BATTLE OF ALMA Credits
RULES O F P L AY
Design: Ty Bomba
Development: Adam Starkweather
Playtesting: Ty Bomba, Grant Cardwell, Sherman Tutweiler, Christopher Perello Map & Counter Graphics: Paul Stuhlfaut
20 September 1854
Two-player grand-tactical simulation of the first battle of the Crimean War. TABLE OF CONTENTS 1. INTRODUCTION ......................................... 27 2. COMPONENTS ............................................. 27 3. SET UP & HEX CONTROL ........................... 29 4. HOW TO WIN ............................................... 30 5. TURN SEQUENCE ........................................ 30
6. NO STACKING .............................................. 32 7. ZONES OF CONTROL ................................. 32 8. MOVEMENT ................................................. 32 9. COMBAT ....................................................... 33
1.0 Introduction 1.1 In General First Blood in the Crimea: The Battle of the Alma, 20 September 1854 (“Alma” for short) is a two-player grand-tactical simulation — which is also easily adapted for solitaire play — of the first battle of the Crimean War. Both players have the opportunity to attack and defend, but the main burden of the offensive is on the Allied player. 1.2 Scale Each hexagon on the map represents 300 yards (275 meters) from side to opposite side. The units of maneuver are brigades, regiments, and battalions. Each full turn represents ?? minutes of real time. 1.3 Counter-Sheet Note the counter-sheet includes not only the units for this game, but also three errata-fix counters for the Wagram game that was published here in Paper Wars #93, as well as add-on “Mercenary” variant units for the Russia Falling game, also published here in Paper Wars, issue #85. CO P Y RI G H T © CO M PA S S G A M ES 2021
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2.0 Components 2.1 Components The Components to a complete game of First Blood in Crimea include these rules, the map, and the sheet of 228 die-cut counters, which are also referred to as “units” or “unit-counters.” Players must provide a standard six-sided die to resolve combat and other probabilistic game events. Note. In the lower-right corner of the counter-sheet there are 41 addon variant units for the game that appeared in issue #85, Russia Falling. The rules for incorporating them into the play of that game are presented after the end of this game’s rules. 2.2 Game Map The map illustrates the militarily significant terrain found in and around the Alma River in 1854, when portrayed at this scale under these system dynamics. A hexagonal (“hex”) grid is printed over the map to regulate the placement and movement of units across it, much as squares in Chess or Checkers. A unit is considered to be in only one hex at any one time.
Every hex on the map has a unique four-digit identification number printed within it. They’re provided to help find exact locations more quickly and to allow for the recording of unit positions if a game has to be taken down before it can be completed. For example, the village of Ulokol Akles is in hex 2635. 2.3 Unit-Counters Most of the unit-counters represent combat formations, while others are informational markers and memory aids. After reading through these rules at least once, carefully punch out the counters. Using a nail clipper (or a purpose-designed counter-clipper) to remove the nub-like “dog ears” from their corners will facilitate easier handling during play, and as a bonus will also demonstrate samurai-like determination and discipline to your opponents. R U L E S O F P L AY— PA P E R WA R S # 9 8
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BATTLE OF ALMA 2.4 Sample Combat Unit Each combat unit-counter displays several pieces of information: nationality, specific historical identification, unit type, combat strengths or other special status. Unit Type Specific Unit Historic Identity Divisional Affiliation
1 CG
Combat Factor
2.5 Nationality A unit’s nationality, and therefore the side it’s on, is shown by its background color. Russian Units
Gray background Allied Units
British: red background
French: blue background
Turkish: green background 2.6 Specific Identifications & Abbreviations All units are given their specific identities by the numbers or names used to designate those formations historically. Russian units have their battalion number followed by their regimental name. Allied units have their divisional affiliation shown in their upper-left corners and their specific identities on the lower-left side. Those abbreviations are as follows: BI – Bialystok Regiment
BO – Borodino Regiment BR – Brest Regiment
EN – (separate) Engineer Battalion
VL – Vladimire Regiment VO – Volinsk Regiment British Abbreviations
CG – Coldstream Guards
The illustration shows the full-strength increment of the British Cold Stream Guards battalion. It has a starting combat strength of 3. The battalion begins play set up in the British 1st Division’s deployment area. (See 3.3 for more details.)
