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Rousse 20 Exclusive Rules v0.2.doc.docx
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[17.0] Alternate Scenario

[17.1] Slobozia Scenario: This scenario focuses on the battle of October 2, in which Kutuzov cut off and surrounded the bulk of the Ottoman army, trapping it on the Wallachian shore of the Danube.

1. Place the Game Turn marker on the Morning turn of October 2 (Turn 1).

  1. Place the Russian Morale marker on the ‘7’ space and Ottoman Morale marker on the ‘6’ space of the Morale track.

3. Place the units on the map in the positions listed below:

Russian

Hex 0109: 9 Hex 0110: Chas

Hex 0306: 22, Kutuzov Hex 0307: Chas

Hex 0308: Art Hex 0405: Redoubt

Hex 0503: Cos Hex 0802: Hus

Hex 0902: 15 Hex 1302: Dan Flt

Ottoman

Hex 0505: Boluk Hex 0510: Tufkeji

Hex 0506: Redoubt, Djemaat

Hex 0605: Redoubt, Haiduk

Hex 0611: Derbert Hex 0705: Sekhan

Hex 0707: Ahmed Pasha

Hex 1007: Skipetar Hex 1012: Sipahi

Hex 1410: Youruk Hex 1510: Akinji

Hex 1709: Garipler Hex 1809: Djellis

The Russian player is the First Player

Special rules for the Slobozia Scenario:

[17.1.1] Stealing a March: On the first turn the Russian player may force march without having to pay the normal Morale cost to do so [12.3].

[17.1.2] Turkish Surprise: Until the Russian Player initiates an attack on an Ottoman unit, Ottoman units may not voluntarily enter enemy ZOCs and the Ottoman Player is restricted to moving a maximum of one of his units each turn.

[17.1.3] Cowardice: When using the Optional Leaders rule [16.9], if the Ottoman Ahmed Pasha leader is Broken or forced to Retreat, it is permanently eliminated instead.

[17.2] The Wallachian Campaign: These rules allow players to play the two scenarios together as a linked campaign covering the1811 battles on the Wallachian frontier.

1. Set up and play the June 22 scenario through to a conclusion. Record the final outcome, including the final Morale levels and which units (of both sides) were Broken and permanently eliminated at the end.

2. For each unit that ended the June 22 scenario Broken or permanently eliminated, roll a die and consult the Rally table. Subtract one (-1) from the die roll if the unit was permanently eliminated; add one (+1) to the result if the outcome of the battle was a Draw or a Marginal Victory for owning player’s side; add two (+2) if the owning player won a Decisive victory.

If the result was either a Rally or “no effect” outcome, the unit is available to participate in the October 2 battle. On a result of “eliminated,” the unit is not available, but the owning player may substitute a Cadre for an “eliminated” infantry unit if one is available (note that the restrictions of [16.5.1] apply if using this Optional rule).

3. Set up the October 2 scenario, not placing any of the units which were determined to be unavailable (or substituting Cadres for them as appropriate) during Step 2 above.

4. Both side’s starting Morale levels are set at 6 and then modified as follows:

A. If a Decisive victory was achieved by either side in the June 22 battle, increase the winner’s starting Morale level by two (+2) and decrease the losing side’s Morale level by one (-1).

B. If a Marginal victory was achieved by either side in the June 22 battle, increase the winner’s starting Morale level by one (+1); the losing side’s Morale level is unchanged.

C. If the outcome of the June 22 battle was a Draw, starting Morale levels are unchanged.

Although he stopped the Ottomans from taking Rousse on June 22, Kutuzov deliberately abandoned the town. The Tsar was furious when he learned what Kutuzov had done, but the wily old general knew that in yielding the river crossing to the Ottomans they would cross the Danube, splitting their army on opposite bank and set the stage for a war-ending knockout blow by Kutuzov a few months later.

Game Credits

Game Design: Kharinin Artem

Series Design: Joe Miranda

Series Developer: Lance McMillan

Special Assistance: Bukharov Victor

Producers: VPG

Art & Graphic Design: GMT

Playtesting: Bukharov Victor, Tsibenko Alexey, Kim Meints, John “Jack” Gill,

Proofreading: The usual grognards

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