Gates of Vienna: 1683
Gates of Vienna: 1683 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Equipment
- 3.0 Setting Up the Game
- 4.0 Sequence of Play
- 5.0 Visibility & Fog
- 6.0 Artillery & Bombardment
- 7.0 Movement & Stacking
- 8.0 Zones of Control
- 9.0 Combat
- 10.0 Disruption & Rally
- 11.0 Leaders
- 12.0 Demoralization
- 13.0 Cavalry
- 14.0 Special Troops
- 15.0 Pavilions
- 16.0 Reinforcements
- 17.0 Exiting the Map
- 18.0 Victory Conditions
- 19.0 Scenario Instructions: Gates of Vienna 1683
- 20.0 Optional Rules
- Reference: Combat Units Capability Summary
- Reference: Random Events (Optional)
1.0 Introduction
Gates of Vienna 1683 is a tactical level game of the battle of 12 September 1683 when a coalition of European powers relieved the city of Vienna which was under siege by an Ottoman army. The battle was a decisive turning point in the ongoing Ottoman invasion, as well as in the history of Europe. It is based on the 30 Years War Battles system with revisions to account for tactical developments of post-1648.
The game rules represent a combination of playability and realism. They model the overall effects of the weapons and tactics of the great era of pike and shot, and include combat, leadership, and morale. Players command armies of infantry, cavalry, and artillery, each with their own special capabilities, as well as the great leaders who took the field in this era.
1.1 Game Scale
Each hex on the map represents approximately 500 meters. Each game turn (GT) represents 45–90 minutes, depending on the intensity of the action. Most cavalry and infantry units represent one or two regiments or battalions. Each combat strength point represents 100–300 men, depending on the quality of the army and assignment of light guns to the unit. Each artillery unit represents four to twelve heavy or medium guns.
2.0 Game Equipment
A complete game of Gates of Vienna includes a 22×34-inch map, this rulebook, and a sheet of 176 5⁄8-inch counters. Players must provide two six-sided dice (2d6) to resolve combat and other random game events.
2.1 Game Map
The game map shows the area north of the city of Vienna where the historical battle was fought in 1683. A hexagonal grid (hexes) overlays the map to regularize terrain and positioning of playing pieces.
2.2 Game Charts & Tables
The following charts, tables, and tracks are printed on the map unless otherwise noted.
- Artillery Bombardment Table (ABT): Used to resolve artillery unit bombardment (6.0).
- Combat Results Table (CRT): Used to resolve attacks by cavalry and infantry units (9.0).
- Demoralization Tracks: Each side has a Demoralization Track printed on the map. Demoralization points are recorded using demoralization markers. The ×1 records digits, the ×10, and ×100 (12.0).
- Terrain Effects Chart (TEC): Shows the effects of terrain on movement, combat, and various game functions.
- Terrain Key: A graphic representation of the terrain types shown on the map.
- Game Turn Record Track (GTRT): Used to track the current game turn (GT) and provides DR ranges for the occurrence of fog.
- Combat Unit Capabilities Summary (last page of rules): Outlines movement, Line of Sight (LOS), and combat capabilities of cavalry and infantry.
- Leader Effect Chart: Outlines the effects of leaders in various phases of the GT (11.0).
- Rally Table: Used in attempts to restore disrupted units to good order (10.0).
2.3 Counters
There are two types of counters: Units (combat forces) and Markers (information markers). Units are further classified as:
- Combat Units: Infantry or cavalry
- Leaders: A single commander
- Artillery: A group of medium or heavy guns
Markers: Markers are used to record administrative information. Markers include the Game Turn marker (front/back), the Demoralization Level marker, and the Road March, Grand Charge and Burning markers (optional rules, 20.0).
Counter Errata:
- The Sobieski leader is labeled Soneski on the reverse.
- The Imperial Kreiss artillery unit has a bombardment class of A, as opposed to C, on the reverse (captured) side.
- An Ottoman Timarli infantry unit is labeled Tufekci on the counter reverse.
Designer's Note: Ottoman and Imperial forces were comprised of a wide range of nationalities and contingents.
- Ottoman forces include the following contingents: Anatolian, Roumeliat (Asian and Balkan Ottoman feudal cavalry), Deli (irregular infantry), Humbaracilar (bombardiers), Azab (irregular cavalry), Janissaries (professional infantry), Mamluks (Egyptian cavalry), Moldavian, Wallachian (Balkan vassal contingents), Petyhortsy (Tartar guard cavalry), Muteferrika (Allied hostage cavalry), Sekban (mercenary infantry), Sihaldar (guard cavalry), Sipahis (regular cavalry), Solok (guard Janissaries), Timarli (feudal Sipahis, some dismounted), Tartar (allied light cavalry from the Crimea), Tufekci (mercenary musketeers).
- Imperial forces include the following national contingents: Austrian, Bavarian, Polish, Saxon, Kreiss (German "Circle").
- Most Imperial units have the names of one or two regiments, or a brigade.
2.4 Unit Counter Information
The front side of a unit counter depicts the unit when it is in good order. The reverse side of a combat unit depicts the unit when disrupted. Disrupted units have a reduced CF, indicated by parenthesis around their CF. Disrupted units may move two hexes regardless of MP costs (10.0 & 12.0).
Combat units show:
- Unit Type: An icon depicting the type of unit (2.3).
- Unit Identification: The historical name of the unit.
- Combat Factor (CF): The relative strength of a unit when attacking or defending, expressed in Combat Strength Points.
- Movement Factor (MF): The basic number of clear hexes that a unit can move in a friendly Movement Phase, expressed in Movement Points (MP) (7.0).
- Sub-command: The contingent to which the unit belongs (indicated by a colored strip).
Combat unit types:
- Heavy Cavalry: Combat Factor in red box indicates unit is charge capable.
- Dragoon/Light or Irregular Cavalry: Movement Factor in white circle indicates the unit is light.
- Regular Infantry.
- Elite Infantry/Cavalry: Those units marked with crossed swords on a yellow background (14.1).
- Light or Irregular Infantry: Movement Factor in white circle indicates the unit is light.
- Grenadiers: Regular Infantry with grenade symbol (14.3).
Non-combat units:
- Leaders: Front and back. A leader shows a Leader Value and a Movement Factor. Important: Leaders do not have a disrupted side. The leader value represents the ability of a commander to inspire the troops. The leader value supplies a combat bonus, enhances Rally attempts, and supports other game functions (11.0). The movement factor is the basic number of clear hexes that a leader can move in a friendly Movement Phase, expressed in MP.
- Artillery: The front of an artillery unit is friendly controlled. The back of the counter is used when the unit has been captured by enemy forces. Artillery units with a MF of one or more are mobile units. Artillery units with a MF of zero are static units and may not move once placed on the map. Each artillery counter shows a Bombardment Class and a Movement Factor.
- Pavilions: Front and back (15.0).
2.5 Definitions & Abbreviations
- CF: Combat Factor
- Combat Units: All infantry and cavalry unit types.
- Demoralized: A general condition for an army that has reached its morale breaking point.
- DR: Die Roll
- DRM: Die Roll Modifier
- Disrupted: A combat unit that has temporarily lost effectiveness, indicated by the reverse of the counter.
