse to conduct Riverine Movement during the Operations Phase. Operational Riverine Movement is performed like ordinary Operational movement (and may be part of a Combined Movement Operation), except as follows: Embarkation and Debarkation points must be designated. The Boatmen Auxiliarys location must either be the Embarkation or Debarkation Depts hex. The other may be any hex adjacent to the River. A Column may move up to eight (8) hexes using Riverine Movement operationally. The movement path is traced through hexes adjacent to the Riverine Route being used, and may be traced as advantageously as possible for the moving Formation. Each hex entered counts as half (1/2) an MP. During its Operation it may move by any combination of Riverine and non-Riverine Movement, except that Riverine Movement may only be used once per Column per Boatmen Auxiliary per Impulse. The OMT is used normally, but only MPs expended in non- Riverine Movement are counted. 4.223 Example: a Column with a MA 4 moves 2 MPs by Road, Embarks, and moves 6 hexes along a Navigable River to a Dept containing a Boatmen Auxiliary (either the Embarkation or Debarkation hex must contain such an Auxiliary). It then moves a further 1 MP. Total MP expenditure is 2 + (6/2 = 3) + 1 = 6 MPs. For Attrition purposes, the 4 column of the OMT is used, since the Riverine portion is ignored. 4.224 Boatmen Auxiliaries may only change their location through removal to the Recovery Box, in the manner usual with Auxiliaries. This may be done voluntarily at any time, and must be done if an enemy Formation occupies their Depts location (note that they need not be removed if the Dept is in a Blockaded or Besieged Fortification). 4.225 Boatmen may not be Tasked to a Dept (and must be removed from its location to the Recovery Box) if the adjacent River is Frozen, and during Flood turns. 4.226 Boatmen Auxiliaries permit the placement of Pontooneer Auxiliaries in any otherwise eligible hex within their OR, even if there is no Friendly Formation in the hex. The Boatmen Auxiliary further permits the Pontooneer to remain in that hex indefinitely, as long as a) the LoC between Boatmen and Pontooneer is not cut, and, b) an enemy Unit does not occupy either the same hex as the Pontooneer, or an adjacent hex. 4.227 Boatmen Auxiliaries are also used to indicate the radius of operation of Gunboats (4.23). 4.228 See 1.24 for the effects of Rapids. Ferries (1.29) can be used by Boatmen as extensions of a Riverine Route. 25 4.23 Gunboat Flotillas. Both theatres in the Trkenkrieg saw a great use of armed river craft and of shallow-water fleets. Gunboat Flotillas are represented abstractly (the counters marked as Flotillas are record markers, not units). 4.231 Gunboat Flotillas are assumed to be at the same location as the Boatmen Auxiliary that carries the same identifying letter or name, and to have an OR centered on that location. If the associated Auxiliary is not on the map, that particular Flotilla may not be employed in any way; however, Gunboat Flotillas are never eliminated by the removal of a Boatmen Auxiliary, they are simply out of play temporarily. 4.232 Gunboat Flotilla power is measured in SPs, recorded on the GRT with the chits provided. The length of the track is the maximum number of SPs (i.e. 9) that a Gunboat Flotilla may have at any given time. 4.233 Gunboat Flotillas on the same Side may exchange SPs as a part of Reorganisation. Participating Gunboat Flotillas associated Boatmen Auxiliaries must be within each others ORs. Alternatively, exchange may occur if the specific Flotillas/Boatmen are not in play. 4.234 The OR of a Gunboat Flotilla must be traced from a Boatmen Auxiliary solely along a Navigable path for a distance of no more than eight (8) hexes adjacent to the Riverine Route. (The hexes may be counted as advantageously as possible for the Flotilla). Gunboat Flotilla LoCs are blocked by Enemy- Controlled Fortifications (Blockaded or otherwise), but not by enemy Units, Formations, or Zones of Influence (4.14). 4.235 Gunboat Flotillas have four (4) effects: They can provide fire support in Battles taking place within their OR. In Battle, each Gunboat SP equals one (1) Artillery Battery. They can provide a die roll modifier for Siege Resolution (+1/3 SPs). See the SRT. They permit Friendly forces to conduct Operational Riverine Movement per 4.222, through, into, or adjacent to hexes containing Enemy forces, within the Gunboat Flotillas OR. Exception: not through, into, or past Enemy- Controlled Fortifications; the move may be into such a location if the Fortification is already Blockaded. They may attempt to Neutralise an Enemy Gunboat Flotilla. See 4.237. 4.236 Normally, only one (1) Gunboat Flotilla may be Activated per Operation. An Admiral (4.28) permits the use of two (2) Gunboat Flotillas in a single Operation. 4.237 If opposing Boatmen Auxiliaries are within each others Flotilla OR, the Active Side may conduct a Neutralisation Operation against the enemy Boatmen and any associated Gunboat Flotilla. The attempt is conducted as a specific Operation involving no forces other than the Flotillas and Boatmen Auxiliaries: The Active player is the Attacker, and designates an Enemy Boatmen Auxiliarys location as the target. He then allocates one (1) Gunboat Flotilla associated with a Friendly Boatmen Auxiliary that has a LoC of eight (8) hexes to the target. Admirals (4.28) permit the combining of two (2) eligible Flotillas. The Inactive player is the Defender, and uses the Gunboat Flotilla associated with the target Boatmen Auxiliary. The Active player consults the Riverine Combat Table and resolves the attack. Results include the possible loss or Capture of SPs, and the removal of Boatmen Auxiliaries to the Recovery Box. 4.238 Flotillas that engage in a Neutralisation Operation, either as Attacker or Defender, may not be used for any other purpose for the rest of the current Impulse. Neutralisation Operations can also be conducted where only one Side has a Gunboat Flotilla (i.e. Boatmen Auxiliaries can be driven off by naval action). The U column of the table is used in this instance. 4.239 Eliminated and Captured Gunboat SPs are noted by adjusting the Gunboat chit on the GRT to reflect the Flotillas new total. Captured Gunboat SPs may be employed by their new owner beginning with the Turn following their Capture. If none of the Captors Gunboat Flotillas are in play, the SPs are still added to his Gunboat SP total for later use. 4.23.10 New Gunboat SPs may be Constructed at a cost of one (1) OP for every two (2) Gunboat SPs. These SPs enter as Reinforcements. The maximum number of SPs that may be Constructed in any given Year is four (4). The new SPs may immediately be assigned to any Friendly Flotilla(s), as desired. 4.23.11 Each Sides Gunboat Flotillas are limited as follows: The Ottomans may use their Danube and Morava Flotillas on the Danube River and any of its Navigable tributaries and may not participate in naval combat. See 4.29 for the receipt of the Morava Flotilla. The Muscovites may use their Odente Flotiliju (Don Flotilla) on the Don River and any of its Navigable tributaries. This Flotilla may also participate in Naval Operations (4.24-4.26) in the Sea of Azov, but only as described in 4.266. If the Muscovite player has Dominance (4.26) in the Sea of Azov the Odente Flotiliju may act as a Gunboat Flotilla on any Navigable Rivers entering the Sea of Azov, provided its associated Boatmen Auxiliary is relocated to the River in question. The Muscovites may use their Dneprskaja Flotilija (Dniepr Flotilla) on the Dniepr River and its Navigable Tributaries. Dziarcrimenda (HGH 10/Akerman/NE8) and Kinburn Fort (HGH 10/Akerman/NE9) may be both used as bases for the associated Boatmen Auxiliary (provided a Friendly Dept is present, etc.). Imperial Flotillas may only operate on the TK maps and may not participate in naval combat. 4.23.12 Historical Note: both the Imperials and the Russians constructed large fleets of river craft, many of them quite powerfully armed (the Imperials cannibalised their Adriatic Navy). The Ottomans likewise had a major presence in the Black Sea. Little mention is made of any corresponding Ottoman fleet on the Danube, but they did have one, which did some damage to the Imperial fleet in 1739. In the past, the Cossacks also had flotillas of small boats that harassed Muslim shipping and coastal communities; they even raided Istanbul. For game purposes, however, the latter forces are represented by Boatmen Auxiliaries. 4.24 Naval Flotillas. Both the Ottomans and the Muscovites have navies. Like Gunboat Flotillas, Naval Flotillas are composed of SPs recorded on the GRT, and their counters are markers, not Units. Naval Flotillas are used to establish Naval Influence in Sea Areas (1.28). 4.241 There are no counters to indicate a Naval Flotillas presence on the map. Instead, their presence is assumed to exist within the Sea Areas. 4.242 Naval Flotillas may not act as Gunboat Flotillas and vice versa. (A simplification for game purposes). Exception: 4.266. 4.243 Naval Flotillas have Bases. These are limited to one (1) per Flotilla and therefore do not require their own markers. Bases are as follows: Kaffa (HGH11/Karasbasar/E5) for the Ottoman Azakdeniz Filotilla (Azov Flotilla). If Kaffa is Enemy-Controlled, Say (HGH12/Kholmsk/SW6) may be used instead. If Say is Enemy-Controlled, the Azakdeniz Filotilla must be based at Constantinople. Constantinople Box for the Ottoman Karadeniz Filo (Black Sea Fleet). Taganrog (HGH Map 8) for the Muscovite Flot Chernogo Morja (Black Sea Fleet), subject to 4.25. 4.25 The Muscovite Navy. Initially, the Muscovite Side has no Naval Flotilla, only Gunboat Flotillas. The Flot Chernogo Morja, or Black Sea Flotilla, counter becomes available for use (immediately created in the Reinforcement step of the Administrative Phase) under the following conditions: Taganrog must be Muscovite-Controlled and Rebuilt (1.525). The Sea of Azov must be Dominated (4.26) by the Muscovite Side. 4.251 Each Year, the FAT will provide a number of Naval SPs. These SPs can be added to the Flotillas strength if it is in play. If the Flotilla is not in play by the next time the FAT is consulted, the SPs are lost. 26 4.252 Once in play the Flotilla remains in play even if the Sea of Azov is no longer Dominated by the Muscovite Side. However, it will be removed from play permanently, and all its remaining SPs eliminated, if Taganrog becomes Enemy- Controlled after the Flotillas creation. 4.253 In addition to the Naval SPs provided by the FAT, the Muscovite player may Convert Gunboat SPs from either Flotilla into Naval SPs, at a rate of two (2) Gunboat SPs for every one (1) Naval SP. These conversions are irreversible. They may be done in the Reinforcement & Reorganisation segment of any Administrative Phase. 4.26 Naval Influence. The sole purpose of Naval Flotillas is to project Naval Influence (NI) into a Sea Area (1.28). With sufficient NI, it will be possible to safely ship forces and maintain LoCs across a Sea Area while preventing the opposing Side from doing the same. Only the Ottoman and Muscovite Sides are concerned with NI in TK/HGH. 4.261 There are three (3) levels of Influence: Minimal Presence. Movement of land forces by sea and tracing of LoCs is highly risky. Threatened. Balance of power. Some risk. Dominance. Sea Movement is safe and LoCs are secure. 4.262 If one Side has Dominance, the other Side automatically has Minimal Presence. Threatened represents a balanced Influence and will be held by both Sides simultaneously. 4.263 NI is assessed once per Quarter in Spring, Summer, and Fall. No naval activities (riverine activities are not naval activities) are permitted in Winter and NI is not an issue in that Quarter. NI is determined through Naval Actions, which are resolved at the start of the Turn, during the Random Events Phase. 4.264 Naval Actions automatically occur when NI is assessed and are resolved using the Naval Actions Table. Ottoman Naval Flotilla SPs are compared with Muscovite Naval SPs and reduced to a ratio. One (1) die is rolled and cross-indexed with the odds to find the result. Any or all Marine Auxiliaries in the Available Box can be Tasked to the effort at this time and will provide a die roll modifier. 4.265 The Muscovite player may chose to cede NI to the Ottoman Side in a given Sea Area. In this case the NAT is not consulted and the Ottoman Side automatically has Dominance. 4.266 Only certain Flotillas can match up. Note that as an exception to 4.242, the Muscovite Side may employ Gunboat Flotillas: The Muscovite Odente Flotiliju Gunboat Flotilla (Don Flotilla) may only match against the Ottoman Azakdeniz Filotilla. Odente Flotiliju Gunboat Flotilla SPs count one for one (1:1) against the Ottoman SPs (i.e. they are not weaker). Only these Flotillas, plus the Muscovite Flot Chernogo Morja (if it exists) may contest the Sea of Azov. The Muscovite Flot Chernogo Morja may match against either or both Ottoman Naval Flotillas. All three (3) of these Flotillas may contest the Black Sea. Flotillas Based at Constantinople halve (1/2) their SPs for determining the odds. 4.267 The Muscovite Side may not project NI into the Black Sea unless Kerch & Yenikale (HGH12/Kholmsk/W13) and Taman (HGH12/Kholmsk/W12) are Muscovite-Controlled. If the Fortifications are Muscovite-Controlled, the Ottoman player may not contest the Sea of Azov; the Muscovite Side automatically has Dominance. 4.268 Per 1.28, Rivers and Sea Areas are distinct areas of operation. However, 4.266 permits the Muscovite Odente Flotiliju Gunboat Flotilla to operate in the Sea of Azov. In order for it to do so, however, the Muscovite Side must Control at least one (1) Port on the Sea of Azov that is also adjacent to the River that the Odente Flotiliju is currently operating on, and the Muscovite Side must Control all Fortifications adjacent to that River that are downstream from the Gunboat Flotillas base. 4.269 Example: the Muscovite Don Flotilla, with its associated Boatmen Auxiliary based at Fort St. Anne (HGH8/Azov/NE3), could operate in the Sea of Azov if Azov, Fort Calenza, Fort Calantza, and S. Peter (all forts adjacent to Azov) were Friendly- Controlled. Azov would be needed both to Control the Navigable River, and to provide a Port. 4.26.10 Clarification: NI has no effect on any Riverine activities, including the use of Ferries (1.29). Riverine activities have no effect on NI. 4.27 Naval Movement & Naval LoCs. Forces may be moved across Sea Areas using Naval Movement. Hub LoCs (only) may be traced across Sea Areas. Mentally divide the Black Sea into two Zones: West and East, along a line running North-South from Balaklava (HGH Map 11a). The West Zone includes the Constantinople Box. The Sea of Azov is a separate Zone. 4.271 Hub LoCs treat each Sea Area as a range bracket. Tracing from a Port in the Western Black Sea zone to the Constantinople Box is one (1) range bracket. Tracing from a Port in the Eastern Black Sea zone to the Constantinople Box is two (2) range brackets (in total). The Sea of Azov costs one (1) additional range bracket. 4.272 Naval Movement is a form of Administrative Movement. The moving Units must begin their move in a Friendly-Controlled Port that is not Besieged. Naval Movement will take one or more Turns: Movement within a zone takes one (1) Turn; the Units arrive at their destination at the end of the same Administrative Movement segment but may move no farther. Movement into another zone takes one additional (+1) Turn; the Units arrive at their destination at the end of the next Administrative Movement segment and may move no farther. Movement across all three zones (e.g. from Constantinople to Azov) takes two additional (+2) Turns; each Turn the Units advance one (1) zone and the Units arrive at their destination at the end of the third (3 rd ) Administrative Movement segment after they started. Again, they may move no farther. 4.273 While they are at sea, place the Units somewhere in the center of their current zone. 4.274 Units may not voluntarily turn around, but they may be turned back involuntarily, scattered, or eliminated. A Units destination does not have to be announced prior to its arrival. Optional: each Units destination must be written down and cannot be altered voluntarily while in transit. 4.275 Weather does not affect LoCs. If the Weather is Wet, Mud, Freeze, or Snow at the time Naval Movement is initiated, forces being moved by sea may be delayed. Roll one (1) die. On a 1-3 the forces have been delayed for one (1) full Turn. On a 0 they have been Turned Back and are immediately placed at their starting location. They may move no farther this Turn. 4.276 No Naval Movement is permitted in Winter. LoCs may not be traced by sea during Winter. 4.277 NI has the following effects: For the Side with Dominance, there is no effect. For the Side with Minimal Presence, LoCs cannot be traced into the Sea Area. Each time Naval Movement is initiated, roll one (1) die (in addition to the die roll for Weather, if applicable) and consult the Naval Interception Table (NIT). The moving forces may be Eliminated, Scattered, or Delayed. If Delayed, they remain in their current Port; if they attempt Naval Movement in a subsequent Turn, the NIT must be checked again. The opposing player lands Scattered forces at any owner-Controlled Port(s) in the same Sea Area. For the Side with Threatened NI (i.e. both Sides), LoCs can be traced normally, but the NIT must be consulted for any Naval Movement (but on a favourable column). 4.28 Admirals. Admirals are special Leaders who can affect nautical matters. Alternatively, they can be employed as ordinary Generals, obeying all normal Leader rules, but in this case cannot conduct any of the activities described below (and must be Relieved normally). 4.281 When Posting Leaders to ordinary duties, Admirals can be left out of the mix; they are also ignored for casualties (and POWs) unless actually participating in the action that caused the Leader casualty. Conversely, Admirals can be hand-picked for their special Postings. 27 4.282 Admirals can be used to co-ordinate Gunboat Flotillas. Up to two (2) Gunboat Flotillas may combine their SPs in a single Operation if the Admiral co-ordinates them. 4.283 The Admiral must first have been Posted to a Garrison stacked with a Dept that is capable of supporting a Boatmen Auxiliary. This Posting may be done even if the Fortification is not Besieged (but he will be the Garrison Commander if the Fortification does become Besieged while he is there). He may co-ordinate the Flotillas if two (2) Friendly Boatmen Auxiliaries lie within each others ORs, and one of them is stacked with the Admiral. 4.284 The Admiral may remain at his Post irrespective of the presence of any Boatmen Auxiliaries, but must be removed to the Officers Mess if the Dept is removed; he may also be removed voluntarily without a Relief Check. 4.285 Admirals may also extend a Leaders Combined Movement OR, if one of the HQs participating in that Leaders Operation will be conducting Operational Riverine Movement. The Column using Operational Riverine Movement must begin stacked with the Admiral. The Leader with the CM rating need only end his move adjacent to a Riverine Route that the Column could use to reach the same hex (ignoring the Leaders CM OR). The Column may then move along this Route to the same hex (only). 4.286 Example: the Imperial Leader Neipperg (CM OR of 3) is at Tergova (TK3/Ribnik/W11) on the road to Alt Orsova (TK3/Ribnik/WSW10). A Combined Movement Op. is declared with Neipperg moving to Alt Orsova. The secondary Formation is a Column located at Vipolanka (TK2/Titril/ESE6). Ordinarily this Column would be far outside Neippergs OR, but the Admiral is also located at Vipolanka. His presence permits the Column to move to Alt Orsova in an Operational Riverine Move, as part of Neippergs Combined Op. Vipolanka is exactly 8 hexes away from Alt Orsova i.e. at maximum range tracing along the North bank of the Danube. 4.287 Admirals can be Posted to command Naval Flotillas. They must be Relieved normally before they may be Posted to some other location. Stack the Admiral with the Naval Flotilla counter. Admirals commanding Naval Flotillas provide a die roll modifier on the Naval Actions Table, but may become casualties, as noted on the table. 4.29 Morava Gunboat Flotilla. The Ottoman Side begins with only one (1) Gunboat Flotilla the Danube Flotilla and its associated Boatmen Auxiliary. 4.291 If the Ottoman player can establish a Riverine LoC of any length from the Fortified City of Nish to a Friendly Dept on the Danube River, he receives the Morava Flotilla and its associated Boatmen Auxiliary. No additional Gunboat SPs are gained at this time, but the Ottoman player may divide his existing Gunboat SPs between the Flotillas in the same manner as the Imperial player. 4.292 The Morava Boatmen Auxiliary is placed in the Available Box when received and the Flotilla marker is placed on the GRT. 4.293 Historical Note: in earlier times, the Ottomans maintained a large flotilla of rowboats at Nish. With the loss of access to the Danube, this force was (presumably) scrapped at least, it does not figure in the accounts of the war. 4.3 THE IMPERIAL ARMY This is an army plunging in without consideration along with you; no welcome for them, surely they shall enter fire. Al Quran, 38.59 The bulk of the Imperial Army (of the Holy Roman Empire, that is) consisted of troops belonging to the provinces owned or governed by the House of Habsburg (colloquially, the Austrians), but the Trkenkrieg was a popular foreign war, and contingents from the Reichs smaller members, and even from the Habsburgs rivals, such as Saxony and Bavaria, turned up. Apart from small contingents from places like Wrzburg and Modena, the Saxons contributed 15,000 men (6,000 of those appear to have been Hessians, probably on the Saxon payroll), and the Bavarians a similar number, though they entered the fray much too late to be of any great use. 4.31 General. Imperial forces include the following Contingents: Imperial, Saxon, Bavarian, Hessian, Montenegrin, and Modenese. Multinational Force restrictions (KR&Os 3.76) apply to all Contingents except the Imperial and the Hessian. 4.311 The Imperial Contingent has a specific Rei chsarmee component. This is treated as an integral part of the Imperial Contingent, except for its receipt. See 4.34. 4.312 A number of Imperial Units start the game in the dead pile. They are not really eliminated, just serving elsewhere in Europe. However, for game purposes, the Imperial player must buy them with Replacements. New Units entering the game in this manner have their CEs determined per 3.126. Units that have been eliminated during play start with a CE of E after being Replaced (as usual). Be sure to keep the two sets of Units separate when out of play. 4.32 Allied Forces (Loaned Contingents). The Trkenkrieg was billed as a Crusade, and attracted support from the Catholic princes of the Empire, though the Emperor still had to make some hefty political concessions to ensure their support. 4.321 Imperial Minor Contingents include the Bavarians, Saxons, Hessians, Montenegrins, and Modenese. All are Loaned Contingents, received by consulting the FAT. 4.322 Loaned Contingent forces arriving on map do so like any other Reinforcements, arriving along the West or North edge of the map, within Imperial-Controlled Territory. 4.323 Exception: the Montenegrins are received automatically if the Imperial Side Controls Novi Pazar (TK6/Uzhice/SE7) or any Town in Montenegro at the time the Imperial player checks he FAT. If received, all three (3) DP Units are permanently added to the Imperial Military Border MZP. The Montenegrins may always be employed outside of the MZPs Territories and do not count against the limit given in 4.35. 4.324 If the Bavarian Contingent is received, the Imperial Personage, Franz Stephan von Lotharingen, is permanently removed from play. (This was part of the price for their service). 4.325 Having Saxon and Bavarian forces serving together introduced issues of precedence and honour. If the Imperial Side has the use of both Contingents, then as far as possible, if the Grand Army HQ has any Saxon Units assigned to it, it must have an equal number of Bavarian Units assigned to it, and vice versa. 