Aide de Camp

Aide de Camp
"I don't care if you are in a hurry monsieur!"

Saturday, 13 February 2021

Thoughts on Campaign Games part 2

There isn't any particular organisation in the way I'm presenting these -just as I manage to find them on my PC and put them on here. 

2 SCOUTING.

Napoleonic armies used line and light cavalry both for scouting and for screening their movements against enemy reconnaissance units. Heavy cavalry (cuirassiers) were not usually used in such roles as they were too expensive to equip, too few in numbers, too slow and too valuable on the battlefield to risk.

Scouting can take the form of a series of actions in which cavalry units attempt to locate enemy troops then either avoiding or driving in the enemy vedettes to gain information about their parent formations. The scouting system assumes reconnaissance by units of at least a squadron and that at least some will be intercepted by piquets. Piquets are infantry, Vedettes cavalry and whilst infantry are effective as a screen aren't much use for long range intelligence gathering.

Each player should have diagrams of each of their columns clearly indicating order of march, the location of units acting as screens (by company/squadron) and their distance from the parent formation expressed as up to 1, 3 or 5 miles (which affects combat values). Beyond 5 miles, the contact may be classed as a skirmish and fought on table using 12-16 figures to represent each squadron/company involved. Note should also be made as to whether the vedettes are to respond to enemy scouts aggressively or defensively. Unless changed, these values remain throughout the campaign.

Lengthening of columns alters the distance between screening units but not their distance away, i.e., a circle of piquets becomes an oval.

METHOD



The direction of the scouts approach should indicate on the diagram of the column how many piquets/vedettes are likely to be contacted. Piquets/vedettes cannot be moved round from another point without change of orders which is not allowed during a contact situation, though it is all well and good after one as the player will have gained knowledge of where scouts are likely to approach from.

Note that scouting combats are done in numbers of troops not figures.

A cavalry squadron will normally have between 3-5 figures giving a troop strength of 99-165. This gives a far better idea of losses incurred.

Each unit (squadron/company) involve throws 1xd10 which gives the basic percentage of them that make contact i.e., 7 =70% which is modified by the following

Add or subtract the modifiers to the percentage roll for each unit present e.g.

60% tired, veteran lancers of a squadron of 165 operating 4 miles from their parent column =50% = 82 men (rounded down)

If more than one unit is present, add them together

Compare the two sides and work out the odds i.e. 1:1, 2:1, 3:2 each of which represents a roll of a dx6. The higher the odds, the more chances of a good roll a player gets, so 3:1 would give 3 chances against only 1 for the other side. Each dice roll replaces the one made before it, with both sides alternating rolls with the side with the fewest number of rolls (or only roll) always going last. Players cannot choose which roll they use but may “stick” at any roll, foregoing any other chances.

The difference between the two scores is then looked up on the scouts/piquets table to give the combat results then casualties divided by 33 to give the result in figures.



MAP COMBAT

I'm not entirely sure where I got the idea for this from. I think it may have been from an article in one of the original “Miniature Wargames” magazine. For some reason, the name “Jim Webster” springs to mind, though I've tinkered with it a lot to bring it into line with my thoughts.

Map combats are fought in a similar way to scouting skirmishes and using the same list of modifiers, except that these are only 1 digit modifiers (eg. -10 becomes -1, +20 becomes +2. In addition, commanders morale modifiers are added as a +or- for each area and for the CinC in the overall action. However, to get some idea of what has occurred, each player draws up a plan of their forces, showing flanks, centre and reserves (who may be thrown in anywhere in the battle. )

The players then dice for which area of the battlefield engages first.

Each area of the battlefield is treated as a separate conflict with the reserves counting as a plus modifier of 2 to any section if in defence. The reserves can only be added to the final area fought if on the attack. Use of reserves need not be disclosed until they are used, i.e. After the other side has rolled their final dice

In this example, Blue attack Red's right first at odds of 4:3 So Blue rolls 2x dice coming up with 4 and a 2, Red rolls a die which lands on a 1. Blue rolls a 4 and a 5 which, as the modifiers come to +1 gives them a 6. Red rolls 3 with no modifiers then a 4. This means that there is a difference between attackers and defenders of 1, so we look at the result table which shows Blue take the position with heavy losses and must rally overnight before resuming advance and takes a few prisoners. Red withdraws in good order at dusk with moderate losses without pursuit.