- GT: Game Turn
- Good order: A combat unit that is at full effectiveness, indicated by the front of the counter.
- LoS: Line of Sight; a path of hexes from a firing artillery unit to a target hex.
- MF: Movement Factor
- MP: Movement Points
- Non-Combat Units: All leaders, artillery, supply trains, and pavilions.
- GTRT: Turn Record Track
- VP: Victory Points
3.0 Setting Up the Game
- Players determine which army each will command.
- Consult the Scenario Instructions on how to set up (deploy) units (19.0).
- Set up in the order indicated by the scenario rules.
3.1 Set Up
- Stacking limits must be observed during initial deployment (7.6).
- Units not deployed during set-up are termed Reinforcements and enter the game on later turns. Place these units in their respective Reinforcement Displays until called for by the scenario reinforcement schedule (16.0).
3.2 Placement of Markers
- Place the turn marker in the GT 1 Box on the Game Turn Record Track (GTRT).
- Place demoralization markers for both sides in the 0 spaces on their respective Demoralization Level Track.
- Set all other markers aside; they come into play via scenario special rules.
3.3 Start Play
After completing set up, begin GT 1. Play continues until the end of the last GT at which point victory conditions are determined (18.0).
4.0 Sequence of Play
Each game takes place in successive GTs, with each GT composed of a Fog Determination Phase, a First Player Turn, a Second Player Turn, and an End of Turn Phase. During each player turn, the designated player conducts actions in the order indicated by the Sequence of Play.
4.1 Phases
Each player turn consists of phases in which certain actions take place.
- All actions must take place within the order designated.
- The side moving first, and thus executing the First Player Turn, is determined by scenario rules.
4.2 The Sequence of Play
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Fog Determination Phase (5.0): Beginning on GT 3, the side moving first randomly determines if the current GT will be a fog turn.
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First Player Turn: The side moving first conducts the phases below in the order given:
- Rally Phase (10.0): Any Rally attempts are conducted to return disrupted friendly units to good order status.
- Artillery Bombardment Phase (6.0): Any or all friendly artillery units may conduct bombardment.
- Movement Phase (7.0): The following actions may be taken in any order or combination.
- a) Any or all friendly combat units, artillery units, and leaders may move.
- b) Any scheduled reinforcements are moved onto the map (16.0).
- c) Friendly units may capture enemy artillery by moving into their hexes.
- Combat Phase (9.0): Friendly combat units may attack adjacent enemy units.
Important: Friendly units may be required to attack adjacent enemy units (8.2).
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Second Player Turn: The side moving second conducts a player turn, using the same sequence as in the First Player Turn.
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End of Turn Phase: If this is the final turn of the scenario, the game ends and victory conditions are determined. If not, move the turn marker one space along the GTRT.
5.0 Visibility & Fog
Fog refers to a combination of smoke, weather and approaching dusk, along with ensuing command breakdowns and general battlefield chaos.
5.1 Procedure
During the Fog Determination Phase of each GT, beginning with GT 3, the side moving first determines if fog or clear weather conditions exist. The resulting visibility applies for the entire GT.
- Roll 1d6.
- If the result is within the range indicated in the current GT box on the GTRT, the GT is a fog turn. Flip the turn marker to the side showing fog.
- If the result is not within the range, place the turn marker on the clear side.
- If the range is a dash (–) then no check is made for fog on that GT.
Example: On GT 6, a DR of 1 or 2 results in a Fog turn, while rolls of 3–6 produce clear weather.
5.2 Effects of Fog
- Movement: The printed MF of all good order units is halved, rounded up. Fog does not affect the movement of disrupted and demoralized units (10.0, 12.0).
Example: A unit with a MF of three would have it reduced to two by fog.
Artillery Range: Maximum artillery bombardment range is two hexes. The effectiveness of artillery at one or two hexes remains the same.
Editor's note: the sentence above is printed under 5.2 in the source. It conflicts with 6.3, which gives a maximum range of four hexes for mobile artillery and six for static artillery. Both are transcribed as printed; the conflict is the publisher's and has not been resolved here.
6.0 Artillery & Bombardment
There are two general types of artillery: Mobile and Static (2.4).
- Artillery units have no combat strength but instead have an artillery class (A, B or C).
- During the friendly Artillery Bombardment Phase, any and all friendly artillery units may bombard enemy units in their line of sight (LoS) and within range (6.4).
- The back of an artillery unit indicates that the unit has been captured and may be used against its original owner.
Designer's Note: Artillery improved in mobility and effectiveness from the 30 Years War era to the late 17th century, more so among European armies than the Ottomans.
6.1 Bombardment
- More than one artillery unit may fire against a single hex, but each artillery unit resolves its bombardment individually.
- Artillery may fire in any order desired. Individual bombardments do not have to be designated ahead of time.
- Use the Artillery Bombardment Table (ABT) to resolve artillery bombardment.
6.2 Artillery Class
The Artillery Bombardment Table has two classes of artillery (A & B) and a class C line that is used by both class A and class B units when firing against specific targets.
- Line A: Is used by all Imperial artillery units.
- Line B: Is used by all Ottoman artillery units.
- Line C: Is used by both A and B class artillery units when:
- The target units are in a fortification hex; and,
- The artillery is firing at it across an entrenchment hex-side.
- Captured artillery units are being used to bombard any type of hex or unit.
6.3 Range
Range is the maximum number of hexes through which an artillery unit can fire. Line of sight and blocking terrain may limit the number of hexes an artillery unit may bombard a target (6.4, 6.5).
- Determine range from the firing artillery unit (exclusive) to the hex of the targeted unit (inclusive). Use this to determine the range column on the ABT.
- All mobile artillery units have a maximum range of four hexes. Static artillery units have a maximum range of six hexes.
6.4 Line of Sight
Line of Sight (LoS) is the path of hexes from a bombarding artillery unit to a targeted enemy unit. Artillery can bombard any hex that is within the artillery unit's LoS and that contains an enemy combat and/or artillery unit.
Important: Hexes containing only enemy leaders cannot be targeted.
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To determine if the artillery unit has an LoS to a target hex, lay a straight edge from the center of the artillery unit's hex to the center of the target hex. If any of the intervening hexes are blocking terrain, the artillery unit cannot bombard the target hex.
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The Terrain Effects Chart (TEC) lists the types of blocking terrain.
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If the LoS runs along a hexside with a hex containing blocking terrain and another hex that does not contain blocking terrain, the hex with the blocking terrain then does not block the LoS.
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An LoS is blocked by:
- Any hex containing friendly or enemy combat units (good order and/or disrupted), artillery units, supply trains, and pavilions.
Important: Leaders do not block LoS.
- Any type of blocking terrain (TEC). Normally woods, forest, towns, castles, and hilltops (6.5) block LoS.
Important: Entrenchments do not block LoS.
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LoS is not blocked by the terrain in the bombarding artillery unit's hex nor the targeted hex.
Example: An artillery unit firing from a town hex into a woods hex would not have its LoS blocked unless at least one of the intervening hexes was blocked.
6.5 Slopes & Hilltops
A hilltop is a hex adjacent to the up-slope side of a slope hexside.
