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PostPosted: Tue Aug 16, 2005 8:04 am 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6119
Guys - I am hosting a special umpired game. We need anywhere from 4-5 players (alternate is the 5th guy) per side. It will be fought using special rules below. NO ENCRYPTION - it will be fought campaign game style so I have access to the data of the units. Here are the guidelines:

1. Each team will have a Team Commander (El Supremo) and three Secion Leaders. An alternate is HIGHLY suggested for realistic reasons - we all have things that take us away from games and this one CANNOT go stale.

The OB will be decided on by the Team Commanders and myself. The Team Commanders will assign formations to a section of the battlefield based on setup zones assigned by myself. Then they will assign the Section Leaders to each Wing. And then both TCs will see a map showing as much as they can see of the enemy. Orders will be issued and the different submaps will be created and distributed for play. As the play continues the submaps will change as needed.

2. Team commander - this member of the team is a Wing Commander. He assigns troops to the Section Leaders and issues orders to the players. He can move to a submap with a fellow player but will not move troops. While on a submap with another player he surrenders his ability to order reserves up or issue orders to another Section Commander. In essence he is in the heat of the action and unavailable for command. However, he can help out a new player with strategy suggestions!

3. Section commander - the guys that play the battles - they play out an hour of the game and then wait for the rest of the other guys to finish our their hour of play. Thus all players do four turns and then wait for the rest of the guys to catch up. Its a reasonable pace. Slow players will be REPLACED! 4 turns every two weeks is the pace. No faster - no slower. This way we move along at a resonable pace but we dont get too far ahead and promote a killer pace that wears us all out (speaking of me the umpire!)

4. Hourly reports - the Team commander will get couriers from a Section where he is NOT located. He can move about once an hour to a new submap. He can move reserves to key sections of the battlefield one submap at a time.

I will umpire the game. There will be many submaps. 3 submaps are for deployment for each player and are called the Player Deployment Zone. Then he moves from that submap to the submap to his front to attack his opponent OR he can hold and defend. The other opponent will opt to move his troops likewise to the same submap or hold on his current submap. A submap diagram will be sent to both teams to use for reference.

THERE WILL BE NO FIXED UNITS!

Here is the order of play:

1. Pre-game deployment - the Team Commander will assign each Secion Commander to command a particular wing. The TC will issue orders to the SC for him to move to other submaps or to hold or fall back.

Here is a sample battlefield divided up into submaps. Each submap can vary in size and they are NOT set in stone. They can get larger as more troops fall under a player's command.

http://www.fireandmelee.net/nwc/sample-sub.bmp

Then using the scenario editor the Section Commander will deploy his troops on the submap where his forces are assigned. Two players cannot be assigned to the same submap! Forces can be left in reserve. The two Team Commanders will be given an overall map showing locations of their forces and ??? blocks of troops where the enemy can be seen. The Section Commanders will report back on the hourly turn with the names of formations that they have found. Terse statements like "I am faced by the II Corps" rather than a full blown account of each individual unit is preferred. Consider it like a courier message from one commander to another. This is allowed as well: "24 battalians, 6 batteries, 3 regiments of cavalry" or "about 20,000 men."

2. Orders - your Team Commander orders you to advance to the submap to your front or hold. Diagonal movement is NOT allowed.

Advance or Hold or Retreat/Fall Back orders are his choices.

3. Section Map Movement - the umpire will set up a scenario for each submap based on the orders. You might find yourself alone on a submap!

Only ONE player will command on a submap. If you move forces from one player's command to another submap to reinforce another player then those forces are given to the other commander. The former commander of those troops will NOT get to see how the battle is going on that submap. He will be focused on his portion of the battlefield. The Attacker (moving player) sets up his forces first. The Defender (non-moving player) sets up his forces second using a simple setup rule. If both players move onto a submap simulataneously then the umpire decides who sets up first and who sets up second. Each side will have a pre-described zone on each map where they can set up based on how they approached the submap.

4. Hour of Combat. The players fight out the battle in one hour segments. Player do up four turns and then we revert to #2. If a player moves to a submap that is vacant then he MUST spend at least ONE hour on that map. This will account for things like delays in orders and will realistically slow down play to a more reasonable rate. The Team Commander will be able to spot MOST movement on the overall map. The range of vision will vary from battle to battle. Section Commanders will be given picture maps of what is going on beside them at the end of each hour's worth of play. Thus if on the submap next to him his partner is getting trashed he will see a picture map showing the enemy turning his flank and can act accordingly.

