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Fronte occidentale Il Tedesco nella foto …? Non è un piano malvagio di per se, basta non fare 1 o 2 con i dadi. Il Francese, ancora inesperto ed ignaro che perderà sempre e comunque ha pure lo shift negativo! Questa fatalità salverà il Belgio. Si gratterà i maroni per tutta la giornata … il chit del Sultano rimarrà nella tazza. Serve soltanto alla propaganda nazionalista con tanto di foto omaggio alla tomba di Gavrilo Pricip.
Sul campo consueto massacro di Francesi. Sorge il dubbio che anche qualche Inglese sia della partita. Come prevedibile la situazione in Prussia entra in difficoltà. Violenti combattimenti nella parte centro-meridionale. Impressiona il cumulo dei morti Francesi. La nobile città di Czernowitz è liberata dalle orde cosacche. Sarà un fuoco di paglia! Ted Raicer è anche bravo, ma in geografia è un gran somaro Il fronte delle potenze centrali è irrimediabilmente tagliato in due.
La stessa città di Varsavia è completamente in mano ai Russi. Königsberg resiste ancora come Anversa di là Gli Austriaci seguono i libri di storia e arretrano anche loro verso i Carpazi sacrificando Leopoli Lemberg tra gli urli e gli strepiti della numerosa comunità ebraica locale. Anche in questa epica partita si fa affidamento sulle montagne e sulla prossima neve.
I nuovi rinforzi Russi hanno vieppiù accresciuto il dramma delle Potenze Centrali. Andrej Brusatoff è scatenato, avanza silos di pedine a pinzettate, spara 5 e 6 con i dadi come un cammello in piena crisi colica e procede Przemysl è investita da un forte attacco ma resiste.
Al centro il Russo trova la via libera per invadere la Slesia Slask. Si basa su una discreta ricerca storica ma non simula la storia. Parafrasando un concetto alla rovescia: Scusa se il mio Inglese zoppica… Dean: Lui è il papà del sistema OCS.
Dava le dimissioni da Cadetto nel come cadetto a ferma annuale dopo aver incontrato la sua futura moglie, Sara Hunter. Dopo ave abbandonato il servizio attivo nel , Dean e Sara si sposarono e si trasferirono a Champaign, Illinois, dove Dean avrebbe potuto terminare gli studi per il diploma in Cartografia.
Che mi dici delle origini della tua famiglia? Da parte di mio padre erano tutti tedeschi. Mia mamma è un mix di Creola Francese con qualunque tipo di razza indiana che ha vissuto in Lousiana. La tua esperienza e carriera militare ti hanno guidato verso il mondo dei Wargames? Io ero già un Wargamer prima di entrare in servizio attivo. Come Wargamer mi sono dedicato più alla ricerca storica ed al design dei giochi, anche se in Italia, Q3: Ho letto che uno dei tuoi hobbies è il reenactment della Guerra Civile Americana.
Quando sei sul campo di battaglia virtuale sei Blu o Grigio? Ad ogni modo io facevo il soldato semplice oppure il Sottotenente del Sesto reggimento di fanteria Unionista del Wisconsin. E cosa pensi della Scienza in generale? No Turkeys 1 — Febbraio Q. Sono cresciuto a Schaumburg Da Homer giungono strane storie di fantasmi. Quanto conta per te la spiritualità? Lo spettro non si preoccupava se intorno aveva altre persone. Dopo quello presi una copia di Battle of the Bulge, sempre della Avalon Hill, che in effetti giocai come wargame allora non avevo giocato nè giocai mai Luftwaffe … pensa, seppi che era un gioco solo aprendo la scatola Ma Powell era un tuo amico o solo un prezioso collaboratore?
Dave era un mio amico sin dai tempi della High School Ma ci sono invece alcune storie vere non di fantasmi su Homer. Il primo agglomerato della cittadina era qualche miglio a nord di quella attuale, che fu letteralmente spostata di circa 5 km, tirando le case con i buoi sulla neve, sino alle attuali posizioni.
Alla città vecchia rimasero alcune miniere dove si usava la dinamite. I maiali selvatici divorarono parecchie cartucce di dinamite e resero necessaria una caccia agli animali per proteggere le riservette. Hise era di Homer e visse sempre qua… si dice fu la prima persona al mondo a sollevare libbre in palestra.