The other flank comes up as area 2. Blue must use its reserves (+2) to bolster it's attack. Blues dice come up as 4,3 and as this is a poor score modified to 5, rolls again and gets a 1 modified to 3. Reds rolls end up as a 6 which means they are repulsed with severe losses, leaving wounded on the field and losing some baggage and many stragglers whilst red hold their positions but with severe losses. They may retire in good order if they choose.

The centre fights next with no modifiers on either side. Red can either use its reserve as a+2 bonus or use it for a separate attack. The dice rolls come up as the same on both sides. Red then rolls a 3 and has moderate losses. Blue rolls a 6 and has heavy losses, with positions remaining as they were.

Finally, in an attempt to win the day, red launches its reserve at blue's centre. Being veterans, these have a +1 modifier. They roll a 6 and “stick” with blue rolling a 5 on a -1 modifier. Red drives blue from the field with severe losses, leaving wounded on the field and losing some baggage and many stragglers, but takes severe losses itself and cannot pursue past nightfall. Blue's victorious flank can either stay on the field or retire with the rest of the blue force.

Generals should write up despatches in the character of the person they are playing, giving praise or apportioning blame as appropriate.



"Well I can't find ANYWHERE in the rules that it says they're allowed to win!"




Thoughts on Campaign Games

 Just about every gamer has their own favourite set of rules for a given period which suit their personal view of what a wargame is, how it should interpret the period and what exactly they want to achieve from the game.


I found my own favourite rules fairly early on, followed them through a re-incarnation from the Airfix rules to Bruce Quarrie's "Napoleon's campaigns in Miniature,"  then finally developed my own rules based on them that I found played more to my liking and my comrades in arms down the Club found playable. 

I don't intend this page to be a comparative guide to rules etc, just an explanation of what I want in a game, how I achieved that and some of the assumptions I made. Hopefully it will give others some ideas for their own games and perhaps inspire them to break away from the overly commercialized games that appear to be so prevalent today. Some of the ideas and systems are readily adapted for any set of rules and period. They are not "one brain cell" rules

What started off my interest in running campaign games was the old problem of each player fielding the same old army with exactly the same units every time they played -not just in Napoleonics, but all periods including Sci-Fi and fantasy. It makes games rather dull and I started to think of ways around it.

I came up with a few ideas that I felt would help make games more interesting and varied and encourage some of the clubs RPG section to get involved.  

The various trains of thought came together in what  can only describe as "the fog of war." The "fog" consisted of:-
Map movement/combat/scouting systems.
Setting up "characters" for each commander or player.
Card systems to give variable speeds for couriers.
The use of periscopes to give a general's eye view.

The biggest problem with running a campaign based game generation system was the most obvious -MAPS. There was something not right in using modern maps with loads of distractions so I needed an alternative. 
This was in the days before the internet and all the resources that can provide.

At the time, I was studying for my degree at Humberside Poly as it was then and one of the elements offered was cartography. It didn't really fit in with the other subjects I was majoring in, but it didn't clash with any of my classes and so I asked if I could sit in on the classes. I adore maps and it was a pleasure to learn more about them and how to draw them, and it gave me the skills I needed to solve my games problem

Having decided on central Germany as the location of my campaign, I decided to draw  my own maps of the region. They would have to be large scale and with all the major towns, cities, rivers etc in more or less the right places, with the "feel" of period maps and enough detail to enable them to be used to set out the gaming table if desired. They should also be able to have detail added.

Starting out with Leizig as more or less the central point of the map (as this was where the climactic battle of the 1813 campaign took place), I used distances and direction from there to scale up my map from a size around A3 to one covering some 7 "A" size sheets -56 x A4. 
Mountainous areas were added in more or less the right places and forests/woods put in pretty much at random with some areas being more densely forested than others. 
The result was a semi imaginary map of central Europe that was perfect for my campaign and that all players/teams could have copies of, safe in the knowledge that no one had access to base information they did not have themselves.

