Mollwitz 1741 covers the first campaign of the young Prussian king who later became known as Frederick the Great. In winter 1740/41, after emperor Charles VI. had passed away, Frederick proved his machiavellian cunning by launching an invasion of the undefended duchy of Silesia, catching the emperor's daughter and heiress, Maria Theresia, by surprise. The archduchess reacted by shifting troops from the Ottoman border over to Silesia. By April 1741, the Prussian army found itself spread out in winter quarters all over Silesia, while the Habsburg forces under the command of count Neipperg were already massed at the Silesian border. Can Neipperg deliver a decisive blow before Frederick manages to concentrate his troops? Or will history repeat itself?
Mollwitz 1741 lasts 24 turns, each representing half a day, between April 1 and April 12 1741. It opposes the Prussian army to the Habsburg army over Upper Silesia. Estimated playtime: X, Favored Side: X
The scenario is heavily focused on manoevre, supply and combat. There are no income, production and card-draw phases (except for a card draw phase in turn 1). Supply phases will occur every three turns, in accordance with the short turn-intervalls (1 day = 0.5 days). Special emphasis is laid on terrain effects as well as the correct representation and usage of the contemporary troop-types such as infantry (ordinary fusiliers and grenadiers), dragoons, cuirassiers and husars. An infantry unit generally represents 2 battalions, a cavalry unit (except for parties - see below) represents 5 squadrons/10 companies.
MODIFIED RULES & SPECIAL ASPECTS
- SUPPLY [works]: A supply phase occurs every 3 turns (1.5 days). Units in a region count as supplied if they're either positioned inside a structure (city, fortress) or are not affected by supply (husar parties). Other than that, the main method to keep your units supplied is to keep supply wagons in their region. In each supply phase, 1 supply wagon will be consumed/destroyed to keep units in the region supplied. Also, small stacks might be excempt from supply (not sure yet if and about the exact size).
- WEATHER [works]: There is a chance of bad weather (snow) every turn. Supply wagons can't move in bad weather.
- PARTIES OF LIGHT UNITS [works]: Husar (and maybe also dragoon) units are represented in the scenario by two type of units: 1) one "main" unit, 2) two (for dragoons: one) respawnable "party" unit. Party units are very fast but weak and don't need any supply. When they get destroyed, they are automatically respawned in the region of their parent "main" unit at the start of your next turn. They are excellently suited to surround enemy armies (influencing their path of retreat), cut them off their supply, slow them down (simply by forcing them into battle) and/or to sweep away the opposing screen of light troops.
- THE RIVER NEISSE [works]: The river Neisse was the most important obstacle for military operations in the Mollwitz campaign. From Glatz downstream, you could only cross it on bridges or ponton-bridges. In the game, it is represented as a series of river regions with a very high movement cost (all units are autmatically stopped by the river). Any unit that enters one of the river regions is treated as if it is in the process of crossing the river, which makes it very vulnerable. Thus, at the start of a side's turn, any ofthe side's combat units that is positioned in one of the river regions will have their combat value set to 0 (still a 10% chance to hit!) until the start of the side's next turn. In other words: units are very vulnerable if attacked in the river region and they have a hard time attacking out of the river region into an adjacent land region. This means that the best way to defend the Neisse is to position troops in the regions adjacent to the river regions, but NOT in the river regions.
- THE FORTRESS NEISSE [can't get that one to work]: The fortress of Neisse provides a crossing point that is protected by the guns of the fortress. Units can cross here without losing their combat power (see point 4). However, this region will only be open for the the side that controls the fortress.
- MOUNTAIN PASSES [works]: Mountain passes will work just like the river-crossing regions mentioned in point 4. To debouch from the mountains is not an easy task if the enemy is waiting for you.
- DIFFICULT TERRAIN [works]: Hilly or mountainous terrain usually restricts an army's space for operation and does not allow larger armies to develop and bring their whole power to bear on a smaller enemy. Thus the overall decisiveness (combat power = chance to trigger rout, pursuit modifier = chance to inflict casualties) of combat is much reduced in difficult terrain. Both the attacker as well as the defender will suffer a combat malus in difficult terrain, the attacker more so than the defender.