The Austrian Plan
Phase 3
The French Plan
General Augerau Legnano
General Massena Verona
General Joubert Rivoli
General Rey & General Victor Castiglione
General Lannes to continue North to Castel d'Ario.
Maintain Siege of Mantua, and be prepared to dispatch spare troops to Verona, Peschiera, or Rivoli as needed.
DEPLOYMENT ZONE MOVEMENT RULES (May 2019 - James Sulzen)
1) WHEN UNITS WALK INTO A DZ:
They must immediately transfer to other table OR on their next turn re-enter current table. Players get a free set up of the transferred units in other table’s DZ.
2) WHEN UNITS HAVE BEEN TRANSFERRED TO A DZ:
A) TURN SEQUENCE: Units join table’s current turn sequence, BUT only after opponent has had a full normal move phase.
B) EXIT! A Unit must exit a DZ as soon as it may move (acts as if in command). It could transfer back to its original table. NO ping ponging between tables!
C) SAFETY: Units may not be attacked in nor attack from within a DZ.
3) SPECIAL SITUATIONS:
Get the GM if you have questions. Above covers 90% of all situations & is all players generally need know. Following are special situations, but there can still be corner cases needing a GM call. The GM should probably keep an eye on situations like below for “ reasonableness”.
One Side Only: Enemy forces may never occupy the same DZ on a tabletop at the same time (exception: See Crowding below).
Retreats: Units may involuntarily retreat into a DZ (non-enemy occupied!), and must still roll all required MC. Retreat distance is ignored once the unit fully enters the DZ, and the unit(s) must transport to the connected table.
Simultaneous Opposed Entry (SOE): Enemy forces simultaneously enter connected DZs from opposite ends (Force “ b” moves from table B which is connected to a DZ on Table A where enemy force “ a” is simultaneously trying to in move opposite direction). General Rule: Stronger force pushes weaker force back. If it is not clear which is the stronger, then players dice off. In the case of the push back, the players (or if needed, the GM) should decide on reasonable placement of the pushed back troops — they should not be unduly disadvantaged (however, see Chasing below).
Chasing: Troops that chase enemy off table (and then want to immediately pursue) have to wait until the enemy clears the far DZ. (If time weighs on the chasing troops, they can well consider pursuing alternative routes.) Chased troops, trying to ping back to their original table follow the stronger/weaker force rule. If unable to return, they are destroyed. If the chased troops do return to their original table, the Crowding rule (below) likely applies (but the GM will likely need to make some sort of adjustments to insure reasonable things happen).
Crowding a DZ: Players already on a table might unduly crowd the DZ, preventing meaningful tabletop entry from the DZ. In this case, the GM should intervene in one of two ways: - Push back the troops already on the table (preferably not too far, but something reasonable), or - Allow the entering player to remain in and also attack from the DZ. In the second case, the DZ player gets to decide in what phase of the turn sequence he begins the battle (he must pick one). [Players crowding a DZ do so at their own potential peril. The GM might (or might not) give the person on the table some grace to slightly pull back or re-arrange his troops.] Both players may enter and fight in the DZ. The DZ may still be used to transport troops, but not if both sides have units in or touching the DZ. If SOE occurs (see above), the DZ force is likely destroyed (get the GM!!). Note: If the DZ is still too difficult for the entering player to meaningfully exit, he probably best consider another route. (Given the decision, the GM might (or not) give the person on the table some grace to pick up and slightly pull his troops back or slightly re-arrange them.) Both sides may enter the DZ, but no transporting of units if both sides have units in or touching the DZ. If SOE occurs (see above), the DZ force is likely destroyed (get the GM!). [If the DZ is still too difficult for the entering player to meaningfully exit, then maybe it is time to find another route. GMs are advised to warn players before play starts that crowding a DZ can be to their potential peril.]
Deployment Zone Design Notes
In game mechanic terms, the DZ concept is a “ safe” area both to enter (and safely scout the other table), and the DZ gives warning of approaching enemy to those already on the table,
In terms of simulation concept, a DZ is an area “ just far enough away” from the forces already on the table that the entering force can at least partially deploy (and the on-table force be forewarned of approaching enemy). Think of it as if the entering troops are debouching from a defile or bridge and are filing into battle formation and able to at least get a screen together to protect the deployment of the rest of the force. In some sense, while in transit between tables, the troops are in route march, occupying the entire path connecting the two DZs.
Depth: I like to make DZs sufficiently deep to allow say two infantry columns to deploy one behind the other (say 3-to-4” for 15mm figures, 5-to-6” or so for 25mm). That’s my rule of thumb.
Width: Generally, DZs should be wide enough that players can fit sufficient troops to provide a meaningful threat to enemy on the table top, but not deploy the entire entering force all at once. For 15mm, I think 8-to-12 inches wide works pretty well (25mm would be 12-to-18 inches). Wider or narrower is also reasonable, especially for particular DZs (e.g., a DZ representing a mountain pass might only be 4” wide, an inter-table connection representing much open ground might in fact allow an entire corps to fully deploy). I like to say 4” (15mm) to either side of a road or town as an easy rule of thumb.
(Peter's note - I use smaller DZ's, 3" deep by 3 - 12" wide. 3" is a mountain pass, major river crossing, etc. 12" is a major highway across open terrain, with most being 6 or 9" wide. That is mostly because most tables have many DZ's and otherwise they will be too close ton one another on the 4 x 6 foot tables we use at The Portal).
References:
http://www.napoleonsims.com/blog/post008.htm
http://www.napoleonsims.com/blog/post011.htm
https://en.wikipedia.org/wiki/Rivoli_1797_campaign_order_of_battle
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