4.326 Historical Note: the Emperor received the loan of 15,000 Saxons, but the Kurfrst of Saxony chose to fill his ranks with 6,000 Hessians. According to General Browns records, there were a little over 9,000 Saxons present in the theatre, but there is no mention of any Hessians. The supposition is that the latter took over garrison duties in other parts of the Empire. The game permits their inclusion, but as a separate Contingent. In 1738, the Bavarians, at great political cost, were prevailed upon to send 12,000 men (4,600 of which came from or were sponsored by Cologne), but these did not arrive until 1739. 4.33 Activation of the Istrian & Siebenburgen Commands. Forces in these two regions are part of the Imperial SAC but are listed separately in the Imperial Scenario Deployments, and are under certain restrictions. (Siebenburg = Transylvania). 4.331 Forces belonging to the Istrian Command must remain In Garrison unless Released. They are Released if an Ottoman Unit voluntarily enters the Territories of Croatia or Morlahkia. Once Released, they may operate freely anywhere within Croatia, Morlahkia, Slavonia, Carniola, and Dalmatia (subject to the Transit Rights rule 1.42). Some Istrian Command elements start the game off map. These need not be assigned to a Garrison HQ, but should be stacked beside the map grouped by location, as the number of MPs required to enter the map varies with their location. 4.332 Forces belonging to the Siebenburgen Command may operate freely within Transylvania, Moldavia, Little Wallachia, and Greater Wallachia (but see 1.44). One (1) Army HQ (and any number of Column HQs) may operate as part of this Command (hint: Korps von Siebenburgen) and the Army HQ may be assigned any type of Campaign Plan, so long as it is not required to leave its zone of operations. 4.333 In both cases, elements of these Commands may not voluntarily enter Territories other than those listed, and if forced to do so must return to an eligible Territory as expediently as possible. 4.334 Historical Note: a great many troops were tied down in Transylvania. In the latter stages of the war, some 30,000 men (on paper) were stationed there. There were a number of reasons for this. Transylvania fronted on the territories of two Ottoman client states, Moldavia and Wallachia. Furthermore, the province was semi-independent, nominally a kingdom, 28 and a haven for malcontents. For this reason it was under the direct military rule of an Habsburg general. Also, there was some hope of a linkup with the Russians, and the numbers contracted to serve as an auxiliary corps with them amounted to 30,000 men. With regard to Istria, the forces there appear to have been under the Italian theatre commander, and thus not available for general use. They were strictly garrison and line of communication troops. 4.34 The Reichsarmee. Certain elements of the Imperial Contingent are marked with an R. These are Reichsarmee (Holy Roman Empire) forces. For most purposes, they are treated as an integral part of the Imperial SAC. However, unlike most Imperial Contingent Reinforcements they cannot be received using the Replacement Table. Instead, they are received at the same time as the Bavarian Contingent (i.e. they arrive like a Loaned Contingent). They are Replaced as part of the Imperial SAC. 4.341 Clarification: only one (1) regiment of the Reichsarmee appears in the Minor Scenarios (IR Wurzburg). This Contingent is mainly a Campaign Game what if. 4.35 The Military Border (Frontier Contingent). All Imperial Grenz and Hussar class Units and Auxiliaries belong to the Imperial Military Border MZP, and are considered for the purposes of the following rules to be a separate Frontier Contingent, despite carrying the Imperial Contingent icon. 4.351 See the FAT for Expeditionary Limits by Year. See the State Guide for the Home Territories there is more than one, but all elements of the Contingent may operate freely within any of them. 4.352 Exception: Imperial Hussar regiments (two-counter Units) marked with the Hu Contingent code do not belong to the Military Border MZP and are exempt from this restriction. These Units are listed separately in the Imperial OoB booklet. 4.353 Exception: The Montenegrins, if received, are added to the MZP but never count against the Expeditionary limit of 4.351. 4.354 Historical Note: the Imperial commanders were reluctant to use the border defence forces in an offensive role because of a mutiny that had taken place in 1735 (over an attempt to forcibly convert them to the Catholic faith); additionally, some commanders felt they were of little use. 4.4 THE OTTOMAN ARMY One can do nothing against the Turks. If one battle is lost, all is lost. It would be a stroke of good luck to make peace by any means. In another campaign, Austria will win nothing, but might lose everything. Count Thomas Gundaker Starhemberg Jan 19 1739 4.41 General. The Ottoman Side includes the following Contingents: the Kapikulu Askerleri, or Slaves of the Porte (i.e. the Regular Army), seven (7) Eylet Askerleris, or Provincial Armies (each of which is a Contingent), the forces of the client- states of Wallachia and Moldavia, Kurds, Mamelukes, and the Bujak Tatar Horde. For TK-only scenarios (including the TK Campaign Game), a special group of Tatars is used see 4.46. Multinational Force restrictions (KR&Os 3.76) apply to all Contingents. 4.411 The Kapikulu Askerleri and the Eylet Askerleris counters have the Tughra as a background symbol on their reverse, as do the Bujak Tatars, and the Mamelukes. The Wallachians and Moldavians have a coat of arms, the Kurds a national symbol, and the Tatars the Krim Horde Tughra. In addition the Provincial Armies are distinguished by their names: Silistre, Bosna, Rumeli, etc. which are found as part of the names of each Unit and Auxiliary. 4.412 Many Ottoman forces enter play via the Constantinople Box. They may do so in the Administrative Phase or the Operations Phase. An HQ may enter the map in the first (1 st ) or any later Impulse of a Turn. Ottoman forces may exit the map into the Constantinople Box in the same manner. 4.413 Entry/exit hexes to/from the Constantinople Box are any hexes along the southern edge of TK maps 6, 7 and 8. Alternatively, forces may enter and exit the box using Naval Movement (4.27). 4.414 Units in the Constantinople Box may recover CE. This is an exception to 3.128. 4.42 The Kapikulu Askerleri (SAC). The Kapikulu Askerleri is a Standing Army Contingent. However, it is subject to some of the TOS of Militia Contingents. The Kapikulu Askerleri is based in the Constantinople Box, and unless the scenario instructions dictate otherwise, always begins play in that box. 4.421 The FAT is used to determine when the Kapikulu Askerleri may leave the Constantinople Box during the coming Year. Note that on the FAT the Kapikulu Askerleri is divided into three (3) components: the Sipahis (cavalry corps), the Bl ks (foot Janissaries), and the Sekbans (special Janissaries), each with its own chance of release for service. Sebkan Units are clearly marked on their counters. Blk Units include both Line and Guard. Sipahis include all Kapikulu Askerleri Cavalry Units. Once released, a component is available for the entire Year. (As always, start checking on the first (1 st ) Turn of the Year). 4.422 Kapikulu Askerleri forces must be Redeployed (KR&Os 8.7) to the Constantinople Box at the same time as Militia Contingents are removed from play (3.188). HQs must become Unformed, and their commanders are freely Relieved. Important: the Grand Vizier must return to the box at the same time. 4.423 Exception: Cemaat Janissaries (4.452) remain in play at all times. 4.424 Historical Note: Although innovators with standing armies, the Ottoman forces continued to obey the rhythms of the feudal way of life. Once a campaigning season was over, the bulk of the army would retire from the frontier, though garrisons would be established in the towns and fortresses. 4.43 Eylet Askerleris (Militia/Frontier Contingents). Eylet Askerleris are either Militia or Frontier Contingents, depending on the geographic location of their MZP. The Ottoman OoB, and the various holding boxes, indicate who is who. 4.431 When entering play, Eylet Askerleri forces are first placed as Reinforcements in the Constantinople Box. Exception: Bosna Eylet Askerleri and Silistre Eylet Askerleri may be placed in any Friendly hexes within their Home Territories (Bosnia and Bulgaria respectively); some or all Rumeli Eylet Askerleri may enter the map along the southern edges of TK maps #6, #7, and #8. 4.432 A certain number of Eylet Askerleri SPs (per the FAT) may remain in play on the HGH maps when the rest are withdrawn per 3.188. These forces must be Subordinated to Garrison HQs between the Turn that the rest of their Contingent is withdrawn and the Turn it reappears in the Constantinople Box, inclusive. 4.433 Historical Notes: Ottoman Provincial Armies were semi-feudal institutions, serving locally in peacetime, and for a limited duration during a general war. Describing them as feudal is not meant to indicate a lack of combat capability the reverse was often true. The provincials were not concentrated in peacetime, but, in addition to a variety of garrison companies, were stationed at various fortifications throughout their province. The name Rumelia is in some periods assigned to a subdivision of the province that immediately north of Constantinople. Bosnia was also responsible for Herzegovina (Hercek), which for game purposes has not been delineated. The bulk of the Silistrian forces came from Bulgaria, those of the Rumelian from Albania, Thrace, and Rumelia proper Greece was an unreliable area, usually more involved in naval matters and local defence. Eastern provinces sent forces via Trabezond to the Crimea and the Kuban as well as to Constantinople, but for game purposes a single holding box is used for assembly. Historical numbers, raw as they are, seem to bear out the organisation of the countermix. As mentioned elsewhere, unit terminology is irritatingly vague. The game uses the terms Tfekis for semi-regular provincial musketeer units, Gnllyan for volunteers, Svari for irregular horsemen, Sipahi for medium horse (this term is generic horsemen and could apply to any mounted units), and Svarileri for the heavy cavalry of the Kapikulu Askerleri (the difference is like that of horse vs. horsemen and is purely a player aid). More and more frequently, Levends and Arnauts were being substituted for Janissaries and other mainforce elements. Both were mercenaries; the Arnauts often called Albanians after the region where most of them came from. The Janissaries were losing their edge. 4.44 Client Forces. The following are Ottoman Client Contingents: Moldavians Wallachians Kurds Mamelukes 4.441 The Moldavian and Wallachian Contingents are Frontier Contingents. Unlike normal Frontier Contingents, however, the SPs generated by the FAT are their total strength for the Year, not an EL. Randomly select counters worth the available number of SPs, leave them in the holding box (until Formed), and set the others 29 aside until the next time the FAT is consulted. As always, availability of new forces starts with the first (1 st ) Turn of the Year. Furthermore, these forces may never voluntarily leave their Home Territory (Moldavia and Greater Wallachia, respectively). Available SPs can be used for defensive purposes within their Home Territory (3.19). 4.442 If Greater Wallachia and Little Wallachia are ever jointly Controlled by the Imperial Side, then the Wallachians switch Sides and remain an Imperial Contingent as long as the Imperial Side continues to Control both Territories. All Wallachian Territories are Imperial-Influenced while the Wallachians are on the Imperial Side. If the Imperial Side loses one or both of the Territories, the Wallachians switch back to the Ottoman Side. Any time the Wallachians switch Sides, all Wallachian forces are removed from play until the Ottoman FAT is next consulted (the Imperial player uses the Ottoman FAT to acquire Wallachian forces). The Wallachians may switch Sides any number of times during the game. 4.443 Moldavia may switch to the Muscovite Side if the Muscovites Control the Fortifications of Khotin, Bender, and Iassy. If the prerequisites are currently met, the Muscovite player may check for a Moldavian Revolt once per Quarter, during the Special Events segment of the Administrative Phase. Use the Moldavian Revolt Table. If Moldavia switches Sides, it will not switch back during the course of the game. The Muscovites are now the Controlling Side and the Territory of Moldavia is now Friendly-Influenced to the Christian Side, and Enemy to the Muslim Side; it remains Friendly-Core to Moldavian forces. The Moldavian forces are not removed from play at the time Revolt occurs. 4.444 The Kurds are a Loaned Contingent, but must be withdrawn each Year exactly like a Eylet Askerleri; no SPs may remain behind. 4.445 The Mamelukes are a Loaned Contingent. Once in play they are considered to be a part of the Kapikulu Askerleri for all purposes. 4.446 Historical/Design Note: Wallachia and Moldavia were termed the Danubian Principalities. Wallachia, now the southern part of Romania, was a notionally independent Principality lying between the Transylvanian Alps and the Danube, and stretching from the Iron Gates to the Danube delta. Moldavia was the other Danube Principality, running at a right angle to Wallachia, up the Prt and Dniestr Rivers and boxing in Transylvania on the other side of the Carpathian Mountains. The region was lightly garrisoned by the Ottomans to give the feeling of autonomy; at the same time it had been demilitarised to prevent peasant revolts (feared as much by the thinly spread native rulers as by the Turks). Moldavia was a vital source of grain and livestock. Ruled by their own Boyars under Ottoman direction, these lands were sparsely populated. Civilisation was confined to the few towns, usually established for garrison purposes, with the countryside traversed by bands of Vlach nomads or worked by serfs belonging to the great landowners. Wallachia was partitioned at the Peace of Passarowitz in 1718, with the lands above the Olt River (Little Wallachia or Oltania) being placed under Habsburg control. They had dreams of establishing yet another military-mercantilist colony, but the locals proved intractable Habsburg taxes were higher than the Ottoman taxes, which the locals still had to pay to the occasional Turkish raiding party. In earlier times, the Wlach provided the Ottomans with excellent Voynik heavy and light cavalry, but they were gradually downgraded to pioneers and labourers as socio-economic conditions changed. Histories of the war make little mention of them. It is reported that an Imperial column made a march on Bucharest with little or no interference, and that various Imperial forces messed about in the lands above the Olt confluence, opposed only by Turkish cavalry. This cavalry may have included Wallachians, and it is likely that Wallachian forces worked as labourers in the siege projects of Orsova and Belgrade. But the Wallachians, like the Moldavians, were lukewarm to the war. The latter, frequently incited to revolt by their Orthodox Christian brethren in Russia, were divided in the current conflict. A fairly large number turned up for the defence of Khotin in 1739, but quickly fled, later welcoming the Russian occupation of Iassy. Earlier in the century, their leading Boyars, having made advances to the Russians (only to remain at home when their liberators showed up), had been replaced by Phanariot Greeks from Constantinople (a new rich class, dependent on the Sultan for their survival), who (naturally) had difficulty commanding the loyalty of the locals. The Kurds, in contrast, were a warlike people living south of the Caucasus in eastern Anatolia and northern Persia. Roughly 7,800 men some foot and some horse made up their traditional expeditionary corps. A further 20,000 or so remained in the homeland for local defense. At this time, Turkish nationalism played little or no role at all in the life of the Ottoman State, and the Kurds were quite happy to fight for the Sultan. The Mamelukes represent a group of about 3,000 Egyptian soldiers required from the governor of Egypt whenever the Sultan went to war. Reports of the fighting in Moldavia and Edisan also speak of Moorish troops. It is possible the Egyptians are meant. 4.45 The Janissaries. The Janissaries are well known for their Prtorian Guard role in Ottoman politics. They also mutinied frequently over arrears of pay, and were liable to walk off the job if they felt a campaign had been going on too long. Even worse, many Janissaries had become the instrument of the provincial governors instead of the Sultan. 4.451 For game purposes, the term Janissary applies only to those Units with Janissary in their name. There are three (3) kinds: Cemaat (The Assembly), Blk (The Regiment), and Sekban (The Dog Handlers). These Units are to be identified by the names written on the reverse of their counters. 4.452 Cemaat Janissaries are listed in the Eylet Askerleris MZP holding boxes. However, they are part of the Kapikulu Askerleri. This arrangement merely indicates which Home Territories they are assigned to. Cemaat Janissaries remain on the map (but see 4.456). An Eylet Askerleri Home Territory may never voluntarily have less or more Cemaat Janissaries than noted in its holding box. If numbers are reduced due to losses, they can be made up at the Ottoman players discretion. 4.453 The other kinds of Janissary are released from the Constantinople Box through the FAT each Year. See the Ottoman FAT, which gives the chance per Turn of release. In addition, the Sekbans are only occasionally available. The die roll for availability is made when the FAT is consulted. If unavailable they must remain in the Constantinople Box. 4.454 Janissaries have a number of combat effects, both in Siege and in Battle. These are noted on the appropriate charts and tables. 4.455 Janissaries may Mutiny. Mutiny affects all three (3) kinds of Janissaries equally. When checking for Special Events during the Administrative Phase, the Ottoman player must also check the Mutiny Table: If the Ottoman Side has few Unassigned OPs, there is a chance of Mutiny. If Janissary Units have been eliminated, there is a chance of Mutiny, which rises as the number of eliminated Janissary Units rises. Sekban Janissaries count as two (2) Units each for this purpose. 4.456 If a Mutiny occurs, all existing Blk and Sekban Units are immediately placed in the Constantinople Box. Cemaat Janissaries are placed in their associated MZP holding box (an exception to 4.452). All Janissaries must remain where they are until the Mutiny ends. Cemaat Janissaries are ignored while in their MZP boxes; after the Mutiny ends they are Redeployed to the map as Reinforcements within the appropriate Home Territories. 4.457 Eliminated Janissaries may be Replaced during a Mutiny, and are either added to the Constantinople Box or the appropriate MZP box. They may not recover their CE during a Mutiny. 4.458 Mutinies automatically end at the end of any Turn in which the Ottoman Side has seven (7) or more Unassigned OPs, and fewer than 10% of all Blk and Sekban Janissary Units remain eliminated. The Ottoman player may also expend five (5) PPs to end a Mutiny at any time. 4.45.9 Historical/Design Note: The Janissary Ocak (Corps) comprised the bulk of the standing armys infantry. An administrative rather than a combat formation, it included the artillery and technical services, plus various guard and political police units, as well as religious and bureaucratic departments, all of which were affiliated to the Corps in a confusing variety of degrees, with their own divisions and sub-departments which might or might not be regarded as Janissaries. The game only considers the combat elements. Even here various interpretations exist. For this game, it is assumed that the Cemaat were the original Medieval drafts, now relegated to provincial garrisons, and owing allegiance more to local elites than to the Sultan; the Blks, originating as a personal guard, replaced them as the core infantry component. Some sources suggest the roles were reversed. The role of the Sekbans is even more problematic, thanks to the Ottomans bad habit of bestowing traditional names on units with entirely different functions. The Sekbans in the game represent the original elite guards whose name, the Dog-Handlers, indicates their first job. The 34 Sekban ortas, quite small in size, were dispersed through the provinces in peacetime, and recalled to the capital at the outbreak of war they were a kind of gendarmes delite. The other kind of Sekban arose in the 17 th Century, and was basically a type of provincial mounted infantry; it seems to have disappeared again (or changed its name) by the 18 th Century. To avoid confusion the game does not use the term Sekban for such units. 30 Some authors contend that the elite Sekbans, or a portion of them, accompanied the armys train as a form of dragoons, but this claim could arise from confusion with the other Sekbans. 4.46 Tatars (TK-only Rule). When playing any of the TK scenarios, including the TK Campaign Game, ignore the Tatar forces provided with HGH (4.5) and use this rule instead. 4.461 The Crimean Tatars are a separate Loaned Contingent whose Units are DP Irregular Horse. They are made available through the FAT in the same manner as other Loaned Contingents, but are subject to removal as a Militia Contingent (3.188). 4.462 Tatar Units may enter play via the East edge of the TK maps or may be placed in the Constantinople Box. Auxiliaries are placed in the Recovery Box (theyve had a long journey). 4.47 Dervishes. Dervish Auxiliaries assigned to an HQ may be Tasked to Friendly Formations at the start of a Battle, or they may be Tasked to an Escalade attempt. At least one (1) Janissary Unit (any Unit with the word Janissary in its name) must be involved. After the Task is complete, the Dervish is returned to the Recovery Box. 4.471 Dervishes have the potential to raise the LCE in Battle or Escalade at the price of additional losses. See the appropriate combat tables. Dervishes may enhance the LCE of Tatar as well as Ottoman forces. 4.472 No more than one (1) Dervish may be used per Battle or Escalade. 4.48 The Bujak Horde. The westernmost element of the Golden Horde, the Bujaks lived on the last fringes of the Eurasian Steppe, between the Dobrudja and the Dniester River. Given their strategic position, they became direct clients of the Ottomans, not the Crimean Tatars. All rules applying to Tatar Hordes (4.5) apply equally to the Budjak Horde except that they are Controlled by the Ottoman Side. 4.481 Clarification: Bujak Horde Tatars are subject to Clan Loyalty (4.54), even though that rule is the responsibility of the Tatar player. 4.5 THE TATARS Savlikman Kal Tatarlik, men ketem cenkke, Atimin basi aylandi ahret betke. Senin icun yasadim, sensiz olsem, Bilmem nasil kirermen bos cennetke. Farewell, Tatarness, I am heading towards the war, My horse's head already turned towards the next world. I've lived for you Tatarlik, and if I die without you, How will I enter the Paradise that is empty so. Avlikman Kal Tartarlik (Farewell Tartarness), Numan Celebicihan The Crimean Tatars were the last vestige of the Mongol Golden Horde (though comprised mainly of three tribes of local Turcoman peoples) and an important client of the Ottoman Empire. Ruling in the Crimea, except for a strip on the Southwest coast that was run directly by the Ottomans, they ranged across the Ukrainian steppe as far as the Danube in the west, and the Don in the east. The Tatars were not really capable of standing up to a disciplined enemy, excelling mainly in plunder and raid. Nomads, they were established to the extent of having a capital at Bahe Sara, complete with palace, mosque, and school a famous regional centre of Sunni culture. They never considered themselves subjects of the Ottomans, but key allies and heirs of the Sultanate should the Osman line ever die out. Famous for their mounted archers, the Tatars were notorious slavers, their raids referred to as harvesting the steppe and netting a million slaves over a period of some 200 years. This made them the bane of the expanding Russian Empire, who instituted the Cossack bands to oppose them. 4.51 General. These rules replace 4.46 in all Grand Campaign Games and HGH-specific scenarios. 4.511 Each Tatar Contingent is called a Horde. All Hordes are Frontier Contingents. Contingent penalties (KR&Os 3.76) not apply between Hordes Clan Loyalty (4.54) covers this issue. 