Radetzky's March: The Road to Novara
Radetzky's March: The Road to Novara Rulebook
Table of Contents
Table of Contents
- Campaign Game Victory Conditions
- Game Components
- Game Setup
- Stacking
- Sequence of Play
- Activation
- Movement
- Cavalry Charges
- Pontoons
- Bombardments
- Combat
- Supply
- Recovery and Reinforcements
- Campaign Game
- Scenarios
- Variants
- Fog of War (Optional)
- The Two Armies
- Order of Battle of the Armies on 20th March, 1849
Campaign Game Victory Conditions
The game ends with a sudden victory when one player recognizes his /her own defeat or when one of the following conditions is met:
- Any Sardinian supplied units enter Pavia (Sardinian victory).
- The Austrians occupy Casale, Vercelli and Novara with supplied units (Austrian Victory). A City is occupied when one unit enters the hex with the yellow triangle.
- The difference between the sum of Combat Points of permanently eliminated enemy units and the sum of Combat Points of his own permanently eliminated units is equal to or greater than 20 (victory of the player with least losses).
Victory at points
If sudden victory does not take place, the game ends in any case at the end of turn 20 and the player who scored the most points wins the game.
Both players check their score according to the following table:
| Player | Scoring |
|---|---|
| Both | 1 point for each strength step lost by the enemy |
| Both | 3 points for the control of each of the following cities: Mortara, Vigevano, Abbiategrasso, Magenta |
| Both | 6 points for the control of each of the following cities: Casale, Vercelli, Novara, Pavia |
| Austrian | 1 point for the Austrian player for each strength step of supplied Austrian units that exit off the map in the direction of Turin, west side of the map |
| Sardinian | 1 point for the Sardinian player for each strength step of supplied Sardinian units that exit off the map in the direction of Milan, east side of the map |
Game Components
Map
The map represents the area where the opposing armies met and fought. On it is superimposed a hexagonal grid that serves to regulate the placement and movement of units.
Each hex represents about 1000 meters of real terrain. The hexes may contain terrain of a different nature, both artificial and natural, which may affect movements and fighting in different ways.
The map also features a number of tables and tracks, to record and adjust some game functions.
Turn Record Track
On this track is recorded the progression of the game through the advancement of turns. Each game turn represents four hours of real time in day turns, and the whole night in night turns. Each box shows the amount of activation points available to each player for that turn.
Higher Commanders holding boxes
In these boxes (located at both end of the turn track) are placed the command chit of the formations activated by Radetzky and Chrzanowski.
Counters
Most of the counters in the game represent Sardinian (on a pale blue background) and Austrian (on a gray background) military units of various sizes, ranging from 400 to 3000 men. Almost all of them have a colored triangle, in the upper corner, to indicate the formation they belong.
On the counters there are numbers representing combat points, i.e. combat efficiency, and movement capacity. Units with combat points greater than 1 have two steps with the back of the counter, with a white stripe, representing the units' reduced combat capacity due to losses.
When these units suffer a step loss they are flipped to the reduced side, when they suffer a second step loss they are eliminated. Units with only 1 combat point have only one step strength and are eliminated when they suffer a loss.
On the counters there are also various numbers, names, symbols and colors that identify their type, historical designation and any combat bonuses.
Pontoons are considered military units, although they don't show combat values.
Independent units
Some Sardinian units (3° ad 4° Bers etc) do not have any colored identification triangle and do not belong to any formation; they are called 'Independent' and may be activated by any command as described below.
Command chit
The Command chits represent the Higher Commanders and the Commanders of the formations, Corps for the Austrian and Divisions for the Sardinian. On the latter there is the command radius (in hexes), the name of the officer and a band with the distinctive color of the formation under their orders. The Higher Commanders, Radetzky for the Austrian player and Chrzanowski for the Sardinian player, do not have the colored band, may command any formation of their army and have, in addition to the range of command, a numerical value that represents the number of formations they can command simultaneously.
The back of the command chit are the same for everyone; players are encouraged to keep their command chit always covered, to avoid the enemy knowing which formations are going to be activated.
Other Markers
Markers are used to keep track of various game functions, such as shaken, out of supply, forced march or represent other functions of the game such as dummies or pontoons; their use is explained in the appropriate sections.
Charts and Tables
Terrain Effects Table: The table shows the various costs that units must pay to enter a particular hex or cross a hexside and benefits for the units defending it, if any.
Combat Result Table - Cavalry Charge Table: These tables are used to resolve fights between units; their use is explained later.
Artillery Table: Used to resolve artillery bombardments.
Deployment Cards: Cards show the deployment zone of the units of both armies, at the beginning of the campaign game and of the various available scenarios.
Variable Placement Map: Used only for the campaign game variant with hypothetical deployment.
Hidden forces displays: Only used for the hidden movement variant of the game.
Dice: The dice are used for combat and other game actions.
Game Setup
The players choose which army to play and place the corresponding units on the map according to the campaign game deployment chart.
The Sardinian player is the first to deploy; the Austrian II Corps pontoons unit (d'Aspre) can already start in bridge mode in its placement area.
