by Anders Fager with Jerry Malone
After using the CWB Random Event tables for a while and enjoying the uncertainty and frustration they added, the thought of making the same kind of tables for NBS came quite easily. For those of you who think you can handle the uncertainty, here they are. Enjoy. The tables are basically modeled after the CWB tables, but some things have been changed to fit the period and system better. Compared with the CWB table, random leader casualties are a bit more common. This because Napoleonic officers exposed themselves more to enemy fire than Civil War ones. Not because they were in any way braver, but rather because braving enemy fire was thought to be the proper way to inspire troops and also because the poor range and accuracy of the musketry made commanders take more chances. After all, only one ball in 800 hit anyone. Furthermore, the arrival times of reinforcements arriving hours from the current turn can now shift back and forth. We have used this a lot in CWB over here and have found it both very realistic and very frustrating. After all, has any army ever arrived perfectly on schedule? Two new events were also added. The artillery accident was brought in because such things occasionally did happen as lousy roads and poor charges took their toll. (In 1813 Marmont lost at Mockern because his main battery blew up.) The Cavalry Recovery event gives those useless wrecked cavalry brigades a slim chance to unwreck themselves and ride to glory again. The table works as follows: At the start of each Player- Turn the player rolls one die. On a result of I a random event has occurred. Roll two dice and consult the table below. Standard Random Events Table
Standard Random Events Leader Casualty - One of the player's leaders on the map, chosen at random, is killed. The leader's current location does not matter. This event covers such things as friendly fire, sniping, accidents, and stray cannonballs. If Napoleon or any other victory- point-awarding leader suffers this result, he is wounded and out of the game, without any victory point penalties. Order Lost - One randomly determined order currently in transit is for one reason or another lost and will not reach its destination. The army commander may reissue the lost order in any friendly Command Phase. Delay Reinforcements - Move the next reinforcements the player awaits one turn further away, regardless of when the reinforcement is due. That is, if the reinforcements were to arrive this turn they will arrive next turn and if they were to arrive at midnight they will arrive at 1:00 am. Advance Reinforcements - Move the next reinforcements the player awaits one turn nearer, regardless of when the reinforcements are due. That is, if the reinforcements were to arrive the next turn they will arrive this turn and if they were to arrive at midnight they will arrive at 11:00 pm. If reinforcements were due anyway this turn, the reinforcements may force march without suffering straggler losses this turn. Artillery Accident - Randomly determine one of the player's batteries. If limbered, the battery has had a traffic accident: the battery is Disorganized and loses the number of guns indicated by a roll on the Gun Loss Table. If unlimbered, the battery suffers an ammunition explosion. It must immediately fire flanking close combat fire at its own hex and the hex suffers morale results and all other effects accordingly. Cavalry Recovery - The phasing player may recover "hard casualties" from his cavalry units this turn by rolling on the Straggler Recovery Table. Roll for this turn for any (blown or not) cavalry units that would otherwise qualify for straggler recovery. Loose Cannon - The phasing player must randomly select one of his commands. The selected command suffers a Loose Cannon result. Game TablesRoll one die on the special table for the particular game you are playing. Game Table - Austerlitz 1 Allied or French: Lingering Fog / Cold
Lingering Fog / Cold - If rolled before 10:00 AM the fog effects of the 9:30 AM turn will remain during the 10:00 AM turn as well. If rolled after 9:30 AM, because of the December cold all rolls on the Straggler Recovery table suffer a -1 row shift during the current and next complete hour. Katusov Wakes Up - Katusov decides that he cannot passively watch the approaching disaster. He flips to his "Y side and remains that way until either the Kaiser or the Tsar rolls a loose cannon result, at which time Katusov reverts to his normal, disgusted, self. (Note that the random event "Royal Inspiration" is enough to make Katusov despair again.) Cautious Murat - Having been chastised by the Emperor for his rash behavior during the previous week, Murat decides to adopt a cautious stance. He may not roll for initiative during the rest of the game and gives a -1 anti-initiative to all his subordinates. If this event is rolled again Murat reverts to normal. Royal Inspiration - One of the royals intervenes; roll one die to determine which one