4.512 The Krim Horde (code C) has two (2) MZPs, one with the Krim Horde as its Home Territory and the other with the Prekop Horde as its Home Territory. The Tatar OoB booklet (6.5) and the MZP holding boxes list which counters belong to each MZP. In practice, the Tatar player may interchange these forces, so long as the overall number of SPs per MZP remains the same. 4.513 The Kazyev and Jetiskouli Hordes (codes Kz and J) share the same Home Territory: the Kuban. The Tatar OoB lists the number of SPs for each, plus the overall total. In practice, the Tatar player need only consider the overall total, except for Subjugation. 4.514 The Budjak Horde is not a Tatar-Side Contingent, it belongs to the Ottomans. However, it is subject to all Tatar-specific rules contained in this section. 4.515 Tatar Units may not conduct Siege Operations unless stacked with at least an equal number of Ottoman Units. They may Blockade. 4.516 Tatar Units may never be Subordinated to Garrison HQs. Exception: Tatar Infantry Units within the Krim Horde Territory. 4.517 Tatar Cavalry Units may take Infantry Replacements. Exception: Heavy Cavalry Class may not. 4.518 Historical Note: the Tatars were not all nomadic. Many had settled in the Crimea and developed into farmers and artisans. But for the most part they disdained walls except as protection for their herds and womenfolk (though some of the latter were of an Amazonian disposition). Wagon laagers were a different matter, and were frequently used as bases. 4.52 Command & Control. The Tatars have some unique C&C features. 4.521 As noted in 3.31, the Tatar Side has no Hub. Instead, Tatar forces receive benefits when using the Attrition Table. Tatar Units are also permitted to use Ottoman Depts (they have none of their own). 4.522 Tatar Auxiliaries in the Available Box may be Tasked to any hexes within a Tatar-Controlled Home Territory that has at least one (1) non-Subjugated Horde associated with it, or outside such a Territory to the limit of their OR (counting from the border), or they may trace their OR from any Ottoman Dept or Ottoman- Controlled Fortification. Tatar Auxiliaries must otherwise be assigned to an HQ before they may perform Tasks. 4.523 The Tatar ratio of Leaders to HQs is quite low. Therefore, Tatar Column HQs (only) may be Formed without a Leader being Posted to them. They are assumed to have a notional Leader of LR 0 who has no Personality. Notional Leaders are automatically Relieved when a real Leader is Posted to command the HQ. 4.53 Weaponry. The Krim Horde Tatars have two Artillery SPs (representing light, camel-mounted pieces). These function like any other Field Artillery but may only be assigned to the Su Tatar Gjoskjor Army HQ, or to the Tatar Arsenal. Tatar Artillery SPs may be Transferred between the HQ and the Arsenal regardless of the HQs location (so long as it is Formed). 4.531 Some Tatar Medium Cavalry Class Units are DP Units. These act as Irregular Horse in their Auxiliary role. 4.532 Most Tatar Units are either Bow- or Lance-Armed. Some are Winged Hussars. See 4.1.10 and the combat tables for effects. 4.54 Clan Loyalty. Apart from their division into Contingents, the Tatars are also divided into four (4) Clans. Clan divisions cut across Contingent lines and are a completely separate classification. The Tartar player has the additional job of keeping the Clans happy; otherwise he will lose their services. 4.541 Unlike Factions (3.4), Clan distinctions are made for Units (and Auxiliaries), not Leaders. Each Clan is denoted by a peculiar symbol (see the Counter Guide) shown on its reverse at the left of its name. These symbols are called Clan Tughras. 4.542 Each Clan has a Clan Loyalty chit for recording overall contentment, printed with its Tughra. Clan Loyalty chits are placed on the GRT and are moved along the track as the Tartar player is either able or unable to reward the Clans for their services. Values of 0 and 9 are the lower and upper limits. High values are good. 4.543 Each time he tries to Form a Tatar Unit (whether as Unit or Auxiliary), the Tatar player must roll one (1) die. The result must be equal to or less than the Clans current Loyalty value on the GRT. If the result is higher, the counter cannot be Formed that Turn (it may be Formed in a later Turn also, even if the Unit it represents is Unformed the corresponding SP is still in play and can be used for Home Territory defensive effects per 3.19). 4.544 Optional: if many counters are to be Mustered, the Tatar player may roll for batches of five (5) or ten (10) counters at a time. 31 4.545 Each scenario assigns a starting Loyalty to each Clan. Each Quarter, each Clan Loyalty marker is then moved down the GRT by one (-1), toward 0. Clan Loyalty is adjusted favourably by successfully completing Raid CPs (only) and winning Battles. Any Clans represented in such events may receive Booty. If Booty is received by a Clan, its marker is moved up the GRT one (+1) box. 4.546 Whenever Booty may be awarded, the Tartar player must consult the Tartar Booty Table and roll one (1) die. If more than one Clan is represented, count the number of Units representing the same Clan and match them against each other. The Clan that is most represented receives Booty with an unmodified successful die roll. The second most represented Clan must apply a modifier to the same die roll, the third most an additional modifier, and so on. Tied Clans apply the same modifier. 4.547 The fact that a particular Clan fails to receive Booty does not prevent other participating Clans from receiving any (but the appropriate modifiers must be applied). 4.548 A Clan is deemed to have participated in a RCP even if only one of its associated counters was used at any time during the CP. However, any Clan not represented by a Unit physically located in the targeted Territory at the time success is declared, automatically uses the worst die roll modifier on the Booty Table. 4.549 When a Khan is Demoted and a new Khan chosen (3.24), Loyalty for all Clans is reset to 5. If the Khan Flees to Constantinople (3.249), each Clans Loyalty automatically drops one (1) point per Quarter, starting with the Quarter after he Flees. 4.54.10 Play Note: case 4.548 means that in a large Raid, the Tatar player can assume all four Clans will be represented. But only those on the ground to the bitter end will receive their full due. 4.54.11 Historical/Design Note: the four Clans represent the four ruling families of the Crimean Tatars the ones responsible for inviting the Gira royal family to be their Khan and their adherents in the other Hordes. By name, these were the Shirin, Barin, Arghin, and Qipaq (Kipchak). Two later clans that developed were the Mansuroghlu and the Sicavut. 4.55 Tatar Settlements. The Tatar Side has a number of Settlement Markers, printed with a ? on the front and with variable information on the back. These counters represent the nomadic settlements of the steppes, and are divided among the various Hordes by name. If the Muscovite player can locate and destroy these markers, he will be able to acquire Raid Points and possibly force the Subjugation (2.43) of the Horde(s) in question. 4.551 At the start of the game, the Tatar player must deploy all of his Settlement Markers on the map in full view (though other counters may be stacked on top of them). They may be placed in any hexes in which a Friendly Unit could be placed, to a maximum of one (1) per hex. On the reverse of the counters is given the Horde to which they belong; the markers must be placed within the Hordes Home Territory. Exceptions: the Jetiskouli Horde Settlements may be placed in Circassia and the Krim Horde Settlements must initially be placed in the Prekop Horde Territory; the Minor Scenario instructions may dictate a different deployment. 4.552 During play, the Muscovite Side may enter Settlement hexes. If a Muscovite Formation enters or is in a Settlement hex, the Muscovite player may expend one (1) Reconnaissance Task per Impulse against the same hex. The Reconnaissance Task can be made as part of an Active Formations Operation. If the Formation is not qualified to have an Auxiliary assigned to it (i.e. is not an Army HQ or Grand Army HQ), then a Reconnaissance Task may be conducted using an eligible Auxiliary from the Available Box. Reconnaissance against a Settlement cannot be conducted by a Formation outside the hex it currently occupies, even against a Settlement in a hex occupied by another Muscovite Formation. 4.553 If a Reconnaissance Task results in a Dummy revealed, the Settlement has been Revealed. Otherwise the Settlement remains concealed and cannot be attacked. Revealing a Settlement does not result in its being flipped over that only occurs if the Settlement is successfully attacked (see below). Revealed Settlements remain Revealed as long as they remain in the same hex. Turn Revealed Settlement Markers 90 to show their state. 4.554 If a Settlement is Revealed, the Muscovite player may attack it. To do so he must first defeat any Enemy forces in the hex. If the Settlement is located in a Fortified hex, the Fortification must also be Muscovite-Controlled. 4.555 To attack a Settlement, the Muscovite player must Activate an HQ in the same hex and declare the attack as a separate Movement Operation. The HQ does not actually move. Attacks on Settlements automatically succeed. 4.556 If there were Enemy forces in the hex, they must be defeated before the Settlement can be attacked, but the same Operation may be used to conduct the attack on the Settlement. 4.557 After a Settlement has been attacked, flip it over. If it is a Dummy, the Muscovite player gains nothing. Otherwise, he scores RPs as indicated on the counter. Be sure to note which Horde was affected, as the RPs will count toward that Hordes Subjugation (2.431). Always remove the Settlement Marker after an attack. Settlement counters will be reused. Clarification: since RPs are only awarded during Raid CPs, Settlements should only be attacked as part of a RCP; however, there is nothing technically wrong with attacking them at other times. 4.558 The Tatar player may move his Settlements in the Movement segment of the Administrative Phase (only), provided an Enemy Formation (or a Dummy) is within their Hordes Home Territory (Circassia included, for the Jetiskouli Horde). They may be moved up to four (4) hexes in any direction, ignoring impassible terrain and the presence of Enemy Units or Enemy-Controlled Fortifications, but may not leave their Hordes Home Territory(ies) nor end their move stacked together. They may not end up in Fen, Salt Pan, or Lake hexes. If a Settlement is not Revealed, the Tatar player must roll a die after declaring he wishes to move it; on a 2 or less he may move the Settlement. Revealed Settlements may be moved freely. 4.559 If a Settlement Marker is moved, it loses any Revealed status, so long as it does not move through an Enemy-occupied hex or through an Enemy-Controlled Fortifications hex. If it does not have Revealed status at the start of its move, however, moving through Enemy hexes will not cause it to be Revealed. 4.55.10 During Settlement movement, the Tatar player may replace any available Dummy Settlements (taken off the map due to earlier attacks) on the map by stacking them with Settlements that he intends to move and then moving the counters so that they wind up in different hexes. 4.55.11 When the FAT is consulted in the Nov-Dec Turn, all eliminated Tatar Settlements belonging to un-Subjugated Hordes are Redeployed to the map per 4.551. Exception: eliminated Krim Horde Settlements may be placed in the Krim Horde Territory. 4.55.12 Play Note: the total number of Raid Points available from Settlements is 34, assuming each Settlement is attacked once: 10 Nogai, 5 Kazyev, 6 Jetiskouli, 5 Krim, 4 Yedisan, 4 Bujak. 4.6 THE MUSCOVITE ARMY I promise and do hereby swear before the Almighty God, before His Holy Gospels, to serve His Imperial Majesty, the Supreme Autocrat, truly and faithfully, to obey him in all things, and to defend his dynasty, without sparing my body, until the last drop of blood. Russian Recruit Oath Peter the Great (d.1725) is well known as the architect of Russian Europeanization, especially in military matters. His immediate successors (wife Catherine, the short-lived Peter II, and niece Anna Invanova) continued to surround themselves with foreign experts. Under Anna, Baron Mnnich, a Westphalian recruited by Peter, was supreme commander of the Russian Army, none of the three native-born field marshals being politically fit for the role (difficult to command an army from an island in the White Sea). Under Mnnich, Petrine methods were continued and expanded, with varying success. Uniquely for the period, the Army was a conscript one (25 years service), utterly dwarfing all potential rivals in size. The main components were some 49 regiments of infantry and 30 regiments of dragoons, plus a Garrison Army mostly infantry in character. And one must not forget to mention the guards regiments who guaranteed the regime. Mnnich introduced cuirassiers and hussars as an experiment, arguing the need of matching Western European armies; the ubiquitous dragoons, though numerous, were poorly mounted and trained (they were the last body of dragoons to emphasise foot drill over mounted drill). And though the various Cossack hosts and client tribesmen were vital to the southern defenses, making up a significant percentage of the Armys strength, their chronic indiscipline was a major problem. Artillery 32 was not neglected, and there was a large regiment of field and siege guns, though, typical for the period, there were relatively few trained gunners. The technical and supply branches, however, lagged, being dependent solely on suspect foreigners; medical services were virtually nonexistent. It was for lack of organisation in the more mundane elements of war-making that such a colossus proved itself less of a danger to its neighbours than it otherwise might have been. 4.61 General. The Muscovite Side consists of the following Contingents: the Mobile Army, the Garrison Army, a number of Cossack Hosts, the Kalmyk Horde, the Kabardians, and the Bashkirs. Normal Contingent co-operation penalties apply (KR&Os 3.76). 4.611 The Mobile Army is a SAC, permanently in play. The FAT provides a limited number of Replacement SPs for this Contingent. 4.612 Muscovite Infantry and Dragoon Units have a CE marked with a + symbol. These Units have a CE one grade higher (+1) when Defending in Battle. 4.613 Historical Note: the Russians have always been known as staunch defenders; Frederick the Great quipped that it was not enough to kill a Russian, you also had to push him over. The war of 1735-39 was no exception. Russian endurance in the face of extreme privation consistently amazed even their own commanders. 4.614 Only certain Muscovite HQs may conduct RCPs. These are: Cossack, Kalmyk, and Kabardian HQs. 4.62 Dragoons. Muscovite Dragoons may participate in Escalades but are not counted for Cavalry Superiority. They may participate in Pursuit and may Screen against Pursuit. They are Replaced as Infantry, not Cavalry, but count as Cavalry for all loss purposes. 4.621 The Kazanski Draguna Polk (2 counters & Company Grenadier) converts to the Kurland Kirasir Polk (2 counters, without Grenadier) in the Administrative Phase of the first (1 st ) Turn of 1739. Remove all the Dragoon counters from play. The corresponding Cuirassier counters are received as Reinforcements eight (8) Turns later. 4.622 Historical Note: the Russians were the last to systematically employ dragoons in their original role as mounted infantry; their horses (ponies, really) were not capable of charging effectively. Marshal Mnnich instituted a long-term program to convert some dragoon regiments to cuirassiers, in hopes of establishing a cavalry arm that could compare with Western armies. Three such regiments were formed in time for the war; a fourth was converted in 1740. Their abilities were questionable, as they continued to retain a dragoon mentality (training in such activities as dismounted sword drill, for instance) despite using heavier horses and equipment. 4.63 Priests. The Muscovite player has Priest Auxiliaries (starets = holy man). Priest Auxiliaries assigned to an HQ may be Tasked to Friendly Formations at the start of a Battle, or they may be Tasked to an Escalade attempt. 4.631 Priests have the potential to raise the LCE in Battle or Escalade at the price of additional losses. See the appropriate combat tables. After the Task is complete, the Priest is returned to the Recovery Box. 4.632 No more than one (1) Priest may be used per Battle or Escalade. 4.64 The Imperial Guard. Guard Units may be placed in the St. Petersburg Security Force box or operate on the map. They may be Redeployed to the box during the Reinforcement & Reorganisation segment of any Administrative Phase, or can be returned to the map as Reinforcements in the same segment. While in the St. Petersburg Security Force box, they provide die roll modifiers against the possibility of a Palace Coup (5.23). 4.641 Muscovite Guard infantry regiments have Guard Artillery and Bombardier Batteries. The Batteries are not included in the Artillery SP totals and are not assigned to the Muscovite Arsenal. Instead, they are stored in the St. Petersburg Security Force box until a Battle (or Siege, for the Bombardiers) occurs in which at least one of the parent Units is Participating. At that point they may be added to the Battle (as full Batteries, not Legion Batteries). If not Captured, they are returned to the St. Petersburg Security Force box after the Battle. Individual Guard Batteries may be used in multiple Battles in the same Impulse. 4.642 Guard Grenadier Companies may not be Converged (4.12). 4.643 Historical Note: Peter Is two regiments of Guards had been expanded to three by Anna Ivanova, who owed her throne to their loyalty. All three regiments were over-strength. Preobrashenski had 4 battalions and the others had 3, plus inherent artillery units and grenadiers. There was also a Life Guard cavalry unit, and a special ceremonial guard unit to amuse the nobility. In this period of political instability, the Guards did not normally go on campaign, unless there was an external threat to the capital (from Sweden), but a battalion from each foot regiment, plus elements of the Life Guards, did participate in the campaigns against the Tatars. 4.644 There is one counter in the Muscovite mix which, although it appears to be a Unit or Auxiliary, has no information on its reverse. The uniform is that of the ceremonial guard cavalry unit. In the game, it is merely the Palace Coup marker. 4.65 Marine Units. If the Muscovite player ever achieves Dominance in the Sea of Azov, these Units may be brought into play in the same or any later Administrative Phase. 4.651 Marines are DP Units and can either function as Line Infantry, or as Marine Auxiliaries. If acting as Auxiliaries, they may be Tasked directly from the Available Box or be assigned to HQs. 4.652 If Dominance in the Sea of Azov is lost, any Marine Units in play may remain in play. But if not yet in play, or if eliminated, they cannot enter play until Dominance in the Sea of Azov is regained. 4.653 Unless the Muscovite Side has Dominance in the Sea of Azov, Marine Auxiliaries in play may only be Tasked to Coastal hexes adjacent to the Sea of Azov, or hexes adjacent to the Don River and any of its Navigable tributaries (and only when Navigation is permitted). Clarification: this rule assumes the Marines did manage to enter play at some point. 4.654 Historical Note: the Marines served in the Baltic exclusively throughout this period. They disappeared after the War of the Austrian Succession. 4.66 The Garrison Army. The Muscovite Garrison Army (code GA) is virtually a second Russian army. It is a single Militia Contingent, but its SPs are divided among a number of MZPs. These subdivisions are termed Elements. The Muscovite OoB (6.4) indicates which MZP each element belongs to, and how many SPs it has. (See also the holding boxes themselves). Note that Garrison Army SPs are separate from any Cossack SPs that might be assigned to the same MZP (such combinations are for convenience; they simply share the same Home Territory). 4.661 Most of the Garrison Army is located off map, but some elements have on-map Home Territories. These elements function like Frontier Contingents in that a) the FAT will list an Expeditionary Limit for them, b) in that the entire element is free to deploy on the map within its Home Territory, and c) the elements SPs contribute to the special defensive effects of the Home Territory, per 3.19. 4.662 If more than two (2) Tatar HQs, and/or any Ottoman HQs, are within any Garrison Army Home Territories, a State of Emergency is in effect. Under a State of Emergency, the entire Garrison Army may immediately be Mustered and enter the map, and may enter any Garrison Army Home Territories. Only elements with an EL may leave the bloc of Home Territories. Elements that do not have a Home Territory must enter as Reinforcements along the North map edge. 4.663 Case 4.662 remains in force for the remainder of the current Quarter, and for one (1) full Quarter after that. Then, assuming a new State of Emergency does not exist, all Garrison Army elements that do not have a Home Territory must be removed from play and returned to their own MZP. Note that Garrison Army forces may be returned to their MZPs at any time. 4.664 While a State of Emergency exists, the Muscovite Side suffers a die roll penalty on the OP Accumulation Table. 4.665 Clarification: a State of Emergency overrides the use of the FAT, only so long as it is in effect. 4.666 Note that several Garrison Army counters are Brigades. See 4.18 for details. 4.667 Play Note: the Garrison Army does perform a necessary function, helping to prevent a Swedish War (5.22), and (hopefully) ending the Bashkir Revolt (5.26); it also helps prevent Cossack Revolts (4.6.12). 4.667 Historical Note: the Russians had nearly 70,000 men serving in their 33 internal garrison (militia) forces, and almost 30,000 more in their Ukrainian Land Militia. Apart from serving as fortress garrisons, they also manned the various anti-Tatar Lines, serving in two shifts over the course of the Summer. They served as a manpower reserve, and could be used in an active role: nine or ten mounted Ukrainian units participated in the campaigns beyond the Lines. 4.67 Mobile Depts. The Muscovite player may use his OPs to buy Mobile Depts (MDs). These function as Depts but can move with an HQ. A maximum of one (1) MD may accompany each Army or Grand Army HQ. The MD counters are labeled with their HQs name. 4.671 MDs are purchased like any other Dept, and may only be created in a hex where an ordinary Dept could be created. However, a MD may have up to four (4) steps. Costs are one (1) OP or half (1/2) an OP per step, depending on the range to the nearest Muscovite Hub i.e. the same costs as ordinary Depts. 4.672 Important. MDs do not lose steps like ordinary Depts. A MD loses one (1) step every two (2) full Turns, beginning with the first (1 st ) Turn after it is created. Reduction takes place at the same time as Administrative Phase Dept Reductions. 4.673 MD counters are not placed on the map. They are placed on their HQs display. MD counters have only one (1) side and are used as markers; place the marker on the Artillery track in the HQs box to show how many steps the MD currently has, and shift it accordingly as the value changes. 4.674 MDs may pick up ordinary Dept steps during the Dept Creation step of the Administrative Phase. The stationary Dept must be in the HQs hex. This is the only way that a MD may receive more steps after it has been assigned to an HQ. 4.675 During the Dept Creation step of the Administrative Phase, MDs may drop off Dept steps to Form stationary Depts in any hex that would otherwise be eligible to contain a Dept. The presence of the Friendly HQ does mean the hex is Friendly-Controlled for this purpose. One (1) step creates a Reduced Dept; two (2) steps creates a Full Dept. One (1) step may also be dropped off and added to an existing Reduced Dept to bring it up to Full. Adjust the MDs marker accordingly. A stationary Dept may instead be Reduced to create or The MD may be eliminated in this manner. 