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Crimean War Battles

Crimean War Battles Rulebook

Table of Contents

Table of Contents

  • STANDARD RULES
    • [1.0] Introduction
    • [2.0] Game Equipment
      • [2.1] The Game Map
      • [2.2] Charts and Tables
      • [2.3] The Playing Pieces
      • [2.4] How to Read the Units
      • [2.5] Parts Inventory
    • [3.0] Setting Up the Game
    • [4.0] Sequence of Play
      • Sequence Outline
    • [5.0] Movement
      • [5.1] Movement Prohibitions
      • [5.2] Effects of Terrain on Movement
      • [5.3] Stacking and Movement
    • [6.0] Zones of Control
      • [6.1] Where Zones of Control Extend
      • [6.2] Effects of Zones of Control on Combat
      • [6.3] Effects of Zones of Control on Movement
    • [7.0] Fire Combat
      • [7.1] Fire Allocation and Combat Resolution
      • [7.2] Fire Combat Prohibitions and Restrictions
      • [7.3] Line of Sight
      • [7.4] Fire Tables
    • [8.0] Melee Combat
      • [8.1] Which Units May Melee
      • [8.2] Multiple Unit and Multi-Hex Combat
      • [8.3] Effects of Terrain on Melee Combat
      • [8.4] Melee Combat Results Table and Explanation of Results
      • [8.5] How to Retreat
      • [8.6] Displacement
      • [8.7] Advance After Combat
      • [8.8] Effects of Morale on Melee Combat
    • [9.0] Disruption
      • [9.1] Disruption and Movement
      • [9.2] Disruption and Combat
    • [10.0] Rallying
    • [11.0] Cavalry
      • [11.1] Cavalry and Movement
      • [11.2] Cavalry and Combat
    • [12.0] Reinforcements
      • [12.1] Movement of Reinforcements
      • [12.2] Restrictions on Reinforcements
    • [13.0] Terrain Effects Chart
    • [14.0] Developer's Notes
    • Standard Rules Tables
      • [7.41] Artillery Fire Strength Table
      • [7.42] Fire Combat Results Table
      • [8.4] Melee Combat Results Table
  • ALMA: THE FIRST BATTLE, 20 SEPTEMBER 1854 - EXCLUSIVE RULES
    • [15.0] Alma - Introduction
    • [16.0] Alma - Parent Unit Designations
      • [16.1] Effects of Parent Unit Designations on Combat
      • [16.2] Effects of Parent Unit Designations on Crossing the Alma River
    • [17.0] Alma River
      • [17.1] Crossing the Alma River
      • [17.2] Alma River Steep Bank
    • [18.0] Alma - Special Terrain
      • [18.1] Vineyards
      • [18.2] Bourliuk
  • BALACLAVA: THE CHARGE OF THE LIGHT BRIGADE, 25 OCTOBER 1854 - EXCLUSIVE RULES
    • [15.0] Balaclava - Introduction
    • [16.0] Balaclava - Initial Deployment
      • [16.1] The Allied Army
      • [16.2] The Russian Army
      • [16.3] Player Schedule
      • [16.4] Artillery Movement Allowances
    • [17.0] Balaclava - Reinforcement Schedule
      • [17.1] Regular Reinforcements
      • [17.2] Additional Reinforcements
    • [18.0] Balaclava - The Four Redoubts
  • INKERMAN: THE SOLDIERS' BATTLE, 5 NOVEMBER 1854 - EXCLUSIVE RULES
    • [15.0] Inkerman - Introduction
    • [16.0] Inkerman - Movement Additions and Modifications
      • [16.1] Inkerman Movement Allowances
      • [16.2] Inkerman Movement Allowance Table
      • [16.3] Entry into and Exit from Sevastopol
      • [16.4] Exiting the Map
      • [16.5] Initial Deployment
    • [17.0] Inkerman - Terrain Effects on Line of Sight
      • [17.1] Effect of Woods on Line of Sight
      • [17.2] Effect of Ravines on Line of Sight
  • TCHERNAYA RIVER: THE BATTLE OF TRACTIR BRIDGE, 15 AUGUST 1855 - EXCLUSIVE RULES
    • [15.0] Tchernaya - Introduction
    • [16.0] Tchernaya - The Aqueduct
      • [16.1] Effect of the Aqueduct on Combat
      • [16.2] Effect of the Aqueduct on Movement
    • [17.0] Tchernaya - Special Units
      • [17.1] Russian Engineers
      • [17.2] Artillery
    • [18.0] Tchernaya - Special Terrain
      • [18.1] Effects of Garrisoned Redoubts
      • [18.2] Effect of Special Terrain on Line of Sight
  • CLARIFICATIONS AND ERRATA (SPI, 19 May 1978)
    • Standard Rules
    • Errata for Individual Games in the Crimean War Quadripack
      • Alma
      • Balaclava
      • Inkerman
      • Tchernaya River

STANDARD RULES

for the games Alma, Balaclava, Inkerman, Tchernaya River

[1.0] Introduction

The Crimean War game system simulates tactical warfare on the Crimean Peninsula in the mid-1800's. Each game in the system represents one of the significant battles of that war. Playing pieces represent the units which participated in the battles, and the map represents the terrain over which those units fought.

The rules for each game in the Crimean War QuadriGame comprise two folders, the first of which contains the Standard Rules, which are common to all the games in this series. The second folder contains Exclusive Rules, including Initial Deployment, Victory Conditions and so forth, which pertain to each game individually.

While designed to insure playability, this game system's level of complexity is higher than that of previously published QuadriGames. This increased complexity reflects an effort to add greater realism to the games. The standardized rules and game components make it easier for the gamer to go from one game to another within the series.

[2.0] Game Equipment

[2.1] The Game Map

Each of the 22" x 17" mapsheets portrays the battle area of one game. A hexagonal grid is superimposed over the terrain features in order to regularize the movement and positioning of playing pieces. To make the map lie flat, back-fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.

[2.2] Charts and Tables

Various visual aids are provided to simplify and illustrate certain game functions. These are the Fire Combat Results Table, Melee Combat Results Table, Terrain Effects Chart, and Artillery Fire Strength Table.

[2.3] The Playing Pieces

The cardboard pieces represent the actual military units that took part in the historical battle. The numbers and symbols on the pieces represent the fire strength, melee strength, morale rating, and unit type. These playing pieces are referred to throughout the rules as "units."

[2.4] How to Read the Units

Each counter shows a front (undisrupted) and a back (disrupted) side. The front shows the unit designation, unit type symbol, unit size symbol and three numbers: Fire Strength, Melee Strength and Morale Rating (for example 5-3-5 on the front and 2-3-5 on the back).

Unit Types: Infantry; Cavalry; Artillery; Horse Artillery.

Unit Sizes: I = Company; II = Battalion; III = Regiment; X = Brigade.

Fire Strength is the relative firepower of a unit when engaging in Fire Combat, expressed in terms of Fire Strength Points.

Melee Strength is the relative strength of a unit when engaging in Melee Combat, expressed in terms of Melee Strength Points.

Morale Rating represents the capacity of units to withstand enemy fire. Each unit's Morale Rating is based on how that unit performed historically under fire.

Movement Allowance is the maximum number of clear terrain hexes which a unit may be moved in a single Movement Phase. More than one Movement Point may be expended for each hex entered. The Movement Allowance for infantry units is 5 Movement Points, for cavalry it is 8 Movement Points, and for horse artillery it is 7 Movement Points. The Movement Allowance for regular artillery units appears in each game's Exclusive Rules.

[2.5] Parts Inventory

FolioGameQuadriGame
Game Map14
Die-Cut Counter Sheet1 (100 Counters)1 (400 Counters)
Standard Rules Folder12 identical
Exclusive Rules Folder14 different
Historical Article01
Die01
Game Box01
Zip-lock Bag10

If any of these parts are missing or damaged, write: Customer Service, Simulations Publications, Inc., 44 East 23rd Street, New York, N.Y. 10010.

Questions regarding the rules of the game, if accompanied by a stamped, self-addressed envelope and phrased to be answered in one word, will be answered. Send to: Game Questions: Crimean War Quad, at the above address. Only those questions accompanied by a stamped, self-addressed envelope will be answered!

[3.0] Setting Up the Game

The cardboard playing pieces should be punched out of the Unit Counter Sheet. The Players should determine which of the opposing forces each of them will command.

The Players then consult their respective Initial Deployment Charts. (Initial Deployment of units can also be found printed in the appropriate hexes on the game maps.) These charts tell the hex number and designation of each unit which is in play on the map during the First Game-Turn. Players should simultaneously place these units, each in its proper position on the map. Any remaining units should be placed aside and brought into play according to the Reinforcement Schedule.

Once the units are set up, Players are ready to commence Game-Turn One. Place the Game-Turn Marker in the first position on the Game-Turn Record Track.

In order to determine which Player is first, consult the Exclusive Rules Folder. Play proceeds according to the Sequence of Play through the final Game-Turn.

[4.0] Sequence of Play

The game is played in successive Game-Turns composed of alternated Player-Turns. During each Player-Turn, the appropriate Player maneuvers his units and resolves combat in sequence, according to the following Sequence of Play outline and within the limits provided by the rules which follow. At the conclusion of the final Game-Turn, the Victory Conditions are consulted and a winner is determined.

Sequence Outline

The Game-Turn is divided into a First Player-Turn and a Second Player-Turn. The Player whose Player-Turn is currently in progress is termed the Phasing Player. An outline of activities which may take place during each Phase follows.

A. FIRST PLAYER-TURN

  1. Movement Phase: The Phasing Player may move all, some, or none of his units as he desires within the limits and restrictions of the rules of Movement and Zones of Control and the Exclusive Rules of the game being played. The Phasing Player may bring reinforcements onto the map as allowed by his Reinforcement Schedule and the Reinforcement rules. The non-Phasing Player's units may not move.
  2. Defensive Fire Phase: The non-Phasing Player may fire with any of his units that are capable of firing at any of the Phasing Player's units, within the provisions and restrictions of the Fire Combat and Line of Sight rules. Neither Player may move his units during this Phase, except as forced to do so as a result of combat (exception: see Case 11.26).
  3. Offensive Fire Phase: The Phasing Player may fire with his units using the same procedure as described in Phase 2.
  4. Melee Phase: Any Phasing infantry or cavalry units which begin this Phase adjacent to an Enemy unit may engage in Melee Combat rules. Neither Player may move his units during this Phase except as a result of combat.
  5. Rally Phase: The Phasing Player may attempt to Rally his units in compliance with the rules described in the Rally rules (Section 10.0) of the Standard Rules.

B. SECOND PLAYER-TURN

The second Player becomes the Phasing Player and repeats Phases 1 through 5.

C. GAME-TURN RECORD INTERPHASE

The Game-Turn Marker is advanced one space along the Game-Turn Record Track to mark the passage of one Game-Turn and to signal the start of another.

[5.0] Movement

GENERAL RULE:

During the Movement Phase, the Phasing Player may move as many of his units as he desires. They may be moved in any direction or combination of directions.

PROCEDURE:

Units are moved one at a time, tracing a path of contiguous hexes through the hexgrid. As a unit enters each hex, it must expend one or more Movement Points of its Movement Allowance.

CASES:

[5.1] Movement Prohibitions

[5.11] Movement may never take place out of sequence. A Player may move his units during his own Movement Phase. During the Fire and Melee Phases, an attacking or defending unit may be called upon to advance or retreat after its combat is resolved. During the Enemy Player's Movement Phase, and during both Players' Fire and Melee Phases, Friendly units must not be moved except when advancing or retreating as a result of combat (exception: see Case 11.26).

[5.12] A unit may never be moved into a hex containing an Enemy unit.

[5.13] A unit must stop upon entering an Enemy-controlled hex and may not be moved out of that hex for the duration of the Game-Turn except as a result of combat. At the beginning of the next Friendly Movement Phase, the unit may be moved out of the controlled hex only if it is moved directly into a non-Enemy controlled hex.

[5.14] A unit may never be moved directly from one Enemy controlled hex to another.

[5.15] No combat takes place during the Movement Phase. Once a Player has begun to resolve combat and has rolled the die, he has irreversibly initiated the Combat Phase.

[5.16] The number of Movement Points expended by a unit during a single Movement Phase may not exceed that unit's Movement Allowance. A unit may expend any portion of its Movement Allowance, but unused Movement Points may not be accumulated or transferred to another unit.

[5.17] Movement from hex to hex must be consecutive. A unit may not skip hexes.

[5.18] Once a unit has been moved and a Player's hand is taken from the piece, that unit may not be moved any further during that Movement Phase, nor may its move be altered without the consent of the opposing Player.

[5.19] All infantry units have a Movement Allowance of 5, all cavalry units a Movement Allowance of 8, and all horse artillery a Movement Allowance of 7, unless stated otherwise in the Exclusive Rules. (See Exclusive Rules for artillery Movement Allowances.) In addition, whenever an infantry or cavalry unit is disrupted, its Movement Allowance is halved (rounding fractions up). No horse artillery or regular artillery may move while disrupted.

[5.2] Effects of Terrain on Movement

[5.21] A unit must expend one Movement Point to enter a Clear terrain hex. To enter other types of terrain, a unit must often expend more Movement Points (see Section 13.0, Terrain Effects Chart). All terrain costs are cumulative.

[5.22] To cross certain types of hexsides, units must expend additional Movement Points (see Section 13.0, Terrain Effects Chart).

[5.23] When crossing a Gentle Slope hexside, a unit expends one additional Movement Point (exception: see Case 5.26).

[5.24] When crossing a Steep Slope hexside, a unit expends two additional Movement Points (exception: see Case 5.26).

[5.25] When moving from one Steep Slope hex to another Steep Slope hex that forms part of the same slope (in other words, moving along a Steep Slope) a unit expends two Movement Points. When the Steep Slope hex also contains Woods, the unit pays four Movement Points.

Example: An infantry unit in hex 0715 follows path A to hex 0914 and expends 4 Movement Points in doing so. It expends 2 Movement Points in hex 0814 and 2 in 0914 because it is moving along a Steep Slope. If the same unit were to follow path B, it would expend 5 Movement Points, one for entering hex 0815, and 4 for hex 0915, because it is moving along a Steep Slope into a Woods hex.

[5.26] When an infantry unit is moving "downhill" (crossing a Slope hexside from the uphill direction) the cost to cross that Slope hexside decreases by one Movement Point. This rule applies only to infantry units! Cavalry and artillery pay the same moving downhill as they do moving uphill.

Example: An infantry unit in hex 0714 moving to hex 0815 along the indicated path would pay a total of three Movement Points; 1 to cross the Steep Slope hexside (reduced from 2 because it is an infantry unit moving downhill), 1 for hex 0814, and 1 for hex 0815. The cavalry unit in hex 0614, following the indicated path, would expend 7 Movement Points to reach hex 0816. It expends 2 to cross the Steep Slope hexside (only infantry benefits from moving downhill), 1 for hex 0715, 1 for hex 0716, 2 for crossing the Steep Slope hexside, and 1 for hex 0816. Since the cavalry unit has expended 7 Movement Points, it would be disrupted (see Case 11.11).

[5.27] Whenever two opposing slopes share the same hexside, that hexside is considered to be a Ridge hexside (see Terrain Key). When crossing a Ridge hexside formed by two Gentle Slopes, all units pay one additional Movement Point. If the Ridge is formed by a Gentle Slope and a Steep Slope, then a unit must pay two additional Movement Points to cross it. If the Ridge is formed by two Steep Slopes, then a unit would pay three additional Movement Points to cross it. All units pay these costs, including infantry.

[5.3] Stacking and Movement

[5.31] A Friendly unit may move through hexes occupied by other Friendly units at no additional Movement Point cost.

[5.32] Friendly infantry and/or cavalry units may never end any Phase stacked with another Friendly infantry or cavalry unit. They may stack with a Friendly artillery unit.

[5.33] Artillery units may always stack with one other unit, whether infantry, cavalry, or artillery.

[5.34] Friendly units may never end any Phase in the same hex as an Enemy unit, nor may they move through an Enemy-occupied hex.

[5.35] There is no limit to the number of Friendly units which may pass through a single hex in one Movement Phase.

[5.36] Friendly-controlled hexes never inhibit the movement of Friendly units.

[5.37] There is no Movement Point cost for a unit to change its position in a stack.

[5.38] There may never be more than two units stacked together in the same hex at any time.

[6.0] Zones of Control

GENERAL RULE:

The six hexagons immediately surrounding a hex constitute the Zone of Control (ZOC) of any undisrupted unit in that hex. Hexes upon which a unit exerts a Zone of Control are called controlled hexes, and they inhibit the movement of Enemy units. All units must cease movement when they enter an Enemy controlled hex.

CASES:

[6.1] Where Zones of Control Extend

[6.11] All undisrupted units exert a Zone of Control throughout the Game-Turn. The presence of Zones of Control is never negated by the presence of other units, Enemy or Friendly.

[6.12] Disrupted units never exert Zones of Control.

[6.13] If there are both Enemy and Friendly Zones of Control exerted into the same hex, both Zones co-exist, and that hex is mutually controlled by both Players. There is no additional effect in having more than one unit exerting Zones of Control into a single hex.

[6.14] Zones of Control always extend into all six hexes adjacent to the controlling unit's hex, with these exceptions: Zones of Control never extend through non-bridged River hexsides or across Cliff hexsides.

[6.2] Effects of Zones of Control on Combat

[6.21] Melee Combat between undisrupted units which end the Movement Phase in Enemy Zones of Control is mandatory (see Section 8.0).

[6.22] Disrupted units which end a Movement Phase in an Enemy Zone of Control are never required to Melee attack, although they may do so if they are capable of conducting Melee Combat at the discretion of the owning Player (see Cases 8.16 and 8.17).

[6.3] Effects of Zones of Control on Movement

[6.31] Units pay no additional Movement Points to enter an Enemy-controlled hex.

[6.32] A unit may exit an Enemy controlled hex either by retreat or advance as a result of combat, by removal of the Enemy unit exerting the Zone of Control as a result of combat, or by regular movement at the beginning of a Friendly Movement Phase (see Cases 5.13 and 5.14).

[6.33] A unit may always exit an Enemy-controlled hex in which it begins its Friendly Movement Phase, but no unit may ever move directly from one Enemy-controlled hex to another.

[7.0] Fire Combat

GENERAL RULE:

All Fire Combat occurs during the Defensive and Offensive Fire Phases of the Player-Turn. During the Defensive Fire Phase, the non-Phasing Player may fire at any Enemy unit to which he can trace a Line of Sight (see Case 7.3). During the Offensive Fire Phase, the Phasing Player may fire at any Enemy unit to which he can trace a Line of Sight. All units that possess a Fire Combat strength may participate in combat during the Fire Combat Phase of the Player-Turn. However, units whose Fire strengths are parenthesized may fire only in the Defensive Fire Phase (see Case 7.21). A unit may never fire at more than a single unit during any Fire Combat Phase (exception: see Case 7.22).

CASES:

[7.1] Fire Allocation and Combat Resolution

[7.11] There is no limit to the number of Friendly units that may fire at an Enemy unit in a single hex. Different Friendly units may attack the same hex, even if they are at different ranges and/or in different hexes (see 7.22). The Fire strengths of units attacking into a given hex are always combined.

[7.12] After the Player has combined the Fire strengths of all his units firing at a given hex, he consults the Fire Combat Results Table (see Case 7.42). He utilizes the proper column (his combined Fire Strengths) and rolls the die to obtain the combat result.

[7.13] If the numbered result obtained on the Fire Combat Results Table is equal to or greater than the target unit's Morale Rating, then that target unit is considered disrupted.

[7.14] If the target unit is already disrupted and the result on the Fire Combat Results Table is equal to the target unit's Morale Rating, then the target unit retreats one hex; if the result is greater than the target unit's Morale Rating, the target unit is eliminated.

[7.15] An undisrupted unit whose Morale Rating is less than the result on the Fire Combat Results Table must retreat a number of hexes equal to the difference between the result and their Morale Rating. This is in addition to suffering disruption. Example: A unit with a Morale Rating of 2 which suffers a result of 4 on the Fire Combat Results Table would be disrupted and forced to retreat two hexes (Fire Combat Result minus the Morale Rating of the unit equals the number of hexes that must be retreated).

[7.16] If a unit cannot retreat it is eliminated (see Case 8.5).

