GREAT NORTHERN WAR, 1700-1720
INTRODUCTION
When King Karl XI of Sweden died in 1697 he had introduced the New Allotment System (Det yngre indelningsverket) and rearmed the Swedish armed forces. The soldiers were well trained and well equipped. The Swedish Army was at this time probably the best army in Europe. When the 15-year-old Karl XII became the new sovereign of Sweden he was in command of a perfect military machine.
The old enemies of Sweden, Russia, Poland and Denmark, were all convinced that Sweden was weak after the death of Karl XI, above all with a young inexperienced regent, Karl XII. In Russia, Peter the Great was the new tsar. In Poland, August, Elector of Saxony, had been elected new king of Poland and in Denmark Frederik IV had been crowned as a new king.
Karl XII, Frederik IV and August II were by the way, cousins.
Russia, Poland and Denmark formed a pact of aggression against Sweden. They were all after Swedish territory. Russia was after the Baltic coast, Poland wanted Livland (a Swedish Baltic province) and Denmark wanted to regain the Skåne provinces in south of Sweden.
So, in August 1698 Peter the Great and August of Saxony made plans of a pact of aggression against Sweden. In July 1699 Denmark and Russia signed the pact and in September 1699 Denmark and Poland. Finally, in November 1699, Russia and Poland signed the pact of aggression.
The tension between Sweden and Denmark increased in 1697 when Danish forces destroyed fortifications in Holstein-Gottorp, Northern Germany. Holstein-Gottorp was an ally of Sweden and Sweden sent a force of 2,400 soldiers from Wismar and Bremen, two Swedish provinces in northern Germany, to rebuild the fortifications.
Strengthened by the pact of aggression, Denmark started to be more and more aggressive towards Holstein-Gottorp. In February 1700, August of Saxony attacked Swedish Livland with troops from Saxony. In March 1700, when Frederik IV got information on this, he launched an attack on Holstein-Gottorp. Sweden answered by sending a force of 17,000 soldiers to Holstein-Gottorp, 7,000 Swedes and 10,000 soldiers from Lüneburg. Karl XII decided to deal with Denmark before he turned on August of Saxony/Poland.
THE PRIME DIRECTIVE AND THE FOG OF WAR
Often during the game, especially as the result of each turn is published, there will appear to happen various things that players may believe to be unfair, arbitrary, wrong, misinterpreted or just plan dumb. While the umpire will gladly look at any situation that a player thinks was not handled correctly, and fix any mistakes that are made, this will not always be the case. Often these aren't actually mistakes, just unintended consequences and are just part of the Fog of War. Remember, you as the player are taking the role of the Emperor or King. You can issue orders to your subordinates, including company commanders, but sometimes these guys aren't going to do what you wanted or intended. The Fog of War and human factor, both good and bad, are inevitable parts of life and combat and that is true even in a fantasy world.
TURN RESULTS AND CHALLENGES
Shortly after the Orders are all received by the Umpire, the results for the turn will be determined. These results will then be posted on the Webpage and an email announcement will be sent out that Preliminary Results have been posted. Any player may send an email to the Umpire questioning or challenging any of the results. However, any question or challenge must be received by the Umpire within 24-hours of announcing that the Preliminary Results have been posted. At the expiration of the 24-hour time period the results will be Official and not subject to challenge.
GAME TURNS
The game is played in a series of years, each divided into 4 turns corresponding to each season, Spring, Summer, Winter, Fall.
At the end of each Winter turn, each player starts with five(5) cards. They play 1 Action card each turn. Event cards may be played in any turn.
When the year ends with the Winter turn, Brigades may suffer Winter Attrition. At the end of the turn, players receive five new cards and the next year begins with the Spring turn.
MAPBOARD
The mapboard depicts eastern Europe from the Baltic to the Black Sea.
HEXES. The map is divided into hexes which govern the location and movement of units. The sides of the hexes restrict movement.
CITIES. Many hexes have cities designated with a circle with a value of 1, 2, 3 or 4. These are supply cities. The number limits how many Brigades can remain in the City during the Winter turn. Some cities are fortified. These are designated with squares or hexagons. Cities designated with a square have a defense value of 2 and those designated with a hexagon have a defense value of 3.
PORTS. Ports are cities with an anchor symbol. Ports enable Sea Movment and may be occupied by Fleets.
ARMIES
Armies are made up of units called Brigades. Each unit has numeric values defining movement and combat abilites.