4.676 Clarification: there are no stacking limits for MDs. 4.677 If the HQ containing an MD becomes Unformed, up to two (2) Dept steps may be dropped off in the same hex to create a stationary Dept (assuming all other rules permit this). Any excess steps will be lost. 4.678 Mobile Depts have an inherent Tabur (1.54), which lasts as long as the Dept has at least one (1) step. 4.679 Historical Note: For crossing the expanse of steppe in the face of numberless swarms of enemy horsemen, Mnnich adopted a modified form of the old wagonburg concept used by the nomadic peoples themselves. Napoleon would late use the same methods against the Egyptian Army. In earlier steppe wars, both sides had used the wagon laager as a means of defence on the battlefield, but this principle was now expanded into an operational practice. The army was formed into a huge square of infantry and dragoons, with the transport in the center guarded by Cossacks and Hussars, and the artillery positioned at the corners. Since there was nothing to eat on the steppe, no firewood, and precious little water away from the rivers, everything everything was taken along with the army. To economise, the main rivers were followed as much as possible, but this was not always possible. 4.68 The Nizovoi Corps. Units belonging to the Nizovoi Corps are indicated by an Ni code on their reverse. All such Units are part of the Mobile Army. 4.681 Nizovoi Corps forces begin stored in the Reserve Box and begin out of play. Each time the FAT is consulted, a certain number of Units will be released for use (player choice of exact counters), joining the Mobile Army. Once available they appear on map as normal Reinforcements, and can also enter the HGH map via the North or East edges. 4.682 Associated Grenadier Companies are received as soon as any of their parent Units are Formed. 4.683 Due to casualties suffered during the course of their occupation duties, Nizovoi Corps Units all begin play with a CE of E. 4.684 The scenarios will indicate any Units released prior to game start. 4.685 Historical Note: Peter the Great initiated a very expensive attempt to penetrate the lands around the Caspian Sea. Over the first few decades of the 18 th Century, the Russians pushed aggressively into the eastern Caucasus, even annexing Daghestan and exploring the coastal plain of northern Iran at this time, Persia, under the Safavid dynasty, was extremely weak. The overthrow of the Safavids by Nadr Shah did not lead to fighting, but did help to convince the Russians to pull in their horns, once it became clear that the Ottomans would not be able to fill the vacuum either. In any case, the experiment was too costly to maintain. It has been estimated that 130,000 men died in Daghestan over a 12 year period, mainly from the climate and terrain, which was subtropical and malarial. One returning Russian officer stated that of his draft of 26 officers that had gone out two years before, only he remained alive. This was the greatest single loss suffered by the Russian Army from any campaign during the 18 th Century. As the war with the Turks began, the Russians were in the process of withdrawing all their forces (ironically, it was their presence which was used as a pretext for war, the Russians claiming the Tatars were molesting their garrisons). 4.69 Kalmyks (Militia Contingent). The Kalmyk Horde is a Militia Contingent whose MZP is located off map. When received, the Kalmyks may enter the map along any East edge hexes of the HGH maps. 4.691 Kalmyk DP Units acting as Auxiliaries may be assigned to any HQs belonging to the Muscovite Side, or may conduct Tasks from the Available Box against in any hexes in the Kuban, Kalmyk Horde, or Circassia Territories. 4.692 See 3.26 for the Kalmyk Khan, Don Duc Olmo. 4.693 Historical Note: the Kalmyks (Calmucks) were another element of the Mongol Empire, originally key allies and neighbours of Genghis Khan, who migrated West at their own pace. Uniquely, they were Buddhists, revering the Dalai Lama. Peaceful tranquility does not seem to have ranked high on their list of spiritual attainments, however. They drove the Nogai Tatars off their original grazing lands between the Volga and the Don, and during this war continued the process at the invitation of the Russians, driving them out of the Kuban as well, or forcing them to submit to Russian rule. The Kalmyks also served in Russias European wars, where their appearance was used as a terror tactic. 4.6.10 Kabardians (Militia Contingent). The Kabardians are a Militia Contingent. Their MZP is located off map. When received, they may enter the map along any East edge hexes of HGH Map 14. 4.6.10.1 Kabardian DP Units acting as Auxiliaries may be assigned to any HQs belonging to the Muscovite Side, or may conduct Tasks from the Available Box against in any hexes in the Kuban, Kalmyk Horde, or Circassia Territories. 4.6.10.2 Historical Note: a Caucasian people, the Kabardians ruled over the northern foothills of the Caucasus Mountains between Mount Elbruz and the Terek River, and claimed suzerainty over many of the surrounding peoples, such as the Circassians and Ossetians. A Muscovite client state, they were invited to participate in the war against the Tartars, receiving as a reward confirmation of their hold over territories extending into the Kuban, as far north as the Don River. An agreement to establish this greater Kabardia as a buffer zone between Russian and Ottoman spheres of influence was one of the few concrete achievements of the war. 4.6.11 Bashkirs (Militia Contingent). The Bashkirs are a Militia Contingent. Their MZP is located off map. Before they can be received (per the FAT), the Bashkir Revolt Ends Strategic Event (5.26) must have occurred in the same or any previous Turn. 4.6.11.1 If received, the Bashkir Contingent may enter the map along the East edge of the HGH maps; DP Units acting as Auxiliaries may be assigned to any Muscovite HQs. 4.6.11.2 Historical Note: the Bashkirs are a Siberian people. In revolt against their Russian patrons, the Bashkirs did not send men to fight for the Russians in the Ukraine. On other occasions, they did fight for the Russians, notably at Torgau in 1761. 4.6.12 Cossack Hosts (Frontier Contingents). The Muscovite player has several Cossack Hosts. Those with Home Territories are Frontier Contingents, those with off map MZPs are Militia Contingents. 4.6.12.1 Some Cossack Hosts share their Home Territory with elements of the Garrison Army, but each is separate for Mustering purposes. 4.6.12.2 Cossack Units use Infantry Replacements. Cossack Units may participate in Escalades, at one half (1/2) their SP value. 4.6.12.3 Cossack Hosts may Revolt. This is a potential result of the 34 FAT and can occur only when Muscovite Prestige is extremely low. If a Frontier Contingent Host Revolts, its forces cannot voluntarily move further than three (3) hexes from its Home Territory, or perform Auxiliary Tasks beyond that radius. Forces going beyond this radius of operation become Unformed and their SPs are returned to the MZP. If a Militia Contingent Host Revolts it may not be employed. 4.6.12.4 Revolting Hosts are Controlled by the Tatar Side, but Muslim forces cannot enter, and must leave if already in, a Revolting Hosts Territory. Muslim forces may not conduct Tasks against, nor attack the Revolting Hosts forces. 4.6.12.5 All Cossack Revolts last for the remainder of the game. 4.6.12.6 Design Note: the turning Tatar rule and the limitation against Muslim aid is primarily a game mechanic to prevent either player using gamey devices like disbanding the entire Host or having it perform suicide attacks. If the players trust each other to play realistically, allow the Muslim Side to be able to attack the Revolting Host, and alternatively to be able to send forces to aid it, as the Muslim players see fit; the Muscovite player will Control the Cossacks if they are attacked by the Muslim Side. Beyond this, the players must develop their own house rules. Most Cossack revolts occurred either as power struggles over the hetmanship or when the Russians attempted to regularise the Cossacks as a military wing. Mnnich made this mistake in the 1730s, resulting in a poor turnout, but there were no revolts. 4.7 THE POLES These doings made a great noise in Poland. The grand-general complained, but Cantemir [a Moldavian prince with the Russian Army] denied the fact, in the teeth of all the evidence; and as there were a number of Wallachians serving in the Turkish army, it was to them that all the excesses were imputed. This did not, however, hinder the empress from being obliged, after the peace, to pay considerable sums to the Poles for the disorders of her troops in Poland. Manstein, p. 226 4.71 General. Poland (short for the Polish-Lithuanian Commonwealth) is a special non-player Contingent. It functions as a Frontier Contingent with special rules of appearance. The Poles may appear if the Polish Neutrality Stance is altered (4.73) leading to a Polish Rising (4.74). 4.711 Polish forces may use the Depts of its Controlling Side (4.74), if any. 4.712 Polish forces may never be Subordinated to non-Polish Formations, and vice versa. 4.713 The two (2) Polish HQs are Armies. The two (2) Polish Leaders are Generals. Polish Generals may be Posted to command Polish Army HQs. They may also be Posted to command Fortifications occupied by Polish Garrison Brigades. They may not be Posted to other Friendly HQs, nor may other Friendly Leaders be Posted to Polish Formations. 4.72 Polish Garrison Brigades. Poland has several Garrison Brigade Units, each worth two (2) SPs, as noted on the reverse of the counters. These function like other Brigade-sized counters in the game, with some additional rules. 4.721 Polish Garrison Brigades have a MA of 0. 4.722 In addition to their apparent role as <immobile> field Units, Polish Garrison Brigades may function as Fortification Garrisons (the Polish counter mix has no Garrison HQs). They may also be Subordinated to HQs (though this will make the HQ immobile). 4.723 Polish Garrison Brigades may be stacked, even if functioning as Fortification Garrisons, but a) Fortification Garrison Capacities cannot be exceeded, and b) a given Garrison Brigade cannot be simultaneously inside and outside of a Fortification. 4.724 Historical Note: these units are a sample of the Eastern European insurrectios raised for local defence by towns and noblemens estates. 4.73 Polish Neutrality Stance. Initially, Poland is Neutral. On the first (1 st ) Turn of the Year, during the Special Events segment of the Administrative Phase, the Polish Status Table is consulted (see the Tatar OoB book, Polish section). There are two (2) possible results, other than No Effect: The awarding of Transit Rights to one Side or another. If obtained, Transit Rights apply to that Side only, until the next check is made. A shift of the Polish Neutrality Stance marker on the Polish Stance Track. 4.731 Before checking the Polish Status Table, the Muslim and Christian Sides may attempt to bribe the Polish Sejm (parliament) by secretly spending a number of Unassigned OPs. The players must have sufficient Unassigned OPs on hand to pay the bribe, to a maximum of two (2) points per Side (Muslim or Christian). Each point spent allows that Side to add or subtract one (1) to the die result before the die is rolled. 4.732 The die roll will also be modified based on the number of times Polish Territory has been Violated during the previous Year. There are no markers to record this data. Simply make a written note each time a Side Violates Polish Territory, specifying the Side. Wipe the slate clean after checking the table. 4.733 Transit Rights, if obtained, are applied normally. 4.74 Polish Rising. If the Polish Neutrality Stance marker reaches either end of the track, Poland will Rise in favour of the Side indicated on the track (i.e. the Christians at 0; the Muslims at 9) in the Administrative Phase of the same Turn. 4.741 If Poland Rises the Poles become a permanent Contingent of the Side they join and remain so until that Side becomes Neutral (through a Separate Peace). Poland is considered to be Friendly to the Controlling Side, Unaligned to that Sides Partner, and Enemy to all other Sides. Opposing Sides lose all Transit Rights. The Polish Stance Track is no longer used and the Polish Status Table is no longer consulted. 4.742 For the Grand Campaign Game, Controlling Sides can only be Muscovite or Ottoman. In an HGH scenario, Controlling Sides are Tatar or Muscovite. 4.743 In the Administrative Phase of the Turn in which Poland joins the war, the Controlling player may deploy Polish forces on the map as Reinforcements. They are a Frontier Contingent and their Home Territory is Poland. The Tatar OoB (6.5) contains a section on the Polish forces; all listed forces become available and may Formed in any hexes within Poland not occupied by an Enemy Unit, or stored in the Polish MZP holding box for later use. Place the Polish leaders in the Controlling Sides Officers Mess. Polish Auxiliaries can be placed in the Controlling Sides Available Box, or assigned to a Polish HQ. (I.e. normal set-up rules apply to all items). 4.744 While in play, Polish forces behave like any other Frontier Contingent, except that they may not voluntarily leave Poland or conduct Tasks outside of Poland; if forced to leave they become Unformed and their SPs are added to the Polish MZP. 4.745 Historical Note: Poland was in no position to defend itself in a unified manner. The regular army was almost nonexistent. However, the danger of a general rising against an invader remained. It was not until 1739 that the Russians nerved themselves to cross Polish territory in force so as to attack Khotin and invade Moldavia. 4.75 Polish Response to Violation. The Poles can respond to Territorial Violation without Rising. Each Year the FAT is consulted, examine the number of Violations that have occurred, regardless of Side. Roll one (1) die. If the result is less than (<) the number of Violations, the Poles have become annoyed and receive forces as specified on their FAT. (See the Tatar OoB for the Polish FAT). 4.751 The Side whom the Poles currently favour, according to the Polish Stance Track, immediately deploys these forces. Once set up, the forces are Controlled by no Side. 4.752 During the coming Year, whenever a Side Violates Polish Territory, an opposing Side may take Control of the Poles for the rest of the current Turn (the first player to Violate Polish Territory in a given Turn thus gives Control of the Poles to his opponent). 4.753 Polish forces Controlled in this manner cannot voluntarily leave Poland, and if forced to do so are eliminated. Their SPs return to the MZP but they cannot be Mustered unless another Polish Response occurs. 4.754 The Controlling Sides forces are not permitted to enter Poland unless they have Transit Rights. Furthermore, the Controlling Side and its Partner are not permitted to violate Polish Territory under any circumstances (exception: if forced to do so they must leave the Territory as expediently as possible, with no 35 further effect). If any of those Sides forces are currently within Poland, they may remain, but cannot return if they leave. 4.755 Exception: if the Controlling Side has Transit Rights, its forces and the forces of its Partner treat Polish Territory as Friendly i.e. its forces may remain in the Territory and conduct any normal activities there without restriction. This state of affairs cannot be changed until Poland is no longer Enemy to any Side. 4.756 The Controlling player relinquishes Control at the end of the Turn. 4.757 Case 3.188 applies to all Polish forces operating under this rule (i.e. they are removed from play before the FAT is consulted). The players then check for new forces generated due to Violations, as above. 4.758 A Polish Rising (4.74) overrides this rules section entirely. 5.0 EVENTS After the Turks passed the Pruth they and the Tatars surrounded them in such a manner that they must have surrendered themselves for want of victuals and water, without the necessity of attacking them. The observer, Sir Robert Sutton, describing the conditions immediately prior to the surrender of Peter the Great in 1711. This defeat coloured all future Russian thinking toward making war on the Ottomans. 5.1 RANDOM EVENTS Every time the army approaches the enemy, they say it is weak; when it gets stronger, then there is not enough food. Emperor Charles VI IMPORTANT: THIS RULES SECTION IS PRIMARILY FOR REFERENCE. IT CAN BE READ AS NEEDED. 5.01 General Instructions. Random Event Checks are made at the start of each Operations Phase, using the Random Event Table. A generated event either takes place immediately or when directed by the instructions, but it must occur in the same turn that it was generated. 5.011 Either player may make the Random Event Check. In cases where the event applies to one Side only, the players must randomly determine the Side affected. 5.012 Exceptions: if the terms and conditions of the event cannot immediately be met, the result is treated as No Event. 5.02 The Pox. High rank was no panacea when it came to disease. From all the Leaders currently on the map including Personages choose one (1) randomly. This Leader has succumbed to a life-threatening disease (your choice, from advanced syphilis to dropsy but not gout, everybody had gout) and is immediately removed from play as if he had been wounded. Each turn, the owning player must check for the Leaders recovery or death by rolling a die: 0-2 Recovers, 3-7 No Effect, 8-9 Dies. If the Leader dies, he is permanently removed from the game. If he recovers, he is returned to the Officers Mess (or the map, for a Personage), as if he had recovered from wounds. It is possible to have more than one sick Leader at a time. For those who cannot cope with the reality of a Royals death, ignore any death result against Royals. 5.03 The Judas. A bitter dispute over policy and imputations against a mans honour lead to the defection of a staunch party supporter. One (1) Leader immediately changes his Faction. Randomly choose the Side, then the Faction, then the Leader. The Leader must be one already Posted to a command, unless all Leaders are in the Officers Mess, in which case choose from among all of them. Leaders who can belong to only one Faction are exempt. 5.04 The Duellists. The brilliance and low birth of a commander (or the prettiness of his mistress) earns him a deadly enemy among his peers. Randomly choose two (2) Leaders from those currently on the map. In TK/HGH, the Leaders must be on the same Side. These two Leaders are now personal enemies. A Leader may have more than one enemy if this event reoccurs and he is again selected. 5.041 If both Leaders are commanding Formations on the same Side, the Leaders are not permitted to stack together unless they both pass a LC. This also applies to the Subordination of one Leaders HQ to anothers. If one of the Leaders is a Grand Army commander and the other commands a Subordinate Formation, the Subordinates Insubordination Value is tripled (x3) after all other modifications. If both are Subordinate to a Grand Army commander, both their IVs are doubled (x2) after all other modifications. 5.042 If the Leaders are participating in Battle and one of the Leaders is or becomes the Generalissimo while the other is or becomes one of his Wing Commanders, the Generalissimos Leadership Rating is reduced by two (-2) whenever he applies it to that Wing. The Generalissimos rating cannot be reduced below zero (0). 5.043 Leaders will remain enemies even if they are removed to the Officers Mess. 5.044 The effects of this personal enmity can be removed by one Leader challenging the other to a Duel at the start of any turn. No refusal is allowed. Roll one die for each Leader. High roll wins; the loser is Killed. The winner is automatically removed to the Officers Mess. 5.045 No duelling is permitted with or between Captains-General (What! Challenge the Duke? Confound it man, have you lost your wits?!). Clarification: this does not prevent a Captain-General from becoming another Leaders personal enemy it does mean the Leader cannot do anything about it. 5.046 Royals are completely exempted from this rule theyre already duelling with each other and have no time to indulge the frivolities of the hoi polloi. 5.05 Administrative Events: Lost Orders. The courier carrying dispatches to HQ has stopped to sample the wares of a popular roadhouse. While there, he is set upon by the agents of a rival clique and forced to barricade himself and his servant in the cellar for two weeks. Randomly select one (1) Side. That Side loses one (1) Unassigned OP (if it has any). Captured Orders. A hard-riding couriers neck has connected with a rope that somehow got stretched across the chause. Randomly determine which Side is affected. This turn, that Side may move any one (1) friendly Formation a second time in the same Impulse (the affected Side is the one who donated the rope). Supply Surplus. The Quartermaster-General has learned that nine out of ten soldiers cant tell the difference between bread baked with flour and bread baked with sawdust. One randomly determined Half Dept is immediately flipped to Full (choose the Side first, then the Dept). Supply Peculation. A certain member of the Court who is anxious to make a corner on wheat approaches the Quartermaster-General for assistance. One randomly determined Full Dept is flipped to Half (choose the Side first, then the Dept). Powder Magazine Explodes. A sentry is careless with matches. Make a random selection of one (1) Siege in progress (not a Blockade). The Besieged Garrison immediately eliminates one (1) Friendly Unit, and if the Garrison is now less than three (3) SPs (Units) in strength it must immediately Surrender. This event actually occurred during the war, at the Ottoman fortress of Oczakov. Over 5,000 men died. Keelmen Owed Six Months Back Pay. Randomly determine which Side is affected. That Sides forces cannot cross Major Rivers or use Riverine Movement this turn. Crossing restrictions include those points crossed by Roads. Gunboat Flotillas may still be employed. Additional Forces Drafted. A randomly chosen Side receives two (2) Replacement SPs of local volunteers (out of thin air) that may be used to immediately Form any eliminated Units (exception: not Irreplaceable Units). The Units may be deployed as desired, following normal placement requirements. DP Units may be taken as Auxiliaries. Additional Forces Detached. A randomly chosen Side must immediately eliminate two (2) SAC Units (the Side must have a Standing Army Contingent). 36 Desertion. A high-ranking officer, passed over for promotion by the princes brother, the princes nephew, and the princes 12-year-old half-cousin in the fourth degree, defects. Randomly choose a Contingent from those that have at least one Leader counter in the Officers Mess. Then, randomly pick one (1) Leader belonging to that Contingent out of the Officers Mess. That leader Defects to the other Side. The player receiving the Defecting Leader may choose any one (1) Contingent currently Controlled by the receiving Side; the Leader now belongs to that Contingent. Leaders may Defect more than once. Yes, defection to the Infidel is permitted. Welcome to the 18 th Century. 5.06 Town Independence. Occasionally, local administrators ignored their instructions and refused friendly forces admittance, or worse, opened their gates to the enemy. This could be from outright treachery, pique, or simply fear. Randomly choose the Side that will benefit. Once during the Operations Phase, one (1) of the two following effects may be applied. 5.061 During a players own Operation, when one of his Formations either moves into or begins in a hex with an enemy Garrison, that Fortification is automatically Captured. The Garrison becomes Unformed and its components are given Honours of War. 5.062 During an enemys Operation, when the enemy ends his current move on an empty Fortification, the Inactive player may immediately place a Garrison HQ in that Fortification, adding Units to it equal to the roll of one (1) die, halved (1/2), or to the Garrison Limit, whichever is less. The Units must be taken from the Friendly stack (or stacks, if equidistant) closest to the new Garrison HQ. 5.07 Flash Flood. Rapidly melting snow has spawned a flash flood, knocking down bridges and washing away pontoons. One (1) tributary of the Danube is affected (see table below). All other Rivers connected to the indicated one (except the Danube) are equally affected. For the first two (2) Impulses this Turn, Rivers (and Major Rivers) cannot be crossed using Road movement rates, nor may Pontooneers be used. Any Pontooneer Auxiliaries currently Tasked to affected Rivers are removed to the Recovery Box. Other Flood effects do not apply. Ignore this event if triggered during a Flood Turn or Cold Weather. Drava 0 Sava 1-2 Olt 3-4 Morava 5-6 Drina 7-8 Una 9 5.08 Baron von Munchausen. Once (1) during the current Turn (only), the Imperial player may cancel an Ottoman Siege Progress or Siege Table die roll result, or, increase the Imperial LCE by one (+1) to a maximum of A during any one (1) Battle or Escalade. 