The Russo-Swedish War
The Russo-Swedish War Rulebook
Table of Contents
Table of Contents
1.0 Introduction
Forgotten Napoleonic Campaigns (FNC) uses a single operational-level system to examine two of the more obscure, though nonetheless interesting, campaigns fought during the Napoleonic Wars. The two complete games included in this issue are: The Russo-Swedish War (RSW), which covers the 1808 invasion of Finland, and The Egyptian Campaign (EC), which deals with Napoleon's invasion of the Middle East. Both games are two-player contests of low-to-intermediate complexity, meaning experienced players can master the rules and finish a match in one session of three to five hours. Those new to wargaming are best advised to get an old hand to show you the ropes, if any such person is available to you. The rules for both games are the same except in the specific areas noted below.
1.2 Game Scales
Each hex on both maps represents 12.4 miles (20 kilometers) from side to opposite side. Each game turn in both games generally represents one calendar month. In RSW, however, winter turns each represent two months; while in EC summer turns each represent two months. The individual units of maneuver represent brigades, regiments and battalions, formations varying in size from a few hundred to a few thousand men. Naval power is represented abstractly with markers used to denote the firepower of whole fleets or flotillas.
Old Hands Note. All units in both games are one-steppers and there are no ZOC. (If you don't know what any of that means, don't worry about it.)
1.3 Paper Tiger Variant Counters
The 65, mostly red-on-gold, unit-counters printed across the bottom four rows of the countersheet are errata and variant counters for Winged Horse: The Vietnam War, 1965-66, which was the game we published in issue 239. The rules for the use of those counters are available for free download on the Decision Games website. <www.strategyandtacticspress.com> Note that one EC counter is printed down among the variant counters.
2.0 Components
2.1
Each complete copy of FNC should include: one 34x22" map, one sheet of 280 die-cut unit-counters, and this rules set. Players will need to provide themselves with a standard six-sided die in order to resolve combat and other probabilistic events during play.
2.2 Map
The map displays the militarily significant terrain in the areas across which the two campaigns depicted in FNC were fought. A hexagonal grid has been superimposed over the maps in order to regulate the movement and positioning of pieces, much like the squares on a Chess or Checker board. Every unit-counter in the game is always located in just one hexagon ("hex") at any one time during play.
Every hex on the maps has a unique four-digit number printed within it. They're provided to help refer to particular hexes on each map, to aid in recording unit locations if a particular match must be interrupted prior to its completion, or if a match is being played by mail or e-mail.
2.3 Units
There are 214 unit-counters used in the play of these two games, most of which represent combat formations while others are provided as memory aids. Carefully punch out the counters. Trimming the "dog ears" from their corners with a fingernail clipper facilitates handling and stacking during play and also enhances their appearance. Each combat unit-counter displays several pieces of information: nationality, specific type, combat strength, movement factor, reinforcement or set up status, and specific historic identification.
2.4 Sample Combat Unit
The unit below is the 2nd Brigade of the French 1st Infantry Division. It starts play in EC set up on the map. It has a "combat factor" of "4" and a "movement factor" of "6."
2.5 Sides & Colors
The nationality of the units, and therefore the side each is on during play, is determined by their background color.
- French Units: blue
- Ottoman Units: green
- Russian Units: white
- Swedish Units: yellow
2.6 Abbreviations & Divisional Integrity
The following abbreviations are used on the counters to indicate their specific historic identifications. Note that no single counter is used in more than one of the games. Also note some units have historic identification names or numbers printed on both sides of their unit-type boxes. In those cases, the designation to the right of the box is the parent (divisional) formation, while that to the left of the box is the specific identity of that component brigade or regiment. For example, in RSW there are three "5-5" Russian infantry units and one cavalry unit marked, respectively, with the following historic identifications: Gr/2, 2/2, 3/2 and 2/2. That means those four units are the Grenadier, 2nd and 3rd Infantry Brigades and single Cavalry Brigade of the 2nd Division. That divisional affiliation is important for French infantry brigades in EC as well as for most Russian infantry and cavalry units in RSW, as it can potentially be used to increase their combat power (see 11.10 for details).
- French
- Co: Copts
- DC: Dromedary Corps
- Gr: Greek mercenaries
- Gu: Guides (elite troops)
- In: Invalides
- Ja: Janissaries in French service
- Jw: Jewish volunteers
- LN: Legion Nautique
- M: Mamelukes in French service
- Mar: Marines
- Mo: Moroccan
- NG: National Guard
- Or: Army of the Orient
- SC: Scientific Commission of the Institute of Egypt
- Ottoman
- Be: Bedouin (tribal auxiliaries)
- Jn: Janissaries (formerly elite infantry)
- Mm: Mameluke (elite cavalry)
- Ni: Nizam-i-Jedid (new model army)
- Og: Oglans (guard cavalry)
- Se: Sekhans (mercenary light infantry)
- Si: Sipahi
- Su: Suvarileris (regular cavalry)
- British
- Phil: Philipeaux
- RM: Royal Marines
- RN: Royal Navy
2.7 Unit Types
Infantry; Combined Arms; Camel Cavalry; Horse Cavalry; Siege Train; Engineers; Fortress Garrison; Militia; Riverine Gunboats; Fleets (Ocean-Going Combat Vessels); Scientific Exploratory Party.
2.8 Unit Sizes
The organizational size of each unit is shown by the following symbols printed atop their unit-type boxes: X = brigade (or brigade-size group if bracketed); ||| = regiment; | = battalion or similarly sized detachment. Fortress garrisons have no size symbol; each of them was generally the equivalent of a brigade. The SC was made up of a few dozen scientists, historians, philosophers, etc., along with their assistants.
2.9 Combat Strengths & Movement Factors
The number printed in the lower-left portion of every unit is its "combat factor," a relative measure each one's ability to participate in offensive and defensive battles. If there are just two numbers printed along the bottom edge of a unit, the first is its overall combat factor, used on both offensive and defense, while the second is its movement factor. A few units have three numbers printed across their bottom edges. In those cases, the first number is the unit's "attack factor," used only when it participates in offensive combat, while the second number is its "defense factor," used only when it participates in defensive combat. The third number is the movement factor of such units.
Units with attack factors of zero (0) never attack; they only defend, while units with movement factors of zero (0) never move once they've been positioned on the map unless it's to go into the dead pile. Units with asterisks (*) for their attack factor have special properties that are described in rule 11.8.
2.10 Markers
The following markers are also included in the counter-mix. Their uses are explained in the sections referenced.
