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Quebec 1759 v1.0

Original © 2001 by Columbia Games. Modified for PBM by Howard Bishop 2001.

This is an experimental set of PBM rules. There is no attempt to infringe the copyright.

1.0 MAPBOARD

1.1 There are ten land zones which can be occupied : Montmorency, Beauport, St Charles, Abraham, Ste. Foy, Cap Rouge, Sillery, Etchemin, Levis, and Ile d'Orleans. Zones are connected by roads (black lines)

1.2 The St Lawrence River is divided into two areas separated by the broken line. These areas are named Bason and St. Laurent.

2.0 UNITS

2.1 There are 50 units (25 Fr/25 Brit), representing regiments, militia, Indians, naval forces and decoys.

2.2 Most units have a combat value (CV). At the start of the game these range from 2CV to 4CV. These CVs can be reduced through losses in battle. A unit reduced to 0CV is eliminated. Naval units have no CV, but cannot be eliminated.

2.3 CVs can be transferred between units in the same ZONE, prior to movement. Units may not be reduced to 0CV or increased beyond their initial CV by this process.

2.4 In addition each side is supplied with a number of commanders.

3.0 DEPLOYMENT

3.1 All units are deployed at the start of the game.  There is never a limit for the number of units occupying a zone.

3.2 The British player deploys all land units in the Ile d'Orleans zone and the naval units in the Bason.

3.3 The French player deploys all units in as many or as few of the remaining zones as he wishes.

4.0 SEQUENCE AND VICTORY CONDITIONS

4.1 There are 16 campaign turns. In each turn players submit movement orders. All movement is simultaneous. When opposing units end up in the same zone, a battle occurs. Battles are conducted in the order specified by the French player.

4.2 The British must hold the Abraham zone at the end of the 16th turn. Occupation prior to the 16th turn is irrelevant. The British must also have a minimum of 20CV remaining (although all of these need NOT be in Abraham). The French win if the British fail to achieve this objective.

5.0 LAND MOVEMENT

5.1 A land move is made from one zone to another zone connected directly by road. To move, a force must contain at least one commander and a commander may not move without a land unit (decoys do not count for this purpose) to accompany it.

5.2 Not all units in a zone are compelled to move and not all moving units need to move to the same zone.

6.0 AMPHIBIOUS MOVEMENT

6.1 Five of the ten zones on the map (Ile d'Orleans, Levis, St. Charles, Beauport, and Montmorency), border the Bason river area. The remaining zones (except Ste. Foy which is landlocked) border the St Laurent area.

6.2 An amphibious move is made across a river area from one zone to another zone(s), which border the same river area.

6.3 The number of units either player can move amphibiously in one turn depends on the location of British naval units, except that the French player may NEVER make amphibious moves between zones in the Bason area.

6.4 The British player may move one army unit amphibiously for every naval unit in that river area.

6.5 The French player may move one army unit amphibiously for every British naval unit which is NOT in the St Laurent area. Therefore, if all 4 British units are in the St Laurent area, the French may not make any amphibious moves at all.

6.6 Commanders do not count as units for this purpose.

6.7 Units may not combine land and amphibious movement in the same turn.

7.0 NAVAL MOVEMENT

7.1 In any turn the British player can move a maximum of two units upriver and any number downriver.

7.2 If he moves any naval units, the British player can make NO OTHER moves in the same turn.

7.3 Army units may NOT be transported during naval movement.

8.0 ORDERS

8.1 Land/amphibious movement orders must define the exact units/commanders being moved, the zone(s) being moved from/to, and the force commander (if there are multiple commanders).

8.2 Units which are not moved should have a force commander assigned, if there are multiple commanders in the same zone. The zone to retreat to should also be specified, (if the unit(s) are subsequently forced to retreat).

8.3 For ALL zones which will contain his forces after movement, the French player should indicate the order in which his forces should engage in combat.

9.0 DECOYS

9.1 Decoys may never be moved or left by themselves in any zone, and are eliminated as soon as they end movement in a zone with enemy units.

10.0 BATTLE DEPLOYMENT

10.1 In the PBM version of Quebec 1759, the deployment and conduct of battles is entirely determined by the attributes of the force commander. The players are responsible for getting their forces in the right place at the right time, and with the most appropriate commander.

10.2 The defending commander deploys his units into three columns. There may be any number of units in any one column, but there must be at least one unit in each column. Any number of units may also be deployed in "reserve" behind these columns.

10.3 The attacker now deploys his units into three opposing columns and a reserve (optional).

10.4 Once a battle commences players are not allowed to redeploy units between columns (except for certain commanders) and only one unit from the reserve may be deployed per battle turn (except for certain commanders).

