Might & Reason
Might & Reason
Might & Reason
On the left, for instance, the Prussian fusiliers could attack ei
ther Austrian A or Austrian B.
Might and Reason comes with two distinct campaign systems, both of which are fully integrated with the tabletop rules.
The KLeiner Fefdzug system (hereafter "KF") is a gamette that enables players to use Might and Reason to recreate any of the
annual campaigns in a particular region of Europe during the wars of the 1 8th century. It is ideal for a small group of players
who have a particular historical scenario in mind and want to campaign-game it (Frederick's march into Bohemia, for instance,
or the Franco-Spanish campaign for Piedmont, etc.) KF is a Do-it-Yourself tool kit for designing small campaigns. This booklet
includes one example, the Kolin Campaign of 1 757, fully ready for players to use with KF. Subsequent campaign scenarios will
be available on the website.
The Grand Campaign system is linked to the boardgame Soldier Kings by Avalanche Press. This module allows for a true
TM
all-European war with up to eight players, each commanding the forces of an entire nation. A copy of the boardgame is neces
sary to use it.
1 .0 Create the Map and Choose the Scale 4.0 Turn Sequence
The map for a KF campaign must be point-to-point. Points At the beginning of each turn, players each roll one die,
are connected by paths, which show that movement is pos with the higher roll getting the initiative (re-roll a tie.) In
sible between those two points. A path may either be clear many scenarios, one side will have an advantage specified
or rough (mountains, swamp, thick forest, etc.) If the space that modifies this roll. The winner of the initiative declares
between two points is truly rugged or impassable, then it is whether he will move first or second in the turn.
better not to draw any path between those points at all. The first player - in this order makes raids or recon
A path should represent somewhere around 1 5-25 attempts, moves all his armies, makes any attrition rolls,
miles. Shorter paths make sense in more rugged terrain. resolves any battles, makes any assault rolls for besieged for
tresses, and then adjusts siege numbers. The second player
2.0 Map Features repeats this order. Thus ends one campaign turn.
Some points represent major cities, and some represent for Optionally, when playing a campaign by email with
tresses. Otherwise a point is usually a town or small city: a a neutral referee (PBEM), players may submit their moves
"point" of reference on a map, big enough to serve as nexus simultaneously to the referee, who will then contact them
of communication or destination for couriers. for specific tasks like raiding, siege, etc. In this case, the ref
If appropriate to your campaign, mark certain points eree must keep track of incidental battles (when two armies
as objectives, and establish what happens when one side or moving simultaneously cross each others' paths and create
another takes those objectives. Likewise mark other points a battle in the midst of other armies' moves.)
as supply sources for each side.
5.0 Armies
3.0 Campaign Season Each side may have one or more armies in play at any time.
Eighteenth-century armies generally became active in high An "army'' is a named officer, commanding a certain num
summer, once the first harvests were gathered, and they ber of units, which are kept track on a roster. (Sample on
usually went into winter quarters by late autumn, before page 48.)
truly cold weather began. Certain commanders like Fred All players have knowledge of the name of the com
erick pushed these limits, campaigning on into mid-win mander and the presence of the army, but the composition
ter, but these campaigns were exceptional and presented of that army is not known to the enemy unless he success
extreme difficulties for anyone trying to keep soldiers fed fully reco ns it.
and healthy. Units can be left behind without commanders, and if
Players should determine the length of time the cam so, must be noted on the map in some way. But only units
paign will last, and denote which turns are "Cold" weather that are part of an army may move.
turns. Each KF turn represents about two weeks, and thus
the turns are written like this: I April, II April, I May, II
May, I June, etc.
6.0 Commanders
Each side should have a limited number of named officers
available. Players are free to use these to command armies
(if the officer has a skill rating) , or to use them as "named
sub-commanders" within an army. Each army must have
a commander from the available pool of named officers
for the campaign. But (unless scenario specif c rules state
In some scenarios you may wish to allow a unit to force
otherwise) , no army is required to have any named sub
march one or two points beyond its movement allowance.
commanders.