- Control Markers (see 14.2 and 15.2)
- Fortress Destroyed (see 13.4)
- VP Taken (14.3)
- Game Turn (5.4)
4.0 Russo-Swedish War Set Up
4.1
The Swedish player sets up first. To do so he should sort through all his side's units according to the data on their reverse sides. He should first place his five fortress garrison units in the hexes listed on their reverse sides (1210, 1311, 1708, 3510 & 3808). He should also place the two combined arms brigades with "1210" printed on their reverse sides in that hex.
He should then place all his units marked "Start Any" in any towns and cities in Finland, stacked no more than two units per hex. Exception: no "Start Any" units may be set up in Sveaborg (1210) or Svartholma (1311), though they are under no special restriction to keep out of those places once play has begun. He need not place units in every eligible town or city hex. He should then set aside, within easy reach off to the side of the mapsheet, all his other units. For details on sorting those units and their entry into play, see 6.4 events 5 and 6, and 8.10. That completes the Swedish set up.
4.2
The Russian player begins his set up only after the Swedish player has completed that side's set up. To do so, the Russian player should sort through all his side's units according to the data on their reverse sides. He should first place his two fortress garrison units in the exact hexes listed on their reverse sides (1318 & 1515). He should then place all his units marked "Start Any" on their reverse sides in any hexes of his choice inside Russian territory. He may stack within normal limits. He should then set aside, within easy reach off to the side of the mapsheet, all his other units. For details on sorting those units and their entry into play, see 8.9. That completes the Russian set up.
5.0 Sequence of Play
5.1
Each "game turn" of FNC is divided into two "player turns" of sequenced steps called "phases." Every action taken by a player must be carried out in the appropriate phase within the sequence given below. Once a player has finished a particular phase, he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent permits it.
5.2 Turn Sequence Outline
The turn sequence is given below in outline. Note the French player turn is the first player turn during each game turn of EC, while the Russian player turn is the first player turn during each game turn of RSW.
Forgotten Napoleonic Campaigns Turn Sequence Outline
- I. Random Events Phase
- II. French/Russian Player Turn
- A. French/Russian Reinforcement Arrival Phase
- B. French/Russian Movement Phase
- C. French/Russian Combat Phase
- D. French/Russian Supply Phase
- E. French/Russian Siege Phase
- III. Ottoman/Swedish Player Turn
- A. Ottoman/Swedish Reinforcement Arrival Phase
- B. Ottoman/Swedish Movement Phase
- C. Ottoman/Swedish Combat Phase
- D. Ottoman/Swedish Supply Phase
- E. Ottoman/Swedish Siege Phase
5.3 Game Turn 1 Special Rules
In EC during Game Turn 1, no unit of the Ottoman side may move or attack across the Egypt/Syria-Palestine border in either direction. Also during Game Turn 1 of EC, for all Ottoman attacks in which half or more of the attack factors are from "5-8" Mameluke cavalry units, award those attacks a one-column rightward percentage column shift bonus for 'ferocity' (in addition to all other normally applicable odds shifters; see section 11.0). And finally here, in both EC and RSW, skip the Random Events Phase during Game Turn 1, and also skip both players' Reinforcement Arrival Phases.
5.4 Tracking Game Turns
At the start of play of either game, put the Game Turn Marker into the Game Turn 1 box on the Turn Record Track. To keep track of 'game time,' move it forward one box on the track at the conclusion of each game turn.
6.0 Random Events
6.1
During the Random Events Phase, which occurs just once at the start of each game turn after the first, either player openly rolls a die and then both players together consult the Random Events Table for the game being played. For example, a roll of "3" on the EC Random Events Table would bring into effect the "Ottoman Infighting" event. Every rolled event is immediately implemented unless otherwise indicated.
6.2
Certain random events may occur more than once per game, while others may only occur once per calendar year, etc. Players should keep track of which events have occurred by making notes on a piece of paper. If a previously triggered one-time or restricted-time event is rolled again, it's treated as "No Event."
[6.3 is the Egyptian Campaign Random Events Table and is omitted from this file.]
6.4 RUSSO-SWEDISH WAR RANDOM EVENTS TABLE
| Die Roll | Event | Explanation |
|---|---|---|
| 1 | Norwegian Front Active | Roll a die: 1-3, the Swedes are winning and they receive a unit from future reinforcements, including recyclers, placed in their off-map box. On a 4-6, the Swedes are losing; they must recycle a unit with a CF of 3 or more. This may occur only once per game. |
| 2 | Naval Victory | Roll a die: on a 1-3, the Swedes win a naval victory; on a 4-6, the Russians win one. The winner gains two VP. The loser may no longer conduct naval operations in the Gulf of Finland (no fleet support, amphibious movement or port supply). This may occur only once per game. |
| 3 | Command Shake-up | Roll a die. On a 1-2, the Swedes are affected; on a 3-6, the Russians. The units of the affected player have their MF halved (round up) this turn. |
| 4 | Truce | This turn neither player may attack or resolve sieges. This may occur only once per game. If rolled for the first time on the last turn, it's also No Event then. |
| 5 | Volunteers Mobilize | The Swedish player immediately receives a militia unit reinforcement if available. |
| 6 | Uprising |
7.0 Stacking & Fog of War
7.1
"Stacking" is the term used to describe the piling of more than one friendly unit in the same hex at the same time. Opposing units may never stack together in the same hex at the same time (exception: see 14.3). The stacking limit is no more than 12 units per intact fortress hex, and no more than six units in every other type of hex. Every ground unit in both games, including riverine gunboats, and both static and mobile units, counts as "one unit" for stacking purposes, no matter its organizational size, combat factor, etc.
7.2 Siege Trains
In both games, for all sides, there may never be more than one siege train unit per hex.
7.3 Free Stacking Units & Boxes
The only unit-counters in the games that don't count for stacking are those illustrated in rule 2.10. Those units may be added to otherwise full-stacked hexes according to the rules given for their specific uses. Also note there are no stacking limits in any of the off-map holding boxes printed on the mapsheet. Within the other strictures given for use of those boxes, an unlimited number of units may remain in those boxes indefinitely (see section 8.0 for more details).
7.4
Stacking rules are in effect at all times during every game turn. Players should therefore pay particular attention to the order they move their units in crowded areas of the map; otherwise, moves made carelessly early in a phase may block your ability to move units later in a phase. There are no limits on the number of units that may enter and pass through a given hex over the course of a phase, player turn, or game turn, as long as the stacking limits are met on a hex-by-hex, instant-by-instant basis.
