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 Empires - Napoleon

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Posts : 124
Join date : 2010-09-28
Age : 54
Location : Boston, Massachusetts (USA)

PostSubject: Empires - Napoleon   Tue Apr 23, 2013 1:28 pm


Players command a fictitious army based on the nations of Western Europe from 1800-1815. One player performs the role of the Game Master (GM) or Referee and creates an Army comparable to the French Army of the time period. This army has occupied Spain, France, Netherlands, Belgium, Poland, Bohemia, Silesia, Northern Italy, several of the Germanic States, and Eastern Austria. France has ambitions of securing Spain (includes Portugal), Austria, Hungary, Prussia and Russia. The players’ objective is to deny French ambitions and to remove France from the occupied territories containing him back to the borders of France. This can be done by force or by negotiations.

Players will receive an army from the GM representing one of the following countries: Russia, England, Austria or Prussia. The GM feeds the players information to continue with their campaigns in Europe through the forums. Participants post orders on the forum in order to exchange information. Army organizations are drawn up on MS Excel spread sheet. Notes of sub-unit organizations and details are completed on MS Word and will be posted in the forums. To add flavor, players can choose color schemes for their soldiers’ uniforms based on the following:

Primary Colors Secondary Colors
Russia ----------- Brown & Blue Red & Green
England --------- Red & Blue Green
Austria ---------- White & Blue Black & Gray
Prussia ---------- Blue & Red Green & Gray

The jackets should be of the primary colors with trim, sashes and accoutrements done up in the secondary colors. When identifying uniforms it is handy to do some research of the uniforms of the period. Although it is not necessary to replicate the units with 100% accuracy, a player may opt to do this. A few elite or independent commands may be arrayed in Secondary Colors for the jackets. The GM will post color schemes of the French units as they are spotted.

Step 1: Choose an Army. After choosing a Nation to represent, the GM will send a prepared version of an army to be used in game. Once the players all have copies of their armies, the GM will send to each player a list of where the units will begin the campaigns from. The GM will also assign an “élan” to each of the player’s formations at the Regiment and Brigade levels. “Élan” will dictate morale of the units and how quickly they may break during combat. As a unit survives combat, it’s “élan” will increase. Units will be assessed either Green (Inexperienced), Yellow (Experienced), Red (Veteran) or Black (elite). Roughly 75-90% of all units will be green; 5-15% will be Yellow; No more than 5% will be red and no more than 5% will be black. Élan will have a significant impact on success or failure of an army. Player’s units’ elevation in élan is discussed later but is also at the discretion of the GM.

Step 2: Movement Turns. Post your movement orders for the current day. Play begins on May 1, 1800. For planning purposes, each game turn = 1 day. All Infantry formations can move no more than 12 miles in 1 turn. They can move 18 miles in one turn but must spend the next day encamped (No movement). Cavalry units can move 18 miles in 1 turn and 24 miles in one turn with the next day spent encamped (no movement). Artillery units move at the same rate as Infantry. Heavy Cavalry (Cuirassiers) move at the same rate as Infantry. Light Cav (Lancers) can move at the 24 mile a day rate for three days and must rest on the 4th.

The GM will respond to player movement orders with any information their forces may see in order to help remove the fog of war for the commander. Any messengers sent from one army to an allied army can be sent directly to the ally but a copy of the message must be sent to the GM. Distance will be measured and it will be determined how long it will take the rider to arrive at the allied commander’s camp. Couriers can travel at the 24 miles/day rate with no 4th day of waiting. Also, there is a possibility that enemy forces may intercept the courier and it does not arrive. Provisions for this scenario must be accounted for. Once the time for the courier to travel is determined, that many days are required to wait for the messenger to arrive. The GM will use a similar system for the French forces.

Step 3: Combat Turns. As contact with the enemy occurs, players must inform the GM what their dispositions are and plans for battle. If they have pre-arranged Standing Operating Procedures (SOPs) or contingency plans, those should also be posted to the forum as soon as possible (ASAP). As the battle unfolds, the GM will update the players on actions.