and then roll another die. On 1-3 the regent in question must issue one attack order written by the French player. On 4-5 the Regent in question must issue one attack order written by the Allied player. On a 6 the regent will stop either a order in transit or cause one unaccepted order to be thrown away. Chose one available order at random and remember that the each of the royals can affect only troops of his own nationality. Napoleon Checks on Joseph - Joseph Bonaparte, the Emperor's not-so-martial brother, commanded the 4th Line Rgt in Vandamme's Division. When this event occurs Napoleon decides to check on Joseph and must move right away to 2-1-4 and spend a complete Command Phase with it. Napoleon may not issue any orders while yelling at his brother. Napoleon Shows Off - The Emperor thinks (more or less correctly) that he has things so perfectly under control that he does not need to issue any orders this turn. "We will wait another quarter of an hour." Division Gets Lost - The confused Allied command structure made life hard for the divisional commanders. When this event occurs one randomly determined division currently under attack orders may not move closer to the enemy (except to countercharge) during this turn while the commander tries to sort things out. "We are all grenadiers!" - The French troops were confident, bordering on reckless, during the battle. When this event occurs the Allied player determines one French infantry brigade that must try to enter Close Combat with an eligible target during the next Moment Phase. It reverts to normal the next turn. Wing Commander Resurgent - Katusov and one of the Allied wing commanders try to take to control of things. Roll one die: on 1-3 Buxhowden may function as per optional rule 4.2b; on 4-5 Bagration may function as per optional rule 4.2c, and on a 6, Kollowrath may be given an order with I-C attached. All these arrangements are for the purpose of one order and one order only. Telepathy? - Napoleon displayed an uncanny grasp of his opponents' intentions during the battle. When this event occurs the French player may ask the Allied player to reveal the order of one of his formations. Game Table - Marengo 1 Austrian: Divisional stoppage / French: Kellerman
Rallies Troopers
Divisional Stoppage - The Austrian divisions operated in a somewhat random fashion at Marengo. When this event occurs, one randomly determined Austrian division with an implemented order stops in its tracks, just as if it failed a divisional stoppage check. Kellerman Rallies Troopers - Kellerman, who had his moment in history at Marengo, inspires his men to new heights. His brigade (2-C) may erase one box of "hard" casualties. Another Wing - Melas figures that another wing commander maybe a bright idea. He may immediately order Zachs or O'Reilly to function as temporary wing commander (as per the optional rules) for the purpose of one order and one order only. Moncey Returns - Moncey moves to the sound of the guns and shows up at 11:00 or later as per the optional rules (giving 3 VP to the Austrians if he actually arrives). He enters at area B with the order to move to Army HQ. Ott Hesitates - Ott is unsure of Melas's intentions. He may not roll for initiative or try to accept a new order this or the following turn. If currently under orders, neither Ott or any commander under his command may move this turn. Call For The Cavalry! - Melas figures his rear is safe and sends for the rest of Elsnitz's Division. The units will arrive at A in four turns and will move directly to join Elsnitz. (Give the French player 1 VP.) Delay Reinforcements / Advance Reinforcements - As standard event. If the player should have rolled for arrivals this turn, a Delay result means he may not roll at all and an Advance result means that he can roll (try) twice for each arrival. Melas Retires - If the Austrians are 4 VPs ahead, the elderly Melas decides he has done enough and handles over command to Zachs, who may not issue any order this turn. Bad Ideas! - If Napoleon has not entered the map yet, randomly determine which one of Lannes, Murat, or Victor comes up with something a bit too clever and receives a Loose Cannon result. Game Table - Aspern-Essling 1 Austrian: Hiller / French: Train Catches Up
