I have had quite a few requests for more information on the rules I use in the campaign.
The present rules are designed for use with the campaign. However they have been developed over many years of intensive wargaming with a group of friends. In the current state they consist of 20 pages, each of which deals with a phase of the game, for example movement. They are not designed for general use, and therefore do not include any explanation of how the game is played.
I have recently compiled an introduction to the rules, so that the actual rules would make more sense. However if I were to scan all 25 pages I feel that they would make very boring reading. So I have scanned only the introduction. If you click on each section they will be large enough to read.It is not the complete set of rules.
If you would like to see the full rules please have a look at the blog titled Wargames Rules. Included with the rules is a demo battle report with photographs and words which I hope helps to explain how the rules work.
If you would then like a full copy of the rules, just drop me a line with your email address and I will send you a copy.
Please remember that these rules are like the campaign itself. I do not claim that they will provide the ultimate in historical refights of Napoleonic battles. They are designed to give a fast game so that multi corps battles can be fought in a single evening. But most important they are designed to be FUN.
They should not be taken too seriously.
1813 CAMPAIGN - WARGAME RULES
Introduction
The rules were developed for my personal use.
They owe a lot to the many rules I have used over the years, but in particular to my favourite commercial set – LFS. For the past year I have been involved in play testing, and they also owe a lot to some of the game mechanics I play tests.
When used for my own use there was no need to explain the game flow and the sequence of play. I have recently received a lot of enquiries about the rules, and this section is designed to help others understand how they work.
The rules are designed to be used as part of my campaign, and as such rely on an order of battle for each army group, which contains a lot of detail referred to in the rules. It would therefore be difficult to understand one without the other. I will therefore include an example.
The first part of the summery will try to explain the rules. The second part will try to explain the Order of Battle.
SUMMARY OF THE RULES
This section will try to explain setting up a game and the flow of play, plus some comments on the rules themselves.
Preparation for 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 commanderEach 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
Draw chip for movement
Dice for command pips
If CinC chip write orders
Dice to spot enemy blind
Artillery fire
Artillery casualties test morale
Movement
Resolve combats
Test morale
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.
2 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
CommandersI 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.
CorpsThere 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 Brigades1 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 ArtilleryI 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