NAPOLEONIC CAMPAIGN RULES:

Players' Handbook

Compiled by Gary D. Rhay

Note: These campaign rules for the Napoleonic era are divided into two main section: The Players Handbook and The Umpire's Handbook. Players should read only the Player's Handbook. The umpire should read both. In the interest of chivalry, you have been warned...((grin))--RL

Players' Handbook

2. Game Map:

The campaign will require a hexagon grid map either provided by the umpire or mutually agreed to by the participants. Board games provide an excellent source of possible maps (i.e. Avalon Hill's Struggle of Nations or GDW's Europa Series, RR = roads.)

3. Scales:

3.1 Time: 1 campaign game turn = 1 day of campaigning. Start date and weather will be given by the umpire or mutually agreed to (i.e. turn 1 of a spring campaign = 1 May 1813 weather is overcast).

3.2 Distance: Each hex on the map will arbitrarily = 3,600 yards (a bit over 2 miles) or at a game scale of 1" = 50 yds (15mm) 6' X 6' of table space.

4. Sequence of Play:

All campaign actions are considered to be simultaneous for the purpose of the players. All instructions/orders/requests will be given to the umpire at the same time. Conducting simultaneous actions will be in accordance with the umpire section of these rules.

5. Movement:

5.1 Movement Rates:
TypeMP Allowance
Line Infantry or below6
Elite/Guard Infantry8
Light Cavalry12
Medium/Heavy Cavalry10
Foot Artillery6
Horse Artillery10
All Trains (supply, siege, or pontoon)5
Couriers/Leaders15

5.3 Movement Restrictions/Prohibitions:

5. 3.1 A unit may never pass through a hex containing an enemy unit (it may move into it which causes some sort of combat action)

5. 3.2 A unit may be able to move, fight (screening action or march attack action) and continue to move depending on the result of combat, length of march, time of day, etc.

5.3.3 Once a battle occurs (usually at some point in simultaneous map movement) all other map movement will be coordinated with the battle and will continue as determined by the umpire along the route originally ordered (exception see March to the sound of the guns 7.2 ) based on the time of day.

5.3.4 Movement onto the battlefield at the start of a battle and for subsequently arriving units will be determined by the umpire based on start time (if phased movement), distance, and terrain traversed. The player may stop the Bde/Div/Corps just off the battlefield the tactical turn it could have entered and redeploy into combat formation entering on the next tactical turn at the edge of the table.

5.3.5 A friendly unit may move through hexes occupied by other friendly units at no additional cost. Note only a certain number of friendly units may end their move in the same hex without incurring penalties (See Stacking). There is no limit to the number of friendly units which may pass through a single hex in a given time (day).

5.3.6 Units may always move 1 hex (except 5.3.1)

5.4 Terrain Effects:

5.4.1 Units may cross rivers only at bridges (exception, see pontoon bridges 11.2.1 ). For game table purposes rivers are 6-10" and streams (not on campaign map) are 2".

5.4.2 Terrain effects are cumulative. For example a unit crosses into a rough hex with woods, it would pay both costs or five MP. (However, a unit may always move one (I) hex see 5. 3. 7 no matter what the terrain cost.)

5.4.3 Terrain effects chart:
TerrainCost in MP
Along Road1
Clear Hex1.5
City Hex1.5
Woods Hex2
Rough Hex3

5.5 Hidden Movement: Opposing players will not generally be aware of enemy forces/movement except through contact or patrolling activity, or guess work.

5.6 Movement Procedure: To move a unit the owning player issues an order giving instructions for the unit which is passed to the umpire. Examples of information given would be route, distance, order of march, and instructions if the enemy is contacted. The umpire then maneuvers the unit in accordance with its written order on the campaign map simultaneously with all other moving units for that day/turn. If not ''located" with a unit (i.e. a superior commander) the player must send his instructions via a courier. The arrival, non arrival, and execution of the order will be determined in accordance with the umpire section of these rules. Say an order arrives (is passed by the umpire to the subordinate player) the commander then carries out the above procedure to comply with his instructions, by giving the umpire his orders.