[7.17] Artillery units are never required to retreat due to Fire combat. However, all other rules governing Fire combat still apply to artillery units.

[7.18] Units may never advance after combat as a result of Fire Combat. All retreats, however, are carried out exactly as described in Cases 8.5 and 8.6 (Melee Combat).

[7.2] Fire Combat Prohibitions and Restrictions

[7.21] Only those units whose Fire strengths are not parenthesized may fire in the Offensive Fire Phase. Units whose Fire strengths are parenthesized may participate in Fire combat only during the Defensive Fire Phase; they may never fire in the Offensive Fire Phase.

[7.22] Only the top unit in a stack may fire or be fired upon, unless both are artillery units, in which case both may fire and be fired upon (with both suffering the effects of that combat).

[7.23] A unit may never be attacked more than once in any given Fire Phase.

[7.24] A unit may never fire more than once per Fire Phase.

[7.25] A unit may never fire at an Enemy unit to which it cannot trace a Line of Sight.

[7.26] A unit may always fire through other units, whether they are Friendly or Enemy.

[7.27] Infantry units may only fire at units that are adjacent to them. Artillery units may fire at units several hexes away, depending on the range of the gun used by that artillery unit (see Case 7.41).

[7.28] Regular artillery units may move or fire, but may never do both in the same Game-Turn. If an artillery unit moves it may not fire in the succeeding Offensive and Defensive Fire Phases.

[7.29] If a horse artillery unit moves it may not fire in the Offensive Fire Phase of that Player-Turn. It may, however, fire in the Defensive Fire Phase of the next Player-Turn.

[7.3] Line of Sight

[7.31] To determine if a given unit may fire at a given hex, lay a straight-edge from the center of the hex occupied by the firing unit to the center of the target hex. This straight line is the Line of Sight (LOS). If the LOS passes through a blocking hex or a blocking hexside that is not common to the firing unit's hex, the LOS is blocked.

[7.32] If the firing unit is firing across a Steep Slope or Cliff hexside from the uphill side (the side without the slope symbol), and the distance to that Cliff or Steep Slope hexside is greater than half the distance to the target hex from the firing unit's hex, counting hexsides, then the LOS is blocked. If the firing unit is firing across a Cliff or Steep Slope hexside from the downhill side (the side containing the slope symbol), and the distance to that Cliff or Steep Slope hexside is less than half the distance to the target hex from the firing unit's hex, counting hexsides, then the LOS is blocked. Note: Count all hexsides which the LOS passes through; see following example.

Example: The artillery unit in hex 1706 can trace an LOS to hexes A, C, and D. It cannot trace an LOS to hex B since the Steep Slope hexside is greater than half the distance (counting hexsides) from the firing unit to the target hex. Hexsides would be counted as labeled on the diagram.

[7.33] Whenever the LOS passes through first an upslope hexside, and then through a downslope hexside, the LOS is blocked, regardless of whether the slopes are Steep or Gentle.

Example: The artillery unit in hex 3008 cannot trace an LOS to either hex A or B because the LOS would pass through an uphill and then a downhill slope.

[7.34] Ridges always block LOS except when they form a side of the firing unit's hex.

[7.35] Hexes containing Woods or Town terrain are the only hexes that block LOS.

[7.36] If the LOS is congruent to a hexside (that is, falling exactly between two hexes) it is blocked only if both hexes are blocking terrain.

Example: The artillery unit in hex 3104 cannot trace an LOS to hex A since both hex 3203 and 3204 are blocking terrain. The artillery unit is also unable to trace an LOS to hex C since the hexsides on either side of the LOS are Steep Slopes which are greater than half the distance to the target hex (see Case 7.32). It would, however, be able to trace an LOS to hex B since of the two adjacent hexes (3003 and 3004) only one is blocking terrain.

[7.37] The terrain in the target hex and in the hex of the firing unit does not block LOS.

[7.38] Other units, whether Enemy or Friendly, never block LOS.

[7.39] Units may always fire at Enemy units in an adjacent hex, regardless of terrain.

[7.4] Fire Tables

[7.41] Artillery Fire Strength Table (see below)

[7.42] Fire Combat Results Table (see below)

[8.0] Melee Combat

GENERAL RULE:

Melee Combat occurs during the Melee Phase. The Phasing Player is the attacker and the non-Phasing Player the Defender, regardless of the overall strategic situation. All undisrupted units having unparenthesized Melee strengths that begin the Melee Phase in Enemy ZOCs must Melee with all Enemy units which are exerting those ZOCs.

PROCEDURE:

The Attacker totals the Melee strengths of all the units meleeing against a given hex and compares this total to the total Melee strengths of the defending units in the hex being attacked. This comparison is expressed as a ratio of attacking to defending Strength Points (attacking Strength Points divided by defending Strength Points) and is simplified by rounding down to the nearest odds ratio listed on the Melee Combat Results Table. Example: If 13 Strength Points attack 4 Strength Points, the combat ratio would be 3.25 to 1, rounded off - always in favor of the Defender - to 3 to 1. The Attacker then consults the Melee Combat Results Table and locates the terrain type the defending unit occupies. He then follows the line across until he comes to the appropriate odds ratio column, rolls the die under that column heading, and immediately applies any combat results before resolving any additional attacks being conducted in that Melee Phase.

CASES:

[8.1] Which Units May Melee

[8.11] All Enemy (non-Phasing) units that have undisrupted Friendly (Phasing) units in their ZOCs must be attacked by the Friendly Player's units in the Melee Phase. The Friendly Player may resolve these attacks in any order, so long as all adjacent units are attacked within the requirements of Case 8.2.

[8.12] All of the Phasing Player's undisrupted units which are in Enemy-controlled hexes at the end of the Fire Phase must attack some Enemy unit during the ensuing Melee Phase. The Phasing Player may choose which attacking units will attack each defending unit, as long as all adjacent undisrupted Friendly units participate in an attack.

[8.13] A defending unit may be attacked at one time by as many as six adjacent units.

[8.14] No unit may attack more than once per Melee Phase.

[8.15] Units may only Melee attack when adjacent to a defending unit.

[8.16] Disrupted units are never required to attack by Melee, even if they possess Melee Strengths that can be used offensively (see Case 9.2).

[8.17] Units whose Melee Strengths are bracketed may not participate in Melee attacks. They use their Melee Strengths only for defense.

[8.18] It is possible for a unit to be attacked twice during a Player-Turn: once during the Fire Phase and once during the Melee Phase.

[8.19] A given unit's Combat strength is always unitary; it may not be divided among different combats either attacking or defending.

[8.2] Multiple Unit and Multi-Hex Combat

[8.21] The Melee strengths of all units defending in a given hex must be combined if that hex is attacked during the Melee Phase. The Defender may not withhold a unit in a hex under attack. Different units in a given hex may not be attacked separately.

[8.22] If a Phasing Player's undisrupted unit is in the ZOC of more than one Enemy unit, it must Melee attack all those adjacent Enemy units which are not being Melee attacked by some other attacking unit.

[8.23] Units in two or more different hexes may combine their Melee strengths and attack a single hex if all the attacking units are adjacent to the Enemy occupied hex.

[8.24] Attacks may involve any number of attacking or defending units in different hexes. For the attacks to be resolved as a single combat, however, all attacking units must be adjacent to all defending units.

[8.3] Effects of Terrain on Melee Combat

[8.31] Only defending units benefit from the terrain in the hex they occupy and/or that hex's perimeter hexsides. Terrain in hexes occupied by attacking units has no effect on combat.

[8.32] Defending units do not benefit from River, Slope, or Redoubt hexsides unless all units attacking that defending unit are attacking across River, Slope, or Redoubt hexsides.

[8.33] The effect of terrain on combat has been integrated into the Combat Results Table. Simply locate the terrain from which the defending unit benefits, refer to the proper Combat Ratio column, and roll the die under that column heading.

[8.34] Terrain benefits for combat are not cumulative. A defending unit always benefits only from the one most advantageous terrain on the Combat Results Table. Example: A unit in a Redoubt behind a Steep Slope would benefit from the Redoubt only (see Melee Combat Results Table, Case 8.4).

[8.35] When two or more defending units occupying different types of terrain, each having a different effect on the Combat Odds, are attacked in a single combat, all defending units benefit from the terrain most favorable to the defender.

[8.4] Melee Combat Results Table and Explanation of Results

(see below)

[8.5] How to Retreat

When a Combat Result requires that a unit(s) be retreated, the owning Player must immediately move those units the indicated number of hexes away from their combat position. This movement is not normal movement and is subject to the following restrictions. If the unit is unable to retreat within these restrictions, it is eliminated.

[8.51] A retreating unit may never be moved into an Enemy controlled hex. Friendly units do not negate Enemy ZOCs for purposes of retreat.

[8.52] A retreating unit may not be moved through a prohibited hexside (see Terrain Effects Chart, Section 13.0).

[8.53] Where possible, a retreating unit must be retreated into vacant hexes. If no other route is available, the retreating unit may be moved through Friendly occupied hexes, displacing every Friendly unit into whose hex it is moved (see Case 8.6).

[8.54] In all cases, the retreating unit must terminate its retreat the indicated number of hexes away from its former combat position. If it can retreat only a portion of the number of required hexes, it is eliminated in the last hex in which it is able to retreat. The retreat path (see Case 8.71) terminates in the hex in which a unit is eliminated.

[8.55] All artillery units (except horse artillery) which are forced to retreat as a result of combat are eliminated. Undisrupted horse artillery is always allowed to retreat after combat.

[8.56] Units should always be retreated so that the maximum number of hexes possible is between them and Enemy units. All other rules regarding retreat after combat still apply.

[8.6] Displacement

[8.61] If Friendly infantry or cavalry units occupy hexes in a retreating unit's only possible retreat route, those Friendly units are displaced (moved out of their hexes) by the retreating unit. The displaced unit is moved one hex (by the owning Player) as if it were itself retreating. Then the retreating unit is moved to the vacated hex and, if necessary, continues to retreat. The retreating unit may displace as many units as necessary in order to retreat the required number of hexes.

[8.62] Artillery units are not displaced by Friendly retreating units. A retreating unit may move through them freely. However, if a retreating unit would end its retreat in a hex containing two artillery units (in violation of stacking restrictions, see Case 5.38), and there are no other hexes available to retreat to, the retreating unit is eliminated.

[8.63] If displacement would cause any of the displaced units to be eliminated, the retreating unit is eliminated instead. Displaced units can themselves displace other Friendly units in a chain reaction of displacement, if such is the only path of displacement open to them. A unit may be displaced more than once per Melee Phase if such a situation is unavoidable.

[8.64] Units may not displace other Friendly units if they have other paths of retreat open to them.

[8.7] Advance After Combat

[8.71] Whenever a defending Enemy unit is forced to retreat or is eliminated as a result of Melee combat, it will leave a path of vacant hexes behind it called the Path of Retreat. This includes hexes vacated pursuant to Case 8.54. Any or all Friendly attacking units which participated in the combat may be advanced along the Path of Retreat.

[8.72] Victorious units may cease advancing at any hex along the Path of Retreat as long as they do not violate stacking restrictions (see Case 5.32).

[8.73] When advancing after combat, victorious units may initially be moved out of an Enemy-controlled hex. They must, however, stop in the first Enemy-controlled hex they are moved into.

[8.74] An advancing unit may not stray from the Path of Retreat.

[8.75] An option to advance must be exercised immediately before any other combat resolution. Units are never forced to advance after combat. After advancing, units may neither attack nor be attacked in that Phase (see Case 8.14), even if their advance places them next to Enemy units whose combats are yet to be resolved, or who were not involved in combat. However, advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.

[8.76] The defender may never advance after combat.

[8.8] Effects of Morale on Melee Combat

[8.81] The Melee Combat Results Table is organized in such a manner that the Attacker's Morale Rating determines which die roll column is used to resolve the attack. For example, an attacker with a Morale Rating of 3 would use the third die roll column from the left to cross reference with a combat result.

[8.82] When a Melee combat result has been obtained, a unit with a Morale Rating of 1 adds 1 to the number of hexes it must retreat. A unit with a Morale Rating of 5 subtracts 1 from the number of hexes it must retreat. This rule applies to both attacking and defending units when retreating; this rule is applied to each affected unit individually, whether a unit is stacked or not.

[8.83] When several units possessing different Morale Ratings participate in the same Melee attack, the highest Morale Rating present in that attack determines the die roll column to be used for resolution.

[8.84] Defenders' Morale Ratings affect only the number of hexes to be retreated as a result of Melee Combat. They do not affect the actual resolution of combat.

[9.0] Disruption

GENERAL RULE:

Units may suffer disruption as a result of either Fire or Melee Combat, or in the case of cavalry units, by expending a certain number of Movement Points in one Movement Phase or by entering certain types of terrain.

PROCEDURE:

When a unit is disrupted, it is flipped over to its back. If the back of the counter is blank, the unit is eliminated.

CASES:

[9.1] Disruption and Movement

[9.11] All infantry and cavalry units which suffer disruption have their Movement Allowances halved, rounding any fractions up.

[9.12] Disrupted artillery and horse artillery units may never be moved. If forced to do so as a result of combat they are eliminated.

[9.13] Disrupted units do not exert Zones of Control or affect the movement of Enemy units through adjacent hexes.

[9.14] Disrupted units receive no movement benefits on roads.

[9.2] Disruption and Combat

[9.21] Disrupted units are never required to attack adjacent Enemy units, regardless of Zones of Control.

[9.22] Since disrupted units possess no Zone of Control, adjacent Enemy units are never required to attack them.

[9.23] If a disrupted unit does attack during the Melee Phase, it must follow all rules pertaining to standard Melee Combat.

[9.24] If a disrupted unit stacked with an undisrupted unit is attacked, the disrupted unit must add its Melee strength to the total strength of the hex as per the Melee Combat rules (see Case 8.21).

[9.25] Disrupted artillery and horse artillery units may never participate in Fire Combat.

[9.26] When firing at a disrupted unit, shift one column to the right on the Fire CRT. Example: If a unit is firing with 6 Fire Strength Points at a disrupted Enemy unit, the 7 column on the Fire Combat Results Table is used.

[10.0] Rallying

GENERAL RULE:

During the Rally Phase of the Player-Turn, the Phasing Player may attempt to rally any of his disrupted units.

PROCEDURE:

For each disrupted unit, the Phasing Player rolls a die. If the die roll is equal to or less than that unit's Morale Rating, that unit is considered rallied and is flipped over to its undisrupted side.

DIE ROLL MODIFIERS FOR RALLYING

If a disrupted unit is adjacent to an undisrupted Enemy unit when attempting to rally, add 1 to the die roll.

If a disrupted unit is adjacent to an undisrupted Friendly unit when attempting to rally, subtract 1 from the die roll.

If a disrupted unit is in a Redoubt, subtract 1 from the die roll.

All modifications of the die roll are cumulative. Example: A disrupted unit with a Morale Rating of 2, in a Redoubt and adjacent to both an undisrupted Enemy unit and an undisrupted Friendly unit would subtract 1 from the die roll (-1 for the Redoubt, -1 because it is adjacent to an undisrupted Friendly unit, and +1 because it is adjacent to an Enemy unit).

[11.0] Cavalry

GENERAL RULE:

Whenever a cavalry unit engages in Melee Combat or expends a certain number of Movement Points it suffers disruption. Cavalry units may also be retreated before combat during the Defensive Fire Phase (see Case 11.26).

CASES:

[11.1] Cavalry and Movement

[11.11] Whenever a cavalry unit expends 7 or more Movement Points in one Movement Phase, that cavalry unit is disrupted.

[11.12] A cavalry unit that is moved into a Woods hex through a non-road hexside is disrupted at the end of that Movement Phase. If forced to enter a Woods hex as a result of combat, the cavalry unit is eliminated.

[11.13] Cavalry units may not cross Redoubt hexsides which do not have a road running through them. If forced to do so as a result of combat, they are eliminated.

[11.2] Cavalry and Combat

[11.21] Whenever a cavalry unit engages in Melee Combat it becomes disrupted. The disruption takes place immediately after the combat has been resolved. This disruption occurs regardless of the combat results or whether the cavalry unit was attacking or defending.

[11.22] A cavalry unit which suffers a disruption result from Melee Combat is only required to meet any retreat requirements that may apply. There is no additional effect on the cavalry unit due to the disruption result (the "D" is disregarded).

[11.23] If a cavalry unit is unable to retreat in accordance with the Retreat Rules (see Case 8.5), it is eliminated.

[11.24] If the combat result affecting a cavalry unit includes an asterisk (*) that cavalry unit is eliminated.

[11.25] Whenever a disrupted cavalry unit engages in Melee Combat, it is eliminated. The elimination takes place immediately after the combat has been resolved. Elimination occurs regardless of the combat results or whether the cavalry unit was attacking or defending.

[11.26] The non-Phasing Player may retreat his cavalry units one hex only during the Defensive Fire Phase. This is done after all Defensive Fire attacks have been resolved. Only those cavalry units in the ZOC of a non-cavalry Enemy unit may retreat. In addition, they may never be retreated into an Enemy ZOC.

[12.0] Reinforcements

GENERAL RULE:

Both Players may receive Reinforcements. These appear during the owning Player's Movement Phase on the Game-Turn indicated on the Reinforcement Schedule. The Reinforcement Schedule states the name of the Reinforcing units, the Game-Turn of appearance, and the specific hex or mapedge on which they enter the map.

PROCEDURE:

During his Movement Phase, the owning Player places a Reinforcing unit on any hex of the specified mapedge. He may place them at any time during this Movement Phase.

CASES:

[12.1] Movement of Reinforcements

[12.11] Reinforcements are presumed to be poised adjacent to the map. When placed on the map, a Reinforcement expends Movement Points to enter the entry hex according to the Terrain Effects Chart. In almost all cases the Reinforcements are entered onto a hex which has a road leading off the map. These units expend Movement Points at the road movement rate to enter the map.

[12.12] In several cases more than one unit is scheduled to appear in the same hex in the same Game-Turn. These units are deployed off map, adjacent to the listed map entry hex. If the entry hex is a road hex, a hypothetical road may be presumed to stretch off the map, away from the entry hex.

[12.13] As each unit enters the map, it pays the cost for entering the entry hex, plus the additional cost for any hypothetical clear terrain hexes that it would have to traverse to reach the entry hex. If units are entering on a road hex, they are considered to be moving through hypothetical road hexes until they reach the map. Example: The lead unit in a column would pay 1/2 Movement Point to enter the map, the second would pay 1 Movement Point to enter the map, the third 1 1/2 Movement Points, and so on.

[12.14] Once on the map, Reinforcements may be moved normally.

[12.2] Restrictions on Reinforcements

[12.21] Reinforcements may not enter a hex which is currently occupied by an Enemy unit. A Reinforcement unit may be moved into an Enemy-controlled hex, but it must cease movement therein.

[12.22] If, and only if, a scheduled entry hex is occupied by an Enemy unit (or a Friendly unit in an Enemy ZOC), the Reinforcing unit may enter the unblocked mapedge hex nearest to the scheduled hex.

[12.23] A Player may deliberately withhold Reinforcements, bringing them into play (if at all) on some later Game-Turn.

[12.24] Regardless of whether a Reinforcement is brought into play on its scheduled Game-Turn, it must appear in its scheduled hex or alternative (see Case 12.22).

[12.25] Until they are moved onto the map, Reinforcements have no effect on play. They do not exert a Zone of Control onto the map, nor may artillery units (for example) fire from imaginary hexes off the map.

[13.0] Terrain Effects Chart

Terrain TypeMovement Point Cost to Enter or CrossNotes
Clear hex1 MP
Woods hex2 MP
Vineyard hex (Alma only)3 MP
Swamp hex (Inkerman only)3 MPCavalry and artillery may enter only on roads
Town hex1 MP
Major Road hex1/2 MPIf entered through road hexside; otherwise other terrain in hex determines cost
Minor Road hex1 MPIf entered through road hexside; otherwise other terrain in hex determines cost
Steep Slope hex2 MP

Notes: Disrupted units never benefit from roads. There is no additional cost to move along a Gentle Slope. MP = Movement Points.