11.0 BATTLE SEQUENCE

11.1 A battle is fought to conclusion through an indeterminate number of battle turns in the following sequence :

11.1.1 The defender has the option to retreat

11.1.2 The defender may add ONE unit from his reserve to any one column

11.1.3 The defender may now fire all of his units in the three columns one unit at a time, and one column at a time.

11.1.4 The attacker now repeats these steps in the same sequence.

11.2 The battle turn sequence above is repeated until one player decides to retreat or until one force is routed.

12.0 FIRING

12.1 Units in one column must always fire at units in the opposing column except during pursuit fire.

12.2 For every CV in the unit, a single die is rolled. Each "6" thrown allows the firer to reduce an enemy unit by 1 CV.

13.0 RETREATS

13.1 Retreats are determined by the attributes of the force commander

13.2 The defender may NOT retreat until the beginning of his second battle turn; the attacker may retreat at the beginning of his first battle turn.

13.3 All units must retreat at the same time and to the same zone.

13.4 The defender can retreat to any zone except a zone occupied by enemy units or the zone the attacker came from (even if now vacant).

13.5 The attacker can only retreat to the zone he came from.

13.6 If a player has no legal retreat he must remain in the battle.

14.0 ROUTS/PURSUIT FIRE

14.1 When all units in any one opposing column are eliminated the outflanked player is routed. He must immediately retreat, subject to all retreating rules. Routed units with no legal retreat are eliminated.

14.2 The victorious player gets one last fire by all units (including reserves) to reflect pursuit.

14.3 If the routed player has units in reserve when the rout occurs, one hit is ignored for each 2CV in the reserve (rounded up).

15.0 AMPHIBIOUS COMBAT

15.1 When a player attacks by amphibious move, the defender attacks using double fire (ie. scores hits on "5" and "6" rolls) on his first battle turn. This bonus applies only to units which were present in the zone at the start of the current campaign turn.

15.2 If the player retreats using amphibious movement, the opposing player can conduct pursuit fire with "5" and "6" hits (double fire).

16.0 SKIRMISHES

16.1 If one, or both, forces have less than three units in a battle zone, battle columns and reserves are ignored. Both forces use a single "skirmish" column. There is no rout or pursuit fire (unless an amphibious retreat is involved).

17.0 ST. CHARLES RIVER

17.1 To reflect the effect of this terrain obstacle, any land move from St. Charles to Abraham (or vice versa) resulting in a battle is treated as an amphibious attack.

18.0 QUEBEC MILITIA

18.1 To reflect the effect of Wolfe's propaganda campaign, the French player must remove one Quebec Militia unit for every zone occupied (for the first time) by the British player except for Ile d'Orleans.

19.0 MONTREAL SUPPLIES

19.1 If the British player occupies Cap Rouge, the French player must remove one Montreal/Trois Riviers militia unit at the end of the every campaign move that the occupation continues (starting with the campaign move after first occupation).

20.0 INDIANS

20.1 Can be moved like any other unit, but has additional options and restrictions

20.2 The Indian unit can move to ANY zone provided this is the only move that the French player makes in that campaign turn. Normal land/amphibious movement restrictions do not apply.

20.3 If using special movement (see 20.2), the Indian unit(s) can raid. This entails attacking immediately using double fire and then immediately retreating to ANY zone not occupied by British units. The British played may return only with the Light Infantry or American Rangers.

20.4 Instead of raiding, the Indians may "scout" instead. Up to 4 British units (chosen at random)  are revealed and any decoys are immediately removed from play. The Indian unit may then retreat as for raiding  (but is never attacked).

20.5 The Indian unit may never be deployed in battle column. It must be kept in reserve, but gives double fire in pursuits following a rout. It can be used in a skirmish column (fighting at 1CV), but NEVER by itself.

20.6 The Indian unit may retreat to any zone before or after a battle or skirmish and is never subject to pursuit fire.

20.7 The Indian unit retires from the game immediately, if reduced to 1CV, or if the total French force strength falls below 10CV (not including the Indian unit).

21.0 TIDES

21.1 To simulate the inconvenience of tides to military planning, the British player should roll one die before each campaign turn. If a "1" is thrown, amphibious movement and movement of naval units is NOT allowed for either player during the turn.

22.0 INTELLIGENCE

22.1 Intelligence of enemy forces is restricted. The accuracy of the number of friendly units revealed to the enemy is determined from Table 1

Table 1. Intelligence accuracy

Die

roll

Distance between from friendly zone to nearest enemy land unit

Single land move

Amphibious move

Two land moves

Other

1

-25%

-50%

-100%

0 *

2

-10%

-20%

-40%

?/0 **

3

Accurate

Accurate

Accurate

?/0 **

4

+10%

+20%

+40%

?/0 **

5

+25%

+50%

+100%

?/0 **

6

+50%

+100%

+200%

? ***

0 * = Number of units is revealed as "0" irrespective of the actual number of friendly units in the zone

?/0 ** = Number of units is revealed as "?" if any units are present, and "0" if none are present

? *** = Number of units is revealed as "?" irrespective of the actual number of friendly units in the zone