A Small Solo
Napoleonic Campaign

Part 1

By Craig Antony Ambler

After years of contemplating running a solo Napoleonic campaign I finally bit the bullet and ran one. The campaign rules were being used for the first time, and as such were fairly basic and the campaign was played as a trial, for instance I fundamentally changed the attrition rules half way through, but that's the joy of soloing the tinkering of rules. The battle rules were again my own the difference being is that I have been playing and adapting them for several years, and am fairly happy with them.

My campaign rules are laid out below, I have not enclosed my battle rules as probably not much use to others. The rules are not complete, for example no personality rules are written yet, but feel free to comment on them if you please. Suffice to say my armies are 15mm and on a scale of 1:33. For the campaign I used the map from "Roads to Gettysburg".

Campaign Rules for Napoleonic Warfare

Movement

The normal march order will consist of infantry on the roads, light infantry in the near field, and cavalry as outposts on the flank. When dicing for this formation the movement rate is that of the infantry on the road. Off road movement uses the same system, except that the individual classes may dice separately if required. Artillery and wagons also march on the roads, but always thrown individually.

Roads 2D6: March
Unit0123456 7891011121314+
Infantry0001122 22223334
Cavalry0112223 33333445
Lt Cavalry0122333 44 445556
Artillery0001112 22222333
Supplies0000111 11222222
Roads 2D6: Forced March
Infantry0000111 11112222
Cavalry0001111 12222333
Lt Cavalry00112222 2333334
Artillery0000111 11111122
Supplies0000001 11111111

Forced March

A force march may be carried out each move phase. A force march will allow the unit to march 1, 2, or 3 additional hexes. But will rise cause units to become tired, and cost 3 additional attrition points.

Modifiers to all movement dice rolls

    -2 Austrian/Russian
    -1 Prussian
    +1 French
    +/- Leader modifier
    -5 Snow
    -3 Fog
    +2 Scouts
    -1 Siege Train

Off road only

    -2 rain
    -4 heavy rain
    -3 thaw- supply and artillery (includes Siege Train).

Additional Terrain Movement Rules

Roads: Minor roads become open country after 2 days heavy rain or 4 days light rain, or any combination. They will dry out on second day of dryness.

Mountains: No movement except on roads. Any rain stops movement (snow). Normal movement is 1 hex per day maximum for all users. Units must stop when first hitting mountain hex, may only move into hex next turn.

Rivers: Dark blue - major river
Light blue - minor river

Major rivers may be crossed at bridges and major road fords only. Minor rivers are crossed by bridges - major roads are bridges whereas minor roads are ford crossings. Fords become impassable in any rain and for one day after, also once first snow as fallen until after first rains of spring.

Bridges are crossed at normal road cost. But each unit must throw a d10, 1 - that unit has blocked the road and costs on extra 1 movement point to troops behind, this is cumulative. Fords use the same method but 1,2 or 3 has same effect.

Woods: May only be moved through on roads.

Scouts: Minimum unit size is Cavalry Squadron. To keep in touch with main force scouts may only be 3 hexes away and normal movement rules apply. Scouts add 2 to movement dr.

When adjacent to enemy then each scout will dice for information. If same unit then best effort is taken.

    10 = Perfect size
    9 = +/- 25% 50/50%
    8 = +/- 50%
    1 = Killed (natural 1 only)

    Modifer: +3 if unopposed

If scouts meet then a skirmish occurs, each figure throws d10 1 = one enemy killed

After one round of combat each side rolls through d10 +1 per figure

If difference =

    greater than or equal to 8: Defeated side routs and winner may reconnoitre opposing army if adjacent or continue move.
    5-7: Defeated side retreats and winner may reconnoitre freely, but only if adjacent. No move.
    4 or less: No effect, both forces retreat one hex.
If Scouts are attacked by formed troops they must retreat immediately, keeping one hex in front of unit. If caught they are destroyed.

Couriers

Couriers may move 2d6 hexes per day on roads, and 2d4 hexes cross country. They ignore other friendly troops as far as slowing them down. Couriers must be sent to a location, and then must find their assignment from there.

Couriers may experience problems on the road, each turn throw d6, on a 5,6 then throw again.

    1 = killed
    2 = lost, message not delivered
    3, 4 = delayed, -d6 on movement
    5,6 = no effect

    Modifiers:

      -1 in enemy country

In above cases if courier is killed or captured d6

    1 = orders are captured intact
    2 = orders captured damaged, throw %
    3 or more: No effect.

    Modifier: -1 if courier was killed

If courier meet enemy troops throw d6

    1 = killed
    2 = captured
    3 = message lost
    4 or more: No effect.