[14.0] Developer's Notes

One of the problems with SPI's previous QuadriGames (Blue & Grey, Napoleon at War, etc.) is that, while they are easy to play and require relatively little playing time, they are not very realistic. It is true that the games often follow the historical course of the battle and provide historically accurate results, but the game mechanics themselves do not accurately reflect the manner in which these battles were fought on the tactical level. Of course, such accuracy is not the intention of these games; their intention is to provide a game that anyone can sit down and play in only a few hours. As a matter of fact, this is stated right in the beginning of each set of Standard Rules for these games. While a great number of people want such games (as shown by the large number sold), an equally large number of people would like to see the Quads made more realistic and would be willing to sacrifice some playability to see this. This is basically what I have attempted to do in the Crimean War Quad. Drawing on many of the concepts used in games such as Terrible Swift Sword and Wellington's Victory, plus using many ideas of my own, I have put together a game system that I hope accurately reflects what a battle fought during this period was like. At the same time, I have tried to keep the game fairly playable so that it is still fun to play and not just an exercise in rules reading. I feel that this has been accomplished, as do the other people who have worked on this game.

What follow are basically the reasons why some of the things covered in the rules were considered important and a commentary on what they represent. While some people may not agree with what I have to say, they represent my conclusions based on accounts of the battles and conversations with a number of people.

In battles fought during this period (mid-1800's), the most important aspect was morale, or a unit's ability to stand up to enemy fire without routing. Units possessing high morale would often take tremendous losses without routing, while units with a low morale would often rout at the mere sound of a shot. This quality is represented in the Morale Ratings of the units and in the Fire Combat Results Table. Generally the more shells being fired at a unit, the greater the chances of that unit being disrupted. Disruption represents the loss of command control over a unit and that unit's consequent loss of combat effectiveness. If a unit is eliminated due to combat, it does not necessarily mean that all of the men in that unit were killed. Rather, it means that the men in that particular unit decided they could think of more comfortable places to be than on a battlefield and have left for those places; in other words, they are running for their lives. Rallying disrupted units represents the fact that a unit which is on the verge of breaking would often see a friendly unrouted unit and this, the sight of other soldiers standing up to enemy fire, would give their morale enough of a lift to keep on fighting. The disruption of cavalry units when involved in Melee Combat represents the tendency of cavalry units to become disorganized whenever they fought, necessitating a period of reorganization. The reason they become disrupted whenever they expend a certain number of movement points reflects the fact that when a cavalry unit moved at a high rate of speed (such as when charging) over large stretches of ground, the cavalry formation would start to break up and become disorganized. It should be pointed out that the reason there is no special shift for cavalry on the Melee Combat Results Table when attacking non-cavalry units is that the advantages of cavalry over other types of units is factored into their Melee strengths. The rule restricting the fire of artillery units after they have moved represents the limbering and unlimbering of the artillery. The formations in which the units fought is represented by the rule limiting fire to only the top unit in a stack. In effect, the unit placed on the top of the stack is standing in front of the unit on the bottom of the stack, preventing that unit from firing or being fired at.

The hardest part of actually writing these rules was trying to come up with a set of Line of Sight rules. The ideal way to handle the problem of Line of Sight would have been to color code the different height levels (as in Wellington's Victory). Unfortunately, due to time and space limitations we were not able to do this for the Crimean War Quad. We were therefore forced to sacrifice some realism and use an alternate system. The Players should keep in mind that these rules are intended to recreate a three-dimensional object on a two-dimensional surface and should be guided accordingly should any disputes over the Line of Sight rules arise. Despite the problem with the Line of Sight rules and order of battle problems which came up as the Quad was being developed, the system itself was fairly easy to design, and we never encountered any serious problems with it throughout testing.

Standard Rules Tables

[7.41] Artillery Fire Strength Table

Range in hexes (artillery counter to target):

Artillery Class123456
A853211
B74211-
C842---
D732

Explanation of Artillery Fire Strength Table: Artillery units have no Fire Strengths printed on the counter. Instead, they have a letter indicating the class of that artillery unit. To find the Fire Strength of a given artillery unit, locate this letter on the Artillery Fire Strength Table. Then cross reference this with the range to the target hex. The resulting number is the Fire Strength of that artillery unit. Range is determined by counting the number of hexes between the artillery unit (exclusive) and the target unit's hex (inclusive).

[7.42] Fire Combat Results Table

Total Firepower of Attacking Units:

Die12345678+
1--111223
2--112233
3-112

Explanation:

Undisrupted Units: If the defending unit's Morale Rating is equal to or less than the number appearing as a result, the unit is disrupted. In addition, if the unit's Morale Rating is less than the result, the unit must retreat a number of hexes equal to the difference between the result number and the unit's Morale Rating.

Disrupted Units: If the defending unit's Morale Rating is equal to the number appearing as a result, the unit must retreat 1 hex. If the unit's Morale Rating is less than the result, the unit is eliminated.

Column Shift Summary:

Shift one column to the left if:

  1. The defending unit is in a Town hex.
  2. The defending unit is receiving fire through a Redoubt hexside.
  3. The defending unit is an unstacked Skirmisher (Inkerman only).
  4. It is a Night or Fog Game-Turn (Inkerman only).

Shift one column to the right if:

  1. The defending unit is disrupted.
  2. The defending unit is a cavalry unit.
  3. The defending unit is an artillery unit that could not fire in that Player-Turn.

Note that all column shifts are cumulative.

[8.4] Melee Combat Results Table

Terrain (attacked into or across) determines which row of Combat Ratio (Attacker to Defender) applies; the eight columns, left to right:

TerrainCol 1Col 2Col 3Col 4Col 5Col 6Col 7Col 8
Town, Redoubt hexside, Vineyard2-13-14-15-16-17-18-19-1
River hexside, Steep Slope hexside1-12-13-14-15-16-17-18-1
Woods, Gentle Slope hexside, Stream hexside1-21-1

The die roll that applies depends on the Attacker's Morale (1 to 5). In each row below, the die rolls listed under "Attacker Morale 1" through "Attacker Morale 5" (a dash means that morale has no die roll on that row) give the result shown in the eight Combat Ratio columns above, in the same left-to-right order.

Attacker Morale 12345Col 1Col 2Col 3Col 4Col 5Col 6Col 7Col 8
1----E3*3*2*21RR
21---3*

Explanation: E = Eliminated; R = Retreat 1 hex (no disruption); 2 or 3 = Retreat 2 or 3 hexes (with disruption); * = Cavalry unit or already-disrupted unit is eliminated; (note) = If attacking unit is also in a Swamp hex, use Clear terrain line. Bold results refer to Attacker. Light results refer to Defender. (The printed table distinguishes Attacker and Defender results by bold versus light type; that typographic distinction is not reproduced in this transcription.)

Retreat Modifiers: Units with a Morale Rating of 1 add 1 to the number of hexes they must retreat. Units with a Morale Rating of 5 subtract 1 from the number of hexes they must retreat.

ALMA: THE FIRST BATTLE, 20 SEPTEMBER 1854 - EXCLUSIVE RULES

[15.0] Alma - Introduction

Alma is a simulation of the first battle of the Crimean War. Alma was the only battle in which the entire armies of the three major belligerents (England, France, and Russia) were involved. The British and French had landed on the West coast of the Crimea only a few days before and, had they been defeated at Alma, thousands of lives might have been saved and the war ended.

[16.0] Alma - Parent Unit Designations

GENERAL RULE:

All units in the game (except Russian Artillery) have a Parent Unit to which they belong; this is shown on each unit counter to the right of the slash. When units from different Parent Units attack together, their effectiveness is degraded.

CASES:

[16.1] Effects of Parent Unit Designations on Combat

During any Fire Phase, whenever units from different Parent Units combine their Fire strengths in the same attack, 1 is subtracted from the combat die roll for each Parent Unit represented in the attacking force; thus, if there is any modification due to Parent Unit Designations, at least 2 will be subtracted. Example: The two British units designated CG/1st and 44/3rd are attacking a Russian unit. Two is subtracted from the combat die roll before consulting the Fire Combat Results Table.

[16.11] Russian Artillery units are exempt from Case 16.1. They may combine their Fire Strength with any Russian unit without penalty.

[16.12] If a modified die roll is less than one, it is treated as one.

[16.13] Parent Unit Designations have no effect on Melee.

[16.2] Effects of Parent Unit Designations on Crossing the Alma River

These effects are detailed in Case 17.1.

[17.0] Alma River

GENERAL RULE:

The Alma River is the only river on the map. It runs from the East edge to the West edge and inhibits movement in various ways.

CASES:

[17.1] Crossing the Alma River

[17.11] No Allied (French and British) unit may be moved further than two hexes South of the Alma (i.e., there may be no more than one hex between unit and River) unless, at the start of the Movement Phase in which it is so moved, all non-artillery units belonging to its Parent Unit are South of the Alma.

[17.12] If at the start of a Movement Phase a unit is found to be in violation of Case 17.11 or 17.13, it is not forced to move back, but it may not be moved further from the River until the proper conditions are met.

[17.13] No French unit may be moved further than three hexes South of the Alma unless all units from its Parent Unit are South of the Alma at the start of the Movement Phase.

[17.2] Alma River Steep Bank

The Alma River is divided into two distinct segments; those hexsides of the Alma West of the bridge (Hexside 2113/2213) are River hexsides in all respects except that they cost 3 Movement Points to cross. Those hexsides East of the bridge are Stream hexsides in all respects except that they cost 2 Movement Points to cross. These distinctions are due to the nature of the South bank of the Alma, which was irregular and in some places very steep.

[18.0] Alma - Special Terrain

GENERAL RULE:

Vineyards are a type of terrain peculiar to Alma. Bourliuk is a Town no different from others, save that the Russians stuffed it with straw and set it ablaze. The slopes at Alma were steep and long, so that the standard Line of Sight rules (Case 7.3) are invalid.

CASES:

[18.1] Vineyards

Certain hexes on the map are designated Vineyards; e.g., hex 3901. They cost 3 Movement Points to enter and are represented on the Melee Combat Results Table.

[18.2] Bourliuk

No unit may enter any of the three hexes that comprise the Town of Bourliuk.

[18.3] Steep Slopes

Steep Slope hexes cost 2 Movement Points to enter, regardless of the hex from which the moving unit is entering (see Case 5.25).

[18.4] Effects of Continuous Slopes on Line of Sight

In order for a unit to fire at another unit, it must be able to see the target. If the Line of Sight (LOS) between the firing unit and the target is blocked, no fire combat may take place between them.

Note that the Slopes depicted in the accompanying diagram may be either Gentle or Steep. (Diagram: dashed line = blocked; solid line = not blocked.)

[18.41] How to Determine the Line of Sight: Lay a straight edge (a taut piece of thread is suggested) from the center of the hex containing the Attacker to the center of the hex containing the Defender. The resulting line is the Line of Sight.

[18.42] What Blocks the Line of Sight: The LOS between two units is blocked (see Cases 18.4 and 18.41) only if it crosses any of the following:

a. A Ridge hexside.

b. A hexside of a Town hex.

c. Any two Slope Hexsides, the "high" sides of which lie between the two hexsides. (See diagram).

[18.43] Priority of Line of Sight Rules: These rules (Case 18.4) replace Case 7.2 of the Standard Rules and in all ways supercede them.

[19.0] Alma - Special Artillery Rules

GENERAL RULE:

Artillery units in Alma have no Zones of Control, nor are they affected by them. During the Defensive Fire Phase, Phasing artillery units may retreat rather than fight.

CASES:

[19.1] Non-Effectiveness of Artillery Zones of Control

Artillery units are never forced to stop moving when entering a Zone of Control. Artillery units may never participate in Melee combat as an Attacker. Non-artillery units are not required to stop when moved adjacent to Enemy artillery units, nor are they required to attack them during the Melee Phase.

[19.2] Artillery Retreat Before Combat

During the Defensive Fire Phase any undisrupted, Phasing artillery unit in an Enemy Zone of Control may be moved one hex as if it were retreating.

[19.21] If a retreating artillery unit can not or does not retreat in such a way that it ends up not in any Enemy Zone of Control it may not exercise this option.

[19.22] An artillery unit that exercises this option may not fire in the Defensive Fire Phase in which it does so.

[19.3] Artillery Movement Allowances

[19.31] All Allied artillery units have a Movement Allowance of 3.

[19.32] All Russian artillery units designated CB and FB have a Movement Allowance of 3.

[19.33] All Russian artillery units designated GR have a Movement Allowance of 2.

[20.0] French Special Movement Rules

GENERAL RULE:

Although the French were the first to move in the battle, they were forced to take an extremely slow route (that of scaling the southern cliffs) and were very much immobile for a long time. Therefore, no French unit may move until Game-Turn Three.

CASES:

[20.1] French Waiting Time

No French unit may be moved until Game-Turn Three (exception: see Case 20.2).

[20.2] Zouave Initiative

The two French infantry units designated 1z/3rd and 2z/3rd are exempt from Case 20.1; i.e., they may be moved starting on Game-Turn One. (Note: These units are still subject to Case 17.1.)

[20.3] French Movement Allowance

All French infantry units have a Movement Allowance of 4.

Note that units in Alma have Movement Allowances printed beside their unit type symbols.

[21.0] Russian Preservation

GENERAL RULE:

Starting on Game-Turn Five, the Russian Player checks to see if Russian Preservation is Triggered. If it is the Russian Player must begin exiting units off the map.

CASES:

[21.1] Triggering Russian Preservation

Starting with the beginning of the Russian Movement Phase in Game-Turn Five and at the start of all succeeding Russian Movement Phases until Preservation is triggered, the Russian Player rolls a die and adds one for every Russian Infantry unit eliminated up to that point. If the total is 10 or greater, Russian Preservation is triggered.

[21.2] Effects of Russian Preservation

Starting on the Game-Turn that Russian Preservation is triggered, and on every subsequent Game-Turn, the Russian Player must exit two units through hex 1701 or lose Victory Points (see Section 23.0, Victory Conditions). These units may not reenter the map.

[22.0] Alma - Set-Up

GENERAL RULE:

The set-up for Alma consists of placing the unit-counters on the map and matching the designation on the counter with the hex containing the same designation. If you are confused refer to Case 22.1. After placing the correct unit on each hex you will find that there are five playing pieces and one Game-Turn marker left. The Game-Turn marker should be placed in the first box of the Game-Turn Record Track. The five playing pieces left are Reinforcements and are explained in Case 22.2.

CASES:

[22.1] Initial Deployment

First punch out the counters from the die-cut sheet provided and arrange them by Parent Unit. Place the playing map on a smooth, flat surface and secure it in place with small bits of masking tape, and place the units on the map so that each hex with a unit designation in it contains the appropriate unit. If in doubt as to where a unit belongs refer to the following chart:

Initial Deployment: Note that units designated (a) are artillery; all other units are infantry.

ALLIED - French

HexDesignation
0409(a) 2nd
05074/2nd
05083/2nd
05092/2nd
05101/2nd
0712(a) 1st
08088/1st
08096/1st
08104/1st
08112/1st
09087/1st
09095/1st
0910

ALLIED - British

HexDesignation
15041/3rd
160450/3rd
170438/3rd
1709(a) 2nd
180328/3rd
180941/2nd
190344/3rd
191049/2nd
20024/3rd
201047/2nd
211030/2nd
21131/RB
2209

Russian

HexDesignation
1619BB/1W
1818BB/2W
1820MOS/1W
1919(a) FB
1920MOS/2W
2019(a) FB
2116TAR/1W
2120(a) FB
2214BOR/1C
2215TAR/2W
2222VOL/2C
2223MIN/1C
2224

[22.2] Reinforcements

Only the Allied Player receives reinforcements. These units are deployed off the playing map at the start of the game and enter during the Allied Movement Phase. The following units are reinforcements: (British) 21/4th, 63/4th, 45/4th, 57/4th, 20/4th.

Arrival of Reinforcements: The reinforcements arrive on any Game-Turn the Allied Player wishes. However when they do arrive they must all enter on the same Game-Turn. Reinforcements enter one unit per hex through the following hexes: 2801, 2901, 3001, 2701, and 3101. The reinforcements pay one Movement Point for entering the map and move normally on the first and all subsequent turns of their arrival.

[22.3] First Player

The Allied Player is the First Player and goes first in every Game-Turn.

[22.4] Game Length

The game lasts twelve Game-Turns. At the conclusion of Game-Turn Twelve, the Players' performances are evaluated according to the Victory Conditions (see Section 23.0).

[23.0] Alma - Victory Conditions

GENERAL RULE:

At the end of twelve Game-Turns, victory is judged. Essentially, the Player who has garnered the most Victory Points (see Case 23.1) is declared the winner, unless the score is very close, in which case a draw is declared.

CASES:

[23.1] Victory Points

Victory Points are awarded each Player for accomplishing various objectives. Victory Points may also be subtracted from a Player's total for failure in certain areas. During the game Players should keep track of Victory Points gained and lost on a piece of scratch paper. Points are awarded according to the following schedules.

[23.11] Allied Victory Point Schedule. The following number of Victory Points are awarded the Allied Player.

ConditionVPs
Each Russian Infantry unit Eliminated1
Russian Preservation Triggered before Game-Turn Seven3

Also, for every turn in which the Russian Player exits two units off the map as a result of the effects of Russian Preservation (see Section 21.0), two Victory Points are subtracted from the Allied Player's total.

[23.12] Russian Victory Point Schedule. The following number of Victory Points are awarded the Russian Player.

ConditionVPs
Each French/British Infantry unit eliminated before Russian Preservation is Triggered1
For each complete Game-Turn before Russian Preservation is Triggered1

Also, for every Game-Turn after Russian Preservation is triggered for which the Allied Player did not lose Victory Points, the Russian Player loses one Victory Point (i.e., one Victory Point is subtracted from the Russian Player's total). Example: If Russian Preservation is triggered on Game-Turn Eight, and the Russian Player fails to exit two units through hex 1701 that turn, the Russian Player would not lose 1 Victory Point (nor would the Allied Player lose any). If on the next Game-Turn (Nine), the Russian Player again fails to exit two units through hex 1701, 1 Victory Point would be subtracted from the Russian Victory Point total.

[23.2] Judging Victory

After the conclusion of Game-Turn Twelve, each player adds up all the Victory Points awarded him. The results are then compared by subtracting the Russian Victory Point Total from the Allied Victory Point Total. If the result is three or more, the Allied Player wins. If the result is equal to or less than zero, the Russian Player wins. Any other result is a draw.

[24.0] Alma - Designer's Notes

At first glance, anyone familiar with the historical battle will have a rather pointed question: "Where is the cavalry?" I could say "Along the East edge of the map," but this would not account for its absence. What does account for it is the simple fact that the cavalry on both sides was either ordered to stand-to or spent the battle racing from one end of the field and never fighting. Had the Russian commander, General Prince Alexander Sergeivich Menshikov, employed his 3400 cavalry (four regiments of Hussars and two of Don Cossacks) with any degree of efficiency (say, a simple charge on the British left flank), it would have been a whole different battle. So the Russian cavalry (as well as the Light Brigade, situated just East of Tarkanlar) is ignored, as is most of the British artillery, which was unable to cross the Alma because of the steep South bank.

Two rules which I feel should have some explanation are related to one another. These are the Parent Unit rules on combat and Crossing the Alma. It has always been my feeling that tactical games on this level allowed players too much freedom in mixing their units and, after realizing that units of different Brigades (not to mention Divisions) in the armies of that day would often be loath to march or fight side by side, I felt justified in including the Effects on Combat section. As to the section on Crossing the Alma, this is designed to force the lead units to wait up for the stragglers and, in the case of the French, to force the infantry to wait for the artillery as they were trained to do.

The Victory Conditions are structured to force the Allies to pursue and attempt to surround the Russians before nightfall. This is reflected in the loss of Victory Points for allowing the Russians to escape. Once Russian Preservation is triggered, the Allied Player must push hard and either make up the lost Victory Points by destroying Russian units or cut off their retreat towards Sevastopol.

BALACLAVA: THE CHARGE OF THE LIGHT BRIGADE, 25 OCTOBER 1854 - EXCLUSIVE RULES

[15.0] Balaclava - Introduction

Balaclava is a battalion-level simulation of the Crimean War battle that resulted from a Russian attempt to destroy the port of supply for the British forces besieging the Russian fortress of Sevastopol. The battle was fought in the two valleys separated by a ridge north of Balaclava on 25 October 1854. In addition to British and Russian units, the British were aided by the Turks and French.