"Fog of War" introduction and thoughts

These are thoughts in a state of flux rather than rules at the moment, and are meant for setting out scenarios for table-top games by allowing teams of players to manoeuvre their forces and attempt to bring as much force to bear on their opponents as possible, much as would happen in the real wars of the period. They are not meant to be a set of rules to play in an evening but as a “real-time” simulation. As such, they require the writing of orders, organisation of forces and lines of supply and communication with other members of the command structure.

They are best played with the assistance of an umpire/dungeon-master (yes, a role-playing term. Any good campaign game deserves a level of story-telling to help it along and provide entertainment for the players.)

The rules reflect the varied qualities of the armies of the period with their plethora of drill systems, organisational quirks and command indecisions. They are not a “historical” set per se, but reflect my own view of the period and the necessities of the game. They will stretch players in ways that a set of simple table-top rules will not as death or glory battles are no longer possible if the campaign is to be won. Players need to think about protecting lines of supply, depots etc. whilst conserving their forces which will get both fewer and worse as the game continues.

FORCES.

Many campaign rules intend for the initial forces to be just a start, with continual growth as new recruits are raised and reinforcements sent to the front. These campaign rules are unusual in that I've taken the opposite view -that the forces involved are assumed to represent the maximum force a nation can commit to a specific theatre. Unless all sides agree, this maximum cannot be exceeded.

This assumption leads to a situation where, instead of increasing, each players armies and resources are growing ever smaller and more precious and is intended to get players really thinking about their forces and trying to keep them intact rather than squandering them on what they think are heroic actions. Lines of communication and supply suddenly become very important as they maximise the chances of receiving reinforcements and minimizing desertion/losses.

Maps

ANY maps can be used for a campaign game so long as all sides use the same ones and are agreed on the meanings of the symbols on the maps they are using. Having said that, a map specific to the period or an approximation of one, is far better, even if it is purely imaginary and bears absolutely no resemblance to any region fought over during the Napoleonic Wars. Such maps can, actually, make for a better game as they don't allow players to fall into the traps of following their historical counterparts.

Counters (or templates to draw around if using maps which may be drawn on) represent each infantry divisions, cavalry brigades, artillery batteries and various HQs and trains and are used to mark the position of each unit in the game including its position in a line of march. The counters may be printed onto coloured card.

MOVEMENT



Each movement phase of a campaign normally equates to 1 week though daily movements can be used as opposing corps/armies get closer to each other.



If teams are playing, the CinC of each team should write general orders for each of their subordinates giving them their objectives, time scale, general route and response to friendly/enemy actions.

Each player then writes out orders for those units under their direct control, specifying exact (expected) route, order of march, speed of march, the direction, distances and strengths from the column of any piquets/vedettes and the routes, responses and strengths of any scouting forces. As you can see, this is no quick game, but once the orders are written, it's mostly a question of sticking with the same set of instructions.

Teams can consist of players controlling forces from CinC down through Army, Corps, division, to brigade and regiment with each level higher giving increasingly general orders and each lower level having increasingly detailed information about the units in their control. e.g. A CinC will know how many corps he has of how many divisions/brigades but not the state of each. A corps commander will know how many divisions/regiments he has and a fair idea of the condition/strength of each and a divisional commander will have full details of each unit in his command  but not of those in other divisions than his own.

Movement rates depend on Nationality and troop type as follows.


Spanish/Neapolitan troops move as Austria, Portuguese, Brunswick and KGL as British.

Normally an army will move at the rate of its' slowest elements except for units being rushed to particular locations where time is of the essence, such as light cavalry hurrying to destroy a supply column. These simply travel at their normal speed with no penalties for stragglers etc. but are considered to be “out of supply.”

A days march is considered to be of 8 hours duration and a week's march of 5 days with 2 days rest. The rest periods were vital to the well-being and cohesion of an army and should be ignored at the commander's peril.

There are 3 ways in which march distances can be increased over a short period:-

By increasing the weeks march by 1 day for a maximum period of 4 weeks.

By increasing the weeks march by 2 days for a maximum period of 3 weeks.

