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 Umpire's Handbook1. Philosophy:You have been picked as (or coerced into being) the umpire for your groups carnpaign game. This is generally a backhanded compliment as it speaks well of the opinion of you your fellows gamers hold, not that it will save you later when you make an unpopular ruling. Your function is to do the coordinating between the two sides moves and provide unbiased feedback on the actions/interaction of the players. You will construct the scenarios and represent nature, as well as the ''fog of war." What follows is the compilation of several years of umpiring which will give you some guidelines and ideas of how to proceed. They are not all inclusive and you will have to rely on your own common sense and judgment to carry you through....GOOD LUCK! 2. Starting up:2.1 The Map: Issue both sides a copy of the agreed upon map of the campaign area. Each side should clearly understand where the borders and stacting areas for their respective sides are. Additionally the source of supply for each side should be designated. 2.2 Available Forces: Issue each side a list of the forces available to them (not the enemy) this can be by points, units, or by Brigade/Division, however you choose. I prefer by unit so that the player can then form his own Divisions/Brigades, and Corps. There are many ways to decide what forces are available, all that really is important is that everyone agrees to the method. You can give each side a point total and let them ''buy" forces as they desire, several sets of rules include point values for certain units, types of troops, etc. or you can utilize your own values. Another method is to use an historical Order of Battle from a specific campaign being recreated. Both the point value system and historical OB's offer difficulties in that troops in the campaign may not match what is available to play with. This of course can be overcome in the formation of tactical scenarios The last method is to take whatever ''troops" are available/painted in the possession of the individuals involved in the campaign and assign them to sides to match the situation. This way whatever is on the battlefield can really be there. However, this may limit the scope of the campaign. The group needs to decide. You will assign the number of trains: pontoon, supply, and siege, if any are available. 2.3 Starting Date/Weather: Any mutually agreed upon date is acceptable and the weather should be determined by any one of the methods found in the weather section of these rules. Weather should make sense for the area and season agreed to. No snow fell in the summer of 1811 in Spain. 2.4 Information submitted to the Umpire: To start the campaign comrnanders of both sides should submit the following to you:
3. Campaign movement:This is by far the easiest umpire action it is nothing more than comparing the movement of the two sides as ordered, pro-rating as needed to determine what if any actions occur. Contact between opposing sides will be resolved in one of two ways: 1) Adjudicated by you (see next), or 2) creation of a tactical scenario which is then played out at the first gaming opportunity. 4. Adjudicated Combat:In certain situations it will be to the advantage of all concerned if you take care of some actions to facilitate the continuation of campaign movement. 4.1 Screening/Scouting: When one or both players have sent out cavalry screens use the following procedure:
SCREEN versus SCREEN RESULT
4.2 Overrun Combat: Per section 5. 7.1 of the Player Handbook rules situations may occur when an obviously superior force encounters an enemy unit/force which will not make for a decent tactical game (a straight umpire subjective judgment.) In the case of this sort of combat the umpire will:
4.3 Siege/Combat Against Fortified/Defended Cities: Where a fortress is going to be besieged or a city assaulted and utilization of the following tables as appropriate is called for: 4.3.1 Assault Table: Determine the attacker to defender ratio
4.3.2 Siege Table: Once siege works are established:
5. Campaign Communication:A commander can communicate with his subordinates in one of two ways: face to face if he is in the same hex, or by dispatch. To communicate by dispatch the player writes the message and sends it to the umpire. The umpire determines the distance involved and movement of courier(s) over the route(s). If the enemy forces occupy a hex along the route consult the dispatch interception table below for each enemy occupied hex traveled through. (See 5.1) When the message ''arrives" the umpire delivers the note to the receiving player in accordance with the judged travel time, and the response to message table. (See 5.2) 5.1 Dispatch Interception: If a dispatch/courier passes through an enemy force (screen, Maneuver Element, garrison, etc) then a roll is made on the Intercept chart (1 roll per enemy occupied hex passed through). If there is more than one type of enemy force present, use the best % chance of capture to roll.
There is a 50% chance the message is destroyed/eaten by the courier if intercepted. 5.2 Response to Messages: The umpire will roll on the table below to determine the response to messages received by players.