[16.0] Balaclava - Initial Deployment

GENERAL RULE:

The positions of the Allied and Russian Armies as of 0700 hours, 25 October 1854 are printed on the map. Players should place a unit of the appropriate characteristics in each hex as shown. Reinforcements are listed in Section 16.0 [sic]. The information printed on the map is duplicated here. Note that units designated (a) are artillery; units designated (h) are horse artillery; units designated (c) are cavalry; all other units are infantry. Hexes designated "T" indicate that the unit is stacked on top.

CASES:

[16.1] The Allied Army

Turkish

HexUnit Designation
07146 Militia
11145 Militia
1312T4 Militia
1811T3 Militia
2012T2 Militia
2313T1 Militia

British

HexUnit Designation
0518(a) 4 LtDr/L
0519(c) 8 Hus/L
0520(c) 11 Hus/L
0618(c) 13 LtDr/L
0619(c) 17 Lance/L
0620(h) C Troop
1312(a) #4
141793 Suth
1417T(a) Barker's
1720(a) 4 Marine
1811(a) Arabtabia
1920T(a) 1 Marine

[16.2] The Russian Army

HexUnit Designation
06021 Sous/16
06032 Sous/16
07013 Sous/16
07034 Sous/16
07041 Vlad/16
08052 Vlad/16
10063 Vlad/16
10081 Od/12
11082 Od/12
11093 Od/12
12084 Od/12
1307(a) 5 Lt Bty

[16.3] Player Schedule

[16.31] The Russian Player is the First Player. His Player-Turn is first in every Game-Turn.

[16.32] The game consists of twelve Game-Turns. Each Game-Turn represents forty-five minutes of actual time.

[16.4] Artillery Movement Allowances

[16.41] All Russian artillery units and the British Barker's artillery unit have movement allowances of 3.

[16.42] All other artillery units (the Marine batteries and the redoubt guns) are immobile; they have movement allowances of zero.

[17.0] Balaclava - Reinforcement Schedule

GENERAL RULE:

The Allied Player receives reinforcements during the course of the game, which enter in accordance with the rules for reinforcements (see Section 12.0). Reinforcements are scheduled to enter on Game-Turns Three, Four, and Five. In addition, Russian movement may trigger an additional group of reinforcements in any Game-Turn.

CASES:

[17.1] Regular Reinforcements

On Game-Turn Three (in hex 0108)

French: 4 ChDAf/1, 4 ChDAf/2, 1 ChDAf/1, 1 ChDAf/2

On Game-Turn Four (in hex 0108)

British: 42 BW/1, 79 Cam/1, Scot Fus/1, Gren Gds/1, Coldstrm/1

On Game-Turn Five (in hex 0121)

British: 20/4, 21/4, 63/4, 46/4, 57/4, 1 Bat RB/4

[17.2] Additional Reinforcements

[17.21] Triggering Additional Reinforcements. If the Russian Player moves any of his units east of the 0400 hex column, the French Additional reinforcements enter the game in the next Allied Movement Phase. The threat of these units forestalled a Russian attack up the Sapoune Heights.

[17.22] Additional Reinforcement Schedule. When Activated (between hexes 0101 and 0109, inclusive)

French: 1 Zou/1/1, 1 Zou/2/1, 7 Lig/1/1, 7 Lig/2/1, 20 Lig/1/2, 20 Lig/2/2, 27 Lig/1/2, 27 Lig/2/2

[18.0] Balaclava - The Four Redoubts

GENERAL RULE:

The four easternmost redoubts (in hexes 1312, 1811, 2012, and 2313) have special Fire Combat and Victory Point mechanics.

CASES:

[18.1] Four Redoubts' Fire Mechanics

An artillery unit on the bottom of a stack in a redoubt hex at the beginning of the game may engage in Fire Combat despite its position in the stack. However, the artillery unit may not be attacked if it is on the bottom of the stack.

[18.2] Capturing the Redoubts' Guns

If the Russian Player forces the retreat of, or eliminates the unit stacked with the emplaced artillery unit in one of the four redoubt hexes, and a Russian unit exerts a Zone of Control into the redoubt hex, then the Russian Player is considered to have captured the emplaced artillery unit and the unit is removed from play (see Victory Point Schedule, Case 23.2). No Russian unit need occupy the redoubt for the artillery unit to be captured; the Russian must merely exert a Zone of Control into the hex occupied solely by the emplaced artillery.

[18.3] Spiking the Redoubts' Guns

If the Russian Player fails to capture a gun in one of the four redoubts, then the Allied Player may deny the gun and its attendant Victory Points to the Russian Player. Any guns removed in this manner are considered spiked and are removed from play.

[19.0] Balaclava - Fatigue

COMMENTARY:

The British units entering the game as reinforcements represent the troops manning the siegeworks around Sevastopol. To reflect the tiring nature of this duty (sleeping in muddy trenches, alerts at all hours, and so on), the British reinforcements have only a limited usefulness.

GENERAL RULE:

Only British reinforcements are subject to fatigue. Each unit's initial fatigue level is equal to its morale. Each time one of these units moves its full Movement Allowance in a Game-Turn, executes a melee attack, or suffers disruption, its fatigue level is reduced by 1. When the unit's fatigue level reaches zero, the unit is fatigued and is disrupted for the rest of the game. The unit may not be rallied.

CASES:

[19.1] Units Subject to Fatigue

All units of the British First and Fourth Divisions are subject to fatigue, namely: Coldstrm/1, Scot Fus/1, Gren Gds/1, 42 BW/1, 79 Cam/1, 20/4, 21/4, 63/4, 46/4, 57/4, 1 Bat RB/4.

[19.2] How to Record Fatigue

The British Player should use a sheet of paper to record the unit designations and initial morale values of the British reinforcements, and to record the reductions of the fatigue level for each unit as the reductions occur.

[20.0] Balaclava - Demoralization

COMMENTARY:

One of the reasons that British initiative was so low throughout the battle was their fear of losses.

GENERAL RULE:

When the sum of the non-parenthetical Melee strengths of eliminated British units exceeds 22 Melee Strength Points, the British are Demoralized. Henceforth each British unit functions as if its Morale rating were half the printed value (round all fractions up).

[21.0] Balaclava - Cavalry Stacking

Because many of his units are understrength, the Allied Player may stack British cavalry units four Strength Points per hex. If two or more cavalry units are stacked in the same hex, it is still possible to have an artillery or horse artillery unit in the stack also. (This rule is an exception to Cases 5.32 and 5.33.)

[22.0] Balaclava - The Aqueduct

GENERAL RULE:

The Aqueduct affects the Melee strength of all units attacking out of it. It also inhibits the movement of artillery and cavalry units.

CASES:

[22.1] Effect of Aqueduct on Combat

[22.11] All units attacking out of an Aqueduct hex have their Melee strengths halved, rounding any fractions down.

[22.12] Units defending in an Aqueduct hex defend with their printed Melee strengths. Defending units are not affected by the Aqueduct.

[22.13] The Aqueduct has no effect on Fire Combat.

[22.2] Effect of Aqueduct on Movement

[22.21] The cost to enter an Aqueduct hex is three Movement Points.

[22.22] Cavalry and Artillery units (horse artillery included) may never enter Aqueduct hexes. If forced to do so as a result of combat, they are eliminated.

[23.0] Balaclava - Victory Conditions

GENERAL RULE:

Victory is awarded to the Player who has accumulated the greatest number of Victory Points at the end of the game. Victory Points are awarded for eliminating Enemy Melee Strength Points, for removing Enemy artillery units from play, for exiting units from play, and for occupying certain hexes at the end of the game. See the Victory Point Schedule for specific Victory Point awards.

CASES:

[23.1] How Victory is Determined

Each Player keeps track of the Victory Points he has scored on a separate piece of paper. These Victory Points are awarded for a variety of actions as detailed in the Victory Point Schedule (Case 23.2). At the end of the game the Players determine the difference between the two totals; if the difference is less than fifty points, the game ends in a draw; otherwise the Player with the greatest total wins.

[23.2] Victory Point Schedule

[23.21] Points Awarded the Russian Player

ConditionVPs
Point for every Melee Strength Point of British infantry, French infantry or cavalry, and Turkish infantry eliminated1
Points for every Melee Strength Point of British cavalry eliminated2
Points for every redoubt artillery unit captured (see Case 18.2)3
Points for every British artillery unit eliminated (except redoubt units)8
Points for exiting two or more units off the south edge of the map at hex 2026 (to raid Balaclava)15
Points for occupying the three easternmost redoubt hexes (1811, 2012, 2313) at the end of the game30

[23.22] Points Awarded the Allied Player

ConditionVPs
Point for every Melee Strength Point of Russian infantry or cavalry eliminated1
Points for every redoubt artillery unit remaining at the end of the game6
Points for every Russian artillery unit eliminated15
Points for occupying or being the last to occupy the three westernmost redoubt hexes (0714, 1114, and 1312)30

Balaclava - Bibliography

Most Useful: The Invasion of the Crimea, A.W. Kinglake; A History of the British Cavalry, Volume Two, Marquess of Anglesey; The War Against Russia, A.J. Barker.

Useful: History of the British Army, Volume 10, J.W. Fortescue; The Crimean War, R.V.L. ffrench Blake; The Destruction of Lord Raglan, Christopher Hibbert; The Reason Why, Cecil Woodham-Smith; The Thin Red Line, John Selby.

Minimally Useful: The Royal Marines, J.R. Moulton; The Argyll and Sutherland Highlanders, Douglas Sutherland; The War, Russell.

Useless (but fun): Flashman at the Charge, George MacDonald Fraser.

[24.0] Balaclava - Designer's Notes

Balaclava is an incongruity in the Crimean War Quadrigame in its lack of historical action, but it shares in the remarkable stupidity of the war's commanders. The battle is generally acknowledged to be the outstanding example of stupidity on both sides. Due to the telegraph, the events that transpired at Balaclava were reported soon afterward in the English press, and the following poem by Lord Tennyson (1809-1892) resulted:

The Charge of the Light Brigade

Half a league, half a league, Half a league onward, All in the valley of Death Rode the six hundred. "Forward the Light Brigade! Charge for the guns!" he said. Into the valley of Death Rode the six hundred,

"Forward, the Light Brigade!" Was there a man dismayed? Not though the soldier knew Someone had blundered. Their's not to make reply, Their's not to reason why, Their's but to do and die. Into the valley of Death Rode the six hundred.

Cannon to right of them, Cannon to left of them Cannon in front of them Volleyed, and thundered; Stormed at with shot and shell, Boldly they rode and well, Into the jaws of Death, Into the mouth of Hell Rode the six hundred.

Flashed all their sabres bare, Flashed as they turned in air Sabring the gunners there, Charging an army, while All the world wondered; Plunged in the battery smoke Right through the line they broke; Cossack and Russian Reeled from the sabre-stroke Shattered and sundered. Then they rode back, but not Not the six hundred.

Cannon to right of them, Cannon to left of them, Cannon behind them Volleyed and thundered; Stormed at with shot and shell, While horse and hero fell, They that had fought so well Came through the jaws of Death Back from the mouth of Hell, All that was left of them, Left of six hundred.

When can their glory fade? O the wild charge they made! All the world wondered. Honor the charge they made! Honor the Light Brigade, Noble six hundred!

The famous charge resulted from the misinterpretation of an order to seize the redoubt guns when it looked as though the Russians were retreating from "Number Four."

Earlier in the battle a mass of Russian cavalry came over the ridge to find itself face-to-face with the Heavy Brigade. Since the Russians were repulsed with little loss of life on the British side, the charge of the Heavy Brigade is the more successful of the two. Here is the poem that Tennyson wrote at the urging of one of the most famous historians of the Crimean War, A.W. Kinglake.

The Charge of the Heavy Brigade

The charge of the gallant three hundred, the Heavy Brigade! Down the hill, down the hill, thousands of Russians, Thousands of horsemen, drew to the valley - and stayed; For Scarlett and Scarlett's three hundred were riding by When the points of the Russian lances arose in the sky; And he called 'Left wheel into line!' and they wheeled and obeyed. Then he looked at the host that had halted he knew not why, And he turned half round, and he bad his trumpeter sound To the charge, and he rode on ahead, as he waved his blade To the gallant three hundred whose glory will never die - 'Follow,' and up the hill, up the hill, up the hill, Followed the Heavy Brigade.

The Trumpet, the gallop, the charge, and the might of the fight! Thousands of horsemen had gathered there on the height, With a wing pushed out to the left, and a wing to the right And who shall escape if they close? but he dashed up alone Through the great gray slope of men, Swayed his sabre, and held his own Like an Englishman there and then; All in a moment followed with force Three that were next in their fiery course, Wedged themselves in between horse and horse, Fought for their lives in the narrow gap they had made - Four amid thousands! and up the hill, up the hill, Gallopt the gallant three hundred, the Heavy Brigade

Fell like a cannonshot, Burst like a thunderbolt, Crashed like a hurricane, Broke through the mass from below, Drove through the midst of the foe, Plunged up and down, to and fro, Rode flashing blow upon blow, Brave Inniskillens and Greys Whirling their sabres in circles of light! And some of us, all in amaze, Who were held for a while from the fight, And were only standing at gaze, When the dark-muffled Russian crowd Folded its wings from the left and the right, And rolled them around like a cloud - O mad for the charge and the battle were we, When our own good redcoats sank from sight, Like drops of blood in a dark-gray sea, And we turn'd to each other, whispering, all dismayed, 'Lost are the gallant three hundred of Scarlett's Brigade!' 'Lost one and all' were the words Muttered in our dismay; But they rode like Victors and Lords Through the forest of lances and swords In the heart of the Russian hordes, They rode, or they stood at bay - Struck with the sword-hand and slew, Down with the bridle-hand drew The foe from the saddle and threw Underfoot there in the fray - Ranged like a storm or stood like a rock In the wave of a stormy day; Till suddenly shock upon shock Staggered the mass from without, Drove it in wild disarray, For our men gallopt up with a cheer and a shout, And the foeman surged, and wavered, and reeled Up the hill, up the hill, up the hill, out of the field, And over the brow and away.

Glory to each and to all, and the charge they made! Glory to all the three hundred, and all the Brigade!

(The two poems are taken from A History of the British Cavalry 1816-1919, Volume Two: 1851-1871 by the Marquess Anglesey. Light Brigade was written in 1854, two months after the battle, and Heavy Brigade was written in 1881.)

INKERMAN: THE SOLDIERS' BATTLE, 5 NOVEMBER 1854 - EXCLUSIVE RULES

[15.0] Inkerman - Introduction

Inkerman, "The Soldier's Battle" is a simulation of the combat occurring between British, French and Russian forces on Inkerman Ridge on 5 November 1854 during the Crimean War. Inkerman is known as the Soldier's Battle because of the lack of higher command during most of the fighting. The game scale is 180 meters per hex and 30 minutes per Game-Turn.

[16.0] Inkerman - Movement Additions and Modifications

CASES:

[16.1] Inkerman Movement Allowances

[16.11] Undisrupted infantry skirmisher units have a Movement Allowance of 8.

[16.12] Undisrupted infantry battalion units have a Movement Allowance of 7.

[16.13] Undisrupted artillery units have a Movement Allowance of 5.

[16.14] Undisrupted cavalry units have a Movement Allowance of 10.

[16.15] All units have a Movement Allowance of 1 less than their undisrupted or disrupted rate during a Night or Fog Game-Turn.

[16.2] Inkerman Movement Allowance Table

(see table at the end of the Inkerman rules)

[16.3] Entry into and Exit from Sevastopol

[16.31] Only Russian units may enter or exit Sevastopol or the Mamelon.

[16.32] Russian units may only enter or exit Sevastopol or the Mamelon along roads.

[16.33] Sevastopol is defined as those hexes in the northwestern corner of the map enclosed by Redoubt hexes.

[16.34] The Mamelon is defined as the three hexes (0411, 0511, and 0512) in the northwestern corner of the map encircled by Redoubt hexsides.

[16.4] Exiting the Map

[16.41] Players may exit their units from the map. An exiting unit must expend Movement Points to enter an imaginary hex presumed to be adjacent to the mapedge. The terrain in this imaginary hex is presumed to be similar to the terrain in the hex from which the unit exited.

[16.42] Once a unit is exited from the map, it may not return.

[16.43] The northern hexrow, from 0100 through 2400, is considered Sevastopol Harbor. No unit may exit into these hexes.

[16.44] Exited units are not considered eliminated (but see Case 16.45) and are kept separate from eliminated units.

[16.45] A Player may exit his units from the map only during his Movement Phase. A unit may not be exited off the map as a result of combat; if forced to do so, it is eliminated instead.

[16.5] Initial Deployment

Note that units designated (a) are artillery; units designated (c) are cavalry. All other units are infantry. Note: Do not confuse the parenthesized letter (a) with the letter "a" that forms the designation for several British units; only if the letter is parenthesized does it signify unit type.

[16.51] Allied Initial Deployment

FRENCH: There are no French units deployed at the beginning of the game.

BRITISH

HexDesignation
17237/Lt
172423/Lt
1822a33/Lt
1823Rf1/Lt
1914a55/2
2011a95/2
2210a30/2
2315(a) 2nd Div
2316b95/2
2414(a) 2nd Div
2415b55/2
2423Cdsm Gds

[16.52] Russian Initial Deployment

SOIMONOV'S UNITS

HexDesignation
09083 Butirsk
09094 Butirsk
10081 Butirsk
10092 Butirsk
11083 Uglitz
11094 Uglitz
12081 Uglitz
13082 Uglitz
13083 Susdal
13094 Susdal
14081 Susdal
14092 Susdal

PAULOV'S UNITS

HexDesignation
2003(a) Lt & Pstn
20034 Yakutsk
20044th Rifle
20043 Yakutsk
2005(a) Position
20052 Yakutsk
2006(a) Light
20061 Yakutsk
2103(a) Light
21031 Okhotsk
21044 Slngnsk
21053 Slngnsk

[17.0] Inkerman - Terrain Effects on Line of Sight

CASES:

[17.1] Effect of Woods on Line of Sight

The Woods symbols in this game represent boulders, bushes and three to eight foot tall, stunted trees. These hexes therefore have less effect in blocking Line of Sight than Woods hexes in the other folios of this Quadrigame.

[17.11] Woods symbols are treated as Clear Terrain symbols when tracing Line of Sight.

[17.12] Note that the effects of Slopes in Woods hexes on Line of Sight are unchanged.

[17.2] Effect of Ravines on Line of Sight

The Inkerman and Victoria Ridges are intersected by a number of Ravines. The Ravines included on the map are depressions and therefore do not block Line of Sight from one Ridge hex to another. When tracing Line of Sight across a Ravine, ignore the first steep downslope and first steep upslope of each Ravine crossed when calculating Blocking Terrain. Example: Units on 1715 and 1912 may sight each other on Clear Day Game-Turns. Units on hexes 0508 and 0910 may sight each other.

[18.0] Inkerman - Night and Fog Game-Turns

GENERAL RULE:

Night and Fog Game-Turns affect unit movement, fire combat, sighting, and disruption recovery. In addition, Skirmishers may not form into battalions during a Night or Fog Game-Turn.

CASES:

[18.1] Occurrence of Night and Fog

[18.11] Game-Turns are either Night or Day. Day Game-Turns are either Clear or Fog. Any Day Game-Turn not specified as Fog is considered Clear.

[18.12] Game-Turns One through Six are Night Game-Turns. Game-Turns Seven through Eleven are Fog Game-Turns.

[18.2] Effects of Night and Fog on Movement

During a Night or Fog Game-Turn, the Movement Allowance of all units is reduced by one. Example: An undisrupted infantry battalion has a Movement Allowance of 6 during a Night or Fog Game-Turn. A disrupted Skirmisher unit has a Movement Allowance of 3 during a Night or Fog Game-Turn.

[18.3] Effect of Night and Fog on Combat

[18.31] All Fire Combat attacks are shifted one column to the left during Night or Fog Game-Turns. Example: Two units with a combined Fire Attack strength of 10 attack an adjacent unit during a Night Game-Turn. The combat is resolved on the +7 column of the Fire Combat Results Table.

[18.32] Russian units may not receive a Regimental Morale Bonus for Fire and Melee combat during Night and Fog Game-Turns.

[18.4] Effect of Night and Fog on Rallying

[18.41] For each unit attempting to Rally during the Rally Phase of a Night or Fog Game-Turn, the owning Player ignores the presence of any and all other units in that hex or adjacent to it.

[18.42] Add 1 to all Rally die rolls during Night and Fog Game-Turns.

Note: Disrupted units with a Morale Rating of 1 may not be Rallied during a Night or Fog Game-Turn.