If any hex containing stacked units of either side is found to be "over stacked" (exceed the stacking limits) at the start or end of any movement or combat phase, or at the end of any retreat or advance after combat, the opposing player is immediately allowed to remove to the dead pile his choice of the minimum number of involved enemy units necessary to bring the violating stack(s) into limits. The idea here is stacking violations should be noted and stopped before they're allowed to actually come into effect, during each phase as the game progresses. If, however, some violation is not seen until a phase ends, or is discovered when a phase is just beginning, the transgressing player then suffers the penalty of unit elimination rather than just chastisement. (Units otherwise eligible for recycling do go through that process if eliminated for overstacking; see 8.11.)
7.5
All the units on the same side in a game are fully friendly to each other. That means, for example, British and Ottoman units may stack, attack and defend together within normal limits in EC.
7.6
Note that, during set up of both EC and RSW, special stacking limits are in effect for one or both sides. See sections 3.0 and 4.0.
7.7 Fog of War
You may not look beneath the top unit of any enemy stack until such time as you declare an attack against that stack. Once an enemy stack has been examined, the attack declared against it may no longer be called off. At those times the defending player is also allowed to verify the composition of the stacks launching an attack against his forces. Players are always allowed to move aside an enemy stack within a hex in order to verify the terrain beneath those units.
7.8 Stacking Order
In general, there is no stacking order. That is, in any given stack the owning player is generally free to arrange his units in any top-to-bottom order he most favors. The exception is: in any hex containing a fortress garrison unit, that unit must be positioned as the top unit in that stack.
8.0 Reinforcements & Replacements
8.1
Players will receive additional units during the course of a game after play has already begun. Such units are called reinforcements. Reinforcements appear in the owning player's Reinforcement Arrival Phase. In some cases units that have already been in play but were eliminated may, in effect, reappear as reinforcements in a process known as "replacement recycling." See 8.11 through 8.13 for details. Note that in both games both players skip their Reinforcement Arrival Phase during Game Turn 1. No reinforcement ever arrives prior to Game Turn 2.
8.2 Procedure
During each of his own Reinforcement Arrival Phases throughout each game, the player whose turn it is places any reinforcements due him as described in the rules below. Placing units on the map doesn't require the expenditure of any movement points. Stacking rules must be observed during reinforcement placement onto the map. If no proper entry hexes are available to receive a reinforcement arrival, a blocked reinforcement unit is held off-map until the start of a subsequent friendly Reinforcement Arrival Phase in which one or more such hexes are available. Units scheduled to arrive in an off-map holding box will always be placed there on schedule, since the opposing side may never enter or otherwise gain control of such areas.
You may decide to deliberately withhold reinforcements on a unit by unit and game turn to game turn basis, bringing into play the delayed units on some later turn, or perhaps not at all.
Reinforcements that appear in ports or coastal hexes don't require or use up any amphibious movement capacity in making their appearance; they're simply placed in the hex (see 8.8 and 8.10 below).
8.3 Random Event Reinforcements
If a rolled random event calls for a player to receive reinforcements, he places those units immediately, without waiting for the start of his Reinforcement Arrival Phase. Note, though, all other regular placement restrictions apply to such special reinforcements.
[8.4 to 8.8 (French, Ottoman and British reinforcements in EC) are omitted from this file.]
8.9 Russian Reinforcements in RSW
The earliest possible entry date of Russian reinforcements is indicated on their reverse sides. For example, all four units of the 6th Division become available to enter play during Game Turn 2 (April). The Russian player should finish his set up by sorting his various reinforcements onto the Turn Record Track according to the dates printed on their reverse sides.
Note that the eight (total) units of the Russian 2nd and 4th Divisions have "Cont. 6-7-8" printed on their reverse sides. That means those units are "contingency reinforcements" available to that player, should he decide to commit them into play, during Game Turns 6, 7 and 8. That is, on each of those turns, decided by him on a divisional basis, the Russian player may bring in all the units of either one of those divisions. For each division he brings in, the Swedish player is awarded two victory points, for a maximum of four victory points for entering both divisions.
All Russian reinforcements, regular and contingent, ground and naval, enter play by being placed into the Russian off-map holding box. From there, the ground units may move onto the map via any of the land hexes bordering that box, decided by that player on a turn-by-turn and unit-by-unit basis. Such units begin paying normal movement costs with their first hex of entry. Units in the holding box may remain there indefinitely, but no unit once on the map may ever move back into the Russian off-map holding box. (For details on fleet entry and movement, see section 10.0.) Russian units in the holding box are in supply while there (see section 11.0), and the box is also considered a port. No units of the Swedish side may ever move or attack into the Russian holding box.
8.10 Swedish Reinforcements in RSW
Swedish reinforcements enter in much the same way as described above for Russian reinforcements. That is, they may be entered via any friendly controlled and supplied town or city in Finland, or via the Swedish off-map holding box. Note, though, after the random event "Russian Naval Victory" occurs, then reinforcements being placed in locales on the coast of the Gulf of Finland would need an overland supply line. Also note there are no Swedish contingency reinforcements.
From their side's off-map holding box, the ground units of the Swedish side may move onto the map via any of the land hexes bordering it, decided by that player on a turn-by-turn and unit-by-unit basis. Such units begin paying normal movement costs with their first hex of entry. Units in the holding box may remain there indefinitely, but no unit once on the map may ever move back into the Swedish off-map holding box. (For details on fleet entry and movement, see section 10.0.) Units of the Swedish side in their holding box are in supply while there (see section 11.0), and the box is also considered a port. No units of the Russian side may ever move or attack into the holding box.
8.11 Replacement-Recycling
Whenever an eligible unit is eliminated for any reason, it may potentially be returned to play on a later game turn by going through the replacement-recycling process. The following units may never go through the replacement-recycling process: 1) Ottoman units in EC; 2) French reinforcements and the SC unit in EC; and 3) fortress garrison units in both games. When any of those units are eliminated for any reason, they are out of play for the remainder of that game. Also note the further restriction placed on Mameluke "5-8" units in EC, given above at the end of rule 8.6.
8.12 Recycling Procedure
Whenever units that don't fall into any excluded category are eliminated for any reason, the owning player should immediately roll a die for each one and consult the table below.
Unit-Recycling Table
| Die Roll | Result |
|---|---|
| 0-5 | Unit is returned to play that number of game turns later. |
| 6-7 | Unit is permanently eliminated. |
Die Roll Modifiers
- +1 if the enemy currently has 10 more victory points than rolling player.
- -1 if the unit is French.