6. Creating Tactical Scenarios:When opposing forces come into contact during campaign movement and the umpire believes it will create a tactical scenario worth playing (i.e. not covered by section 4. Adjudicated Combat) movement of both sides will be frozen and the scenario developed. 6.1 Forces Engaged: This will be determined by the orders/organization of the owning player. Whatever units the umpire determines are present are played, based on the wntten instructions the umpire has received. The owning player may not hold a unit back from the tactical table although obviously the tactical commander may use units in whatever manner he pleases as long as he is trying to accomplish his mission. 6.2 Determining Terrain: Each campaign hex represents a playing space (see section 3.2 PLAYER HANDBOOK) the umpire will create a map with the tactical area represented in l'x 1' blocks (see Form 3 from the NAPOLEONIC CAMPAIGN RULES - FORMS) major terrain features from the campaign map will then be added; such as roads, forests, rivers, and villages in their relative positions The umpire will then roll dice to randomly generate terrain in accordance with the guidelines below.
Dice are then rolled to determine the position of the ''terrain features" in the playing area. As an example, if you're playing with 15mm figures and have a 1 hex battle you will get an area 6'x 6' or a 6x6 matrix. Use one 6 sided die for the up/down and another for the across. So if you rolled a 1 and a 3 the terrain feature would be in the third block across of the 1st row. If you roll the same block twice then roll again until you have located all the blocks. Then fill in the terrain features you feel match the general area (i.e. a marsh by a river.) You may connect blocks with ridges or streams as you put in the terrain. Once you've assigned terrain to all the blocks required draw them in on the map with the campaign features to complete the tactical map, or use a historical map agreed to by the players. 6.3 Staged Movement: Once the tactical battle begins prorated campaign movement will be carried out at intervals by the umpire so the battle isn't fought in a vacuum. This may cause additional units to enter the tactical area either complying with their original orders or Marching to the Sound of the Guns." You determine the arrival time and direction of units. As a guide use the following movements rates to cross one campaign hex in tactical time:
6.4 Marching to the Sound of the Guns: If a unit is within two hexes at the time movement is frozen a determination will be made on the table below. If the unit activates will move towards the battle by the most direct route to the extent of its movement allowance. If normal movement isn't enough there is a 50% chance the unit will force march.
6.4 Information to the Players: The umpire should supply to the opposing commanders each with the following information:
The umpire may inform a player of units moving onto the battlefield at his discretion, but its more authentic if he doesn't, know exactly when or where these forces will arrive. Use common sense in informing players of enemy movement (i.e. you see a dust cloud to the north.) 7. Actions Following Tactical Combat:7.1 Retreat/Pursuit: (see sections 7.4 and 7.5 PLAYER HANDBOOK) Matrix the commanders choices and apply the result.
7.2 Effect of Combat Results on Unrallied Units 7.2.1 Castings which do not rally: Consult the table for the effect of post battle movement.
7.2.2 Units which have not rallied: Units consult the below
7.3 Casualty Distribution: Casualties lost in tactical combat are distributed in accordance with the following chart except artillery pieces which are 50% recovered and 50% totally lost (round up for winner and down for loser) Note: Units which surrender are not casualties and don't use the chart but loses to the unit prior to surrender are considered. See the casualty worksheet (Form 4) and the wounded tracking form (Form 5) for format.
7.4 Post Battle Information: Following the resolution of all tactical issues (section 7.3) and before continuing strategic campaign movement each player should be given the information below A. Revised order of battle reflecting his loses. B. General location of his elements. 8.Supply:The supply rules are purposely kept simple. As long as a unit can trace a supply line down a road to a source of friendly supply (supply source, stockpile or supply train) it is in supply. Whenever an Infantry Division engages in combat it costs 1 supply point, an Infantry/Cavalry Brigade/Division costs 1/2 a supply point. If the unit is tracing supply to the ''source of supply"' it is considered to have unlimited supply. If, however, it is utilizing a stockpile or supply train the appropriate number of supply points is subtracted. When a units supply reaches 0 it is out of supply. Obviously a unit without a stockpile/supply train who's line of communication to its source of supply is cut is immediately out of supply. 8.1 Effects of Being Out of Supply on Combat: (see 10.3.2 PLAYER HANDBOOK) 8.2 Other Effects: 8.2.1: Straggling: (see section 9. Straggling ) 8.2.2: Movement: no effect on movement 9. Straggling:Straggling occurs as a result of one of the following conditions:
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