[18.5] Effect of Night and Fog on Sighting

Night and Fog Game-Turns limit the distance that a Line of Sight may be traced.

[18.51] The Sighting Range on all Clear Game-Turns is unlimited.

[18.52] The Sighting Range on all Night Game-Turns is 1 hex.

[18.53] The Sighting Range during Fog Game-Turns increases as the number of consecutive Fog Game-Turns increases (see Case 18.54). That is, the longer the Fog lasts, the greater the Sighting Range.

[18.54] Fog Game-Turn Sighting Table (see table at the end of the Inkerman rules)

[18.55] Artillery units that fire during a Night or Fog Game-Turn are considered Spotted. Spotted units remain Spotted until they are moved from the hex they last fired from. Units may sight to a Spotted unit as though sighting during a Clear Game-Turn. Players may note Spotted units on a piece of scratch paper or by rotating the counter 180 degrees with respect to the owning Player to distinguish such units from those that are not spotted.

[19.0] Inkerman - Stacking

GENERAL RULE:

No more than two Friendly units may end a Phase in the same hex. Stacked units have fewer combat options than unstacked units.

CASES:

[19.1] Restrictions on Stacking

[19.11] No more than two Friendly units may end a Phase in the same hex.

[19.12] Any two Russian units may end a Phase in the same hex.

[19.13] The Allied Player may not end a Phase with British and French units in the same hex.

[19.14] Two French units may end a Phase stacked together in a hex only if one of those units is the French artillery unit.

[19.15] Two British units may end a Phase stacked together only if one of those units is a British artillery unit (exception: see Case 19.16).

[19.16] Any British Skirmisher unit may end a Phase stacked with any British unit except the Light Brigade cavalry unit.

[19.2] Effects of Stacking on Fire Combat

[19.21] The bottom unit of a stack may neither fire nor be fired upon unless both units are artillery or both units are Skirmishers.

[19.22] If both units are artillery, the bottom unit may fire upon any unit (subject to restriction in 19.21) and be fired upon.

[19.23] If both units are Skirmishers, both units may fire, but they may not fire upon the same unit. If both units are Skirmishers, the bottom unit may be fired upon.

[19.24] If the top unit of a stack is removed from the hex by fire combat (either through elimination or retreat) the remaining unit may then be fired upon. Example: Two British Skirmishers are in hex 0707 and two in hex 0807. Two Russian infantry battalions are in hex 0806 and two in 0706. Either British unit in either hex may make a fire attack on the top Russian unit in 0806. If the top unit in 0707 and the bottom unit in 0807 combine in a fire attack that results in the retreat of the top Russian unit out of 0806, the bottom unit in 0707 and the top unit in 0807 may now combine in a fire attack on the remaining Russian unit in 0806. If the top units in hexes 0806 and 0706 combine in a fire attack that retreats the bottom unit from 0707, the two bottom Russian units may not fire.

[19.3] Effect of Stacking on Melee Combat

If both units in a hex make a melee attack, they must attack as a combined strength; they may not attack separate hexes.

[19.4] Effects of Stacking on Retreat and Advance After Combat

[19.41] Stacked units may be retreated into separate hexes.

[19.42] A Player retreating a single unit into a hex occupied by a stack of units has the option to displace both units as a stack or displace one unit of the stack.

[19.43] A single unit retreated into a hex occupied by another single unit automatically forms a stack unless prohibited by the stacking rules.

[19.44] A stack of units retreated into an occupied hex displaces the unit(s) in that hex.

[19.45] A Player may advance up to two Friendly units (which participated in the melee attack) into a hex vacated as a result of Melee Combat.

[19.46] Stacked units are not required to Advance After Combat as a stack. A Player may advance the units into different hexes or may advance either unit with the other remaining in its hex.

[19.5] Russian Regimental Morale Bonus

[19.51] Russian battalions of the same regiment that are stacked together each have their Morale Rating raised 1 point during Fire and Melee Combat. This applies even if one or both units is disrupted.

[19.52] No Russian units may receive this bonus during either a Night or Fog Game-Turn.

[20.0] Inkerman - Skirmishers

COMMENTARY:

Certain British infantry units are designated as Skirmishers. These units fought in a piecemeal fashion during the initial foggy hours, and only managed to form up into coordinated fighting units later in the morning, if at all. Note that these units are distinguished from weak units with similar combat characteristics, which simply happen to be understrength battalions by the notation "Sk" to the left of the unit type symbol.

CASES:

[20.1] Effect of Skirmishers on Fire Combat

[20.11] A Skirmisher unit on the bottom of a stack may only fire or be fired upon if the top unit is also a Skirmisher.

[20.12] Unstacked Skirmisher units attacked by Fire Combat have the fire attack shifted one column left in addition to any other fire combat modifications. Example: A Skirmisher unit is alone in the Barrier hex (2312). Russian units in hexes 2411, 2311, and 2211 attack the Skirmisher unit on a Fog Game-Turn with a combined Fire Strength of 9. The attack is resolved on the 6 column of the Fire Combat Results Table (9 shifted one column left for each Redoubt, Fog and unstacked Skirmisher modifications).

[20.2] Effect of Skirmishers on Rally

[20.21] Undisrupted Skirmishers do not raise Morale Ratings of stacked or adjacent Friendly units 1 point in the Rally Phase.

[20.22] Undisrupted Skirmishers do lower opposing adjacent units' Morale Ratings 1 point in the Rally Phase (exception: Night and Fog, 18.4).

[20.3] Formation of Skirmishers into Battalions

Certain British battalions are represented by two Skirmisher counters. These units may form into a single battalion counter during Clear Game-Turns.

[20.31] During any Clear Game-Turn, the Allied Player may form battalions from his Skirmisher units.

[20.32] The formation into a battalion occurs automatically at the end of the Allied Rally Phase if both units having the same battalion designation are stacked together and neither is disrupted.

[20.33] Once the two Skirmishers form a battalion, the two counters are treated as a single unit from that point on. The two counters' Fire and Melee strengths are added together and used as integral values. The unit may fire and melee offensively when disrupted; ignore parentheses around disrupted combat values. Note that the unit has an undisrupted Movement Allowance of 7, and as the two counters are now one unit, the Allied Player may place a third Skirmisher in the same hex without exceeding Stacking limits.

[21.0] Inkerman - Pickets

COMMENTARY:

Pickets represent the small groups of men on guard duty or guarding the camps of the Light Division, Fourth Division, and Guards Brigade of the First Division.

CASES:

[21.1] Location of Pickets

All Pickets are printed directly on the map.

[21.2] Effects of Pickets

[21.21] Pickets are immobile undisrupted British Skirmisher units. Note that Pickets may never melee offensively.

[21.22] Any British unit stacked in a Picket hex is automatically assumed to be on top.

[21.23] Pickets may never move. Any combat result requiring a Picket to disrupt, retreat, or displace eliminates the Picket.

[21.24] French units may freely move through a Picket hex but may not end a Phase in that hex unless the Picket has been destroyed.

[21.25] Russian units may not enter a Picket hex until the Picket is destroyed. If the Picket is destroyed, Russian units may freely move through and/or end a Phase in that hex. If a Picket is destroyed as a result of Melee Combat, the Russian Player may execute an Advance After Combat into that hex as part of that combat. Destroyed Pickets should be noted on a piece of scratch paper.

[22.0] Inkerman - Victory Conditions

GENERAL RULE:

Victory is judged at the end of a Scenario on the basis of Victory Points scored by the Players. Victory Points are awarded to the Players for eliminating Enemy units, for exiting the map, and for controlling certain territorial objectives.

CASES:

[22.1] Control of Geographical Objectives

Control of a hex is defined as being the last Player to move a unit into or through the hex. Zones of Control do not affect Control of a hex.

[22.2] Russian Victory Point Schedule

The Russian Player receives Victory Points (VPs) for:

ConditionVPs
For each Allied infantry and cavalry Melee Strength Point eliminated, calculated from each unit's undisrupted strength (except Pickets)1
For every three Pickets eliminated1
For every Allied artillery unit eliminated3
For each of the following hexes he controls at the end of the game: Lancaster Battery (1514), Barrier (2512) and Sandbag Battery (2811)2
For every Russian unit exited into any of hexes 2026 to 2426 inclusive1
For every Russian unit exited into any of hexes 2527 to 2927 inclusive2
For each of the following hexes (only once per game per hex) if a Russian unit ends a Russian Movement Phase in the hex without any adjacent Allied units: 1723, 1724, 1823, 2415, 2516, 2615, and 25241

[22.3] Allied Victory Point Schedule

The Allied Player receives Victory Points (VPs) for:

ConditionVPs
For each Russian infantry battalion eliminated1
For each Russian "Light" artillery unit eliminated4
For eliminating the Russian "Light + Position" artillery unit5
For each Russian "Position" artillery unit eliminated6
For each of the following hexes he controls at the end of the game: Lancaster Battery (1514), Barrier (2512), and Sandbag Battery (2811)2

[22.4] Level of Victory

[22.41] The burden of attack is on the Russian Player. If the Russian Player does not achieve a score of at least 9 Victory Points, the Allied Player automatically gains a Decisive Victory.

[22.42] If the Russian Player achieves a score of at least 9 Victory Points, victory is determined by subtracting the Allied Player's Victory Points from the Russian Player's and consulting the Schedule below. However, if the Russian Player has 9 to 11 Victory Points, the Allied Player receives at least a Tactical Victory, regardless of the victory awarded by the VP difference.

VP Differential (Russian minus Allied)Victory Level
+10 or moreRussian Decisive
+5 to +9Russian Tactical
+2 to +4Russian Marginal
-1 to +1Draw
-4 to -2Allied Marginal
-9 to -5Allied Tactical
-10 or lessAllied Decisive

OPTIONAL RULES (Inkerman)

The following six sections contain rules that will add more realism to the game of Inkerman at the expense of some simplicity and playability. The sections contain a total of fourteen optional rules which have been divided into six groupings (one to three rules per group) for play balance purposes. These groupings are structured such that playing the combination of rules within the group will not completely unbalance a Scenario. Players are not restricted to the groupings and may play any rule or combination of rules as they wish.

[23.0] Inkerman - Variable Deployment and Objective Value

COMMENTARY:

Rules 23.2 and 23.3 apply only to the Historical Scenario.

CASES:

[23.1] Variable Sandbag Battery Value

The Sandbag Battery was a tactically worthless piece of terrain, yet men fought and died for it during the entire battle. In fact, the longer the position was fought over, the greater its worth in the eyes of the belligerents. A French general visiting the site after the battle called it the abattoir (slaughterhouse).

To recreate this, the Sandbag Battery is worth to the controlling Player at the end of the game a number of victory points equal to the number of times the Player has captured and recaptured the hex. Capture is defined as the first time a Player controls the hex. Recapture occurs each time a Player, having controlled the hex but losing control of it to the opposing Player, regains control of the hex. Example: At the end of the game, the Allied Player controls the Sandbag Battery hex. He was the first Player to enter the hex and subsequently lost control and recaptured the hex four times. The Allied Player therefore receives five Victory Points for the hex and the Russian Player no Victory Points for the hex.

[23.2] Variable Arrangement of Russian Regiments

This rule permits the Russian Player to rearrange the order of his units while maintaining the same overall deployment. The order of leading, main body, and reserve regiments was left to the decision of the two army commanders, although the initial deployment would in any event have remained the same.

[23.21] Each Russian Regiment (the Rifle Battalions are not part of any regiment) consists of four battalions and occupies two or four hexes in the initial deployment. Each of these groups of two or four hexes is a Regimental Box.

[23.22] A Regimental Box belongs to the commander of the regiment that is in those hexes in the initial set-up.

[23.23] The Russian Player may initially deploy any regiment in any Regimental Box belonging to the same commander. The battalions of the regiment may be placed in any order in the hexes of the Regimental Box. The Russian Player may not place battalions of more than one regiment in hexes originally assigned to battalions of the same regiment.

[23.3] Variable Release of Russian Regiments

This rule supercedes Historical Scenario (Case 29.16) Special Rule #6, with respect to the Game-Turns on which Russian units are released. This rule reflects the effects of the fog, General Soimonov's death, and other factors that caused the Russians to hesitate in committing their entire force.

[23.31] At the beginning of the appropriate Russian Movement Phase roll one die for each commander.

[23.32] General Paulov's Army: Paulov's units are divided into two groups. The First Group contains the eight units in the Borodino (Brdno) and Tarutin Regimental Boxes (see Case 23.2). The Second Group contains the seventeen remaining units. The first attempt to release a Group succeeds on a die roll of 1, 2, or 3. If an attempt is unsuccessful, add one to the release range on the next attempt (therefore the fourth attempt automatically succeeds in releasing a Group). The Russian Player may begin rolling for the release of the First Group on Game-Turn Nine. The Russian Player may begin rolling for the release of the Second Group on the Game-Turn after the First Group is released.

[23.33] General Soimonov's Army: The two artillery units, and the units in the Tomsk and Katerinburg (Katrnbg) Regimental Boxes may move and attack normally. The units in the Kolivansk (Kolvnsk) Regimental Box are automatically released on Game-Turn Nine. The 6th Rifle Battalion is considered part of the Kolivansk Regimental Box for release purposes. The Russian Player may begin to roll for release of the units in the Vladimir, Susdal, Uglitz and Butirsk Regimental Boxes, respectively, on Game-Turn Eleven. The Russian Player may only release the easternmost unreleased regiment on any Game-Turn. A regiment is released only on a die roll of 1, 2, or 3 (unlike General Paulov's units, there is no modification to the die roll based upon the number of release attempts). Beginning with Game-Turn Ten, the Russian Player displaces the unreleased regiments one hex east in accordance with the restrictions in the Historical Scenario Special Rule #6. Any unreleased regiments are automatically released on Game-Turn Sixteen.

[24.0] Inkerman - The Big Guns

COMMENTARY:

There were three sources of heavy artillery that influenced both sides' maneuvers. Troops avoided coming within the effective range of the guns for the simple reason of self-preservation. The heavy artillery tended to be fired en masse, and the number of guns involved, plus the constantly changing position of their targets, caused inaccuracies that spread the fire over a wide area.

CASES:

[24.1] Big Gun Operation

[24.11] A Big Gun may be fired in any of the owning Player's Offensive and Defensive Fire Phases. Big Gun attacks are made before regular Fire Combat. A unit may be attacked once in a Fire Phase by Big Guns and once by regular Fire Combat. This is an exception to the rule preventing a unit from being attacked more than once in the same Fire Phase.

[24.12] All Big Gun attacks must be declared before rolling for the results of the attacks. Only Enemy-occupied hexes may be designated, and all Line of Sight restrictions are in effect (exception: see Case 24.4).

[24.13] A Big Gun firing on a designated hex attacks all units in that hex and in the adjacent six hexes. This applies even if the Big Gun could not trace a Line of Sight to one or more of the adjacent hexes and/or if any of the surrounding hexes contain Friendly units. (If you are willing to take the chance of shooting up your own units, it is your privilege.) Each hex is attacked separately. If a hex contains a stack of units, each unit is attacked separately. Big Guns may never be attacked.

[24.14] The various Big Gun strengths are listed on the Big Gun Combat Table (24.2). The attack strengths are expressed in Effectiveness Ratings. If a hex is being attacked by more than one Big Gun, add all of the Effectiveness Ratings together. If the unit being attacked is already disrupted, add one to the final total. Note that the Effectiveness Rating of Big Gun fire on the target hex is unmodified; the Effectiveness Rating of Big Gun fire is decreased by 1 on hexes adjacent to the target hex.

[24.15] Results: A die roll equal to or less than the Effectiveness Rating disrupts an undisrupted unit in place and eliminates an already disrupted unit. Example: Big Gun attacks are designated on hexes 0703 and 0903, with Effectiveness Ratings of 3 and 4 respectively. A disrupted unit in hex 0803 would automatically be eliminated as the final Effectiveness Rating for that attack is a 6 (3-1 + 4-1 + 1 for a disrupted unit) and it is impossible to roll a 7 on one die. Note that neither the defending unit's Morale Rating, nor the terrain has any effect on the attack.

[24.2] Big Gun Combat Table

(see table at the end of the Inkerman rules)

[24.3] Russian Player's Big Guns

[24.31] There are five Big Guns in Sevastopol (hexes 0110, 0208, 0306, 0305 and 0405). Each Big Gun attacks on the "Sevastopol" row of the Big Gun Combat Table.

[24.32] There are two Big Guns in the Mamelon (hexes 0512 and 0511). Each Big Gun attacks on the "Mamelon, Allied" row of the Big Gun Combat Table.

[24.33] There are two Russian Steamships (the Chersonese and the Vladimir). A Steamship's Effectiveness Rating is affected by whether it is moored, getting underway, underway, or mooring. A Steamship that is moored uses the "Steamship-Moored" row. A Steamship that is underway, getting underway or mooring uses the "Steamship-Moving" row. A Steamship that is Moored may not move unless it gets Underway, and a Steamship that is Moving may not stop unless it undergoes Mooring. Each operation takes one Game-Turn.

[24.34] The two Steamships operate independently. Note that there are no Steamship counters provided. Players should keep track of the locations of the Steamships on a separate sheet. Both Steamships may never be located in the same hex.

[24.35] Steamships may enter only All-Sea hexes. (Note that the off-map area directly north of hexes 0100 through 2200 is considered All-Sea for Steamship movement purposes.)

[24.36] A Steamship that is Underway has an unlimited Movement Allowance and may be moved during the Russian and Allied Players' Movement Phases. (If a Steamship is Underway, the Russian Player simply names the hex it is in, which may be different hexes during the Offensive and Defensive Fire Phases.) Examples: Vladimir is Moored in hex 0700 at the beginning of Game-Turn Ten. The Vladimir is declared to be Getting Underway in the Russian Player's Movement Phase. It attacks using the Steamship-Moving row from hex 0700 during this Game-Turn. On Game-Turn Eleven the Russian Player changes his mind, and decides that he cannot afford to move the steamship. He announces that the Vladimir is Mooring during the Russian Player's Movement Phase in hex 0700. The ship attacks on the Moving row on this turn. The Steamship Vladimir is considered Moored on turn Twelve and attacks on the Moored row. Note that once the Russian Player declares the ship to be Getting Underway, he has to declare the ship is Mooring before it can use the Moored row again, even though the ship never leaves its hex.

[24.4] Allied Player's Big Guns

The Allied Player has five Big Guns. For the convenience of the Players, the Allied Big Guns are depicted on the map in hexes 1825, 1926, 2126, 2326, and 2526. The guns are actually deployed off-map, south of the area represented by the map. Note, therefore, that the Allied Big Guns are shown in the indicated boxes solely for purposes of determining range - they are ignored for purposes of stacking, Zones of Control, and all other game functions. To determine the range for an Allied Big Gun, count the hex in which the unit is depicted, the target hex, and all intervening hexes. Note that an Allied Big Gun may freely fire on the hex in which it is pictured, in which case it would fire as though at a range of one hex. Each Big Gun attacks on the "Mamelon, Allied" row of the Big Gun Combat Table. Terrain features do not block Line-of-Sight of Allied Big Guns; Night and Fog do restrict the distance a Big Gun may sight. If a Russian unit is within range, its hex may be designated. Example: The Big Gun in 2426 may designate hex 1925 for an attack at a distance of five hexes (not six, as hex 2326 may be counted).

[25.0] Inkerman - Random Events

COMMENTARY:

There were a large number of What If possibilities that could have had strong influences on the course of the battle. This section covers many of the most probable occurrences.

CASES:

[25.1] Weather

The rain during the night before the battle contributed to the terrible condition of the roads in the area (many were tracks) and insured a damp morning - just the condition needed to produce fog.

[25.11] The Allied Player rolls one die before the start of the game to determine the previous night's weather. A roll of 1 or 2 results in No Rain; a roll of 3 through 6 results in Rain.

[25.12] If there was No Rain the night before, all roads are treated as Major Roads on Day Game-Turns, the Movement Allowance of cavalry and artillery units are increased by 1 Movement Point per Game-Turn, and cavalry units now are disrupted only if they expend 10 or 11 Movement Points in their Movement Phase.

[25.13] Game-Turns Seven through Eleven are no longer automatically Fog, and Game-Turns Twelve on are no longer automatically clear. On Day Game-Turns the Allied Player rolls one die before the beginning of each Game-Turn to determine whether it will be Clear or Fog.