8.13 Recycling Details
Recycled units aren't permanently eliminated; rather, they have become disorganized or have suffered attrition to the degree necessary to render them hors de combat, and hence are temporarily taken off the map. If the final die roll result on the table above is one through five, the unit recycles by being returned to play that number of game turns later. (Zero equals one for that purpose.) Place the unit in the proper box of the Turn Record Track until the turn arrives for its reentry. For example, if a unit rolled for on Game Turn 2 got a final result of "3" off the table above, that unit would recycle back into play, using normal reinforcement entry procedures for its side, during Game Turn 5. If the die roll would cause a unit to be returned on a turn later than the last one of the game, that unit is permanently eliminated. Also note successful recycling die rolls in no way alter the number of victory points awarded to a player for winning a battle (see 11.13). Within these strictures, any unit eligible for recycling may potentially go through the process any number of times during a game.
9.0 Ground Movement
9.1
Every ground unit in the game has a "movement factor" printed in its lower-right corner. That factor is the number of "movement points" (also called "movement factors" and "MF" and "MP") available to the unit to use to move across the hex grid during its own side's movement phase in each player turn. Units move from hex to adjacent hex—no "skipping" of hexes is allowed—paying varied costs to do so depending on the terrain in the hex and any water barrier along the hexes being entered and the hexsides being crossed. In general, the movement of your ground units takes place only during your own player turns' movement phases; no enemy movement takes place during your player turns. (Exception: retreat and advance after combat; see 11.23 through 11.25.)
9.2 Limits
MP may not be accumulated from turn to turn or phase to phase, nor may they be loaned or given from one unit to another. A player may potentially move all, some, or none of his units in each of his movement phases throughout the game, as he chooses within the strictures of these rules. Units that move are not required to expend all their MP before stopping. The movement of each unit or stack must be completed before that of another is begun. A player may change the position of an already moved unit or stack only if his opponent agrees to allow it.
9.3 Minimum Movement Ability
Every unit with a printed movement factor of one or more is generally guaranteed the ability to move at least one hex during a friendly movement phase by expending all its MP to do so. But that guarantee doesn't allow units to enter hexes or cross hexsides that are otherwise impassable to them. Units with printed movement factors of zero ("0") are never moved once placed on the map except to go into the dead pile.
9.4 Enemy Units
Your units may generally not enter hexes containing enemy units of any kind. Exception: see 14.3.
9.5 Stack Movement
Units are not required to move together simply because they started a movement phase in the same hex; such units might be moved together, individually, or in smaller sub-stacks.
9.6 Splitting Stacks
When moving a stack, you may halt it temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original (or "parent") stack may then resume their own movement, even splitting off others as they move farther. Once you begin moving an entirely different parent stack, or an individual unit that began in a different hex than the currently moving parent stack, you may no longer resume the movement of the earlier stack without your opponent's permission.
9.7 Different MF in Stacks
If units with different movement factors are traveling together in a stack, that stack must use the movement factor of the slowest unit within it. Of course, as the slower units exhaust their MF, you may drop them off and continue with the faster ones.
9.8 Terrain & Movement
All terrain features on the map are classified into two broad categories: natural and manmade. Both of those categories are further divided into different types (see below). There is never more than one type of natural terrain in any one hex. All manmade terrain types other than roads are located in hexes that are otherwise "clear" terrain. Roads and bridges may run into and through hexes containing all kinds of natural terrain.
9.9 Natural Terrain & Hydrography
There are 10 types of natural terrain and hydrographic features on the map: clear, forest, swamp, mud flat, hills and desert, along with river, lake, wadi and channel hexsides. Some of those types exist only on one map, while others exist on both maps. (See the mapsheet and the Terrain Identifier Key printed on it.) The effects those various features have on the movement of units are described below and are also summarized on the Terrain Effects Chart (TEC), which is printed on the mapsheet for quick reference during play. For example, all ground units pay one MP to enter a clear terrain hex, or two MP to enter a forest hex, etc.
9.10 Manmade Terrain & Movement
Manmade terrain exists in six types: towns, cities, ports, fortresses, ruins and roads. All of those types except the last (roads) have no effects by themselves on movement. That is, when entering a hex containing a town, city, port, fortress or ruin, the movement cost for entering is determined by the clear terrain in it and any hydrographic features along its hexsides.
9.11
Fortress Garrison Units, all of which have printed MF of zero, may never move once deployed onto the map except to go into the dead pile.
9.12 River, Canal, Lake, Wadi & Channel Hexsides
Units must pay extra movement points to cross river, canal, lake, wadi or channel ("water barrier") hexsides. That cost is in addition to the cost for entering the hex on the other side of the water barrier. For example, in EC during a non-Nile flood game turn, crossing a lake hexside into a swamp hex would cost the moving unit a total of six MP: three MP for entering the swamp hex and three "extra" MP for crossing the lake hexside. Crossing a water barrier via a road always negates the extra cost to cross that hexside.
Design Note. Wadis are actually empty of water a good part of the year. At these time and space scales, however, they effectively function as 'water barriers' year-round. Also note, though, both wadis and channels are excluded from the movement described below in 9.13. And finally here, also note lake hexsides don't represent the same degree of barrier in these games as they do in most others.
9.13 River, Canal & Lake Movement (RCLM)
In general, mobile ground units in both games—other than siege trains—may enhance their normal movement abilities by moving along the course of rivers, lakes, or canals. To do so, an eligible unit or stack must begin its side's movement phase already in a hex that has one or more river, canal or lake hexsides. It then can move up to 20 hexes (count full hexes, not single hexsides), as long as it moves only along contiguous river, canal or lake hexsides. Further, such units must stop moving for that phase as soon as they move directly adjacent to any enemy unit; and that remains true no matter where that enemy unit my be located in relation to the water course being used for the RCLM.
No unit may use any other kind of movement and RCLM during the same movement phase, and no unit may ever end its movement on an all-water hex. Note, though, ground units aren't considered to be transported by the naval units included in the counter-mix when making this kind of movement. The riverine gunboat units in both games move only via RCLM. Siege trains never use RCLM.
This kind of movement may be made only along the course of contiguous water hexsides. Units are not allowed to jump across the land portion of a hex in order to traverse from one water source to another.
9.15 RCLM in RSW
Units of the Swedish side may use RCLM during non-winter turns on any lakes in Finland. If a given lake lies partially within and partially outside of that country, all of that lake may still be used. Russian units never use RCLM.
[9.14, 9.16 and 9.17 are Egyptian Campaign rules (RCLM in EC, Nile flooding, and seasonal effects in EC) and are omitted from this file.]