Brigade Strength. The current strength of a Brigade is the CS. This is roughly equivalent to thousands of troops. Strength determines how many six-sided dice are thrown for a Brigade during combat. An Infantry Brigade at CS 4 rolls 4d6.
Brigades have a maximum strength as shown in the Brigade Table. When a Brigade is reduced below 1 CS it is eliminated.
Combat Rating. The Combat Rating is indicated by a letter and a number, such as A2 or B2. The letter determines when a Brigade fights. All A Brigades fight first, then all B Brigades, then all C Brigades. The number indicates the maximum die roll that will score a hit.
Movement Rating. This is the maximum number of spaces a Brigade can move.
Leaders. Leaders are foot (move 1) or cavalry (move 2) units with the special ability to form Armies. Armies are groups of Brigades which move together. Available leaders are:
Saxony-Poland: Augustus, Flemming, Leszczynski, Lubomirski
Denmark-Norway: Frederik IV, Gyldenlove, Wedel-Jarlsberg
Russia: Peter, Croy, Menshikov
Sweden: Charles XII, Loewenhaupt. Rehnskjold. Stenbock
Ukraine: Mazepa
Turkey: Baltaji, Yussuf, Damad
Prussia: Frederick
Austria: Charles, Starhemburg, Styrum
CARDS
The game has sixty (60) ACTION cards and twenty-seven (27) EVENT cards. At the beginning of each year, all of the cards are shuffled together. Each player is dealt 5 cards.
Action Cards. Action cards determine the number of Actions a player can perform per Game Turn. Each player may choose and play one ACTION card from their hand each turn. For each Action, a player can make one Army Move, one Brigade Move, or build one Reinforcement Brigade. For example, playing an Action 2 card allows two Army Moves, an Army and a Brigade Move, or two Reinforcement Brigades to be built, or some combination of each.
Action Sequence. Actions are performed in the following order: (1) Moves; (2) Reinforcements.
Event Cards. There are twenty (20) Event Cards. Ten (10) are Supply Cards that provide either two or three steps of Reinforcements. These may be added to friendly Brigades located in a Supply City with a maximum of 1 step per Brigade. Supply Cards may also be used to raise Cossack units. Supply cards are the only way to increase the strength of Brigades already in play. There are also ten (10) generic Event cards and seven (7) Country Specific Event Cards the effects of which are noted on each card. When an Event Card is played it is resolved first.
MOVEMENT
All movement is simultaneous. However, when order of movement issues arise, the player with the highest numbered Action Card moves first.
Army Movement. One or more Brigades may be grouped together under a Leader as an Army. For one Action, a player may move any number of Brigades within an Army to all spaces within their maximum movement rate.
All Brigades and Fleets may pass freely through friendly Brigades, but must stop and fight when they move into a hex containing enemy Brigade(s).
All Brigades and Fleets move once per game turn except to Retreat.
Side Limits. The maximum number of Brigades each player can move from one hex to another depends one the terrain making up the border.
Clear: 4
Forest 2
Marsh or Mountains: 1
Brigades crossing Forest, Marsh or Mountains must stop.
Once the maximums are met for any side, it is closed to movement by that player this Game Turn. Side limits are applied to each player, meaning more than one player may move four Brigades across the same Clear Side in one Game turn.
Rivers. All Leaders, Armies and Brigades may cross a river
at any hex containing a city with no penalty. Only Leaders and Armies
under the command of a leader may cross rivers at any other point. To
cross requires a successful Strategic Roll by the commanding Leader.
If successful, roll under the Leader's Strategic Rating on one six sided die,
then the Leader and his army cross the river and can continue movement.
If the roll is failed, then the Leader and his army cannot cross and movement
ends at the river.
PINNING. Attacking blocks prevent an equal number of defending blocks from moving. This is called pinning. This can be accomplished by a player with a higher numbered action card moving against a player who has a lower numbered Action Card. The "unpinned" Brigades will move normally, except they cannot move across any border used by the pinning Brigade(s).
Forced Marches. Movement rates represent an army moving overland at a normal pace, stopping to make camp and keeping its troops organized on the line of march. It is however, possible to cover much greater distances given the time scale of the game. This is accomplished by a forced march. A forced march is very hard on the troops though with stragglers and others falling out on the way.
Any Army may double its movement rate by declaring a forced march. Only an Army may make a forced march. To make a forced march one six sided die is rolled. If the roll is less than the Leader's Strategic Rating the Army moves without penalty. If the Leader fails his Strategic Roll then roll 1d6 per Brigade and subtract that number from the Strength of each Brigade.