The turn marker is placed on box 1 of the Turn Record Track.
Stacking
Friendly and enemy units can never occupy the same hex at the same time. Up to 4 friendly units can be stacked in the same hex; of these four, two at most, can be of regular size. Smaller units are identified by an "s" ("small") on the counter. Stacks can be built or unbuilt at any time during the movement (or, in some cases, created as a result of fighting).
Commands and other markers are not units and therefore do not affect stacking.
Sequence of Play
Each game turn involves a set of activities by both players, typically moving forces and fighting. When all of the activities for that turn have been done, the turn ends and the next one begins; the turn marker advances one box on the Turn Record Track.
When all campaign game or scenario turns are completed, the game is over and the victory conditions are checked. The game may end earlier if special conditions for a sudden victory are met.
The detailed Sequence of play of each game turn is:
A - Players choose formations to be activated according to the availability of activation points for that turn and place their respective command chit in one opaque cup.
B - Activations:
- 1 - Pull a command chit and place it on the map.
- 2 - Movement of the activated formation.
- 3 - Artillery bombardment of the activated formation.
- 4 - Combat of the activated formation.
Steps 1, 2, 3 and 4 are repeated until there are no more command chit in the cup.
C - At the end of the turn, the 'Forced March' markers and all the Command counters are removed from the map; the 'Turn' marker is moved forward one square on the Turn Record Track and the sequence starts over from step A.
Night Turns
Night turns include some additional operations:
Supplies are checked and the "Out of Supply" and 'Shaken' markers are removed; units may recover step levels if certain conditions are met.
The exact sequence of activities in the night turns is the following:
- 1 - Formations Activation.
- 2 - Check the supply status of the units and place or remove 'Out of Supply' markers.
- 3 - Removal of 'Shaken' markers from units in supply.
- 4 - One unit per formation and any independent unit return to full strength if they are not out-of-supply, shaken or adjacent to enemy units (not valid for units already eliminated).
During night turns no bombardment is allowed. Already in contact and active units may attack but units moving during the night may not enter hexes adjacent to the enemy. Pontoons may be constructed and dismantled during night turns, even by units adjacent to the enemy.
Activation
In order to move and conduct combat, units must be part of an activated formation and be within the command radius of their Formation Commander or a Higher Commander.
Activation Points
They represent a theoretical estimate of the ability to move and fight of the two armies. The Turn Record Track indicates variable points availability depending on the army and the game turn. Activation points can only be used in the turn in which they are assigned, they cannot be accumulated from turn to turn. Unused points are lost.
Procedure
At the beginning of the turn, both players check the amount of activation points available on the Turn Record Track; each point allows the activation of a formation: a Sardinian Division or an Austrian Corps.
Players decide secretly and separately the formations to activate, selecting the appropriate chits, adding to them their 'Independent' chit and placing them all in the same cup where they can be shuffled and pull out alternately during the turn.
Players pull out the command chits from the cup. When a formation is drawn, the owning player may activate it or pass. If the player passes, the formation cannot be activated anymore during the turn.
Example: turn 2, the Sardinian player has 1 activation point; he decides to activate the division Ferdinando: he takes the corresponding command chit and places it in the cup together with the 'Independent' chit. The Austrian player has 4 activation points: he decides to activate Corps I - II - III and IV; he takes the corresponding command chits and places them in the same cup, together with his 'Independent' chit.
Note that Formation Commanders can only activate military units belonging to their own formation or without a specific designation (independent).
Example: D'Aspre will only be able to command II Corps units, with the yellow color triangle. Ferdinando may command units of his division, with the blue triangle, in addition to a Sardinian unit not belonging to a specific formation and that is within his command range.
Formation activation
The extracted command chit is placed on the map, near, beside or above a unit of its formation. It may also be placed adjacent to enemy units. All units of its formation that are within its command radius can be activated, i.e. they can move, bombard and/or combat.
The command radius cannot cross enemy units, hexes adjacent to the enemy that are not occupied by friendly units or forbidden terrain.
Together with the units of the formation, an independent unit within the command range may also be activated, but it can't be activated again for the current turn (just once). The command chit remains on the map until the end of the turn.
Higher Commanders, Radetzky and Chrzanowski
In addition to the formation Commanders, players also have counters representing the Higher Commanders: Radetzky for the Austrian player, Chrzanowski for the Sardinian player. These counters allow the activation and coordination of multiple formations simultaneously. Note that they have a larger command radius, expressed in hexes, than Division and Corps Commanders. The value on the counter is the Command Factor, it indicates the maximum number of formations that may be activated by the High Commander during the turn. Higher Commanders can also activate all independent units within their command range.
If a player decides to use an High Commander, he selects the formations to activate simultaneously, uses the necessary activation points and places their command chit in the High Commander Box on the map with their bottom side turned up; in their place, in the cup, he places the High Commander marker. When the High Commander is extracted, he is placed on the map as the Formation Commanders: all units belonging to the formations whose command chit is in the High Commander's box, together with independent units, within his command range, are automatically activated; from now on they may move and conduct combat as if they were a single formation. Higher Commanders can only be used in alternate turns. No additional command points are required for their activation.