- Artillery can fire onto a hilltop hex, but not beyond that hilltop. Slopes themselves do not block LoS if the LoS is being traced along a series of slope hexsides.
- An artillery unit on a hilltop hex may ignore any blocking terrain that is less than half the total distance, in hexes, from the target hex.
Example: A static artillery unit on a hilltop could fire at a target five hexes away if blocking terrain were within two hexes of the artillery unit.
- An artillery unit in a hilltop hex may fire at a target hex on another hilltop hex, regardless of terrain or units on lower hexes. Such a firing artillery unit could not fire beyond the first hilltop hex.
Designer's Note: This is owing to other gradations in terrain below the scale of the game maps.
6.6 Bombardment Procedure
- Identify the artillery class and the appropriate line on the ABT.
- Determine the range of the artillery unit and the distance to the target hex.
- Roll 1d6 and cross index the result with the appropriate range column on the ABT. Apply the result.
Important: The combat strength of a unit targeted by artillery fire has no effect on bombardment resolution. The only terrain type which affects bombardment is entrenchment/fortification.
6.7 Artillery Unit Operations
- Static artillery units are immobile. Once placed on the map, they cannot move.
- Mobile artillery units move in the same manner as infantry.
- Artillery units have no combat strength or ZOC (8.0). They are not required to attack if in an EZOC.
- Mobile artillery can bombard and move in the same GT.
- Artillery units are never disrupted or destroyed by combat.
Exception: Artillery can be fired upon by enemy artillery and may be eliminated by a DZ result on the ABT.
6.8 Capture of Artillery Units
- Artillery is under friendly control when the side with the friendly color is face up.
- There is no requirement to have a friendly combat unit in the hex to maintain control of the artillery.
Exception: Artillery units belonging to a demoralized army cannot fire unless there is a friendly leader in the same hex as the artillery unit.
- Enemy artillery may be captured by moving a friendly combat unit into the artillery unit's hex. The capturing unit can be good order or disrupted. The unit can continue its movement if it has MP remaining.
Exception: Leaders and/or mobile artillery units cannot by themselves enter hexes containing enemy artillery units, and thus cannot capture artillery units unless accompanied by a combat unit.
- When a friendly combat unit, either in good order or disrupted, enters the enemy artillery unit's hex, roll 1d6:
- On a result of 1–3: the artillery unit is captured and is turned to its captured side.
- On a result of 4–6: the artillery unit is considered disabled and is removed from the map.
Designer's Note: This represents the possibility that gun crews may have spiked their guns or removed key pieces of equipment prior to fleeing, thus rendering the guns unusable to either side.
6.8.1 Use of Captured Artillery
- The capturing side does not have to maintain a combat unit in the artillery's hex to maintain control of the artillery.
- Treat captured artillery units as friendly to the capturing player. Captured artillery may be used in the ensuing friendly Artillery Bombardment Phases.
- Captured artillery units always fire on the C Line of the ABT regardless of the terrain occupied by the target.
- Artillery may be recaptured in the same manner by which it was captured. Recaptured artillery functions normally and fires on its usual line on the ABT.
7.0 Movement & Stacking
Any number of friendly combat units and leaders may move in the friendly Movement Phase.
- Units move one at a time.
Exception: Leaders (11.0).
- Units move tracing a path of contiguous hexes across the map. Units cannot skip hexes.
- As a unit enters each hex, it must pay one or more movement points (MP) from its Movement Factor (MF).
- Units expend a variable number of MP to enter various types of hexes. MP costs depend on the type of hex entered as noted on the TEC.
- Units can move in any direction or combination of directions.
7.1 Movement Restrictions
- The number of MP a unit expends during a single Movement Phase cannot exceed its MF.
- A unit can never enter a hex containing an enemy combat unit.
Exception: Units can enter hexes containing only enemy leaders, artillery units, and/or supply trains (7.6).
- A unit cannot accumulate unused MP from turn to turn.
- Units cannot enter certain types of hexes or cross certain types of hexsides (TEC).
- Leader and mobile artillery units moving by themselves cannot enter hexes containing enemy leaders and/or artillery.
7.2 Terrain Effects on Movement
A good order unit expends MP based on both the unit and terrain type as designated on the TEC.
7.2.1 Hexsides
- Good order units crossing certain hexsides pay additional MP as designated on the TEC.
- Hexside MP costs may differ from one scenario to another.
- The hexside crossing cost is in addition to any cost for entering a hex.
- Good order units only pay the one additional MP when moving across a slope hexside to the hilltop side (uphill). Units pay no additional MP to move from hilltop to a down-slope hex.
- Units pay no additional MP to move laterally across slope hexes.
Example: A unit that moves from hex 1515–1614 does not pay additional MP.
7.2.2 Roads & Bridges
- A good order unit that moves directly from one road hex to another contiguous road hex expends 1 MP regardless of other terrain in the hex or hexside terrain.
- A unit moving along contiguous road hexes can enter, exit, and move through otherwise prohibited terrain.
- A unit moving across a stream or river hexside via a bridge pays no additional movement costs. A unit can cross an otherwise prohibited hexside via a bridge.
Important: Bridges may have no roads running through them; however, they still negate stream and river hexsides.
Example: A unit moving from hex 1610–1711 could not use the road MP cost of 1; however, a unit could move from 1611–1711 and pay only 1 MP.
7.3 Minimum Movement
A good order mobile unit can always move a minimum of one hex, regardless of terrain or hexside movement costs. This does not allow a unit to enter a prohibited hex or cross a prohibited hexside.
Example: A unit with a MF of three could enter a hex that requires the expenditure of 4 MP but could not cross an unbridged river hexside.
Important: Disrupted units do not expend MP when moving and thus may always move up to a maximum of two hexes (10.1).
7.4 Zones of Control
Enemy zones of control (EZOC) do not stop or inhibit the movement of friendly units (8.2).
7.5 Leaders, Mobile Artillery & Movement
- A leader and/or a mobile artillery unit can move with a combat unit.
- Leaders and mobile artillery can move by themselves.
- If moving with a combat unit, the leader or mobile artillery must start the Movement Phase in the same hex as the unit.
- A leader or mobile artillery can continue moving after the unit with which they are moving have ceased moving (and vice versa). In this case, use any remaining MP.
7.6 Stacking
Stacking is placing more than one unit in a hex.
- The following number of friendly units may be located in a hex:
- One combat unit (cavalry or infantry); and,
- One artillery unit; and,
- Any number of leaders; and,
- One supply train or Pavilion (15.0).
- A combat unit cannot enter or move through a hex containing another friendly combat unit in excess of these restrictions.
Exception: A combat unit may move through an artillery unit.
- Artillery units can move through a hex in excess of the stacking limit, but the limit must be restored by the end of the Movement Phase.
Examples: An infantry unit could not move through another friendly infantry or cavalry unit but could move through a friendly leader or artillery unit. An artillery could move through a hex containing another friendly artillery or combat unit of any type. In all the above cases, allowing units to move through a friendly occupied hex, the overstack must be corrected by the end of the Movement Phase.
- Friendly units of all types may not enter hexes containing enemy combat units.
- A friendly combat unit can enter a hex containing an enemy artillery and/or leader unit if no other enemy combat unit is in the hex (7.1).
