The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
The Drive on Metz: - Victory Point Games
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10 In Magnificent Style Rules v1.0<br />
[14.0] UNION ACTIVITY<br />
During the Uni<strong>on</strong> Activity Phase, draw a<br />
number of Blue Event chits equal to the<br />
number of blue squares in the current Game<br />
Turn’s box. Implement each <strong>on</strong>e immediately<br />
as it is drawn.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>re is no Uni<strong>on</strong> Activity Phase <strong>on</strong> Game<br />
Turn 1.<br />
[15.0] LEE & LONGSTREET<br />
Before the beginning of the Uni<strong>on</strong> Activity<br />
Phase, you can request and receive assistance<br />
from higher up the chain of command.<br />
[15.1] Lee B<strong>on</strong>us: Once per game, you can<br />
take this b<strong>on</strong>us by placing<br />
the Lee chit <strong>on</strong> the map. In<br />
so doing, all C<strong>on</strong>federate<br />
Brigades for the remainder of that turn<br />
ignore all retreat movement (regardless of the<br />
reas<strong>on</strong>). <str<strong>on</strong>g>The</str<strong>on</strong>g> remainder of those<br />
results/Events is still applied normally – <strong>on</strong>ly<br />
the rearward movement part is ignored.<br />
[15.2] L<strong>on</strong>gstreet B<strong>on</strong>us: Twice per game,<br />
you can take this b<strong>on</strong>us by placing<br />
<strong>on</strong>e of the L<strong>on</strong>gstreet chits <strong>on</strong> the<br />
map to symbolize his c<strong>on</strong>tributi<strong>on</strong>.<br />
This allows the transfer of no more than half<br />
of the Active Brigade’s SV to any other<br />
Brigade from the same Divisi<strong>on</strong> (even if the<br />
receiving Brigade was previously eliminated).<br />
Decrease the transferring Brigade’s SV<br />
by the chosen amount, and increase the receiving<br />
Brigade’s SV by the same amount. If the<br />
receiving Brigade is eliminated, it is returned<br />
to the map in its own Brigade Column <strong>on</strong> the<br />
same horiz<strong>on</strong>tal row as the transferring<br />
Brigade. Its Rally marker is also placed in<br />
that space, but place it <strong>on</strong> its D<strong>on</strong>e side (that<br />
is, its whole turn is spent reforming).<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> L<strong>on</strong>gstreet b<strong>on</strong>us cannot be given to,<br />
but can be taken from, a C<strong>on</strong>federate<br />
Brigade in a Uni<strong>on</strong> Positi<strong>on</strong> space.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g> Lee and L<strong>on</strong>gstreet b<strong>on</strong>uses cannot<br />
both be applied <strong>on</strong> the same Game Turn.<br />
[15.3] Commander’s Risk: If, at any time<br />
during a turn when the Lee or L<strong>on</strong>gstreet<br />
b<strong>on</strong>uses are occurring, <str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit!<br />
event is drawn, that Lee or L<strong>on</strong>gstreet B<strong>on</strong>us<br />
is cancelled for the remainder of the turn and<br />
the normal effect of that chit is ignored (i.e.,<br />
Development by Alan Emrich<br />
the Brigade General is “safe” and the higher<br />
up General is hit).<br />
Note that loss of a commander engenders a<br />
big penalty when scoring the game (17.0).<br />
[16.0] HOUSEKEEPING<br />
Begin the Housekeeping Phase by refreshing<br />
(flipping) all Divisi<strong>on</strong> General markers <strong>on</strong><br />
their Used sides back to their Ready sides.<br />
<str<strong>on</strong>g>The</str<strong>on</strong>g>n remove all temporary effect Fire!<br />
chits and replace them in the mix (see 11.3).<br />
Next, flip all D<strong>on</strong>e markers back over to their<br />
Rally sides.<br />
Finally, advance the Game Turn marker <strong>on</strong>e<br />
space. If Game Turn 5 was just completed,<br />
score the game (see 17.0) to see how well<br />
you did.<br />
[17.0] SCORING THE GAME<br />
At the end of Game Turn 5, the C<strong>on</strong>federates<br />
score <strong>Victory</strong> <strong>Point</strong>s according to the<br />
<strong>Victory</strong> <strong>Point</strong> Schedule shown <strong>on</strong> the Player<br />
Aid sheet. <str<strong>on</strong>g>The</str<strong>on</strong>g> sum of those points earned<br />
determines their level of victory or defeat.<br />
Lee and/or L<strong>on</strong>gstreet is Hit<br />
If the L<strong>on</strong>gstreet B<strong>on</strong>us was cancelled due to<br />
a <str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit! chit, lower the level of<br />
victory by <strong>on</strong>e level.<br />
If the Lee B<strong>on</strong>us was cancelled during play<br />
due to a <str<strong>on</strong>g>The</str<strong>on</strong>g> General is Hit! chit, lower the<br />
level of victory by three levels.<br />
Total VPs = Outcome and “History”<br />
181 or more = Incredible <strong>Victory</strong>!: Lee’s<br />
Army of Northern Virginia sweeps over<br />
Cemetery Ridge and drives the Uni<strong>on</strong><br />
army from the field in utter rout, pursuing<br />
them all the way back to the fortificati<strong>on</strong>s<br />
of Washingt<strong>on</strong>. Britain and France finally<br />
recognize the C<strong>on</strong>federacy and negotiate a<br />
peace between the North and South.<br />
161 to 180 = Decisive <strong>Victory</strong>: <str<strong>on</strong>g>The</str<strong>on</strong>g><br />
C<strong>on</strong>federates <strong>on</strong>ce again break the Army<br />
of the Potomac, leaving it disorganized as<br />
Philadelphia and Washingt<strong>on</strong> are suddenly<br />
both at the Rebels’ mercy. Lee knows that<br />
he at last has his opportunity to bring the<br />
war to a favorable c<strong>on</strong>clusi<strong>on</strong>, but he must<br />
press his exhausted army <strong>on</strong> to Washingt<strong>on</strong><br />
to force the issue before more Federal<br />
armies arrive by rail from New England