By increasing the days march by 2 hours a day for 7 days for a maximum period of 2 weeks, giving 20% extra movement per day.

Each of these incurs penalties in that rest periods need to be increased at the end of forced marches and desertion/ loss through straggling increases each week



Troops may continue their normal marches straight after any of these forced march methods but do so at a reduced rate i.e.:- tired for the first week, exhausted for the second for the first method,

exhausted for the first week for methods 2 and 3.

Troops must rest after 1 week (5 days) marching whilst exhausted. Their only movement can be rout. They may fight, but will do so as exhausted at the start of the battle. It should be obvious that whilst force marches are useful over short periods, it will slow down armies in the long run due to tiredness etc. An army can fight at the end of a forced march at full effect but each unit that has force marched must roll for stragglers. 1 or 2 = no stragglers, 3 = 1, 4 = 2, 5 = 3 and 6 = 4 (in figures).

80% of stragglers will return to their units at the end of the rest period but the remaining 20% will desert. Stragglers are added together for all affected units to work out the number of deserters. As desertion is deemed most likely to occur in poorly trained units, the lowest class troops are diced for first and elites last, i.e., raw infantry, raw cavalry, trained infantry, trained cavalry, veteran infantry, veteran cavalry then finally elite infantry and cavalry. Any left over (unlikely) comes from the artillery.

Use the dice rolls above for each unit until the total number of deserters is accounted for.

Armies marching whilst tired at lose stragglers at 1.5 times the normal rate (with a corresponding increase in desertion) and those marching whilst exhausted at 2x the normal rate.

Armies fighting after moving tired or exhausted do so at a disadvantage. (see scouting and combat.)

A forced march will always end when a battle (not scouting skirmish) occurs as this tires them if fresh, exhausts them if tired and renders them incapable of further movement other than rout if tired.

Exhaustion takes precedence over victory conditions which indicate pursuit but tiredness does not. i.e. Tired troops may pursue but exhausted troops may not.



COLUMN LENGTHS

Troop formations have different column lengths whilst on the march. These are:-

Infantry Division 3.5 miles Divisional baggage 1.5 miles

Cavalry Brigade 1 mile Brigade baggage 1 mile

Artillery Battery 1 mile Bridging Train 2-4miles

Army HQ 2 miles Corps HQ 1 mile



These are approximate lengths for French forces, of roughly 18 battns. to a division, 2 or 3 cavalry regts. to a brigade and 6 or 8 guns to a battery (plus caissons, wagons etc.) A British division was more like a French Brigade -about a third of the size

A Prussian Brigade was a small division consisting of something like 2 line regiments (6 bttns) plus attached reservists, landwehr, an artillery battery and a couple of light cavalry regiments and so should be treated as a Division.

Under normal circumstances a division/brigade column's baggage is added to it's length, ie 5 miles for a division and 2 miles for a cavalry brigade.

Column lengths are important as they affect the time at which units appear on the battlefield.



These lengths are not constant but are affected by many factors.

    (*)This does not affect infantry or cavalry brigades travelling alone, only larger formations.

    (**) -5 and -10% for Austrian, Bavarian or Wurtemburg artillery as they were designed for this sort of terrain

Choke points are towns, river crossings, defiles etc. where it takes time to funnel troops through. Even a track through dense woodland could cause a choke point.



See the WEATHER tables for changes




A = Average, R = Rain, W = Wind, B = Blizzard, M = Mist, H = Hot, ST = Storm, C= Cold, F = Fog

Average” is for the time of year and indicates days when no movement/firing penalties etc. are incurred.

Starting at the 8,8 position roll 2x d6 counting one as left and one as right. Move the marker the difference between the two in the direction of the highest dice. If both dice are the same there is no change. Repeat using one dice as up and one as down. This point becomes the starter for the next days rolls and indicates the current weather.

SIEGE WARFARE

Sieges played an important part in Napoleonic (or any horse and musket) warfare as a strongly defended town in an armies rear was a threat to its' supply lines and could act as a base for attacks on the army itself. Such towns were either isolated or captured to prevent this.

