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Berestechko 1651

Berestechko 1651 Rulebook

Table of Contents

Table of Contents

  • 1. Foreword
  • 2. Game Components
    • 2.1. Map
    • 2.2. Game Counters
      • 2.2.1. Combat units
      • 2.2.2. Wagons
      • 2.2.3. Activation markers
      • 2.2.4. Command markers
      • 2.2.5. Other markers
    • 2.3. Player Sheets
  • 3. Setup
    • 3.1. Polish-Lithuanian Setup
    • 3.2. Cossack-Tatar Setup
    • 3.3. Optional Setup Variant
  • 4. Game Flow
    • 4.1. Throws
    • 4.2. Recovery
  • 5. Unit Activation
    • 5.1. Withdrawn Tatars
  • 6. Commands
    • 6.1. Interaction
      • 6.1.1. Declared attack
      • 6.1.2. Artillery support
      • 6.1.3. Additional activation
    • 6.2. Reconnaissance
      • 6.2.1. Recovery
      • 6.2.2. Retreat before the start of close combat
      • 6.2.3. Defender suffers losses or retreats
  • 7. Movement
    • 7.1. Terrain Effect
    • 7.2. Movement of Wagons
  • 8. Combat
    • 8.1. Close Combat
      • 8.1.1. Retreat before the start of close combat
      • 8.1.2. Declared attack
      • 8.1.3. Artillery support
      • 8.1.4. Resolving combat
      • 8.1.5. Tatars against infantry
      • 8.1.6. Complex terrain
      • 8.1.7. Retreats
      • 8.1.8. Advance after combat
    • 8.2. Ranged Combat
      • 8.2.1. Retreat before the start of combat
  • 9. Tatar Combat Spirit
  • 10. Victory
  • Example of Two Consecutive Throws

1. Foreword

The game is a small-scale simulation designed for a quick and uncomplicated recreation of the battle, with the emphasis on the proper preparation of attacks, and on when and where to hold a defence, retreat, recover and interact.

2. Game Components

The game contains:

  • a map showing the battlefield,
  • a sheet of 45 counters,
  • a sheet of the Polish-Lithuanian army on the back of the front cover,
  • a sheet of the Cossack-Tatar army on the back of the rear cover,
  • a sheet with general and game information about the battle,
  • this rulebook.

The player will also need a few six-sided, eight-sided and ten-sided dice (the more, the better).

2.1. Map

The map shows the battlefield and is covered with a grid of hexagons (hereafter, hexes), which is used to ensure the placement and movement of units. A hex also has its own two-digit number. The lines that bound the hex are called the sides of the hex. In the game only hexes with numbers are used. The playing field also has a box for placing the round marker and indicating the directions of retreat for both sides.

The game map shows various types of terrain. By default, all hexes are considered "open terrain" unless they have features listed in the terrain effects table (see the illustration on page 4). In that case it is considered "complex terrain". For ease of identification, all hexes of complex terrain are marked with the hex number circled.

Complex terrain affects the movement and combat of units, and also the results of some battles, as stated in the terrain effects table. The sides of hexes do not affect the course of the game.

Terrain effects

OPEN TERRAIN

  • Movement: no effect.
  • Combat: the attacker chooses retreat or losses.
  • Examples: Flat terrain; Slope.

COMPLEX TERRAIN

  • Movement: stops on entry.
  • Movement: it is not possible to attack from it if it is the second hex.
  • Combat: when attacking from or into it, only one die is used.
  • Examples: Forest; Swamp; Camp/settlement.

2.2. Game Counters

The game has two types of counters: combat units and markers.

2.2.1. Combat units

Combat units abstractly represent various military detachments that take part in the battle. With the exception of wagons (see 2.2.2), all combat units have two sides: ordered (face) and disorganized (back), when it has suffered losses, marked with a white stripe across the counter.

From the point of view of the rules for movement and combat, combat units are divided into cavalry and infantry. Cavalry has an image of a horseman, and infantry an image of an infantryman and a white dot at top right.

