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Terrain key and explanation of its effects on play.

Clear

Clear-Road

Woods

Building

Woods-Road
Movement: One Movement Point per hex entered. Movement: Entry prohibited. Movement: One Movement Point per hex entered. Woods-Roads may be entered or exited only through a hexside crossed by a road.
Combat: No effect. Combat: Blocking terrain (see note). Combat: Defender in hex is doubled in value when calculating Combat ratios. Woods-Road hexes are blocking terrain (see note).
Note: Woods and Woods-Road terrain block artillery bombardment over such hexes. For example, an artillery unit in hex 0803 could not fire into hex 0805 (but could fire into 0705 and 0905), because of the intervening woods in hex 0804. Artillery may bombard into Woods-Road hexes (for example, from 0912 into 0914).
Game-Turn Record Track (advance marker to record passage of each Game-Turn)
1 pm

Start
2 pm 3 pm

Prus
Reinf
4 pm 5 pm

Var
Reinf
6 pm 7 pm 8 pm 9 pm 10 pm

End
Combat Strength-Points Destroyed
1 2 3 4 5 6 7 8 9 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40


[6.0] Combat Results Table
Combat Ratios (Attacker to Defender strength)
  Die 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1
1 AeArArDrDr DrDeDeDeDe
2 AeAeArArDr DrDrDeDeDe
3 AeAeAeArDr DrDrDrDeDe
4 AeAeAeArAr DrDrDrDeDe
5 AeAeAeArAr EeDrEeEeDe
6 AeAeAeAeAr ArEeEeEeDe
 Attacks at worse than “1 to 5” are treated as “1 to 5”;
 attacks at greater than “6 to 1” are treated as “6 to 1”.