18th century sieges usually followed a pattern and were normally resolved fairly quickly. The siege would begin with the encirclement and isolation of the town to cut off supplies and reinforcements. Once this was achieved, the governor of the town/fortress would be given the chance to surrender before a formal siege began.

In a town/fortress that was poorly defended or in poor repair, the first move would normally be an attempt at escalade -storming using ladders or perhaps explosive charges/battering of gates. If this was unsuccessful, the construction of siege works would begin. A careful commander would normally also build defensive works facing outwards to prevent relieving forces breaking the siege.

The first works would be a “parallel” of trenches and embankments around the town followed by “saps” -trenches moving towards the walls. A further parallel and batteries would be built within range of the heavy siege artillery for bombardment of the walls.

From this position further saps and a final parallel would be dug to act as transit and gathering points for the storming parties and the start points for mines under the walls which could be packed with explosives to destroy them.

Most poorly defended towns would surrender once it was isolated and even those with good defences would surrender once the walls had been breached, considering they had done their duty. Storming tended to be very bloody indeed and tended to rather annoy the attackers to such a degree that the garrison and civilian population would be severely treated or put to the sword and the town looted and destroyed.

Of course, the siege could always be lifted by the attackers, broken by relieving forces and occasionally would not end once the outer defences were breached as at Saragossa where the assault was the prelude to bitter house to house fighting that went on for months and the defenders' courage made such an impression on the French that they were allowed to leave the city unharmed.





TASK

DISTANCE/NUMBER 0F FIGS

TIME (hours)

MOVES

Digging trenches/piling earth *

½ unit frontage

6

12

Filling and placing gabions

½ unit frontage

6

12

Planting stakes**

½ unit frontage

4

8

Building/laying chevaux de frise

½ unit frontage

4

8

Cutting trees***

2 per figure (33 men)

1

2

Cutting brush#

Unit frontage x 10 yds.

1

2

Constructing 6-8 gun battery

Crews +1 battalion

12

24

Digging tunnels$

6 figs/10yds

5

10

Setting charges

1 per fig

1

2

Making ladders

1 per 2 figs

4

8

Pontoon bridge building

Each 10yds (4 figs, 132 men)

2

4

Trestle bridge building

Each 10yds (4 figs, 132 men)

6

12

Barricading

¼ Figure frontage

1

2

Building palisade##

¼ unit frontage

6

12


TYPE

DEFENCE VALUE

THICKNESS


A

10-15

5-15FT


B

15-20

10-15


C

20-25

10-15


D

30-40

25-35


E

45-55

35-40



Towns are also categorised by the optimum size of garrison required to defend it adequately, Each town is food considered to possess supplies etc., to withstand a 12 week siege. The garrison can be increased but this reduces the time their supplies will last in proportion to the size of the garrison.

TYPE /SIZE

OPTIMUM GARRISON

EXAMPLE


Castle/walled farm/hamlet

2 battalions

Hougoumont/Colditz


Large village/small town

3-6 bttns

Jena, Aspern,


Medium sized town

1 division

Halle, Gottingen, Dessau


Large town

2 Divns.

Dresden, Leipzig, Prague


Capital city

1 Corp

Vienna, Berlin, Paris








NB. These numbers only apply for sieges. They do not affect the number of troops that can be placed in them in pitched battles.
REDUCTION OF DEFENCES
4,1) In addition to the normal artillery, siege trains consist of I8, 24 36 and 48pdr, guns, these fire every 2,3,4 and 6 moves respectively, Each of these fires individually rather than as a battery,
4,2) In order to create a breach , the same stretch of wall must be hit repeatedly, however, Napoleonic artillery was notoriously difficult to aim accurately, each gun must therefore roll to see if it hits its target, 
Roll Ix D10 for each gun or battery (if field guns),
1 shot falls short 5 x d10 no damage to defence but may be to closer objects
2 shot falls short 2x d10no damage to defence but may be to closer objects
3 5 x dx6 left
4 2 x dx6 left
5 On target ~ dx6 either side
6 On target ~ dx6 either side
7 2 x dx6 right
8 5 x dx6 right
9 long shot by 2x d10
10 Long shot by 5 x d10
Shots that go over may cause damage to buildings etc., beyond the walls,
4,3) Method. Roll for deviation. Roll ave Die and add to fire factor (see national tables) add range modifier and multiply by guns firing (if more than one)
ARTILLERY DAMAGE TABLE

