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Waterloo Campaign rules and instructions
Introduction
The Waterloo Campaign and future campaigns
are historical simulations that are designed to recreate through it's players the problems
that military leaders of the Napoleonic Wars.The players represent the military leaders of
the time.It is designed so that the individual player can choose his on line of operations
and direct those troops under his control through a theater of operations and onto the
battlefield.The rules are further designed to allow freedom of choice,while at the same
time keep the players from introducing modern tactical innovations which do not belong on
the Napoleonic battlefield.
A campaign is a team effort that requires the game
moderators, army commanders and corps commanders to work in concert
with one another.The campaign is played on two levels:
- The operational level or grand strategic level which involves moving large bodies
of troops over a large geographic area.
The tactical level which involves the actual fighting of a battle.
There are three levels of command. The national or operational level in which a player
acts as Commander-in-Chief of all armies in the field. This player is responsible for the
tactical and strategic planning for those army commanders under him and the overall
planning of the campaign. The army level in which a player controls three or more corps.
An army commander issues orders to corps commanders according to the orders received from
his C-n-C. All commanders are responsible for tracking the movement of the army and their
own.There are two main levels of command: Strategic and Tactical.
The strategic level is a bit more cerebral and requires Chess-like thinking involving
scouts, spies, supplies, reinforcements(if any) and the movement of large units. The
tactical level commander takes into the field what his commander has given to him and
fights with it.You go into a tactical battle blind as to the exact depositions of your
opponent(s).It is up to the field commander to make sense of what is going on and still
try to best your opponent(s). The greatest item to remember is that the army commander or
the C-n-C cannot see much more than you can at first. All are almost completely blind.
After that, it is up to you. Can you trust what you see or is it a ruse? If, after the
battle has already started,and a commander figures out that he is out numbered and
outgunned, it is up to him to decide what to do.A commander has to consider what his
mission is. What are you to do? Should you delay, harass, overwhelm? What does your
commander want you to accomplish? A commander take the numbers that he has at the end of a
battle,or skirmish into the next battle so plan your moves and engagements carefully.
There are no objective hexes to fight to the death for either so if a position is
untenable a commander may give the order to retreat.
At the tactical level a commander depends more on intelligence, scouting, terrain analysis,and
battlefield tactics.A field commander must take into account that the losses or loss that
you incur, may affect the outcome of the entire campaign..
After the tactical battle is over then it is back to the strategic phase again.
I have not written many rules for the pure reason that I want you the players to do the
thinking and making the decisions.Not a RULES System!!!! I've endeavored to write the
instructions and rules below in a manner that will not allow a player to use tactics that
are not historically accurate or outside the boundaries of the Napoleonic Era.
Once a battle is accepted and a scenario created all club game rules,and victory
conditions will be in effect.
The simulation will begin June 15, the day the Armee du Nord was scheduled to cross the
Sambre River.
Cheating
WILL NOT BE TOLERATED
Victory Conditions for the campaign
To simulate the importance of line of communications and supply,and the importance of
the engagement. I put forward these victory conditions for the campaign which are separate
from the victory conditions for the battle scenarios.
- A.The first amry to loose one major battle will be considered shattered and no longer
able to conduct active operations.
- At this point only the game moderator can decide if the defeated army can resume active
operations or if at all.
- In addition the campaign may be won according to the following conditions.
- French will loose if Beaumont is taken and held for one turn after it is captured.
- British will loose if Brussels is taken and held for one turn.
- Prussians will loose if Liege is taken and held for one turn.
- At least two corps must capture any of these key cities.
Army commanders
Army Commanders will be responsible for assigning the available corps to the
players(corps commanders) in his game. He will be responsible for planning the overall
strategy of the game and giving orders(directives) to the corps commanders.For the
purposes of realism army commanders should only give directives and let the corps
commanders decide how to best carry those orders out.There is no need for the army
commanders to send the moderators their corps level orders since each corps commander is
responsible sending in the orders for all formations his corps.Army commanders need only
send in detailed orders for those troops directly under his command.
Corps commanders
It is your duty to follow your army commanders orders to the best of you ability,and to
send in your written orders to the game moderator by Saturday of each week.