5.2 SPECIAL EVENTS The French king offered his mediation, and proposed to adjust the differences between Russian and Sweden, but the animosity of the Swedes was not to be pacified; they would have a war, at the same time without making the necessary arrangements for it. Manstein, p. 269 5.21 General. This section covers events occurring outside the theatre of operations. During the Campaign Games, these events are checked for during the Special Events segment of the Administrative Phase. In the Minor Scenarios, they occur as dictated by the scenario instructions. Not all events apply to all scenarios: check the instructions carefully. 5.211 The effects pertaining to these events are in force immediately upon the events occurrence, and they last until the events termination. No particular event may occur more than once per Year (16 turns). All events may run concurrently. 5.212 Once an event is in progress, if its end time is variable, make a check for it on the End Event column of the Special Event Table instead of the regular column. When an event ends for any reason, its effects also immediately cease. 5.213 Special Events have a variety of effects, as noted on the Special Event Table and in the rules below. In particular, they may require the withholding or Redeployment of forces, they may modify a Sides attempts to accumulate OPs as shown on the OP Accumulation Table, and they may affect the Peace Negotiations die roll. 5.22 The Ghost of Charles XII (All HGH Scenarios & the TK/HGH Grand Campaign Scenario). This Special Event is checked for Quarterly, in the Spring and Summer Turns, only (no Winter War). If a Swedish War occurs, the Muscovite player loses one (1) level of Prestige and suffers a penalty on the OP Accumulation Table. 5.221 Muscovite forces in the Baltic Off Map Box help prevent war with Sweden. A number of Garrison Army SPs begin there and the Muscovite player may Redeploy any Mobile Army forces he desires to the box during the course of play. He may also Redeploy Mobile Army forces from there to the map. Baltic Garrison Army forces can only be Redeployed during a State of Emergency (4.662). 5.222 A Swedish war will last two (2) full Years, shortened by one (1) full Year if the Muscovite player increases the forces in the Baltic Off Map Box to four times (x4) the initial forces required, per his OoB booklet. These additional forces may be Redeployed to the box in any Administrative Phase, but if Redeployed to the box after the first (1 st ) Year of war, there will be no effect (i.e. the war will not instantly end). The Muscovite player may not remove forces from the box until the war is over. Even then, he must leave forces equal to the total required at game start. 5.223 The Prestige lost to a War cannot be restored by ending the Swedish War, but the penalty on the OP Accumulation Table may be removed by increasing the forces in the Baltic box to twice (x2) the starting number of SPs. These forces must remain in the box for the rest of the game. 5.224 In all cases, Auxiliaries count as one (1) SP each, Artillery counts as three (3) SPs per Battery or Siege Artillery SP. 5.225 This event may only occur once (1) per game. 5.226 Historical Note: Swedens elite at this time were divided into two parties: the Hats and the Nightcaps. The Hats were Warmongers (according to the Nightcaps). The Nightcaps were Appeasers (according to the Hats). The French, trying to make trouble for Russia, gave aid and comfort to the Hats. This had its effect on the peace negotiations but bore bitter fruit in 1741, when the hawks in Sweden convinced themselves their country was still a superpower. Some Swedish materil was sent to aid the Turks, but the Baltic war did not start until 1741. With Russia suffering yet another palace coup and her army decimated in the war with the Porte, it seemed the best time. Unfortunately, the Russian Army turned out to be at full strength and very well equipped and led (by an Irishman and a Scotsman, naturally). Things did not turn out well for the Swedes. 5.23 Palace Coup (All HGH Scenarios & the TK/HGH Grand Campaign Scenario). The Russian Court was modeled on the Byzantine. Coups were an ever-present possibility, even more so in an era when the ruling caste was divided between natives and foreigners. To avoid a Palace Coup, the Muscovite player must station forces in the St. Petersburg Security Force Box. 5.231 Once (1) per Quarter, during the Special Events segment of the Administrative Phase, the Muscovite player must check for a Coup. The chance of a Coup depends on the position of the Palace Coup chit. This chit is placed on the GRT. Its current position on the GRT is based upon the forces held in the St. Petersburg SF Box. 5.232 Force calculations are made immediately prior to checking for a Coup. Each Guard Unit and Battery is worth one (1) point. Sum the points and place the Palace Coup Chit on the same numeral of the GRT. 5.233 To check for a Coup, roll one (1) die. If the roll is equal to or greater than (!) the number of the Coup chits current box, a Coup occurs. A die roll result of 9 is always a Coup, no matter how many forces are in the box. Exception: if the Muscovite Prestige Level is Three or more (3+) and there are enough forces in the St.PSF box to <theoretically> push the Coup Chit beyond 9, no Coup is possible. 5.234 Forces in the St.PSF box may be Redeployed to and from this box to the map in any Administrative Phase(s). Note that forces in the box have no effect on a Swedish War (5.22). 5.235 The game assumes that any Palace Coup that is triggered will fail in its object of bringing down the regime. However, a Palace Coup will have the following effects: When a Palace Coup occurs, automatically Relieve Baron Mnnich and all current Muscovite Army and Grand Army HQ commanders from play. Mnnich is permanently removed from play. The other Leaders are placed in the Officers Mess. 37 Do not Unform any HQs. Add to the Officers Mess all the Leaders listed as Coup Leaders in the Muscovite OoB. Determine Factions normally for the new Leaders. Then, using the entire mix in the Officers Mess, Post Leaders to command any existing Muscovite Army and Grand Army HQs. Previously Relieved Leaders are eligible and if chosen must resume their old Posting (hint: select all necessary Leaders first, before Posting). Case 3.441 is reversed: the Mnnich Faction cannot grow, but the Biron Faction can. Note that Faction growth does not alter Ascendancy (this is a simplification for game purposes). 5.236 This event may only occur once (1) per game. 5.24 Ottoman Events (All Scenarios): Ottoman Special Events require no special rules. The Special Events Table indicates when they may occur and the chance of their occurrence, and their effects are integrated into a number of tables, particularly the Ottoman FAT. What follows are explanations of the events. Note that Internal Unrest can be in addition to any Janissary Mutiny (4.45). The Persian War (ALL Scenarios). Nadr Shah, a Kurdish adventurer who reclaimed the Persian throne from a band of Afghan renegades, only to seize power himself, had been fighting usually in league with the Russians against the Ottomans off and on for some years. At this particular time, a truce had been arranged, and was holding, but there were no guarantees it would continue to hold. Russian Progress (TK-only Scenarios). From 1735-1739, the Russians launched yearly offensives, with limited success and high casualties, first to take the fortress of Azov at the mouth of the Don, then to punish the Crimea, and finally, as a prelude to a grand campaign against Istanbul, they began to work over the Moldavian fortresses. At this point, the Habsburgs became concerned that they might lose sponsorship of the Orthodox Christians in the Balkans and decided a separate peace would not be a bad thing. The Ottomans, for their part, held the line mainly with their Crimean clients backed by janissary garrisons located in the few fortifications of the region, relying on the harsh conditions of the Ukrainian steppe to do the rest. Internal Unrest (ALL Scenarios). This was a period of increasing unrest in the Ottoman lands, as the demands of a series of wars exhausted the economy and the gap between rich and poor widened more than ever. Banditry was rife the culprits often unpaid soldiers, landless peasants, or robber barons. The janissaries were taking on an ever more dangerous political role the current Sultan had been brought to power through one of their mutinies. Provincial governors used the forces under their care as private armies. And the defense of Constantinople lay more and more in the hands of unreliable second-line troops. 5.25 The Rkczi Affair (All TK Scenarios & the TK/HGH Grand Campaign Scenario). This event has the following effects beyond modifying the Imperial OP Accumulation and Peace Negotiation die rolls: Remove all Hungarian Units and Auxiliaries from play. These forces cannot be Replaced. Exception. For the Hungarian Hussars, roll one (1) die each. On a 4 or less, the counter remains in play and may be Replaced if eliminated. Hungarian counters are marked with an Hu Contingent code, although for all other purposes they are of the Imperial Contingent. The Imperial player must maintain his Siebenburgen Command (per the Imperial Scenario Deployments 7.X3) at double (x2) its initial strength, moving forces from elsewhere on the board if necessary. Auxiliaries may be counted as Units, at a rate of one-for-one, but must be segregated in the Available/Recovery Box to show their limited radius of activity. These forces must remain in Transylvania; they may perform all normal activities within that Territory. If the Ottoman players forces ever enter Transylvania, the Territory is treated as Friendly to the Ottoman Side. Furthermore, the rebellion cannot be Crushed (5.251) while any Ottoman Units are in Transylvania. 5.251 Rkczis rebellion is Crushed if the End Event column so indicates (barring Ottoman presence). If Rkczis rebellion is Crushed, its effects are longer in force. All removed Hungarian forces may re-enter play as Replacements. 5.252 The Rkczi event may only occur once (1) per game. 5.253 Historical Note: in the winter of 1737-38, the new Grand Vizier, Jeghen Devil Pasha, planned for an invasion of Transylvania. It never happened. The key to the plan was a fifth column in the form of a Transylvanian prince named Rkczi. His father had been a national hero for the Transylvanian independence movement. He himself was a cipher without a following. But what if the nobility had rallied to him? 5.26 Bashkir Revolt Ends (All HGH Scenarios & the TK/HGH Grand Campaign Scenario). The Bashkirs can appear as a Muscovite Contingent (4.6.11), but only if their Revolt is first suppressed. This event is checked for on the first (1 st ) Turn of each Year and only occurs once (1) per game. 5.261 Historical Note: the Muscovites came into contact with many Siberian tribes, as explorers, missionaries, and adventurers pushed eastward, in much the same fashion as American frontiersmen were pushing westward and with similar results. The Bashkirs, a Siberian people of Turkic stock, and Muslim, revolted six times during the 17 th and 18 th Centuries, mainly in an attempt to end exploitation by the powerful Russian magnates who ran the factories of the fur trade and who were latterly establishing vast latifundi on the nomads (untaxed) pasturelands and forests. The appearance of heavy-handed minions of state-sponsored Orthodoxy was also resented. In 1720, the Bashkirs had signed a treaty with Russia, guaranteeing their independence. The current revolt began in 1735, when a military post, complete with Cossack regiment, was founded at Orenburg, deep in Bashkir territory (officially to protect them from the Kazaks). The troubles lasted until 1740, but they were really a series of uncoordinated flare-ups by the seven Bashkir clans. General A. Rumiantsev was responsible for suppressing the disturbances, in between appearances at The Front. At other times in their history, both before and after, the Bashkirs fielded up to 10,000 men in the service of Russia particularly if the enemy was one of the neighbouring peoples. Bashkirs fought at Torgau against Frederick the Great, and in 1812-13 against Napoleon. SCENARIOS In the name of Allah, the Beneficent, the Merciful. When the great event comes to pass, There is no belying its coming to pass Abasing one party, exalting the other, When the earth shall be shaken with a severe shaking, And the mountains shall be made to crumble with an awful crumbling, So that they shall be as scattered dust. And you shall be three sorts. Then as to the companions of the right hand; how happy are the companions of the right hand! And as to the companions of the left hand; how wretched are the companions of the left hand! And the foremost are the foremost, These are they who are drawn nigh to Allah, In the gardens of bliss. Al Quran 56.1-56.12 6.0 BASIC INSTRUCTIONS & OOBS Anin topi taburini bozdilar Tahihini bin yz elli yazdilar Bashsiz Neme Virbas suyin yzdilar Devlet kondi Bana Luka stne There, the cannon routed their battalions The date was written one thousand one hundred fifty Headless, the Austrians swam in the Verbas waters, The states peace fell over Banaluka Hamddi Hasan 6.1 INSTRUCTIONS Is the fortune of my empire departed with Eugene? Emperor Charles VI, 1738 6.11 General. TK/HGH includes the three (3) Minor Scenarios of Trkenkrieg, the TK Campaign Game, eight (8) Minor Scenarios for HGH, and the TK/HGH Combined Campaign Game. The Minor Scenarios for TK each cover one (1) year of campaigning. Some of the HGH scenarios are shorter. The TK Campaign Game covers the period 1737-39 as a single unit, and is open ended. The Grand Campaign Game covers the period 1735-39 and is likewise open ended. 6.111 Scenario deployments are contained in four (4) booklets (one for each Side) and are complementary to section 7.0 in this volume, which gives the special instructions for each scenario. 6.112 Each scenario booklet also has an Order of Battle, section 6.X. The OoBs list all the forces and resources available to each Side, and are used as a reference when setting up. 38 6.113 Force Allocation Tables (3.1) are located at the back of each booklet. 6.114 Turn references are given using the name of the Turn (e.g. May) and the number (e.g. May is #7). However, if a Turn reference is written Turn One, Turn Two, etc. it is the scenario Turn that is meant i.e. Turn X of the scenario. 6.12 Scenario Deployment Notes. A scenario may assign Units to specific hexes, to hexes within a certain radius from a particular reference hex, to a Territory or MZP, to an off map box, or as Reinforcements. When details are not given, the players are free to Subordinate Units to HQs as they choose, subject to the general restrictions of the KR&Os. 6.121 Units may always be Subordinated to Garrison HQs instead of any listed HQs. 6.122 Dummies are deployed at the same time as real Formations. 6.123 Deployments for the TK Campaign Game (8.0) are identical to Scenario 7.1, although some of the Reinforcement instructions vary, with TK Campaign Game items marked as such. 6.124 Deployments for the TK/HGH Grand Campaign Game are more involved and are thus given in full in their own section (9.0). 6.125 MZPs and Home Territories are listed in the OoB sections along with the counters assigned to each. All or a portion of a given pool may or may not be deployed at start. 6.126 DP Units may be deployed as Units or Auxiliaries, as the owning player desires, unless otherwise noted. If deployed as Units, they may be required to deploy in specific locations. 6.127 In some cases Artillery SPs can be assigned to Formed HQs at start. Otherwise they begin in the Arsenal. Gunboat and Naval Flotilla strength is recorded on the GRT with the chits provided for them. 6.128 Some Units are listed as being In Garrison. These must be assigned to Garrison HQs. Other Units may be assigned to Garrison HQs, if the latter are permitted to be Formed at start. 6.129 Clarification: the term In Garrison in this context does not refer to special garrison force pools. It merely allows or dictates the use of Garrison HQs. 6.12.10 Auxiliaries are placed in their Sides Available Box, or assigned to a HQ (sometimes named, sometimes players choice) unless specifically noted otherwise. 6.12.11 Tatar Settlements (4.55) are placed after the Muscovite player has completed his initial set up. Unless a scenario dictates otherwise, all Settlements that belong to Hordes involved in the scenario must be deployed, no more than one (1) per hex, and within their Home Territories. 6.12.12 Starting Clan Loyalty (4.54) is given for the Tatar Side. 6.13 Combat Effectiveness. A very important step that must be carried out while forces are being deployed is the assignment of starting CE values. Except where noted otherwise, Unit CE must be determined randomly, using the CE Determination Table. 6.131 Ideally, each Units starting CE should be determined individually. However, if both players agree, a method of block assignment may be employed: the result of a single die roll may be assigned to Units in blocks of five (5) or ten (10). The Units must be randomly arranged (without reference to Class or any other factor other than Side) in their blocks before any die rolls are made. 6.132 Unless specifically noted otherwise, Units may never have a CE worse than E (i.e. the above process may not eliminate them though there are scenario-specific exceptions). 6.133 Reinforcements have their CE determined when they are received. Exception: Forces stored in a MZP from previous Years will already have a CE assigned, as will forces that enter the map from an off map holding box. 6.14 Leaders. Leaders can be assigned Postings at start or placed in the Officers Mess. Some scenarios give specific starting locations for certain Leaders. These may be Posted to a Garrison or to an HQ in that location. 6.141 Faction alignment for all Leaders must be determined before game start, as described in 3.4, unless a specific Faction is assigned to a Leader by the scenario instructions. 6.142 Muscovite Coup Leaders: leave these out of play until a Coup occurs, per 5.235. 6.15 Supply. The Imperial and Ottoman Hubs are off map. The off map portion of each Hubs LoC is listed on the State Guide. 6.151 Depts placed during set up will be listed and do not cost OPs. 6.152 In the Minor Scenarios that have a Tatar player, he may accumulate Ottoman OPs as well as Tatar OPs so long as there are any Ottoman forces in play, unless the scenario instructions expressly state otherwise. 6.16 Prestige. Each Side is assigned a starting Prestige Level. Victory is based on who ends up with the highest Prestige, per 2.1. 6.17 Weather and Terrain Effects. Starting weather is always given. Variable terrain effects (Rapids, etc.) should be determined normally. 6.2-6.5 SCENARIO OOBS FOUND IN THE SCENARIO BOOKLETS. 6.2 Imperial Forces: Book 1 6.3 Ottoman Forces: Book 2 6.4 Muscovite Forces: Book 3 6.5 Tatar Forces: Book 4 39 7.0 SCENARIO RULES Surely Allah loves those who fight in His way in ranks as if they were a firm and compact wall. Al Quran, 61.4 THESE PAGES CONTAIN SPECIAL INSTRUCTIONS. SETUP INFORMATION IS FOUND IN THE ORDERS OF BATTLE BOOKLETS. SCENARIO 7.4 IS A SOLITAIRE/LEARNING SCENARIO. 7.1 THE SWORD OF ALI The Balkan Campaign of 1737 TKonly Scenario Worthy of the first companions he came to give honor to the seal of glory. The world was in disarray; he came skilled in the organization of beauty. The choice of his excellency the Sultan of Islam turned out preferable and superior. Every action of the just and noble Ali Pasha was faithful to the state. Pangyric upon Hekimoghlu Ali Pasha, Governor of Bosnia Despite having had their arms twisted before they were willing to enter the fray, the Habsburgs were quite sanguine about their chances, so long as the war remained short anything longer than a single campaigning season would be disastrous. The aim was to swiftly seize the key fortresses of Nish (blocking the main route over the mountains from the hub of Sophia) and Widdin (covering the Danube just below the Iron Gate). Holding these two positions would establish an impenetrable bulwark. Feldzugmeister von Seckendorf, the commander-in-chief, took the task of accomplishing these objectives for himself. He was the sort of man who hated to delegate. Simultaneously, the young Prinz von Sachsen-Hildeburghausen would invade Bosnia with an all-arms corps, demonstrating in the west against Bihac, while the main blow fell at Banja Luka. If successful, the way would be clear to split the province. Some of Seckendorfs forces would grab the eastern fortifications and attempt to contact the Montenegrins, who were (as usual) promising an army of 20,000 warriors. It was a good plan, but the only part that worked was the capture of Nish. Most of northern Serbia (south of the Danube) was already in Habsburg hands, and it was a relatively easy matter to dash to Nish, the last major town in Ottoman Serbia (though the troops complained they were on a death march). After that victory, Seckendorf dithered, scattering his command on mopping up operations. General Wallis was sent against Widdin with an inferior force, unable even to properly screen the place; he was soon outmatched. Sachsen-Hildeburghausen suffered a reverse at Banja Luka and had to retreat back to his start lines on the south bank of the Sava not an irredeemable disaster, but Seckendorf thought so, and detached critically needed forces to save the situation. Eventually, the main Ottoman army appeared before Nish. The Bosnian defences, under the dynamic ex-Grand Vizier, Hekimougli Ali, withstood invasion without any support from Istanbul; the Bey of Widdin assembled an equally powerful force on the Danube. Bosnia was cleared, Nish retaken, and the entire Imperial position placed in extreme peril before the end of the traditional campaigning season. Seckendorff believed he was secure until next Spring, but the Ottomans defied tradition and did not enter winter quarters! Only their main army rested over the winter, preparing for fresh assaults. All along the line, raiding parties harassed the Imperial lines and small columns besieged and took Imperial outposts. On the Eastern Front, the Russians had again been repelled from the Ukraine with heavy losses. The war in the Balkans was going to be a long one. AVERAGE LENGTH AND COMPLEXITY USES TK MAP PANELS 1, 2, 3, 5, 6, 7. Sides: Imperial & Ottoman Scenario Bounds. The whole map is playable. Scenario Dates. Starts June-July Turn of 1737 and ends November-December Turn of 1737, inclusive. (8 Turns). Weather. Starting weather is Hot. Unassigned OPs: Imperial: 4 Ottoman: 8 Assigned OPs: Imperial: 0 Ottoman: 0 Imperial Faction Levels: Lorraine 5, Bavaria 5 Ottoman Faction Levels: War 6, Peace 5 Campaign Plans. Both players may choose CPs for their HQs as they Form them. Both Sides have an Active DCP at start. Special Rules: First Turn: on the first (1 st ) Turn of Scenario One (and of the TK Campaign Game), the Imperial Side has the Initiative for the entire Turn, despite the higher Ottoman OPs. Victory. To win, the Imperial player must have a higher Prestige than the Ottoman player by the end of the game. The Ottoman player wins by preventing this. The Imperials start with a Prestige Level of One (1), the Ottomans with a Prestige Level of Two (2). 