If so, then each extra point moved should incur an attrition
Each commander has a numerical rank relative to
roll.
other commanders on his side, counting down from 1 (the
highest-ranking commander on that side).
When an army fghts a battle, each named sub-com
10.0 Supply & Lines of Communication
A supply source should be marked on the map. Each cam
mander must get a Force, and then additional sub com
paign scenario should specify the maximum length of a
manders are generated as per M3.0.
line of communication (LOC). In the Kolin scenario, for
instance, the maximum LOC is six points. An army has a
7.0 Army Rosters LOC when it can trace a path no more than that number
Each commander should have a roster that displays all
of points to a friendly supply source. Although an army
units in his army, their current strengths, and any named
may trace a LOC even when it shares a point with an en
sub-commanders. (Sample on page 48.)
emy army or fortress, no enemy armies, enemy-held cit
Rosters should be kept in pencil, so that attrition loss
ies, nor unbesieged enemy fortresses may occupy any other
es can be easily erased.
point of that path. The LOC might be different for dif
ferent sides (friendly or enemy ground, for instance), or it
8.0 Changing An Army OB might change during the season.
Unless scenario specific rules say otherwise, players may
not sack their named commanders, nor leave them with
1 1 .0 Attrition
out any commands. It is permissible to subordinate them
An army has to roll for attrition each time it meets one of
to a higher-ranking commander, simply by ending those
the criteria (meaning that it might have to roll more than
two commanders' moves in the same point, and declaring
once in a single turn):
that one is now subordinate to the other. (If Prince Henry's
army ends it move in the same point as Frederick's army,
* Moving during a cold weather turn.
then the Prussian player may declare that Frederick now
* Moving along, or retreating, or evading along a moun-
commands their combined armies.)
tain path.
The campaign scenario should specify the relative ranks
* Each point it moves beyond its movement allowance.
of the generals in play, and thus who takes precedence over
* Moving when the army does not have a LOC.
whom. (Clermont is ranked # 1 , for instance, while Soubise
* Being in a fortress under siege (even if the fortress is a
is #2, and so on . . . . ) It is possible to have commanders
supply source) .
whose ranks are equal, and thus when both are present, a
player may choose whom to place in command.
Each time it must roll for attrition, count the total number
New armies may be created, armies may be subsumed
of units (of all types) in the army. Roll that number of dice
or combined, and units may switch from one army to an
simultaneously. Each die might result in an attrition loss,
other, only at the beginning of a player's turn, before he
as follows:
has moved any of his armies. (If he wishes to create a new
army under General Schmidt, he must declare it so before
Die Attrition
the move, create a new roster for Schmidt's army, and then
1 -2 No loss
he may move it.) A player may create armies for as many
3-4 1 Infantry SP lost
named officers as he possesses, although some scenarios
5 1 Cavalry SP lost
might specify a limit.
6 1 Cavalry and 1 Infantry SP lost
9.0 Movement Players may pick the units and specific unit types from
An army consisting entirely of cavalry may move 3 points. which they take the attrition losses, but they must take
All other armies may move 2 points per turn, unless led losses first from units that are already understrength.
by a "Great" commander, in which case they may move 3
points.
a. Friendly units which enter the point may be declared at
•
that time as entering the fo rtress.
�feiner 5efS3ug
b. A defeated army at the end of a day of battle in that
point, may retreat into the fo rtress. (Doing this ex
empts them from any pursuit losses.)
c. An army in that point may enter the fortress at the mo
ment an enemy army enters its point. This does not re
quire an evas ion attempt; it is automatically successful.