9.18 Seasonal Effects on Movement in RSW
Game Turn 1 is designated on the Turn Record Track as a "Winter" game turn. During that game turn the length of time represented is two months rather than one. Also note channel and lake hexes and hexsides are frozen, and are therefore treated as clear, during that game turn. That generally includes Lake Ladoga, but no unit may end its winter move in all all-water hex of that lake.
9.19 Roads
In both games, in all seasons, ground units of both sides may move from road hex to road hex, across hexsides traversed by the road symbol as drawn on the map, at a cost of only 0.5 MP per hex entered. Roads also negate the hexside crossing costs for water barriers (and those 'bridges' are indestructible).
9.20 Cumulative Costs
The total movement cost for entering any hex is always the sum of all the applicable terrain and water costs involved.
9.21 Off Map Movement
No unit once in play on the map may be voluntarily moved off it except to go into the dead pile or the various reinforcement pools. Similarly, no unit once moved onto the mapsheet proper may be moved back into any off-map holding box.
9.22
Border Hexsides generally have no direct effect on movement or combat in the games; however, see 5.3 for the exception.
10.0 Naval Operations
10.1
There are two types of naval operations in the game: 1) fleet combat support; and 2) amphibious movement and invasion (not to be confused with RCLM). Naval operations don't take place in a phase separate from regular movement phases. Within the limits described below for the various sides in both games, you are free to schedule your naval operations at any time you like during your movement phases.
10.2 Fleet Combat Support
These markers (see 2.6) may each be used once per friendly combat phase to support ground attacks against any enemy force defending in any kind of coastal hex. (In EC, the inland hexes of Lakes Bourlos and Menzoleh don't qualify as coastal hexes for this.) A fleet marker may provide combat support only in conjunction with friendly attacking land units, and only for attacks, never on defense. Fleets are never affected by the outcome of any combat, nor may they be used to gain the concentric attack bonus. (They may participate in battles that are otherwise concentric; it's just that their positioning on the map in no way contributes to gaining that bonus.) Fleets participate by simply adding in their attack factor to combat resolution calculations. Fleet markers are not true units; they have no step strength or stacking values. Each fleet marker is automatically removed from the map at the end of the attack in which it engages, but may potentially be re-used in the next game turn. Fleet movement takes place only within all-sea hexes, but is infinite (∞) within such hexes.
Enemy fleets never engage each other in combat. Naval battles are accounted for on the Random Events Table. The Battle of the Nile is considered to automatically take place during Game Turn 1 of EC.
10.3 Amphibious Movement & Invasion
In general, land units may move from port hexes to coastal hexes of the same oceanic body of water via amphibious movement. To do so, the unit or stack must start in a port hex or off-map holding box. If an amphibiously moving force comes ashore in a friendly controlled port, it pays one MP to debark and may then immediately continue with normal ground movement from there, and may also attack normally in that turn's combat phase. If a force lands in a non-port coastal hex empty of enemy units, it must end its movement there for that phase, but it may attack adjacent enemy units in the subsequent combat phase.
If a force is to be used to attack ("invade") a coastal hex (port or non-port) defended by one or more enemy units, leave that moving force in the off-shore all-sea hex until that combat is resolved. Combat resolution for such amphibious invasions is generally done using normal procedures (see section 11.0), with the following important exception. That is, if the combat result fails to entirely clear the invaded hex of all defending units, the amphibious invasion force is eliminated; and that elimination doesn't work to satisfy any other combat loss requirements that may be mandated by the overall combat result.
[10.4 (EC Amphibious Movement & Invasion) is omitted from this file.]
10.5 RSW Fleet Combat Support
The Gulf of Finland and the Gulf of Bothnia are two different oceanic bodies of water. The Russian player may use fleet combat support only in hexes bordering the Gulf of Finland; the Swedish player may use it in both sea areas. No naval movement or combat support may take place for either side during the winter game turn.
10.6 RSW Amphibious Movement & Invasion
From the end of the winter game turn until such time as a Russian naval victory occurs (see Random Event 2), the Swedish player may conduct amphibious movement or invasion in both gulfs. The maximum number of units that may be involved in any one such operation is six, total, per game turn, and all the movement must originate in one hex or holding box and must all end in the same hex. Prior to a Russian naval victory, for Swedish amphibious movement and invasion may originate in one gulf and end in the other. If a Russian naval victory takes place, Swedish naval capabilities remain unchanged except they may from then on originate and end only in the Gulf of Bothnia.
From the end of the winter game turn until such time as a Swedish naval victory occurs (see Random Event 2), the Russian player may conduct amphibious movement or invasion in the Gulf of Finland. The maximum number of units that may be involved in any one such operation is six, total, per game turn, and all the movement must originate in one hex or holding box and must all end in the same hex. There is never any Russian naval activity in the Gulf of Bothnia. If a Swedish naval victory takes place, there may be no further Russian naval activity of any kind in either gulf during that game.
10.7
Siege Trains may never participate in amphibious invasions. Further, if they move amphibiously they may come ashore only into friendly controlled port hexes. Finally, in EC no siege train of the Ottoman side may move amphibiously until such time as British intervention has been rolled into effect.
10.8
Engineers may take part in amphibious invasions. If they do so, however, they contribute only their combat factor to that assault, never their combat bonus column shift (see 11.7).
11.0 Combat
11.1
You may initiate combat (attack) during each of your player turns' combat phases throughout the game. Combat occurs between adjacent opposing units at the discretion of the player whose turn is currently in progress. That player is the "attacker," while the player being attacked is the "defender," no matter the overall situation across the map.
11.2 Procedure
Resolve each attack using the following sequence of steps.
-
Attack Declaration. The attacker declares which force is currently attacking, and which enemy occupied hex will be the subject of the attack. Reveal all involved attacking and defending units.
-
Determine Initial Attack Percentage. Divide the attacker's combat strength by the defender's combat strength. Multiply that by 100 to turn it into a percentage. That figure will lie within the range of one of the column headings printed across the top of the Combat Results Table (CRT) on the mapsheet. For example, if an attacking force containing 15 factors of combat strength attacked a defending force containing 11 factors of combat strength, you would divided 15 by 11 to get 1.36. Multiplying that figure by 100 gives 136%. Looking at the CRT column headings, that 136 can be seen to fall within the range of the third column from the left, under the heading "100-149%".
-
Determine Column Shifts due to terrain and water barriers in and around the defended hex. Applying those shifts will give the final CRT percentage column to be used to resolve that battle. To continue the example above, if the defending force was in a hill hex, that would give a two-column leftward shift, moving the battle's resolution from the "100-149%" column to the "≤49%" column. See 11.5 below for more details.