    Modifier: -1 enemy have light cavalry

Retreats / Pursuits

Per Retreating unit in good order -1 inf, -2 cav
Per Pursuing unit +1 inf, +2 cav
Bottleneck +5
Organised rearguard -2
Per day after battle -4

Throw d20

    20+ defeated army destroyed
    18 - 19 75 % casualties
    15 - 17 50 % casualties
    10 - 14 30 % casualties
    7 - 9 25 % casualties
    4 - 6 20 % casualties
    2 - 3 10 % casualties
    1 or less 5 % casualties

Breaking contact: Each day throw for pursuers keeping contact

    7 - 10 keep contact

    +2 pursuers have cavalry superiority
    -2 retreating units have cavalry superiority

Attrition

Attrition is worked out on Sunday. Each day's march will have possible effects. Mark all factors onto unit's chart when it marches.

    Each march 2
    Forced march +3

Marching in:

    Blizzard/snow 4
    Frost 2
    Heavy Rain 1
    Heat 2

    Added once:
      Elite -1
      Veteran -2
      Conscripts/Militia 2
      Underfed 4

To ascertain losses add all factors. Throw 2d6 if less tha or equal then one figure is lost per battalion. If less than 4 then two figures lost.

Reinforcements

Reinforcements arrived at country's capital city every 1st of the month in Spring, Summer and Autumn.

Russia, Prussia20 inf + 2d65 cav+1d52 can+1 or 2
England10 inf+ 2d53 cav+1d41 can+0 or 1
France30 inf+ 2d610 cav+2d43 can + 1,2 or 3
Saxony, Poland3 inf +d4--
Austria1 inf +1 or 2--

All reinforcements must then form march units and advance to join units. Figures are amalgamated they join their unit, amalgamation takes one full day, for which both sides must be halted. All reinforcements marching count attrition.

Fatigue

Units who force march become tired and need two days to recover. Tired troops who march have a 10% accumulative per extra day's march of becoming exhausted. Exhaustive troops need seven days rest and may not fight.

Battle Casualties

    30% dead
    10% invalided out
    40% seriously wounded
    20% lightly wounded

Seriously wounded return at year end for that year.
Lightly wounded return after battle.
50% of prisoners will return at campaign end.

If a side is forced to retire from the field of battle then all invalided and seriously wounded are given up as prisoners.

Supply

A supply point must be announced within the home country or one of a satellite. The depot must be in a city and the army supply on a major road. Each supply line must have a line of unbroken major roads from army point to depot. If the line depot-army supply is broken on any major road then the army is out of supply. Troops must be able to trace supply to the army supplies within 10 hexes (20 for the French), if unable they are out of supply. All troops within 5 hexes of a home town or depot are also in supply, as are all units within 4 hexes of a major road within their own country.

Each country has only one army supply except for France which has two. Despite this each country has only one depot.

Effects of un-supply

Units are classed as underfed. In battle any un-supplied unit that throws 95+ in fire become out of ammunition and can not fire again unless it throws 7 - 10.

Troops and Advancement

Immediately after a battle as taken place all units are increased to next level i.e. either regular or veteran, but not elite. These units are then at that level within the campaign.

When replacements are received the following procedure must be followed.

    Formula = (recruits point x figures) x (point value figures remaining) = new level

If new level less than 1.5 then unit = recruits
If new level greater than or equal to 1.5 and less than or equalt to 2.5 then unit = regulars
If new level greater than 2.5 then unit = veteran

All figures within battalion/regiment will then be worth given points for that grade.

Points value

    Recruits 1
    Regulars 2
    Veterans 3
    Elite 4

Elite troops must be replaced with veteran troops and always stay elite.

Weather

    Winter = Dec, Jan, Feb.
    Spring = Mar, Apr, May.
    Summer = June, July, Aug.
    Autumn = Sept, Oct, Nov.

Season123456 789101112
WinterSnowSnowFrostThawFrost ThawFrostThawFrostSnowSnowBlizzard
SpringSnowH.RainL.RainClearClear ClearClearClearClear L.RainH.RainH.Rain
SummerH.RainL.RainClearL.Rain ClearHeatHeatClearL.RainClearHeat H.Rain
AutumnFogH.RainL.RainClearClear FrostClearClearL.RainH.RainH.Rain Snow

Changing weather

    1,2 = left 1
    5,6 = right 1

Effects of weather

    Blizzard No movement allowed - count as snow for attrition.
    Snow If not in bivouac, +4 per day for attrition. -5 off movement dice - mountains impassable.
    Frost Minor rivers freeze over, after two days passable for foot, after three days all may pass over. If not in bivouac +2 per day attrition. Thaw Off road movement -3. -2 on minor roads for artillery and wagons.
    H. Rain Turns minor roads to open after 2 days. Attrition +1
    L. Rain Turns minor roads into open after 4 days.
    Heat Attrition +2
    Fog All movement -3. If off road throw 2d6 10+ lost, 9 stop no movement. If lost d6 to determine directions.