1 8. 3 Sorties and Relieving Armies
A besieged army may, in its owner's campaign turn, move
Unless othe riwse noted, all map points designated as for
out to sortie, thus generating a battle against the besieging
tresses have a Fort Value of 3. This represents the inherent
army. If so, then the besieging army (if it doesn't evade) au
defenses and their garrisons. It is not necessarily advanta
tomatically gains a total advantage in scouting. If the sortie
geous to have a large garrison, si nce limited food and space
army loses the battle, it may retreat back into the fortress,
could make a large garrison less useful than a smaller one.
and nothing else about the siege status changes. If it wins,
however, the siege is immediately lifted, and the siege num
1 8. 1 Assault and Privation
ber disappears.
A fortress may fall in two ways : Assault or Privation.
A relief army may arrive in the point, to fght against
It is assumed that any besieging army that is large
the besiegers. If the relievers wish to combine their army
enough, will be gradually working its way toward making
with that of the garrison, then the garrison must sortie,
an assault. At the end of the campaign turn in which the
meaning that the besiegers gain a total advantage in scout
besieging army arrived, count the total number of besieg
ing against the combined fo rces. In such a battle, the siege
ing infantry and artillery units. Compare this with the fort
is momentarily lifted simply because the besiegers have to
value, plus the total number of additional besieged infan
abandon their works and redeploy to face the relief army.
try and artillery units. If the besieger's total is higher, then
If the combined relieving/sortie fo rce loses the battle, they
mark the fo rtress with the number " 1 ".
may both retreat into the fo rtress, or each retreat separately
In the next turn, after all movement on the besieger's
whence they came: the sortie army back into the fortress,
side, he may roll a die fo r assault. If he rolls equal to or less
and the relief army back out of that point. In either case,
than the number showing, he has carried the fo rtress. All
however, the siege resumes, keeping the same siege num
enemy units and commanders there become his prisoners,
ber.
and the fo rtress is now his own, with his own intrinsic gar
rison. If it was a supply source, it is now his supply source,
too. 1 9.0 French and Turkish advantages
If the assault failed, then once again compare the Ottoman armies usually traveled well-equipped for sieges,
with plenty of heavy artillery and men trained fo r assaults.
numbers of besiegers to besieged, as above. If the besieger's
An Ottoman commander whose besieging army contains
total is still higher, he may add one to the sieging number,
at least two Janissary units may re-roll a failed assault at
so that in the next turn, his assault is more likely to suc
tempt.
ceed. A besieger may only make assault attempts when his
The French were the centu ry's undisputed masters of
besieging army is larger than the garrison strength plus the
siegecraft, both as defenders and besiegers.
Fort value.
Each turn the fo rtress doesn't fall, and he maintains a
a. All French fortresses, unless otherwise noted, have a
large enough besieging army there, the besieger adds one to
basic Fort value of 5, rather than 3.
the sieging number, to a maximum of 4.
b. If besieging a French-owned fortress, or a fo rtress with
A player does not have to take a fortress by assault
(and thus does not need a besieging army larger than the a French army defending it, then the besiegers must
re-roll any successful assault attempts. If the attempt
garrison.) As long as a besieging army has at least four in
succeeds a second time, then they carry the fortress.
fantry and one cavalry units, the fortress might fall due to
c. A French army receives a -1 bonus to all assault rolls.
privation, instead. At the end of each turn for the besieged
player, he must roll one die. On a roll of "6" the supplies
have run out, and the fortress commander surrenders. 20.0 Replacements
In KF there is no provision for replacements, although
players could certainly write scenario-specifc rules that al
1 8.2 Fortresses and Movement
low for new units to be created, or damaged ones to be
A fortress stops an invading enemy in the turn he arrives
repaired. Most armies recruited after the Autumn harvest
there. But in subsequent campaign turns, a besieging
and then drilled the new troops in winter camp, to get
player may break off a portion of his army, leaving behind
a besieging army. Furthermore, once a besieging army is them ready for next year's campaign. Since our campaigns
represent only one season, KF doesn't cover this activity.
present, other of his armies may pass through that point
without having to stop.
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Copyright 2007 by Sam A. Mustafa. Permission is granted to copy this page for
use with the game Might and Reason ®
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