-
Resolution. The attacker rolls a die and that number is cross-indexed beneath that CRT column heading. To further extend the example above, if the attacking player rolled a six, the combat result would be "AES" (Attacker Expensively Shattered).
The rolled combat result is then immediately applied, including any victory point award, extraction of losses, retreats and advances after combat. The attacker would then repeat the procedure for any other attacks he wanted to launch that phase.
11.3
Attacking is always voluntary. The attacker resolves battles one at a time, in any order he chooses, and he need not declare all his attacks beforehand. He can await to see the outcome of one attack before deciding to go ahead with another attack. A given unit or stack may attack only once per player turn, and that must be during the combat phase of its side. An attacking unit or stack must be directly adjacent to the enemy occupied hex it's attacking. Not all of the units in a given hex need participate in the same attack. Some units might attack into one adjacent enemy occupied hex while others attacked into another such hex or simply don't attack at all.
The attacker may combine units from different hexes into the same attack as long as all units in an given attack are directly adjacent to the defended hex being attacked. Note, however, no attack may have as its objective more than a single enemy occupied hex.
Once an attack has been declared, it must be run through to its conclusion. Neither player may cancel a declared attack for any reason.
11.4 Defending
All defending units in an attacked hex must be attacked as if they made up one large unit with one combined defense strength. The defender may never withhold any of his units from combat. No single hex may be attacked more than once per combat phase.
11.5 Column Shifts
In step three of the combat resolution process (see 11.2 above), both the attacker and defender total their applicable percentage column shifts. Then subtract the defender's total of column shifts from the attacker's total. That will result in a final column shift, which can be either positive (to the right on the CRT), or negative (to the left on the CRT). The following count as shifts.
11.6
Terrain or water barriers in and around the defender's hex will sometimes generate column shifts. That will usually be to the left, in the defender's favor, but defending in a desert or mud flat hex causes a shift to the right (in the attacker's favor). Combine all applicable terrain shifters into one final terrain shift. For example, a force defending in a mud flat that was being attacked by an enemy force coming across a river hexside would have a final terrain shift of zero columns. The one-column rightward shift due to defending in a mud flat would be cancelled by the one-column leftward shift due to the attacker's coming from across a river hexside.
11.7 Engineers
If one or more engineer units are part of a force attacking an intact fortress in regular (not siege) combat, that attack gains a one-column rightward odds shift. At the same time, though, if that attack's combat result calls for any losses from among the attacking force, the engineer unit must be the first unit given up to satisfying that result. Note, no matter how many engineer units are actually taking part in such attacks, no more than one column shift may be generated by their participation. In attacks with more than one engineer unit, the surplus units of that type simply contribute their combat factor to the attack, and the "engineer first" combat loss requirement wouldn't extend beyond that first engineer unit. For details on sieges see section 13.0.
11.8 Siege Trains
Siege Trains in a force of attacking units don't automatically cause any percentage column shifts; however, such participation may still alter the combat percentage if the following circumstances pertain. In regular (not siege) attacks made against intact fortresses, the attacking units in hexes that contain a siege train have their combat strength doubled. That doubling is calculated for every hex of attackers in which there is a siege train. Note, though, siege trains have no attack factor of their own; the doubling effect on other attacking units in their hex is the only way they participate in normal combat. Whenever one or more siege trains is involved in an attack on a fortress in this way, they must be the last units given up to satisfy the loss requirements of any combat result.
11.9 Concentric Attack
If a defending unit or stack is defending against an attack launched into its hex from two exactly opposite hexes, or by units from three hexes with one hex between each and the next, or by units from more than three hexes, that attack gains a one-column rightward odds shift. This bonus is never available to units attacking into a hex containing an intact fortress. In the accompanying diagram, the defending unit in the center is being concentrically assaulted.
In EC, the concentric attack bonus is available only to the French player. In RSW, the concentric attack bonus is available only to the Swedish player. That is, Ottoman and Russian units are free to deploy into, and attack from, positions that would otherwise be concentric; they just never get the bonus for doing so.
11.10 Divisional Integrity
Divisional Integrity is a combat strength enhancing bonus available to some French units in EC and to most Russian units in RSW. Note that supply status has no bearing on divisional integrity.
In EC there are five French infantry divisions, the 1st through 5th, each with two brigades, the 1st and 2nd. If both infantry brigades of a French infantry division are located in the same hex in Egypt and are participating in the same attack, both of those brigades have their attack strength increased by one point. Similarly, if both brigades of a French infantry division are defending in the same hex in Egypt, both of those brigades have their defense strength increased by one point. Those bonuses are never available outside Egypt. Within the strictures above, the divisional integrity bonus is available to all qualifying brigades involved in a given combat, no matter how many total divisions may be present. Likewise, the presence of units that don't qualify for the divisional integrity bonus doesn't prevent the bonus accruing to those units that are eligible for it.
In RSW there are seven Russian divisions, the 2nd, 4th, 5th, 6th, 14th, 17th and 21st. Each of those divisions is in turn made up of one cavalry and three infantry brigades. If all the brigades of a Russian division are located in the same hex and are participating in the same attack, each of those brigades have their attack strength increased by one point. Similarly, if all the brigades of a Russian division are defending in the same hex, each of those brigades have their defense strength increased by one point. Within the strictures above, the divisional integrity bonus is available to all qualifying brigades involved in a given combat, no matter how many total divisions may be present. Likewise, the presence of units that don't qualify for the divisional integrity bonus doesn't prevent the bonus accruing to those units that are eligible for it.
Design Note. The French are denied the bonus outside Egypt because historically, when those divisions crossed into Syria-Palestine, one battalion was stripped from each of their brigades. Those detachments were broken into 'penny packet' units that, in turn, were sent to locales throughout Egypt to serve as garrisons.
11.11 Extreme Percentage Columns
Extreme Percentage Columns on the CRT are less than or equal to 49% and equal to or greater than 600%. So, for example, if the attacker had 20 combat factors and the defender two, the initially calculated percentage is 1000, which would be resolved using the ≥600% column. Let's say, however, the defender has four shifts in his favor (leftward), and the attacker has two shifts in his favor (rightward). That would make the final cumulative shift two to the left. So the column to finally be used to resolve that attack would be "300-399%."
11.12 Final Resolution
The attacker rolls a die and finds the result, which are explained below. Sub-steps within each result are applied in the order in which they're listed.