5.7 Combat Action During Movement: (Off Game Table)

5.7.1 March Attack: A friendly unit with "attack from the march" instructions on its movement order will attempt to overrun extremely small units that it encounters without recourse to the game table. Results of such encounters will be reported to both sides by the umpire. The success/failure and resultant casualties will be either determined by the umpire playing through the situation or by his best estimate based on the strengths, composition and instructions to both sides.

5.7.2 Patrolling/Screening: Players may attempt to discover enemy movement/intentions or to prevent discovery of movement/intentions by utilization of cavalry in a screen. Light and medium cavalry may patroUscreen in, up to, 3 contiguous hexes per regiment. The Regiment is assumed to have equal strength in each hex occupied (i.e. A Hussar Regt. @ 8 fig in two hexes will have 4 fig in each hex) Patrols/screens cannot enter/see into terrain which is impassible to them nor can they cross rivers except at bridges, or fords discovered (if any). The amount of information which a given scout force gathers will be determined in accordance with the umpire section of these rules.

5. 7.3 Dispatch Interception: if a courier passes through an enemy force (screen, unit, garrison, etc.) then the umpire will determine if the message is intercepted. If the message is captured intact it can be delivered to the enemy commander in the same manner as any message.

5.8 Forced Marching: Forced marching increases the MP allowance of a unit but increases straggling. To force march simply note that in the orders to the unit (which will cause it to move at 1.5x its normal rate) Note: A unit may not force march more than two days consecutively. If a unit forced marches two days then the third day it can only move at .75x the normal rate, unless it rests for half a day.

6. Stacking:

A player may have no more than four (4) divisions in any given hex during a campaign turn.

7. Combat

7.1 General: Combat is to be resolved by conduct of a miniature wargame. Exceptions to this are covered in 5.7 combat action during movement and 7.3 siege activity. Tactical combat occurs when opposing units occupy the same hex. The scenario (situation and terrain) will be developed by the umpire based on the campaign moves and orders or dispatches for the unit and the campaign map hex type.

7.2 Marching to the Sound of the Guns: Once campaign movement is frozen to conduct a tactical wargame (see 5.3.3 ) all units within two hexes of the battle may ''march to the sound of the guns" and divert towards the battle by the most direct route up to its full movement allowance. This being a common practice of the day a determination by the umpire will be made automatically unless the units instructions specifically prohibit it.

7.3 Siege/Combat against cities:

7.3.1 For purposes of this campaign only fortified cities/fortresses on the map are covered by these rules. Each fortress will have a capacity assigned by the umpire and may shelter up to 80 castings per point of capacity (i.e., Capacity = 2, Shelters 160 Castings: Cav = 2, Cannon = 4, Div Cdr = 2, Corps = 3, and Army Cdr = 5)

7.3.2 Once all enemy units outside the fortress are eliminated or withdraw into the fortress the attacker has 4 options:

  1. Assault the city - This may be attempted three times per day (turn). The attacker may break off the assault attempt(s) at any time and utilize any of the other options. Results of assaults are determined in accordance with the umpire section of these rules.
  2. Withdraw- The attacker conducts normal movement.
  3. Invest the City - The attacker may do this at any time as long as he is in supply. Basically you settle down outside the city and wait the defender out, no attempt is made to take the city. The defender may attempt to break the investiture exactly as he would a siege. (See D below)
  4. Besiege the City - An attacker can conduct a siege as long as:
      1 - he is at least equal to the defender
      2 - he is in supply

It takes two weeks to construct the siege works required with engineers (4 without). When they are built the umpire will check for results once per turn/day. To break the siege (investiture) the defender may deploy outside the city to fight a field battle. He may utilize forces from within the city, forces from outside the city, or both. If he doesn't win the battle only forces which originated from the fortress can withdraw into it. (An exception may be granted by the umpire based on the result of the battle i.e. a unit is obviously separated from any other route by besieging forces).

7.4 Retreat/Withdrawal after battle.

7.4.1 A side deciding to retreat from battle will do so through the use of the tactical rules until the unit is removed from the game table.

7.4.2 Once off the table, a rear guard will be designated and the desire of the commander to break contact/escape noted:

  1. - If he follows me I'll fight him again as soon as I find some defensible terrain.
  2. I don't really care to fight again.
  3. I'll do most anything to escape with what I can.

