Napoleonic Wargame Club (NWC)
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COMING MULTI-NATIONS BATTLE
https://www.wargame.ch/board/nwc/viewtopic.php?f=24&t=10213
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Author:  clifton seeney [ Thu Feb 12, 2009 8:20 pm ]
Post subject:  COMING MULTI-NATIONS BATTLE

MORE TO COME !

General de Brig Kliff Marbot
II Corps Art Res Division .Commander
Marechal de Camp AN

Author:  clifton seeney [ Wed Feb 25, 2009 6:32 am ]
Post subject: 

L’e Battle Waterloo
1815
He has return join the colors needed wing commanders and ADC plus Corps commanders!

Here Historical rules
In a Mul- national Army the command is split between the allied commanders who will be commanding their own Armies.
The French Armee commander/ umpire, Allied commander/umpire would get movement orders (files) from their Corps commanders.

Example of; to begin this game we would need;
French; Umpire plus four others for Corps commanders to move the I II IV Corps Cav commander

British; Umpire plus two Allied corps commanders and a Cavalry commander

Prussian; Army commander plus one wing commander and ADC courier

12 players total to began




Order of battle
French Command;

Napoleon commands moves Guard
Corps commanders moves I and II IV Corps
Cav Corps (moves all the Cheval Corps but guard and Div Cav)

British;
Wellington
Pr of Orange
Hill
Uxbridge
Prussian;
Blucher
Gneisenau
Muffling
Note: (note ADC can replace missing Corps commanders and so on Army commander can call for new officers to join the battle from the Club placing them under the Corps commanders if one of the Corps commanders leave the game these new commanders will tack over as new Corps commanders the officer who left will be considered wounded in action an will get the legion of honor medal Chevalier class (approved first by the Army commander).

Rules of Play / umpires and Corps commanders orders
1. Cavalry can not at no times charge into towns or cities or villages.
(a).cannot hold ground (blocking streets or Roads) or advancing infantry
(b). Cavalry can move in Div or Brigade but can not attack in Div or Brig or regiment
. Cavalry can not fight in woods but can finish a charge in the woods and towns and cities.
©. Cavalry can stake up to Div or Brig or Reg strength in a hex to charge but all charges are done in Sq.
(d) March Order: No unit stacks on the road march, by Sqns and Divisions (2Sqns) elsewhere;
(e) if the infantry are 5 times as strong as the cavalry (or 2 times if the cavalry are disrupted or facing a different direction), are allowed to advance into an adjacent hex?
2. Sk Skirmishers can not be no more then 3hexs from parent unit in battle can be in woods and villages plus
(a) Special rule Prussian and Austrian light’s who come on the map with out parents are considered ME same as a Batt may move as other ME.
(b) Sk can not attack Art but may fire on them
© Only SK can fight in woods no form Infantry can fight in woods .While sub-units should attempt to keep adjacent to their parent unit as far as possible, whatever the terrain (eg. 1 hex in front, or 1 hex to the flank or rear), light infantry skirmishers could be left to garrison chateaux, woods, villages, etc, and would only need to keep within 3 hexes of the parent unit in open terrain.
3. Artillery Rules;
(a) No unit can set in the same hex as Art unit Artillery can’t unlimber in towns and villages or buildings. 1) one Btn or Sqn (in Close Columns) can cover a battery of 6-8 light guns in front of them in one hex (100X100m): a small Btn (300-400men) and a line of 6-8 light guns ahead of them even in the village or town conditions;
Example: Light Artillery was always used for street fighting in the Napoleonic Wars (Durenstein 1805, Preisish-Eylau, Fridland 1807, Ebelsberg, Rattisbon 1809, Smolensk, Maloyaroslavets, Vyaz'ma 1812 etc.).
(b). Artillery can’t fire over any unit on the same level as it is.

4. Infantry, most be in the same ME they cannot interpretative another ME most be from the same regiment you can not stack different Brigade together.
(a) Infantry in column are only able to operate in just orchards not woods
(b) Disordered unit may attack/advance only with a leader;
© Conquered and occupied Objective Points in towns and villages must have some garrisons (a troop/company of infantry or troop/squadron of cavalry, or a wagon-train);. Infantry may not shot across their skirmishers who are in front of the infantry;

(d). If any disordered/routed/isolated troops without a leader find themselves AFTER A MELEE behind the enemy's front line, they must to capitulate and draw themselves into a location indicated by an opponent;

(e) Once a ME (except Guards) has lost 50% of their strength, it can no longer engage in offensive actions Div or Corps as while.

(f). A ME can move no faster then the slowest unit in that ME within three hex of slowest

(g) Infantry ME can move up an thou sk and Artillery unit to fire and charge if they are the parent unit or same ME

(h). Infantry can not go into line inside of towns only on road street hexs all landwahr and militia needs to be under an officer to advance.

Note: That orders will be given every 10 turns from Corps and Div commanders to Umpires. Umpires will notify the Corps commanders and Div commanders that their orders are need for movement if no reply in a week that Corps commander or Div commander will be presume wounded and will be replace till they return or write the umpire that they know longer want or can play. If the Umpire deems it necessary then the Medal of Honor will be awarded. New players will be asked or called from a reserve that we hope will be after all Corps and Div have real people commanding them.
If you can agree to these simple rules join now; first come first serve as Corps commanders no matter their club rank all who apply will play as div or as needed! Game will be #134 Co. Waterloo 6 hist.scn 132 turns

R&H (Realism&Historicity) claims
WE VALUE YOUR INPUT IN THIS

General de Brig Kliff Marbot
II Corps Art Res Division .Commander
Marechal de Camp AN

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