For instance: lets say that a particular submap is reinforced after the second hour of battle. There will be visibility issues for that battle for the next hour. The umpire will send the players a new PDT file that they will immediately use for the next hour of battle which will simulate smoke on the battlefield. Perhaps rain is falling. Or Fog rolls in.

We repeat the process until we have a victor. Victory will be determined on the following scale:
Stunning Victory - your enemy has taken 36 or more percent more losses than you.
Major Victory - your enemy has taken 25-35 percent more losses than you.
Minor Victory - your enemy has taken 10-24 percent more losses than you.
Pyhrric Victory - any of the above but you take more than 20 percent losses.
Draw - less than a 10 percent loss margin.

Score a Stunning victory as a Major victory for the club End Game form.

Score a Phyrric Victory as a Draw! Ok - so you won at Borodino Napoleon but look at the cost!

1. Army morale.

Losses will be tracked per formation and once they reach 50 percent EFFECTIVE (by checking the organizaiton's status in the game menu) then that formation is rendered hors de combat and must revert to a defend role. They will not advance to another submap but can Retreat/Fall Back to the REAR. The umpire will rule on special circumstances such as if they are making a flank wheel to strike another player. In that case where they must retreat then the last submap would be open to them.

2. Commander bonus. If a player wins a battle then his leader will gain a leadership increase. One level per game max. A B would become an A. A C would become a B. Etc. The player's leader will be named after himself for ease of finding the commander. He will be WING commander. He will be present at all battles. If wounded then he will not be present for the next portion of hourly round action. A replacement will take his place as per the rules. The umpire will determine if he returns for the next hour after that and adjust the game file accordingly!

3. The Team Commander's Leadership bonus will not be available for the various Section fights unless he is on that map during that hour. This gives a much more realistic view to the concept of Command bonus. Thus if a corps is fighting the wing commander will be available to give his bonus but unless Napoleon shows up to view the fight he will not be available. This will level the playing field a bit I think.

Here is how you join up:

If interested respond with:

Name, side you are on in the club (French or Allied), full unit affiliation, TC if you want to be the Team Commander or SC if you want to be a Section Commander and games owned.

Use this simple abbreviator system for the games:

CPE - Eckmuhl
CPM - Wagram
CPW - Waterloo
NRC - Russian Campaign

Example:

Bill Peters, Allied, Austrian Reserve Korps-2nd Kuirassiers, SC, All games

or

Joe Smith, French, TC, NRC CPE

Please - if you travel alot and cant get to a computer to do your move then this is NOT the game for you. Also I ask that if you are new that you be firm that you will stick with it. If you drop from the game I will not accept you in the next game I host. You will have to sit out one game in order to come back for more fun!

We need alternates. Two per side wont hurt as there may be a situation where a new "front" opens up and the TCs will need players to fill the breech. Or if a player has to drop we will have a player to take his place.

The TC cannot play unless all else fails. It simply will spoil the importance of his overall role.

Signups start now! Get on the list for the first game.

I will check this post each day for questions. I hope to get us started as soon as we get our players and know what game we will play.



Oberst Wilhelm Peters
2nd Kuirassiers, Reserve Korps, Austrian Army
[url="http://www.acwgc.org/acwgc_members/burr/Austrian%20Army/Bill_Peters.htm"]Officer Battle Dossier[/url]


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PostPosted: Tue Aug 16, 2005 8:42 am 
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Joined: Thu Apr 29, 2004 6:33 pm
Posts: 71
Location: Canada
It sounds very interesting, please count me in

Ranson Lee, French, SC, CPE, CPW & CPM



Chef de bataillon Ranson Lee
Commandant de 7ème Division d'Infanterie
IIèmé Corps d'Armee Nord


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PostPosted: Fri Aug 19, 2005 8:19 pm 
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Joined: Wed May 23, 2001 10:18 am
Posts: 6119
Gonna put this off for a later date. Will try again in four months.

Oberst Wilhelm Peters
2nd Kuirassiers, Reserve Korps, Austrian Army
[url="http://www.acwgc.org/acwgc_members/burr/Austrian%20Army/Bill_Peters.htm"]Officer Battle Dossier[/url]


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