Combat Resolution will be conducted by the GM. In maintaining fairness he will use the Combat Resolutions Chart (CRT) to determine the outcomes of combat encounters. Many of the outcomes will be determined based on force ratios. The outcomes of the battles will either be objective taken, depleted units taking objective, routed units or depleted units routing. In either case, the player will receive updates as these occur. The GM will use random generation to determine outcomes using combat multipliers as defined below and any DRMs (Modifiers) that may apply. Units with less than 100% strength will be taken into consideration for determining outcomes as well.

Movement Orders. Players will post Movement orders on the forums in order to state what his intentions are for his army. If a set of movement orders takes an army over the road for several days, the army will continue to do so, unless the commander changes the order or contact is made with the enemy. An example of a movement order is as follows:

1st Austrian Cavalry Division moves from Bad Ischi, Austria north to Gmunden (18 miles) using normal travel speed and then North East to Vocklabruck (10 Miles) and continues northeast to Reid Im Innkreis (20 Miles) for a total distance of 48 miles. It will require 3 days of traveling to arrive at Reid Im Innkreis. Once At this destination, The First Brigade will act as Garrison force at Reid Im Innkreis. The Second Brigade will conduct Reconnaissance & Surveillance Patrols (R&S) Pocking and Passau to the north. The Third Brigade will conduct R& S Patrols Simbach am Inn to the West. The various patrols will be in Squadron sized formation of 300 troopers per squadron spread all throughout these areas.

Movement Orders can be as detailed as the player wishes. The player can design Standard Operating Procedures (SOPs). How elaborate the SOP is, will depend on the player. An example of an SOP could be as simple as: “All Corps will travel in numerical order. All Divisions will travel in numerical order. Divisional Cavalry Assets will screen roads in front of the division in Squadron formations. All Infantry Brigades in a Division will travel in numerical order with attached Field Artillery Assets following. All regiments in a brigade will travel in numerical order.”

We will use Google Maps of Western Europe in order to determine distance, direction and location. We will assume that all roads are dirt. Bridges can be destroyed and pontoon bridges can be erected in their place. Each Corps will have as many Engineer/Pioneer companies as it has Divisions (INF & CAV) and just as many pontoon companies. The Engineer Companies can destroy bridges and the Pontoon companies can build pontoon bridges. These units are notional in your unit rosters. One day is required from the time a decision is made to blow a bridge or a pontoon bridge is needed for that unit to arrive and go to work.

Leadership. The presence of a friendly leader in close proximity of a formation will have a significant effect on the performance of the unit. The Leader must be at least one echelon level above the formation. The Leader must be within 300 yards (meters) of the unit in order to have effect. State which Regiment a Brigade Leader happens to be traveling with. It will be assumed that the higher level leader is traveling with the first unit in his command during movements.

Morale. Morale is the desire of the unit to continue to fight and move. Each unit will have a base morale factor [MORF] depending upon how much experience the unit has in combat. The unit’s MORF will increase over time. Each unit will be considered Inexperienced, Experienced, Veteran or Elite. If a more experienced unit has its strength diminished to Less than 500 soldiers and receives reinforcements of lesser experienced soldiers an average of overall experience is determined by all soldiers present and that unit’s morale is re-evaluated by the GM (Referee).

As an example, the 5th Russian Cossack Regiment (Veteran) has taken 50% casualties and received 600 replacements from Moscow. The replacements are inexperienced. The 5th Russian Cossack Regiment is now at 100% strength (1200 troopers) and is re-evaluated as an Experienced Unit. The unit is considered to have fought one battle in determining next morale progression.

Inexperienced. Units that are entering combat for their first time are considered green. These formations begin a battle with a morale factor of 7 [MORF 7].

Expereinced Units that have survived one battle are no longer Inexperienced. These formations begin their second battle with a morale factor of 8 [MORF 8].

Veteran. Units that have survived five battles are no longer merely experienced. These formations begin their sixth battle with a morale factor of 9 [MORF 9].

Elite. Units that have survived seven battles and attended military training are considered Elite. In order to attend military training, the unit must return to home country for one month. It is assumed that the unit is away at training honing their combat skills. Elite formations have a morale factor of 10 [MORF 10].

