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HauptseiteProduktlinienNapoleonicWinter's Victory - A grand tactical Game on the Battle of Eylau, Feb 7th - 8th 1807


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Winter's Victory - A grand tactical Game on the Battle of Eylau, Feb 7th - 8th 1807

 

Hersteller: 

New England Simulations

Produktlinie: 

Napoleonic

Bestellnummer: 

NES 95-003

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

256,00 EUR

Produktbeschreibung

Winter's Victory is a grand tactical, battalion level simulation of the battle of Preussisch-Eylau that occurred on February 7th and 8th in 1807 in West Prussia (modern day Poland and Russia). It pits the Emperor Napoleon's Grande Armee against the Army of Imperial Russia under General Count von Bennigsen. This winter battle was one of the bloodiest battles of the Napoleonic era. The full campaign game covers the entire two day period of this epic struggle. The game also includes smaller scenarios covering Napoleon's approach to Eylau on the afternoon of the 7th, the bloody battle of the 8th on the high ground beyond Eylau, Davout's III Corps attack against the Russian left flank, and the Prussian late day counter attack.

The game system uses an asymmetric sequence of play and alternating fire combat. Most units are Infantry battalions, cavalry regiments and artillery batteries. At 15 minute per turn and 116 yards a hex the game system allows players to make both grand tactical decisions and apply tactical techniques used by the armies of the Napoleonic period.

Infantry battalions are represented by being in either column formation on the front side of the counter and line formation on the reverse side. Artillery are battery or half battery level units and separate artillery gun crews are designated for each battery. Other game features include:
* Detailed order of battle
* Brigade fatigue rules
* Separate Artillery and Infantry Fire Combat Results Tables
* Weather effects of wind and snow
* Mass cavalry charge

The game comes boxed and includes four 25.5 x 33 in. color mapsheets, over 2500 color, back printed counters, rules, charts player's aids and a 10-sided die.

The Game Map -
The game map for Winter's Victory is comprised of four game-map sheets measuring 25.5 x 33 inches each. There will be on two of the maps a number of player aides and tables.

The scale is approximately 116 yards a hex. Each level of elevation is represented as a different shade. The slope hexes, however, are slightly less than a full shaded hex allowing for a simplified reverse slope effect.


The Playing Pieces -
French Sample Units
The counter size for Winter's Victory is 9/16 inch.


SEQUENCE OF PLAY -
1. Game Turn Interphase
Check the Turn Record Track for wind and snow event. If indicated, roll the die to determine wind direction and/or snow level. On hourly turns certain additional activities are conducted: Accrual of fatigue, brigade deactivation, fatigue recovery (Night Turns only) and other scenario related actions.

2. Allied Command Phase
The Allied Player announces his command decisions. These include placement of reinforcements and/or activation of inactive Brigades
The Allied player may also announce any Cavalry Charge attempts and rolls a die for each attempt to determine if it succeeds (see 12.6.1). Remove Ammo Deplt markers from infantry units eligible to resupply.

3. Allied Rally Phase
The Allied player must attempt to rally each of his Disordered or Routed units. Disordered Units are rallied first then Routed units attempt to rally. All routed units that fail the rally attempt must retreat in accordance with the rout rules (see paragraph 13.1.4)

4. French Movement Phase
Morale Check Segment: The French player must conduct a morale check for every unit within each Allied charge zone.
Movement Segment: The French player may move some, all or none of the French units which are activated and eligible to move. Each unit may perform any of the following actions or combinations thereof: 1) change facing, 2) change formation, or 3) move. Skirmish units may detach or re-attach from or to their infantry battalion. The French player may bring reinforcements onto the map per the scenario French Reinforcement schedule.

5. Allied Shock Phase
The Allied Player conducts all infantry shock attacks and cavalry charges in any order he chooses (see 11.1 and 12.2).

6. Reciprocal Fire Phase
Both players alternately resolve artillery and infantry fire combat in the order listed below. They may fire all, some, or none of their units as they so choose. Players alternate fire, one unit at a time, until all fire is completed.
Reciprocal Artillery Fire Segment: All artillery units from both armies are fired during this segment. Artillery fire alternates between both players, unit by unit, until all desired artillery units have fired.
Reciprocal Infantry Battalion Fire Segment: During this segment, all infantry units from both armies may fire. Fire is alternated between players until all infantry units have fired.
Reciprocal Skirmisher Fire Segment: All Skirmisher/Jager units from both armies are fired during this segment. Skirmisher/Jager fire alternates between both players, unit by unit (stack by stack), until all desired Skirmisher units have fired.

Note: The following Phases 7-10 are a repeat of the activities conducted during Phases 2–5 except that the players roles are reversed; the French Player now assumes the actions of the Allied Player and the Allied player those of the French. Also, there is no Reciprocal Fire Phase until the next Game-turn.

7. French Command Phase

8. French Rally Phase

9. Allied Movement Phase

10. French Shock Phase

11. Advance Game Turn Marker Phase
The Game-turn marker is advanced one turn on the Game-Turn Track.

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