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

Umpire's Handbook

1. 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:

  1. Army organization by Brigade/Division/Corps to include the name of any player comrnanding a unit. (See Form 1 from NAPOLEONIC CAMPAIGN RULES - FORMS.)
  2. Starting positions of all units, the base of operations, and line of communications. (On a copy of the map is best)
  3. Initial orders written on a dispatch form or paper (see Form 2.) Once you have this inforrnation from both sides you are ready for the first campaign turn.

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:

  1. Determine the scouting value = value x numbers of figures in hex for both sides
      Scouting Value:

      Light Cavalry (L, LL) - 2
      Medium Cavalry (M) - 1.25
      Heavy Cavalry - .75 (encountered by patrol in hex)

  2. Roll the die and consult the table which follows that applies to both forces involved and use the results, to inform the players.

SCREEN versus SCREEN RESULT

Screen vs. Screen Result Table

Die RollOddsModifiers to Die Roll:
1-21-12-13-1
1ABEG-1: For odds less than 1-2 (for each)
+1: For odds over 3-1 (for each)
-1: Weather is fog
-2: Weather is rain
+1: Division Commander* attached
+1: For each morale grade difference

*Possibility of becoming a casualty
2ACFH
3BDGH
4BDGH
5BDGH
6CEHI
7CEHI
8CEHI
9DFII
0EGII


RESULTS
A - No infoLose 25%Pushed back
B - Info on opposing screenLose 10%Pushed back
C - Info on opposing screenNo lossPushed back
D - Info on opposing screenNo lossHold
E - Info on type of troops in hexNo lossHold
F - Info on type of troops in hexNo lossAdvance
G - Info on type and nationalityNo lossAdvance
H - Info on type/nation and strength +/-50%No lossAdvance
I - Info on type/nation and strength +/-25%No lossAdvance


SCREEN versus UNIT CONTACT CHART
ROLL:TYPE
CAVALRYOTHER (no cavalry)EFFECT ON SCREEN
1-2No infoType of troops in hex-10% fall back
3-4Info on cavalryType & Nation of troops in exHold
5-6Info on cavalryType/Nation & Strength +50%Hold
7-8Type & Nation of troops in hex Type/Nation & Strength +50% Hold
Modifiers To Die Roll
    +1: If sceen lighter than cavalry in hex
    +/-1: Per morale grade difference when cavalry opposes screen
    -1: If weather is fog
    -2: If weather is rain
    +1: If Division Commander is present

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:

  1. Play the encounter out informing the respective players and applying the results (this can help the umpire have some fun.)-OR
  2. Make a common sense appraisal of what would have probably happened and inform both sides as required.

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
RatioResult
Less than 1 to 1Attacker repulsed with 25% losses
1-1 to 1.5-1Attacker repulsed with 10% losses
1.51 to 2-1Attacker repulsed both lose 10%
2.01-1 to 2.5-1Attacker storms fortress both sides lose 10% (Defender gets honors of war)
2.51 and aboveAttacker storms fortress with 10% losses. Defender losses 25% and surrenders the rest of the force
Modifiers to Die Roll (roll d10):
    1,2 = Down 1 result
    3-8 = No change
    9,0 = Up 1 result
Per 7 turns besieged/up 1 result
Per 14 turns invested/up 1 result

4.3.2 Siege Table: Once siege works are established:
Die RollResults
1-6Defender holds firm
7Defender holds, shaken (+1 to next roll)
8Defender capitulates (given honors of war)
9,0Defender capitulates (all POW)
Modifiers to Die Roll:
    Siege train present +1
    Per unsuccessful breakout/relief attempt +1
    Per 7 turns besieged +1

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.
Contacted byDie roll to capture
Screen1-4
Cavalry1-5
Infantry1-2

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.
RESPONSE TO MESSAGE CHART
SENDER TO RECEIVER STATUS:1-23-45-67-8910
Equal to Equal in same corps1/21/21/211X
Equal to Equal in different Corps1/211 XXX
Superior to Subordinate in same Corps1/21/21/2 111
Superior to Subordinate in different Corps1/211 2XX
Corps to Corps112XX X
Army to Corps Commander1/21/21/2 111
# = Time in hours before response
X = do not respond
Modifiers to Die Roll:
    -1 Receiver is superior
    +1 Receiver is poor
    +1 Sender is poor

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.
Campaign Hex TypeNumber of Terrain Features
Clear6
Forest8 (doesn't include the forest)
Rough12

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:
Unit TypeNormal Move Forced March
Line Infantry 2 hrs 1 hr/TD>
Elite Infantry 1.5 hrs .75 hr/TD>
Light Cavalry .75 hr .5 hr/TD>
Medium/HeavyCavalry 1 hr .5hr

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.
March To The Guns Table
Distance: SuperiorGoodPoor
1975
2753
(Die roll or lower on 10 sided die)
If there are two battles the closest has priority, if equidistant, the umpire decides.

6.4 Information to the Players: The umpire should supply to the opposing commanders each with the following information:

  1. Forces available.
  2. Tacticat map.
  3. Mission/Victory conditions (from orders.)
  4. Enemy situation (based on scouting/common sense.)

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.
RETREAT/PURSUIT MATRIX
RETREAT OPTION:PURSUIT OPTION:
ABC
A211
B321
C332
1 = Contact, Umpire determines a new tactical scenario and map based on the situation the players have created by their orders.
2 = 50/50 chance of renewed contact. Umpire dices, then creates tactical scenario or applies strategic movement to the situation.
3 = Umpire applies strategic movement and informs the commanders of the new situation.

