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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:

  1. The operational level or grand strategic level  which involves moving large bodies of troops over a large geographic area.
  2. 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.
  1. French will loose if Beaumont is taken and held for one turn after it is captured.
  2. British will loose if Brussels is taken and held for one turn.
  3. Prussians will loose if Liege is taken and held for one turn.
  4. 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:

  1. Game #
  2. turn #
  3. 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.

  1. 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.
  2. While in a demoralized status that force may not force march.
  3. If that force is engaged in combat it will fight at a 10% reduction of strength.
  4. 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