7.2 ROSES FROM THE SOUTH The Banat, 1738 TKonly Scenario Ring around the rosie, Pocket full of posey. Achoo, achoo, we all fall down. Old Rhyme Orsova is a town on the northern bank of the Danube, just above the Iron Gates. It played a major role in the commerce of the region a free trade town where divergent cultures met. In the 18 th Century, there was also Neu Orsova, an island fortress, now drowned in the great Iron Gates hydro project. Neu Orsova was the counterpart to Turkish-held Vidin further downstream, blocking any waterborne advance up river. In the two decades since the Peace of Passarowitz awarded the Banat of Temesvr to the Habsburgs, the island of Neu Orsova had been heavily fortified using the latest techniques, and as heavily garrisoned. Upstream from Orsova lay the Banat, formerly a border wasteland but now a model Mercantilist colony, the Emperors personal possession, rich in plunder. In the year of 1738, the fearsome Grand Vizier, Jenghen Devil Pasha took command of the Sultans armies, and he determined to take Orsova. Beginning with raids against the frontier in February an unheard-of action for the Ottomans his offensive caught the Imperials by surprise, and Orsova was invested before they could respond. Count Knigsegge commanded the Imperials, adlatus to Grand Duke Franz Stephan. He assembled the Imperial army at Temesvr and initiated a two-pronged counteroffensive, marching the bulk of the Imperial forces through the hills of eastern Banat, via Kornia to Mehadia, a fortress blocking the valley that led to Orsova and the Danube. At Kornia, a Turkish corps screening the siege mistakenly assumed that Knigsegges men were merely an advance party, and launched a rash dawn attack without proper reconnaissance. Catching the Imperials at breakfast, they nearly broke through the infantry lines, but were ultimately routed by the Imperial Horse. Panicking, the Turks broke off the siege and fled south. But Knigsegge, suffering from supply shortages, an outbreak of the Plague in his rear, and an attack of cold feet, did not follow up the victory. Instead, he retired. Soon the Turks were back, harassing the rearguard, which fought a successful action under Duke Charles of Lorraine at Mehadia, one of the few successes of his military career. Despite having been reinforced, Neu Orsova fell later that year, when the Turks stormed the island. The season closed with Imperial arms disgraced yet again, and the Banat suffering under the twin afflictions of the Black Death and some 16,000 Turkish horsemen, calamities from which the region never fully recovered. 40 AVERAGE LENGTH; SLIGHTLY HIGHER COMPLEXITY THAN 7.1 USES TK MAP PANELS 1, 2, 3, 5, 6, 7. Sides: Imperial & Ottoman Scenario Bounds. The whole map is playable. Scenario Dates. Starts February-March Turn of 1738 and ends October-November Turn of 1738, inclusive. (12 Turns). Weather. Starting weather is Frost. Unassigned OPs: Imperial: 2 Ottoman: 5 Assigned OPs: Imperial: 0 Ottoman: 0 Imperial Faction Levels: Lorraine 6, Bavaria 5 Ottoman Faction Levels: War 7, Peace 4 Campaign Plans. Both players may choose CPs for their HQs as they Form them. Neither Side has an Active DCP at start. Special Rules: Imperial Deployment. The Imperial Side starts the game in winter quarters, both on and off map. On map forces are under no particular restrictions beyond their initial positioning. Off map forces may only enter after the Imperial player succeeds in making a Release die roll. The roll is made at the end of each turn. A roll of 0-3 is required; subtract two (-2) from the die roll each Turn after the first, cumulatively. Once Released, ALL off map forces may enter the map as Reinforcements; they may only enter during Administrative Phases. Regularly generated Reinforcements are not subject to this rule. Victory. To win, the Imperial player must have a higher Prestige than the Ottoman player by the end of the game. The Ottoman player wins by preventing this. The Imperials start with a Prestige Level of Two (2), the Ottomans with a Prestige Level of Three (3). 7.3 TURKISH DELIGHT The Siege of Belgrade, 1739 TKonly Scenario Surely the day of decision is a day appointed Al Quran, 78.17 The campaign of 1739 revolved around the siege of Belgrade. The season opened at a more reasonable date than 1738, with the Ottomans inclining to peace but unwilling to make concessions. The Imperials were in no condition to take the offensive. Bosnia, Nish, Orsova, and the routes into the Banat were in enemy hands. Thanks to the Plague, not only had recruits been hard to find, but significant forces had to be detached on containment duty. Command devolved on the merciless Feldmarshal Georg, Graf von Wallis, the most hated man in the army. Franz Stephan had gone to Vienna. Officially, this was for reasons of health; in any case it would not do for the heir apparent to catch the Plague. While there it was decided he would not return, because the Bavarians, who had offered 12,000 men, opposed his candidature for King of the Romans first step on the road to the Imperial throne. On the spot, things did not look good. The army was in poor condition, reputedly much inferior to the Ottoman forces in numbers. Although vast sums had been spent before the war to make Belgrade invulnerable, its current commandant, Feldmarshallieutenant v o n Succow, despaired. He had too few men, and he was forced to supply the field army out of the garrisons stocks. Wallis resolved to try a field battle. If the Turks could be kept away from the city long enough, they would have to retire for the season, and by that time, as he knew well, a separate peace would have been signed. Wallis and his masters just hoped they could save face and not lose the jewel of the Balkans in the process. Hearing that the advance guard of the Grand Viziers forces was moving north from Nish to the Danube, Wallis decided to strike it before the main body came up. But he hesitated giving the necessary orders. The delay was fatal. Instead of encountering a small force on the march, the Imperials ran into the Grand Vizier himself, dug in at the village of Grocka, 6 hours east of Belgrade on the south bank of the Danube. The enemy was well positioned behind a defile through which the Imperials would have to advance, and occupying vineyard-covered slopes, covered by massed batteries of guns. Led by a feckless band of Serbian irregulars, the Imperial horse tried to rush the position before they had properly seen it, and became entangled in a set of vicious small unit actions. They were severely mauled. Twelve grenadier companies, doubling to catch up, and a number of river gunboats, reputedly firing 500 broadsides, stabilised the situation. Knigsegge and 15,000 fresh troops ferried across from the north bank, though they arrived too late to join the fray. After 15 hours of combat, both sides had taken a drubbing, but Wallis, convinced now that he was heavily outnumbered, ordered a retreat, abandoning his wounded. The Turks had taken far more casualties a year later, travellers reported that it was impossible to cross the battlefield without treading on the bones of the dead but psychologically, Wallis was beaten. The siege of Belgrade was now inevitable. Wallis crossed the Danube and beat off a Turkish flanking corps in the Banat, doubled back, and established a secure position behind the city, across the Sava, ensuring the city could not be enveloped. The Turks lacked siege equipment. Some outworks were stormed, but the city stood firm. And then the war abruptly ended. The events of this part of the campaign are still debated, but one thing is clear. Belgrade fell, but it fell politically, as the price of peace. The only question is whether the Emperor was betrayed by one of his generals, as he hotly proclaimed, or whether he or members of his family gave the order. The man in question, Neipperg, was exonerated by the Emperors heir, Maria Theresa, and given command of the vital Silesian theatre when her neighbour Frederick of Prussia invaded in 1741. In the short term, the Habsburgs lost Serbia, Little Wallachia, and worst of all, Belgrade, not to mention any reputation they retained as a military power. For the long term, this war indicated the shape of things to come. Russian involvement in the Balkans would grow. And the Ottomans, who had in actuality had great difficulty maintaining themselves, never made any attempt to follow up their success with a new advance into Hungary. SHORT LENGTH AND AVERAGE COMPLEXITY USES TK MAP PANELS 1, 2, 3, 5, 6, 7. Sides: Imperial & Ottoman Scenario Bounds. The whole map is playable. Scenario Dates. Starts April-May Turn of 1739 and ends July- August Turn of 1739, inclusive. (5 Turns). Weather. Starting weather is Wet. Unassigned OPs: Imperial: 4 Ottoman: 6 Assigned OPs: Imperial: 0 Ottoman: 0 Imperial Faction Levels: Lorraine 2, Bavaria 6 Ottoman Faction Levels: War 8, Peace 4 Campaign Plans. Both players may choose CPs for their HQs as they Form them. Both Sides have an Active DCP at start. Special Rules: Plague in the Banat. The Imperial player may freely assign Cordon Units at start, using only the forces listed under At Temesvr, or In Garrison in Slavonia, Croatia, Hungary, the Banat, or Serbia. Ottoman Strategic Reserve. By default, the Cavalry Corps of the Kapikulu Askerleri (the Sipahis component) and the Grand Vizier may not leave the Constantinople Box. While this is so, the Padishah Orduin Rumeli Grand Army HQ cannot be Formed. At any time during the game, the Ottoman player may choose to employ the Cavalry Corps and the Grand Vizier (and also the Grand Army HQ). As soon as he does so, the victory conditions change. The Ottoman player must now have a higher Prestige than the Imperial player in order to win. Victory. To win, the Imperial player must have a higher Prestige than the Ottoman player by the end of the game. The Ottoman player wins by preventing this. The Imperials start with a Prestige Level of Two (2), the Ottomans with a Prestige Level of Three (3). 41 7.4 CHASTISEMENT General Leontievs Crimean Campaign October November 1735 HGH-only Scenario **INTRODUCTORY SOLITAIRE SCENARIO** After some hours of hesitation, during which the Russians remained silent and immoveable, the bolder of the Tartars attacked Mnnich on all four sides, rushing impetuously up to the mouths of the guns, armed only with their sabers. But the fire of the Russians was so steady and continuous that the assailants recoiled from the iron square again and again, and, at last, after two hours combat, fled hastily in all directions. Bain, Pupils, p. 244. The Austro-Russo-Turkish War of 1735-39 began after a series of skirmishes between Russian forces occupying Kabardia and Daghestan (Eastern Caucasia) and Tatars obeying the Ottoman Sultans request to aid him in a war between the Ottoman Empire and the resurgent Persian Empire of Nadr Shah. After a significant encounter occurred in 1732, St. Petersburg determined on full-scale war, but was forced to delay opening operations because of the War of the Polish Succession (1733-35) and the need to help their allies the Habsburgs. The campaign (if it can be called that) of 1735 was the first sally by the Russians against the Tatar stronghold of the Crimean Peninsula. War had not been declared. This was to be a punitive raid against a nest of bandits that every year sent bands of raiders to plunder Russian settlements in the Ukraine. The original commander of the expedition, Count Weisbach, Governor of the Ukraine, died immediately before operations were to commence in August (at which time the bulk of the Tatar military was hundreds of miles away, enroute to fight the Persians). His replacement, Count Douglass (another fine old Muscovite name) fell ill with malaria. Finally, General Leontiev was appointed to command. Nothing happened to him, but it was now approaching October. Nevertheless, the Tsaritsas orders were there to be obeyed, not questioned. Leontiev marched his force of 28,000 mainly mounted men down the Dniepr River toward the Crimea. He had not got much further than Kameno Saton, opposite the capital of the Zaporozhian Cossacks, before the first snows fell and heavily. A council of war unanimously decided on retreat and the corps crossed back into the Lines of the Ukraine, having suffered 9,000 casualties and lost about 9,000 horses (1,000 of them in a single night). Leontiev did see some action. About 4,000 Nogai Tatars were exterminated and much livestock captured; as an added bonus, the Khan of the Crimean Tatars, hastening home to deal with the invasion, was caught by the same early winter out on the steppes of the Kuban, reputedly losing 10,000 men and 50,000 horses (not impossible numbers). Leontiev returned to St. Petersburg under a cloud, but a court-martial exonerated him. The Sultan, while protesting vigorously in public, privately castigated the Khan of the Crimean for his inability to control his clans propensity for slave gathering. At St. Petersburg, new plans were being drawn up that would ultimately fan the flames of war from the Caspian Sea to the Adriatic. SHORT SOLO SCENARIO SUITABLE FOR TRIALS USES HGH MAP PANELS 3, 7, 11. Sides: Muscovite & Tatar; this scenario should be played solitaire, with the player acting as the Muscovite commander. Scenario Bounds. The whole map is playable. Scenario Dates. Starts September-October Turn of 1735 and ends November-December Turn of 1735, inclusive. (4 Turns). Weather. Starting weather is Dry. Unassigned OPs: Muscovite: 2 Tatar: NA Assigned OPs: Muscovite: 4 to a RCP Tatar: 0 Muscovite Faction Levels: NA Tatar Clan Levels: NA Campaign Plans. A Muscovite RCP is Active. The target is the Krim Horde Contingent (i.e. its Settlements). No other CP may be selected. Special Rules: Tatar Forces. Per the Tatar OoB book, there are no Tatar forces in play. Tatar forces may appear randomly. After each Muscovite Impulse, roll one (1) die. Each time a five or higher (5+) is rolled, collect one die rolls worth (1d10) of randomly selected Nogai Tatar SPs. If the die roll was a modified 9, add ten more (+10) SPs. The die roll is modified by plus four (+4) if a Muscovite Unit is within two (2) hexes of a Tatar Settlement (see below). The SPs must be deployed as Units in the hex containing the smallest Muscovite non-Garrison force (in the case of a hex containing both Garrison and non- Garrison forces, the Garrison forces are ignored for this count). No Tatar Leaders or Auxiliaries may be employed. A Battle is then fought. After the Battle, remove all Nogai counters from the map. Tatar Settlements. See 7.42 in the Muscovite OoB booklet. Thoroughly mix the Dummies with the real Settlements and place all counters face down without looking at them. No counter may be adjacent to another. Play Hint: make an effort to save the Settlements from the hated giaours. Ottoman Garrison. The Ottoman Garrison at Prekop (HGH11/Karasbasar/NW8) may not leave the Fortification. Hubs. Only the Muscovite Dniepr Hub is in play. Initiative. The Muscovite Side retains the Initiative throughout the scenario. Victory. The Muscovite player must score PPs to win. Each RP = half a PP (instead of 3 for 1). If the Muscovite Side wins a Battle, the player is awarded one (1) PP. If 75% or more of all surviving Muscovite forces are on or North of the Lines of the Ukraine (1.56) by the end of the scenario, the Muscovite player gains two (2) PPs. The Fortification at Prekop is worth one (1) PP. Minimum Victory is 2 PPs, Acceptable Victory is 4 PPs, Stunning Victory is 6 PPs. 7.5 AND QUIET FLOWS THE DON The Azov Campaign of 1736 March October 1736 HGH-only Scenario Where have all the flowers gone? Long time passing Where have all the flowers gone? Long time ago Where have all the flowers gone? Girls have picked them every one When will they ever learn? When will they ever learn? Adaptation of a Cossack folk song taken from And Quiet Flows the Don, by M. Sholokhov. After the fiasco of the previous year, St. Petersburg decided to make a proper job of dealing with the Tatars. The ultimate goal was their extermination or submission, and the establishment of a Russian colony or colonies on the Black Sea coast. This rather aggressive game plan was couched in terms of a punitive action of reprisal and of self-defence not as a war. But ultimately, the Ottoman Empire (or rather her coastal fortress network) was the target; by harassing her client state, the Russians would goad her into declaring war first. An initial step was the reduction of the fortress complex of Azov, at the mouth of the Don River. With this in hand, the Russians could reopen the naval base of Taganrog and achieve domination of the Sea of Azov. As a mark of its importance, Marshal Mnnich himself initiated operations on this front, before handing over to his co-commander, Marshal Lacy. Formally opening on May 15 th , the siege was intense, with sallies and assaults costing many men. But an attempt by the Ottoman Fleet to relieve the fortress failed, and on June 18 th , a mortar bomb blew up a powder magazine, virtually wrecking the whole town within the walls. This disaster, and a lack of supplies, induced the pasha commanding the garrison to surrender on July 4 th . After the siege, Lacy was supposed to bring his forces west to join Mnnich in the Crimea, but a lack of shipping (so he said) and provender, prevented his marching before August. By which time Mnnich (without telling Lacy) was on his way north again. Lacy himself marched north into winter quarters and the campaign of 1736 came to an end if one ignores the Tartar winter raids that kept the troops in a continual state of alarm. Phase one of the grand scheme was complete. 42 SHORT SCENARIO, SUITABLE FOR SOLO PLAY USES HGH MAP PANELS 4, 8 Sides: Muscovite & Tatar. Scenario Bounds. The whole map is playable. Scenario Dates. Starts March-April Turn of 1736 and ends September-October Turn of 1736, inclusive. (9 Turns). Weather. Starting weather is Dry. Unassigned OPs: Muscovite: 1 Tatar: 0 Assigned OPs: Muscovite: 4 to an ACP (versus Azov see below) Tatar: 0 Muscovite Faction Levels: NA Tatar Clan Levels: NA Campaign Plans. The Tatar player may initiate RCPs and the Tatar DCP during the scenario. The Ottoman forces under his Control may participate in these. The Muscovite Armija Dona Army HQ starts the scenario with an ACP against the Fortification of Azov, with 6 OPs assigned to it. Throughout the scenario the Muscovite player may also initiate other ACPs and the Muscovite DCP. Neither Side has an Active DCP at start. Special Rules: Mnnich. GFM Mnnich begins stacked with the Armija Dona Army HQ and acts as its Commander. During the Reorganisation Step of the Administrative Phase of the first (1 st ) Turn he is removed from play; General Lacy replaces him automatically. Winter Quarters. The Muscovite player gains an additional two (2) PPs if 16 or more out of the 28 Muscovite Dragoon & Infantry SPs in the scenario ends the game at Izyum (HGH3/Sergewskoi/NE8) or on/North of the Lines of the Ukraine hexes. (Design Note: this is an encouragement to finish operations in time to go into winter quarters). Tatar Settlements. Not used. Ottoman Naval Landing. Late in May, the Ottomans attempted to succour Azov by sea. Unable to cross the numerous sand banks at the mouth of the Don in the face of a Russian river flotilla, they withdrew (some sources suggest a few men were landed). On Turn Four, the Tatar player receives the Ottoman Azakdeniz Filotilla (Azov Flotilla) with 3 Naval SPs, and some land forces. In the Random Events Phase of Turn Four a Naval Action (4.26) is resolved between the Azov Flotilla and the Odente Flotiliju (Don Flotilla) Gunboat Flotilla. If the Ottomans achieve Dominance of the Sea of Azov the Ottoman land forces arrive at Azov as Reinforcements even if the Fortification is Besieged. They are immediately Subordinated to the Garrison HQ (exception: the pure Auxiliaries go to the Available Box). If Azov is Controlled by the Muscovites in the Turn they arrive these Reinforcements are forfeited. The Ottoman Reinforcements cannot be received at any other location than Azov; once received, however, they may operate normally. Ottoman Supply. The Tatar player has two (2) Ottoman Depts in his countermix. These may be purchased if the Ottomans achieve Dominance of the Sea of Azov. Four (4) Unassigned Ottoman OPs are received at the same time in order to purchase them. The OPs can also be used for other activities, but the Ottomans never receive any more OPs (at this range from the Hub, anywhere within the play area will cost two (2) OPs per Dept step). Victory. To win, the Muscovite player must gain four (4) PPs. The Tatar player wins by preventing this. One (1) PP is awarded to the Muscovite player if the Ottomans do not achieve Dominance in the Sea of Azov. If the Muscovite Side wins a Battle, the player is awarded one (1) PP. See also special rule #2. Prestige Levels are not used. 7.6 TO THE END OF THE EARTH The Crimean Campaign of 1736 April October 1736 HGH-only Scenario The faithful villagers have scattered from the Mosque; The echo of a muezzin's voice melts in the calm of dusk; And the horizon blushes deep, tinged with rubies. The king of silver, crescent of the night, Rises to his white throne to rest with his love. The torches burn perpetually in the Harem of Allah. In their midst, one cloud sails on the azure plain, Like a swan asleep on the mirror of a lake With ghost-like breast and wings edged with gold. A shadow falls from minaret and cypress. Further out, granite giants frown as they hold council Like Daemons gathered at the Court of Eblis: Shadows are their pavilion. Lightning strikes, at times, Down from their brow, and with the speed of Faris, Rends all the silences of sapphire space. Bakhichisarai at Night, Adam Mickiewicz As indicated in the previous scenario, St. Petersburg was out for Tatar blood. There was also the hope that the Turk would be drawn into the struggle. The ultimate goal was the establishment of a Russian colony or colonies on the Black Sea coast. The Ottomans would be goaded into declaring war first, to protect their clients (the operations against the Tatars were not labeled a war, but a punishment). While Marshal Lacy dealt with the fortress of Azov at the mouth of the Don, Marshal Mnnich had assembled an army of 54,000 men on the Dniepr the bulk of the Mobile Army, supplemented by militia and Cossack bands. Encumbered with a vast baggage train, for there was absolutely nothing on the Steppe that could be used to supply the army except grass for the horses the army slowly wended its way south, followed the river until it bent west, then struck out across the waterless, featureless steppe lands. Soon they were in contact with the enemy. The Khan of the Crimean Tatars had summoned an army of 100,000 vassals to destroy the invader. Forming his entire army into three great squares, Mnnich marched on. Twice, the Tatars launched full-scale attacks against the Russians, both times being beaten off with heavy losses. By the end of May, Mnnich was before the Lines of Perekop. The Lines consisted of a deep, stone-lined ditch running across the entire peninsula. The ditch was backed by a high stone wall, with regular guard towers, a central fort, and a small town. A 3,000-man Ottoman garrison defended the place, backed by the entire Tatar nation. An insignificant obstacle. The Russians stormed the walls in a dawn assault, surprising the garrison and putting the Tatars to flight. Russian losses amounted to 31 killed and 177 wounded. The Ottoman garrison was made prisoners of war. After this success, Mnnich dispersed some of his forces to take the fort of Kinburn at the mouth of the Dniepr, to escort convoys of supplies, to scout the land but the bulk of the army marched on Koslov (Eupatoria) under constant harassment from the Tatars, though the latter made no attempt to approach the main body. Koslov was found abandoned by its 5,000-man Ottoman garrison (possibly the Sultan recalled the men because he hoped to avoid hostilities he had already told the Khan not to expect any help). From here the Russians moved on the Khans capital, Bacha Serai, which they sacked after driving off a body of Tatars. The latter retreated into the hills, and Mnnich planned to complete the season by taking the great slave mart of Kaffa on the southeast coast. But the army was exhausted. Sickness plagued them. The heat was intense, and the marshal had driven them on without respite for several weeks. Marshal Lacy had not appeared to support them. Thanks to the machinations of the Prince of Hesse Homburg, the men grumbled and the officers complained. Moreover, the Tatars burned and destroyed their own rich farmlands and drove away their livestock (though the Cossacks made several rich hauls notwithstanding). It was decided to return to Perekop. Perekop was deemed indefensible, given its distance from Russian territory, so the Lines were dismantled, as was the fort of Kinburn, also taken with ease earlier in the campaign. From here the army had still a gruelling march to return to their own country, though fortunately the Tatars declined to pursue. The winter was spent on the Lines of the Ukraine, beating