La Bataille de Friedland et Danzig 1809
Le Siege de Danzig 1807
Use the bow of the ship as its orientation to a hex vertex. The Dauntless fires out of one side per turn at 90 degrees to the bow, only. French Infantry and artillery may fire at the ship. Movement is provided by the wind. Roll one die each turn. The number rolled is the number of hexes the Dauntless gets to move, maximum Canal Hex sides Infantry crossing a canal hex side must expend four movement points. Artillery and cavalry may only cross at a bridge. Bridges There are two pontoon bridges which are temporary and can be damaged by fire from the Dauntless. Each bridge has a fire dense of 6 and can take 4 hits before it is broken. When broken, troops cannot pass across the Vistula at that location. The Dauntless cannot go past a footbridge until it is destroyed. French Redoubts The French built several redoubts to watch the forts and traffic on the river. There are three represented in this game. Each has a static battery. Static batteries may change their orientation in the hex but may not move. The may shift up to one hex side per turn. The French maintain three redoubts and place artillery there if they have captured and maintain the control of Holm Island at the end of turn 9. If the French do not hold Holm Island, then they do not get to place a static battery at the redoubt closest to the Ft. Neufahrungswasser. Artillery in the redoubt faces a vertex. Ft. Weichselmunde and Ft. Neufahrwasser guard the entrance to the Vistula River and provide the coalition with a staging area for future operations. The forts themselves have a well - stocked garrison and enough artillery to drive off a direct assault. Historically both forts held out longer than Danzig. Some additional rules for these forts: Troops within the fort may cross the Vistula river hexes without penalty. However only two battalions may only cross in one turn. Coalition Troops within the forts have a fire defense of 25 and are x2.5 for melee defense calculations. They do not check morale for pre-melee. French troops within the forts have a fire defense of 6 with no melee modifications Coalition troops may move in and out of the Forts with no movement point penalty. French troops expend 2 additional movement points per fort hex. 6 fixed batteries are placed in the forts by the coalition player. These fixed batteries may not move other than to shift their frontage orientation. The may shift two hex sides per turn.
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