[25.14] The Weather Determinant equals the die roll plus 6. If the die roll in Case 25.11 resulted in Rain, 1 is added to the Weather Determinant on each Game-Turn through the end of the game. If the previous Game-Turn was either Night or Fog, 1 is added to the Weather Determinant for that Game-Turn. If the Weather Determinant is equal to or greater than the number of the Game-Turn, that Game-Turn is Fog. Players will have to keep track on a piece of scratch paper of the number of consecutive Fog Game-Turns. Note that it is quite possible to have the fog lift and then come back down on the next Game-Turn. If this occurs, the visibility for that Game-Turn is one hex as it is a new First Fog Game-Turn. Example: The Allied Player rolls a 4 (Rain) when determining the weather of the night before. On Game-Turn Seven the Allied Player rolls for Fog or Clear, rolling a 2. His Weather Determinant is 10 (2+6+1+1). This is greater than the number of the Game-Turn, and Game-Turn Seven is therefore blessed with Fog.

[25.2] Allied Random Events

[25.21] The Allied Player rolls one die before the start of the Scenario and consults the Allied Random Events Table (25.22) adding one to the die roll if there was No Rain during the previous night.

[25.22] Allied Random Events Table (see table at the end of the Inkerman rules)

[25.3] Russian Random Events

[25.31] The Russian Player rolls one die before the start of the Scenario and consults the Russian Random Events Table (25.32), adding one to the die roll if there was No Rain during the previous night.

[25.32] Russian Random Events Table (see table at the end of the Inkerman rules; printed there as 25.23)

[26.0] Inkerman - Additional Night/Fog Complications

COMMENTARY:

Sighting was severely restricted during the night and in the fog. In addition, formations were constantly being broken up while moving through the difficult terrain. Any unit commander not willing to recognize and allow for these factors and reduce movement accordingly often had his troops dissolve into disorder.

CASES:

[26.1] Disruption Caused by Movement

All units Night/Fog Movement Allowances are equal to their respective Clear Day Movement Allowances. Undisrupted infantry units not in March Mode (27.1) are subject to possible disruption by their movement. Immediately after an undisrupted infantry unit ceases movement in its Movement Phase, roll for its disruption. The Sighting Range (18.54) for that Game-Turn less the number of hexes moved yields the Dissolution Probability. Roll one die. If the die roll is equal to or less than the Dissolution Number, that unit is disrupted. Example: An undisrupted infantry unit with a Morale Rating of 4, is moved two hexes on Game-Turn Four. The Dissolution Probability is 1 (2-1) and the die roll is 1, resulting in the unit becoming disrupted by its movement. Note that cavalry units, artillery units, and disrupted infantry units are never disrupted due to movement; that the unit's Morale Rating has no effect; that the number of Movement Points expended have no effect; and that infantry units moving one hex are never disrupted.

[26.2] Zone of Influence of Skirmishers and Pickets

Unstacked undisrupted Skirmisher units (a Picket is an immobile undisrupted Skirmisher) possess a Zone of Influence instead of a Zone of Control on Night and Fog Game-Turns. Russian units are not required to stop upon moving adjacent to an unstacked undisrupted Skirmisher. However, Russian units that begin the Russian Player Melee Phase adjacent to an unstacked undisrupted Skirmisher unit are required to melee attack the unit as per the standard melee rules (Case 8.1).

[27.0] Inkerman - Maneuvers

COMMENTARY:

Commanders generally keep a portion of their troops out of the battle proper. These troops are known as Reserves. Being kept out of the fighting permits them to move rapidly from one part of the battlefield to another and also insures that the men will be relatively rested, giving them an edge when they are committed. Reserves are normally used to plug dangerous gaps in the defenses, cover retreats, and hopefully exploit advantages gained by the main forces. Armies have two general deployments: Combat and Travel. The Standard Rules for artillery units reflect the time involved in limbering for movement and unlimbering for combat. These rules give such limitations for other units.

CASES:

[27.1] March Mode

[27.11] Undisrupted infantry units may be placed in or removed from March Mode at any time during the unit's Movement Phase. The easiest way to distinguish these units is to rotate the counter 180 degrees so that the printing is upside down with respect to the owning Player (however, see Case 18.55 to avoid confusion).

[27.12] An infantry unit expends 4 Movement Points to enter March Mode and 7 Movement Points to leave March Mode. Artillery, cavalry and disrupted infantry units may never be placed in March Mode. Infantry units that begin the game or enter as reinforcements may start in or enter in March Mode at the owning Player's option. A unit in March Mode attacked by Fire or Melee Combat immediately leaves March Mode after that combat is resolved.

[27.13] Infantry Units in March Mode:

A. Have a Movement Allowance of 8 Movement Points per Game-Turn on Day Game-Turns that the unit begins in March Mode;

B. May move along Major Roads at the Major Road rate (see also Weather, Case 25.12);

C. Are not subject to Fatigue (27.3);

D. Are not disrupted because of movement during Night/Fog Game-Turns (26.1).

[27.14] Infantry Units in March Mode:

A. Have no Zone of Control;

B. May not end a Movement Phase stacked with any other infantry unit in March Mode;

C. Defend in Melee Combat at their Disrupted Melee strength values;

D. May not make Offensive or Defensive Fire attacks or engage in Offensive Melee attacks (this is an exception to Case 8.1);

E. Have the Attack strength shifted one column to the right when attacked by Fire Combat;

F. May not move adjacent to undisrupted Enemy units in the March Mode unit's Movement Phase.

Note that a unit that begins a Day Game-Turn in March Mode that leaves March Mode still has 1 Movement Point left to its Movement Allowance.

[27.15] When using the March Mode optional rules, undisrupted infantry units not in March Mode treat all roads as minor roads.

[27.2] Reserves

This rule requires a fair amount of bookkeeping. Reserves were not necessarily the best units, but they might be crack, average, or poor troops depending upon the decision of the particular commander. The Allies never really managed an organized deployment. The Russians made considerable use of reserves, and one of the problems they encountered was the delay in their commitment at a time when they might have proved decisive (a delay caused by the death of General Soimonov when he rode forward in the fog to find out what was happening).

[27.21] The Allied Player may permanently name any unit(s) as Reserves at the beginning of any Allied Movement Phase. The unit(s) may not be within four hexes of a Russian unit and may not move in that Movement Phase. Units entering as reinforcements may not enter as Reserves. The Allied Player may not have more than three units in Reserve at any one time (a destroyed Reserve unit no longer counts against the three unit limit). Any Russian unit destroyed due to attack by a reserve unit (whether or not other Allied units were involved in the combat) is worth double Victory Points to the Allied Player. At the end of the game, any destroyed Allied Reserve units are worth double their Victory Points to the Russian Player, and any disrupted Reserves are worth one Victory Point to the Russian Player.

[27.22] At the beginning of a scenario the Russian Player designates any two regiments of Soimonov's and Paulov's forces (a total of four regiments) as Reserves. At the end of the scenario, these units modify the Victory Point Schedules as follows: Each destroyed Reserve unit is worth 2 Victory Points to the Allied Player; each disrupted Reserve unit is worth 1 Victory Point to the Allied Player; each exited Reserve unit is worth double the appropriate exiting Victory Point award.

Historical Scenario Modifications: The four regiments in the Vladimir, Susdal, Uglitz and Butirsk Regimental Boxes (Case 23.2) are all automatically released on Game-Turn Eleven. This applies whether or not the Players are using the Variable Russian Regiment Release Optional Rule (Case 23.3) and whether or not the reserve units are in the above named Regimental Boxes. If the Players are using the Random Events Optional Rule (Section 25.0) and the Russian result is "General Soimonov not killed," the four regiments are released on Game-Turn Ten. However, if a 1 is rolled for a result of "General Soimonov killed" then those four regiments may not be released until the conditions of the die roll are met.

Russian Optional Scenario Modifications: Ignore Special Rule #8, restricting the number of regiments the Russian Player may move on any Game-Turn.

[27.3] Fatigue

This rule requires a fair amount of bookkeeping when played in combination with March Mode (Case 27.1).

[27.31] A Fatigued unit's Morale Rating is decreased by 1 point (some Russian battalions will become zero) and the appropriate Movement Allowance is decreased by 1 Movement Point. Once a unit is Fatigued, it is Fatigued for the remainder of the game.

[27.32] If the March Mode Optional Rule (Case 27.1) is not used, then all British and Russian units are Fatigued at the beginning of Game-Turn Nineteen. French units are never Fatigued. If playing the Random Events Optional Rule and the Russian Player receives a "General Paulov hurries" result, all of Paulov's units are Fatigued on Game-Turn Eighteen.

[27.33] If the March Mode Optional Rule is used, a unit that begins a Game-Turn with 10 Fatigue Points is Fatigued. Infantry and cavalry units receive 1 Fatigue Point at the end of a Game-Turn if the unit did not remain in March Mode for the entire Game-Turn. However, if 1 or more of the battalions in a Russian Regiment does not remain in March Mode for the entire Game-Turn, all of the units of that regiment receive 1 Fatigue Point (the Rifle Battalions neither affect nor are affected by regiments or the other Rifle Battalion). An artillery unit receives 1 Fatigue Point each time the unit moves in its Movement Phase and 1 Fatigue Point each time the unit fires in a Fire Phase (if the unit fires offensively and defensively in a Game-Turn it receives 2 Fatigue Points that Game-Turn).

If playing the Random Events Optional Rule and the Russian Player receives the result of "Paulov hurries," all of Paulov's units begin the game with 1 Fatigue Point.

Historical Scenario: The scenario starts with all units at zero Fatigue Points (unless Paulov has "hurried"). A Russian unit that may not move freely until released still receives Fatigue Points for those Game-Turns unless it starts in March Mode (General Paulov's artillery units will always receive some Fatigue Points because of this). A British unit that may not move freely and does not begin the scenario in March Mode still receives Fatigue Points for those turns it was not permitted to move. British units entering the map receive 1 Fatigue Point per Game-Turn until they enter the map, on which Game-Turn they may begin to use the March Mode effect. All French units receive 1 Fatigue Point per Game-Turn until the Game-Turn they enter the map at which point they may begin to use the March Mode benefit. In addition, subtract 2 Fatigue Points from the French unit's accumulation the Game-Turn it enters the map.

Russian Option Scenario: Same as above, except that all units begin receiving Fatigue Points on the Game-Turn that a British unit is attacked or a Russian unit has been within sighting range for two Game-Turns.

[28.0] Inkerman - Additional Combat Procedures

CASES:

[28.1] Splitting Fire

[28.11] No unit may fire its entire Fire Strength more than once in any Fire Phase. However, within any given Fire Phase a unit may now choose to split its Fire Strength, directing it at any number of targets, as long as the unit's Fire Strength is not exceeded and at least 1 Fire Strength Point is directed at each target unit. This rule permits a unit that attacks the top unit of a stack with only part of its Fire Strength to fire upon the bottom unit of that stack if that unit is exposed by the top unit being retreated by the Fire Attack.

[28.12] Restrictions. Only one unit may Split Fire in any Fire attack; any unit that Splits Fire must continue to participate in the succeeding attacks or forfeit its remaining Fire Strength. Example: If three Friendly units were combining fire strengths in an attack upon an Enemy unit only one of the three units might Split its Fire. If the unit that Split Fire had a Fire Strength of 5 and applied 3 points to the attack, that unit must participate in the next Fire attack in that Phase by the owning Player or lose its 2 remaining Points (although it would only have to contribute 1 of the 2 Points in that next attack). The aforementioned Player could not have a series of attacks where in the first Fire Combat attack a unit Split Fires, contributes its remaining Fire strength in the next attack, which is a combined attack, and, in that same attack, split the fire of another of his units.

[28.2] Massed Fire

[28.21] Any two units that end a Friendly Movement Phase stacked may deploy in order to fire en masse with both units up front. This deployment may only be made in the owning Player's Movement Phase but the units remain in this position until one or both units leave the hex for any reason. The easiest way to distinguish these units is to place the top unit half-on and half-off the bottom unit (this spreading of the units may cause some space problems in closely packed situations). The Allied Player will have to make note of which Picket hexes are exercising this option. Note that this rule does not apply to Skirmishers formed into battalions; the two Skirmisher counters are treated as one unit for all purposes.

[28.22] Offensive Effects. The Fire Strengths of the two units are combined and one is subtracted from the total to give the Massed Fire Strength. The two units now fire attack as one unit although they may fire at more than one target using the Split Fire Optional Rule. Note that this rule does permit two stacked Skirmishers to fire on the same hex.

[28.23] Defensive Effects. The two units are attacked in Fire Combat as a single target/counter. However, their Morale Ratings (Russian Regimental Morale Bonus where applicable) are compared separately to the same die roll. If one unit is forced to retreat, the other unit retreats along with it but pays no penalty for that movement (if one unit is disrupted by fire and the other is not, the non-disrupted unit is not disrupted even if it must accompany the other unit on its retreat). If both units are required to retreat because of fire combat results, they retreat as a stack the greater number of hexes required. Fire attacks on Massed units are shifted one column to the right (this applies to stacked Skirmishers using this option). The Melee Strengths of Massed units are unaffected.

[29.0] Inkerman - Scenarios

GENERAL RULE:

There are two Scenarios in Inkerman. The instructions for each Scenario include Historical Notes, detailing briefly the events and circumstances of the Scenario; each Player's Initial Order of Battle; each Player's Reinforcement Schedule; the Scenario Length (in game turns) and Special Rules in effect for the Scenario. The references to "General Soimonov's units" and "General Paulov's units" apply to the following Russian units; General Soimonov's units consist of two artillery units and twenty-nine infantry units (seven regiments of four units each and a Rifle Battalion). General Paulov's units consists of four artillery units and twenty-one infantry units (five regiments of four units and one Rifle Battalion). The two forces are color coded for easy recognition.

CASES:

[29.1] Historical Scenario

[29.11] Historical Notes. On 5 November 1854 Russian forces from Sevastopol launched a dawn attack on the exposed right wing of the besieging Allied army. The main thrust of the 30,000+ man attack was directed against the British 2nd Division (approximately 3,000 men) on Inkerman Ridge. An early morning fog destroyed organized communications and the first few hours were characterized by intense fighting by small groups of men. Although the attack achieved almost total surprise, the fog, narrowness of the battlefield, loss of senior officers and especially the aggressiveness of the individual British soldiers, prevented the Russian army from destroying the much smaller force engaging them. The Allies eventually brought up sufficient reinforcements to force the Russian army to retire.

[29.12] Russian Initial Deployment. All Russian units begin the game undisrupted in their respective set-up hexes printed on the game map.

[29.13] Allied Initial Deployment.

French: No French units begin the Scenario deployed on the map.

British: The fourteen units of the 2nd Division, the three units of the Guards Brigade (Gds), the Light Brigade cavalry unit, and the four units of the Light Division (Lt) begin the Scenario in their respective set-up hexes printed on the game-map. The nine units in hexes 2210, 2316, 2414, 2415, 2515, 2516, 2614, 2615, and 2624 begin the game in a disrupted state. The remaining thirteen units start undisrupted.

[29.14] Russian Reinforcement Schedule. The Russian Player receives no reinforcements in this scenario.

[29.15] Allied Reinforcement Schedule

On Game-Turn Eight (on 1826): British: a77/Lt and a88/Lt.

On Game-Turn Nine (on 1826): British: a19/Lt.

On Game-Turn Ten (on 2426): British: 20/4, 21/4, 57/4, 68+46/4, 63/4 and Rf1/4.

On Game-Turn Eleven (on 2426): British: 181br artillery unit. French: 2 6Line and 1 7Leger.

On Game-Turn Twelve (on 1826): British: a50/3.

On Game-Turn Thirteen (on 1826): British: b50/3 and Rf1/3.

On Game-Turn Sixteen (on 2426): French: 2 Algrns, 1 Zouaves, 2 Zouaves, Chasseurs and the Pstn. artillery unit.

On Game-Turn Seventeen (on 2426): French: 4ChsrD'Afq cavalry unit.

[29.16] Special Rules

  1. The Scenario begins on Game-Turn Eight and lasts through Game-Turn Twenty-one (fourteen turns).

  2. Game-Turns Eight through Eleven are Fog Game Turns.

  3. The Allied Player is the First Player.

  4. Certain of the Allied Player's British units are under movement restrictions:

    a. The three Guards Brigade units (hexes 2523, 2423 and 2624) may not move until Game-Turn Ten.

    b. The four Light Division units (hexes 1723, 1724, 1822 and 1823) may not move until Game-Turn Ten.

    c. The Light Brigade unit (hex 2425) may not move until Game-Turn Sixteen.

    All of the above units defend normally. If any of the units is attacked before its release turn, all of the units in that group are released and may move.

  5. Each of the two French units entering on Game-Turn Eleven is under the following restriction: The first Game-Turn the unit enters the map it may move freely. On every succeeding Game-Turn the Allied Player rolls one die for each unit (two rolls) to determine if that unit may move that Game-Turn. A die roll of 1, 2, or 3 and the unit may be moved in its Movement Phase that Game-Turn. A die roll of 4, 5, or 6 and the unit may not move in its Movement Phase that Game-Turn. The die is rolled each Game-Turn for the unit until the Game-Turn after the unit ends its Movement Phase adjacent to one of the later entering French units (the Allied Player may not end a Game-Turn with the 2 6Line and 1 7Leger adjacent to each other in order to satisfy the release requirement), when the unit may move freely.

  6. The Russian Player's units are under the following movement restrictions:

    a. General Soimonov's Katerinberg Regiment (four units), Tomsk Regiment (four units) and his two artillery units may always move freely.

    b. General Soimonov's Kolivansk Regiment and the 6th Rifle Battalion may not move until Game-Turn Nine.

    c. The Vladimir Regiment may not move freely until Game-Turn Eleven. The Susdal Regiment may not move freely until Game-Turn Thirteen. The Uglitz Regiment may not move freely until Game-Turn Fifteen. The Butirsk Regiment may not move freely until Game-Turn Seventeen.

[29.2] Russian Option Scenario

[29.21] Historical Notes. The alternative Russian plan of attack was for General Soimonov's army to advance east along Victoria Ridge while General Paulov attacked from the north. This plan was rejected on the basis of being too difficult to coordinate the attacks. This Scenario permits the Russian Player more flexibility in his deployment.

[29.22] Russian Initial Deployment. All of Soimonov's units begin the game undisrupted in Sevastopol. The units may be placed in any Sevastopol hex within the stacking limitations. None of General Paulov's units begin the Scenario on the map.

[29.23] Allied Initial Deployment. Identical to the Historical Scenario except that the a30/2 infantry unit in hex 2210 and the artillery unit in hex 2414 begin the Scenario undisrupted.

[29.24] Russian Reinforcement Schedule. On Game-Turn Four (on 2901): Paulov's units: All twenty-five.

[29.25] Allied Reinforcement Schedule. Identical to the Historical Scenario but see Special Rules, rule 5.

[29.26] Special Rules

  1. The Scenario begins on Game-Turn One and lasts through Game-Turn Twenty-one (twenty-one turns).

  2. Game-Turns One through Six are Night Turns. Game-Turns Seven through Eleven are Fog Game Turns.

  3. The Allied Player is the First Player.

  4. The two Allied artillery units on Home Ridge (hexes 2315 and 2414) begin the Scenario Spotted.

  5. No Allied units may move until either a Russian unit attacks an Allied unit (or Picket) or a Russian unit has been sighted for two consecutive Game-Turns. (Note that it need not be the same Russian unit sighted on both turns nor the same Allied unit or Picket sighting.) Once either of the above occurs, all Allied units on the map may move freely on the next Game-Turn. Allied reinforcements follow the same Schedule as the Historical Scenario except that the reinforcements may be advanced or delayed. Determine the difference in Game-Turns between the Game-Turn Allied units may move and Game-Turn Eight. The difference in the number of Game-Turns added to that of the reinforcing units. Example: A Russian unit first attacks a British unit on Game-Turn Six. All Allied reinforcements would be advanced one Game-Turn.

  6. The Allied Player has the following option on the first Game-Turn his units may move: Any disrupted unit that was not attacked in the previous Game-Turn and does not move in this Movement Phase is automatically undisrupted in the Allied Player Rally Phase.