11.13 Battle Victory Points (BVP)
Certain combat results call for one or the other player to score VP. They're recorded at the time the awarded result is obtained. (See sections 14.0 and 15.0 for more details on VP.) The victor receives a number of VP depending on the number of combat factors (CF) in the losing force. The award is based on the strength of the entire defeated force at the start of the battle, not just the strength points eliminated due to combat. If a hex occupied by the attacking or defending force was a ruins hex, double the VP award shown on the BVP below.
| CF in Loser's Original Force | VP |
|---|---|
| 1-5 | 1 |
| 6-10 | 2 |
| 11-20 | 3 |
| ≥21 | 4 |
11.14 AC (Attacker Catastrophe)
- The attacker must eliminate all his involved units.
- Recycle eligible units.
- The defender gains BVP.
11.15 AR (Attacker Routed)
- The attacker eliminates involved units whose printed strength equals at least 50 percent of his overall involved strength.
- Recycle eligible units.
- The defender gains BVP.
11.16 AES (Attacker Expensively Shattered)
- The attacker eliminates involved units whose printed strength equals at least 50 percent of his overall involved strength.
- The defender eliminates involved units whose printed strength equals at least 25 percent of his overall involved strength.
- Recycle eligible units.
- The defender gains BVP.
11.17 BB (Bloodbath)
- Both players eliminate involved units whose printed strength equals at least 50 percent of their involved strengths.
- Recycle eligible units.
11.18 DC (Defender Catastrophe)
- The defender must eliminate all his involved units.
- Recycle eligible units.
- The attacker gains BVP.
11.19 DR (Defender Routed)
- The defender eliminates involved units whose printed strength equals at least 50 percent of his overall involved strength.
- Recycle eligible units.
- Surviving defending units retreat.
- The attacker gains BVP.
11.20 DES (Defender Expensively Shattered)
- The defender eliminates involved units whose printed strength equals at least 50 percent of his overall involved strength.
- The attacker eliminates involved units whose printed strength equals at least 25 percent of his overall involved strength.
- Recycle eligible units.
- Surviving defending units retreat.
- The attacker gains BVP.
11.21
If you must eliminate units, you generally have the choice of which ones will be eliminated as long as you eliminate sufficient combat factors to satisfy the result, but also see 11.7 and 11.8. Also note losses for each battle are taken only from among units directly involved in that fight. There is never any kind of 'carry over' of a combat result from one battle to another or one phase to another.
11.22 Retreat After Combat
When a DR or DES combat result requires defending units to retreat, that player must immediately move those units one hex away from their combat position. Retreat is not normal movement; it doesn't use up any movement points used for movement during movement phases.
11.23 Retreat Strictures
The player who controls the retreating units conducts the retreat, which is subject to the following strictures.
- Units may never retreat into hexes containing enemy units, into prohibited terrain, off the map, or into holding boxes. If there is no alternative to doing that, they are eliminated in place instead of conducting a retreat. Note, unlike in many other designs, lake and channel hexsides are not prohibited.
- Units may generally retreat into hexes containing friendly units with no penalty. If, however, such a retreat would result in an over-stacked hex, the retreating units may retreat one more hex. If that extra hex of retreat can't be made within retreat strictures, the retreating force is eliminated in place.
- Whenever possible, a retreating force must retreat into a hex that's not directly adjacent to any units of the force that attacked it and caused it to retreat. If no such hex is available, the retreating force may move into a hex that is adjacent to one or more of the units that attacked it. In such situations, however, a unit is then eliminated from the retreating force as a penalty. (And that remains true even if just one unit is in the retreating force.)
- No unit or stack may retreat across a Nile River hexside, other than via a road bridge, during flood turns. If such a retreat is the only path available, the retreating force is eliminated in place.
- Stacks don't have to stay together when they retreat. They may be split up into different eligible hexes, as determined by the player moving the retreating units (and also see 7.4).
- Riverine gunboats may retreat only along the path of the water body on which they moved to get into the hex where they were defeated in battle. If that route isn't open due to any of the strictures above, the gunboat unit is eliminated in place. Note, though, Nile flooding has no effect on gunboats.
- If more than one eligible retreat path is available, the owning player may decide which to use. There is no mandatory priority retreat direction.
11.24 Fortresses & Retreats
Units defending in intact fortresses that receive a retreat result ignore that portion of the result while implementing all other features of it.
11.25 Advance After Combat
Whenever a combat result leaves the defender's hex vacant of defending units, by elimination or retreat, the victorious attacking units may advance-after-combat into that hex. Stacking limitations must be observed. Such advances aren't part of normal movement, and they don't cost any MP. Advancing-after-combat is an option; it's never mandatory. The decision to advance must be made immediately after the battle is resolved and before that of another is begun. It's not necessary for advancing attackers to stack-full the newly won hex; the victorious player may send just one or a few units. There is never any defender advance-after-combat; victorious defenders simply hold their position.
11.26 Riverine Gunboats in Combat
Riverine gunboats may attack only into hexes and across hexsides into which they could move. Also see point six above in rule 11.23. Other than that, they attack and defend as any other 'ground' unit.
11.27 Zero-Strength Attack Factors
Units with zero-strength attack factors may never attack, nor may they in anyway 'go along' on an attack made by other friendly units from their hex. At the same time, though, zero attack factor units in no way affect or inhibit, nor can they be affected by, any combat or combat result generated by other units attacking from their hex.
12.0 Supply
12.1
Your units' supply status has no direct bearing on play except during reinforcement entry (see 8.4 through 8.10), and during the supply phase (step D in the sequence outline; see 5.2) in each of your player turns. Check the status of each of your units and stacks during each of your supply phases throughout the game. If you find any of your units to be without supply at that time, eliminate them (and recycle ones eligible for that).
12.2 Roads & Supply
If a unit or stack is on a road hex and is able to trace a path of contiguous road hexes of any length back to an appropriate supply source hex, that unit or stack is in supply and thereby survives that phase's supply check. The supply path for such units may not jump off the road hex at any point prior to reaching the supply source hex. Further, no hex of the road supply path may be occupied by any enemy units or stacks.
12.3 Off-Road Supply
If a unit or stack is in a hex that doesn't contain a road, but is nevertheless able to trace a contiguous path of any kind(s) of passable non-road hexes no longer than 10 hexes to a road hex, and from that road hex trace a road supply path as described above in 12.2, that unit is in supply and thereby survives that phase's supply check. No hex of the road or off-road portion of the supply path may be occupied by any enemy units or stacks. Units or stacks in off-road hexes within 10 contiguous, passable hexes (road or not) of an appropriate supply source hex may trace their supply path directly to that hex and are thereby in supply.