Infantry and cavalry have a name, activation values, the unit's resistance, the type of die used in combat, and the number of dice thrown in attack and defence (see the image above).

Unit counter layout (from the illustrated example units Kalinowski, a Polish cavalry unit, and Dzhelalii, a Cossack infantry unit): activation values; resistance; type of die; number of dice thrown in attack; number of dice thrown in defence.

Red counters are Polish-Lithuanian, blue are Cossack, green are Tatar.

Counters with an asterisk (*) after the name are units used with the optional setup variant (see 3.3).

2.2.2. Wagons

Wagons are a special type of combat unit without any characteristics; they simply double the resistance of the unit they are combined with. Only they can be combined, and only with Cossack infantry (see 7.2).

2.2.3. Activation markers

These markers are used to track the activation of units. Each unit has its own activation marker. They are placed on the corresponding unit when it is activated for the first time (one-time) or the second time (twice). For ease of use, all the characteristics of their units are indicated on these markers.

2.2.4. Command markers

Each side has two command markers: reconnaissance and interaction. They are used on the corresponding tracks of each side's player sheet to track the number of commands available.

2.2.5. Other markers

The game has a marker with the tarak-tamga (the family sign of the Giray dynasty) for tracking the combat spirit of the Tatars, and a "P1/P2" marker, which is placed to track the two rounds of the game in the round box on the map.

2.3. Player Sheets

The player sheets of both players contain the battle order and setup instructions (see section 3), as well as two tracks for tracking the commands of interaction and reconnaissance that each player has, from 0 to 3. Under each track is brief information about how commands are spent.

The player sheet of the Cossacks-Tatars also contains a track for the morale of the Tatars, which varies from 0 to 4.

The sheet with the general game information contains diagrams of how combat is carried out, a reference of the units, the effect of terrain and a brief list of victory conditions.

3. Setup

Place the round marker in the round box on the map, with the "P1" side up. Then each player places their units and markers as indicated in sections 3.1 and 3.2. For another setup variant see section 3.3.

3.1. Polish-Lithuanian Setup

The player of the Poles-Lithuanians (P-L) places their command markers on the "0" boxes of the corresponding tracks. Then places the combat units on the following hexes:

  • Zemska: 02
  • Kalinowski: 11
  • Wiśniowiecki: 12
  • Wolff: 13
  • Nadworna: 14
  • Hubaldt: 15
  • Lianckoroński: 16
  • Lubomirski: 17

3.2. Cossack-Tatar Setup

The player of the Cossacks-Tatars (C-T) receives the reconnaissance command. Accordingly, he places the command markers: on the "2" box of the reconnaissance track and on the "0" box of the interaction track. Then he places the combat units on the following hexes:

  • Hrunka: 52
  • Nosach: 53
  • Bohun + wagon unit: 62
  • Dzhelalii + wagon unit: 63
  • Nureddin: 54
  • Kalga: 55
  • Kirim Giray: 56
  • Amurat: 57

Finally, place the Tatar combat spirit marker on the "3" box of the Tatar combat spirit track.

3.3. Optional Setup Variant

By agreement of both players, they can use the units marked with an asterisk after the name. During setup, on hex 17, instead of Lubomirski place Radziwiłł, and on hex 53 instead of Nosach place Hubyalo.

4. Game Flow

The game lasts a maximum of two rounds. In each round, players take turns performing "throws", during which they activate units and/or receive interaction and reconnaissance commands. In each round, each unit can be activated up to two times.

A round ends when all of one player's units have been activated twice. As soon as the second round ends, the victory is determined, although under certain conditions (see section 10) an automatic victory may occur. The game may also end by the wish of the Cossack player by withdrawing the Tatars (see section 9).

The player who is acting in a throw is considered the active player, and the other the inactive player. The system of throws and activation allows players to control the duration of the round. A player who activates all their units twice, thus ending the round, deprives the opponent of the opportunity to make more throws.