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.
W/LHolding Position AdvancingRetreating
WINNER50% Recovered25% Recovered75% Recovered
LOSER25% RecoveredNone50% Recovered

7.2.2 Units which have not rallied: Units consult the below
W/LHolding Position Pursuing Being Pursued
WINNER 75% Recovered 25% RecoveredN/A
LOSER 50% Recovered N/ANone

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.
TOTAL CASUALTIES
PER UNIT
1234567 8910111213 1415
WINNER RECOVERED011223 34455667 7
LOSER RECOVERED001111 222233334
LOSER BAD MORALE010112 12232334 3
WOUNDED112222334444556
KIA000011 11112222 2

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:

  1. Supply:
    1. Cannot trace supply: 1st turn = no effect, 2d turn = A, 3d = B, 4th = C, and 5th turn on = D.
    2. Tracing supply to stockpile/supply train: 1st and 2d turn no effect every turn after that use column
    3. Under siege and out of supply = column D.
    4. Forced marching: The 2d day of continuous forced marching use column A.
    5. Retreat after combat: choice A = no effect, B = Column B, and choice C = column D.
    6. Pursuit after combat: choice C = Column B.
    Straggling Table
    Die Roll:Column:
    ABCD
    1-3001%3%
    4-601%3%5%
    7-91%3%5%10%
    03%5%10%15%
    Modifiers to the Die Roll:
      Leadership
        superior = -1
        poor = + 1

      Morale
        majority of units are elite or above = -1
        majority of units conscript or below = +1

    Losses due to straggling are applied by the umpire across the units involved. To do this total the number of each type of casting (Infantry, Cavalry, Artillery) multiple the total by the % to find the number of castings to be removed. Remove them from the order of battle and inform the owning player. Round to the closest whole number. Straggling losses are permanent.

    10. Replacements:

    As wounded heal, and/or at a predetermined level mutually agreed to before the game, individual castings will become available as replacements. Replacements procedures are designed to be as simple as possible and are tracked only by general type. For instance Infantry, Light Cavalry, Med/Hvy cavalry, or Artillery crewmen. "Wounded" can be further separated by morale/type from the original units (i.e. guard, line, etc.) but other replacements should be conscript or line only As replacements are available notify the players, who will than add them to existing units and notify the umpire of where they are added so the order of Battle can be updated. Reinforcements can't be used to create new units nor can units be given castings above the starting ''full strength" level.

    11. Reinforcements:

    Complete units which become available (either due to painting, historical timing, or umpire whim) arrive at the designated base of operations for the gaining army and are then movedlassigned from there.

    12. Reorganization:

    Reorganization is the action by which a weakened unit or units are combined together to form a stronger organization. To reorganize a unit must be out of contact with the enemy and meet the following conditions: A. The unit must be at less than 33% its original strength B. It and the unit its joining must be collocated C. It must remain in place: 3 hours-if all are from the same Division, 6 hours-same Corps, or all day- if from different Corps. Reorganized units assume the lowest ratings of the units combined.

    13. Weather:

    Weather can be determined a number of ways:

    1. Use local weather.
    2. Record appropriate weather for the season earlier.
    3. Take the weather for a predetermined site from the news.
    4. Generate it in accordance with your tactical rules. Any system that works and is agreeable to the players is acceptable.

    14. Use of the Evening Hours:

    "Nighttime" should be used for resting, admin actions, reorganization, rally etc. normally combat and movement were restricted severely during the hours of darkness. For these actions use whatever your tactical rules suggest. As guidelines I would suggest a severe reduction in sighting range to 2-300 yards, only units already in contact can continue combat action, and if units move there is a 50% chance of misorientation.

    15. Engineering:

    Use the guidelines of your tactical rules to guide your judgments of what engineers can do in a campaign day, work during darkness would be at 1/2 or 1/3 the normal rate. For example if your rules say an engineer company can dig 10 yards of earthworks in 1 hour then 10 hrs of daylight = 100 yards + 8 hrs at night= 40 yards (6 hrs of rest) or 140 yards per campaign turn.

    16. Assault River Crossing:

    (see section 11.1.2 PLAYER HANDBOOK)
    Assault Crossing Table
    Opposed BySuccess Die RollAttackers Losses
    Unformed Inf/Cav Screen1-91% Loss
    Formed Cav/Inf w/o Arty1-510% Loss
    Formed CavAnf with Arty1-225% Loss


    Modifiers to the Die Roll:
    Attacker to Defender Mass: Less than 1-2 = +3
    1-2 = +1
    2-1 =-1
    Greater than 2-3 = -3
    Leadership Superior = -1
    Poor = +1

    17. Other Situations/Rules:

    17.1 Artillery Crews w/o Guns: crewman who have lost their guns and aren't used to fill up other artillery batteries will be placed in a "pool" and wait for either captured guns or a vacancy in a battery.

    17.2 Surrender: Units who are surrounded and in bad morale will surrender instead of incurring additional casualties. Units which surrender are removed from the order of battle and the campaign. However, casualties suffered by the unit to that point in the battle will be taken care of in accordance with 7.3 Casualty Distribution.

    18. The Final Word:

    No matter what you do you will not make everyone happy... so make a decision and stick to it. You will not always be right, but to waffle back and forth will ruin the game. All should agree before the game that your rulings (no matter how they feel personally about them) will be final and play will go on. ABOVE ALL ELSE, BE FAIR!

    Illustration Below: Tactical table layout from strategic hex.

    Players' Handbook


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