River Movement. Brigades can move a maximum of ten (10) hexes up or down a river, and can attack or join a battle with such a move. The start hex and the end hex must be connected by the same river. River movement negates Forest, Marsh or Mountain hexside stopping requirements.
Sea Movement. All sea movement by ground Brigades is conducted by Transport Ships. For one Action, a player can move, via Transport Fleet, from a friendly port to another port containing no enemy Brigades.
REINFORCEMENTS.
Income and Manpower. Each turn monetary income and manpower are collected and made available to each player. Money may be accumulated in each player's Bank. Manpower may not be held, and is a use it or lose it resource. Income and Manpower levels are recalculated each Winter Turn. At the end of each Winter Turn income and manpower are adjusted based on provinces gained or lost. The new income and manpower levels then remain constant for the following year regardless whether a player gains or loses provinces.
Purchase new Brigades. New infantry, cavalry and ships are purchased each turn using available money and manpower. New troops are placed into the player's Reinforcement pool.
Deployment of Land Forces. Reinforcements are not automatically entered into the game. Reinforcements may only be entered after they have been formed into Brigades. The deployment of a new Brigade takes one Action. A player must have sufficient reinforcement troops to constitute a full strength Brigade before it may be deployed. New Brigades may be deployed in any home supply city.
Deployment of Naval Forces. Reinforcements are not automatically entered into the game. Reinforcements may only be entered after they have been formed into Fleets. The deployment of a new Fleet takes one Action. Unlike Land Forces, a new Fleet may does not have to be at full strength before it may be deployed. New Fleets may be deployed in any home port.
Feudal Troops. Russia, Poland and the Ottomans may call up
feudal levies to supplement their standing armies. Feudal troops
can be called up each year and are place at full strength in the capital
of the province in which they originate. At the end of the Fall turn,
all feudal forces disband and return home. They can then be called
back up, at full strength, the following year.
BATTLES
When Battle Occurs. Battle occurs only when two or more enemy armies occupy the same area and have declared their intent to give battle. If one side or both sides declare their intent to avoid battle then no battle will occur unless the side that wants battle plays the Force Battle card. A battle automatically occurs if an army attempts to enter an occupied city. Unless specified that they will avoid battle all armies will give battle. However, see PINNING.
Battle mechanics. Each Brigade engaged rolls 1d6 per Combat Strength point and must roll under its Combat Value to score a hit. Each hit destroys 1 enemy Combat Strength point which is taken from the strongest Brigade first. Order of attack is determined by the letter attacked to the Combat Value. Brigades rated A attack first, B second and C last. Battles last until only one side remains.
Retreats. Each Brigade may Retreat in its normal battle turn (but must stay and fight or be captured if retreat is impossible.) In order for a Brigade to retreat from a battle, the player must have included in his orders an order that one or more Brigades will retreat from battle if attacked, or will retreat from battle under specified conditions if attacking. The default will be No Retreats.
Retreat Hexes: Brigades retreat one hex, but only into Friendly or Neutral hexes free of enemy Brigades, and never into an existing Battle Hex. The Attacker can only retreat via the hexside(s) used to attack the hex. The Defender may not retreat through hexsides that were used by the Attacker to enter the hex. If both players use the same hexside, only the last player entering may retreat via this hexside.
Terrain hexside limits for Retreats apply to each Combat Round. That is, (3) Brigades can Retreat along a river that crosses a forest hexside per Combat Round. Only Brigades that enter a battle by river can retreat by river.
Regrouping. When battle ends the commanders rally and regroup their forces. This allows players to recover "hits" sustained by Brigades involved in the battle. Each player rolls 1 die for each step reduction to each Brigade that sustained hits during the battle based on each Brigade type's Rally value. Each failed Rally roll results in a permanent step reduction to each Brigade that sustained hits during the battle. Any Brigade that is reduced to zero or lower Combat Strength is permanently eliminated from play.
Leader Casualties. Whenever a Leader falls to 0 Strength Points that Leader is killed in battle and eliminated from play. You are defeated if your Sovereign is Killed in Battle.
Fortified Cities. Some cities have fortifications which provide benefit to the defenders. Cities designated by a square halve all hits by the attacking force each combat round. Cities designated by a hexagon divide all hits by three each combat round.