off yet more Tatar raids. All in all, the campaign was a mixed success. The Crimea had been laid waste, and the Tatars taught to respect the Russian Army. Lessons had been learned for future campaigns. But, thanks in part to the incompetence of his commissariat, as well has his own propensity for running things on a wing and a prayer, Mnnich lost close to 30,000 men from simple attrition; combat losses were minimal. And he had yet to establish a permanent base on the Black Sea. Krim is a Tatar word meaning dead end. 43 AVERAGE LENGTH AND COMPLEXITY; SUITABLE FOR SOLITAIRE USES HGH MAP PANELS 3, 7, 11, 11a Sides: Muscovite & Tatar. Scenario Bounds. The whole map is playable. Scenario Dates. Starts April-May Turn of 1736 and ends October-November Turn of 1736, inclusive. (10 Turns). Weather. Starting weather is Dry. Unassigned OPs: Muscovite: 1 Tatar: 0 Assigned OPs: Muscovite: 5 to an ACP (versus Prekop see below) Tatar: 0 Muscovite Faction Levels: Mnnich 4, Biron 5 Tatar Clan Levels: all 4 Clans at level 6 Campaign Plans. The Tatar player starts with no CP. He may initiate RCPs and the Tatar DCP during the scenario. The Muscovite Moskvich Velikaja Armija Grand Army HQ starts the scenario with an ACP against the Fortification of Prekop, with 6 OPs assigned to it. Throughout the scenario the Muscovite player may also initiate other ACPs, RCPs and the Muscovite DCP. Neither Side has an Active DCP at start. Special Rules. Attack on Kinburn. If Prekop is taken by the Muscovites, the Muscovite player is obliged to undertake one (1) other mandatory CP, and Attack against Kinburn. This CP is resolved as follows in the Administrative Phase of the same Turn that Prekop is taken: a) eliminate three (3) Unassigned OPs, b) Form a Column HQ (or use an existing one) containing 6 Cossack SPs and 20 SPs of Dragoons and/or Infantry, c) remove the Column HQ from play. The Column is returned to play four (4) Turns later, as a Reinforcement, in any single Friendly-Controlled hex. While out of play, the Units cannot recover CE. Additional Cossack SPs may be substituted for the Dragoons/Infantry if desired. Tatar Settlements. All Krim Horde Settlements (only) are in play, plus 2 Dummies. Deploy per 4.551, initially in the Prekop Horde Territory. The Tatar player may move his Settlements off the West map edge. However, Kinburn Force is entitled to one (1) search attempt against one (1) off map Settlement per Turn (during the Siege step of the Administrative Phase). If located, a Settlement is eliminated on a second die roll of 3 or less. Ottoman Naval Reinforcements. The Tatar player receives the forces discussed in Scenario 7.5 Special Rule #3 as Reinforcements at Kaffa on Turn Three (May-June). If Kaffa is Muscovite-Controlled these forces are forfeit. They may still be received if Kaffa is only Blockaded or Besieged. (Historically, the Azov relief force, unable to land, was diverted to Kaffa). Ottoman Supply. The Tatar player has two (2) Ottoman Depts in his countermix. These may be purchased if the Ottomans land their Naval Reinforcements. Four (4) Unassigned Ottoman OPs are received at the same time in order to purchase them. The OPs can also be used for other activities, but the Ottomans never receive any more OPs. Victory. To win, the Muscovite player must gain seven (7) PPs. The Tatar player wins by preventing this. The Muscovite player automatically gains one (1) PP for the Kinburn CP at the end of the scenario Prestige Levels are not used. 7.7 DONT FEAR THE REAPER The Cleansing of the Kuban April December 1736 HGH-only Scenario Through the fields the reaper goes Piling sheaves on sheaves in rows; Hills, not sheaves, are these. Where he passes howls the earth, Howl the echoing seas. All the night the reaper reaps, Never stays his hands nor sleeps, Reaping endlessly; Whets his blade and passes on... Hush, and let him be. Hush, he cares not how men writhe With naked hands against the scythe. Wouldst thou hide in field or town? Where thou art, there he will come; He will reap thee down. Serf and landlord, Great and small; Friendless wandering singer, all, All shall swell the sheaves that grow to mountains; Even the Tsar shall go. And me too the scythe shall find Cowering alone behind Bars of iron; swift and blind, Strike, and pass, and leave me, stark And forgotten in the dark. Taras Shevchenko, The Reaper If one can actually find an account of this forgotten Russian war, then one will almost always find mention of the remarkable operations against Azov and the Crimea. What has truly been forgotten is the ethnic cleansing of the Kuban at the instigation of the Russian Government. Early in 1736, St. Petersburg invited Don Duc Olmo, Khan of the Kalmyks, to aid the Russians by invading the Kuban. It was suggested they might find greener pastures there. The Kalmyks were one of the many hordes inhabiting the steppes. At this time they dwelt in the region of Astrakhan, wintering between the Volga, Don, and Terek Rivers (their capital was later to be at Elista). Full clients of St. Petersburg, they were, uniquely, Buddhists, and under the spiritual authority of the Dalai Lama. This fact did not make them any less warlike. Riding forth in early April, the khan and his son, leading 40,000 Kalmyks, and reinforced by Kabardians from the northern Caucasus and several Cossack bands, swept into the Kuban as far as the Ottoman town of Tamerov on the Taman peninsula. Tens of thousands of Kazyev (Kuban) Tatars were slain or enslaved, their livestock rustled, and their homes destroyed. Late in the season, another Tatar tribe, the Jetiskouli Horde, descending from the Caucasus uplands in search of new pasture, stumbled into the operational theatre and were also slaughtered. In all, something like 20,000 Tatar males were slain during the campaign, and an equal number of captives and horses taken as booty. After enduring a repeat visit the following year, the remnants of the Kuban Horde swore fealty to St. Petersburg, but much of their land would be given to the Kabardians at wars end to serve as a buffer zone between the Ottomans and the Russians. MANOEUVRE SCENARIO; FAST PLAYING DESPITE THE NUMBER OF TURNS USES HGH MAP PANELS 8, 12, 13 Sides: Muscovite & Tatar. Scenario Bounds. The whole map South of the Don River, inclusive, is playable. Scenario Dates. Starts March-April Turn of 1736 and ends November-December Turn of 1736, inclusive. (12 Turns). Weather. Starting weather is Dry. Unassigned OPs: Muscovite: 3 Tatar: 0 Assigned OPs: Muscovite: 0 Tatar: 0 Muscovite Faction Levels: NA Tatar Clan Levels: NA 44 Campaign Plans. Both players may choose CPs for their HQs as they Form them. Neither Side has an Active DCP at start. Special Rules: Tatar Settlements. All Kazyev Settlements: must deploy in Kuban Territory. 3 Dummy Settlements. All Jetiskouli (Reinforcement) Settlements: must deploy as Reinforcements in Circassia and/or Kuban Territory when their Horde enters play. Add 2 Dummy Settlements. Victory. To win, the Muscovite player must gain seven (7) PPs. The Tatar player wins by preventing this. Prestige Levels are not used. 7.5/7.6/7.7 FAREWELL TARTARNESS Combined Mini-Campaign April December 1736 HGH-only Scenario Savlikman Kal Tatarlik, men ketem cenkke, Atimin basi aylandi ahret betke. Senin icun yasadim, sensiz olsem, Bilmem nasil kirermen bos cennetke. Avdarilgan altavlar, tamular taskan, Bu islerge biz tuvul, melekler saskan. Hirpalangan menlikler,xorlangan kizlar, Balasin taslap anaylar collerge kackan. Artima baksam ak omur, aldimda olum, Kop uzamaz belliymen karangi yolum. Karsambadan havetmey, kolgeden urkmey, Son nefeste Tatar dep uzanir kolum. Farewell, Tatarness, I am heading towards the war, My horse's head already turned towards the next world. I've lived for you Tatarlik, and if I die without you, How will I enter the Paradise that is empty so. The mountains turned over and the rivers overflew, Not only we, but even the angels are shocked at how things go. The young were shaken and the maidens were battered, Abandoning their children, the mothers fled to deserts. A clean life behind me, front of me is death. I doubt my dark path will last any longer. Not fearing any danger, not being frightened of shadows, Stretches out my arm, uttering the word" Tatar" at my last breath. Avlikman Kal Tartarlik (Farewell Tartarness), Numan Celebicihan SCENARIOS 7.5, 7.6, AND 7.7 MAY BE COMBINED. 7.5 MAY BE COMBINED WITH EITHER 7.6 OR 7.7, OR ALL THREE SCENARIOS MAY BE COMBINED INTO ONE. MANAGEABLE 3-FRONT MONSTER MAP PANELS: use all panels from the scenarios being combined. Sides: Muscovite & Tatar. Scenario Bounds. The whole map is playable. Scenario Dates. Starts with the earliest start date of the scenarios being combined (April-May or March-April) and ends with the latest date of the scenarios being combined (October-November or November-December), inclusive. Weather. Starting weather is Dry. Unassigned OPs: Muscovite: total of the scenarios being combined Tatar: total of the scenarios being combined Assigned OPs: Muscovite: total of the scenarios being combined Tatar: total of the scenarios being combined Muscovite Faction Levels: Mnnich 4, Biron 5 Tatar Clan Levels: all 4 Clans at level 6 Campaign Plans: All starting CPs (with assigned OPs as listed) and other mandatory CPs (per Special Rules) pertaining to the scenarios being combined are used. Otherwise, the players may initiate CPs normally. Active/Inactive DCP status: if any of the scenarios being combined call for an Active DCP, that Side has an Active DCP. Special Rules. All Special Rules pertaining to the scenarios being combined are in force, modified as follows: Initiating Operations. Muscovite forces assigned to each scenario cannot be Activated until the Start Turn for their Scenario (e.g. if all three scenarios were combined, the Kalmyks could enter on Turn One, the forces facing Azov would Activate on Turn Two, and the forces on the Dniepr would Activate on Turn Three). Tatar forces are under a similar restriction, but are divided into groups and Activated one (1) group per Turn in the following order: a) the Kazyev Horde, b) the Nogai Horde, c) the remaining Hordes plus Ottoman forces. If a particular group is not involved in the scenarios being combined, ignore it. Mnnich. Scenario 7.5 has Marshal Mnnich facing Azov, while Scenario 7.6 has him on the Dniepr. If scenarios 7.5 & 7.6 are combined, Mnnich begins stacked with the Armija Dona Army HQ. In the Administrative Phase of the Turn prior to the Activation of the Scenario 7.6 forces (per Special Rule #2) he is automatically moved to Command the Moskvich Velikaja Armija Grand Army HQ; his replacement in Command of the Armija Dona Army HQ is Lacy (per Special Rule #1 for Scenario 7.5). Reinforcements. Reinforcements are scheduled by the TRT rather than by Scenario Turn the Reinforcement lists give the actual Turn # as well as the Scenario Turn. Ottoman Naval Reinforcements. The special Reinforcements listed in the Tatar OoB Book under 7.552 & 7.562 are identical. The Tatar player receives these forces on Turn #8 (May-June) per Scenario 7.5 Special Rule #3. As in Scenario 7.5, Dominance of the Sea of Azov must be achieved by the Ottomans before these forces can be landed at Azov; the Ottomans already have Dominance over the Black Sea and can alternatively automatically land these forces as Reinforcements in any one (1) Port outside of the Sea of Azov. The Port may be Blockaded or Besieged. (Historically, the Azov relief force, unable to land, was diverted to Kaffa). Ottoman Supply. The Tatar player has two (2) Ottoman Depts in his countermix. These may be purchased if the Ottomans land their Naval Reinforcements. Four (4) Unassigned Ottoman OPs are received at the same time in order to purchase them. The OPs can also be used for other activities, but the Ottomans never receive any more OPs (at this range from the Hub, anywhere within the play area will cost two (2) OPs per Dept step). Tatar Settlements. All Settlements belonging to Hordes in play are used, per 4.55. Victory. To win, the Muscovite player must have a higher Prestige than the Tatar player by the end of the game. The Tatar player wins by preventing this. The Muscovites start with a Prestige Level of Two (2), the Tatars with a Prestige Level of Three (3). 7.8 TATAR SAUCE The Oczakov & Crimean Campaigns of 1737 HGH-only Scenario The mighty Dnieper roars and bellows, The wind in anger howls and raves, Down to the ground it bends the willows, And mountain-high lifts up the waves. The pale-faced moon picked out this moment To peek out from behind a cloud, Like a canoe upon the ocean It first tips up, and then dips down. The cocks don't crow to wake the morning, There's not as yet a sound of man, The owls in glades call out their warnings, And ash trees creak and creak again. Taras Shevchenko, The Mighty Dnieper The operations of 1737 were serious stuff. No more poking around. 63 battalions of foot and 145 squadrons of dragoons, plus a large siege train and masses of supplies (including a reinforcement of 28,000 wagons and 2,000 camels), assembled on the Dniepr above the Lines of the Ukraine in early May. Mnnich intended to siege the most important fortification on the northern Black Sea coast, after Azov: Oczakov, or Dziarcremenda as the 45 Ottomans called it. (At this time, Oczakov was the most important location in the western Ukraine; Odessa did not exist). At the same time, Marshal Lacy, with 40,000 men, would again ravage the Crimea. Mnnichs army crossed to the western bank of the Dniepr shortly after its final assembly, and began marching as if to attack the Ottoman fortress of Bender on the Dneistr. Striking the Ingulets River, a tributary of the Southern Bug, they turned south. Moving into enemy territory, the army formed three large squares; slowed to a snails pace, Mnnich decided to dump his baggage and heavy artillery and press on to invest Oczakov before the season was too advanced. His supplies would be diverted to the Dniepr and floated down on a huge flotilla. Unfortunately, in those days the upper and lower Dniepr was divided by a series of seven cataracts. Only at certain times of the year was it possible to work flat bottomed craft over them, and this year the water levels remained low well into the Summer. Mnnich would have to make shift with what he had. Incredibly, after investing the fortress on July 10 th -11 th , Mnnich began the assault. He had no weapons heavier than mortars, plenty of pioneers, but no siege equipment, and the ground was too hard to dig trenches. On the 13 th the continuous rain of Russian mortar shells set the town on fire. Mnnich ordered General Keith, the Jacobite exile who would later fight for Frederick the Great, to lead a force up to the glacis and pin down the enemy with musket fire. Keith obeyed under protest. Russian losses were heavy, and a sally by several hundred of the defenders nearly overran them. Mnnich was in despair, casting down his sword and declaring all was lost but the fires had spread to the Turkish magazine, which blew up in a terrific explosion, killing at least 6,000 of the garrison instantly. The governor tried to surrender but changed his mind and attempted to flee by galley. His party was spied by a band of Cossacks intent on stealing a herd of horses hidden round a back corner of the fortress; pursuing the Turks fiercely, they forced their way into the town and began a systematic slaughter. Oczakov was in Russian hands. Of the 20,000 men in the Ottoman garrison, most, including the flower of the Bosnian Sipahis, were killed. Only some 3,000 men survived. Mnnich spent the rest of the campaigning season marching and counter-marching before the Bug in an effort to keep the Ottomans away from his prize, before retiring north for the Winter. Like the year before, the Army suffered far more from privation than enemy action. Oczakov would withstand an Ottoman siege that November, inflicting another 20,000 casualties on the Turks, only to be abandoned and razed in 1739, after some 20,000 Russians had died of the Plague in it. In the end, the ruins of Oczakov cost 60,000 lives. Lacys operation was yet more successful. In the Sea of Azov, a powerful Ottoman flotilla was defeated by a weaker Russian one under Vice Admiral Peter Bredal, and Lacys corps achieved complete surprise by crossing the Sivash (under the right conditions, it was almost possible to cross it dry shod), bypassing the Khans army at Perekop. The Russians engaged in a number of uniformly successful actions against the Tatars, trashed as much of the peninsula as they could reach, and retired safely with well over 100,000 head of livestock, beating off repeated attempts to stop them. LARGE SCENARIO WITH 2 SEPARATE FRONTS USES HGH MAP PANELS 2, 3, 4, 6, 7, 8, 10, 11, 11a Sides: Muscovite & Tatar. Scenario Bounds. The whole map is playable. Scenario Dates. Starts April-May Turn of 1737 and ends November-December Turn of 1737, inclusive. (11 Turns). Weather. Starting weather is Dry. Unassigned OPs: Muscovite: 4 Tatar: 3 Assigned OPs: Muscovite: 4 to an ACP (versus Dziarcremenda see below) Tatar: None Muscovite Faction Levels: Mnnich 6, Biron 3 Tatar Clan Levels: Shirin 5, Barin 4, Arghin 4, and Qipaq 3 Campaign Plans. The Tatar player starts with no CP. He may initiate RCPs and the Tatar DCP during the scenario. The Tatar player also runs the Ottoman Side. Ottoman HQs may initiate RCPs and ACPs. The Ottoman and Tatar DCPs are merged into the Tatar DCP. The Muscovite Moskvich Velikaja Armija Grand Army HQ starts the scenario with an ACP against the Fortification of Dziarcremenda (Oczakov), with 4 OPs assigned to it. Throughout the scenario the Muscovite player may also initiate other ACPs, RCPs and the Muscovite DCP. Neither Side has an Active DCP at start. Special Rules. Ottoman Relief Force Activation. A large Ottoman force is stationed at Bender (HGH10/Akerman/NW8). This force may not move, nor may it be Formed into an HQ. Additional forces are In Garrison at Bender; these are likewise immobilised. All forces in the hex are Activated and are free to operate normally for the rest of the game if: a) any Muscovite non-Cossack Unit moves within four (4) MPs of Bender; b) if Dziarcremenda (HGH10/Akerman/NE8) is Blockaded. Activation occurs in the Administrative Phase of the same Turn. At that time, the forces at Bender (including In Garrison Units) may be Formed (or Transfer) into the HQ(s) made available at that time, and Ottoman DP Units in the hex may be converted into Auxiliaries; note that additional Auxiliaries, Leaders, and Artillery SPs also become available. Mnnich Faction. After determining Factions (3.4), flip four (4) Biron Faction Leaders to the Mnnich Faction. Subjugation. The Jetiskouli Horde only requires two (2) RPs to be Subjugated. The Kazyev Horde requires five (5) RPs to be Subjugated. The Nogai Horde requires eight (8) RPs to be Subjugated. The Krim Horde requires twelve (12) RPs to be Subjugated. The remaining Hordes have no RPs against them. Tatar Settlements. All Settlements belonging to Hordes in play are used, per 4.55. Victory. To win, the Muscovite player must have a higher Prestige than the Tatar player by the end of the game. The Tatar player wins by preventing this. The Muscovites start with a Prestige Level of Three (3), the Tatars with a Prestige Level of Three (3). 7.9 HARVESTING THE STEPPE Grand Tatar Raid, February 1737 HGH-only Scenario Men stand and trade their mutual chains And barter truth for filthy gains, Committing shame against the Lord By harnessing for black reward People in yokes and sowing evil In fields commissioned by the Devil... And what will sprout? You soon will see What kind of harvest there will be! My Friendly Epistle, Taras Shevchenko Injun raids were as much a fact of life on the Ukrainian frontier as on the American Frontier. Except that in the Ukraine, as with all else in Eurasia, such things took place on a massive scale. The Tatars had a 200-year tradition of harvesting the Slavs; between 1-2 million Russians, Ukrainians, Poles, and Moldavians wound up in the slave mart of Kaffa (now Fedosyia) over the same period. During wartime, of course, they had an excuse. On the other hand, this war came about in part because the Khan of the Crimean Tatars could not prevent individual chieftains from raiding as they pleased; the Khan who was in power in 1735 was deposed by the Ottomans (dragged into a war they did not want) as an embarrassment. Small raids, or chambuls, of a few hundred or a few thousand warriors, took place all the time. Many were unauthorised. Large raids, or sefers, might involve a large percentage of the Khanates manpower 40,000 Tatars, under the Khan himself, took part in a sefer in February of 1737. It had limited success. A 40,000-man raid would have been a tremendous affair, considering the fact that each Tatar might have 6-8 additional mounts even a single remount per man would mean 80,000 horses. (It is possible the raid only consisted of 20,000 men, a typical number, and perhaps 40,000 mounts). The Russians were past masters at dealing with deep penetrations by bands of irregulars, so perforce the Tatars only made quick darts, in and out, hoping to grab a few ransom-able prisoners or a few head of cattle smaller raiding parties often had more success. Frequently, the Tatars attempted to cross the ice of the Dniepr, but this involved crossing Polish territory, which was not always safe. Besides, the Russians kept themselves warm by breaking up the ice all along the river. (March league upon league in the baking heat all Summer, break river ice by hand all Winter like the song says, theres no life like it). Burning to avenge the wasting of their lands, in February of 1737 the Khan and his men challenged the Lines of the Ukraine, a vast abatis supported by numerous self-contained forts that stretched across the Tatars main invasion route all the way from the Dniepr to the Donets. These Lines had 46 been conceived by Peter the Great, on the model of an even larger set of works near Kursk. They were begun in 1731, but not completed until 1738. The Lines were not perfect. The forts were too far apart, and though wooded areas could be lightly held (the Tatar horsemen shunned wooded terrain), there were nowhere near enough men to occupy a continuous front. Still, the Russians had regiment upon regiment of mounted landmilitz, plus Ukrainian Cossack bands (of admittedly dubious reliability), and the region behind the Lines was settled by their families in military colonies. The Tatars might break through the Lines, but they would find it a hard matter to escape while laden with plunder. The Khan first approached the center of the Lines, but finding no way through for such a large force, he took his army towards the eastern bastion of Izium. Near here, he dispersed his men into raiding parties; the most successful crossed the Donets and slipped around the flanks of the Russian position. But they could not spend much time in the hunt. As soon as he received news of their approach, the Governor of the Ukraine put his own plans into motion. Columns of reservists converged on the threatened sector, some to drive the Tatars away, others to cut off their escape route. Having the entire Russian Mobile Army encamped on the Lines for the Winter only made things worse for the nomads. Very quickly, the Khan was forced to recall his raiding parties and flee; most of the captives and plunder were recovered, though the Tatars themselves escaped over the steppe. They would try again. With their own homeland laid waste, they had no other recourse. SLIGHTLY MORE COMPLEX THAN USUAL BUT VERY SHORT; SUITABLE FOR SOLO PLAY USES HGH MAP PANEL 3 Sides: Muscovite & Tatar. Scenario Bounds. The whole map is playable. Scenario Dates. Starts January-February turn of 1737 and ends February-March turn of 1737, inclusive. (2 Turns). Weather. Starting weather is Snow. Unassigned OPs: Muscovite: 2 Tatar: 0 Assigned OPs: Muscovite: None Tatar: 2 to a RCP (see below) Muscovite Faction Levels: NA Tatar Clan Levels: NA Campaign Plans. The Tatar player starts with a RCP against either the Ukraine of Settlements or the Slobodia Ukraine. He may initiate no other CPs during the scenario. The choice of target is made before play begins. It must be written down and kept secret from the Muscovite player until the end of the scenario. The Muscovite player starts with an Inactive DCP. He may initiate no other CPs during the scenario. Special Rules. Line of the Ukraine. Remember, only fourteen (14) hexes on the Lines of the Ukraine exist. Muscovite