Agli inizi della carriera di designer preferivi fare la grafica o le regole? NdT che volevo portare al College in qualità di mia tesi finale fu infatti la prima mappa in produzione. Part 2 Games Q1 - W. Noi italiani immaginavamo un plotone di tecnici e ingegneri grafici che producevano giochi. Di recente ho capito invece che la The Gamers Inc. Ma allora cosa accadde veramente in quel lontano ? Una volta un tizio mi chiese quante ore lavoravo alla settimana. Rise quando gli risposi 70, pensando che scherzassi.
Q4 — quale gioco ti ha dato la più grande soddisfazione durante quei mitici 14 anni? DAK, oltre ogni dubbio, fu il culmine di uno dei miei sogni. Q5 — e quale fu la peggiore delusione? Q6 — The Gamers lo sai è sempre stata una ditta che promuoveva i giochi di serie. Cosa avevi in mente quando progettavi i giochi in Serie? Quello che dovrebbero fare, invece, è attaccare ovunque sia possibile, considerandolo come parte della tattica difensiva.
Questo richiede un vero e proprio salto di qualità mentale. La fantasia poteva comunque per la MMP? E correre nelle requale sarà il gole specifiche del prossimo pubgioco, ma non blicato? I modo di combatgiochi che satere in se le ranno pubblicati Series. Roba da Thanks Dean regole base che si potevano adattare a più matti!
E dire che noi la chiamiamo Pasta asciutta dry pasta ah ah. Q7 — In Europa molti giocatori amano il genere Napoleonico la Francia soprattutto. Qualche giocatore pensa che obbligo di dichiarare guerra agli USA. E poi altri discorso e Non abbiamo rielaborare le regole per meglio simulare penetrazioni rapide.
Per esempio, tanti giocatori - E allora perché non dichiarate guerra a loro che tu estenderai il sistema non solo alla che fanno i Russi in Guderian Blitzkrieg II invece che a noi? Cosa fu quella polemica possibile e tentare di restare vivi sulla sulla Italian Pasta Rule? Riguarda il periodo È la seconda edizione del premiato Charles S. Il cuore del sistema è il rifornimento supply che sottolinea gli aspetti logistici della guerra nel deserto.
Ha 2 scenari campagna e 5 scenari corti tre turni, una mappa. Roberts Awards - Il gioco aveva regole speciali per il solitario. Disegnato da David A. È il settimo episodio delle Tactical Combat Series. Black Wednesday simula la battaglia di Krasnij Bor in febbraio A differenza di altri giochi della serie, Burma possiede un eccellente varietà di scenari da quelli cortissimi ore sino a quelli più lunghi 6 ore sino a finire in ben tre monstercampaigns della presunta durata di ore.
Ebbe la nominatione nel sia dalla Gamer's Choice sia dal classico Charles S. Case Blue di fatto sostituisce il vincitore del premio per il , il glorioso Enemy at the Gates. È il decimo della serie OCS ed è anche il risultato di sei anni di estese ricerche storiche.
Multiple scenarios one map to very large allow play to be picked up at various key points in the campaign. Gioco disegnato da Ken Jacobsen con Dean Essig. È il decimo delle Civil War Brigade Series. Come da titolo simula la battaglia di Champion Hill, 16 maggio Il gioco prende spunto e regole dal vecchio Avalon Hill, Circus Maximus.
Le nuove regole sono poche e semplici. Poi è come Ben-Hur the Movie. Ebbe la nomination come Turkey del Mese otto anni fa. Ogni grande famiglia ha un figlio diversamente abile. In effetti è un playtest kit, messo in rete, sulla battaglia di Espinosa de los Monteros d el 10 ed 11 Novembre Un gioco olandese molto apprezzato dai giocatori Dutch!
Ovviamente tra i due Big scoppiano le ostilità. Il sistema usa un doppio meccanismo per la Vittoria: Ambedue possono anche vincere anche con un pareggio tecnico. Progettato con Alan Wambold. Drive on Paris è il settimo episodio delle Standard Combat Series. Nella serie è un dei più rapidi a giocarsi ed è anche un buon sistema per introdurre la serie. Dalle sue 4 mappe origina il recente Case Blue.
Designers Dean Essig e Alan Wambold. I tre giochi possono essere collegati assieme per fare la campagna. Nato come primo di una mini serie che celebrava i fasti del reggimento tedesco Grossdeutschland GD fu il quinto episodio delle Tactical Combat Series.
GD '40 simula la battaglia di Stonne, in Francia nel Dean Essig lo ricorda come il suo gioco preferito come giocatore. Grossdeutschland qui analizzato nelle sue operazioni in Russia marcia su Mosca e Tula.
Wig Graves qui ha fatta una grande ricerca anche su archivi russi per ricreare un ordine di battaglia aderente alla realtà. Fu il primo gioco del sistema OCS e le regole risentivano di tale primogenitura.