Russian Abbreviations
UG – Uglitz Regiment
F – Fusilier
GG – Grenadier Guards H – Highlander L – Light
RB – Rifle Brigade SC – Scots Guards
French Abbreviations Ch – Chasseur
FL – Foreign Legion L – Legere
RTA – Regiment Tirailleur Algerian Z – Zouave
Turkish Abbreviations L – Brigade of the Left
R – Brigade of the Right T – Turkish
2.7 Unit Organizational Sizes All the units in the game are either brigades, regiments, or battalions (officially) although functionally, they were all battalions. Within the rules of this system, these official distinctions have no functional effect on gameplay, so it was decided not to crowd in yet another data point. For rules purposes a “unit” is a “unit” is a “unit.” 2.8 Unit Types The following symbols distinguish the two main combat arms in each counter’s unit-type box. (For the importance of this distinction, see 2.9 below, as well as sections 9.0 and 10.0.)
KZ—Kazan Regiment
MI – Minsk Regiment
MO – Moscow Regiment
NA – Naval Regiment (has only 2 battalions) RI – (separate) Rifle Battalion SO – Sousdal Regiment
TA – Taroutine Regiment
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Russian Infantry
British Infantry
French Regular Infantry
French Zouave Infantry
Turkish Infantry
Design Note. Both sides had cavalry and artillery present at the battle. Neither commander had any good use for the horsemen, however, so they spent the afternoon pretty much just galloping about, attempting to add some dash and color to an otherwise CO P Y RI G H T © CO M PA S S G A M ES 2021
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BATTLE OF ALMA boring affair. (Anyway, that’s how they would’ve put it.) The Russian artillery is accounted for in that side’s bombardment capability (see 5.5). The Allied field artillery was pretty much flummoxed by the lay of the land, which slopes down toward the river from the north and then rises steeply beyond there. It was practically impossible for them to get a powerful concentration of artillery fire sent uphill in a timely way. So, except for the naval gun support along the coast, it’s an all-infantry fight for the Allies.
show upward — during each turn’s Phases III and V. (See section 5.0 for more details.) 2.13 Marker Counters The uses of the following counters are explained at appropriate points throughout the rest of the rules.
2.9 Movement Factor (MF) This number is a measure of a unit’s ability to move across the hex grid printed over the map. Units pay varied movement costs to enter different hexes, depending upon the terrain in each. (Unlike most wargames, the units’ MFs aren’t printed on the counters.) Each unit’s movement factor is eight. Note that the three French Zouave units in the game, however, have special movement abilities. (See section 8.0 and the Terrain Effects Charts printed on the mapsheet for details.) 2.10 Combat Factors Combat Factors (CF) are the measure of each unit’s ability to conduct offensive and defensive combat operations. Their specific uses are explained in section 10.0. 2.11 Step Strength & Step Reduction All Allied units have two “strength steps,” which are also simply called “steps.” That’s an arbitrary term used to express the ability of a unit to absorb a certain amount of losses before ceasing to be a combat effective formation (a measure of its “robustness” in current US Army jargon).
Allied Victory Hex Control Markers
Russian Artillery Bombardment Markers
Turn Marker
3.0 Set Up & Hex Control 3.1 In General The players should first decide which side each of them will control. After that, they each take their own units and sort them onto and around the map according to the sequence and instructions below: 3.2 Marker & Allied Substitute-Counter Set-Asides Place the Turn Marker in the number 1 box of the Turn Track printed on the mapsheet. Place the Russian Artillery Bombardment Markers and the Allied Victory Hex Control Markers off to the side of the map within easy reach. The Allied player should take all that side’s substitute counters and set them off to the side within easy reach.
If a unit that presently contains two steps suffers a step loss, that 3.3 Combat Unit Set Up counter is removed and its one-step “substitute” counter is placed in the hex formerly occupied by the stronger counter. If a one-step All Allied units are set up by that player in appropriate assigned unit suffers a step loss, it is removed from the map (“eliminated”). hexes. For example, the CG unit (shown above in rule 2.4) is set up in any of the six hexes marked for that division (1706–1711). All No two-step unit that’s once been reduced to one-step strength is British divisions have set-up areas east of the Allied Operational ever returned to its former two-step strength. Similarly, no fully Boundary; while all French and Turkish divisions have areas west eliminated unit is ever returned to play once in the dead pile. All of that line. Allied units begin play at their full two-step strength as given in Note the British Rifle Brigade (RB), though it is only comprised of two the counter-mix. units, constitutes a “division” for all intents and purposes. Each formation’s one-step strength counter can Star All Russian units are set up in, or within one hex of, their regimental easily be recognized by the fact it has a combat deployment hexes. For example, all four units of the SO (Sousdal) factor of “1.” Stars have also been added to their Regiment are set up in or within one hex of 2403. Note that most upper-right corners to provide easy identification of Russian regiments have four battalions; however, the ad hoc Naval substitute counters. Regiment (NA) has only two battalions, and the Engineer (EN) and All Russian units are one-step. Rifle (RI) Battalions are both separate formations that must set up exactly in their respective deployment hexes. 2.12 Disruption On their reverse sides, combat unit counters display only the • Neither side’s initial deployment areas have any special significance once set up is completed. battle-flags of their respective empires (and a single dot/star if it’s an Allied one-step substitute counter). That side is their “disrupted” • Neither side has any late-entry reinforcement units; every side. Units become disrupted — and are immediately flipped over formation in the counter-mix starts play on the map. so their flagged sides show — whenever they complete a move, • Stacking rules are in effect during set up. (See section 6.0 for or take part in an attack or defense. Disrupted units retain their details.) zones of control (see section 7.0) and defend normally, but they may not move or attack. Units recover from disruption — shown by being flipped back over so that their numeric-data sides again CO P Y RI G H T © CO M PA S S G A M ES 2021
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BATTLE OF ALMA 3.4 Hex Control
4.5 Capitulation & Draws
The idea of “hex control”— which side “owns” certain critical hexes at any given instant — is important for judging victory. The critical hexes in that regard are explained in section 4.0. At the start of play, the Russians control all of them.
