Balanced scenario
For this scenario, the players select armies of equal size in points.
For generating this scenario the strategic rating is used.
There are 5 scenario condition categories: terrain, weather, deployment, duration, and special conditions. There are 3 ways to select these conditions:
Strategic method
Reference
For each point of their strategic rating, the players roll a die.
The players then secretly place their dice on these categories, and determine conditions in the following way:
- If the player has bidden a double on a category and his opponents did not, the player gains this category's bonus.
- If the player has bidden more on a category than his opponent, he becomes the first player in this category and selects the condition.
- If the players have not bidden on a category or bidden the same amount, the condition is selected randomly. The first player for this category is a player who wins a d6 roll-off.
The conditions are resolved in the following order: terrain, weather, deployment, duration, and special conditions.
The first player in the Deployment category chooses the side of the table, and his opponent gets the opposite. The first player in the Duration category starts deployment first and has the first turn
If more than two players are participating in the game, one of the players becomes a chief-in-command for each side. Average strategic rating is used for the side, rounded down. After the roll, the players may discuss their bidding strategy, but the final decision is made by the chief-in-command.
Random method
Roll a d6 for each category. The rolled number will determine the condition.
To determine the first player, each player rolls d6 and adds his strategic rating. The player who wins the roll is the first player in all categories. Reroll ties.
The first player chooses the side of the table, and his opponent gets the opposite. The fist player starts deploying first and gets the first turn.
Create scenarioSemi-random method
To determine the first player, each player rolls d6 and adds his strategic rating. The player who wins the roll is the first player in all categories. Reroll ties.
The first player can choose the side of the table, and force his opponent to get the opposite, in which case the second player starts deploying first and gets the first turn. Alternatively, the fist player starts deploying first and gets the first turn, and the second player chooses the side of the table, leaving the opposite for the first player.
Then roll d6 for each category to determine the condition. The first player then selects a category and gains its bonus.
Conditions
First, the armies are divided into columns, then all the conditions are determined and then they are played out in this order: set up terrain, select table sides, set up fortifications, set up armies, and start the game.
If the game ends before either player wins by morale or by scenario conditions, if any player has 10 or more morale more that his opponent, he wins. Otherwise the game is a draw.
If possible, objectives are deployed in a village. If a target cannot be deployed in a village, deploy it on a hilltop. Only one target may be deployed in a single terrain element. If there are no hills, then the objectives are set anywhere in open terrain. The player controls the objective if he has units within the same terrain element, or within 2UW from it if it is on the open ground, and his opponent does not.
Categories:
Terrain
Rivers and streams begin and end at the edge of the table
Terrain
Accurate maps
After setting up the terrain, you may add and/or remove one element. You choose the table side, and the opponent gets the opposite.
Bonus
Terrain
Chosen ground
The first player chooses 3 to 6 elements. The second player sets them up as he sees fit.
1
Terrain
Buildup
Players secretly note a number from 1 to 4, then reveal their numbers and add them up. Then they take turns setting up one element, starting with the first player, until they reach that number or both players decide that it is enough.
2
Terrain
Bystander
Each player selects 1-3 elements. Then they ask a third person to set them up on the table.
3
Terrain
Inaccurate maps
The first player rolls d6+1 and sets up this many elements. After that, the second player may move each element up to 2UW in any direction.
4
Terrain
Basic method
2-3 Rock, stream, ravine, or a swamp.; 4-5 Village, vineyard, or bocage; 6 Hill; 7 Nothing; 8 Plowed field; 9-10 Grove or a wood; 11-12 Woody hill or a dune
5
Terrain
Team effort
Players take turns setting up an element until one of them passes. After that, the second player sets up 0 to 2 elements more.
6
Weather
Weather
Sun of Austerlitz
At any moment you roll a 6 on the action dice, you can end all effects of weather for the rest of the game.
Bonus
Weather
Heavy rain
Fire is impossible, bombardment is done with half the dice. All the table counts as broken terrain. In phase 5 the rain becomes light (fire is disadvantaged, ends in its phase 5).
1
Weather
Light rain
Fire is disadvantaged, all open ground counts as broken terrain. On phase 5 it ends.
2
Weather
Fog
The firing range is limited by 1UW. Bombardment range and command radius are limited by 3UW. Ends on phase 5.
3
Weather
Frost
Both armies have -20% starting morale. Bombardment is increased by 1d6 for each artillery unit.
4
Weather
Sunny
No special rules
5
Weather
Heat
Units move 1UW less when retreating
6
Deployment
Deployment
Initiative
Your opponent sets up his whole army, including emplacements, first.
Bonus
Deployment
Corners
Deployment zones are 5UW from the corners of the table. At least one column must be set up in each corner.
1
Deployment
Confusion
The table is divided in two halves lengthwise. Each player's deployment zone is one of the halves of the table.
2
Deployment
Diagonal
The first player chooses a table diagonal. Players set up columns not closer than 3UW from the diagonal.
3
Deployment
Walley
Deployment zones are a third of the table from the short side.
4
Deployment
Pitched battle
Deployment zones are a third of the table from the long side.
5
Deployment
Pitched battle
Deployment zones are a third of the table from the long side.
6
Duration
If the game ends without depleting morale or winning by scenario, if one of the players has at least 10 more morale than his enemy, he wins. Otherwise the game ens in a draw.
Duration
Defence
If the game ends in a draw, you win instead.
Bonus
Duration
Early sunset
The game ends in the 16th phase.
1
Duration
Late sunset
The game ends in the 24th phase.
2
Duration
Fated day
If it is at least phase 12 and one of the commanders is taken out of action, the game ends.
3
Duration
Long twilight
If it is at least phase 12 and there are no combat markers on the table, the game ends.
4
Duration
Limited warfare
If it is at least phase 12 and at least (game format / 50) units are broken, the game ends.
5
Duration
To the last
The game continues until one of the army's morale drops to 0.
6
Special effects
If possible, objectives are deployed in a village. If a target cannot be deployed in a village, deploy it on a hilltop. Only one target may be deployed in a single terrain element. If there are no hills, then the objectives are set anywhere in open terrain. The player controls the objective if he has units within the same terrain element, or within 2UW from it if it is on the open ground, and his opponent does not.
Special effects
Emplacements
You get a number of emplacements equal to the number of your non-light infantry divided by 4. You deploy them right before deploying the armies anywhere on your half of the table, and you can deploy 1 unit in each.
Bonus
Special effects
Running late
One of the second player's columns is late to the battle. He chooses which. It comes into play in the 4th phase of the game as one formation with a simple move.
1
Special effects
Game end objective
Game end objective: the first player sets up an objective. If any player controls it at the end of the game, he wins.
2
Special effects
Flank maneuver
The first player may send one of his columns into the flank maneuver. He chooses it openly, and a table-side secretly. The column will arrive at the 6th phase from the chosen side as one formation with a simple move.
3
Special effects
Critical target
The first player sets up a critical target in his opponent's deployment zone. If at the start of his turn, the first player controls the objective, he wins.
4
Special effects
Secondary objectives
Each of the players, starting with the first, sets up a secondary objective outside of both players' deployment zones. If any player controls the objective at the start of his turn, his opponent loses 1 morale.
5
Special effects
Pitched battle
No special conditions.
6