Example: on turn 2, the Austrian player has 4 activation points; he selects the II and III Corps markers by placing them in the Radetzky box on the map; he places the Radetzky chit instead of Corps commanders' chits in the cup from which the chits are drawn; furthermore, since he also has two activation points, he selects the I and IV Corps and places the chits in the same cup, together with his Independent chit. The Austrian player may use Radetzky again from turn 4. The player does not gain any extra activation points by using the High Commander marker. What he gains is a coordinated action: all activated units of the II and III Corps move and fight together under Radetzky, while in the usual command chit pull procedure the formations are not activated in a coordinate way.
Independent Activation
Every turn, including night turns, players have the chance to activate some units independently from the activation of the formations. Once the 'Independent' chit has been drawn, it is placed on the map next to the designated units, provided they have not already been activated in that turn. The command radius in this case is 1 hex. The maximum number of units you may activate in this way is 3; they do not have to belong to the same formation. These units can not be activated again later during the current turn. The 'Independent' chit does not cost activation points.
Movement
Once a formation has been activated, its units in command may move individually or as a stack. Movement is voluntary, a player may move all, part or none of his units. Units are not obliged to use all movement points available. Single units or stacks must complete movement before starting with the next one. The number of hexes a unit can move is given by its movement factor; the unit must always have enough movement points available to enter each hex it moves into or hexside it crosses (in other words, there is no minimum movement of one hex regardless of the terrain cost); the number of movement points it spends depends on the type of hex (and hexside, if applicable) as indicated in the Terrain Effects Table. It is forbidden to enter or cross hexes occupied by enemy units.
Movement in contact with enemy units
Entering any hex adjacent to an enemy non-shaken unit costs 1 additional movement point. Enemy units that come into contact with the moving unit may move in their opponent's turn (see the 'Breaking Contact' rule). Enemy units on the opposite side of the Major Rivers are considered adjacent for the purpose of this rule.
Breaking contact with the enemy
Any unit of light infantry (infantry units with a movement factor of 4 points), horse artillery, cavalry (or stacking composed exclusively of these types of units), even if shaken, can retreat one hex whenever enemy units with equal or lower movement factor move into a hex adjacent to it. Units breaking contact cannot move adjacent to other enemy units unless the retreat hex is already occupied by friendly units.
If a stack decides to break contact then all its units must move, even to different hexes; the starting hex must be left empty.
If it cannot fulfill this condition then it cannot break contact. This option must be exercised immediately. There is no limit to the number of times that this action can be executed by the same unit or by the same stacking. Breaking contact only temporarily interrupts the movement of the unit that caused this effect: the unit's movement can resume if it still has movement points available. Cavalry may break contact with the enemy moving two hexes, always if it does not end movement adjacent to enemy units.
Road Movement
Roads negate terrain costs.
Units that move entirely by road add 1 movement point to their total availability. This additional point can be spent to make contact with enemy units.
Example: the Sardinian player moves his unit 3° Piemonte along the road, towards the Austrian unit Grnz 3, paying 1 movement point to which he adds another point because he entered a hex adjacent to the enemy. The Grenzers decides to break the contact and moves one hex along the road towards Motta Visconti. The 3° Piemonte, who still has 2 movement points available (because it's moving entirely along the road), continues to move, arriving again adjacent to the Grenzer and another Austrian unit, KJ 4, and finishing his movements points. Grenzer and Jäger, although they could break contact, decide to stay where they are.
Leaving the map
In some cases players may move their units off the map as specified in the victory conditions.
When a player wants to take advantage of such conditions he simply sets the exited units aside, their value in step levels will be calculated at the end of the game. Leaving a road hex and move off the maps costs 1 movement point. Units that left the map cannot come back.
Forced March
The formations, once activated, may make a forced march. This movement doubles the movement points available to units within the command range of the activated formation's command counter, including the activated independent units.
A special marker is placed on the formation command's counter that is using forced march. In order to use this type of movement, units can start in contact with enemy units but can never enter hexes adjacent to the enemy. No unit in the force marching formation may attack or bombard that turn. However, they can be attacked; the attacker benefits from +1 to the combat or charge die against units that have performed a forced march. At the end of the movement a die is rolled for the formation that made the forced march: with a result of 1 a step strength is removed by any unit belonging to the formation. Out of supply units can't perform this type of movement. Forced March markers are removed at the end of the turn.
General Retreat
Only once, during the course of the game, both players have the opportunity to forgo normal activations and instead declare a general retreat. If they do, one, some, or all of the player's formations, in that turn, may move toward their supply centers in the same manner as a forced march.
At the end of the movement, a die is rolled for each formation that has made a general retreat: on a roll of 1, 2 or 3, one step strength is removed from any unit belonging to the formation in question.
Enemy units's visibility
You can inspect enemy stacking only if friendly units are adjacent to it.
Cavalry Charges
During movement, activated cavalry units (or stack), can charge enemy units positioned in clear terrain.
To do so, simply move the unit or stack adjacent to the objective and declare the charge.