General Note on the A-E table: This is best used with the "Variable Interruption" variant (2.9a) and letting the French Player bring on Davout's corps if all other French units have entered. If Davout's corps does enter it will cost the French player one VP per two divisions, or fraction of that, that actually cross the bridge. If this version is used a French roll of Delay or Advance Reinforcements means that this turn the bridge is either down or up no matter what the most recent bridge dice-rolls says. An "up" result while the bridge is up (or "down" while the bridge is down) has no effect. Hiller - Though one of the better Austrian commanders, Hiller had strong opinions about orders he didn't agree with, an attitude that led to his leaving the Army due to an "illness" on the eve of Wagram. If this result is rolled and Hiller's division does not have attack orders his rating drops to 0, and if he has attack orders his rating drops to 1. If this result is rolled again, Hiller calls in sick and leaves the battle as if he had become a casualty. Train Catches Up - If rolled on the 21st this result means that the French commanders waiting to cross have allowed a few wagons loaded with cartridges to sneak past them. Roll one die and remove that number of low ammo markings from the French Loss Chart. Archducal Confidence - Charles feels a bit more confident! If the VPs at the moment indicate a Minor Austrian Victory or better (from the Austrian perspective), the Austrian player may choose to use option 3.8a (with the attending VP loss). Consolidation - The French player may dissolve all infantry units but the strongest in any division of either II or IV Corps that have no enemy adjacent and "hand over" the surviving boxes of those units (losing any stray stragglers in the process) to the stronger unit, thereby allowing it to erase hard kills. The division is permanently wrecked. Personal Example - The Archduke repeatedly took terrible personal risks during the battle, leading by example in a quite spectacular way. When this result is rolled, Charles must immediately dash off and either personally lead a charge into close combat or rally a routed unit. He may not issue any orders before he has done one of these acts, something that might take several turns. Tempers! - Tempers run high among the French commanders. When this result is rolled, Bessieres decides he can't stand Lannes anymore. An instant duel is avoided, but from now on Bessieres and his subordinates function as 0-rated leaders when handling any order involving attaching units to Lannes, and any Cav Corps unit attached to Lannes when the event is rolled immediately returns to Bessieres. If this result is rolled again, Bessieres calms down. Grenadier Recovery - The Austrian player may dissolve the currently weakest unit of 1G-R or 2G-R and distribute the surviving boxes (losing any stray stragglers in the process) to the other units of the two divisions, thereby allowing them to erase hard kills. The dissolved brigade of course counts against wreckage. Check the Bridges! - The engineers needs some encouragement. Napoleon must immediately move to the bridge and spend the next French Command Phase there. He may not issue any orders while he is at the bridge. Corps? Column? - The Austrians were organized in corps but ordered about in columns, something that was slightly confusing to the commanders involved. When this result is rolled one randomly determined Austrian divisional commander has misunderstood things a bit and on a die roll equal to or less than his command rating he will immediately attach his command to the nearest corps he does not belong to, automatically accepting that corps' order. The division follows its new corps until either ordered to return to its original corps or the "adopted" corps suffers a corps attack stoppage. Should the player roll higher than the leader's command rating, the leader figures he does not belong anywhere and "detaches" his division from his corps, stopping as if has stopped while on a divisional goal. Panic - If rolled during day of the 22nd this roll means that all wrecked French divisions must take separate stoppage checks and the ones that fail must make an emergency retreat move towards the bridge. This roll has no effect before dawn of the 22nd. Rain - A rainstorm starts and will go on until the player who rolled this event rolls a 5 or 6 on one die during one of his upcoming Command Phases. During the rainstorm the bridge is automatically down, all movement rates except for the three hexes of cavalry charges are halved, visibility is reduced to three hexes, and no small-arms firing may take place. In fact combat is limited to artillery fire and close combats, but units that would normally use muskets in close combat (that is, infantry and skirmishers) are limited to hacking away on the " 1 or less" column of the Fire Combat Table. Fire - A hex in one of the villages catches fire. Place a suitable fire marker (TCS smoke markers will do fine) in a randomly determined village hex that was the scene of a close combat in the previous turn. Units starting a turn in a fire hex must check morale, as must any unit that enters a fire hex. Each time the turn marker is moved any fire on the map will burn out on a roll of 5 or 6 on one die. (A rainstorm will of course douse any fires.) [Ed. note: This article follows the spellings of leaders' names used in the corresponding games. This article is also available on The Gamers' web site; it is reprinted here to make it available to the entire Gamers readership.] Back to Table of Contents -- Operations #36 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2000 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |