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 30 turns, each representing half a day, between April 1 and April 15 1741. It opposes the Prussian army to the Habsburg army over 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 the correct representation and usage of the contemporary troop-types such as infantry (ordinary fusiliers and grenadiers), dragoons, cuirassiers and husars.
MODIFIED RULES FOR THE PLAYER
These rules will be active for the player - they will also be explained to the player at the start of the scenario via cards:
- SUPPLY: A supply phase occurs every 3 turns. A stack counts as supplied if it is either positioned inside a structure or smaller than (X) units. Stacks larger than that can be supplied by adding supply wagons to them (1 wagon will be consumed/destroyed by the stack in the supply phase).
- MOVEMENT: Stacks that are larger than (X) units suffer a movement malus of (X).
SPECIAL ASPECTS OF THE SCENARIO
- HUSSAR PARTIES: Each regiment of hussars is represented in the game by an ordinary combat unit AND by a party unit. Party units have a low combat power but don't need supply and can move very fast. If a party unit gets destroyed, it will automatically respawn at its parent combat unit at the start of the next turn.