I have the basic rules done. I just need to create some illustrations to show how it all works.
Response to enemy threat is one of the biggest areas of concern for most of us. The old "radio armed light cavalry" issue is dispensed with in this system.
Marching TO the threat - you will issue your force orders (you can combine several formations into a Force for ease of orders writing) and they will move on the position of the threat. If the threat has dissipated by that time too bad. You gave them the orders and they are carrying them out ...
Also an order from an army commander to a corps commander will supercede that of a threat from a near-neighbor. Thus if you order your troops to march but in two or three turns another threat materializes against a division (neighbor) and your cannot see the threat then your force will carry out its orders. If it does see the threat you will be able to decide how much of the force to leave behind but you must move at least 1/2 of the force (the best troops too) to carry out the orders.
Thus if you had a corps near a division and the corps was given orders to march south but a threat came up in the west against a neighboring division then you would be able to detach a division to help out but you would still have to march your BEST 1/2 of the corps to carry out the orders.
An optional rule would have you use an on roll die program to determine if the corps detached ANYTHING to help the neighboring division. The results and description of the die roll would be sent to your opponent with a code - FR-T23-DR1:
FR - French player
T23 - Turn 23
DR1 - Decision Role #1 for that turn.
The Allied player would keep the emails and at the end of the game the French player would show him his orders list (which is by turn of course). The DR1 tag would be listed by the order.
For example - on turn 18 your army commander sends down an order to the corps commander of the V Corps (Lannes) who is five turns of Command Radius from the Army CO. Thus there is a 5 turn delay in the orders. On turn 23 you receive the orders but on that turn a threat has materialized nearby - a "neighbor" division has been attacked. The die roll would be performed if the corps would leave any troops behind to help out. (note: the neighbor and the threat are out of LOS)
A more beligerant rule would be that even if the threat was visible the Corps CO may not leave anyone behind anyway. This would be in cases of a Corps CO that is someone like Bernadotte or Ney. And we could come up with a list of leaders that fits this description. May even have a matrix chart showing the personal animosity between the leaders as a whole with a green cell meaning they get along but a red cell saying that they are as mad as a pair of fighting roosters with each other.
Murat would fit this category with just about every other French CO! LOL
We also could use an impetuosity rating. Ney for instance rushed in fighting quite a bit. So did Murat. Davout was more cautious. Etc.
The players could create their own tables, etc.
All too often this stuff gets left out of the game and we forget that we are dealing with commanders that had jealousy and strife with each other. No, I was not thinking of duels -
Anyway, more on this later.
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Generalfeldmarschall Wilhelm Prinz Peters von Dennewitz
3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps
Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie
NWC Founding Member
For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options
OFF:
MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)