Non era un monster game ma era piuttosto difficile da digerire a quel tempo. Questo gioco idealmente continua la storia simulata dal suo predecessore. Sei mappe di cui tre di metà dimensioni - counters più aggiuntivi in regalo. La campagna del è arricchita dalle azioni del lago Ilmen a sud di Voronezh in ottobre sino alle ultime azione della Barbarossa per arrivare a primavera , la preparazione di Kursk.
In their quiet Fields II 7,1 La prima versione del gioco esaurita ha dato origine a questa ristampa storica. Il tema è la guerra di Corea tra giugno e giugno I britannici sbarcarono su alcune isole del Dodecanneso possedimenti italiani come Kos e Leros. Simula la battaglia di giugno dove chi credeva di aver perso, vinse. Fu il secondo tentativo, dopo il goffo Austerlitz, delle Napoleonic Brigade Series, con counters e una mappa standard.
Il turno di gioco qui è di mezzora con esagoni di yarde. Matanikau 6,6 Guadalcanal Usa il set 3. Il gioco include la versione 2. Designers Essig e Powell. Sottotitolato per i non dementi: Ha una mappa, counters e dieci scenari. La scala è 1,2 miglia per esagono sui quali ci sono reggimenti e divisioni.
Ha solo un pregio: Il gioco è fluido e si presta ad introdurre i newbies al sistema. Mappa e counters tra cui dovrebbero esserci i nostri italianuzzi. Sia sempre la benvenuta.
Il gioco riguarda le battaglie di Seven Pines e Mechanicsville, giugno Che ggioco di mm Il gioco è sicuramente il più ricco di regole del sistema OCS grazie alla presenza di aerei, navi, portaerei, parà e trasporti. Simula la controffensiva sovietica contro la sacca di Stalingrado del Il gioco è arrivato ad una seconda edizione MMP alle cui regole si sono aggiunte le Riserve, la fase aerea, i barrage di artiglieria e altro. Ha una mappa e pedine e fa parte delle Standard Combat Series.
NA Il titolo evoca un dopocena di Sandro dopo aver ingurgitato verze e salsicce e vino rosso, tuttavia Essig e Powell qui hanno soltanto voluto richiamare le cannonate di Chikamauga Cicamarugola in veneto. Ebbe ovviamente la nomination alle CRA. É la riedizione di August Fury, un gioco di David A. Powell, il terzo delle CWB series. Ha tre mappe, due set di counters e le regole 3. Una riedizione del , del tutto invariata viene talora riferita come Thunder at the Crossroads II. Tunisia 7,6 Forse il gioco di Essig più gradito al pubblico americano.
Ha i blocchetti di legno, le carte ecc. Le flotte possono fare battaglie tattiche a parte con le singole navi. Disegnato da Uwe Eckert. A Most Dangerous Time: Japan in Chaos, Il Giappone nel chaos dal al Si commenta da solo Age of Piracy Gioco complesso sulla pirateria dei Caraibi. Con aspetti da RPG. Rifà il vecchio Barbanera della Avalon Hill. Il sistema non gode di molto prestigio ma piace ai neofiti per la semplicità. Gmt Riedizione Deluxe del best-seller sulla Roma antica. Adobe Walls Khiber pass games Gioco sulle guerre indiane ambientato nel Un gioco a livello di compagnia con lanci di parà sulle città.
Basato sul vecchio Panzer Command della Victory games. Non molto adatto per i neofiti. Il gioco ha un rating di gradimento elevato 8. In order to defend its positions, Bonaparte fought, still, with the strategy, which had enabled him to overcome the Austrians at Castiglione. While blocking an Austrian column with weak troops, he went under the other column and beat it with the main French Army.
With this procedure Bonaparte defeated again Wurmser and Quosdanovich in the combats of Bassano and Roveredo September. Hardly pursued into the mountains, Wurmser found safety only while being locked up in Mantua where he remained with his battered army.
Indeed, the Austrian army of Italy was again rebuilt with powerful reinforcements brought from Germany by the Emperor and recruited in the Frontier lands. Wurmser being wedged in Mantua, it was necessary to find a new General to command the Austrian army in Italy.
The Hofkriegsrat choice was General Alvinczy, leader of the new Friaul Armée, who was entrusted with the high command. Alvinczy set up a new offensive plan. This one had two objectives: Once again, General Bonaparte found himself in the necessity to fight an Austrian army twice higher in number of troops.