Charges are not allowed through bridges, fords, rivers, streams and ridges.
Procedure
The active player rolls a die for each step of charging cavalry unit;
a roll of 5 or 6 eliminates one step from an enemy unit; immediately afterwards the defender, before applying the results of the opponents' dice, roll one die for each infantry unit and one die for each step strength of cavalry or artillery charged: a result of 5 or 6 eliminates one step strength of the attacking cavalry. Shaken units cannot roll for defense themselves.
No modifiers can be applied to die rolls and retreats cannot be used to absorb losses. If the charge eliminates all the defenders of a hex the cavalry can enter the hex and, in the next phase, attack normally adjacent enemy units.
Example: The Austrian player activates Uhl 1 which moves two hexes, stacks the Dr 2 counter, moves another two hexes along the road, and charges the Sardinian regiment. The total number of strength steps of the stack is 3, so the Austrian player rolls 3 dice; he rolls 2,5,6, sufficient to eliminate the Sardinian unit, which before being removed from the map rolls a die in turn, obtaining a 5; the Austrian player flips the Dr2 counter to absorb the loss.
Pontoons
Po, Ticino and Sesia are major rivers; the units can cross them only through bridge, ford or pontoons.
Opposing units on the opposite side of the major rivers are considered adjacent, even if no combat is allowed.
Players can build pontoons across major or minor rivers. Pontoons do not have combat factors. They cannot be used to absorb losses. For resupply purposes, pontoons can connect two adjacent hexes that contain unconnected roads separated by a river.
Pontoon Building
To build a bridge, the player must have a pontoon unit from an active formation in a hex adjacent to a river; if he doesn't move it, the counter is flipped to the side of the bridge and from that moment all friendly units can cross it by paying 1 movement point.
A bridge can be dismantled simply declaring it and the player turns the counter on the unit side; this unit will be able to move again during the next turn.
Seizing and destroying Pontoon
A unit that moves to or is adjacent to a pontoon with no enemy units adjacent to it, can destroy it by simply declaring it and removing it from the game, spending 2 movement points. Alternatively, it may decide to capture the pontoon and use it, again spending 2 movement points. A pontoon can be captured several times during the course of the game, until it is destroyed.
The bridges already on the map can never be destroyed.
Bombardments
Artillery units, once activated, if they are not performing a forced march, may either fight or bombard enemy units or stacks up to two hexes away; artillery units may not participate in combat in the same turn in which they bombard. Bombardment occurs at the end of the unit's movement and before combat. The combat factor of an artillery unit cannot be divided among several target hexes.
Artillery units firing at the same hex at the same time must add their combat factors, always using only a single die.
A hex can only be bombed once per activation.
Bombardment obstacles
Bombardment is always possible in the adjacent hex. If the target is two hexes away and all hexes between the artillery and the target are woods or town, bombardment is not allowed.
Bombardment Procedure
The active player indicates bombarding artillery units and their target hex; then, the active player adds up the combat factor of the bombarding units, identifying the appropriate column on the artillery table; roll a die, apply the modifiers to the bombardment and find the result on the table.
Results' explanation
- SH: All units in the bombarded hex become shaken; if already shaken there is no additional effect.
- 1: A unit of the defender's choice receive one step loss.
- 1SH: One unit of the defender's choice loses one step and all units in the bombarded hex become shaken; if already shaken, no additional effect.
Example: Both active Austrian II Corps artillery bombard a Sardinian regiment that is in open terrain two hexes away; the combined combat factor of the bombarding units is 5; The Austrian player rolls a die and gets a 6; since the target unit is two hexes away, the die is decreased by -1, giving a final result of 5 which means, for the Sardinian regiment, the loss of one step.
Combat
After movement phase and bombardment phase active units can attack adjacent enemy units.
Combat is voluntary, you are never obliged to attack; if a counter or a stack decides to fight it must engage all adjacent enemy units unless they are shaken or already attacked by other units or stacks; in this case the attacker can decide which hex(es) to attack.
A stack can divide its attacks by assigning each unit to a different combat.
Example: A stack is adjacent to three hexes occupied by the enemy; if it wants to attack it must attack all three hexes, either in one combat (add all three hexes defenders' combat factors) or in separate combats. Both are valid options. If the three hexes occupied by the defender have different terrain effects, the defender chooses which modifier to apply to the combat, if the attack is against all three defenders in one combat.
A unit (or stack) can be attacked simultaneously by all surrounding hexes; simply, all units attacking a hex and all defending units add up their combat factors and resolve the combat.
The attacker decides the order of combat; one combat must be resolved by applying the results before moving to the next.
Procedure
For each combat, the total attack value is calculated by adding the combat factors of all attacking units and dividing it by the sum of the defenders' combat factors, thus obtaining a force ratio, rounded down if necessary.
Force ratio indicates the column on the Combat Result Table and this will be used to read the combat result. It can be modified according to the tactical situation or by terrain effects.
Ratios greater than 4:1 are however resolved on the 4:1 column, ratios below 1:3 are resolved on the 1:3 column. The attacker rolls the die, applying possible modifiers to its results and then on the force ratio column reads the results. Combat effects are immediately applied to involved units before moving on to the following combats.