If either player becomes convinced their situation is hopeless, capitulation, or concession of defeat, can be declared at any time. Note that there can be no draws in this game.
The control status of a hex switches from one side to the other whenever a unit from the other side enters it. Control switching is immediate, and may potentially occur at any time during play. 3.5 Hex Control vs. Zone of Control Don’t confuse the idea of “hex control,” introduced above, with that of “zones of control” (ZOC), which is explained in section 7.0. For now, all you need understand with regard to the latter is the fact the mere projection of a ZOC into an enemy-controlled critical-hex isn’t enough by itself to cause the control status of that hex to switch from one side to the other.
4.0 How to Win 4.1 In General The Allied player is on the attack here; the Russian player — though he can certainly make good use of timely and specific counterattacks — is on the defensive and wins the game by preventing an Allied offensive victory. 4.2 Allied Sudden-Territorial-Death Victory If, at any time during play, the Allied player has simultaneous control of the Great Redoubt hex (2709), the Little Redoubt hex (2404), any one of the five Telegraph Hill summit-hexes, AND any one of the eleven Kourganie Hill summit-hexes — play stops immediately and victory is declared. Markers are provided to keep track of each such hex’s control status.
Design Note. The Telegraph Hill summit hexes are: 3017, 3018, 3116, 3117, and 3118. The Kourganie Hill summit hexes are 2602–04, 2702–05 and 2803–06. 4.3 Allied Sudden-Death Victory via Russian Demoralization If at any time during play the Allied player moves any unit into any hex on the south edge of the map (4001–35), play stops and an Allied victory is immediately declared.
Design Note. The summit areas of Telegraph Hill and Kourganie Hill (“Hill Hill” in strict English translation) were the two highest places on the battlefield. When Allied flags began appearing at these locations — the effect of which was compounded by the earlier loss of their line’s only fortified points — the Russian Army collectively lost heart and began running south toward Sevastopol. 4.4 Russian Victory If, by the end of Game Turn 6, the Allied player hasn’t won the game by either of the methods described above, the Russian player is declared to have won the game.
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5.0 Turn Sequence 5.1 In General Every turn of Alma is divided into five segments, called “phases.” Each full sequence of phases — as shown below in outline and expanded outline —makes up one “turn,” of which there are a maximum of six in an entire match. Every action taken by a player must be carried out during the appropriate part of the sequence given below. Once a player has finished a particular phase or a specific activity within a phase, they may not go back to perform some forgotten action or redo a poorly executed one unless their opponent graciously permits it. 5.2 Turn Sequence Outline I.
II.
III. IV. V.
Turn Sequence Declaration Phase
Alternating Actions Movement or Combat Phase First Recovery Phase
Alternating Actions Combat or Movement Phase Second Recovery Phase
5.3 Phase Sequence Declaration Step During this step, the Allied player announces in which order the coming turn’s movement and combat phases will take place. There may never be more than one combat and one movement phase, in whichever order is chosen, in each turn. 5.4 Alternating Actions Movement or Combat Phases Starting with the Allied player, the two players alternate either launching one attack or moving one unit (depending on whether the present phase is movement or combat).
Individual attacks may have more than one attacking unit in them (see section 9.0 for more details) but moves are always made one unit at a time. The unit(s) committed to those actions are, upon their completion, flipped over to show their disrupted sides. If a player doesn’t actually want to make an attack or a move when it’s their turn to do so, one unit must still be flipped over to its disrupted side, just as if it had moved or launched some inconsequential attack. (This is known as the “time marches on” requirement). 5.5 Russian Artillery Bombardment At the start of play the Russian player has eight (8) artillery bombardment markers available. During each turn’s movement and/or combat phases, instead of moving a unit or launching a ground attack, a bombardment may be targeted. Each such bombardment counts as one action during its phase of execution, and each marker may be used only once per turn (not once per phase). CO P Y RI G H T © CO M PA S S G A M ES 2021
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BATTLE OF ALMA For an Allied unit to be the target of a bombardment, that unit must be within six hexes of one or more Russian units at that time. With that qualification met, the Russian player should set aside a marker. (They’re only included as memory aids and have no actual on-map use.)