To tell the truth, he was practically in numerical inferiority for eight months from April to November If compared to the two plans missed by Wurmser, the offensive plan of Alvinczy was partially more detailed on tactics. This light improvements, moreover of the numerical superiority of the Austrians, allowed Alvinczy to inflict to Bonaparte his first historical reverse in the battle of Caldiero November 12, Bonaparte sent Berthier to Vaubois with orders to attack, while Masséna slowly withdrew before Alvinczy.
Soldiers of the 39th and 85th [demi-brigades], you are not French soldiers. The two wings of the Army of Italy were forced back near Verona, but still placed between the Austrians and Mantua.
Bonaparte was in a very difficult situation. In all probability this could have ended the siege of Mantua with Bonaparte facing an overwhelming force. On 11 November he reached Villanova 26 km east of Verona and sent out a strong advance guard to the hills running from Caldiero north through Colognola ai Colli. From the Caldiero area, the Vedettes of the Austrian advance guard pushed forward to within two miles of Verona at San Michele Extra, where stationed French soldiers.
Michele outposts and convinced the Advance Guard Command it should be possible to attack Verona on 12th, in the morning. Alvinczy, carefully, ordered an Intelligence mission to be performed by large patrols of Cavalry, the quickest riders of the Empire: The French moved out at three P.
Major General Prince Frederick Hohenzollern, the Austrian Advance Guard Commander, retreated to Vago taking a defensive position along the left bank of a water channel Canal de Vago where a stone bridge let cross the main road to Verona.
By the same time the Avantgarde of French General Augereau engaged the bridge. The defenders, leaded by Hohenzollern himself and Major Siegenfeld, commander of the 7th Croat Grenzer battalion Carlstadt Banalisten lasted until The Austrian lost 47 dead 1 was an Officer , wounded 2 Officers , fugitives or prisoners 4 Officers ; a whole count of soldiers.
That short clash was a bell that alarmed both the opponents giving the signal to be ready to arms. The Austrian front line was then organized with its centre at Strà, a village or probably only about ten houses scattered along the main road which leaded from Verona to Vicenza. The right was on the Heights of mount Zovo and mount Oliveto reaching the village of Colognola.
The attack against these positions seemed to be very difficult. The French troops had to march in open plains, under artillery fire, mounting the bayonets during an uphill rush in skirmish-formation. Masséna advanced to the north to attack Colognola and the adjacent hills.
The day before Major General Hohenzollern had reported his impressions on the French units referring that: So bad as forecast. November 12, 22e Brumaire an V Defeat at Caldiero Austrian Friaul Armée, arrived in sight of Verona, woke up in a solid line on the two hills of Caldiero, 18 km east of the city, where deployed its strong Advance Guard while the main body the Hauptkolonne was in Villanova.
The Order of battle was powerful: In effect the first Austrian line was more similar to a Division than to an Advance Guard formation. Three squadrons of Erdödy Hussars, placed behind the hills, in the left side of the main road had the mission to support Strà whenever attacked.
Other three Erdödy Sqns. Were on the left side of the main road, behind and under the m. Guns were on La Rocca, and other two same calibers on S. The village of Colognola was defended by the Babogredacz Croat battalion or 2nd Combined Banal Grenzer while the area from that town until m.
Guns and the 4th Croat Banal Grenzer battalion where on m. Massena had split his division in two columns: Augereau began the day trying to back the Croats of the 7th, broadening the front of the attack, later in the morning, on his right against Caldiero and Gombion. The wind began to enforce from North East, then arrived rain mixed to snow and finally, around 9.
In some moments the rain seemed to win against snow and for ten minutes streams of water descended from the sky. Then ice and snow returned to master the clouds. In these conditions all guns and howitzer were pinned in their positions. Infantry had many problems to advance too. The first Austrian column to start was the General Brabeck brigade 4 Btns. The snowstorm hardly slowed the forward march causing a lot of stops many for attempts to push forward the guns and the Austrian employed about 6 hrs and 30 minutes for a 7 km march.
This could have become a decisive detail for a French victory but their troops were too numerically inferior to hope so. As was impossible to put all Austrian column in road march in the same large main way, the second formation, Major General Schubirz brigade 5 btns. The third, last, column Marquis de Provera and Lieut. Gavassini with 4 btns. At midday the situation slowly evolved in a Austrian right wing crisis.
The storm went by; the sky became cloudy, the air foggy and the ice, mud. All troops were so exhausted that no new attack could have begun without fresh reinforcements.
