WINTER'S VICTORY RULES & PLAYBOOK
ALLIED BRIGADE COMMITMENT & FATIGUE DISPLAY

TERRAIN EFFECTS CHART

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SEQUENCE OF PLAY
1. Game Turn Interphase
A. Army/Corps Morale Segment:
Both players check their Army or Corp Morale Levels. If any are at 0 or less, implement the effects of demoralization for the affected Corps or Army.
B. Snow Event Segment:
If Snow Event is indicated on the Turn Record Track, players determine if a Snow Event occurs, if so, implements the Snow Event procedures.
HOURLY ONLY GAME-TURN INTERPHASE ACTIVITIES
C. Special Fatigue Accrual Segment:
1. Cavalry Charge Fatigue Accrual.
2. Jaeger Battalion Fatigue Accrual (Optional).
D. Brigade Fatigue Accrual & Recovery Segment:
All activated brigades accrue fatigue points and Brigade Fatigue Levels are adjusted.
E Brigade & Division Leader Deactivation Segment:
Both Players may deactivate any brigade and deactivate any Division Leader that has no active (on-map) Brigade Leaders.
F. Army Command Points Addition Segment:
Both players receive Army Command Points (CPs) and add them to their Army’s Command Points Total.
G. Command State Continuation Segment:
Both Players check all required Commanders and then Division Leaders that are in a Mobilized Command State to determine if they remain in their Mobilized State.
2. Allied Command Phase
The Allied Player announces his command decisions and Command unit activities through a structured sequence by Command unit type.
A. Delay Marker Delivery Check Segment:
1. The Allied Player makes Order Delivery checks for all friendly Command units stacked with a Delay marker.
B. Brigade and Division Leader Activation Segment:
1. Brigade Leader Activation:
2. Division Leader Activation:
C. Division Leader/Detachment Commander Activity Segment:
1. Division Leader Activity: An Active Division Leader ,may attempt to activate his Brigade Leaders and/or change his Command State from Standing to Mobilize.
2. Division Attack Order Activity:
3. Grand Battery Leader Activity:
D. Wing/Reserve Commander Activity Segment:
1. Wing Commander Activity: An Active Wing/Reserve Commander may send an order to activate one or more subordinate Division Leaders or one Brigade Leader, change his Command State (from Standing to Mobilize), and/or issue an order to an active subordinate Division leader.
2. Wing Attack Order Activity: A Wing/Reserve Commander with an Attack Order marker, may send an Attack Order to one or more subordinate Division Leaders
E. Army Commander Activity Segment:
The Allied Army Commander may issue orders to Wing and Detachment Commanders, and/or to any subordinate Division or Brigade Leaders.
F. Cavalry Charge Declaration Segment:
The Allied player announces any Cavalry Charges.
G. Ammunition Resupply Segment:
Remove Ammo Deplt markers from units eligible to resupply .
3. Allied Rally Phase
A. Combat Units Rally Segment:
The Allied player attempts to recover Exhausted cavalry and rally each of his Disordered or Routed units. Routed units not able to rally must continue to retreat (see 7.42 and 13.4).
B. Attack Order Stoppage Check Segment:
The Allied player determines if any of his ongoing Attack Orders must end due to Attack Order Violations.
4. French Movement Phase
A. Command Status Segment:
Determine the command status of French Brigade Leaders and combat units and mark those which are Out of Command with an Out of Command marker.
B. French Movement Segment:
The French player may move some, all, or none of the French units in accordance with the rules for movement.
5. Allied Shock Phase
The Allied Player conducts all infantry shock attacks and cavalry charges in any order he chooses. The French player may initiate opportunity charges if eligible to do so.
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 Skirmisher Fire Segment:
All Skirmish companies and units in General Order from both armies, may execute fire combat. Skirmish units and units in General Order fire alternately between opposing players until all desired units have fired.
Reciprocal Infantry Battalion Fire Segment:
All infantry battalions (and those Disordered) from both armies may execute fire combat. Infantry Fire is alternated between opposing players until all desired infantry battalion units have fired.
Reciprocal Artillery Fire Segment:
All artillery units from both armies may conduct fire combat. Artillery fire alternates between opposing players until all desired artillery 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
A. Delay Marker Delivery Check Segment:
B. Army Commander Activity Segment:
The French Army Commander (Napoleon) may initiate orders to on-map Corps Commanders and Division Leaders and activate inactive Division or Brigade Leaders. The Army Commander may change his Command State simply by doing so (no CP or Order required).
C. Corps Commander Activity Segment:
Same as the Allied Wing & Reserve Activity Segment except applied to French Corps Commanders.
D. Division Leader Activity Segment:
1. Division Leader Activity
2. Division Attack Order Activity
E. Brigade and Division Leader Activation Segment:
1. Division Leader Activation
2. Brigade Leader Activation:
F. Cavalry Charge Declaration Segment:
G. Ammunition Resupply Segment:
8. French Rally Phase
A. Combat Units Rally Segment:
Same as the Allied Rally Segment except all French units recover from Disorder normally (no die roll required).
B. Attack Order Stoppage Check Segment:
9. Allied Movement Phase
A. Command Status Segment:
B. Command State Change Segment:
C. Movement Segment:
10. French Shock Phase
The Allied Player conducts infantry shock attacks and cavalry charges in any order he chooses.
End of Game-turn: Players determine if the game ends because of conditions set by the scenario or by mutual agreement. If the game is at an end, players may calculate the levels of victory based on the victory conditions for the scenario. If the game is to continue, advanced the Game-turn marker one turn on the Game-Turn Track. |