12.4 Port Supply
Units located in ports that lie along the shoreline of a body of water in which their side is able to conduct naval operations (see section 10.0), are in supply. Note that some ports are also full-on supply source hexes (see below).
[12.5 (French supply source in EC) and 12.6 (Ottoman supply source hexes in EC) are omitted from this file.]
12.7 Russian Supply Source Hexes in RSW
The Russian supply sources hexes are Vyborg (1515) and "To St. Petersburg" (1318). Within the strictures given above, Russian units anywhere on the map may trace a supply line to any of those hexes, in any numbers, and thereby be in supply. Also note Russian units in that side's off-map holding box are always in supply while there.
12.8 Swedish Supply Source Hexes in RSW
The Swedish supply sources are: Sveaborg (1210), Tornia (3808), Oulu (3510), and Hameenlina (1708). Within the strictures given above, Swedish units anywhere on the map may trace a supply line to any of those hexes, in any numbers, and thereby be in supply. Also note Swedish units in that side's off-map holding box are always in supply while there.
Further, Swedish units in any hex of the Aland Isles are in supply there as long as the town of Marienhamm is under friendly control.
The following additional strictures apply concerning Sveaborg: 1) supply lines traced to that place may be traced only across channel hexside 1210/1309; and 2) if a Russian naval victory occurs, no supply line may be traced to Sveaborg from anywhere outside that hex for the remainder of the game, though units in Sveaborg are still in supply.
12.9 Appropriate Supply Sources
Your units may trace supply lines only to source hexes belonging to your side as described above. If you gain control of one or more enemy supply source hexes, that capture takes such hexes out of the opposing side's supply net, but it doesn't convert those captured hexes into supply sources for your units. Further, if a captured enemy supply source hex is retaken by that side, that hex immediately begins functioning again as a supply source for that side. A supply source hex is considered to be controlled by the side that has one or more units in it or, if it's empty of all units, by the side that last had units pass through it.
12.10 Fortress Ports
If a port that also contains a fortress is captured via regular combat (see section 11.0), though the fortress itself is thereby considered destroyed (see section 13.0), that locale still retains its status as a port, and as a supply source if it's designated as such. If a port that also contains a fortress is captured via siege (see section 13.0), the fortress remains intact and that locale also retains its status as a port, and as a supply source if it's designated as such.
13.0 Sieges
13.1
At the start of each of your side's siege phases (step E in the sequence outline; see 5.3), check across the map to see if you have any enemy controlled fortress hexes under siege. An enemy controlled fortress hex is considered "under siege" if you have one or more of your ground units occupying every landward hex immediately adjacent to the fortress hex. If one or more enemy fortress hexes are found to be under siege, resolve that situation using the following procedures.
13.2 Siege Resolution
Check to see which die roll modifiers listed below apply to the particular siege being resolved. Combine all applicable modifiers to get one final die roll modifier; roll the die and implement the result.
Siege Resolution Table
| Die Roll | Result |
|---|---|
| ≤5 | Siege Continues |
| ≥6 | Besieged Force Surrenders |
Die Roll Modifiers
- +1 for each supplied siege train unit adjacent to the fortress.
- +1 if the besieging side has 10 or more VP than the besieged side (maximum of +1 for this).
- -1 for a fortress containing one or more British units (Ottoman presence OK).
- -1 if the besieged side has 10 or more VP than the besieging side (max of -1 for this).
- -1 if the besieged fortress is Alexandria or Damascus.
13.3
If the besieged force surrenders, eliminate all those units and recycle the ones eligible for that. The victor may make an advance after combat just as if it were a combat phase victory, and he also gains BVP. Also note a fortress taken in this way ("taken by siege") is considered to remain intact. That is, the new owners gain its defensive values if they are in turn attacked there.
13.4 Fort De Markers
If a fortress is "taken by storm" during a Combat Phase attack, the victorious player should place a "Fort De" (Fortress Destroyed) marker in that hex, where it remains for the rest of the game. Such hexes are then no longer considered fortresses, though they still may otherwise function as ports or supply sources.
[14.0 to 14.5 (Egyptian Campaign victory conditions, including the SC looting rule in 14.3) are omitted from this file.]
15.0 Russo-Swedish War Victory Conditions
15.1
RSW is won by accruing victory points (VP). Both players accrue VP, and both should keep an open record of their own VP throughout the game. At the start of play the Russian player has seven VP while the Swedish player has 30 VP.
15.2 VP for Controlling Locales
VP are awarded for the control of the various populated locales shown on the map. A place's VP award is the number inside its symbol within its hex. For example, the VP award for controlling Vyborg is two; for controlling Hango it's one, etc. Control of the various locales on the map is the basis for the initial VP awards described above in 15.1. These VP may be traded back and forth between the players any number of times during play. That is, each time a locale changes control, the gaining player should award himself that amount of VP while the losing player debits his total by that same amount. A locale is controlled by the side that currently has one more units in it. If a locale is empty of all units of both sides, it is controlled by the side that last had units in it. At the start of play, the Russians control all hexes inside Russia, while the Swedes control all hexes inside Finland, including the Alands. Sufficient control markers are provided in the counter-mix to allow for continuous tracking of the control status all VP locales on the map (see 2.9).
15.3 Battle VP
Both players score BVP as described in rule 11.13. When a victorious player gains BVP, no debit is made to the loser's VP total.
15.4 Winning RSW
For the Russian player to win the game, at the end of Game Turn 8 he must have a grand total of VP that's at least twice that of the grand total of Swedish VP. The respective totals of both players' VP have no bearing on this determination; the crucial factor is the ratio of Russian VP to Swedish VP, which must be at least 2:1. Any other result is a Swedish victory. No drawn games are possible.
16.0 Errata Q & A
Errata Q&A 1, 2 and 5 concern Egyptian Campaign rules and are omitted from this file.
3Q. To recieve a defensive shift must all attackers be coming through river hexsides or just one.
3A. All.
4Q. Rule 8/13 describes WHEN recycled units become available again, but not the procedure for bringing them back into play. The actual process of how these units re-enter is not real clear.
4A. Bring recycling units back into play using the same rules of entry, locales, etc., that you would use for them if those units were coming into play for the first time as reinforcements.
6Q. In RSW, can a siege train in hex 1310 or 1209 count for the modifiers on the Siege Resolution Table against Sveaborg?
6A. No, Sveaborg can only be got at through hex 1309.