Saturday 30 May 2009

Rule 5 - Movement


To move all of his corps the commander would need at least 7 pips. He could move 16", the cavalry could move 16", the infantry 4" and the artillery 8"



Summary

There are two types of movement
First when on blinds
Second when figures on the table
Corps Commander must use pips to move brigades


RULE 5 - MOVEMENT

Blinds

Single blind 8” per Pip

Multiple blind 4” per Pip


Figures on Table

16" - Generals

16" - Light cavalry column

14" - Light cavalry line

14" - Heavy/Medium cavalry column

12" - Heavy/Medium cavalry line

12" - Horse artillery limbered

8" - Foot artillery limbered

8" - Infantry column of march

6" - Infantry column of attack

4" - Infantry line

2" - Infantry Square

2" - Manhandle medium artillery

1" - Manhandle heavy artillery


Multiple Moves

Allowed providing no enemy blinds or figures within

4” for Generals

16” for brigade or blind


Multiple moves allowed within 16" or enemy

Half move and change formation

Artillery two actions of Fire/Limber/Move/Unlimber


Difficult terrain

All brigades half move






Rule 4 - Types of Orders


This corps is probably on Move orders, they are ready to move forward, all are in column and the guns are limbered.



Summary

Each corps must have one of the following orders
Corps Commander can change his own orders to Halt
All other orders can only be issued by CinC
Corps commander must carry out his orders

RULE 4 - TYPE OF ORDERS

Move
All brigades must move towards objective
May not move closer to enemy than 4” in open
May not move closer to enemy than 2” in BUA or difficult terrain
Corps commander may change to Halt

Halt
May not move closer to enemy
Brigades may move to improve defence
Brigades may retreat out of artillery range
Must wait for new orders from CinC

Hold
May not advance beyond the furthest edge of objective, except cavalry to recce
Cavalry may charge any enemy who approach within 8”
Infantry may skirmish or fire on any enemy who approach within 8”

Engage
At least one brigade must move towards the objective
Cavalry may charge any enemy within 8”
Infantry may skirmish or fire on any enemy within 8”

Attack
At least one brigade must attack enemy if possible
All brigades must move towards objective
Cavalry will charge any enemy within range
Infantry will charge any infantry or artillery within range
Shaken or Disordered brigades do not have to attack

Rule 3 - Corps Commander

The corps commander is the mounted figure facing his corps. There are four infantry brigades, one cavalry brigade and corps artillery.




Summary


The corps commander must carry out the orders issued by the CinC
He can however change them to Halt at any time
To change orders he must be within 16" of each brigade
He must then remain at Halt until he receives new orders from the CinC
The main role of the corps commander is to issue orders to his brigades.
To do this he rolls an average dice, plus his command factor.
To issue orders he must be within 8" of the brigade
A Spanish commander must be in base contact to issue orders


RULE 3 - CORPS COMMANDER

Roll for Pips

Roll average dice

Gifted +3

Average +2

Poor +1


Corps Orders

Must use all of his Pips to achieve the corps orders


Actions costing 1 Pip

Move and change face up to 45 degrees

Change formation or change face more than 45 degrees

Artillery fire, limber, move or unlimber

Infantry fire or skirmish

Gifted commander change orders to Halt


Actions costing 2 Pips

Retire half move facing enemy

Half move and change formation

Artillery two actions of fire, limber, move or unlimber

Average commander change orders to Halt


Actions costing 3 Pips

Swop two brigades (both Disordered)

Fresh brigade must be directly behind and within 4”

Poor commander change orders to Halt





Rule 2 - Commander in Chief


The CinC is the two figure base, the remainder on single figure bases are corps commanders. The cavalry figure with his back to the camera is the reserve commander.


Summary

The main role of the CinC is to issue orders to his corps commanders.
To do this he must be in base contact with the corps commander
He rolls an average dice, plus his command factor, for "pips"
He may give his turn to a corps commander if in base contact


RULE 2 - COMMANDER IN CHIEF

Roll for Pips

Roll average dice
Gifted +3
Average +2
Poor +1

Movement
16” move per pip
Multiple move allowed if no enemy blind or figures within 4”

Change Corps Orders
Must be in base contact with corps commander
Gifted 1 pip
Average 2 pips
Poor 3 pips

Give Move to Corps Commander
Must be in base contact with corps commander
Gifted 1 pip
Average 2 pips
Poor 3 pips
The balance of pips may then be used by the Corps Commander that turn




Rule 1 - Movement on Blinds

The two corps on blinds are deployed, because the blinds are both two bases wide. If spotted they must place their figures on the table behind the blinds, they must not overlap the frontage.



Summary

This is a device to prevent the other player knowing what you have where at the start of the game, and in doing so prevent him from reacting to your plan of battle too soon.

I use a strip of skirmish figures as a blind, but it might just as easily be an oblong card.

Each strip has a number placed behind it to indicate which corps it represents.

The strip represents the forward line of the corps.

One strip means the corps are marching in column of march.
Brigades can not fight in this formation.

Two or more strips means the brigades have formed column of march or line, and are ready to fight.

When spotted the figures are placed on the table, one brigade at the forward edge of each blind.
So if there are two blinds, you place your corps on the table, two brigades wide.
The figures are not allowed to overlap the area covered by the blind.
The brigades may be in column of march or line as desired.