GUN (Pdr)


Range/Damage













0-50

50-100

100-150

150-250

250-350

350-450

450-550

550-700

700-900

900-1000

1000-1500

1150-1250

1250-1350

3-4

6

5

4

3

2

1

0







6

8

7

6

5

4

3

1

0






8-9

10

9

8

7

6

5

3

1

0





12

12

11

10

9

8

7

5

3

1

0




18

16

15

14

13

12

11

9

5

3

1




24

22

21

20

19

18

15

11

9

5

3

1

0


32-36

32

31

31

29

28

23

17

11

9

5

3

1

0

48

44

43

42

41

37

32

25

14

11

9

5

3

1



Howitzers don't do damage to defences but can cause fires within them. Siege mortars may cause blast damage to light defences and casualties on troops defending them as well as destroying/firing buildings.






4,5) MINES AND CHARGES
These are charges laid in tunnels under walls/buildings, A successful mine will do the equivalent damage to 4x 48pdrs at minimum range under a wall or destroy buildings 40yds in diameter plus 10 for each subsequent barrel of powder used,
4,6) Mines go off successfully on a die roll of 4,5 or 6 on a Dx6, On a roll of 3 they have been improperly set and do ½ damage, ¼ on a roll of 2, A roll of 1 indicates that the charge goes off prematurely injuring all troops in 40yds and killing all within 10, Other charges and ammunition waggons within 40yds, must be diced for, They also blow up on a roll of 1 or 2 if within l0yds , or 1 if within 40,
4,7) Charges are placed against walls, gates etc. , and their size is considered to be calculated to perform a specific task, hence a charge will blow down a gate/door, destroy a 'soft' building (see main rules) 4x6 ems, a 'hard' building 3x4 (for larger buildings increased numbers of charges are required) or destroy a section of wall 2yds wide by 1 deep, Charges go off successfully as for mines but with an additional hazzard against buildings and gates:- on a roll of 2 the charge has been miscalculated and will be too powerful. i.e. instead of blowing down a door or gate it will bring down the house or block the gateway with rubble,
5) DAMAGE T0 DEFENCES
A plan should be made of each area to be breached showing the wall to 50yds on either side of the point of aim , squared paper is ideal as the depth of the wall can be shown and damage marked as it occurs, Intact areas which are isolated by the wall on either side (i.e., one square wide unsupported) being penetrated are considered to fall of their own accord.


A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

5









/


/









10









/


/









15









/


/









20









/


/









25









/


/


/







30









/

/

/


/







35









/

/

/


/







40









/

/

/


/







45









/

/

/


/









This wall is breached at I and K therefore J is unsupported and collapses, and M45 to 25 are also destroyed therefore L45 to L25, also collapses, N45 to 25 are only unsupported on only one side and so do not collapse,
Walls and buildings that collapse fall into obstacles ¼ the original height with a medium slope to either side which is passable to infantry but not cavalry of artillery
CASUALTIES TO TROOPS IN OR BEHIND DEFENCES
When a breach is made or a charge set off, there is a chance of casualties to troops within the immediate area being killed or injured i.e., when a wall is breached and collapses or a charge blows down a wall, gate or building
6,1) Each figure within a building, on a section of falling wall or behind them (within 20yds to either side) or within 10yds either side of a blown down gate must roll a dx6 to survive,
1,2.3 dead, 4, injured. cannot fight for I week, 5, stunned for 2 moves, 6 unharmed ,
6,2) Figures within 40yds of a section of falling wall (or 20 if on the wall) are killed on die throw of 1 injured as above on 2, 3 stunned. 4,5 knocked down, 6 unharmed,
6,3) Stunned figures are knocked down for 1 move, and may rise but not fight on the second they· fight at half effect on the third, knocked down

 figures take 1 move to rise but then fight normally,
If, as at Fuentes d'Onoro in Portugal or York in Canada in 1812 a magazine is blown up, the blast follows the line of least resistance, i.e., upwards and towards the door. At York, the US attackers were severely harmed by the blast as one of their shells ignited a powder store outside the fort and with the door facing them. British and Canadian troops far closer to the blast but behind the fort's wall were practically unscathed.