One die is rolled for each bombardment. A given Allied unit may be the subject of more than one bombardment per turn, but each counts as a separate Russian action. Also note that no Allied battalion can ever be fully eliminated by bombardment; two-step units can be reduced to one-step, but no one-stepper is ever be eliminated by artillery fire. • The Russian player may choose to bombard an already disrupted full-strength Allied unit in the hope getting a step loss result.
• When/if the Allied player takes control of either of the redoubt hexes, the Russian player must permanently set aside two Artillery Markers. (That’s four markers lost for the loss of both redoubts: two for each redoubt.) • When/if the Allied player takes control of a Telegraph Hill or Kourganie Hill summit-hex, the Russian player must also give up two Artillery Markers for each such loss. No more than two markers are given up for the loss of any number of either hill’s summit hexes. • If the Russian player regains control of any of those hexes, any lost Artillery Markers are not regained. Once lost, a marker is permanently out of play.
• Within the strictures and penalties above, all remaining Russian Artillery Markers are available for use again at the start of every turn. 5.6 Recovery Phases A movement or combat phase continues as described above until either both players are out of undisrupted units or both agree they’d like to end the phase. If one player runs out of undisrupted units before the other, the player with remaining undisrupted units may go ahead and complete whatever actions desired — within normal rules strictures — but obviously now uninterrupted by alternating sides. When a combat or movement phase is ended, a Recovery Phase takes place in which both players should cooperatively turn back all units on the map so that their undisrupted sides are showing upward. 5.7 Ending a Turn & Ending a Game Turns are completed when each side’s final Phase V is concluded. At that time move the Turn Marker forward by one box on the track (printed on the mapsheet) and then start Phase I of the next turn. If the turn just ended is Turn 6, the game is over. (Consult section 4.0 to determine who has won.) 5.8 Expanded Turn Sequence I.
Turn Sequence Declaration Phase
The Allied player begins each game turn by stating in which order that game turn’s movement and combat phases will be conducted. That choice is freely made, but there’s always just one combat phase and one movement phase. CO P Y RI G H T © CO M PA S S G A M ES 2021
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II. Alternating Actions Movement or Combat Phase
If the movement phase is being conducted before the combat phase, players alternate moving one unit at a time. The Allied player always makes the first single-unit move. At the end of each unit’s move, flip it so that its disrupted side shows, indicating it is out of action for the rest of the phase. There is no passing. If you don’t want to actually move any of your units when it is your turn to do so, you must disrupt-in-place your choice of any one of your units. (Note that the Russian player, instead of moving or disruptingin-place a unit when it’s their turn to do so, may instead launch a bombardment attack.) That back and forth continues until both players run out of undisrupted units to move, and the Russian player has made all the bombardments available — or chooses to use this phase — or both players agree to end the phase.
If the combat phase is being conducted before the movement phase, both players alternate launching one attack at a time. The Allied player always makes the first attack. At the end of each attack, flip over all the surviving units of both sides that were involved in it so their disrupted sides show, indicating they’re out of action for the rest of the phase. There is no passing. If you don’t want to actually make an attack when it is your turn to do so, you must disrupt-in-place any one unit of your choice. (Also note that the Russian player, instead of launching an attack or disruptingin-place a single unit when it’s their turn to do so, may instead launch a bombardment attack.) • That back and forth continues until both players run out of undisrupted units to use in attacks, and the Russian player has made all the bombardments available — or chooses to use this phase — or both players agree to end the phase. • Any number of undisrupted units in a position to do so may take part in an attack. No unit may attack more than once during a combat phase, but it is possible for a unit to be attacked more than once during a combat phase. (However, it must be attacked by different — and as yet undisrupted — enemy units in each attack.) III. First Recovery Phase
No matter if it was the combat or the movement phase that has just been conducted: both players should cooperatively flip back to their undisrupted sides all disrupted units of both sides presently on the map. IV. Alternating Actions Combat or Movement Phase
If (as described in the first paragraph under Point I above) this turn’s movement phase was conducted prior to its combat phase, then it is now time to conduct the combat phase. Conversely, if (as described in the second paragraph under Point I above) this turn’s combat phase was conducted prior to its movement phase, then it is now time to conduct the movement phase. V. Second Recovery Phase
No matter if the combat or movement phase has just been conducted: both players should cooperatively flip back to their undisrupted sides all the disrupted units of both sides presently on the map. R u l e s O F P l Ay— PA P e R WA R s # 9 8
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BATTLE OF ALMA
6.0 No Stacking
7.4 No EZOC Negation
6.1 In General
The presence of a friendly unit in a hex containing an EZOC does not negate that EZOC for any purposes.