The time stopped in long, heavy pause until the Now Austrian reinforcements had to arrive. No Turkeys 1 — Febbraio Hohenzollern deployed 2 Btns. Firstly the combined force attack against Strà was successful; then, in a second time the 1 Btn. The two advances were completed by 17 hrs; however the French remained into Colognola. At half past They were two strong and trained units: They advanced slowly with music and drums and French had no guns in position that could stop the march.
Simultaneously Sticker launched a 2nd Hussar squadron in a flank attack. Storm of blue soldiers ran down from Colognola towards Vago. In order to stop, gather and reorganize the fugitives. There were hard fights in the plain where Austrian were repulsed with some worries and with the great help of the Reg. Dragoons 9th and 15th. The Cavalry raids forced the Austrians to regain their line westwards of Colognola and rights from Strà.
In effect they found themselves engaged with the left wing of the Austrian Corps: The last French attack against Strà was finally repulsed. The cold night, the great fatigue and the weather again become bad made the French persuade the best thing to do was a retreat to Verona leaving small guards at Vago and San Martino. After the battle Bonaparte said: I knew that Vaubois could only hold for a few days against Davidovich, and it was vital to beat Alvinczy quickly.
On the 11th, I broke through from Verona, and on the 12th, Massena seized the Heights of Caldiero, but could not hold them. The brave General Launay was taken prisoner with the greater part of his Game 3 battalions.
I had to withdraw to Verona. Our situation had become critical. Austrian lost men dead of whom 4 the Officers , wounded comprising 15 Officers and 1 Staff Officer , prisoners with one Officer ; in total the Alvinczy Corps lost men, 1 Staff Officer, 20 Officers and 20 horses.
The French lost about men of whom were prisoners with some important names as Launay or Delaunay and Colonel Dupuy, who will be exchanged in December with other Austrian Officers re-taking his Command at Rivoli in January. Both they were taken prisoners being wounded. When he had spoken of a critical situation, Bonaparte was employing a euphemism. In fact, the situation was desperate.
He had been beaten, and he only had 13, discouraged men left, pinned down in Verona. On November 14, at nightfall, when troops marched out of Verona the French soldiers were all persuaded to retreat as quickly as possible toward Milan and the Alps. The people of Verona watched the French depart for Milano and prepared to receive the unknown Austrians.
But the march went in other direction. Bonaparte had a daring plan to regain the initiative. The idea was to cross the river at dawn, on 15 November, and to maintain ad aggressive but defensive position, threatening the Austrian rear communications to Vicenza. The topography of the area, in particular the Arcole marshes, helped the defence.
Thus Alvinczy should have been compelled to attack without being able to deploy his full strength. The following Battle of Arcole lasted three days, beginning on 15 November, and was tenaciously contested by both sides.
As in the Turn Record Track. Stack limits must be respected. Place overstack units in an adjacent hex if needed. Joszef - Sticker Leader - Wurmser Hussars. Austrian GP F Stra': Mattia Piacsek - Erdödy Hussars two units. Btn Brechainville - 8th Combined Grenz Btn. Launay Leader , Massena 4th Art. Pied 8 pdr, 9th Drag. Guyeux Leader ; Massena 4th Art.
Pied 6 pdr — 32nd Line DB. Cheval, Augereau 5th Art. Pied 6 pdr, Comb. Pied 8 pdr Nov 12th Pied 12 pdr - Reserve 4th Art. Gardanne Leader , 24th Rgt. Chasseurs Game 4 must be attached to Augereau division ; 1st Cavalry Rgt. Augereau Division chain of command: Sticker, Piacsek Provera Division chain of command: If the difference is: French and Austrian Player may choose to exit his units as part of the Victory.
Either Player may choose to exit his units as part of the Victory Conditions. Units which voluntarily exit the map cannot be returned to play, but are not considered eliminated for victory point purposes. If Bonaparte or Alvinczy go out of the Game there is an automatic Victory. Capturing enemy Commanders causes the game immediately ended in an automatic Victory for the capturing side. One A4 map - One Rulebook - One sheet of playing pieces 1. Each 16 mm hex is metersfrom side to side yards , 0.
Each hex has a four-digit code printed on it, used for setting up the units prior to play see Initial Set Up in the Scenario Information for the actual locations. On the map, Slope hexsides represent a steep rise of 50 to feet. Combat Units, Leaders, Trains, and Markers. These are color-coded to represent the troops of the two nations involved. The multi-national Austria includes forces of Hungary and Croatia blue bottom.
French units are deep-light blue. Leaders come in two types: Commanders Leaders Officers Command Init. Pontoon Trains and Baggage Trains are important for the Victory conditions only. Markers are placed on the map to indicate status of units or bridges; they are depicted in the rules where their use is explained. One SP equals between and men. Infantry and cavalry were evaluated on a sliding scale, from men per point for the ChasseursGuides, to men per point for the Landwehr and trained Volunteers; the "good" infantry were around Anything or above would be poor quality.