Game Turns
Game turns will be one every week, due every Saturday. If a player fails to send in his
turn by midnight Saturday the troops under that player's command will NOT MOVE that turn
unless command is given to another who can then send the movement orders for the absent
player the moderator must be notified when this occurs. When sending in movement orders to
the moderator the subject line of the e-mail must contain the following information:
- Game #
- turn #
- army and corps the orders are for
Sequence of play
A turn constitutes one 24 hour period
Each turn will have three phases the movement phase,reaction phase, and combat
resolution phase.
1.Movement Phase
Strategic movement will occur on a continuous and simultaneous basis during each game
turn, or until a tactical event occurs, i.e. two opposing forces encountering each other.
Players will send the game moderators your movement orders for each command under your
control for each game turn. A game turn is one day long for the purposes of the moderator
tracking the movement of each command. Commands may be for Corps, Divisions, Brigades,and
the scouts which each player will receive with his Order of Battle. Each player may break
down his OOB in any way you see fit. Commands may conduct activities other than movement
in each game turn, such as scouting, entrenching, and destroying bridges each of these
activities take one full day. Random weather events may occur, and rain will road movement
rates.
Use the Prelude to Waterloo OOB for writing movement orders for each individual unit
under your command.The OOb's for each command(corps) can be found under the campaign
heading on the club home page.
a)Players may only write orders for those troop directly under his command.
b)The smallest formation that can be detached and given separate movement orders to is
a Brigade. There are no other restrictions other than what is outline above for the 15th
June.
Scouts
Each army has three scouts and may be assigned to any corps commander he sees
fit.Scouts may move 35 miles a day,and may be given orders during the movement phase only.
1a.Movement system
It is strongly advised you track your own movements on the maps to prevent wasting time
asking the game moderator where your units are.At the end of each turn a report will
submitted to each player as to final locations of each unit and any hints of intel that
the moderator might want to tease you with..
Orders should be written in the order that you want your units to begin movement.To
simulate the fact that units would move to the sound of the guns, once a unit who was
ordered to move first makes contact with an enemy force all movement stops and the
reaction phase will begin. All units behind it that have a chance of making it to the
battle will automatically move toward the battle and not to their ordered
destination.Those units that do not have a chance of making it to a battle will resume
movement to their ordered destination as if the guns cannot be heard.Where roads cross
major rivers there is considered to be a bridge present that may be destroyed slowing
movement beyond that point.
1b Daily movement rates
- Infantry Route Step - 10 miles per day
- Infantry Forced March - 15 miles per day
- Infantry March - 12 miles per day
- Artillery will move at the same rate as the Infantry they are attached to.
- Cavalry Route Step- 15 miles per day
- Cavalry Forced March- 25 miles per day
- Cavalry March- 20 miles per day
- Horse Artillery same as the Cavalry they attached to.
- Scouts - 35 miles per day
- Cavalry moving with Infantry move at the Infantry rates. Detached cavalry and cavalry
moving with other cavalry units move at the higher cavalry rate.
Light Cav may be detached from their parent corps or division and force march 25
miles a day without penalty of fatigue points for purposes of reconnoitering the area in
front of the army or unit it belongs to .
Violation of movement rate restrictions
Any army, corps or smaller unit that violates the movement rate restrictions as
described above will cause that force in violation to remain stationary for that turn the
violation occurred.
Movement initiative
The French controlled forces will always move first. The initiative may shift from any
French unit if an engagement is lost, at which time the winning Russian forces will gain
the initiative from the French and will move first the next movement phase. This does not
mean that the Russians may seize the initiative from the French along a whole front but
will gain the initiative in the sector where the victory was achieved. Although this is
possible if enough corps where involved in combat and leave a large area open as a result
of retreat.
Movement orders are required for each force
All force's army, corps, or smaller must have orders each turn whether they are
stationary or moving. It not the responsibility of the moderator to regulate or maintain
those forces under your command.
Movement orders should look like this:
If a unit is not intended to use all of it's Write your movement order in this manner.
June 15
I corps,1st div march (7miles) from Sohr-sur-Sambre toward Charleroi.
Otherwise if a unit is going to expend all of its movement for a turn write your
movement order in this fashion.
June 15
I corps,1st div force march from Sohr-sur-Sambre to Charleroi.
Then give instructions for that unit describing what you want that formation to do.If
you want a unit to come up on the flank or rear of a town where an enemy unit is suspected
to be located,(this type of order will be accounted for in the scenario design) then the
order should read:
I Corps,1st Div force march from Sohr-sur-Sambre to Marchienne then west to
Charleroi.(In reality you would only have about a mile to play with to execute a flank or
turning maneuver on the right of Charerloi.