Combat Modifiers
Terrain
When the defender occupies certain types of terrain or the attacker must cross certain particular hex sides, the defender benefits from one or more left columns shifts on the Combat Result Table. These effects are shown on the Terrain Effects Chart.
This benefit only applies if all attacking units must cross that particular side of the hex. These modifiers are not added up.
Encirclement
If a unit or stack is attacked by units in opposite hexes or by units in three different hexes separated by empty hexes the attacker benefits from a right column shift on the Combat Result Table.
The encirclement is not possible against fortified cities or fortified hexes.
Elite Unit Modifiers
Some units have a number inserted in a white circle. This number represents the greater effectiveness of that unit (combat bonus) and may be added (attack) to or subtracted (defense) from the dice roll when the unit is engaged in combat, either in attack or defense. For each hex engaged in combat a maximum of 2 modifiers can be used: one for artillery and one for infantry/ cavalry.
Combat Results
Combat Result Table shows losses as strength levels lost by the Attacker (A followed by a number) or lost by the Defender (D followed by a number). Losses can be distributed throughout every units involved in the combat, causing the following effects:
- A unit with only 1 strength step or a reduced unit is eliminated when it takes 1 loss.
- A unit with 2 strength steps is flipped over to show the reduced side when it takes 1 loss and it is eliminated if it takes 2 losses.
Players can reduce losses by 1 or 2 strength levels accepting a withdrawal of the same amount of hexes according to the following table:
| Withdrawal | Effect |
|---|---|
| 1 withdrawal hex | Reduced losses of 1 strength step |
| 2 withdrawal hexes | Reduced losses of 2 strength steps |
Retreat after combat result
The retreat affects all the units involved in the same combat, both in defense and in attack. The retreat allows the unit to move towards its own lines and supply sources, in priority choosing empty hexes and avoiding passing adjacent to enemy units. If the retreating unit ends its movement in a hex already occupied by the maximum number of units, it must continue its retreat to the first hex allowed.
It is allowed to end the retreat adjacent to the enemy.
It is not possible to retreat outside the game map or through enemy units or impassable terrain. If retreat is not possible, the units are eliminated. All units that retreat from combat, whether in defense or attack, become shaken.
Advance
The player can move his attacking units into the hex left vacant by the defender, according the normal stacking limits. If D2 result or higher results is obtained on the Combat Result Table and this resulted in the elimination of the defender or a retreat exceeding 1 hex, the attacker may advance 2 hexes: the first hex is the one left vacant by the defender, the second one can be any hex adjacent to this.
Shaken Effects
Shaken units cannot attack or bombard, defend themselves normally but they cannot use the combat bonus; they maintain their ability to move and they can perform forced march. Entering a hex adjacent composed only of Shaken units does not cost the additional movement point. Attacking units or stacks are not obliged to attack shaken enemy units or stacks. The marker is removed at the end of the activation, if the unit was activated without moving and is in supply or during a night turn. Further shaken results have no effect on already shaken units. Shaken units cannot defend against cavalry charges.
Example: The 4th Sardinian division is active and attacks: the 3rd Piedmont regiment attacks the Austrian unit IR 28; the combat ratio is 1:1; the Sardinian rolls the die and gets '1' which, thanks to the bonus, becomes 2; the result on the combat table show 'A1'; the Sardinian unit retreats one hex and is 'Shaken'. The 14th Pinerolo and the Sardinian artillery attack the Grz 3 unit; in this case the ratio is 2:1 (the Sardinian combat factor is 6 while the Austrian one is 3); the Sardinian rolls a 6; since both have a modifier of +1 (the Sardinian artillery and the Grz 3) cancel each other out; the 6 on the combat results table under the 2:1 column reads 'D2'; the Austrian player retreats his unit two hexes and it becomes 'Shaken'. The last combat sees the 4th Piemonte, the 13th Pinerolo (the latter is not obliged to attack the other Austrian unit it is adjacent to, the KJ 4, because it has a Shaken marker) and the Bersaglieri attack the unit IR 7; the sum of the combat factor of the Sardinian units is 9 compared to the 4 of the Austrian unit would give a ratio of 2:1; however the Austrian unit is surrounded so the combat ratio rises to 3:1; the player rolls the die and gets a 6 which, modified by the +1 of the bersaglieri, rises to 7 and involves a result of D3: the Austrian withdraws the unit by two hexes and thus absorbs two losses; he flips it to the side with the white band to absorb the third loss and finally places a Shaken counter on the unit.
Supply
In order to move and fight at full efficiency, units must be in supply. The supply status of each infantry and artillery unit is checked during the night turns, noted on the Turn Record Track.
Units are in supply if they are within 5 hexes of a road continuously connected to a friendly supply source, even if it crosses bridges and fords and this path is not adjacent to or occupied by enemy units.
Supply sources are the hexes on the map edge marked by the respective symbols with colors of the two armies.
