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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
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