Stacking is the term used to describe the piling up of more than one friendly unit in the same hex at the same time. The ability to do that is severely limited in this game. Stacking rules are in effect during set up and through all phases of all turns. 6.2 Stacking Limit No more than one friendly unit may be in any one hex at any one time. Note that whether a unit is disrupted or undisrupted has no effect on its stacking status or on the stacking rules more generally. 6.3 No Oppositional Stacking Units of the two sides never stack together at any time.
7.0 Zones of Control 7.1 In General The six hexes immediately surrounding a hex containing a unit constitute the “zone of control” (ZOC) of that unit. Zones of control extend across all hexsides, and into and out of types of terrain, without exception.
ZOC ZOC
ZOC
ZOC
ZOC ZOC
All units of both sides project their ZOC at all times. There’s no difference in effect between the ZOCs projected by units of different sides into the same hex. Opposing units may simultaneously project their ZOCs into the same hexes. 7.2 Enemy Zones of Control (EZOC) & Movement A moving unit must end its move for that phase when it first enters an EZOC. A unit that begins a turn’s movement phase already in an EZOC may only move if the first hex it enters contains no EZOC. 7.3 Enemy Zones of Control (EZOC) & Combat Attacking is not required by a unit simply because it begins a combat phase in the EZOC of one or more opposing units. Combat is always voluntary (see section 9.0 for details.)
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7.5 EZOC & Advance After Combat EZOCs don’t in any way inhibit or block the ability of victorious units advancing-after-combat. (See 9.19 for details.)
8.0 Movement 8.1 In General Every unit in the game has a movement factor of eight. That factor is the number of “movement points” (also called “MPs,” “movement factors” and “MFs”) available to the unit to spend in moving across the hex grid during each turn’s movement phase. Units move from hex to adjacent hex — no “skipping” of hexes is allowed — paying varied costs to do so, depending on the type of unit moving, as well as the terrain and any water barriers in the hexes being entered. Move each unit individually. 8.2 Limits MPs may not be accumulated from turn to turn or phase to phase, nor may they be loaned or given from one unit to another. A player may potentially move all, some, or none of their units in each movement phase throughout the game. Units that move aren’t required to expend all their MPs before stopping. The movement of each unit must be completed before that of another is begun. A player may only change the position of an already-moved unit if his opponent agrees to allow it. At the end of any move, that just-moved unit is “disrupted.” That is shown by flipping it over so the side with only its empire’s battle-flag faces upward. Disrupted units remain disrupted until the immediately following recovery step, at which time both players should cooperatively flip over all the disrupted units on the map to display their now undisrupted status (such that they all once again show their side with numbers). 8.3 No Minimum Movement Guarantee There is no guaranteed ability for any unit to be able to move at least one hex during a movement phase. To enter any hex, a moving unit must have sufficient MPs available to pay all the involved costs or the move may not be made. Also note that moving units may never enter hexes containing enemy units. Disrupted units may not move in any way. 8.4 Terrain & Water Barriers There are 11 types of terrain and hydrographic features on the map. The effects those various features have on the movement of units are described below and are also summarized on the Terrain Effects Chart (TEC) printed on the mapsheet for quick reference during play. 8.5 Clear Terrain This is the “base” terrain of the game; it’s devoid of any natural features that would enhance defense or slow movement at this level of operations. Each clear CO P y RI G H T © CO M PA S S G A M ES 2021
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BATTLE OF ALMA hex costs two MPs to enter for all units. For a hex to be considered “clear,” it must be entirely devoid of any other terrain. 8.6 Vineyards Each vineyard hex costs French Zouave units two MPs to enter; all other units must pay three MPs to enter each such hex. 8.8 Villages The cost for entering any village hex is two MPs per hex for Zouaves and three MPs per hex for all other units. 8.7 Bridged & Unbridged River Hexes & Roads It costs Zouave units two MPs to enter an unbridged river hex. All other units must pay four MPs per unbridged river hex.
Bridges (or fords, there’s no distinction for our purposes) occur wherever a road crosses a river hex. They are indestructible for all game purposes. All units may move into bridged river hexes at the road movement rate of one MP per hex, provided only that they do so by moving from a road hex into the river hex via a hexside crossed by that road.