The detailed sequence of play looks as follows:

  • ROUND 1
    • Throws: players make throws in turn, starting with the Polish-Lithuanian player.
    • Recovery: all activation markers are removed.
  • ROUND 2
    • Throws: players make throws in turn, starting with the inactive player during the last throw of the previous round.
    • Recovery: all activation markers are removed.
    • Determination of victory.

4.1. Throws

The active player throws three six-sided dice. Then the player chooses two of the three results that came up. The chosen dice allow the player to activate units and/or to receive coordination and reorganization commands according to their values:

  • 2, 3, 4, 5: activate one unit with the same activation value as on the die (see section 5).
  • 1, 6: increase by one the number of interaction or reconnaissance commands and mark this on the corresponding tracks of the player's sheet (see section 6).

Important: the two dice do not need to be chosen immediately after the throw. First you choose one of them and perform with it the action you need, and only after finishing do you choose the second die from the two that remain.

In a throw you must always choose two dice for activation and/or commands. If two or three results on the dice correspond to units that have already been activated twice, you can turn this result(s) into "1" or "6", but you cannot do so if there are still units that can be activated.

Important: you must always spend two of the three dice thrown, even if in order to do that you have to activate a unit by spending commands.

4.2. Recovery

After all of a player's units have been activated twice, the throws are finished and recovery takes place. Remove all activation markers from units, and if it is round 1, flip the round marker to the "P2" side and begin the second and last round; if it is round 2, determine the winner according to section 10.

5. Unit Activation

An activated unit can move (see section 7), and then fight according to its type (see section 8). Combat always takes place after possible movement. You can also activate a unit and do nothing with it.

After movement and/or combat is finished, place the appropriate activation marker on the unit or flip it to the "activated twice" side if it already was on the "activated once" side. A unit activated twice cannot be activated again in this round, although it can suffer a declared attack under the leadership of other units and advance after combat.

(Illustration: Kalinowski: not activated, after the 1st and after the 2nd and final activation.)

If a player chooses two activations of units in their throw, then the first unit must fully complete its activation before the second begins.

If the dice results allow, you may even activate one and the same unit twice, but remember that in this case you will no longer be able to activate it until the end of the round.

(Example: the Cossack player throws dice "2", "3" and "6". First he chooses "6" and increases by one his number of interaction commands. Now he can choose between "2" and "3". With "2" he could move Dzhelalii (leaving the wagons unprotected), but instead he chooses "3" and activates Hrunka, who can now move and/or fight. The player moves him to hex 32, and then declares close combat against Wiśniowiecki, in which he spends the newly received interaction command to join Nosach to the close combat.)

5.1. Withdrawn Tatars

Withdrawn (not destroyed) Tatar units (see section 9) can still be activated, when their activation value comes up, in the same way as if they were on the map. In fact, you must activate them before you turn the dice results into "1" or "6", if you have no other possibility. They cannot be reorganized, but they can be activated with interaction commands.

6. Commands

When you receive commands (recall that this is done with "1" and "6"), you can choose to increase the number of reconnaissance or interaction commands. Simply move the command marker one box forward on the corresponding track. A player may have no more than three commands of each type.

Commands can be used (spent) for various actions, which are explained in the following sections and are given in the player's reference under each track.

6.1. Interaction

Interaction commands can be spent as indicated below. In each case, move the command marker back by the corresponding number of boxes.

6.1.1. Declared attack

The active player can spend 1, 2 or 3 interaction commands to add 1, 2 or 3 additional units of any type to close combat or 1, 2 or 3 infantry units to ranged combat.

The added units contribute with their type and number of attack dice.

Units added in this way do not change their activation status and can therefore be activated again. If the attacker wins, any cavalry unit that takes part in the combat must advance after the combat, not necessarily the unit that was activated.

6.1.2. Artillery support

Both players can spend one interaction command to support their infantry unit in ranged or close combat with an additional six-sided die.