Sieges. Prior to making an attack against a fortified city an attacker may conduct a siege. For each game turn that the attacker lays siege to a fortified city, the defenders fortification advantage is reduced. Cities designated with a square are unfortified after one full turn of siege. Cities designated with a hexagon are reduced to a defense of 2 after one turn of siege, and are unfortified after two full turns of siege.
Stacking. There is no hard stacking limit on the number of Brigades that may occupy one space. However, supply cities have a maximum number of troops they may support. Troops in excess of that number are out of supply.
The Steamroller Rule. Any advancing force that completely eliminates the defenders can continue moving forward. Movement is only stopped if the defender has forces that remain intact, even if they retreat, after the battle.
Capturing territory. In order to capture a territory you must have at least one Brigade in that territory at the end of the turn. You cannot capture territory by moving through it.
In order to CAPTURE new territory you must leave at least one (1) Brigade in it at the end of the turn in which that territory is captured. This secures the new territory. After that it is not necessary to keep any troops in the territory in order to gain the benefit of its resources. You may move any units that you left in the newly captured territory in the next turn and that territory will remain under your control. (Unless, of course, another player moves a Brigade into the territory and leaves at least one behind to secure it.)
In order to Conquer a province you must have at least one (1) Brigade
occupying the Capital of the province and no enemy forces occupying any city
of the province at the end of the Winter Turn.
Capture of a Capital. If your Capital is captured and occupied AT THE END OF THE WINTER TURN, you must surrender. If you have a multi-capital country, two capital cities must be captured. Upon capture of an enemy kingdom's capital you receive the entire treasury. If your capital has been captured you may not collect taxes.
NAVAL
SHIPS. There are three types of ships: Ships of the Line (Ships), Galleys and Transports.
Ships of the Line. Multi-deck, heavily gunned sailing ships. These are the main, line of battle warships.
Galleys. Galleys are specialized craft which are designed to fight in the calmer waters of the Baltic, Black and Mediterranean Seas. Galleys are designed to sink enemy vessels by ramming or to seize them by boarding.
Transport ships. They are unarmed and unarmored. If an unescorted Transport is intercepted at sea it is automatically captured. A transport ship may carry one Cavalry or two Infantry.
Fleet Movement. Fleets may move the limit of their movement from any port to another port. Fleets must always end their move in a port. Hexside limits do not apply to Fleets.
Naval Battles. In Naval Battles, Fleets must engage enemy Fleets if present. All Fleet hits are applied only to enemy fleets.
Shore Bombardment. Fleets made up of Ships may attack Land Brigades at A4 if no enemy Fleets are present. If this occurs, the Fleet may take hits from enemy land Brigades like other Brigades. Ships cannot eliminate enemy land Brigades with Shore Bombardment. When reduced to strength 1, Brigades are immune to Shore Bombardment.
Amphibious Attacks. Amphibious attacks are sea moves by land and sea forces together to an enemy controlled hex. The land forces must be moved via Transport Fleet. If the target hex contains an enemy Fleet(s), no Shore Bombardment may be made, and no attacking or defending land Brigades may fight until the enemy Fleet(s) have been defeated. If the Attacker wins the naval combat, the land forces go ashore and initiate Land Combat. If the Defender wins the naval combat each Attacking land Brigade is reduced on step and the entire force retreats.
Port Fortifications. Many Ports have integral defenses. These are noted on the map next to the Port Symbol. Port defenses fight at A3 and have a combat strength equal to the Port's supply factor as noted on the map. Port's which are fortified double (or triple) the supply factor for combat strength and count as an enemy Fleet for purposes of Amphibious Attacks.
SUPPLY
Check Supply. When your military units are in combat, they consume more supplies, ammunition and utilities than normal. It is therefore necessary that every unit be able maintain a source of supply line when in the field. Each unit must be able to trace a line of supply along a road back to back to a friendly supply center, have a baggage train, or live of the land.
Tracing Supply for Land Units. In order of a Brigade to maintain supply from a supply base it must be able to trace a supply line to the source of supply. Each Unit must be able to trace an uninterrupted path through controlled or friendly territory, or by river, to a friendly city or fortress to be in supply.
Winter. Normal supply issues are made much worse by the winter. During any winter turn, no unit may trace supply or live off the land. In order to be in supply during a winter turn every Unit must be located within a city, fortress or town.
Units Not in Supply. Units that cannot trace an uninterrupted supply route, don't have a baggage train or are in an area which is depleted are out of supply and immediately lose 1 CS per Brigade.