  7. The Russian Player is under the following stacking restrictions:

    a. General Soimonov's units: No infantry unit may end a Russian Movement Phase stacked with another infantry unit unless the units are in Sevastopol. This restriction is in effect until the Game-Turn after an Allied unit is attacked by General Soimonov's units or the Game-Turn after three of General Soimonov's units end a Movement Phase within three hexes of a British unit.

    b. General Paulov's units: No infantry unit may end a Russian Movement Phase stacked with another infantry unit. This restriction is in effect until the Game-Turn after a British unit is attacked by General Paulov's units or the Game-Turn after three of General Paulov's units end a Movement Phase within three hexes of a British unit. Note that Pickets are British units for all purposes except Victory Points. If the Players are using the March Mode Optional Rule (Case 27.1) this special rule #7 is ignored.

Inkerman - Tables

[25.23] Russian Random Events Table (referred to in Case 25.32)

DieEvent
1Commanding General killed. Historical Scenario: General Soimonov's Vladimir, Susdal, Uglitz and Butirsk may not move freely until two game turns after two of General Paulov's artillery units end a Russian Movement Phase on Shell Hill; this releases all four regiments and they may move freely. Russian Option Scenario: Roll die again, with a roll of 1 through 3, Soimonov is killed; on a 4 through 6, Paulov is killed. Subtract one instead of two from the die roll on Special Rule #8 for the appropriate General.
2No change.
3Historical Scenario: No change. Russian Option Scenario: Contact made! When units belonging to either general fulfill the requirements of Special Rule #7, both general's troops are released from its restrictions.
4General Soimonov not killed in the fog. Historical Scenario: Vladimir may move freely on Game-Turn Eleven, Susdal on Twelve, Uglitz on Twelve and Butirsk on Thirteen. Russian Option Scenario: No change.
5General Paulov hurries. Historical Scenario: His units may move one game turn ahead of schedule (Die roll automatically succeeds if using the Variable Russian Release Optional Rule - 23.13). Russian Option Scenario: His units enter on Game-Turn 3.
64 and 5 of above.
74 of above.

[25.22] Allied Random Events Table

DieEvent
1No change.
2General Codrington asleep. If playing the Historical Scenario, delay all Allied reinforcements one Game-Turn. If playing the Russian Option Scenario, all Light Division units on the map begin the game disrupted; and no effect on reinforcement schedule.
3French 6th of the Line and 7th Leger units may always move freely.
4Canrobert's offer of help accepted. The French group of four infantry units and one artillery unit arrive three turns earlier than scheduled.
5Both 3 and 4 of above.
6Order for artillery not misdirected. The British 181br artillery unit arrives one turn earlier than scheduled.
7Both 4 and 6 of above.

Note: Events 4 and 6: When playing the Russian Option Scenario, "scheduled" is defined as the Game-Turn determined by the initial sighting or attack of Russian units.

[7.41] Artillery Fire Strength Table (Inkerman only)

Range in Hexes (artillery counter to target):

Artillery Class123456-89-11
U4332221
V864321-
W863211-

[16.2] Inkerman Movement Allowance Table

Unit TypeClear Undis/DisNight/Fog Undis/Dis
Infantry Skirmisher8/47/3
Infantry Battalion7/46/3
Artillery5/04/0
Cavalry10/59/4
If Optional Weather Rule is used, and there is no Rain: Artillery6/05/0
If Optional Weather Rule is used, and there is no Rain: Cavalry11/610/5

Undis = Undisrupted; Dis = Disrupted; # = Movement Allowance.

[18.54] Fog Game-Turn Visibility Table

Number of Consecutive Fog Game-TurnsVisibility Range in hexes
1, 21
32
44
5+7

[24.2] Big Gun Combat Table

Range in Hexes:

Type12345-67-89-10
Sevastopol5433211
Steamship-Moored653211-
Steamship-Moving53211--

Explanation: # = Fire Strength; - = no effect at that range.

TCHERNAYA RIVER: THE BATTLE OF TRACTIR BRIDGE, 15 AUGUST 1855 - EXCLUSIVE RULES

[15.0] Tchernaya - Introduction

Tchernaya River is a tactical level simulation of the battle that occurred between Russian troops and the combined forces of French and Sardinian troops along the Tchernaya River on 15 August 1855. Each hexagon on the map represents 275 meters of real terrain from side to side and each Game-Turn represents 30 minutes of real time.

[16.0] Tchernaya - The Aqueduct

GENERAL RULE:

The Aqueduct affects the Melee strength of all units attacking out of it. It also inhibits the movement of artillery and cavalry units.

CASES:

[16.1] Effect of the Aqueduct on Combat

[16.11] All units attacking out of an Aqueduct hex have their Melee strengths halved, rounding any fractions down.

[16.12] Units defending in an Aqueduct hex defend with their printed Melee strengths. Defending units are not affected by the Aqueduct.

[16.13] The Aqueduct has no effect on Fire Combat.

[16.14] If an Aqueduct hex has a Bridge in it, it is a Bridge hex. Bridge hexes have no effect on combat.

[16.2] Effect of the Aqueduct on Movement

[16.21] It costs 3 Movement Points to enter an Aqueduct hex.

[16.22] Cavalry and artillery units (horse artillery included) may never enter Aqueduct hexes. If forced to do so as a result of combat they are eliminated. Remember! If an Aqueduct hex has a Bridge in it, it is a Bridge hex. Bridge hexes may always be entered by cavalry and artillery units.

[17.0] Tchernaya - Special Units

GENERAL RULE:

Russian engineers can act as bridges for other Russian units when placed on Aqueduct hexes. Artillery units, while they do not have any special capabilities, have their Movement Allowance listed in this section.

PROCEDURE:

To act as a Bridge, an engineer unit is moved onto the Aqueduct hex and ceases movement. Thereafter, that hex is a Bridge hex and Russian units may freely move onto or through that hex without penalties. The hex is considered a Bridge hex for as long as it is occupied by an engineer unit.

CASES:

[17.1] Russian Engineers

[17.11] Engineer units never count for stacking purposes but always add their Melee strength to the defense of a hex.

[17.12] Engineers may never attack in either the Offensive Fire Phase or the Melee Phase; they may only defend or engage in Defensive Fire.

[17.13] When an engineer unit receives a disrupted result it is eliminated.

[17.14] When an Aqueduct hex is occupied by an engineer unit, that hex is considered a Bridge hex for as long as the engineer unit occupies that hex.

[17.15] Once an engineer unit is moved out of an Aqueduct hex, that hex reverts to a normal Aqueduct hex.

[17.2] Artillery

All regular (non-horse) artillery units have a Movement Allowance of 4. All other Movement Allowances are stated in the Standard Rules.

[18.0] Tchernaya - Special Terrain

GENERAL RULE:

Certain hexes possess intrinsic Fire and Melee strengths. These hexes are Garrisoned Redoubts and contain two numbers, the first representing the Fire strength and the second representing the Melee strength. (There are several Redoubt hexsides which have no intrinsic Combat strengths and are not garrisoned Redoubts.) These Combat strengths may only be used defensively; they may never be used in either Offensive Fire or Melee attacks. If as a result of either Fire or Melee combat a defender retreat or defender disruption is called for, the garrison in that hex is destroyed and a Destroyed marker is placed on that hex. Hexes with a Destroyed marker on them no longer possess any intrinsic Fire or Melee strengths. All garrisoned redoubts belong to the Allied Player. The other special terrain is the town of Tchorgoun (hexes 3009, 3110, and 3209), which does not block the Line of Sight between certain hexes.

CASES:

[18.1] Effects of Garrisoned Redoubts

[18.11] Garrisoned redoubts exert Zones of Control exactly as if they were undisrupted units. All rules pertaining to Zones of Control (Section 6.0) and Combat (Sections 7.0 and 8.0) apply with the exception that garrisoned redoubts may never participate in Offensive Fire or in a Melee attack. They may only defend (they may engage in Defensive Fire in any direction).

[18.12] No units, whether Russian or Allied, may ever enter a garrisoned redoubt hex unless that hex has a Destroyed marker on it, in which case it may be entered as if it were a normal hex.

[18.13] Once a garrisoned redoubt is destroyed and a Destroyed marker placed on the hex, that hex is a normal hex, with Redoubt hexsides, for all purposes. Once destroyed, garrisoned Redoubts may never be replaced.

[18.14] When a garrisoned redoubt is destroyed, only the intrinsic Combat strength is destroyed. The Redoubt hexsides themselves are never destroyed due to combat.

[18.15] Units forced to retreat through garrisoned redoubts are eliminated.

[18.16] Destroyed markers never count for stacking purposes.

[18.17] All garrisoned redoubts have Morale Ratings of 3 for purposes of Fire Combat.

[18.18] If the garrisoned redoubt suffers any adverse combat result, it is destroyed and a Destroyed marker is placed on it.

[18.2] Effect of Special Terrain on Line of Sight

[18.21] Tchorgoun does not block the Line of Sight between hex 2910 and hexes 3306, 3307, 3308, and 3407.

[18.22] Tchorgoun does not block the Line of Sight between hex 3021 and 3306, 3307, 3308, and 3407.

[18.23] In all other situations, the town of Tchorgoun blocks Line of Sight normally.

[19.0] Tchernaya - Scenarios and Victory Conditions

GENERAL RULE:

Each scenario specifies each Player's Initial Order of Battle, Special Rules, and Victory Conditions. Units are identified by their Historical Designation. Units should be deployed Historically on their designated hexes for that scenario.

The following is a listing of the units which participated in the battle. The abbreviations which appear on the counters are contained in parentheses.

RUSSIANS

General Read

7th Infantry Division - Lt.-Gen. Ouchakow: Smolensk (Smol/7), Mohilew (Mhlw/7), Chasseurs Vitebsk (Ch.Vit/7), Chasseurs Polotzk (Ch.Pol/7); 8th Artillery Brigade consisting of the following batteries: 3rd Heavy (3H-8/7), 3rd and 4th Light (3+4L-8/7), 5th Light (5L-8/7).

12th Infantry Division - Maj.-Gen. Martinau: Azow (Azow/12), Chasseurs Ukraine (Ch.Ukr/12), Chasseurs Odessa (Ch.Ode/12); following artillery batteries: 3rd Light and 4th Light (3+4L/12); 26th Light Horse (26L/12); 2nd Sharpshooters (2Sh/12), 1/2 Sapeurs (1-2/12); Lancers of the Grand Duchess Catherine (L.GDC/12), 37th Cossacks of the Don (37Cos/12).

Lieutenant-General Liprandi

6th Infantry Division - Lt.-Gen. de Bellegarde: Chasseurs Nizow (Ch.Niz/6), Chasseurs Simbirsk (Ch.Sim/6), Dniepre (Dnpr/12) (this regiment was attached to the 6th from the 12th Infantry Division); 6th Artillery Brigade consisting of the following batteries: 4th Heavy (4H-6/6), 6th Light and 8th Light (6+8L-6).

17th Infantry Division - Maj.-Gen. Wesselitsky: Moscou (Mosc/17), Boutirsk (Btsk/17), Chasseurs Borodino (Ch.Bor/17), Chasseurs Taroutino (Ch.Tar/17); following artillery batteries: 1A Heavy (1A-H/17), 1B Heavy (1B-H/17), 3rd Heavy (3H/17), 2nd Light (2L/17); 3rd Sharpshooters and 6th Sharpshooters (3+6Sh/17), 3rd Sapeurs (3/17), 6th Sapeurs (6/17), Greek Legion (Gr.L/17); 9th Cossacks of the Don (9Cos/17).

Lieutenant-General Chepelew

4th Infantry Division - Lt.-Gen. Chepelew: Belozersk (Belo/4), Olonetz (Olon/4), Chasseurs Schlusselbourg (Ch.Sch/4), Chasseurs Ladoga (Ch.Lad/4); artillery battery: 2nd Heavy (of the 4th Artillery Brigade) (2H-4/4).

5th Infantry Division - Maj.-Gen. Vranken: Archangel (Arch/5), Wologodsk (Wolo/5), Kostroma (Kost/5), Galitsch (Gal/5); 5th Artillery Brigade consisting of the following batteries: 3rd Heavy (3H-5/5), 4th Light and 5th Light (4+5L-5/5); 2nd Sapeurs (2/5).

ALLIES / FRENCH

General Herbillon

2nd Division of the 2nd Corps - General Camou: Wimpffren's Brigade: 50th Line (50L/2), 3rd Zouaves (3Zou/2), Tirailleurs Algerians (Tir.Al/2); Verde's Brigade: 6th Line (6L/2), 82nd Line (82L/2); 4th Battery of the 13th Artillery Regiment (4-13/2).

3rd Division of the 2nd Corps - General Fauche: Manec's Brigade: 19th Chasseurs (19Ch/3), 2nd Zouaves (2Zou/3); Failly's Brigade: 95th Line (95L/3), 97th Line (97L/3), 6th Battery of the 13th Artillery Regiment (6-13/3).

1st Division of Reserve Corps - Gen. Herbillon: Sensier's Brigade: 14th Chasseurs (14Ch/1), 42nd Line (42L/1), 48th Line (48L/1); Clair's Brigade: 62nd Line (62L/1), 73rd Line (73L/1); 3rd Battery of the 22nd Artillery Regiment (3-22/1).

1st Cavalry Division - General Morris: Cassegnol's Brigade: 1st Chasseurs d'Afrique (1Ch.Af/1c), 2nd Chasseurs d'Afrique (2Ch.Af/1c); Feray's Brigade: 2nd Chasseurs d'Afrique (2Ch.Af/1c), 4th Chasseurs d'Afrique (4Ch.Af/1c); Artillery Reserve (in batteries) 3rd of the Imperial Guard (3IG/AR), 4th of the Imperial Guard (4IG/AR), 2nd of the 14th Artillery Regiment (2-14/AR), 3rd of the 15th Artillery Regiment (3-15/AR), 4th of the 17th Artillery Regiment (4-17/AR).

ALLIED / SARDINIANS

Durando's Division: Fanti's Brigade (Fan/Dur), Cialdini's Brigade (Cia/Dur).

Trotti's Division: Montevecchio's Brigade (Mon/Tro), Mollard's Brigade (Mol/Tro).

Reserve: Giustiniani's Brigade (Giust/R), Savoiroux's Cavalry (Sav/R), Savoiroux's Horse Artillery (Sav/R), Artillery de place (artillerymen without guns) (Art.Pl/R).

Note: All of the Sardinian brigades were equipped with the equivalent of an artillery battery. These are provided as separate counters bearing the parent unit's designation.

[19.1] Computing Victory Points

Players receive Victory Points for eliminating Enemy units or occupying certain hexes. The number of Victory Points awarded for an eliminated Enemy unit equals the eliminated unit's Offensive Fire Combat strength at a range of one hex, or in the case of cavalry, the unit's undisrupted Melee strength (if a non-cavalry unit may not fire offensively, then no Victory Points are received for eliminating that unit).

[19.11] Russian Victory Point Schedule. The following number of Victory Points are awarded to the Russian Player.

ConditionVPs
Each French or Sardinian unit eliminated (as explained above)as explained above
Having a unit in hex 2215 at the end of the game2
Having a unit in hex 3214 at the end of the game5
For each Destroyed marker on the map at the end of the game2
For each undisrupted Russian unit south of the Aqueduct between hexrows 0900 and 3300 (inclusive) at the end of the game2

[19.12] Allied Victory Point Schedule. The following number of Victory Points are awarded to the Allied Player.

ConditionVPs
For each Russian unit eliminated (as explained above)as explained above
For having a unit in hex 2215 at the end of the game2
For having a unit in hex 3214 at the end of the game5
For having a unit in any of the hexes of the town of Tchorgoun (hexes 3009, 3110, and 3209) at the end of the game10

[19.13] Victory Determination. At the end of the game, both Players total their respective Victory Points. The Allied Player's total is then subtracted from the Russian Player's total. The resulting number is then interpreted according to the particular scenario's Victory Conditions to determine a winner and a Level of Victory.

[19.2] Historical Scenario

[19.21] Historical Notes. On 15 August 1855, Russian forces launched an attack against French and Sardinian positions along the Tchernaya River. The Russian forces were able to achieve some initial successes along the entire front. These successes consisted of clearing the hill above the town of Tchorgoun and capturing Tractir Bridge. These successes were soon reversed, however, as the superior French and Sardinian firepower began to tell. The French and Sardinians counter-attacked and were able to drive the Russians from the battlefield. Due to fatigue, however, the Allies were unable to pursue the fleeing Russians, who managed to escape without further loss. The largest and bloodiest battle of the Crimean War thus ended in a defeat for the Russians.

[19.22] Initial Deployment. Note that units designated (a) are artillery; units designated (c) are cavalry; units designated (h) are horse artillery; units designated (e) are engineers. All other units are infantry. (All units start on the map; there are no reinforcements.)

RUSSIAN

HexDesignation
0910Ch Pol/7
1009Smol/7
1009(a) 3+4L-8/7
1109Ch Vit/7
1109(a) 3H-8/7
1202Kost/5
1202(e) 2/5
1208Mhlw/7
1208(a) 5L-8/7
1302Gal/5
1303Arch/5
1303(a) 3H-5/5

ALLIED - French

HexDesignation
082314Ch/1
092462L/1
092573L/1
1522(c) 1Ch Af/1c
1523(c) 3Ch Af/1c
1621(c) 2Ch Af/1c
1622(c) 4Ch Af/1c
171982L/2
1719(a) 4-13/2
17206L/2
1819Tir Al/2
191850L/2

ALLIED - Sardinian

HexDesignation
2916(c) Sav/R
2916(h) Sav/RA
2917Art Pl/R
3012Mol/Tro
3012(a) Mol/TroA
3016Giust/R
3016(a) Giust/RA
3113Mon/Tro
3113(a) Mon/TroA
3213Cia/Dur
3213(a) Cia/DurA
3214Fan/Dur

[19.23] Special Rules

A. The Russian Player is the first Player.

B. The Scenario is 15 Game-Turns in length.

C. Units of the Russian 4th and 5th Infantry Divisions may not move until Game-Turn Six or until an Enemy unit moves adjacent to any unit belonging to either division, whichever occurs first.

D. Units of the French 1st Division and Artillery Reserve may not move until Game-Turn Five. If an Enemy unit moves adjacent to or fires on a unit belonging to either the 1st Division or the Artillery Reserve, only the unit which has been fired at or has an Enemy unit adjacent to it may move (the entire 1st Division and Artillery Reserve do not get to move, only that particular unit).

E. The Sardinian Reserve may not move until Game-Turn Three, or until a unit of the Reserve is fired upon by an Enemy unit, or until an Enemy unit moves adjacent to a unit of the Reserve. Whenever one of these conditions is met, all of the Reserve units may move.

[19.24] Victory Conditions

VP Differential (Russian minus Allied)Victory Level
+31 or moreRussian Decisive
+16 to +30Russian Substantive
0 to +15Russian Marginal
-1 to -11Allied Marginal
-12 to -21Allied Substantive
-22 or lessAllied Decisive

[19.3] Non-Historical Scenario

[19.31] The major assumption of this scenario is that the Russians might have used their reserve troops from the start and not withheld them until mid-way through the battle. This would have given the Russians a large number of troops of approximately the same caliber of the Allied units and their use early in the battle could have decided things in the Russians' favor.

[19.32] Initial Deployment. Same as Case 19.22.

[19.33] Special Rules. Same as Case 19.23 with the following exceptions:

A. All units of the Russian 4th and 5th Infantry Divisions may move normally on the first turn.

B. The length of the scenario is 10 Game-Turns.

[19.34] Victory Conditions. Same as Case 19.24.

[20.0] Tchernaya - Designer's Notes

The major problem with designing this game was the significant lack of information on the battle. While the majority of battles are very well covered by several authors, there is almost nothing written about Tchernaya River, and the few accounts that do exist differ widely on a great many details. After looking through several books, I came across one containing an order of battle; and since it was the only OB available, I used it. Despite these initial difficulties, I never encountered any serious problems with the game itself. If the Russian Player attacks on a wide front the way the Russians did historically, he will almost certainly be defeated. If he concentrates his forces, he will make things very difficult for the Allied Player. The Allied Player, on the other hand, cannot afford to make any mistakes or he will probably lose. This was basically the case in the actual battle. The best thing for the Russian Player to do is to try to eliminate as many Allied units as possible, since they are worth at least 5 Victory Points each. The Allied Player should be patient and use his superior firepower to keep the Russian units from making attacks in an undisrupted condition, since an undisrupted Russian unit is almost twice as strong as any Allied unit on the map. Above all, the Allied Player should remember that his units are located in extremely good defensive positions and his actions should be guided accordingly.