A friendly supply source can be occupied by enemy units. If this happens, that supply source is no longer valid for supply purposes as long as it remains occupied.
Cities supply
Units occupying city hexes (Novara, Vercelli, Casale, Pavia, Mortara, Vigevano, Abbiategrasso, Magenta) are supplied even if they are not able to draw a line towards a friendly supply hex.
Effects of being out of supply
- Out of Supply units receive an 'Out of Supply' (OOS) marker.
- Units that already have an 'Out of Supply' marker and are still out of supply also become Shaken.
- If they already have an 'OoS' and a 'Shaken' marker and are still out of supply they lose one step.
- Units out of supply in combat, both attacking and defending, have their combat factor halved.
Recovery and Reinforcements
During night turns, units that have suffered losses may recover one step level, provided 1) they are not adjacent to enemy units and 2) they're in supply. Only one unit per formation can be recovered per night turn. A step level of any one independent unit can also be recovered in the same way. The recovery is done by returning a reduced unit to full strength by flipping the counter over.
Off-map or eliminated units can never be recovered.
Reinforcements
As shown on the Turn Record Track during the game both players can receive reinforcements. These units are placed on the entry hex in the specified turn or subsequent turns, as can be seen from the campaign game's setup card. From now on they can be activated according to the rules. If the arrival hex is taken by the enemy or it is over-stacked, reinforcement can take position in adjacent hexes.
Campaign Game
For the set up of the forces follow the deployment cards.
Duration: the game starts on turn 1 and ends on turn 20.
Victory conditions: those of the campaign game
Special rules: Austrian surprise
During the first game turn, simply declaring it, the Austrian player can move the II Corps at any time, no need to draw the D'Aspre (II Corps) command counter.
Scenarios
The scenarios examine some episodes of the campaign; they are shorter games than the main game and involve only a part of the forces available to the players.
They are primarily designed to allow players to practice the different aspects of the game.
Playing area and required forces are specified in the appropriate deployment cards.
The Sforzesca
The First Austrian Corps clashes with the vanguard of the Sardinian army south of Vigevano.
Duration: from turn 5 to turn 9.
Play Area and Deployments: View the Deployment card.
Activation Points: 1 activation point per turn for both players (+ independent chit); Higher Commanders can not be used.
Victory Condition: Sudden victory for the Austrian player when he controls Vigevano, otherwise awarded to points at the end of the scenario by scoring 1 Victory Point for controlling each of the following locations: Gambolò, Borgo San Siro and Sforzesca.
Mortara
The commander-in-chief of the Sardinian army reacted late to the Austrian move. On the 21st, however, most of the Sardinian army managed to get in position to defend the vital crossroads of Mortara and Vigevano …
Duration: from turn 5 to turn 9.
Play Area and Deployments: View the Deployment card.
Activation points: both players have 2 activation points each turn (+ independent chit) the two Higher Commanders can not be used.
Victory Condition: Sudden victory for the Austrian player when he controls Vigevano or Mortara, otherwise awarded to points at the end of the scenario by scoring 1 Victory Point for controlling each of the following locations: Gambolò, Borgo San Siro, Sforzesca, Remondò, S. Albino and Castello d'Agogna.
Fateful Novara
After the clashes of Mortara and La Sforzesca, with a masterful retreat the Sardinian army stopped to defend of the city of Novara, while the Austrian armies converged on it …
Duration: from turn 15 to turn 20.
Play Area and Deployments: View the Deployment card.
Sardinian: all divisions have already suffered losses from fighting and marching. To reflect this all FORM units are removed from play and all the Sardinian cavalry units lose one step. The 2nd, 3rd, 4th and R divisions start 2 steps down (some units, chosen by the Sardinian player, start the game showing their weaker side). The first division starts 4 steps down.
Activation Points: as in the Turn Record Track. Both Higher Commanders can be used. The Austrian player starts first, with the II Corps already active, not needing to extract the command counter.
Victory Conditions: The Austrian player gets the automatic victory if Novara is conquered or the Sardinian army is out of supply, otherwise at the end of turn 20 the victory goes to the player who has scored the most points.
Ramorino Obeys the Orders
General Ramorino, commander of the 5th division of the Sardinian army, disobeyed Chrzanowski's orders that required him to deploy the main forces at its disposal between Vigevano and Pavia, guarding the Ticino. His disobedience, which he paid with his life, probably influenced the outcome of the campaign.
In this variant the 5th division is supposed to be deployed in compliance with the orders received.
Duration: as for the Campaign game.
Deployment: as per the Campaign game except that all units of the 5th division can be placed from the beginning of the game within 4 hexes from the villages of Cava - Carbonara - Zerbolò - Groppello - Garlasco - Dorno.
Victory conditions: as per the basic game rules.
Variants
Hypothetical initial deployment
Before starting the game, both players place, alternately, on the Variable Placement Map, their command counters turned to the back, in order to hide them from the enemy, respecting the limits indicated for each box on the map.
Example: min 1 max 4 means that the Sardinian player must place at least 1 command counter in the box, but maximum 4.
When all the command counters are placed on the boxes, they are turned simultaneously by both players, revealing the side that identifies the commander and the formation.