Rule 1 - Movement on Blinds

General

Roll average dice for each commander

Plus 1 for Gifted Minus 1 for Poor

Single base move 8” per pip

Multiple base move 4” per pip


Spotting Process

Any blind or brigade, but not generals, can spot

Light cavalry can be detached from blind to spot

Roll 10 sided dice:


Target in line of sight

0 to 16” Automatic spot

16 to 24” Spot 7 to 10


Target behind blind
or deployed troops

0 to 12” Automatic spot

12 to 16” Spot 7 to 10

16 to 24” Spot 9 to 10


Target in woods,

BUA or behind hill

0 to 4” Automatic spot

4 to 8” Spot 7 to 10

8 to 12” Spot 9 to 10



Organisation of Armies


ARMY ORDER OF BATTLE

The rules are designed for use with my campaign, although there is no reason why they should not be used outside the campaign. However the Order of Battle contains a lot of information needed to use the rules.

I have 10 Army Groups in my campaign, and each one has its own Order of Battle. But I will only explain one to explain how it works. I have chosen the Second French Army.


SECOND FRENCH ARMY – MARSHAL DAVOUT

CinC Average +2

4 French Corps Gifted +3
13 Infantry Brigade CA FB SA
14 Infantry Brigade CB FB SA
15 Infantry Brigade CB FC SB
16 Infantry Brigade CC FC SB
11 Cavalry Brigade CA Light
Corps Artillery CB 12 pounder

5 French Corps Average +2
17 Infantry Brigade CA FB SA
18 Infantry Brigade CB FB SA
19 Infantry Brigade CB FC SB
20 Infantry Brigade CC FC SB
3 Cavalry Brigade CB Medium
Corps Artillery CB 9pounder

6 French Corps Average +2
21 Infantry Brigade CA FB SA
22 Infantry Brigade CB FB SA
23 Infantry Brigade CB FC SB
24 Infantry Brigade CC FC SB
5 Cavalry Brigade CC Heavy
Corps Artillery CB 9 pounder

13 Polish Corps Poor +1
1 Infantry Brigade CA FA SA
2 Infantry Brigade CB FB SB
3 Infantry Brigade CB FB SB
4 Infantry Brigade CC FC SC
13 Cavalry Brigade CB Light
Corps Artillery CC 9 pounder

Reserve Commander Average +2

Commanders
I use two figures for CinC and 1 for each corps commander
You can use as many as you like, or any bases you wish
There are 6 commanders.
CinC, four corps commanders and a reserve commander.
Each has a grade; Gifted, Average or Poor.
To issue orders they roll an average dice and add their grade score.

Corps
There are four corps in each army group
CinC issue orders to each corps, and only he can change them
Each corps has 4 infantry brigades, 1 cavalry brigade, and 1 corps artillery
However the fighting capacity of each corps is difference

Infantry Brigades
1 use 8 figures for each brigade, so that I can show line, column of square
You can use as many figures as you like, on any bases you wish.
The fighting ability is decided by the class, firepower and skirmish grade
Class represents training and morale
Firepower represents training and volley effectiveness
Skirmish represents ability to fight in open order
Each is graded A (best), B (average) or C (worse)

Cavalry Brigades
1 use 4 figures for each brigade, so that I can show line or column
You can use as many figures as you like, on any bases you wish.
There are three types of cavalry: heavy, medium and light
Their type and class decide their fighting ability
Class and grading as for infantry

Corps Artillery
I use one gun and 4 crew for corps artillery
You can use as many as you like, on any bases you wish.
There are three types of artillery: 12 pdr, 8/9 pdr and 6pdr
Their fighting ability is decided by their size and class
Class and grading as for infantry

Summary of the Rules



General

This section will try to explain setting up a game and the flow of play, plus some comments on the rules themselves.


PREPARATION FOR THE GAME


Allocate grade to each commander
A commander may be Gifted, Average or Poor
The grade must be allocated before the game starts

Allocate cavalry or artillery to reserve commander
Each army has a spare commander who may be used as a reserve commander if desired. He is allocated cavalry brigades or artillery from the other corps, and he becomes the reserve cavalry or artillery commander. This must be done before the game starts.

CinC write orders
Orders must be written for each corps, and reserve, commander before the game starts. Only CinC can change orders (except for Halt). The only orders allowed are:

Move

all must move towards objective
cavalry can opportunity charge, artillery can fire

Halt

no movement towards the enemy

may move to improve defenc

cavalry can opportunity charge

artillery can fire

Hold

may not advance nor retreat
cavalry can charge enemy within 8”.

infantry may skirmish within 4” or volley fire within 2”

Engage

must move towards objective.
cavalry and infantry as Hold

Attack

must move towards objective

artillery must move to canister range

Cavalry and infantry must attack any enemy within range

Prepare blinds for hidden movement
Each corps enters the table as a “blind”. You may use either a card or a skirmish base. It should be the 6” wide.

Prepare identity cards or chips for each commander
Each commander has a card or chip to indicate who he is. I use playing chips for each commander. They would be numbered 1 to 12 to cover both armies.

Prepare movement cards or chips for each commander
I use a second set of chips, also numbered 1 to 12. One chip is drawn each move, and that commander then takes his move. In addition you need the following chips:

Poor - the next poor commander to have his chip picked has to forego his move

French tactical – one French general, still on a blind, who has not yet moved may do so

Allied gifted – one gifted allied general who has not yet moved may do so

French gifted – one gifted French general who has not yet moved may do so


SEQUENCE OF PLAY

At the start of the turn all chips are placed in a hat or box.
Draw one chip each move until all chips have been drawn
Put chips back in hat or box and repeat sequence
I allow 12 moves per day, but this is optional

1 - Draw chip for movement

2 - Dice for command pips

3 - If CinC chip write orders

4 - Dice to spot enemy blind

5 - Artillery fire

6 - Artillery casualties test morale

7 - Movement

8 - Resolve combats

9 - Test morale