CLARIFICATIONS AND ERRATA (SPI, 19 May 1978)

Includes errata from the sheet originally included in the game. Reproduced from the SPI "Crimean War Clarifications and Errata" sheet. These corrections apply to the rules transcribed above, which are given as printed in the rules folders.

Standard Rules

[5.25] (clarification) A Steep Slope hex is one which contains at least one Steep Slope splash.

[7.28] (correction) A regular artillery unit may be moved or fire but not both in the same Player-Turn. If a regular artillery unit is moved, it may not fire in the Offensive Fire Phase of that Player-Turn and the Defensive Fire Phase of the succeeding Player-Turn.

[7.42] Fire Combat Results Table (correction) Column shift summary: Shift one column to the right if:

  1. The defending unit is a cavalry unit (horse artillery units are artillery for target purposes). 2a. The defending unit is disrupted; or 2b. The defending unit is an artillery unit that could not fire in that Player-Turn.

[7.5] Artillery Elevation Restrictions (addition)

COMMENTARY: The "field" artillery in the Crimean War was a direct fire weapon, not capable of much elevation. This produced problems when firing over redoubts' 8-10 foot walls. Artillery in a redoubt did not have this problem as the redoubt had firing ports for the guns.

[7.51] An artillery unit in the "splash" hex of a redoubt hexside and firing through that redoubt hexside, may fire only into the adjacent hex.

[7.52] An artillery unit firing through a redoubt hexside from the non-splash hex direction is not affected by the above restriction, regardless of the distance from the artillery unit to the redoubt hexside to the target unit.

[8.32] (clarification) The defender receives the terrain benefit only if any attacking units are in the "splash" part of a hexside (that is, they are attacking uphill).

[8.4] MELEE CRT: (clarification) Odds better than the right-hand column are resolved on the right-hand column. Odds worse than the left hand column are resolved on the left-hand column. A result of '1', '2', or '3' requires the affected unit be placed in its disrupted state and be retreated that number of hexes. If the unit was disrupted before the start of that Melee combat it is not eliminated unless the result is accompanied by an '*' (most '2' and all '3' results).

[11.27] (addition) Optional Rule: Disrupted cavalry unit may not take advantage of 11.26.

[13.0] TERRAIN EFFECTS CHART (clarification) An Aqueduct hex may be entered by a cavalry or artillery unit in its Movement Phase if:

  1. The unit is not disrupted. 2a. The unit is moving along a road; and/or 2b. The unit is entering a Bridge hex (from any direction).

An Aqueduct hex may never be entered by a disrupted cavalry or artillery unit at any point in the game, the unit is eliminated instead.

Countermix - All folios: Note that the front of a counter represents the unit's undisrupted state, while the back of a counter represents the unit's disrupted state. Players experiencing difficulty in determining which side of a counter is facing them should mark the disrupted side in some manner (a 'dot' for example).

Errata for Individual Games in the Crimean War Quadripack

Alma

[7.41] ARTILLERY FIRE STRENGTH TABLE (omission)

ClassRange 1Range 2Range 3Range 4+
J864-

[17.2] (correction) 1st sentence: "West" should read "East". (correction) 2nd sentence: "East" should read "West". (The terrain on the gamemap is correct.)

[18.4] Diagram (clarification) The Line of Sight between the units in 2106 and 2309 is blocked. It passes through the hexsides congruent to 2107/2206 and 2208/2308 (and also bisects 2207). Case 18.43 indicates that standard rule 7.36 does not apply. Therefore 18.42 Case 'c' does apply, blocking Line of Sight between the two hexes.

[18.42] (clarification) Case 'c' refers to Standard Rule 7.33.

[18.43] (correction) The reference to 7.2 should read "7.3".

[19.2] (correction) The reference to "Phasing" in the Commentary should read "non-Phasing."

[21.13] (addition) No Russian unit may exit the map until Russian Preservation has been triggered.

[21.2] (clarification) Once Russian Preservation has been triggered an unlimited number of Russian units may be exited in any Russian Movement Phase.

[21.2 & 23.12] (correction) All references to hex 1701 should be hex 2225.

MAP (omission) There are two Russian units' setup hexes missing from the map. They are correctly listed in Case 22.1 as UGL/2E on hex 3013 and UGL/1E on hex 3213.

Balaclava

[16.1] (correction) British: The "4LtDr/L" unit setting up in hex 0518 is a cavalry unit not an artillery unit.

[16.43] (addition) Horse Artillery units have a movement allowance of 7, as stated in the standard rules.

[17.21] (correction) The first sentence should read: "If the Russian Player moves any of his units west of the 0400 hex column, the French Additional reinforcements enter the game in the next Allied Movement Phase".

[18.2] (addition) added to the last sentence: "The Russian Player may then advance into the redoubt hex one of his units which exert a Zone of Control into that hex. This is an exception to the standard rules restricting advance after Fire and Melee combat."

[18.3] (clarification) The Allied Player denies redoubt guns to the Russian Player by removing any remaining guns during any Allied Movement Phase. The Allied Player is not forced to remove any or all guns, and may use any guns that are not captured or spiked against the Russian Player's units. In choosing not to spike a gun, the Allied Player runs the risk of being captured.

[18.4] (omission) The four redoubt artillery units (Canrobt, #2, Arabtabia, and #4) each have a Fire Strength range of 1 hex.

[23.21] (correction) The reference to the Russian Player gaining Victory Points for exiting units into hex "2026" should read hex "2025".

Inkerman

[22.2 & 22.3] (correction) The locations of the Lancaster Battery, Barrier, and Sandbag Battery are hexes 1314, 2512, and 2811 respectively. They are located correctly on the map.

[22.2] (correction) Reference to Russian units exited into 2026 through 2426 and 2527 through 2927 should be into 1826 through 2226 and 2327 through 2727 respectively. Reference to Russian units scoring VPs by ending in hexes 1723, 1724, 1823, 2415, 2516, 2615 and 2524 should be 1823, 1824, 1924, 2415, 2515, 2516, 2615 and 2524. The VP indicators are located in the correct hexes on the map.

[24.35] (clarification) Russian Steamships may not be moved into hexes 2300 and 2400.

[24.4] (deletion) The Example is incorrect and should be ignored.

[26.1] (correction) The Dissolution Probability is determined by subtracting the Sighting Range from the number of hexes moved, not by subtracting the number of hexes moved from the Sighting Range.

[27.2] (addition) Reserves: Russian Option Scenario Modifications: If the Players are using the Random Events Optional Rule and the Russian Result is a die roll of '1' for "Commanding General killed," the Russian Player must designate a third regiment in Reserve for that particular general.

[27.3] (correction) A cavalry unit receives 1 Fatigue Point each Game-Turn it is moved in its Movement Phase.

[29.15] (correction) References to Allied Reinforcements entering the map on hexes 1826 and 2426 should be hexes 1825 and 2326 respectively.

[29.16] (clarification) Game-Turn Eight is the second consecutive Fog Game-Turn.

Counter-mix (correction) The British b95/2 counter is lacking its Skirmisher "SK" marker on its undisrupted side. The Russian "2 Susdal" counter should have values of 2-3-2 not 3-2-3 on its front (undisrupted) side.

Tchernaya River

[17.14] (change) The effect of the Engineer unit applies only to Russian infantry units. Russian cavalry and artillery units receive no benefit from an Engineer unit in an Aqueduct hex.

[18.22] (correction) Reference to hex 3021 should be 3010.

[19.23] (clarification) The restriction on units in C, D and E applies only to movement. The units may freely fire offensively and/or defensively.

[19.23D] (clarification) Reference to 1st French Division is to the 1st Division of the Reserve Corps. The Artillery Reserve referred to is listed under the 1st Cavalry Division. There are no restrictions on other units listed under the 1st Cavalry Division.

  • [18.3] Steep Slopes
  • [18.4] Effects of Continuous Slopes on Line of Sight
  • [19.0] Alma - Special Artillery Rules
    • [19.1] Non-Effectiveness of Artillery Zones of Control
    • [19.2] Artillery Retreat Before Combat
    • [19.3] Artillery Movement Allowances
  • [20.0] French Special Movement Rules
    • [20.1] French Waiting Time
    • [20.2] Zouave Initiative
    • [20.3] French Movement Allowance
  • [21.0] Russian Preservation
    • [21.1] Triggering Russian Preservation
    • [21.2] Effects of Russian Preservation
  • [22.0] Alma - Set-Up
    • [22.1] Initial Deployment
    • [22.2] Reinforcements
    • [22.3] First Player
    • [22.4] Game Length
  • [23.0] Alma - Victory Conditions
    • [23.1] Victory Points
    • [23.2] Judging Victory
  • [24.0] Alma - Designer's Notes
    • [18.1] Four Redoubts' Fire Mechanics
    • [18.2] Capturing the Redoubts' Guns
    • [18.3] Spiking the Redoubts' Guns
  • [19.0] Balaclava - Fatigue
    • [19.1] Units Subject to Fatigue
    • [19.2] How to Record Fatigue
  • [20.0] Balaclava - Demoralization
  • [21.0] Balaclava - Cavalry Stacking
  • [22.0] Balaclava - The Aqueduct
    • [22.1] Effect of Aqueduct on Combat
    • [22.2] Effect of Aqueduct on Movement
  • [23.0] Balaclava - Victory Conditions
    • [23.1] How Victory is Determined
    • [23.2] Victory Point Schedule
  • Balaclava - Bibliography
  • [24.0] Balaclava - Designer's Notes
  • [18.0] Inkerman - Night and Fog Game-Turns
    • [18.1] Occurrence of Night and Fog
    • [18.2] Effects of Night and Fog on Movement
    • [18.3] Effect of Night and Fog on Combat
    • [18.4] Effect of Night and Fog on Rallying
    • [18.5] Effect of Night and Fog on Sighting
  • [19.0] Inkerman - Stacking
    • [19.1] Restrictions on Stacking
    • [19.2] Effects of Stacking on Fire Combat
    • [19.3] Effect of Stacking on Melee Combat
    • [19.4] Effects of Stacking on Retreat and Advance After Combat
    • [19.5] Russian Regimental Morale Bonus
  • [20.0] Inkerman - Skirmishers
    • [20.1] Effect of Skirmishers on Fire Combat
    • [20.2] Effect of Skirmishers on Rally
    • [20.3] Formation of Skirmishers into Battalions
  • [21.0] Inkerman - Pickets
    • [21.1] Location of Pickets
    • [21.2] Effects of Pickets
  • [22.0] Inkerman - Victory Conditions
    • [22.1] Control of Geographical Objectives
    • [22.2] Russian Victory Point Schedule
    • [22.3] Allied Victory Point Schedule
    • [22.4] Level of Victory
  • OPTIONAL RULES (Inkerman)
  • [23.0] Inkerman - Variable Deployment and Objective Value
    • [23.1] Variable Sandbag Battery Value
    • [23.2] Variable Arrangement of Russian Regiments
    • [23.3] Variable Release of Russian Regiments
  • [24.0] Inkerman - The Big Guns
    • [24.1] Big Gun Operation
    • [24.2] Big Gun Combat Table
    • [24.3] Russian Player's Big Guns
    • [24.4] Allied Player's Big Guns
  • [25.0] Inkerman - Random Events
    • [25.1] Weather
    • [25.2] Allied Random Events
    • [25.3] Russian Random Events
  • [26.0] Inkerman - Additional Night/Fog Complications
    • [26.1] Disruption Caused by Movement
    • [26.2] Zone of Influence of Skirmishers and Pickets
  • [27.0] Inkerman - Maneuvers
    • [27.1] March Mode
    • [27.2] Reserves
    • [27.3] Fatigue
  • [28.0] Inkerman - Additional Combat Procedures
    • [28.1] Splitting Fire
    • [28.2] Massed Fire
  • [29.0] Inkerman - Scenarios
    • [29.1] Historical Scenario
    • [29.2] Russian Option Scenario
  • Inkerman - Tables
    • [25.23] Russian Random Events Table (referred to in Case 25.32)
    • [25.22] Allied Random Events Table
    • [7.41] Artillery Fire Strength Table (Inkerman only)
    • [16.2] Inkerman Movement Allowance Table
    • [18.54] Fog Game-Turn Visibility Table
    • [24.2] Big Gun Combat Table
  • [19.0] Tchernaya - Scenarios and Victory Conditions
    • RUSSIANS
    • ALLIES / FRENCH
    • ALLIED / SARDINIANS
    • [19.1] Computing Victory Points
    • [19.2] Historical Scenario
    • [19.3] Non-Historical Scenario
  • [20.0] Tchernaya - Designer's Notes
  • When moving along slope (see Case 5.24)
    Steep Slope/Woods hex4 MPWhen moving along slope (see Case 5.24)
    Gentle Slope hexside+1 MP
    Steep Slope hexside+2 MP
    Ridge hexsides (see Case 5.27 for description): 2 Gentle Slopes+1 MP
    Ridge hexsides: Gentle Slope/Steep Slope+2 MP
    Ridge hexsides: 2 Steep Slopes+3 MP
    Cliff hexsideImpassable
    Redoubt hexsideNo additional MP for infantry; artillery and cavalry may cross a redoubt hexside only if a road passes through it.
    River hexside+2 MP
    Stream hexside+1 MP
    Bridge hexside1 MP
    Aqueduct hex3 MPArtillery and cavalry may not enter
    Bridge hex (over Aqueduct)1 MP
    Ford hexside (Tchernaya only)+1 MP
    All-Sea hex (Balaclava, Inkerman only)Prohibited, except to steamships in Inkerman
    -
    -
    -
    E631---
    F531---
    G72----
    H31----
    2
    3
    3
    4
    411223345
    512234456
    623344566
    2-1
    3-1
    4-1
    5-1
    6-1
    7-1
    Clear, Aqueduct1-31-21-12-13-14-15-16-1
    Swamp (see note)1-41-31-21-12-13-14-15-1
    2*
    2*
    2
    1
    R
    R
    1
    321--2*2*11RR11
    4321-2*11RR112*
    5432111RR112*2*
    654321RR112*2*3*
    -6543RR112*2*3*E
    --654RR12*2*3*EE
    ---65R12*2*3*EEE
    ----612*2*3*EEEE
    3/1st
    09111/1st
    1010(a) 3rd
    1109(a) 4th
    11108/3rd
    11116/3rd
    11124/3rd
    11132z/3rd
    12058/4th
    12066/4th
    12074/4th
    12082/4th
    12097/3rd
    12105/3rd
    12113/3rd
    12121z/3rd
    13057/4th
    13065/4th
    13073/4th
    13081/4th
    55/2nd
    230995/2nd
    24087/Lt
    2505GG/1st
    250833/Lt
    2604SFG/1st
    260723/Lt
    2704CG/1st
    270719/Lt
    280342/1st
    280688/Lt
    290393/1st
    290677/Lt
    300279/1st
    (a) FB
    2314BOR/2C
    2315(a) CB
    2324MIN/2C
    2325(a) FB
    2413KAZ/1E
    2414(a) CB
    2422VOL/1C
    2513(a) GR
    2515VLD/2E
    2612(a) GR
    2615(a) FB
    2712KAZ/2E
    2714VLD/1E
    2715(a) FB
    3013UGL/2E
    3213UGL/1E
    3318(a) FB
    3319(a) FB
    3418SAL/1E
    3714SUS/2E
    3915SUS/1E
    19201 Roy Mar
    1922T(a) 2 Marine
    19222 Roy Mar
    2012(a) #2
    2313(a) Canrobt
    2317(c) 4 DrGds/H
    2318(c) 5 DrGds/H
    2319(h) I Troop
    2124(a) 3 Marine
    2417(c) 1 RD/H
    2418(c) 6 InnDr/H
    1407(c) Comb Uhlan
    1606(a) 6 Lt Bty
    1608(c) 1 KvHus/6
    1609(c) 2 KvHus/6
    16101 Ukr/12
    1707(c) 1 DnCh/12
    1708(c) 2 DnCh/12
    1709(c) 3 DnCh/12
    1710(c) 1 IgHus/6
    1809(c) 2 IgHus/6
    19102 Ukr/12
    20103 Ukr/12
    2107(a) 7 Lt Bty
    21114 Ukr/12
    22111 Azov/12
    22122 Azov/12
    2306(c) 60 DonCos
    2307(c) 53 DonCos
    2308(c) 1 BurCos
    23123 Azov/12
    24124 Azov/12
    28112 Ural/12
    28121 Ural/12
    2812T(a) 1 Hvy Bty
    29113 Ural/12
    2911T(a) 2 Hvy Bty
    2912(a) 3 Hvy Bty
    30104 Ural/12
    2425
    (c) Lt Brgd
    2510a47/2
    2515b30/2
    2516b41/2
    2523Gndr Gds
    2614b47/2
    2615b49/2
    2624SctF Gds
    2809a49/2
    2812a41/2
    15083 Vladmir
    15094 Vladmir
    16081 Vladmir
    16092 Vladmir
    17086th Rifle
    17083 Kolvnsk
    17094 Kolvnsk
    18081 Kolvnsk
    18092 Kolvnsk
    1909(a) Lt
    19103 Katrnbg
    19104 Katrnbg
    20083 Tomsk
    20084 Tomsk
    2009(a) Pstn
    20101 Katrnbg
    20102 Katrnbg
    21091 Tomsk
    21092 Tomsk
    21062 Slngnsk
    21071 Slngnsk
    22022 Okhotsk
    23033 Okhotsk
    24034 Okhotsk
    25041 Tarutin
    26032 Tarutin
    26044 Brdno
    27024 Tarutin
    27033 Tarutin
    27053 Brdno
    28052 Brdno
    28061 Brdno

    d. Beginning on Game-Turn Nine, any units in (c) that may not yet move freely always move one hex east in the Russian Player's Movement Phase unless prevented by the stacking rules, as far as the easternmost set-up hex. East is defined as the hex moved into which differs in hex number from the hex left by one digit higher in the first two digits.

    e. General Paulov's Borodino and Tarutin Regiments may not move until Game-Turn Ten.

    f. General Paulov's remaining seventeen units may not move until Game-Turn Eleven.

    g. If any of the units listed in (b) through (f) are attacked before they may move, all of the units in that letter group are released and may move freely.

  • The two artillery units each on Shell Hill and Home Ridge begin the Scenario Spotted.

  • The Russian Player is under the following restrictions on Fog Game-Turns (Seven through Eleven): At the beginning of each Russian Movement Phase roll one die (separately) for General Soimonov and for General Paulov, subtracting two from the die roll. The result is the number of regiments commanded by that general that may not move in that Movement Phase. Note that the two Rifle Battalions are not part of any Regiment. Any regiment may be picked on any Game-Turn, and none of the units in that regiment may move (a regiment must still have at least one of its battalions on the map; the Russian Player may not name a destroyed regiment).

  • X643211-
    Y8631---
    Z852----
    Mamelon; Allied32111--
    1304Ch Sch/4
    1402Wolo/5
    1402(a) 4+5L-5/5
    1403Ch Lad/4
    1404Belo/4
    1404(a) 2H-4/4
    1504Olon/4
    1507(c) L GDC/12
    1508Ch Ukr/12
    1508(h) 26L/12
    1606(c) 37 Cos/12
    1607Ch Ode/12
    1607(a) 3+4L/12
    1707Azow/12
    1707(a) 3H/12
    18062 Sh/12
    1806(e) 1-2/12
    2107Dnpr/12
    2207Ch Sim/6
    2207(a) 6+8L-6/6
    2307Ch Niz/6
    2307(a) 4H-6/6
    2906Btsk/17
    2906(a) 3H/17
    3006Ch Tar/17
    3006(e) 3/17
    3007(a) 2L/17
    3105(c) 9 Cos/17
    3106Mosc/17
    3106(e) 6/17
    3206Ch Bor/17
    3306Gr L/17
    33073+6 Sh/17
    3308(a) 1A-H/17
    3308(a) 1B-H/17
    20173Zou/2
    211795L/3
    2121(a) 3-15/AR
    212248L/1
    2122(a) 2-14/AR
    221797L/3
    2322(a) 4-17/AR
    24172Zou/3
    242142L/1
    2421(a) 3-22/1
    2422(a) 3IG/AR
    2422(a) 4IG/AR
    251719Ch/3
    2517(a) 6-13/3
    3214(a) Fan/DurA