Exception: Leaders (11.0).
Designer's Note: The stacking rule models the ponderous combat formations of the era.
8.0 Zones of Control
The six hexes adjacent to a good order combat unit constitute its Zone of Control (ZOC). Hexes upon which a unit exerts its ZOC are controlled hexes.
8.1 Extent of Zones of Control
- Good order combat units always exert a ZOC.
- Disrupted units, leaders, supply trains and pavilions, and artillery units do not exert ZOC.
- Enemy and/or friendly units in a hex do not negate a unit's ability to project a ZOC into that hex.
- ZOC extend into and across all terrain types unless otherwise specified by game rules or the TEC.
Important: ZOC extend from inside to outside an entrenchment, but do not extend from outside to inside.
- A disrupted unit that rallies (10.0) has its ZOC restored.
- Good order units of a demoralized army retain their ZOC (12.0).
8.2 Effects of ZOC
- Units do not expend additional MP to enter an enemy ZOC (EZOC), nor do EZOC inhibit movement in any way.
- EZOC have the following effects on friendly units:
- Units in an EZOC cannot Rally (10.0).
- All friendly good order combat units in EZOCs at the start of the friendly Combat Phase must attack (9.0).
- Leaders in EZOC are eliminated if not stacked with friendly combat units (11.1).
Designer's Note: The ZOC rules model the basic tactics of this era. Units lack the firepower to stop an enemy unit from moving past them, but once in contact firefights or countercharges occur beneath the hex scale, thus combat is mandatory.
9.0 Combat
Good order combat units are used to attack and potentially disrupt or destroy enemy combat units in adjacent hexes. Combat is resolved on the Combat Results Table (CRT).
- Combat is mandatory when a good order unit is in the EZOC of an adjacent enemy combat unit (8.2).
Exception: Units inside an entrenchment hexside are not required to attack adjacent enemy combat units outside the entrenchment as EZOC do not project into the entrenchment (8.1).
- Artillery, leaders, and supply trains do not engage in combat during the Combat Phase.
Exception: If stacked with a participating combat unit, leaders may provide a combat bonus (11.0).
- A unit's combat strength is unitary and may not be divided among different combats, whether attacking or defending.
- The attacker may resolve individual attacks in any order desired; however, the attacker must state at the start of the combat phase which friendly combat units will attack which defending enemy units when the positioning of friendly units and enemy units is such that the attacking player could meet the EZOC requirement in more than one way.
- Only friendly good order combat units may attack. This includes combat units of an army before and after any demoralization.
- Disrupted combat units can never attack, even if in an EZOC.
- No unit can attack more than once per Combat Phase.
- A defending unit may not be attacked more than once per Combat Phase.
9.1 Multi-Unit & Multi-Hex Combat
- Two or more good order combat units may combine their combat strengths into a single attack strength against a single good order enemy combat unit if they are in the EZOC of the same enemy combat unit.
- If a good order combat unit is in the EZOC of more than one enemy good order unit, then it must attack all such good order enemy units as one combined combat unless one (or more) of those enemy units is already attacked by another friendly unit. Total the combat strengths of all enemy units into one combined defense strength.
- The attacker could choose to declare any or all adjacent disrupted enemy units as a target for a combat. This includes attacking all good order enemy units and one or more disrupted units.
- If two or more good order combat units are in the EZOC of two or more enemy combat units, they may combine their combat strengths into a single attack strength against those enemy units which then defend as a single force.
Important: A player may initiate this type of attack only if all attackers are adjacent to the same defenders.
- In situations involving multiple attacking and defending units, the attacker determines which friendly unit will attack which enemy units, if meeting all other conditions.
- When more than one attacking or defending unit participates in a combat, apply all combat results against all such units.
Example: A friendly good order combat unit is adjacent to both an enemy good order combat unit and an enemy disrupted combat unit. The friendly unit could attack both the enemy units as one combined attack, or it could attack only the enemy good order unit. If the player attacks both units and the result of the combat is a Dd result, the defender disrupts the good order unit and eliminates the disrupted unit.
- The attacker may attack a defending unit with any or all friendly good order combat units in the six adjacent hexes so long as they do not contain prohibitive terrain hexsides.
- The attacker has the option to attack disrupted enemy units if meeting the requirement for attacking good order units.
9.2 Terrain Effects on Combat
- Units defending in certain types of terrain, or behind certain types of hexsides, may have their combat strength increased. The TEC provides a summary of which type of terrain will multiply the defense.
- Units cannot attack into or across prohibited terrain hexes and/or hexsides.
Important: Terrain effects are applied to a defending leader's bonus (11.0).
- If units in multiple hexes with different terrain effects defend against the same attack, the defender applies terrain bonuses on a unit-by-unit basis. The defender totals the combat strength of all defending units and then applies the terrain effect chosen.
Example: In an attack against two enemy units; one unit is in an entrenchment hex and the other unit is in a clear hex, the defender would double the combat strength of the unit in the entrenchment and use the printed strength of the second unit.
- Units defending behind certain types of hexsides receive defensive bonuses only if all attacking units are crossing such hexsides.
- A defending unit's combat factor, regardless of the terrain, can never be increased to more than triple its printed strength.
Example: A light unit defending in a village inside an entrenchment would be doubled for the village and doubled for the entrenchment. In this case, the light unit would be tripled, not doubled and then doubled again.
Important: Bridges do not negate the defensive effects of rivers and streams.
9.3 Combat Procedure
For each attack made during a Combat Phase, the following steps are conducted in the order given.
- Identify the attacking units and declare the hex or hexes that the units will attack.
Important: Artillery units in the same hex as attacking or defending units have no effect on the combat (6.0).
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Determine the combat odds:
- The attacker totals the combat strengths of all units attacking a given hex or group of hexes. Make any adjustments for cavalry charge and any leaders (11.2, 13.0).
Important: More than one leader may add their leader value if the leaders are in different hexes.
- The defender totals the combat values of all defending units. Make any adjustments for terrain and one leader (9.2, 11.2).
- Divide the attacking combat strength by the defending combat strength. This will provide a ratio or combat odds.
- If the ratio does not equal any of the combat odds columns on the CRT, round down to the next column to the left.
Example: The attacker has a combat strength of 13 and the defender has a combat strength of 4. The combat ratio would be 3.25:1. Round this down to 3.0. Use the 3:1 column on the CRT to resolve the combat.
Important: Use the 1.5:1 column in situations when the attacker's combat strength is at least 50 percent more than the defender's combat strength but less than twice as much.
Example: The attacker has a combat strength of 8 and the defender has a combat strength of 5. In this case the 1.5:1 column on the CRT would be used.
- Resolve odds greater than 6:1 on the 6:1 column and resolve odds less than 1:5 on the 1:5 column.
- The attacker consults the CRT, locating the odds column as previously determined.
- The attacker rolls 1d6 and cross references the result with the odds column to determine the combat result.
9.4 Combat Results
The combat result explanations are next to the CRT on the map. Outcomes for each result are executed in the order given.
Example: If the result of the combat is Dx:
- The defender eliminates all previously disrupted defending units and disrupts all good order units.
- The attacker must disrupt attacking units whose total printed combat strength is equal to or greater than the printed combat strength of all defending units. If the attacker's total combat strength is less than the defender, the attacker must disrupt all friendly units.