Then all the forces corresponding to each command counter on the Variable Placement Map are deployed on the game map, respecting the deployment notes printed on the map. Independent units follow the placement rules, and restrictions, of the campaign game.
When all the players' forces have been placed on the game map, the campaign may begin in the usual way.
Example: on box the Sardinian player has placed Divisions Ferdinando (4) and Bes (2); when he must deploy on the game map the forces of these two Divisions, he can place them within five hexes from Vigevano.
The non-participating forces
Some Sardinian forces did not participate in the campaign because they were engaged in missions far from the theater. This variant allows you to investigate what would have happened if these forces had been able to intervene.
The sixth Sardinian division can enter from turn 5 or from the following ones starting from the cities of Vercelli or Casale. From that moment, until the end of the game, the Sardinian player can have 1 additional activation point for each game turn.
Fog of War (Optional)
Two optional rules have been introduced to make the game more varied; the players can choose, if both agree, which of the two to apply.
Dummy markers
Both players have 'Dummy' markers representing ghost units that may be used to hide unit stacking and confuse the enemy about formation's real composition.
Dummy markers can only be used together with real units, without exceeding the allowed number of units per stack (4 units per hex).
Players may place their Dummy markers at the beginning of each turn on top of their units and remove them at any time.
Dummies can never move alone but must always move with their stack, even in case of break contact, and they retreat or advance with the real units of their stack. Dummy markers cannot be used to absorb losses.
To play this optional variant it doesn't matter if the dummy tokens have a letter or not on the back, they can all be used.
Hidden Forces Display
They serve to mask the forces of the two armies, at least in the early stages of the game.
Each display has 8 boxes, ranging from A to H, which correspond to as many dummy markers (letter printed on the back); at the beginning of the game, each player can place single units or entire formations inside the squares; in their place, on the map, he places the corresponding dummy marker. Formations can also be split into multiple boxes; the important thing is that there is an equivalent number of dummy counters on the field.
Each time a player draws a command chit, he can decide, instead of activating the corresponding formation, to move two of his dummy markers by five movement points.
As soon as a dummy is in a hex two or less away from enemy unit, it is forced to reveal itself: the dummy is permanently eliminated; in its place, on the map, the units of the box corresponding to its letter are placed. Units are stacked according to this principle:
- Not less than four units per hex, beginning in priority with the hex(es) occupied by the dummy, respecting stacking limits;
- Excess units pile into adjacent hexes, always trying to keep at least two hexes away from the enemy;
- All revealed units are considered to be subject to the forced march rules for that turn.
Only dummy tokens that have a letter on the back can be used to play this optional variant.
The Two Armies
Austrian Empire (Kaiserreich Österreich)
The Infanterie-Regiment (IR) is the main line infantry unit. In 1848, there were 58 regiments of the line in the Austrian Empire, designated either as German or Hungarian according to the recruitment area of the regiment. Thus, IR45 (Erzherzog Sigismund) would be considered a German regiment, even though 38% of its members had Italian surnames and were recruited around Verona. Each regiment carried both a numerical designation (i.e. IR No. 3) and the name of its Inhaber, its titular owner, usually a member of the highest rank of the aristocracy who were not expected to actually lead their units into battle.
Each regiment had three field battalions. A regiment also had two Landwehr battalions (except those from Italy) and two grenadier companies organized into separate battalions. They were armed with M1842 smoothbore muskets. Hungarian regiments wore a slightly more elaborate and flashier uniform. As these soldiers served for longer time periods than their Piemontese adversaries, they were, in general, more experienced.
Grenadiers (G) were elite heavy infantry unit. While they continued to be administratively part of their designated Infanterie-Regiment, they were organized into separate grenadier battalions composed of grenadier companies from different regiments.
Landwehr (L) were reserve units suitable for local defence and garrison duty. Their main purpose was to free up the regiment's field battalions for deployment.
Feldjäger (FJ) were independent battalion-sized light infantry units. There were 12 Feldjäger battalions overall, plus 4 Tyrolean Feldjäger battalions organized as a Tiroler Jäger-Regiment. They were known as [sentence truncated in the source]
Kaiserjäger (KJ), as the Inhaber of the regiment was the Emperor himself. The first two ranks of the Feldjäger were armed with short rifles (Kammerbüchse), the third rank with carbines. They wore grey uniforms.
Grenz-Regiment (Grnz) were a Habsburg specialty. In order to protect the Empire from Ottoman incursions in Croatia and Hungary, a special military border region was established. All men living in these areas were liable for military service for life in exchange for fiscal and other privileges. In 1848/1849, this was already an anachronism, as the danger of an Ottoman invasion was minuscule. There were 18 Grenz-Regimenter of two field and one reserve battalions each. Each company had a complement of 20 sharpshooters.
Styrian Rifles (ST) and Vienna Volunteers (VVI) are volunteer units raised in Styria and Vienna in 1848 with the purpose of defending the unity of the Empire in Italy.