players choice. Plundering the Lines. The Tatar player is awarded two (2) Raid Points for each Lines of the Ukraine hex that is Plundered. The hex must be a completed Lines hex. Muscovite DCP Activation. The Muscovite player cannot automatically initiate his DCP. Instead, to Activate it for Turn One, he must roll a 4 or less on one (1) die. The die roll is made during Muscovite set up. The DCP can automatically be Activated during the Administrative Phase of Turn One. Tatar Settlements. Not used. Victory. To win, the Tatar player must acquire three (3) PPs. The Muscovite player wins by preventing this. Prestige Levels are not used. 7.10 BLACK SEA, BLACK DEATH The Dneister Campaign of 1738 The campaign of 1738 was almost entirely barren. Bain, Pupils, p. 262 The 1738 campaign was driven by political requirements. The Austrians were screaming (in their languid, polite 18 th Century way) for help. A vague plan was proposed in which vast Imperial and Russian pincers would close on the Danube Principalities and drive the Turk from Europe. At least, that is what both the Russians and the Imperials thought each other had agreed to. Both sides were also agreed that the other side would do most of the work. Forced to make a silk purse out of a sows ear, Marshal Mnnich, though he delayed as long as he dared, eventually put his army on the West side of the Dniepr and began slowly marching to the Southern Bug. All indications were that the Turks were massing for a counterattack, but that they were, as usual, taking their time about it. Little sign had been seen of their Tatar allies. Large numbers were reputedly gathering at Bender, on the far side of the Dneister, wither the Ottoman troops were also repairing, but those nomads that had taken part in the ill-fated winter raid against the Lines of the Ukraine were still nursing their bruises. Mnnich intended to take care of them, in any case. While the main Russian army wended its way west, another army, under Lacy, once again ravaged the Crimea, and a third army, under Don Duc Olmo, completed the subjugation of the Kuban. The jovial Khan of the Kalmyks soon sent news of the complete abasement of the eastern Tatars, but Lacy found himself in difficulties. He had done his work too well, and the Crimea could no longer support an army. So the projected storming of the great slave mart of Kaffa, the last stronghold in the Crimea, had to be abandoned. Mnnich also ran into trouble. The lands between the Bug and the Dneister were officially a desert high steppe-lands. Wood and water were scarce. Fortunately, so was the enemy. Apparently the Tatars were unwilling to engage without Ottoman backing, and the Janissaries were mutinous because their leadership did not want to attack Mnnich with sufficient mindless impetuosity. In the end, Mnnich arrived opposite Bender, tried a tentative siege from the far bank, beat off repeated Ottoman probes, then marched and countermarched, fighting a running battle with the foe until the season was too far advanced and he had to retire. Later, under fire from the Austrians for not having come all the way to Belgrade to help them (they were blustering because not only had they not taken any of their objectives, they had actually lost some to the Turks), Mnnich blamed the Plague that had broken out in Moldavia, and certainly he had taken enough casualties from attrition to warrant the claim at least 10,000 sick (which given the nonexistent medical services, meant about 10,000 dead). This ignores combat losses (which were slight, despite the cutting off of a careless foraging party) and losses to exhaustion. But in fact, the campaign was not as barren as it appeared. It was more of a stepping stone to greater things. The primary object of the war the subjection of the Tatars had been advanced to the point that just one more war, under Catherine the Great, would complete the job. This after the Tatars had whipped a massive Russian army in the 1690s and helped defeat another under Peter the Great. In the short term, the main Ottoman field army, about 90,000 men including the Tatars, had been tied down on the Dniester for an entire summer. It was not the Russians fault that the Imperials were such a sorry bunch. And in 1739, Mnnichs southern flank would be secure enough, even without holding Kinburn and Oczakov (abandoned and razed due to the Plague) that he could invade Moldavia from the north and enter Iassy as a liberator. LARGE 3-FRONT SCENARIO; PROBABLY THE MOST COMPLEX MINOR SCENARIO. CAN ALSO BE 3-PLAYER: MUSCOVITE, OTTOMAN, & TATAR. ALL HGH MAPS ARE USED Sides: Muscovite & Ottoman. Scenario Bounds. The whole map is playable. Scenario Dates. Starts April-May Turn of 1738 and ends September-October Turn of 1738, inclusive. (8 Turns). Weather. Starting weather is Dry. Unassigned OPs: Muscovite: 4 Ottoman: 4 Tatar: 0 47 Assigned OPs: Muscovite: 6 to a DemoCP against Bender (HGH10/Akerman/NW8) Ottoman: 0 Tatar: 0 Muscovite Faction Levels: Mnnich 7, Biron 2 Ottoman Faction Levels: War 6, Peace 5 Tatar Clan Levels: Shirin 3, Barin 3, Arghin 4, and Qipaq 2 Campaign Plans. The Muslim player is free to adopt any CPs. The Muscovite player starts with a DemoCP against Bender (HGH10/Akerman/NW8) with 6 OPs assigned to it. Otherwise he is free to adopt any CPs. Both Sides start with Inactive DCPs. Special Rules. Plague. The Black Death will automatically break out in Moldavia on the first (1 st ) Turn of Summer. Follow 3.54 except for the automatic occurrence and preset Territory. Oczakov. Dziarcremenda (HGH10/Akerman/NE8) and Fort Kinburn (HGH10/Akerman/ENE10) have been Rebuilt (1.52). Mnnich Faction. After determining Factions (3.4), flip six (6) Biron Faction Leaders to the Mnnich Faction. Subjugation. The Jetiskouli Horde has been Subjugated. The Kazyev Horde only requires two (2) RPs to be Subjugated. The Nogai Horde requires six (6) RPs to be Subjugated. The Krim Horde requires eight (8) RPs to be Subjugated. The remaining Hordes have no RPs against them. Tatar Settlements. All Settlements belonging to Hordes in play are used, per 4.55. Victory. The winner is the Side with the highest Prestige. In a 2-player game, average the Muslim Prestige. The Muscovite Side starts with a Prestige Level of Four (4). The Tatar Side starts with a Prestige Level of Two (2). The Ottoman Side starts with a Prestige Level of Four (4). 7.11 MARCHE SLAV The Moldavian Campaign of 1739 In the midst of this success, it is impossible to conceal that the contents of your letter and journal have extremely surprised, and even afflicted me. I have been astonished to observe, that the irruption which the body of troops under your highness was to make into the enemys country will not be executed, and consequently that not the least movement will be made on the side of Wallachia in favour of our army, notwithstanding all the solemn promises of he emperor, and the plan of operations agreed upon with the empress my sovereign. Extract from a letter of Marshal Mnnich to Prince Lobkowitz, Sept. 27 th , 1739 The year of 1739 was at last to see the junction of the victorious Imperial and Russian Armies in a grand encirclement of the Danube Principalities and the rout of the Ottoman forces. Well not quite. The Imperial position at the end of 1738 was tenuous at best. They needed help, and at last the Tsaritsas goadings prompted Marshal Mnnich to cross the Dneister in earnest, on the understanding that Prinz von Lobkowitzs 30,000 men in Transylvania would cross either the Carpathians or the Transylvanian Alps in a combined attack on the Principalities. Many things conspired to foil the plan. Unrealistic operational appraisals by Court officials, a lack of recruits, Plague along the Danube, a strong Ottoman offensive against Belgrade compounded by a badly managed Imperial counterattack. A lack of will both on the part of Vienna and on the part of Lobkowitz, who was a notoriously dilatory commander. Perhaps there was a feeling of revenge: having been denied promised Russian aid it was now the Imperials turn to promise falsely. More likely, Vienna did not want to see the Principalities, with their Orthodox populations, fall into Russian hands, and if that meant losing the war, so be it. The extract quoted above is from a very long epistle, all in the same vein. Marshal Mnnich was extremely vexed. Postwar recriminations were long and bitter, but did not break the Alliance of the Double Eagles; it would hold until the Crimean War. Contemporaries agreed that the Russian campaign of 1739 was their best. Fewer men died, and great gains were made, though they had to be returned at the peace but that was Viennas fault. With operations in other parts of the Ukraine suspended from exhaustion, the Russians launched their offensive from Kiev, straight across neutral Polish territory to the Dneister. The Poles complained to no avail. They lacked the strength to combat the juggernaut. Mnnich did not make directly for the fortress of Khotin, the key to the middle Dneister. Instead, he crossed the river above the fortress. Hampered by Tatar raiders and extreme weather, Russian progress was slow. They did not even reach the Dneister until August 7 th , having set out across a flooded Dniepr in early May (the river flooded an area 12 miles wide). Eventually they arrived at the Prt and followed it downstream. The Ottomans, covering Khotin on the north bank of the Dneister, were unaware they had been outflanked until early August, at which point they retired across the river to the fortress. Meanwhile the Russians were approaching, screened by the wooded hills that cover the land between the Dneister and the Prt. At this juncture a Wallachian deserter revealed that the Ottomans had failed to place a guard on the key pass leading to the fortress (known confusingly as the Defile of Perekop, or less confusingly but harder to pronounce, as the passes of Tschernantza). Mnnich quickly seized this position and the army passed on. On the 19 th of August, the two armies encamped against each other. During the next few days, the Russians advanced and the Ottomans retreated, but at the same time contrived to surround the Russian flanks. The latter were hampered by having to wait for their baggage and heavy guns. Finally, on August 28 th , the Ottomans decided they had the Russians just where they wanted them: without an escape route and forced either to attack a fortified encampment containing the main Ottoman field army, or to surrender. The Russians attacked and carried the camp in the teeth of cavalry charges and a ferocious bombardment. Dismayed at the sight of a huge, unstoppable block of green advancing on their supposedly secured flank, the Turks fled, abandoning their entire train. When the Russians came up to the fortress of Khotin on the 30 th , it surrendered immediately. The rest of the campaign was merely a triumphal progress. Mnnich entered Iassy (Jassy), the capital of Moldavia, on the 14 th of September. The Wallachian Prince Cantemir had preceded him with local and mounted troops on the 12 th . Mnnich was preparing for a further advance into Bessarabia when he received word that the Imperials had sued for peace. MANAGEABLE 1-FRONT SCENARIO. USES HGH MAP PANELS 1, 2, 5, 6, 9, 10 Sides: Muscovite & Ottoman. Scenario Bounds. The whole map is playable. Scenario Dates. Starts April-May Turn of 1739 and ends October Turn of 1739 (at the latest), inclusive. (2 Turns). Weather. Starting weather is Wet and Flood. Unassigned OPs: Muscovite: 2 Ottoman: 4 Assigned OPs: Muscovite: 7 to an ACP against Khotin (HGH Map 5) Ottoman: 4 Muscovite Faction Levels: Mnnich 6, Biron 3 Ottoman Faction Levels: War 4, Peace 6 Tatar Clan Levels: Shirin 6, Barin 4, Arghin 3, and Qipaq 2 Campaign Plans. The Ottoman player is free to adopt any CPs. The Muscovite player starts with an ACP against Khotin (HGH Map 5) with 7 OPs assigned to it. Otherwise he is free to adopt any CPs. Both Sides start with Inactive DCPs. Special Rules. Tatar OPs. For this scenario, the Tatars use Ottoman OPs and do not generate any of their own. Variable Game End. Beginning with the August-September Turn, the Muscovite player must check to see if the game has ended due to an early peace agreement between the Imperials and the Ottomans. The check is made in the Special Events segment of the Administrative Phase, each Turn until it occurs. If the scenario ends, immediately determine the Victor. To check for game end, roll one (1) die. The game ends: 0-2 August-September 0-5 September-October 0-9 October 48 Plague. The Black Death is affecting Moldavia, the Edisan Horde, and the Krim Horde Territories. Oczakov. Dziarcremenda (HGH10/Akerman/NE8) and Fort Kinburn (10/Akerman/ENE10) have been Razed (1.52). Mnnich Faction. After determining Factions (3.4), flip eight (8) Biron Faction Leaders to the Mnnich Faction. Subjugation. The Bujak and Yedisan Hordes each have two (2) RPs against them for the purposes of Subjugation. Jetiskouli Horde has been Subjugated. The Nogai (the only other Horde in the scenario) cannot be Subjugated. Tatar Settlements. All Bujak and Yedisan Horde Settlements are used, per 4.55. Victory. To win, the Muscovite player must have a higher Prestige than the Ottoman player by the end of the game. The Ottoman player wins by preventing this. The Muscovites start with a Prestige Level of Three (3), the Ottomans with a Prestige Level of Four (4). *************************************************************************************************** 8.0 ON THE BEAUTIFUL BLUE DANUBE The Russo-Austro-Turkish War: Balkan Theatre Trkenkrieg Grand Campaign 1737-39 The day on which the trumpet shall be blown so you shall come forth in hosts Al Quran, 78.18 VERY LARGE, VERY LONG, AVERAGE COMPLEXITY ALL TK MAPS ARE USED Sides. Imperial & Ottoman. Scenario Bounds. The whole map is playable. Scenario Dates. Starts June-July Turn of 1737 and ends when the Peace Index (2.3) reaches the #10 box. Weather. Starting weather is Hot. Unassigned OPs: Imperial: 4 Ottoman: 8 Assigned OPs: Imperial: 0 Ottoman: 0 Imperial Faction Levels: Lorraine 5, Bavaria 5 Ottoman Faction Levels: War 6, Peace 5 Campaign Plans. Both players may choose Campaign Plans for their HQs as they Form them. Special Rules: First Turn. On the first (1 st ) Turn, the Imperial Side has the Initiative for the entire Turn, despite the higher Ottoman OP total. Victory. To win, the Imperial player must have a higher Prestige than the Ottoman player by the end of the game. The Ottoman player wins by preventing this. The Imperials start with a Prestige Level of One (1), the Ottomans with a Prestige Level of Two (2). *************************************************************************************************** 49 9.0 TRKENKRIEG The Russo-Austro-Turkish War 1735-39 TK/HGH Grand Campaign Game In 1739, the Russians and the Turks, who had been at war, met to conclude terms of peace. The commissioners were Marshal Keith for the Russians and the Grand Vizier for the Turks. These two personages met, and carried on their negotiations by means of interpreters. When all was concluded they rose to separate, but just before leaving the Grand Vizier suddenly went to Marshal Keith, and, taking him cordially by the hand, declared in the broadest Scotch dialect that it made him unco happy to meet a countryman in his exalted station. As might be expected, Keith, who himself was a Scotsman in the service of Russia, stared with astonishment, and was eager for an explanation of the mystery. Dinna be surprised, the Grand Vizier exclaimed; Im o the same country wi yoursell, mon! I mind weel seeing you and your brother, when boys, passin by to the school at Kirkaldy; my father, sir, was bellman o Kirkaldy. An anecdote by one James Settle, recorded in the Oxford Book of Military Anecdotes, Max Hastings, editor, published 1987. A variation has the Grand Vizier saying Eh, Jamie Im unco happy, far frae home, to meet one I remember as a laddie in Kircaldy! and the alternate account goes on to give the Grand Viziers fathers name as one James Miller of Kircaldy. Keith did tour Europe after the war as an emissary of the Tsaritsa, but he was not present at the original signing of the peace in 1739. The Russian representative at the Grand Viziers camp was named Cagnoni. The Grand Vizier of the time was Haci Ivaz Mehmed Pasha, an Albanian. His predecessors were Turks (except for the man who started the war, Grc smail Pasha, who was a Georgian), as was his successor. But Ali Pasha, saviour of Bosnia and three-times Grand Vizier had a Venetian father. Perhaps, just perhaps, James Millers son married a Turkish woman and changed his nationality. Maybe Keith was crossing the square outside the Porte and bumped into a Scottish mercenary. But, even if false, the story is not out of step with the times. MONSTER GAME WITH MULTIPLE FRONTS; SUGGEST 4 PLAYERS OR MORE. EVERY MAP IS USED Sides. Imperial, Muscovite, Ottoman, & Tatar Scenario Bounds. The whole map is playable. Scenario Variants. There are three (3) possible start dates: 1737 Standard Start (this allows the Imperials and Muscovites to begin play more or less simultaneously; 1736 Historical Start (the Imperials will have to sit out the first Year); 1735 Early Start (begins the game with the initial Muscovite moves). See the table on page 50 for the special instructions for each. Additional instructions for each Side are given in the appropriate OoB books. All scenarios end when the Peace Index reaches the #13 box. Campaign Plans. All players may choose Campaign Plans for their HQs as they Form them, except as noted in the Special Rules for each start date. No DCPs are Active at start. Side Entry. Entry of the various Sides into the conflict is not simultaneous. The Ottoman Side enters in 1736, and the Imperial Side enters in 1737. Prior to their entry, which is given in the Scenario Entry section of the table on page 50, the other Sides may neither attack any of its forces nor Blockade them, enter any of its Core or Influenced Territories, or initiate a CP against the Side. Before its Entry Date, the Controlling player may set up the Sides initial forces, but may not accumulate Replacement SPs, OPs, or use the FAT to generate Reinforcements. CPs cannot be initiated. Initial OPs are assigned based on the scenario being played (see table). Clarification: the Entry Date is always given as the Administrative Phase of the Turn prior to the historical entry used in the Minor Scenarios of the same Year. Exception: the Muscovite Side is permitted to Besiege Ottoman Fortifications located within Tatar Core and Influenced Territories, except for the Bujak Horde Territory, even if the Ottoman Side has not entered the game. Surrendered Ottoman forces are repatriated as Reinforcements that the Ottoman player may immediately assign to the Constantinople Box, Available Box, Officers Mess, or the appropriate MZP. Each Ottoman Fortification that is Captured by the Muscovite Side lowers the Ottoman Peace Factions value by one (-1) and raises the War Factions value by one (+1) from their starting values. No Prestige is gained or lost for such Captures, nor may the Fortifications be the target of Attack or Demo CPs. Victory. The Side with the highest Prestige wins. Ties are possible. The Christian and Muslim Sides can claim a Team Victory if their combined Prestige is higher than the other teams combined Prestige. 50 Scenario Start 1737 Standard Start 1736 Historical Start 1735 Early Start Start Date April-May Turn of 1737 March-April Turn of 1736 September-October Turn of 1735 Starting Weather Hot Dry Dry Unassigned OPs Muscovite: 4 3 2 Tatar: 3 0 0 Ottoman: 8 6 NA Imperial: 4 NA NA Assigned OPs Muscovite: 4 to an ACP versus Dziarcremenda 4 to an ACP versus Azov 4 to a RCP versus Krim Horde 5 to an ACP versus Prekop Tatar: 0 0 0 Ottoman: 0 0 NA Imperial: 0 NA NA Faction Levels Muscovite: Mnnich 6, Biron 3 Mnnich 4, Biron 5 Mnnich 4, Biron 6 Ottoman: War 6, Peace 5 War 4, Peace 6 NA Imperial: Lorraine 5, Bavaria 5 NA NA Tatar Clan Loyalty: Shirin 5, Barin 4, Arghin 4, Qipaq 3 all 4 Clans at level 6 all 4 Clans at level 6 Starting Prestige Muscovite: 3 2 2 Tatar: 3 4 4 Ottoman: 2 3 NA Imperial: 1 NA NA Scenario Entry Imperial Entry. The Imperial Side enters the war in the May-June Turn Administrative Phase. Imperial Initiative. On the June-July Turn, the Imperial Side has the Initiative for the entire Turn, regardless of any other Sides OPs. Mnnich Faction. After Factions are determined, flip four (4) Biron Faction Leaders to the Mnnich Faction. Subjugation. The Jetiskouli Horde only requires two (2) RPs to be Subjugated. The Kazyev Horde requires five (5) RPs to be Subjugated. The Nogai Horde requires eight (8) RPs to be Subjugated. The Krim Horde requires twelve (12) RPs to be Subjugated. Imperial Entry. The Imperial Side enters the war in the May-June Turn Administrative Phase of 1737. Imperial Initiative. On the June- July Turn, the Imperial Side has the Initiative for the entire Turn, regardless of any other Sides OPs. Subjugation. The Jetiskouli Horde and the Kazyev Hordes each have three (3) RPs against them for Subjugation purposes. The Krim Horde has two (2). The Nogais have four (4). First CP. The Muscovites start with an Active RCP against the Krim Horde Settlements. Ottoman Entry. The Ottoman Side enters the war in the February- March Turn Administrative Phase of 1736. Imperial Entry. The Imperial Side enters the war in the May-June Turn Administrative Phase of 1737. Imperial Initiative. On the June-July Turn, the Imperial Side has the Initiative for the entire Turn, regardless of any other Sides OPs. For additional set up instructions, refer to the OoB booklets 9.1 Two-Player Grand Campaigns One player takes the Muslim Side and the other the Christian Side. Final Prestige Level is the average of the Sides the player is running. Retain all extra PPs. 9.2 Three-Player Grand Campaigns One player takes the Muslim Side. The other players are the Imperials and the Muscovites. The Muslim Sides final Prestige Level is the average of his two Sides. Retain all extra PPs. 9.3 Over-Four-Player Grand Campaigns With more than four players, two or more players will Control elements of a Sides forces. The players may decide among themselves how this will be accomplished, perhaps by dividing the map into sectors, or by allocating Contingents. When more than one player is Controlling some of a Sides forces, one of the players will be the Senior Commander. He is The Player for rules purposes, and has the final say in all decisions. A victory for the Side is a Team Victory for all the players on that Side. The Senior Commander records all Prestige garnered by the Team during the course of the game, but it is Team Prestige. Ties are possible. Optional Victory Conditions A: Prestige is still combined for Side Victory, but on the winning Sides Team, the player who scored the most Prestige during the during the course of the game wins. Players will have to keep a written record. Ties are possible. Optional Victory Conditions B: Side victory is academic: the player who scores the most Prestige for his Side during the course of the game, among all players in the game, wins. Ties are possible. Heirs of the Golden Horde Exclusive Rules 2008 Red Sash Games & Ian Weir 51 The Night of Taras A Fragment At the cross roads sits the kobzar, Playing on his kobza; Round about are boys and maidens, Red as poppy flowers. Plays the kobzar and he's singing, Telling in his stories How the Poles, the Horde, the Moskals Struggled 'gainst the Kozaks; How the brotherhood assembled Early on a Sunday; How they buried a young Kozak In the green ravine; Plays the kobzar and he's singing, Even Evil's smiling. "Formerly we had the Hetmans, That is gone forever; Formerly we knew to govern, Nevermore we'll do it. Yet the former Kozak glory We are ne'er forgetting! Now a cloud looms over Lyman From the field another follows; Ukraine's fate is such forever To have endless sorrows. Ukraina, Ukraina! My dear heart! My darling! When I tell of your misfortune, Then my heart starts weeping! What has happened to the Kozaks With their crimson tunics? Where are vanished our old freedom, Standards, and the Hetmans? What has happened? Are they ashes? Has the blue sea swallowed All your noble, holy mountains And your tombs so lofty? Mountains speak not, plays the blue sea. And the tombs are mournful, While above the Kozak children Heathen rascals triumph! Play, O sea! Speak up, O mountains! Blow, winds, o'er the meadows! Weep, O children of the Kozaks! Such is now your fortune! Taras Shevchenko