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Rules: Battle of Mollwitz

General Information

There are six types of units:

  • Infantry (foot model with no range value).
  • Range Infantry (foot model with a range value).
  • Cavalry (mounted model with no range value).
  • Range Cavalry (mounted model with a range value).
  • Commanders (represented by a portrait).

Most units have two sides (two levels of casualties). The front side represents the unit at full strength. The back side represents the reduced unit.

Commanders and some units have only one side. Units have no orientation.

Each token includes:

  • the army to which the unit belongs;
  • the unit's name;
  • its strength and morale values;
  • its firing range;
  • its movement points;
  • any special abilities.

Scenario Duration

Each scenario lasts a set number of turns. During phase 6, the turn marker advances one space. The game ends after the last turn, unless a victory condition is met beforehand.

Game Sequence

  1. Player 1 Movement
  2. Player 1 Battles
  3. Player 2 Movement
  4. Player 2 Battles
  5. Checking Victory Conditions
  6. Advancing the Turn Marker

Stack

A unit can never end its movement in a hex occupied by another unit.

However, a unit can move through a hex occupied by a friendly unit.

Exception: Only one commander can be stacked with a friendly unit.

Commanders

  • Add their strength to the battle.
  • Provide a +1 morale bonus.
  • Retreat with their unit.
  • Are eliminated with their unit.
  • Cannot fight alone.

Movement

Each player moves as many units as they wish, up to their movement points.

  • The cost depends on the terrain.
  • Unused Movement Points are lost.
  • Each unit finishes its movement before the next one.
  • The road bonus only applies when starting from a road.
  • A unit can always move a minimum of one hex.

Control Zones

  • Each unit controls the six adjacent hexes.
  • Entering an enemy Control Zone ends movement.
  • It is forbidden to move directly from one enemy Control Zone to another.
  • Control Zones cannot cross rivers or fords (except bridges).
  • It is forbidden to retreat into a Enemy ZdC.

Combat

General Information

Combat pits one or more attacking units against a single defending unit.

  • Melee units must be adjacent.
  • Ranging units must be within range.
  • A unit can only attack once per phase.
  • Each combat is resolved separately.

Charge

  • +1 or +2 bonus depending on the unit.
  • The target must be in permitted terrain.
  • Charging uses all movement.
  • Cannot move through a stream or palisade.
  • The commander does not receive the charge bonus.
  • A charging unit must advance after combat.

Ranging

A ranged unit can:

  • Fire at range;
  • Participate in melee combat;
  • Fire over certain obstacles.

Combat Resolution

Forces are added together, a strength ratio is calculated, then a die is rolled before consulting the combat table.

Terrain

  • Only the defender's terrain is taken into account.
  • Modifiers are cumulative.

Combat Results

    Retreat

    A retreat forces a unit to retreat one hex. If this is impossible, it suffers a loss.

    1. Without a Zone of Combat: no effect.
    2. With a friendly unit: retreats and a morale test is required.
    3. In a Zone of Combat: a morale test with a penalty.
    4. In a Zone of Combat without support: one loss.

    Loss Allocation

    Units have one or two levels of losses. Losses are freely distributed among the engaged units.

    Morale Test

    • Lower result: no effect.
    • Equal result: retreat.
    • Greater result: loss.

    Advance After Combat

    A unit may advance into the hex abandoned by its opponent. A unit that has charged has priority and must advance.

    Victory Conditions

    Each army has a morale threshold. Losses are added up each turn to check if this threshold has been reached.

    Optional Rules

    These rules must be agreed upon by both players before the start of the game.

    Counter-Charge

    The charge bonus only applies against units that do not themselves possess this ability.

    Adaptation for Delayed Turn Play

    Warning

    The following rules are not part of the original game. They allow for smoother delayed turn play, at the cost of a slight reduction in strategic freedom.

    • Automatic Retreat: The player no longer chooses the retreat hex.
    • No Defender Advance: Only the attacker can benefit from an advance after combat.