Battle of Lobositz, October 1, 1756
Battle of Lobositz, October 1, 1756 Rulebook
Table of Contents
Table of Contents
Stacking
You can only have one unit in each hex.
Set-Up
Historical setup. Units are placed on the symbol that matches their troop type (cavalry, infantry, artillery, light infantry, light cavalry). Austrian units are placed on yellow symbols, Prussian units on black symbols. The Austrians are placed first, the Prussians move first. Grenadier units can be placed on any infantry symbol.
Free Set-Up. The two sides alternate placing one unit at a time, starting with the Austrians. Austrian units are placed on a yellow symbol, Prussian units on a black symbol letter. The unit type does not have to match the symbol.
Counter Key
The counter key labels the parts of a unit counter and the flipped side:
- Attack Factor – the number in the top-left corner of a unit.
- Attack Range – the number in the top-right corner of a unit.
- Unit Type – the symbol in the centre of a unit: Infantry (a crossed box), Cavalry (a diagonal line), Artillery (a dot). A G marks a Grenadier and an L marks a Light unit.
- Movement Factor – the number in the bottom-left corner of a unit.
- Defense Factor – the number in the bottom-right corner of a unit.
- Unit Flipped – the reverse side of a unit, shown with the Flipped marking and its own Defense Factor.
Terrain
Units must stop when they enter a town, woods, or marsh hex, unless they are using the optional road movement. Cavalry units cannot attack enemy units from town, woods, or marsh hexes. Towns, hills, and woods hexes block line of sight and add +2 to the defense value of a unit. Units in town and woods hexes that are flipped do not have to retreat.
Fieldworks do not affect movement or line of sight, but they do add +1 to the defense value of a unit. Units must stop after crossing an elevation line (up or down) or a small river line. A unit attacked across an elevation line from a lower elevation adds +1 to its defense value. Units can't cross deep river lines.
Turn Sequence
Both sides alternate, beginning with the Prussian turn. On his turn a player may first move up to three units. Then he may attack with up to two units. No unit with a range value greater than 1 may attack after movement. Flipped units may neither move nor attack. At the end of a player's turn he may flip any of his flipped units back to their active sides if they are not in an enemy zone of control.
Movement
A unit may move up to its movement in hexes. Units may not end their movement on another unit. You may move through units from your side, but not enemy units. The six hexes surrounding a unit are its zone of control. Flipped units do not have a zone of control. Units have to stop when they enter an enemy zone of control. Units may not move from one zone of control hex to another in one turn.
Attack
The defending unit must be within the attacker's range in hexes. Other units block line of sight. If an attacking unit is in an enemy zone of control, it may only attack adjacent unflipped enemy units. If two units attack the same target on the same turn, their two attack factors may be added to one die roll. Sum the attack factors and the roll of 1d6 and compare it to the defending unit's defense factor. If the attack sum is equal to or greater than the defense factor, flip the defending unit over, and if possible, it has to retreat one hex away from the enemy and not into an enemy zone of control. If the defending unit was flipped over already, it is eliminated. If the attack sum is two or more greater than the defense factor, eliminate the defending unit. Defeated units may only retreat into empty hexes. Units that cannot retreat are eliminated. After the retreat or elimination of a defending unit, one attacking unit with a range greater than 1 that is adjacent to the abandoned hex and not in an enemy zone of control may enter the hex.
Victory Conditions
The Prussian player wins when he still occupies both hexes of Lobositz with unflipped units by the end of the Austrian player turn. The Austrian player wins by preventing that condition.
Special Scenario Rules
If at the start of the Prussian turn, no Prussian units are within their attack range of an enemy unit, at least one Prussian unit must be moved to within attack range, if possible, or the Prussians lose the game.
Additional Optional Rules
- Cavalry cannot attack town or woods hexes.
- Road Column Move. Units that follow one continuous line of roads and do not enter an enemy zone of control can move one more hex than usual. Units moving this way do not have to stop in any type of terrain.
- The light infantry unit does not have to stop when it enters any terrain type, just zones of control.
- Fire. Any time a unit in a town is eliminated, roll a d6. On a 1, 2, or 3 the town catches fire. Place a fire counter on it for all of the next turn. Units can still enter the town, but do not get the +2 defense bonus. On the turn after that and for the rest of the game, place the FIRE counter on the town. No unit can enter the town and any unit in the town must leave or be eliminated. Treat each hex of Lobositz separately. A hex of Lobositz on FIRE counts as Prussian occupied for victory conditions.
- Fog. Start the game with all of the units flipped over, representing their concealment. Use a 90 degree rotation of a counter to represent "flipping" (disorder). Units cannot be attacked at distance. A unit cannot be revealed or attacked until an enemy unit moves next to it. All units become visible at the beginning of turn 3.