7.4.3 Campaign movement will resume with an umpire judgment, based on the time of da and the movement points remaining for the unit in the campaign turn.

7.4.4 A unit retreating/withdrawing must check for straggling.

7.5 Pursuit after Battle: Pursuit is optional; a player must inform the umpire he will pursue.

7.5.1 A side desiring to pursue designates and assembles his pursuit force on the exit side of the game board per the tactical rules.

7.5.2 The pursuit then exits the board designating the formation and desire of the commander to regain contact/punish the enemy:

  1. I'll take my time and chew up what I can.
  2. I'll go as fast as normally possible to catch/punish this guy.
  3. I'll do anything (including forced marching etc) to catch this guy and destroy him

8. Force Structure:

Forces available will be determined by the available painted figures of the participants in the campaign game, or force levels mutually agreed to by the players (this may cause some adjustments of tactical scenario).

8.1 Reinforcements: The umpire will notify players of all new units available for the campaign. The owning player will then issue orders as appropriate to move them to which ever Bde/Div/Corps.

8.2 Replacements: The umpire will notify players of the availability of individual replacements as they become available (i.e., recovery of wounded, periodic new conscripts, etc.) by type/morale grade. Replacements will be considered available at the units and integrated immediately.

8.3 Leaders: Players will be designated as commanders of Corps/Divisions and assigned ratings by the umpire who will utilize historical leader ratings for the troops being led. Insuring the sides are balanced (and the players aren't insulted).

9. Straggling:

Straggling occurs as a result of any of the following conditions:

  1. Forced marching
  2. Retreat/Pursuit after combat
  3. Supply

Once any of these conditions occur the umpire will determine the effect in accordance with the umpire section of these rules and notify the player(s) concerned.

10. Supply:

A unit must be able to trace supply to: a depotlbase of operations which may stockpile supplies at 1 point of supplies for every 4 days they can trace supply to a friendly supply source, or directly to the friendly supply source along a line of communication (road). Additionally a unit may be provided a supply train (Umpire determines initial availability) which can carry 5 points of supply.

10.1 Supply Sources: A Side's supply source will be designated in the situation briefing the umpire issues the player at the start of the game. 10.2 Out of Supply: A unit is out of supply if it does not meet the criteria in 10 above or if the Depot/Supply trains stockpile is expended.

10.3 Effects of Being out of Supply:

10.3.1 A unit which is out of supply suffers straggling as in rule 9.

10.3.2 If engaged in combat a unit out of supply suffers penalties to its ability to fire:

    1. Artillery: may issue fire 10 times without resupply (note - can be transferred between like bttys i.e. 8 lb)
    2. Infantry/Cavalry Fire:
      1st Day - no effect
      2d Day - fire at 50%
      3d Day - No fire..fix bayonets!

11. Engineering:

The tactical rules being used will determine the ability of sides to conduct campaign engineering such as: destruction/repair of bridges and erection of field fortifications. The umpire will make the determination of what has been accomplished.

11.1 Campaign turn tasks:

11.1.1 Pontoon Bridges: (Umpire determines initial availability.) To deploy a pontoon bridge simply move the bridge train to the river hexside. It takes 1/2 turn to deploy the bridge, or remove it. The bridge can be deployed without the presence of engineers (the train is considered to have what it needs...no they can't do other engineer tasks, they're union ).

11.1.2 Assault River Crossing: A unit which has spent 1/2 turn (day) besides a river hexside may place up to 1 Infantry Division minus artillery, cavalry, etc. across the river in an assault crossing. If they are opposed the umpire will determine the results of the attempt in accordance with the umpire section of the rules. If they successfully cross they may have to fight a tactical battle. If forced back into the river 50% of the castings remaining surrender. Artillery across the river may support them. (The losses are applied whether or not the crossing is successful) The crossing may take place in the turn the bridging train is being "emplaced" (see 11.1.1).

ALL OTHER SITUATIONS SHOULD BE RESOLVED BY UMPIRE JUDGMENT IN ACCORDANCE WITH THE UMPIRE SECTION OF THESE RULES!!!

Umpire's Handbook


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