6.1.3. Additional activation

The active player can spend two interaction commands to activate any unit that has not been activated twice. This additional activation can also be used to activate a wagon in order to move it together with an activated infantry unit with which it is combined (see 7.2).

6.2. Reconnaissance

Reconnaissance commands can be spent as indicated below. In each case, move the command marker back by the corresponding number of boxes.

6.2.1. Recovery

The active player can spend three reconnaissance commands to recover a disorganized combat unit to the ordered state (flip the unit face up). This action can be performed at any time during the player's throw.

6.2.2. Retreat before the start of close combat

The inactive player can spend two reconnaissance commands to retreat before the start of close combat. The attacked unit retreats one hex in the direction of its rear. If the rear hex is occupied by enemy or friendly units, the retreat is impossible and combat takes place. After the retreat the attacker must advance.

6.2.3. Defender suffers losses or retreats

The inactive player can spend one reconnaissance command to have the option of choosing, instead of the active player, to retreat or suffer losses in combat (8.1.4).

7. Movement

Activated combat units can move. Infantry units can move one hex; cavalry units can move two hexes. A combat unit can never be in the same hex as another combat unit. In other words, in this game stacking of units is forbidden, even during movement. Exception: wagons, see 7.2.

7.1. Terrain Effect

A cavalry unit, on entering a hex of complex terrain, must end its movement. If this hex was the second on its path, the cavalry unit cannot attack (although it can suffer a declared attack under the leadership of other units).

7.2. Movement of Wagons

Only wagons can be combined, and only with Cossack infantry.

Wagons cannot move independently; they can move only together with an infantry unit when it moves. To activate an infantry unit to move together with a wagon unit, a double die is needed or, instead, a result that activates the infantry unit and the spending of two interaction commands for additional activation (6.1.3).

Cossack infantry units can always leave the wagons and move independently (although then the wagons are left without protection, which is risky).

(Example of wagon activation: Infantry Bohun is in the same hex as a wagon unit. To move only Bohun, you need only a "4". But if you want to move Bohun together with the wagons, you need something from the following: two "4"s on the dice; one "4" on the dice and the spending of two commands. Of course, you can always move Bohun alone, but you cannot move a wagon unit without an infantry unit (whether Bohun or anyone else).)

8. Combat

After possible movement, an activated combat unit can fight against an adjacent enemy unit. Cavalry units attack in close combat; infantry units attack in ranged combat.

Combat always takes place between adjacent hexes, although the active player can add to combat units adjacent to the attacked hex thanks to interaction commands (see 8.1.2 and 8.2.2).

8.1. Close Combat

8.1.1. Retreat before the start of close combat

The defending player can decide to retreat before the start of combat: for this he must spend two reconnaissance commands.

If the defending player decides to retreat, his unit moves to one of two hexes of the rear (as shown by the retreat arrows on the map). Then the attacker's unit must advance to the vacated hex and combat does not take place.

8.1.2. Declared attack

If the defender does not retreat before the start of combat, the attacker can bring into close combat other cavalry and/or infantry units. These units must be adjacent to the enemy unit that is defending. For this the attacker must spend interaction commands according to the number of units added to the combat.

The activation state of additional units does not matter, and their activation does not change. That is, additional units do not increase their activation and you can add units that have already been activated twice.

Additional units contribute to combat with their full number of dice.

8.1.3. Artillery support

If among the attacking units there is at least one infantry unit, the attacker can spend one interaction command to add one six-sided die to the attack roll, as artillery support.

Likewise, if the defending unit is infantry, the defender can spend one interaction command to add one six-sided die to the defence roll, as artillery support.