Cavalry are all rated between and to the strength point. Artillery are all rated between and to the strength point type and size of guns. Only Combat Units may attack or defend against enemy Combat Units.
An attacking force with infantry, cavalry and artillery gains an own combat CRT. Combined Arms Attacks are not possible when: Leaders at the highest level who may place their subordinates Officers and Combat Units "In Command" so that they may move automatically during their turn. The act of entering an Enemy Zone of Control—this requires an attack upon the adjacent Enemy unit. This gives a Bonus for that typical Attack Combat.
Gather Points or GPs: Used to determine whether or not Officers and Units may move when they are not In Command. Used also for Shock Combats and Rout determination. Each clear terrain hex costs one Movement Point to enter. The Player whose Player-Turn is in progress. To return units previously eliminated in combat back into play. A Line of connected hexes from a Combat Unit to a Baggage Train or a Supply source hex, along any terrain, roads or track hexes to a printed supply source.
Artillery, Pontoon Trains and Baggage Trains, which pay cavalry costs. Train units only pay double the normal terrain movement costs during Thunderstorm and Mud. The combat arm, either infantry, cavalry, or artillery.
Cavalry have separate terrain costs for some types of terrain see Terrain Effects Chart. Artillery units pay cavalry costs for movement purposes.
The trees are only a graphic feature. The owning player may examine his own forces at any time. All forces remain hidden until revealed. A Hidden Force is revealed: As soon as units are no longer in EZOCs. Leaders and Combat Units that are not set up in the scenario may arrive later as reinforcements. Eliminated units at start must be kept apart and separated from other units off-map. Once all units have been set up, the Game-Turn marker is placed on the turn in which the scenario starts.
Each of the following Phases must be resolved in the exact order given. Any action that is out of sequence is in violation of the rules. The new status of the Command is veryfied. The Phasing Player removes all "Out of Command" markers from his forces as appropriate. Operations Phase This phase is resolved in two segments as outlined below.
The units, which are placed in the hex or adjacent to with the Leader, who is reorganizing them, may change their status. Leaders that reorganize combat units are not part of the "chain of command" during the immediately following Operational Segment they may not put units In Command. Reinforcements that enter the map at this time are automatically In Command for their whole turn of entry. Individual Unit Movement Segment: A die-roll equal to or less than this rating permits the unit to move up to its full Movement Allowance.
If the die roll is greater than its Initiative Rating, the unit may not move. The Sound of Guns: If within  hexes of any engaged units, subtract one from the Initiative Die roll. The unit that succeeds using this modifier must march by the quickest route possible to engage in the nearest battle or draw to within two hexes if possible of the nearest engaged enemy unit. A player may choose to roll against an Officer initiative or to roll for each his own commanded units, as individual units within the Command Radius of their Officers, whose officer previously this turn failed his Initiative check, may not roll for initiative.
If the units- No Turkeys 1 Game — Febbraio options is chosen and if some units move away from the Leader, i. If failed the units move, if he had success the units stay blocked and Disorganize insubordination repression.
So is very risky to roll for single units, which are in their command range! Two combat units are in range of their Officer who failed in his Initiative die roll. These combat units may not roll for Initiative.
If the Player did not roll for the Officer, he could have tried with the individual units in the Individual Unit Movement Segment. Then your Officers had to roll his Initiative and won.
All the units which were allowed to move stop and become Disorganized. Officers which successfully roll for Initiative get the In Command status — individual units which successfully roll for Initiative remain Out of Command until the next Command Phase. Combat is resolved in a series of segments as outlined below: Reveal the Stack if hidden. Defending cavalry may refuse combat and retreats ONE hex, as desired by the owning player.
Attacking cavalry may also retreat before combat. The Player executes any Artillery Bombardment procedure using the Bombardment table. During this Segment the Player executes the cavalry charge procedure, which allows cavalry to enter and possibly remain in enemy-occupied hexes. The Phasing Player conducts his fire and melée attacks. If opposing forces remain engaged after the combat, they remain revealed—otherwise forces are again hidden.
It costs no Movement Point to stack one combat unit with another. Pontoon and baggage trains may stack as per one artillery unit. If they must be displaced more than one hex in order to fullfil the stacking limits, they are eliminated from play. Units in Road March may not stack. There is no extra MP cost to move through a friendlyoccupied hex. Attacking or Defending Cavalry may retreat before combat, as long as they are not in the ZOC of an enemy cavalry unit. Combat Units must retreat out of an enemy ZOC.