Important: The strict sequencing of Dx combat results may require the elimination of a leader due to the elimination of any combat unit in the leader's hex.
9.5 Pursuit
Pursuit, or advance after combat, is a special form of movement that occurs after combat (not bombardment) when a De result occurs or if a Dd results in all enemy units being eliminated.
- Defending leaders, artillery, supply trains and pavilions in the defending hex(es) do not prohibit pursuit.
- Combat result of Dx does not allow a pursuit.
- Defending units and units that belong to a demoralized army cannot pursue.
Exception: Elite units (14.1).
- To conduct a pursuit a unit must be both in good order and a:
- Heavy cavalry unit (charging or not); or,
- Any type of charging cavalry; or,
- Regular or elite infantry unit stacked with a leader.
Important: Leaders (not stacked with qualified unit), irregular infantry and cavalry, artillery units, and supply trains cannot pursue. However, a leader stacked with heavy cavalry, any type of charging cavalry, or regular/elite infantry may pursue.
- If any of the attacking units meet the above criteria, one qualified unit may pursue, or advance, into the defender's hex.
- The attacker determines which units advance in cases where multiple units are pursuing.
- If more than one defending hex is cleared, one qualified unit may advance into each hex.
- Units cannot pursue into hexes or across hexsides that are prohibited to the pursuing unit.
- Pursuing units may enter a hex containing only enemy leaders, supply trains, or pavilions; those enemy units are then eliminated. Pursuing units may not continue their advance after eliminating these units.
- Pursuing units may enter a hex containing an enemy artillery unit and attempt to capture it (6.8).
Designer's Note: The pursuit rule models the conditions of late 17th century tactics when units were more offensively oriented.
10.0 Disruption & Rally
Combat units are in one of two states: good order (front side of counter) or disrupted (reverse side of counter).
- Good order units become disrupted due to artillery bombardment, combat results, or other designated game actions.
- If a disrupted unit receives another disrupted result due to combat, it is eliminated.
- If a disrupted unit receives a disrupted result due to bombardment, the result is ignored.
- Disrupted units may be restored to good order using the Rally procedures.
10.1 Disruption Effects
- When a good order unit is disrupted, it is flipped to its reverse side.
- Disruption has no effect on leaders and artillery units.
- Disrupted units:
- May move up to a maximum of two hexes, regardless of the actual MP cost of a hex or hexside.
- May not enter an EZOC, prohibited terrain, cross a prohibited hexside, or violate stacking restrictions. Fog has no effect on the movement of disrupted units.
- Cannot attack, even if in an EZOC.
- Do not exert a ZOC.
Important: Demoralization impacts the effects of disruption (12.0).
10.2 Rally
During the friendly Rally Phase, disrupted units may be restored to good order through Rally.
- Disrupted units in EZOC cannot attempt to Rally. Disrupted units adjacent to enemy units with no ZOC can attempt Rally.
Exception: Elite units may Rally in an EZOC (14.1).
- Non-elite infantry units of a demoralized army cannot attempt Rally (12.0).
- For each friendly disrupted unit, roll 1d6 and apply the following DRM (if applicable):
- a) Add the leader value of one leader unit stacked with or adjacent to the unit attempting Rally; and,
- b) −1 if the current GT is fog.
- c) −1 for cavalry of a demoralized army (12.2).
- If the modified result on the Rally Table (printed on the map) is:
- 5 or higher (an R result): The unit rallies and reverts to good order status.
- 4 or less: The attempt fails and the unit remains disrupted.
Example: A disrupted unit is adjacent to a friendly leader with a value of 2. The DR is 3; adding 2 gives a modified outcome of 5, which rallies the unit. If the current GT is fog, the player would add 2 (for the Leader) and subtract 1 (for the Fog) for an outcome of 4, which means the unit remains disrupted.
11.0 Leaders
Each leader possesses a leader value that has three functions:
- Augments the combat strength of friendly units (9.3);
- Provides a positive DRM for Rally (10.2);
- Allows artillery units of a demoralized army to conduct bombardment (6.1, 11.4).
11.1 Leader Operations
- Any number of leaders may stack in a single hex in addition to any combat unit or artillery units.
- Leaders cannot enter hexes containing enemy units, including combat units, artillery units and leaders.
- Leaders are always combat effective. They never disrupt.
- Leaders do not project ZOC.
- A leader value is not a combat strength. Leaders cannot attack or defend on their own.
- A leader is eliminated if:
- An enemy (good order or disrupted) combat unit enters the leader's hex; or,
- The leader is in an EZOC not stacked with a friendly combat unit.
Important: The strict sequencing of Dx combat results may require the elimination of a leader due to the elimination of any combat unit in the leader's hex.
11.2 Leader Effects on Combat
- The leader value of one leader in each hex containing a participating combat unit may be added to that unit's combat.
Important: The leader value of only one leader may be added to a combat regardless of the number of leaders which may be present in a hex.
- A leader must be present in the hex with a combat unit in order to apply the leader value.
- Leader values are adjusted for terrain and cavalry charges (9.1, 13.1).
- When applying Dx results on the CRT, leader value must be counted when determining enemy combat strength point losses to be taken. Leaders cannot be taken to satisfy exchange losses.
- Combat results do not affect leaders; however, leaders may be eliminated due to the elimination of other units in the leader's hex (11.1).
11.3 Leader Effect on Rally
One leader's value may be applied as a DRM to friendly Rally attempts (10.2).
- For each leader, this DRM is applied to all friendly units in or adjacent to the leader's hex.
- No more than one leader may contribute a leader value to a Rally attempt for each unit.
11.4 Inspiring Gunners
Artillery units of a demoralized army may not normally conduct bombardment; however, if a friendly leader is in the same hex, then any artillery unit in the hex may fire.
12.0 Demoralization
Each army has a demoralization level as determined by scenario rules. This level is the point that losses have gone high enough to create a general decrease in combat effectiveness.
12.1 Demoralization Tracks/Indexes
Each side has a Demoralization Track printed on the map.
- Demoralization points (DP) are recorded using demoralization markers (19.3).
- Demoralization points are added to the track as they occur.
- An army becomes demoralized when its demoralization level reaches or exceeds the threshold designated by the scenario. Flip the DP markers over to indicate this.
- Once demoralized, an army can never reverse demoralization.
Important: It is possible for both armies to become demoralized.
12.2 Effects of Demoralization
The units of a demoralized army suffer the following effects:
- Disrupted infantry units cannot Rally, either with or without a leader.
Exception: Elite units (14.0).
- Disrupted cavalry units can only Rally on a modified DR result of six or more.
- Disrupted units of all types have a movement factor of four hexes as opposed to two hexes (10.1).
- Cannot pursue (9.5).
- Artillery units move with their normal MF but cannot conduct bombardment unless stacked with a leader (11.4).
Designer's Note: Demoralization is distinct from disruption insofar as the former is a general condition for the entire army as opposed to a temporary condition for individual units. The increase in movement for disrupted units in a demoralized army represents the tendency to withdraw from contact in a disorganized fashion as an army's morale broke.