Dragoons (Drg - Dragoner) were heavy cavalry, though not as heavy as Cuirassiers. A Dragoon regiment had six squadrons. Heavy cavalry as well as the Chevaux-Legers were recruited in the German part of the Empire.
Of the different types of light cavalry units were 12 regiments of Hussars (Hus), 4 of Uhlans (Uhl) and the already mentioned 7 regiments of Chevaux-Legers (Chl). Each light regiment had eight squadrons. Uhlans were equipped with lances. Hungary provided the Empire with Hussars, among them Husaren-Regiment No. 5 whose primary Inhaber used to be King Carlo Alberto of Sardinia replaced as its new Inhaber by the victorious Field Marshal Radetzky himself.
The artillery was divided into field artillery (on foot or horse artillery), the bombardier corps and the rocket corps (Feuerwerker). There were 16 rocket batteries overall, with six rocket tubes each. The Field batteries had 6 pieces each, with 6 and 12 pound cannons and 7-pound howitzer.
Sardinian Kingdom
Infantry: The infantry of the Kingdom of Sardinia-Piedmont was organized into ten brigades 2 regiments each. The guard brigade was formed by two grenadier regiments of three active battalions and a Cacciatori regiment of two active battalions. The other line infantry brigades were named on the basis of the original prevalent recruitment area. The 18 line infantry regiments had three field and one depot battalion each. The line infantry regiments were numbered sequentially. Each battalion was composed of 4 companies: the 1st and 2nd btg. were composed of three companies of Riflemen and one of a grenadiers, the 3rd btg, all the companies, hunters. The infantrymen were armed with a French-style smooth-bore rifle.
Bersaglieri were a new type of elite light infantry first organized in 1836. There were five battalions of regular Bersaglieri and three battalions composed of Lombard and Venetian volunteers. The regular Bersaglieri were armed with rifled carbines that allowed precision shooting. They were assigned both as battalions as well as company-sized detachments. There was also an under-strength battalion of royal marine infantry.
Cavalry: The cavalry was divided into six regiments of six squadrons each. They were named according to some of the Kingdom's regions: Nizza, Royal Piedmont, Genoa, Novara, Savoy and Aosta. They were all regiments of heavy cavalry, armed with spear, saber and pistol. The artillery was organized into fortress, horse, field and position artillery. The field artillery had 8-piece batteries each, with 8 and 16-pounder guns and 32-pound howitzer.
Order of Battle of the Armies on 20th March, 1849
Sardinian army - LG W. Chrzanowski
- 1ª D. - Durando
- B. Aosta: 5° rgt., 6° rgt.
- B. Regina: 9° rgt., 10° rgt.
- 5ª cp Bers
- Rgt. Nizza Cav
- 6ª btr. battaglia
- 8ª btr. battaglia
- 2ª D. - Bes
- B. Casale: 11° rgt., 12° rgt.
- B. Composta: 17° rgt., 23° rgt.
- 6ª cp Bers
- Rgt. Piemonte Cav
- 4ª btr. battaglia
- 2ª btr. pos.
- 3ª D. - Perrone
- B. Savoia: 1° rgt., 2° rgt.
- B. Savona: 15° rgt., 16° rgt.
- 7ª cp Bers
- Rgt. Genova Cav
- 3ª btr. battaglia
- 7ª btr. pos.
- 4ª D. - P. Ferdinando
- B. Piemonte: 3° rgt., 4° rgt.
- B. Pinerolo: 13° rgt., 14° rgt.
Austrian army - FM Graf J.J.F. Radetzky
- Attached to Radetzky: II/IR 56; M. Bt. 1; H. Bt. 1; Rak. Bt. 5,7
- I. Korps - Wratislaw
- Div. Haller
- Br. Strassoldo: IR 17; FJ 10; Hus 5 · 2 s.; Fuss. Bt. 2
- Br. Clam-Gallas: Grnz 8; IR 7; Hus 5 · 2 s.; Ber. Art. 1
- Div. Wohlgemuth
- Br. Görger: KJ 4; Grnz 3; IR 44; Hus 5 · 2 s.; Fuss. Bt. 3
- Br. Festetics: IR 28; II/IR 44; Hus 5 · 2 s.; Fuss.Bt. 1
- Bt. 1; Ber. Art. 3; Rak. Bt. 1
- Div. Haller
- II. Korps - D'Aspre
- Div. Schaffgotsch
- Br. Liechtenstein: KJ 2; VV 2; I/IR 56; Hus 7 · 2 s.; Fuss. Bt. 5
- Br. Simbschen: IR 47; Hus 7 · 2 s.; Fuss. Bt. 6
- Div. Albrecht
- Br. Kolowrat: FJ 9; IR 1; IR 52; Hus 7 · 2 s.; Ber. Art. 2
- Br. Stadion: FJ 11; IR 21; IR 33; Hus 7 · 2 s.; Fuss. Bt. 4
- Bt. 2; Ber. Art. 5; Rak. Bt. 2
- Div. Schaffgotsch
- III. Korps - Appel
- Div. Lichnowsky
- Br. Maurer: FJ 3; ST 3; IR 45; Fuss. Bt. 20
- Div. Lichnowsky