You may give any order you can think of as long as the distance of 10-12 mile per day
is not violated.
2.Reaction Phase
A reaction phase will result when to opposing forces come within 1 mile of each other.
When this occurs the player(s) have the option of standing their ground and fight where
they are or retreat to a stronger position.Remember once battle is accepted a
reinforcement timetable will be calculated at 3 miles per hour.
What does this mean?
To use the example of I Corps,1st Div. force marching to Charerloi.In the event that an
enemy force is encountered,and the leading units of I Corps 2nd Div did not reach
Charleroi on the 15 and battle is accepted on the 16 th June and are only 9 miles away and
they have not yet expended all of their movement "points".The various units of
2nd Div. will begin arriving 3 hours after the beginning of the battle.For units that have
no chance of reaching the battle will simply expend their allotted movement and remain
where they were ordered to until the next when fresh orders arrive.
Combat resolution phase
Combat will be resolved with BGW or PTW .
Consider your moves and battles carefully since the scenarios will setup according to
your movement orders. Your movement orders will determine the number of troops that will
be available for battle and the direction from which they will approach.
Land Combat
When two or more enemy forces encounter one another whether it be at a riverline or
open terrain any such combat is called a meeting engagement. Forces engaging in a meeting
engagement will not be deployed for battle, but will approach in road column unless orders
are given to halt and deploy at the end of said force's movement potential. When a force
encounters an enemy force that is deployed and ready for battle, this is termed a set-piece
battle.Both or one of the combatants will be in order of battle.
Combat Cost
For each battle or skirmish that is fought, the losses will be deducted from that
forces OOB.The next engagement that force engages in combat, it will fight at its current
reduced strength.
Movement following combat
The winner will move as ordered. The loser will move in reverse along the path it
traveled before the battle or upon its supply source, via the safest route possible. As
indicated by the current map situation.
The effect of Rout due to combat(loosing side of a battle)
If in combat a force sustains 40% of its total force, that force is considered
demoralized, and as a result routed. A routed force will retreat as described
above;however that force must retreat the next movement phase at a forced march rate. If
during this movement the routed force encounters a friendly force advancing from behind
it, that force then stops and remains stationary at the point where it made contact with
the friendly force. At this point it need not retreat any further and in the next movement
phase that force need not retreat as previously stated. That force must remain stationary
for the movement phase. During this period of rest the force is considered disorganized
and takes an additional 5% attrition loss.
Penalty imposed on a routed force in combat
A force that is retreating due to a routed status fights a half strength if engaged in
combat.
Recovery of normal combat readiness status
Recovery takes place during the next movement phase, but that force may not be ordered
forward until the following turn after recovery. Recovery may take place sooner as the
moderator's discretion.
Demoralization of a winning force
A winning force that sustains 35% losses is considered demoralized but is not forced to
retreat. But is considered disorganized, and takes an addition 3% attrition loss. One full
turn is required to recover full combat readiness.
- If the army commander orders that force forward immediately after combat an additional
1% attrition loss will be sustained for each mile that force moves forward.
- While in a demoralized status that force may not force march.
- If that force is engaged in combat it will fight at a 10% reduction of strength.
- If this force is joined by a friendly force it immediately recovers normal combat
readiness.
3.Combat resolution phase
Combat will be resolved using either PTW or BGW depending on the location of the units
engaged.
Consider your moves and battles carefully since the scenarios will setup according to
your movement orders.Your movement orders will determine the number of troops that will be
available for battle and the direction from which they will approach.
Starting dispositions of the Campaign
The beginning dispositions of the various Corps will be historical as they were at the
beginning of the Waterloo campaign.
Dispositions of the armies are as follows:
French Army
- I and II Corps are positioned at Sohr-sur-Sambre
- The guard 1 mile behind Beaumont,III and VI Corps 1 mile in front of
- Beaumont,the four corps of cav at Beaumont
- IV Corps at Phillipvile
V and VII Army du Rhine may arrive at moderators discretion after June 17
Dispositions of the allied army's are as follows:
Prussian Army
- I Corps Fleurus and Chareroi
- II Corps Namur
- III Corps Ciney
- IV Liege
British Army
- I Corps at Briane-le-Comte
- II corps At Ath
- The reserve at Brussels(three British divisions,Army of Brunswick,and the Nassau
contingent)
- The cav and horse artillery at Grammont and Ninove
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