Napoleonic Wargame Club (NWC)
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Revised Multi _ Nation game Feb 09
https://www.wargame.ch/board/nwc/viewtopic.php?f=5&t=10220
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Author:  clifton seeney [ Wed Feb 18, 2009 6:57 am ]
Post subject:  Revised Multi _ Nation game Feb 09

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. Prussian Command will be a Field Maréchal plus one wing commander and one ADC; British army commander plus will have 2 wing commanders 2ADC plus a Cavalry commander. The French will have One Army Commander and two wing commanders plus two ADC.
The French Armee commander/ umpire would get movement orders (files) from his two Wing commanders.
** It would depend on how many players we can get interested in participating. Ideally, it's best to have a separate player for each corps. Also there should be separate Anglo-Allied and Prussian commanders moving their own troops and having to communicate by courier.
A) Well I believe to begin this game we would need;
French; two others for wing commanders to move the wing
British; one wing and Cavalry commander
Prussian; one wing and ADC courier
8players total to began game
Note: (note ADC can replace missing Wing commanders and so on Army commander can call for new officers to join the battle from the Club placing them under the Wing commanders if one of the wing commanders leave the game these new commanders will tack over as new wing 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).
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 in Div or Brig or Reg 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;
3. 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
** Perhaps we should have different rules for skirmisher sub-units of line infantry and light infantry? 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.

** What about in other difficult terrain, such as rough or orchards? Should infantry in column be able to operate in both of these, and perhaps just orchards?

(a) No unit can set in the same hex as a Art unit Artillery can’t unlimber in towns and villages or buildings
5. 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.
** Perhaps the relative size of the units and the direction the cavalry are facing should be relevant? For instance, it wouldn't make sense for a 500+ strong infantry battalion to avoid contact with say 12 cavalrymen. So maybe if the infantry are 5 times as strong as the cavalry (or 2 times if the cavalry are disrupted or facing a different direction), then they should be allowed to advance into an adjacent hex?

(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 unit (except Guards) has lost 50% of their strength, it can no longer engage in offensive actions.
(f). A ME can move no faster then the slowest unit in that ME
(g) Infantry ME can move up an thou sk and Artillery unit to fire and charge if they are the parent unit
(h). Infantry can not go into line inside of blds and only on road street hexs
If you can agree to these simple rules join now The French Armee; first come first serve as wing commanders no matter their club rank! Game will be #134 Co. Waterloo 6 hist.scn 132 turns



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

Author:  clifton seeney [ Mon Feb 23, 2009 12:46 pm ]
Post subject: 

Update on Muli-National game
L’e Battle Waterloo
1815
He has return join the colors needed Corps commanders and ADC plus Div 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 his Corps commanders.
Example of; to begin this game we would need;
1French; three others for corps commanders to move the I II IV Corps 1Cav commander
1British; one Allied and Cavalry commander
1Prussian; one wing and ADC courier

8players total to began game 2 umpires
Order of battle
French Command;
Napoleon
Commands moves Guard; umpire will stand down if we have enough players
Commands moves I and II IV Corps
Cav Corps (moves all the Cheval Corps but guard and Div Cav)
British;
Wellington;umpire will stand down if we have enough players
Pr of Orange
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/umpire).
Historical Rules;
1. Cavalry can not at no times charge into towns or cities or villages or woods.
(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 in Div or Brig or Reg 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.
(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
(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 blds and only on road street hexs all landwahr and militia needs to be under a officer to advance
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



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

Author:  Colin Knox [ Mon Feb 23, 2009 3:38 pm ]
Post subject: 

Hi Cliff
I won't participate but just an observation = the house rules look a bit confusing and perhaps a little overwhelming. My opinion for what its worth is you play this game based the idea of indepedently commanding units in a very historic way (which is a cool idea) but the tactics I suggest you make easier by reducing the number of house rules and let the focus be on a more historical command and control model your are planning.

Just my thoughts but its your party sir!

Salute,

General de Brigade Knox
Baron de l'Empire
2e Regiment Gardes d'Honneur (the regaled pheasants)
La Jeune Garde
CO. 1er Brigade, III Division Cavalerie Legere, III Corps Armee du Nord
http://www.aspire.co.nz/colinknoxnwc.htm

Image

Author:  clifton seeney [ Tue Feb 24, 2009 6:27 am ]
Post subject: 

Mesi, for your input but like what’s going on in the USA, talk is all both sides are doing. We need leadership, what do you think should be remove and what should be added!
For we are trying to get it right this is not just my rules but many from every Army in club mostly the Russians who have been very helpful as well as the English.
Who I feel are tired of being overrun with some of these none rule games.
Maybe if you were in it as a Corps commander you would have a greater challenge, trying to win a battle without controlling every thing in a battle like most games.
The game will be set up were the players would not have to be active but once every ten moves.
They send orders in to the Umpire who moves their unit or ME, once all ME are moved to their commanders orders, then the umpire will let them know that new orders are need or the order will stand till that Commander feels that new orders are needed .
That means that a Commander would only have to be involved 13 moves out of the 132 turns.
The best orders will win this game and not gamesmanship but real time orders.
A commander will have a snapshot of his orders to see were his own ME is on the map not the whole battle.
He will see were he is, an the enemy in his front, he most relive on his own Me to win not the whole Army. But once again mesi for your thoughts.


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

Author:  clifton seeney [ Tue Feb 24, 2009 6:44 am ]
Post subject: 

Ma Mon ami I forgot to put this in the rules are for the umpires who most move ME according to the rules the commanders /players most watch the rules unfold.

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

Author:  Colin Knox [ Wed Feb 25, 2009 11:33 am ]
Post subject: 

Cliff I would just use the MOE3 rules these are well known and pretty straight forward.

I like your idea for the game but I feel it will be to slow and unwieldy for my taste. Also my game card is full at the moment.

As for personal preference I like the tactical side of things and enjoy managing that level in the game, it's one of the reasons I wargame. I could understand why others might not though and your proposal will no doubt appeal.

Salute!



General de Brigade Knox
Baron de l'Empire
2e Regiment Gardes d'Honneur (the regaled pheasants)
La Jeune Garde
CO. 1er Brigade, III Division Cavalerie Legere, III Corps Armee du Nord
http://www.aspire.co.nz/colinknoxnwc.htm

Image

Author:  clifton seeney [ Wed Feb 25, 2009 1:24 pm ]
Post subject: 

Mesi, the rules will not be use by players since they move no units. The rules are for the two umpires. Maybe the next game will be more MOE# but why have the same game!
Let me make this clear the players will give orders that the umpires will use for movement. Here is an Example;
I Corps commander to General Div Jacquinot move your Div between hex #142, 53 and 153, 47 please don’t try to write Brig and Regt orders the umpires will move the whole div per your sample order all combat and bombardment will be done by umpires.
Your input is important to us, Mesi for it maybe when your plate is empty you can command a Div.


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

Author:  clifton seeney [ Thu Mar 05, 2009 2:30 pm ]
Post subject: 

There was one thing in table top gaming that I really like. That was carrying out the commanders orders and when we won I knew that I was part of that. Now most times I would face the player with equal skills and I would have to think on my feet but I was all so limit by our commanders written orders and I followed them win or lose. That is the big different between BG and HP there is no team work an what we have is a lot of people playing one another I ready to advance to another level in this club.

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

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