12.3 Post-Demoralization
If an army reaches its Demoralization Level, continue to record DP for units eliminated and other scenario conditions. The final level may affect victory conditions.
13.0 Cavalry
By the second half of the 17th century, regular cavalry widely employed the charge tactic with cold steel. Charges tended to be more effective against disordered infantry units, but at a price to the cavalry unit which usually became disordered in the ensuing melee.
13.1 Charge Procedure
During the friendly Combat Phase, a charge may be declared for any number of attacks that include at least one good order charge-capable cavalry unit.
Important: Defending cavalry units may not charge.
- Charge-capable cavalry units are cavalry units whose combat factor is enclosed within a black or red box.
- In general, all regular cavalry units are charge capable.
- Charge-capable cavalry units can charge only:
- Disrupted infantry; or,
- Any infantry, regardless of status, if the defending units belong to a demoralized army.
Exception: Cavalry cannot charge good order elite infantry of a demoralized army.
Important: If a charge-capable unit is required to attack a unit that the cavalry cannot charge and the cavalry must attack that unit, the cavalry unit cannot declare a charge.
Example: A charge-capable cavalry unit could not charge if adjacent to an enemy disrupted infantry unit and a disrupted or good order cavalry unit. However, if there was a second friendly charge-capable cavalry unit adjacent only to the disrupted infantry unit, the second charge-capable cavalry unit could charge the infantry unit and the first charge-capable unit could conduct a normal attack against the cavalry unit.
- Cavalry may not conduct charges against units defending behind entrenchment hexsides.
- Charge declarations are voluntary; however, once declared all charge capable cavalry in an attack must conduct a charge.
- Charges are declared for each individual combat prior to computing the combat ratio.
- Charging cavalry double their combat strength.
- One leader stacked in the same hex as the charging cavalry doubles its leader value for combat.
- If a charge is declared, all charge capable units must charge. Both charge-capable and non-charge-capable cavalry can participate in the same attack, but only charge-capable cavalry have their CF doubled.
- Infantry units may combine in attacks with charging cavalry, but only cavalry have their CF doubled.
Example: A cavalry unit with a printed combat strength of 5 and an infantry unit with a combat strength of 8 combine to attack an enemy unit with a combat strength of 5. A charge is declared, bringing the total attacking combat strength is 18 (the doubled cavalry plus the infantry). Combat odds are 3:1 (18/5 = 3.6, dropping the fraction). The combat result is Dx. The cavalry unit is disrupted as a result of the charge and, since the combat strength of the cavalry unit fulfills the Dx result, the infantry unit does not need to disrupt. If the defending combat strength was 6, odds would still be 3:1 (18/6 = 3). In the event of a Dx the infantry unit would need to disrupt since the cavalry unit's printed combat strength is less than the defending unit.
13.2 Charge Combat Results
- Apply combat results in charges normally, with the additional provision that all charging cavalry units automatically disrupt regardless of the results of the attack.
- Charging cavalry that receive an Ae result convert the result to disrupted. Other attacking units are eliminated.
- The printed combat strength of cavalry disrupted following a charge do count toward losses for the attacker in the event of a Dx result.
- Charging cavalry that receive a DD result are disrupted only once and are not eliminated.
14.0 Special Troops
The following units have unique rules: Elites, Light Troops, Grenadiers.
14.1 Elites
Units designated by scenario or counter as Elite (marked with crossed swords on a yellow background, 2.4):
- Are not affected by demoralization (12.0). They Rally normally, can pursue, etc., after their army has been demoralized.
- Can Rally if located in an EZOC (8.2).
14.2 Light Troops
Light troops include: infantry (musketeer) detachments, jaegers, irregular infantry, dragoons, light cavalry, and irregular cavalry. Light troops have their MF highlighted.
- Light units pay reduced movement costs for entering certain terrain per the TEC.
Example: A light unit would pay only 1 MP to enter a forest hex while other infantry would pay 2 MP.
- Light units have their CF doubled when defending in certain terrain types per the TEC. This includes both good order and disrupted units as well as demoralized units.
Important: Light unit CFs are never doubled when attacking.
14.3 Grenadiers
Grenadiers include all units with the grenadier symbol.
They have the following special capability:
- Fortification Assault: When attacking across an entrenched hexside from outside to inside, or into a fortress, they double their combat factors.
- Grenadiers defend normally.
15.0 Pavilions
Pavilions are immobile and can never move once placed on the map.
- Pavilions do not exert ZOC, nor do they have a combat strength.
- Enemy units cannot attack or bombard pavilions, nor do pavilions suffer combat results.
- Enemy infantry and cavalry units may enter a hex containing a pavilion, at which point the pavilion is eliminated. The infantry or cavalry unit can continue its movement if it has MP remaining.
- Eliminated or looted pavilions affect demoralization and victory points (20.6).
- Artillery and leader units cannot enter a hex containing an enemy pavilion unless accompanying a friendly combat unit.
16.0 Reinforcements
Reinforcements are units that enter the map after the start of a scenario. Scenarios list reinforcement units.
16.1 Entry onto the Map
- Reinforcements move onto the map from a designated map edge during the Movement Phase of the designated turn.
- Reinforcements pay normal movement costs for the entry hex.
- More than one unit can enter from the same hex, but must be lined up off map. Each successive unit pays one additional MP for each unit arriving ahead of it.
- Units can enter the map in an EZOC. They cannot enter the map into enemy occupied hexes or prohibited terrain.
- If any units cannot move onto the map for any of the above reasons, then remaining units enter on the first friendly Movement Phase there is a valid entry hex. Otherwise, units must enter on the designated turn.
17.0 Exiting the Map
When an army reaches its demoralization level, its combat units and leaders may exit the map via friendly map edges as defined by scenario rules.
- Exiting units move to a hex adjacent to the friendly map edge and then must expend the MP required to enter their current hex to exit the map. The unit is then removed from play.
- Exited unit can never reenter the map.
- Units may exit the map under other conditions (19.4).
18.0 Victory Conditions
Victory conditions are evaluated at the end of the final GT of a scenario or at the end of a GT where all of one side's units have exited or been eliminated from the map.
- Victory points (VP) are received for various conditions set by scenario rules. Conditions can include forcing the enemy above a certain level of DP, capturing geographical objectives, or other special conditions.
- VP conditions and awards are set by the scenario VP schedule. These include the current enemy Demoralization Level percentage, the elimination and/or capture of certain units, and control of hexes.
- VP for control of hexes count only if occupied by a friendly combat unit at the end of the game.
- The side with the lower total subtracts their VP from the higher side's total to determine the victory level as stated by scenario rules.
19.0 Scenario Instructions: Gates of Vienna 1683
The game has two sides: Ottomans and Imperial. Each side controls several sub-commands.
Important: While each side's sub-commands are divided into various named sub-commands, they may be deployed as desired within scenario requirements.
Example: Right Wing units could be deployed on any flank, and with units not necessarily in the same area of the map. Also, any national identifications on the counters, such as Bavarians do not count for Sub-Commands.
- Game Length: 12 turns.
- Sequence: Ottomans set up first and move second, Imperials set up second and move first.
19.1 Ottoman Deployment
- The Ottoman army is divided into five sub-commands:
- Vanguard (VG)
- Main Body (MB)
- Reserve (RS)
- Tartars (TR)
- Reinforcements (RR).