However, they may never retreat into another EZOC even if there is a Friendly unit occupying the hex.
Leaders perform some 3. These units need not belong to the same formation. Max  units 2 inf, 1 cav, 1 art. If no Leader is in the hex, any  Combat Units may stack, regardless of their size or type.
They may be part of any formation, and may include artillery. Leaders and all other Markers do not count against the stacking limit, do not pay the stacking MP, and other units do not have to pay to stack with them. Commanders and Officers some of them can be Staff Officers. Commanders stand at the top of the "chain of command. Each Commander has a Command Rating which is the number of subordinate Leaders and attached units he may command in a given Command Phase.
Officers are the second link in the "chain of command. Some Officers are particularly trained to lead Cavalry. They have an higher Movement allowance. They otherwise can lead also infantry and mixed Forces. Verdier commands the French Av. A Staff Officer may reorganize any friendly combat units regardless of Formation.
He acts also like a normal Officer if commanded to a Force. When acting as Commanders they may command: In the event the Commander in Chief enters the play they must return to the subordinate status. If they are wounded, as Commanders, they can be replaced by a replacement Officer but lose the Commander Status. After an elimination result or during a retreat after combat, a leader may be wounded or captured, if he remains alone in the attacked hex.
On a 1—4 the leader may retreat. With 5 and 6 results a second check is needed: The Austrian FZM Alvinczy who enters as a reinforcement and acts as the Supreme Commander and the French Bonaparte, who is part of the game only under particular conditions.
Leaders stacked with friendly combat units can always engage and advance with their stack. If the conditions are met the unit will change its Chain of Command. When placed under other Officers they performed in very bad ways, often routing in the Field.
By the Austrians things went in a different way, as troops performed Nationality well speaking under Officers their language. For the reasons stated above only the French Player may utilize the following Special Rules. He may flag the 5th Light Demi Brigade. He may flag two Line Infantry Demi Brigades 4th and 51th. This caused him a lot of damage. On the third turn it must return to normal combat. After the attack all attacker units become Disorganized.
The lowest links in the chain are the individual Combat Units. The middle links in the chain are the Officers.
At the top are the Commanders and the Commanders in Chief. During the Command Phase, the Phasing Player determines which of his forces are within the chain of command and which are Out of Command.
Since the recent past Wars, Army Commanders tended to create Command-Forces based on tactical tasks they wanted to develop in battle. Generally, but not always, good Officers got the better troops. When needed illnesses, wounds and so on they were substituted in Field by good Officers often of inferior Rank Obristen or Colonels. This Brigades were regrouped in divisional Formations called Columns Divisions with a numeral identification or with a position identifier in respect to the so called Ordre de Bataille; i.
By the Frenchmen the general organization was almost the same; the French Brigades however had numbers more similar to a Regiment or Half Brigade — Demi Brigade — how were called. Young Bonaparte was particularly busy in the task of continually passing troops back and forth between commands, depending on the tactics chosen during and after The Phasing Player allocates these to forces Officers and individual units within the Command Range of the Commanders.
Each commander may use his Command Rating to place individual units In Command. If the die is equal to or less than this rating, the Officer is In Command. Any Combat Units in his formation that are stacked or adjacent, so are In Command. If the die roll was greater than the Initiative Rating place an Out of Command marker on the Officer.
If an entire force is out of command, place the OOC marker on the corps officer who has failed his Initiative roll. During the Individual Movement Segment Initiative checks may be performed for all Out of Command Units except those within the command range of their Officer who has failed his Initiative die roll. Its Out of Command marker is not removed and, therefore, it may not advance after combat.
If the unitsoptions is chosen and if some units move away from the Leader, i. No Turkeys 1 Game 10 — Febbraio 7. They can vary from Brigades to smaller Forces like simple stacks. Any one on-map force may be placed under a March Order during the movement segment, being in Command as per 7. Command Ranges varies depending on whether it is traced by an Officer or a Commander. A unit is in command if it is within the -hex "Command Range" of a Commander whose Command Capacity is not exceeded, or if it is adjacent or stacked with its own Officer, who is also in command.
Whether moving individually or by stack, the move must be completed prior to moving the next individual unit or stack. Units may only move from hex to contiguous hex paying MPs for each hex along the way. Each hex costs a number of Movement Points. This number of Movement Points varies depending on the terrain in the hex and on the hexside crossed to enter the hex.