Roads also negate the slope hexside crossing-cost for all units (see below). 8.9 Slope Hexsides Slopes run along hexsides rather than occurring inhex. Further, each slope hexside has an “upslope” and UP a “downslope” side. For example, look at the slope running along hexside 2911/2912. Hex 2911 is on the upslope side, and hex 2912 is on the downslope DOWN side. When units move “down” across a slope hexside by crossing from its upslope to its downslope side, they pay nothing extra to do so. When units move “up” across a slope hexside by crossing from its downslope to its upslope side, they pay one MP extra (+1) to do so. Also note the road movement rate can be used to cross slope hexsides in either direction (see above). 8.10 Cliff Hexsides Cliffs run along hexsides rather than occurring inDOWN hex. Further, each cliff hexside has an “upslope” and a “downslope” side. For example, look at the cliff running along hexside 2529/2530. Hex 2529 is on UP the downslope side, and hex 2530 is on the upslope side. When non-Zouave units move across a cliff hexside by crossing “down” from its upslope to its downslope side, they pay two extra MPs (+2) to do so. When non-Zouave units move across a cliff hexside by crossing “up” from its downslope to its upslope side, they pay four MPs extra (+4) to do so. Zouave units pay only one extra (+1) MP to do so when moving in either direction.
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8.11 Redoubt Hexsides Redoubts run along hexsides rather than occurring in-hex. Further, redoubt hexsides have no “upslope” or “downslope” sides. It costs all units one extra (+1) MP to cross a redoubt hexside in either direction. 8.12 All-Sea Hexes & Hexsides There are a small number of Black Sea hexes and hexsides in the map’s northwest corner. That area is unplayable for all purposes. 8.13 Cumulative Costs The total movement cost for entering any hex is always the sum of all the applicable costs. 8.14 Russian Geographic Restrictions No Russian unit may ever move into any river hex, either bridged or unbridged. However, Russian units may attack into river hexes and, similarly, Russian artillery bombardments may target river hexes or beyond them (within the strictures given in rule 5.5). 8.15 Allied Geographic Restrictions No Allied unit may ever move or attack across the Operational Boundary Line (which runs from 1017/1018 to 2317/2318).
9.0 Combat 9.1 In General Attacking is always voluntary. The mere fact of enemy adjacency does not necessitate combat. No attack may have more than one enemy-occupied hex as its objective. No unit in a hex being attacked may in any way refuse combat. To execute an attack, first designate the hex being attacked, along with those of your units that will be participating in that action. Multi-hex attack deployments are allowed. That is, though all the units you choose to include in an attack must be immediately adjacent to your chosen target hex, single attack actions may consist of units attacking from up to all six hexes adjacent to the targeted hex (but also see 9.3 below for an important stricture). The player launching the attack presently being resolved is considered the “attacker,” and the other player is considered the “defender,” no matter the general strategic situation across the map. 9.2 Repeat Attacks & Defense & Disruption Any given hex may potentially be attacked — by one or both players —any number of times in each turn’s combat phase. Each such attack, however, constitutes a separate attack.
Undisrupted units that participate in their own defense are thereby disrupted and, because of that, won’t themselves be able to attack at any time later that same phase. Disrupted units defend normally, no matter how many times they’re attacked during a given combat phase. R U L E S O F P L AY— PA P E R WA R S # 9 8
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BATTLE OF ALMA Note that participating in just one attack disrupts all the units participating in that attack for the rest of that combat phase. So, generally, units may attack only once per combat phase (see 9.19 for an important exception) and they may potentially be attacked any number of times during a combat phase — but only by as yet undisrupted enemy units in each such new attack.
9.9 River Hexes
9.3 Indivisibility of Units & Organizational Strictures
The defender’s combat result is reduced by one if all involved attacking units are attacking upslope through slope hexsides. There is no such effect if one or more attacking units are attacking downslope and/or via non-slope hexsides.
No single attacking unit may have its combat factor divided and applied to more than one battle. Likewise, no single defending unit may have only some of its combat factors attacked by one or more attackers while its “remaining” combat factors are attacked by other units.
Allied units of different nationalities may never take part in the same attack together. Similarly, Allied units from different divisions may not take part in the same attack. For this purpose, the two-unit British Rifle Brigade (RB) is considered to be a division, and the two Turkish units together make up one division. Russian units from different regiments may not take part in the same attack. For this purpose, the Engineer (EN) and Rifle (RI) units are each considered to be a different regiment. 9.4 Attack Sequencing There’s no arbitrary limit on the number of separate attacks each player may resolve during the combat phases. Neither player need declare all their attacks beforehand, and they may resolve them in any order they wish — alternating one at a time with the attacks of the opponent — as long as the resolution of one is completed before the next one begins. (Which is also true for Russian bombardments executed during combat phases; see 5.5.) 9.5 Combat Procedure The attacking player should strive to have more combat factors involved in a battle than the defender. Subtract the defending unit’s combat factor from the attacker’s total number of combat factors. That number is the “combat differential.” 9.6 Combat Results Table (CRT) Limits Note the column headings on the CRT range from “0” to “+8”. Find the column heading that’s closest to the combat differential provisionally calculated according to rule 9.5 above. For example, if your attacking force contains 5 factors, and the defending force contains 3 factors, that battle would be resolved using the “+2” column on the CRT.
