Simplified Command Factor

Napoleonic Gaming

by Ted Haskell


Note: The issue contained an unprinted page, which contained all rules prior to 2.3. No mention of the page or reprinting was in any subsequent issue.--RL

2.3 Line infantry and cavalry and guns must move on the rank and file. This duplicates the drill movements of the day.

2.4 Light horse, light foot, and command units may move diagonal and do not need to use move units to "face".

2.5 Move units:

    Infantry 3 units
    Cavalry 5 units
    Field guns 3 units
    Horse artillery 5 units
    Command units 6 units (in any direction or combination

2.6 One unit may not pass through another except when broken and forced to retreat. see sec. 4.4.b,c,d,;5.7

III Combat by Musket Fire

3.1 All musket fire is simultaneous at the end of the move.
3.2 Musket range is 4 squares
3.3Arc of fire is from the left diagonal to front to right diagonal in any combination.
3.4 Volley fire: (line infantry only) 4 units in a line on rank or file will eliminate a unit in the direct front of the volley line. Shooter"s choice of target. (in this way you break the vital chain of command see sec. 2.1 ) no dice used.
3.5 Fire at will: 1 dice is thrown for each unit. a 1 eliminates 1 unit. Line infantry may fire both volley in groups of 4, and this way.
3.6 Light cavalry must fire in this way.
3.7 Light cavalry may move or fire but not both. (allows for dismounting)

IV Combat by Melee

4.1 Units are moved into contact by moving onto squares adjacent on rank & file, not diagonal
4.2 If a unit is contacted on more than one side of the square, 1 unit is designated as the "attack" and the other (a) as "supports" see sec.4.5
4.3 Procedure: Attack unit rolls 1 dice

    a. Light horse or foot attacking: 6 eliminates the defender
    b. Line infantry 5,6 eliminates the defender
    c. Line cavalry 4,5,6 eliminates the defender (see also sec 4:7)

4.4 Defender rolls dice
a. a roll-of 6 eliminates the attacker
b. a roll of 1 - the defender surrenders and is placed 3 squares to the rear of the attacker. if this square is occupied continue to the first open square in the line. I
c. If the defender throw (5,4,3,2,) beats the attacker's throw... the attacker unit falls back 3 spaces, or to first open space beyond and faces to the rear.
d. If the defender's throw does not beat the attacker, the defender falls back as above.

4.5 Supporting units (see 4.2) add 1 to each dice throw of attack or defender.

4.6. Units may not advance through, or out of contact without engaging the enemy unit. This makes delaying.actions possible.
4.7 Infantry may form "square" by placing 4,9,16,25 infantry, command, or field gun units in a solid mass
b.Cavalry charging an unbroken square are eliminated without lose to the troops in the square.
c. Infantry et,al, charged by cavalry (even only-1 unit) while "in square" destroy the cavalry, BUT CANNOT BE MOVED ON THE NEXT MOVE.

V COMBAT BY ARTILLERY FIRE

5.1All field artillery fire is on rank and file or diagonally. (like the chess queen, but not the knight)
5.2 Guns are fired only at the end of the player"s move, not simultaneous.
5.3 Range for field guns is from 1-12 squares to the "point-of-aim"
5.4 All fire is direct. Houses, woods, hills, protect units and cannot be be destroyed.
5.5Procedure: designate "point-of-aim" and roll 1 dice. Count p-o-a as 1 and proceed 2-3- etc to locate square that was "hit". (Thus we get "overs" and "shorts", but the ball always lands somewhere along the line of fire and enfilade has a real meaning.
5.6 A "hit" eliminates any unit: horse, foot, gun, or command.
5.7Grapeshot: effective at 3 squares... will force a unit back 3 squares or to first open square beyond. No dice used
5.8Canister or case shot: eliminates any unit at 2 squares (beyond contact No dice used)

VI PRISONERS

6.1 Any unit which is forced to surrender in combat sec.4.4.b
6.2 Any unit which is forced to retreat by the rules sec 4.4c;d,e 5.7 and cannot because of house, river, or other obstactle--such as a swamp or shoreline etc. will immediately surrender! sec,4.4 b

VII DEPLOYMENT (OPTIONAL)

7.1 Each side, rolls dice at the opening of the game (terrain setup but no troops on board)
7.2 High man rolls again to see how many units he places on the board
7.3 Repeat until one side has all troops deployed
7.4 Begin alternate moves and simultaneous combat. Each turn the low side throws 1 dice, and brings that number of additional units on board.

VIII WINNING THE BATTLE (OPTIONAL)

8.1 Two objectives--HQ ;and, Supply camp are designated for each side.
8:2 First side to hold both enemy positions 1 move ( fends off the counter attack on the move after occupying the position) is, THE WINNER.
8.3 First side to lose 1/2 the total units is THE LOSER with this rule the burden of challenge is on the opponent to ask for a unit count if he thinks the half-way mark is near. I have found that usually the turning point had been decided by this time and though there may be a lot of shooting and hackig left before the last man goes down, this "strategic" factor keeps the gamer moving fast enough soa 2 or 3 game campaign can be played in a day.

APPENDIX

Since the first publication of these rules, I have played a number of games with various opponents including R.L Patterson, Ed Small, and T.E. McGowan of Chicago. They made a number of suggestions , several of which were judged worth including. That is they added merit, without adding too much to the bulk of the game.

The section numbers will serve to locate the new rules in the appropriate section of the main rules.

See 2.5.b If the unit moves on road, add 2 to basic move

2.5.0 If the unit moves up or down hill,subtract 2 from Basic move.

2-5.d If a unit moves through a forested area, subtract 2 from basic move. However this is not cumulative to the point where a unit cannot move. Infantry basic=3, uphill or through forest, or both = 1 cavalry uphill= 5-2=3, cavalry uphill and through forest= 5-2-2=1

See 4-3.d Command units have the combat value of light o se and as such may defend themselves or even attack subject to rule 2.1.d if a commanding unit is eliminated.

4.3. Line cavalry "charging" (ie. min 4 units in line,) add 1 point to dice throw of each.

Sec. 1.1 note: While the gridded board does pose certain limitations, I feel that here these limitations are used to duplicate the limitations of the terrain (defiladed positions, "dead ground" small draws etc) which allow tactical innovations on the part of the troop leader. These same accidents of the terrain pose problems in effective "fields of fire" (see See. 3. 3, 5-1) and again the gridded board allows a simple consideration of the factor without complications.

NOTE ON TROOPS: My research on this game used 20mm figures was follows: Line infantry--6 figures on a square, Line horse 3 figures/ square; light foot--3 figures/ square; light horse 2 figures/square; Command units--General officer +1 or more Aide de camp.

I am sure that 30mm figures on slightly larger bases would undoubtedly work just as well. Following the Morchauser book you could work out proportions for figures of any size.

Any further comments on your personal trials and combats with this system would be received with great interest.

*Judged by the informal wargame seminar at the GOAT & BAGPIPES INN Itasca


Back to The Armchair General Vol. 2 No. 6 Table of Contents
Back to The Armchair General List of Issues
Back to MagWeb Master Magazine List
© Copyright 1970 by Pat Condray
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