(Example: the P-L player activates Nadworna but does not move. Then he declares close combat against Nosach. At this moment the Cossack player may spend two reconnaissance commands to retreat before the start of combat, but decides not to do so. Next the P-L player declares that he adds Hubaldt and Lianckoroński. Lianckoroński had already been activated twice, but a unit can be added regardless of its activation. So for this interaction he spends two interaction commands. He could also spend one more command to add artillery support, since an infantry unit takes part in the game, but he considers it unnecessary. The P-L player throws 2d10, 2d8 and 2d6 and gets a poor attack value (AV) = 17. The Cossack player throws 1d6 and gets a six, defence value (DV) = 6. So the combat result (CR) = 17 - 6 = 11, which is compared with the resistance of Nosach, R = 6. The CR is greater than R, but not double, so the defender suffers losses or retreats at the attacker's choice, since this is open terrain. The C-T player, however, spends a reconnaissance command to get the possibility of the choice and decides to retreat to hex 34. Now one of the attacking cavalry units must advance to hex 24.)

8.1.4. Resolving combat

After all participating units are determined, the attacker throws attack dice of each type in the number indicated on the attacking units, plus one possible six-sided die for artillery support (8.1.3), and adds up the results, obtaining the attack value (AV).

The defender throws defence dice of each type in the number indicated on the defending units, plus one possible six-sided die for artillery support (8.1.3), and adds up the results, obtaining the defence value (DV).

The defence value is subtracted from the attack value, forming the combat result (CR = AV - DV).

Then the combat result is compared with the resistance (R) of the defending unit, and the consequences of the combat are determined according to the following table:

  • CR >= 2 x R: the defender suffers losses and retreats
  • CR > R: the defender suffers losses or retreats
  • CR = R: no effect
  • CR < R: the attacker suffers losses

In case of suffering losses or retreating, the defender's choice is made by the attacker if the defender is on open terrain, and by the defender if on complex terrain.

A disorganized unit that again suffers losses is destroyed.

8.1.5. Tatars against infantry

In close combat against infantry units, Tatar units throw only one six-sided die, regardless of the values indicated on the counter.

8.1.6. Complex terrain

A unit that attacks from complex terrain throws only one attack die.

A unit that attacks into complex terrain throws only one attack die.

8.1.7. Retreats

In case of a retreat, the retreating unit must retreat to one of the two hexes of its rear (the retreat directions are indicated on the map).

If the retreat hexes are occupied by other units (friendly or enemy), the unit can retreat to a free hex to the side of it, at the cost of additional losses.

If none of these four possible hexes is free, the retreating unit is destroyed.

8.1.8. Advance after combat

If the defending unit retreats or is destroyed, one of the attacking cavalry units must advance to the hex previously occupied by the defender. The unit that advances can be the activated unit or any of the additional cavalry units.

8.2. Ranged Combat

8.2.1. Retreat before the start of combat

In ranged combat, retreat before combat is not possible at all.

8.2.2. Declared attack

The attacker can add to ranged combat other infantry units (and only infantry). These units must be adjacent to the enemy unit that is defending. For this the attacker must spend interaction commands according to the number of units added to the combat.

8.2.3. Artillery support

The attacker can spend one interaction command to add one six-sided die to the attack roll, as artillery support.

8.2.4. Resolving combat

The attacker throws attack dice of each type in the number indicated on the attacking units, plus one possible six-sided die for artillery support (8.2.3), and adds up the results, obtaining the attack value (AV). The defender does not throw any dice in ranged combat.

Then the combat result is compared with the resistance (R) of the defending unit, and the consequences of the combat are determined according to the following table:

  • CR > R: an ordered defender suffers losses; a disorganized defender retreats
  • CR <= R: no effect

Note that in ranged combat a unit cannot be destroyed. It either suffers losses or is forced to retreat.

Remember: in ranged combat only the attacker throws dice.

8.2.5. Retreats

In case of a retreat, the retreating unit must retreat to one of the two hexes of its rear (the retreat directions are indicated on the map).

If the retreat hexes are occupied by other units (friendly or enemy), the unit must retreat to a free hex to the side of it, at the cost of additional losses.

If none of these four possible hexes is free, the retreating unit is destroyed.

8.2.6. Tatar shooting

If the target of ranged combat is a Tatar unit, it must retreat one additional hex, regardless of the results.

8.2.7. Advance after combat

In ranged combat there is no advance after combat.

(Example: the P-L player activates Hubaldt but does not move. Then he declares ranged combat against the Tatar unit Kirim Giray. At this time the Cossack-Tatar player cannot decide to retreat before the start of combat, since this is impossible in ranged combat. The P-L player cannot add any units, since the only unit adjacent to the defending one is Lianckoroński, but it is cavalry and cannot take part in ranged combat. However, to increase his chances against the resistance of 8 of the Tatar unit, the Polish player uses artillery support, spending an interaction command. This adds 1d6 to the attack dice. The P-L player throws 2d6 + 1d6 (artillery support) and gets 4, 3 and 3, CR = 10. This result is greater than resistance 8 (thanks to the added artillery), so the defender suffers losses. In addition, since it is a Tatar unit, it must retreat one additional hex (8.2.6; in this case only one).)

8.3. Wagons in Combat

Wagons double the resistance of the infantry unit with which they are combined.

Wagons cannot retreat, and they also prevent the retreat of the infantry unit with which they are combined; therefore, if as a result of combat the infantry unit is forced to retreat, it suffers losses instead.

If wagons are alone in a hex, they are destroyed as soon as an enemy unit enters that hex. This applies to the case when the infantry unit with which they were combined is destroyed in combat, and the enemy cavalry unit must advance to the hex after the combat.

9. Tatar Combat Spirit

The combat spirit of the Tatar units is tracked on the player sheet of the Cossack-Tatar army.

From the start it has a value of 3 and increases or decreases according to the following circumstances:

  • -1: a Tatar unit suffers losses
  • -1: a Tatar unit is destroyed
  • +1: a Polish-Lithuanian unit is destroyed
  • +1: a Tatar unit is recovered

A unit can be directly destroyed (for example, by suffering losses and having a retreat that is impossible). This counts as disorganization plus destruction. As soon as the Tatar combat spirit reaches "0", all Tatar units leave the battle and are removed from the map.

After the withdrawal of the Tatars, the C-T player must decide whether to stop the game now or to continue it until the end of the second round or an automatic victory.

If the C-T player decides to finish the battle, victory points are immediately counted, with a bonus of 2 VP to the P-L player (see section 10).

If the C-T player decides to continue the battle, he receives a bonus of 1 VP at the end of P2. During the continuation of the battle the combat spirit of the Tatars is no longer tracked. Withdrawn units are not considered destroyed and keep the ordered or disorganized state that they had at the time of withdrawal.

Withdrawn units can still be activated, when their activation value comes up, in the same way as if they were on the map. In fact, you must activate them before you turn the dice results into "1" or "6", if you have no other possibility. This activation does not give any unit the possibility to return to the playing field; it is merely an "imaginary" activation. Withdrawn units cannot be recovered.

10. Victory

A player gains an automatic victory as soon as, during the game, they destroy four enemy units.

If no automatic victory is achieved, then at the end of the second round victory is determined by victory points (VP). Each player counts the VP obtained as follows:

  • Destroyed enemy unit: 2 VP
  • Disorganized enemy unit: 1 VP
  • Destroyed wagon unit: 2 VP (P-L player only)
  • Each Cossack/Tatar unit in hexes 03 or 04 at the end of the game: +2 VP (C-T player only)
  • End of the game with the withdrawal of the Tatars: +2 VP (for the P-L player)
  • End of the game after completion of the second round: +1 VP (for the C-T player)

Victory is gained by the player with more victory points; in case of a tie, by the Cossack-Tatar player.

Example of Two Consecutive Throws

We are at the start of the second round of the game between Hoshka (the Polish-Lithuanian player) and Marichka (the Cossack-Tatar player).

Hoshka has already made her throw and now Marichka throws the dice for her throw; the result is "2", "3" and "3". She would very much like a "1" or a "6", to get one more reconnaissance command and spend all three on recovering Amurat. But now, with the double "3", she sees the possibility of striking a blow at the Polish army.

First she chooses "3" and activates Kirim Giray, moving him from hex 45 to hex 25. She does not declare combat.

Then she again chooses "3", again activating Kirim Giray, and moves him to the rear of Wiśniowiecki (hex 16). Again she does not declare combat. Here her masterful move begins to be revealed.

Now she spends two interaction commands to make an additional activation and activates Kalga, moving her from hex 46 to hex 37. Then she declares close combat under the leadership of Kalga against Wiśniowiecki. Hoshka can retreat before the start of close combat by spending two reconnaissance commands, but (oh!) she realizes that the two hexes of the rear are occupied, so retreat is impossible. Marichka spends her last interaction command to add Kirim Giray to the close combat (he had already been activated twice, but remember that the activation state does not matter when carrying out a declared attack). Without infantry, artillery support is impossible, so they proceed to combat.

Marichka throws 6d6 in attack and Hoshka 1d8 in defence. Marichka gets a total AV = 18, and Hoshka a total DV = 4. So the combat result is CR = AV - DV = 14. This CR more than doubles Wiśniowiecki's resistance, so he suffers losses and must retreat. Both hexes of the rear are occupied, so he must retreat to a free hex beside him, which entails additional losses. With these additional losses the unit is destroyed.

Now Kalga or Kirim Giray must advance into the vacated hex. Although Kirim Giray is somewhat vulnerable, Marichka decides to advance Kalga.

Now it is Hoshka's throw, whose dice results are "2", "4" and "6". From the point of view of the circumstances, this is a wonderful result. Of course, she wants to get one more interaction or reconnaissance command with the "6", but she considers that with "2" and "4" she can resolve the dangerous circumstances that arose on her right flank.

First she chooses "4" to activate Hubaldt, whom she moves to hex 15 (not the best move, because in hex 25 she could have cut off Kirim Giray's retreat, but in the heat of the moment she did not realize this possibility). Then she declares ranged combat against Kirim Giray. Before ranged combat there is no possibility of retreat, and there are no other Polish infantry units nearby, so she cannot add other units. However, Hoshka adds artillery support, spending one more interaction command.

So Hoshka throws 2d6 + 1d6 and gets 9, which is quite enough to exceed the resistance of Kirim Giray, which is 8. Thus Kirim Giray suffers losses. But that is not all: since a Tatar unit came under the fire of infantry, it must retreat one additional hex. Now Hoshka realizes her mistake in not placing Hubaldt on hex 25, since that would have forced Kirim Giray to retreat to the side, he would have suffered losses and been destroyed. Oh well, Kirim Giray (disorganized) retreats to hex 25.

However, Hoshka still has options. Now she chooses "2" and activates Lubomirski, who moves to hex 16, stops there and declares close combat against Kirim Giray. This is quite a risky combat, because she has no interaction commands left and cannot add Hubaldt to the attack, but the disorganized Kirim Giray now has a resistance of only 3, which is quite attractive.

Marichka could retreat before the start of combat, spending two reconnaissance commands, but she relies on the 2d6 that she throws in defence. She stays in place. So: no retreat before combat, no declared attack and no artillery support.

Hoshka throws 2d8 in attack and Marichka 2d6 in defence. Hoshka gets a total of 10, Marichka only 5, which is a poor result. Thus the combat result is CR = AV - DV = 5. This CR is greater than the resistance of Kirim Giray, which is 3, so Hoshka now has the possibility to inflict losses on him (destroying him) or force him to retreat. She chooses to inflict losses, but Marichka spends one reconnaissance command to decide for herself and (as they had agreed) retreats to hex 35 (phew!).

8.2.2. Declared attack
  • 8.2.3. Artillery support
  • 8.2.4. Resolving combat
  • 8.2.5. Retreats
  • 8.2.6. Tatar shooting
  • 8.2.7. Advance after combat
  • 8.3. Wagons in Combat