Leadership modifiers during combat. The presence of a leader one echelon above any unit in combat will increase its effectiveness in combat by subtracting 1 from the dice roll [-1 die roll modifier (DRM)] on the Combat Resolution Table (CRT). The presence of a leader at least two echelons above any unit in combat will increase its effectiveness in combat by subtracting 2 from the dice roll on the CRT. If a unit must roll a morale check, the same rule applies. The presence of leaders will improve the checking unit’s chances of surviving by 1 for leaders 1 echelon above and 2 for leaders 2 echelons above.

Morale Checks. If a unit receives an adverse effect on the CRT, the unit must undergo a morale check. The player checking morale must roll his unit’s MORF or lower with all DRMs applying in order to pass the check. If the unit fails the morale check they are considered disordered. A disordered unit can not conduct attacks; their ZOC is negated and must move away from enemy units when possible.

Combat. When a combat formation enters the Zone of Control of an enemy formation, that unit must stop and resolve combat. All formations have a predesignated Attacking Value [AV] and a Defending Value [DV]. The Attacking unit will use its AV against a defending unit’s DV during combat.

Zone of Control [ZOC]. The Zone of Control for specific units is listed herein. For Infantry it is 200 yards. For Mounted Cavalry it is 100 yards. For dismounted Dragoons it is 200 yards. For Unlimbered Artillery it is 2000 yards. For unlimbered mortars it is 1000 yards. Limbered Artillery/Mortars it is 50 yards.

MORF. The Morale Factor of each unit will modify their abilities in combat.
1. Inexperienced units have a +1 DRM for their attacks.
2. Experienced units have 0 DRM for their attacks.
3. Veteran units have a -1 DRM for their attacks.
4. Elite units have a -2 DRM for their attacks.
4 Veteran units increase their DV by 1 when attacked by Inexperienced units.
5 Elite units increase their DV by 2 when attacked by a non-elite unit.

Attack Value [AV].
1. Infantry formations in Line or Square have an attack value of 6 [AV 6].
2. Infantry formations in column have an attack value of 2 [AV 2].
3. Dismounted Dragoons in Line or Square have an attack value of 7 [AV 7].
4. Cavalry (Hussars & Mounted Dragoons) in line, wedge or echelon have an attack value of 10 [AV 10]*
5. Cavalry in Column formation have an attack value of 4 [AV 4]*.
6. Heavy Cavalry (Cuirassiers) in line, wedge or echelon have an attack value of 12 [AV 12]**.
7. Heavy Cavalry in column formation have an attack value of 8 [AV 8]*.
8. Light Cavalry (Lancers) in line, wedge or echelon have an attack value of 8 [AV 8]*.
9. Light Cavalry in column formation have an attack value of 2 [AV 2]*.
10. Artillery units have an attack value of 12 inside their ZOC [AV 12]. When firing half ZOC range, AV is doubled to [AV 24]. Artillery units require direct LOS to their target to engage.
11. Mortars have an attack value of 10 inside their ZOC [AV 10]. Mortars do not require LOS.

*Any unit defending against a Cavalry attack must undergo a morale check prior to the resolution of any attacks on the CRT.

**Any unit defending against a Heavy Cavalry attack must undergo a morale check with a +2 DRM prior to the resolution of any attacks on the CRT.

Defense Value [DV].
1. Infantry formations in Line have a defense value of 6 [DV 6].
2. Infantry formation in Square have a defense value of 12 against all Cavalry attacks [DV 12] and against all other units a defense value of 4 [DV 4].
3. Infantry in column formation have a defense value of 2 [DV 2].
4. Dismounted Dragoons have the same defense values as Infantry.
5. Cavalry (Lancers, Hussars & Mounted Dragoons) have a defense value of 6 [DV 6] if attacked in static position or after an attack on an enemy unit. Cavalry are considered in motion while in the attack and are not considered defending during these actions. Immediately following an Attack, Cavalry are considered Disordered and must spend time reorganizing prior to a second attack. However, Cavalry may continue successive attacks on units immediately behind a previously attacked unit as long as it is within 100 yards of the original defending unit. The Cavalry unit may attack a second unit as long as it has not failed a morale check and was successful in its previous attack.
6. Unlimbered Artillery units inflict a Morale check against attacking units prior to the attack. If the attacking unit passes the morale check, the Artillery unit has a defense Value of 0 [DV 0] and it is automatically eliminated from play. The morale check prior to the attack symbolizes an Artillery unit firing massed grapeshot upon the enemy prior to the attack.
7. Mortars have a defense value of 0 [DV 0].