9.10 Slope Hexsides
9.11 Redoubt Hexsides The defender’s combat result is reduced by two if all involved attacking units are attacking into the redoubt hex (2404 or 2709) via redoubt hexsides. There’s no such effect if one or more are attacking via non-redoubt hexsides. Further, no flanking or momentum attack may ever be conducted across redoubt hexes from outside the redoubt (no effect in the other direction, that is, from a redoubt hex outward). 9.12 Cliff Hexsides The defender’s combat result reduced by one if all involved attacking units are attacking upslope through cliff hexsides or a combination of cliff and slope hexsides. There’s no such effect if one or more units are attacking downslope and/or via noncliff/non-slope hexsides. No momentum or flanking attacks are allowed across these hexsides in either direction. 9.13 All Sea Hexes & Hexsides No attacks are allowed into all-sea hexes or across all-sea hexsides. 9.14 Allied Naval Gun Support Hexes In each Allied attack into such hexes: roll a die, halve that result and round down any remainder. Add that number (0–3) to the attacker’s combat strength for that battle. However, the maximum number of naval artillery factors that may be added is limited to the total number of attacking land-unit combat factors involved. 9.15 Final Combat Resolution After all the applicable effects described above are taken into account, the attacker rolls a die and cross-indexes that result beneath the proper differential column on the CRT to get a “combat result.” For example, a result of “3” rolled for an attack made under the “+5” column yields a result of “1/2”.
9.7 Clear Terrain & Vineyards
9.16 Combat Results
Units defending in clear hexes or vineyard hexes derive no terrain benefit to their defense.
Results are given exclusively in terms of steps lost by the forces involved in each battle. Results to the left of the slash apply to the attacker and those to the right of it apply to the defender. In the example above, the attacking player would be called upon to remove one step (grand total) from among the attacking force and the defending player would be called on to remove (grand total) two steps from the defending force. Every battle is fully resolved as a discrete event. There’s never any carry over of extra, unabsorbed step-losses from battle to battle or from phase to phase.
9.8 Villages Units defending in village hexes benefit by having their combat result reduced by one.
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The defender’s combat result is reduced by one if all involved attacking units are attacking from river hexes, no matter if bridged or unbridged.
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BATTLE OF ALMA 9.17 Apportioning Losses In each battle, both players are free to apportion their own side’s step losses from among their units involved as they see fit. 9.18 Flank Attacks If you have units located such that they’re adjacent to one or more hexes containing enemy units, and those same units of yours are also adjacent to one or more hexes that only contain an EZOC but no unit, you ZOC may decide to attack into an “empty-butZOC ZOC EZOC-containing” hex in a procedure known as a “flank attack.” Flank attacks are conducted using ZOC ZOC the same general procedures as regular attacks, with the ZOC Flank Attack important exceptions that no differential calculation process is undertaken and neither side can in anyway suffer any losses. Instead, just announce the flank attack and then make an advance-after-combat into the chosen hex. Momentum attacks (see below) may be conducted as flank attacks, and what’s more: the advance resulting from an initial flank attack may be used to create the opportunity for a momentum attack. Keep in mind however, that no given attacking unit may make more than one flank attack and one momentum attack per friendly combat phase (in either order). Also note that no flank attack is ever allowed across a redoubt hexside into a redoubt or across a cliff hexside in either direction. 9.19 Advance-After-Combat & Momentum Attacks At the end of every attack, whenever the defender’s hex has been left empty, a victorious attacking unit may advance-after-combat ZOC into that hex. The no-stacking rule must still be observed. Such advances are not part of normal ZOC movement; they don’t cost any MPs, but an advancing unit must still observe normal terrain prohibitions. EZOCs don’t block advances after combat.
ZOC
Eliminated Unit
X
ZOC
There are never any serial momentum attacks. That is, even if a given momentum attack is successful in clearing out ZOC another defended hex — and that victorious attacking unit advances-aftercombat again — it ZOC would then not be allowed to make yet another momentum attack in that same phase. In all other ways, momentum attacks are resolved as normal combat. At the end of an advanceafter-combat — and after allowing for a potential momentum ZOC attack — that justadvanced unit is now disrupted, and thus flipped over.