- Mustafa Kara is the overall army commander.
- Place all reinforcements aside. Remaining units are the Start Force.
19.1.1 Ottoman Start Force
Deploy all Start Force units in or adjacent to any of the following:
- Ottoman camp hexes, to include town hexes adjacent to camp hexes.
- South side of the entrenchments in hexes 1808–2015.
- Towns of Dombach (hex 1519), Neustils (hex 1116), Heilingstadt (hex 1508), and Nussdorf (hex 1304).
- Place the Ottoman Pavilion in any Ottoman camp hex.
19.1.2 Ottoman Reinforcements
- Ottoman reinforcements enter via the To Vienna hexes (south map edge hexes between 2304–2312).
- Starting on GT 2, the Ottomans may, but are not required to, check for reinforcements.
- When checking for reinforcements, at the start of the Ottoman Movement Phase, roll 2d6 and total the results.
- If the total is less than or equal to the current GT, the reinforcements arrive this GT. All reinforcements arrive on the same GT.
- On other results, the reinforcements do not arrive, and the Ottomans may roll on ensuing GTs.
- Once reinforcements have arrived, do not roll again.
- Ottomans cannot check for reinforcements on the final GT of the game.
Designer's Note: Ottoman reinforcements represent the weakening of Ottoman siege lines in front of Vienna in response to the arrival of the Imperial relief force.
19.2 Imperial Deployment
- The Imperial Army is divided into four sub-commands:
- Left Wing (LW)
- Center (Ctr)
- Right Wing (RW)
- Vienna Reinforcements (VR)
- Sobieski is the overall army commander.
- Place all reinforcements aside. Remaining units are the Start Force.
19.2.1 Imperial Start Force
Deploy all Start Force units within four hexes of the north map edge.
19.2.2 Imperial Reinforcements
- If Ottoman reinforcements enter the map, beginning with the subsequent Imperial Movement Phase the Imperials follow the same reinforcement check procedure as the Ottomans (19.1.2).
- If successful, Imperial reinforcements may arrive during the current GT via the To Vienna hexes (south map edge hexes between 2304–2312). All reinforcements arrive on the same GT.
Important: The Imperials may delay the arrival of Imperial reinforcements to a later GT. These units are placed on the GTRT for the desired GT of arrival.
Designer's Note: The Imperial reinforcements represent units making sorties from Vienna in response to thinning Ottoman siege lines.
19.3 Demoralization Levels
Ottoman Demoralization Level: 90
- Eliminated Ottoman regular infantry or regular cavalry unit: DP equal to the unit's CF.
- Eliminated Ottoman elite infantry or cavalry unit: DP equal to the unit's CF +1.
- Eliminated Ottoman Leader: DP equal to 3× the leader value.
- Elimination (or optional Looting) of the Ottoman Pavilion: 20 DP.
- Each time the Imperials capture or destroy an Ottoman static artillery unit: 3 DP.
- Each time the Ottomans recapture an artillery unit: −2 DP.
- Other Ottoman unit types: 0 DP.
Important: Once the Ottomans reach their demoralization level, ignore any DP for recapture.
Imperial Demoralization Level: 164
- Eliminated Imperial regular infantry or regular cavalry unit: DP equal to the unit's CF.
- Eliminated Imperial elite infantry or cavalry unit: DP equal to the unit's CF +1.
- Eliminated Imperial Leader: DP equal to 3× the leader value.
19.4 Victory Conditions
Victory Points are calculated at the end of the game.
Important: There are no sudden death victory conditions for Gates of Vienna.
Ottoman Victory Points
- Imperial army at 50–99% of Demoralization level: +1
- Imperial army at 100–149% of Demoralization level: +2
- Imperial army at 150% or higher of Demoralization level: +3
- Ottoman units, either good order or disrupted, occupy three or more entrenchment hexes (interior side): +1
- Ottomans control the pavilion, and it has not been captured at any point in the game: +1
Imperial Victory Points
- Ottoman army at 50–99% of Demoralization level: +1
- Ottoman army at 100–149% of demoralization level: +2
- Ottoman army at 150% or higher of Demoralization level: +3
- Exit one Leader plus six or more combat units off the To Vienna hexes: +1
Important: Vienna Reinforcements units exiting along the To Vienna hexes do not count for VP purposes.
19.4.1 Victory Level Table
- 0 VP: Draw
- 1 VP: Marginal
- 2 VP: Substantive
- 3+ VP: Decisive
19.5 Vienna 1683 Special Rules
19.5.1 Sub-Commands
- All Rally, bombardment, and movement must be conducted for one sub-command before initiating the same actions for another sub-command (6.0, 7.0, 10.0).
- Combat may be conducted in any order and may combine units from different sub-commands in the same attack or defense (9.0).
- Leaders can provide benefits such as combat bonuses and Rally DRMs only to units of their own sub-command (11.0).
- Overall commanders (Mustafa Kara, Jan Sobieski) provide all leader functions to all units on their side. They can move with any friendly sub-command, but only once per Movement Phase.
- If cavalry of different sub-command are in the same attack, they cannot charge together unless a Grand Charge is declared (19.5.4).
Editor's note: the printed cross-reference "19.5.4" does not exist in this rulebook; the Grand Charge rule is section 20.5. Transcribed as printed.
- Captured Artillery units bombard after all other friendly artillery units (6.0).
19.5.2 Friendly Map Edges
-
Ottoman: South (hexes 2304–2324)
-
Imperial: North (hexes 0105–0124)
-
The To Vienna hexes are used with the Reinforcement and Exiting the Map rules.
-
Units may exit off friendly map edges once their army has reached its Demoralization Level (12.0).
-
The Imperials may exit units off the south map edge via the To Vienna hexes (2304–2312).
- Only units from the Left Wing, Center and Right-Wing sub-commands may exit, not the Vienna Reinforcement sub-command.
Exception: If the Imperial army is demoralized, Vienna Reinforcements may exit the south map edge.
- Exiting units must be in good order.
-
Once units exit the map, they do not return to play.
19.5.3 Imperial Surprise
On GT 1, the MF of all Imperial infantry and artillery units is doubled.
20.0 Optional Rules
Optional Rules may be used to increase realism and play balance.
20.1 Imperial Victory Conditions
Imperial victory conditions are altered as follows:
- 0 VP: Marginal Ottoman Victory
- 1 VP: Draw
- 2 VP: Marginal Imperial Victory
- 3 VP: Substantive Imperial Victory
- 4+ VP: Decisive Imperial Victory
20.2 Combat Effects
- Grenadiers defending behind entrenchment hexsides have their combat strength tripled.
- Cavalry units receive no defensive bonuses when defending in woods, rough, or town hexes. Cavalry units also have their combat strength halved when attacking into woods or town hexes, or across entrenchment hexsides.
Designer's Note: This reflects the grenadier tactic of throwing grenades from behind parapets, as well as the ineffectiveness of cavalry when fighting in anything other than open terrain.
20.3 Road March
In the standard rules the only effect of roads is to negate the terrain costs for entering certain terrain types. When using this rule, units in road march mode further enhance their movement.