See the Terrain Effects Chart. The MP costs are deducted from the Movement Allowance of the unit as it moves from hex to hex. All Movement Point costs are cumulative. When the unit has insufficient Movement Points left to pay the cost of the next hex, that unit must cease moving.
For purposes of computing movement point costs all Artillery, Horse Artillery, Trains, Leaders, Cavalry and Vedettes pay the cavalry costs for all terrain types. Units of a single formation in a Road March column are considered In Command if: The range in hexes is counted exclusive of the Commander's hex into the hex occupied by the Officer or Combat Unit being commanded. Otherwise Command Range may not be traced into or through 1 an Enemy controlled hex which is unoccupied by Friendly Combat Units, 2 Enemy occupied hexes or 3 terrain prohibited to cavalry such as an unbridged River Hexside.
Command Range may not originate or terminate in terrain prohibited to cavalry. When counting radius, all hexes except roads count as one. Commanders and Officers alike count one-half per road hex when tracing command radius. Combat Units do not have to be In Command in order to attack. A Reinforcement Force may only be placed under a March Order move along roads only on the turn of its map entry, though its arrival may be delayed indefinitely by the Player.
The number of reinforcement units or reinforcement formations that may be placed under a March Order on any given turn is limited only by the forces arriving on that turn. A unit must be In Command, or must pass an Initiative check, to be able to move.
If the cost of terrain in the hex and hexside exceeds the printed Movement Allowance of the unit, the unit may move one hex per turn. Unused Movement Points may not be saved up from turn to turn. When a unit ceases movement, all unused Movement Points are forfeit. Movement Points may not be given or loaned to other units that have not yet moved.
Once the Phasing Player has removed his hand from the playing piece he is moving he may not return to moving that piece without the consent of his opponent. A Unit cannot enter a hex occupied by an opposing combat unit. All units including Trains may use Road March. As the Phasing Player begins to move a unit on the road, he declares that it will use the road advantage.
Such a unit remain in "In Road March" until declared otherwise. A unit in Road March needs not to remain on road hexes, but is in Road March only until it is on a road. The restrictions A-J below apply to combat units and trains.
A unit which has just moved in Road March: May not make a regular attack nor bombard during the Combat Phase. May not stack or move as part of a stack. May not move through a hex containing other units in Road March. May not enter a hex connected by road to an adjacent Friendly unit which is in Road March. May move through units that are not in Road March; however, the latter may not move through a unit in Road March G.
Is In Command if within two hexes of another unit of its formation that is already In Command see 7. Pontoon and Baggage Trains. Baggage and Pontoon Trains may not stack. For movement purposes but not for stacking Artillery are considered trains for Movement Purposes. Train Units have restrictions on their movement. Pontoon and Baggage trains have the Movement Allowance of their crew other side. Train units pay cavalry costs for movement.
They may use Road March like any other unit. During Snowstorm turns, their Movement Costs are doubled for all types of terrain. Trains may not enter Slope hexes or cross streams except via roads and trails. Trains do have a Combat Strength on the verso side and can defend not attack. They may not make a retreat before combat.
If a Train is placed in an EZOC it is immediately abandoned and the counter is flipped on the crew side. Pontoons and Baggage Trains are automatically captured if their crews are beaten in combat treat Dr results as De , but at the same time they baggages only can assist the supply status of the adjacent enemy unit. Destroyed Pontoons are removed from play. Trains may not be displaced to make way for retreating friendly units. The choice to retreat or not is an owning player decision.
Trains move automatically without requiring command, nor do they have to roll for Initiative. Their Movement Allowance is 3 three MPs. The counter is there only to count against victory conditions. Only adjacent Combat Units may be attacked Exc.: The attacker conducts a series of Attacks in the order he desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack. Retreat Before Combat If the defending stack is composed entirely of cavalry, the defender may make a Retreat Before Combat with all of his cavalry in the hex.
The attacker also may have all of his cavalry make a Retreat Before Combat. If stacked with other combat units, they may not Retreat Before Combat. Define which units will attack which defenders and what kind of engagement it will be. Determine the odds including effects of Terrain. Roll the die and apply the results After all attacks are resolved, all stacks that are not in EZOCs once again can be hidden.
This ends the Combat Phase. The first one is a classic CRT Table to be used in regular battle order and only in Fair weather; the second is a shock table which is to be used in Snowstorm weather turns and when triggered by a Sh result on other CRTs.
This reflects the great chaos of the Revolutionary battles which were fought in good order only for limited times, becoming bloody and confused clash s if the battle lasted too much time or if the weather was very bad, transforming lines in masses of disordered skirmishers.