ZOC
Advanced
ZOC
ZOC ZOC
ZOC
Momentum Attack
ZOC
ZOC ZOC
ZOC
Unit Disrupted
ZOC
ZOC
ZOC ZOC
ZOC ZOC
Advance
Advancing-after-combat is an option; it’s never mandatory. However, the decision to advance must be made immediately after the battle is resolved and before another is begun. There is never any defender advance-after-combat. Victorious defenders simply hold in place. CO P y RI G H T © CO M PA S S G A M ES 2021
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Attacking units that advanceafter-combat may make one more “followup” or momentum ZOC attack, but it must also be declared and executed immediately after advancing, before moving on to the ZOC next battle. This is always limited to one attacking unit versus one defender. Note that this is the only exception to the onecombat limit (given above in 9.2).
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Terrain Effects Chart
Terrain
Movement Cost*
Clear Hex
2
No Effect
Vineyard Hex
3**
No Effect
Village Hex
3**
Defender’s combat result reduced by 1.
Unbridged River Hex
4**
Defender’s combat result is reduced by 1 if all involved attacking units are in unbridged river hexes or a mix of bridged and unbridged river hexes.
Road Hex
1 & Negates Slope-Crossing Cost***
Bridged River Hex
1 If moving from road hex to road hex via a road hexside; otherwise treat as unbridged
Defender’s combat result reduced by 1 if all involved attacking units are in unbridged river hexsides or a combination of bridged and unbridged river hexes.
+1 Moving Upslope
Defender’s combat result reduced by 1 if all involved attacking units are attacking upslope through slope hexsides. No effect if one or more attacking units are attacking downslope and/or via non-slope hexsides.
Slope Hexside
No Effect Moving Downslope
Redoubt Hexside
Cliff Hexside
+1
+4 Moving Upslope**** +2 Moving Downslope****
All-Sea Hex or Hexside
Not Allowed
Allied Naval Gun Support Hex
Determined by Terrain
Allied Operational Boundary
See 3.3 & 8.15
Initial Deployment Hexes
See 3.3
Combat Effect*
Determined by the other terrain In the hex.
Defender’s combat result reduced by 2 if all involved attacking units are coming through redoubt hexsides. No effect if one or more are attacking via non-redoubt hexsides. No momentum or flanking attacks are allowed across these hexsides from outside the redoubts. Also see the note below the Russian Bombardment Table. Defender’s combat result reduced by 1 if all involved attacking units are attacking upslope through cliff hexsides or a combination of cliff and slope hexsides. No effect if one or more are attacking downslope and/or via non-cliff/non-slope hexsides. No momentum or flanking attacks are allowed across these hexsides in either direction. Not Allowed In each Allied attack into such hexes roll a die, halve that result and round down any remainder. Add that number (0-3) to the attacker’s combat strength for that battle; however, no more artillery factors may be added than there involved land-unit attack factors. No French or British movement or attacks across this line. Note that it ends south of 2317/2318,
No Effect
*All situationally applicable movement costs and combat effects are cumulative in their effect. **Zouaves pay only 2 MPs. ***Only when moving from road hex to road hex via a hexside crossed by the road; otherwise, cost is determined by the other terrain in the hex. ****Zouaves pay +1 MP in both directions. Co p y RI G H T © Co M pa s s G a M es 2021
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Combat Result Table Attack Differentials → 1
2
0
1/1
1/1
3
1/0
4
2/0
5
3/0
6
3/0
+1
1/1
1/1
1/1
1/0
2/0
3/0
+2
1/2
1/1
1/1
1/1
1/0
2/0
+3
1/2
1/2
1/1
1/1
1/1
2/0
Attack differentials less than 0 are resolved using the 0 column.
+4
0/2
1/2
1/2
1/1
1/1
1/1
+5
0/3
0/2
1/2
1/2
1/1
1/1
+6
0/3
0/3
0/2
1/2
1/2
1/1
+7
0/3
0/3
0/3
0/2
1/2
1/2
+8
0/3
0/3
0/3
0/3
0/2
1/2
Attack differentials greater than +8 are resolved using the +8 column. Turn Sequence Outline I.
Turn Sequence Declaration Phase
II. Alternating Actions Movement or Combat Phase III. First Recovery Phase
IV. Alternating Actions Combat or Movement Phase V. Second Recovery Phase
Russian Bombardment Table *Die Roll↓ Result 1–3
No Effect
6–7
Target disrupted & loses 1 step if it’s 2-step.**
4–5
Target disrupted.
* +1 if target is adjacent to the outside of a redoubt hexside & that redoubt has never been Allied-controlled and is presently Russian-controlled **Ignore step loss if target is already 1 step.
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