20.3.1 General
- Road march may be declared at the start of any friendly Movement Phase for any number of friendly units that begin the phase on road hexes. Place road march markers on those units.
- Units entering road march must be in good order and cannot be in an EZOC.
- Units using road march cannot enter an EZOC. They can move adjacent to enemy units which do not have ZOC (8.1).
- Units in road march retain their ZOC.
- Combat units using road march can enter hexes containing only enemy artillery, leaders, and/or pavilions, applying the usual effects.
- Units whose army has been demoralized cannot use road march (12.2).
Exception: Elite units (14.1).
- A unit in road march doubles its printed MF.
- Units in road march must move along continuous road hexes and cannot exit a hex if not following a road.
- Reinforcements can enter the map in road march via road map edge hexes.
- Road march markers are removed at the start and end of any friendly Movement Phase, and when any of the following occurs:
- The unit becomes disrupted or eliminated.
- The unit moves adjacent to an enemy good order unit.
- An army becomes demoralized.
Exception: Elite units (14.1).
20.3.2 Effects on Combat
- A unit in road march can conduct combat only when attacking disrupted enemy units.
- A unit in road march has its printed combat strength halved, rounded up. For Dx results, use the printed strength of the marching unit (not the halved).
- Charging cavalry and grenadiers assaulting fortifications/entrenchments use their printed combat strength as their CFs would be doubled and then halved.
- Artillery units using road march cannot bombard.
20.4 Expanded Cavalry Pursuit
There was a tendency of cavalry to get out of control when making a charge.
- Every time that an attack by charge-capable cavalry produces a De result, the cavalry unit must conduct a pursuit into each former defender occupied hex. This cavalry pursuit must be conducted prior to any other units pursuing (9.5, 13.0).
- If a friendly leader participated in the attack with the charging cavalry, the cavalry unit may conduct the pursuit but is not required to do so.
- In addition, if a leader is involved in the attack, pursuing cavalry may move a second hex in any direction.
20.5 Special Tactics
In Gates of Vienna, there is one Special Tactic for each side: Grand Charge.
- Grand Charge is declared at the start of any one friendly Movement Phase.
- In the Combat Phase of that GT, all charge-capable cavalry triple their combat factors for the attack, regardless of enemy unit type.
- Further, all charge-capable cavalry that attack must charge. This is regardless of sub-command, and units of different sub-commands can participate in the same charge attack.
- When played, no regular cavalry charges can be made on that GT.
- Grand charges attacks are otherwise carried out per the cavalry charge rule (13.0).
- When a grand charge is declared, the charging side's demoralization level increases by 10 points.
20.5.1 Special Tactics Specifics
- Each side can use this special tactic only once per game. Once declared, a side may not use special tactics again.
- Special tactics may only be declared on clear weather turns.
- When the use of a special tactic is declared, the demoralization level for that army increases by 10.
- A demoralized army cannot declare special tactics. This includes both non-elite and elite units.
- A declaration of special tactics can put an army into demoralization, but the special tactic is still conducted.
20.6 Looting Pavilions
When a friendly combat unit moves into a hex containing an enemy pavilion, flip it over to its looted or captured side. Do not remove the marker from the map.
- For the remainder of the game, neither side may Rally disrupted combat units that are in the same hex as the pavilion or adjacent hexes.
- A looted or captured pavilion counts as eliminated for victory purposes.
Editor's note: the printed text reads "Rally isrupted combat units"; the word is transcribed here as "disrupted".
20.7 Burning
Whenever an artillery unit fires at a town or village hex and the result of the DR is a 1, the town or village catches fire. This is in addition to any combat result scored against an occupying enemy unit.
- Artillery units can fire at either an enemy-occupied or empty town or village to start a fire.
- Place a Burning marker in the hex. It remains in place for the remainder of the scenario.
- Disrupted units in the burning town hex cannot Rally.
- Artillery units in a burning town or village hex cannot conduct bombardment.
- If a unit enters a burning town or village hex, it ceases movement. If a good order infantry or cavalry unit, it becomes disrupted. If already disrupted the moving units remain disrupted. Units starting in a hex with a Burning marker can move out normally.
- Units in burning town or village hexes otherwise engage in combat normally.
- Units in burning hexes cannot use special tactics. They do not receive defensive benefits for town or village defense. Otherwise, they engage in combat normally.
- Units attacking a burning hex are not affected.
20.8 Random Events
Certain circumstances will initiate a check on the Event Table.
- An event check must be initiated whenever any of the following occurs:
- A leader is eliminated.
- A static artillery unit is captured (but not for recapture).
- A pavilion is eliminated or captured (but not for recapture).
20.8.1 Procedure
The side initiating the action rolls 1d6, cross indexes it with the events on the table, then applies the explanation.
- Changes to Demoralization Points cannot reduce the index to less than zero. An army which is already Demoralized cannot un-demoralize via the Events Table. Leave the markers on their reverse side.
20.8.2 Occurrences
- There is a maximum of one event check per phase, but there can be an unlimited number of event checks in a game.
- A Random Event may occur multiple times during a game.
Examples:
- (a) A combat unit moves into a hex containing an enemy static artillery unit and a leader, capturing the artillery and eliminating the leader. Make one event check.
- (b) A combat results in the attacker losing a Leader but the pursuit captures a defending artillery. The attacker makes one event check.
Reference: Combat Units Capability Summary
Printed as the last page of the rules.
| Unit Status/Type | Movement | Blocks LOS? | Effect on Combat |
|---|---|---|---|
| Good Order Combat Unit | Printed MF | Yes | See combat rules. |
| Disrupted Combat Unit (pre-Demoralization) | Two hexes | Yes | Eliminated if disrupted again by combat and bombardment results of Dz. |
| Disrupted Combat Unit (post-Demoralization) | Four hexes | Yes | Eliminated if disrupted again by combat and bombardment. |
| Artillery (mobile) | Printed MF | Yes | Can be captured but not eliminated/disrupted (unless by a Bombardment result of Dz). |
| Artillery (static) | Immobile | Yes | Can be captured but not eliminated/disrupted (unless by a Bombardment result of Dz). |
| Leaders |
Reference: Random Events (Optional)
| DR | Event |
|---|---|
| 1 | Enemy rolls 1d6: Deducts that number of Demoralization Points from their current level. |
| 2 | Enemy rolls 1d6: Adds that number of Demoralization Points to their current level. |
| 3 | One friendly disrupted unit within three hexes of the hex that triggered the event may Rally without a DR and regardless of EZOC. |
| 4 | No effect. |
| 5 | One of the combat units which produced the event, along with any leader stacked with it, may move up to two hexes without paying normal terrain costs but not into prohibited terrain. They cannot enter hexes containing enemy combat units but can enter hexes containing enemy artillery and/or leaders. If ending the move adjacent to enemy units, it does not conduct an attack. (a) If an enemy leader was eliminated, it instead survives. It is placed with any friendly combat unit within three hexes regardless of terrain or intervening units; if none are within three hexes, then the leader is eliminated. |
| 6 | (b) If an enemy static artillery unit or pavilion was captured, the capturing unit is disrupted and must cease any movement in the hex; if the unit was already disrupted, there is no further effect. (c) If both conditions exist, apply a), then b). |