Cavalry attacks. When a cavalry formation charges into a non-cavalry formation that cavalry unit becomes disordered during the attack, the attacking cavalry formation may continue their charge into subsequent formations on the opposite side from where they attacked. The Cavalry formation may continue attacking until they reach an area devoid of non-cavalry formations. Upon concluding their Charge, the cavalry formation is considered disordered and can no longer conduct attacks. Cavalry units are not considered prisoners if they can not move away from ordered enemy formations. Disordered cavalry units must make every attempt to move away from enemy formations or toward friendly units. Controlling players may designate withdrawal routes in a movement order.

Note: Combat Rules are provided so the players can see how it will be resolved. The GM will resolve combat. These are merely provided to show that some structure will be used in determining outcomes.

Space & Distance: Whan an Infantry formation is moving along a road it occupies space. If your Corps has 50,000 soldiers, all of them will not be in the same exact space at the same time. Therefore we will use the following guidelines to determine how large your army is during movement.

An Army on the march is considered in Column formation. Column formation consists of four ranks (columns) of men. Cavalry formations consist of two ranks (columns) and artillery move in one column.

One soldier is said to occupy 40” (3’4”) of space, a Horse occupies 120” (10’) of space and a cannon with four horses and a caisson occupies 400” (33’ 4”) of space

Following formation dimensions will be used:]

100 men in column = 330’ (110 Yard)
A Regiment in column = 830’ (275 yards) 4x250 men
A Brigade with 4 Regiments = 3320’ or 1100 yards (4x1000men)
Cavalry Troop (100 horse) = 1000’ or 340 yards
Cavalry Squadron (300 horse) = 1500’ or 500 yards (2x150 horse)
Cavalry Regiment (1200 horse) = 6000’ or 2000 yards or over a mile (2x600 horse)
Cavalry Brigade with 3 Regiments (3000 horse) = 15,000’ or 5,000 yards or 2.84 miles
An Artillery Battery (6 guns) = 200’ or 67 yards
An Artillery Regiment (36 guns) = 1200’ or 400 yards (Limbered)

A Full Division with 12 Regiments, 1 FA Regt & 1 Cav Regt = 17,160’ or 5720 yards or 3.25 miles.

If your Corps has 4 Infantry Divisions = 13 miles.

Therefore, if you have more than 1 Corps, you will want to move them on separate routes. As it stands, your lead units will arrive at their destination about the time your trail units depart their former base camp when on the march. For this reason, Infantry formations are limited to 12 miles a day. Granted, they can probably cover that distance in 3 hours, but to maintain unit integrity, they are slowed to 12 miles a day or the units get separated and lost.

When in Combat, Regiments and Companies need to be in Line Formation. This formation maximizes their firepower to the front. When in Line formation an individual soldier occupies 30” of space, a horse occupies 60” of Space and a Cannon occupies 100” of space.

An Artillery Battery (6 guns) = 50’
An Artillery Regiment (36 guns) = 300’ or 100 yards

100 Infantrymen in Line = 250’ or 80 yards
An Infantry Regiment in Line (2x500) = 1250’ or 420 yards or about a quarter mile

If you deploy your Regiments with half the Regiment forward and half 50 yards to the rear, their distance would be 625’ or 210yards.

100 Cavalrymen in Line = 500’ or 160 yards
A Cavalry Regiment in Line = 1300’ or 840 yards (2x500 horse)

US Army 1982 - 1985
MOS: 76Y10
Units: 4th AG Co. (PP) & HHC 2/36 IN, 3AD

MA Army NG 1985 -2003
Captain, Infantry
Units: 2nd Battalion, 104th Infantry
1st Battalion, 104th Infantry
26th Infantry Brigade
HHC, 29th Infantry Division (L)

Deployments: Operation Joint Forge
Location: Bosnia-Herzegovina
Position: Battle Captain, Current Ops G3
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