Morale

Two morale levels per country i.e. Army and Country. Every Sunday check if any changes occur in either.

Modifiers

eventArmyCountry
Town Taken+2+1
Town lost-1-1
Battle won+1+1
Battle lost-1-1

All modifiers are cumulative and kept recorded from turn to turn. Each country rolls for each morale every Sunday 2d6 with modifiers.

    0-4 Morale drops one
    10+ Morale raises one

Both morale levels start at 7

Morale levels

    0-2 Level 0
    3-4 Level 1
    5-9 Level 2
    10-11 Level 3
    12+ Level 4

ArmyCountry
Level 4 Attrition -4 Unit morale +10%Recruits +10%
Level 3 Attrition -2 modRecruits +5%
Level 2 No effectNo effect
Level 1 Attrition +2Recruits -25%
Level 0 Unit morale -10%
Attrition +4 All routing units automatically disperse immediately
Recruits -50%

Command

Commander's Morale

    Corps d10 1 = 1; 2,3 = 2; 4,5 = 3; 6,7 =4; 8,9 = 5; 10 = 6;

    Division d8 1 = 1; 2,3 = 2; 4,5 = 3; 6,7 =4; 8 = 5;

    Brigade d6 1 = 1; 2,3 = 2; 4,5 = 3; 6 = 4;

    Regiment d6 1,2 = 1; 3,4,5 = 2; 6 = 3

Movement

    1,2 = A +1 to movement dr
    3,4 = B
    5,6 = C -1 to movement dr

Highest ranking officer always counts.

Leadership

    A = Bold
    B = Average
    C = Cautious

A: May attack a force at 2:3 against his own force, and defend at 1:3 on his own initiative.
B: May attack a force at 1:1 against his own force, and defend at 1:2 on his own initiative.
C: May attack a force at 3:2 against his own force, and defend at 2:3 on his own initiative.
Note that opposing force strength is gauged on scout reports, and so may be misleading.

Diplomacy (only for initial trial campaign)

Poland and Saxony are satellite states of France. The Allies i.e. Britain, Prussia, Russia and Austria are independent of each other and have different agendas though are allied against France. Diplomatic levels may change during the diplomatic phase on Sundays. All sides start at 7, France moves downwards the rest up.

    0 War
    1 Mobilisation
    2 Peace
    3 4 5 6 7 8 9 10 11: Peace
    12 Peace
    13 Mobilisation
    14 War

Once war is declare dice rolling is stopped until one or the other wins. Each nation rolls d10

    1,2 = down one
    3,4,5,6,7 = no move
    8,9 = up one
    10 = up two

    +1 if enemy mobilise

Minor States

If a minor state's capital is conquered, throw d10 immediately, and only once.

    1-5 country's units disband
    6-8 country's units will join conquerors immediately
    9-10 country's units will remain on current side

Mobilisation

Once the mobilisation level is reached then each unit throws 4d6, this equals the number of days that it takes the unit to form at its base. Once that date is reached then a d6 is thrown per day; 5,6 then that unit is able to move immediately.

If mobilisation is reached but then moved off then mobilisation is cancelled, but the next time only 3d6 are thrown per unit. If between mobilisation and then cancelling of mobilisation a unit manages to form, that unit is kept formed until the country's level is 3 levels from mobilisation.

Austria and Britain throw d5 + d4, this is the number of weeks before entry onto map. Once this date is reached d6 is thrown and the army may move.

Stacking

In open terrain unlimited.
Moving on road - 10 point maximum.
Infantry battalion 1
Cavalry regiment 2
Artillery battery 2
Supply wagons 1

All units may stack together at end of march. Always make an order of march.

Marching to "Sound of the Guns"

If battle is joined then decide which troops are within marching reach.

    In winter/autumn daylight = 8.00am - 4.00pm = 8 hours
    In spring/summer daylight = 5.00am - 9.00pm = 16 hours

Divide this number of hours by move left, then multiply by hex range and this figure is added from dawn to work out time of arrival.

Time that troops arrive is randomised by:

    Two moves before arrival due: d10 = 1 unit arrives
    One move before arrival due: d10 = 1,2 unit arrives
    Move arrival due: d10 = 1,2,3 unit arrives
    Etc adding one per turn.

Whilst marching to guns the dice are thrown at Brigade size, total force throws are not made.

A Small Solo Napoleonic Campaign Part 2


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