Encirclement and Isolation

This is carried out in exactly the same manner as map campaign rules. Maps are drawn up showing the town/fortress and its' surroundings. (These can be re-used for other campaigns and gradually build up a detailed view of the campaign world so use an acetate sheet over them.) Seige works are drawn in as they are completed with dotted lines showing works in progress.

Troops engaged in isolating a town remain their until they are relieved or the siege lifted.

Siege Works

The construction of siege works is carried out by the troops of the units involved. Units do not count in two or three ranks but as singllines or· groups, At any time, 1/4 of a given unit will be on guard or foraging, 1/4 resting and 1/2 working on siege linestherefore tasks such as digging trenches, piling earth , planting stakesfilling gabions etc. , will cover 1/the units normal frontage in line in the given time.

Siege works halt if the defenders sortiethe game can be played as either a map game or skirmish, Only completed siege works count as defences as the times given are those required to finish the task along the entire frontagi.e.work proceedat an equal rate along the units frontage.

Times taken for tasks

These are given both in hours formap movement) and moves (for on-table movement) One hour of map movement is equivalent to two table-top moves,

and can be removed in the same time it takes to erect themThey class as linear obstacles, Work on specific tasks can be speeded up by doubling the numbeof t r-oops working on them with the exception odigging tunnels (limited by the number omen able to work at thfacesetting charges or those expressed in figures, No more than double the numbeotroops can be used tfinish a given task,

Most of these taskinvolve the use owood etctherefore bridging/supply train must be present ttransportimber from thnearest source. this idonat normal move rates.


Trenches and batteries can be started without timber but not completed, with 1/4 of the allocated time being required to reinforce with timber,

Only Engineers or Sappers can lay charges, These are only available if bridging/artillery/engineering trains are present (They must otherwise travel at normal speed to the siege sight leaving the artillery without engineer)



* To man height

** single row 2ft apart

*** 1 tree will make 8 stakes

$ Maximum length of a tunnel for destroying walls is 200ft due to problems with getting enough oxygen to the fire/charges beneath the wall.

# Sufficient to make 1 gabion or fascine

## Close set stakes up to 10ft tall

All times are cumulative. i.e. The making of gabions/stakes cannot be started until enough material has been cut, nor can palisades be planted on a rampart until the earth has been piled, so a defensive work with a ditch and rampart 1 unit long would take 12 hours for the earthworks then 12 for the palisades.


Barricades are temporary affairs and can be removed in the same time it took to build them. They class as linear obstructions.

Times for specific tasks can be halved by doubling the number of troops involved with them except for tunnelling (limited by width of face) setting charges or those expressed as per figure.


No more than double the numbers may be used to complete tasks.


Most of these tasks involve the use of wood, therefore bridging/engineering/supply train etc. must be present to transport timber from the nearest source. This is done at normal move rates.


Trenches and batteries can be started without timber but not completed, with 1/4 of the allocated time being required to reinforce with timber,


Only Engineers or Sappers can lay charges, These are only available if bridging/artillery/engineering trains are present (They must otherwise travel at normal speed to the siege site, however, this leaves the artillery without engineers,)



TYPES AND STRENGTHS OF DEFENCES

Defences fall into five categories:-

A) Fieldworks around otherwise undefended towns,

B) Medieval walls in poor condition

C) Medieval walls in good repair

D) Old Vauban defences

E)”Modern” Vauban fortifications

Each of these categories of defences has a basic defence value per yard of wall based on type and state of repair this is multiplied by their thickness.

The lower figure is for wall sections, the higher for towers, gates and bastions etc.

Vauban fortifications will have several "layers" of defences which may be around medieval walls, As you can see, reduction by bombardment may be a lengthy process!

Towns are also categorised by the optimum size of garrison required to defend it adequately, Each town is food considered to possess supplies etc., to withstand a 12 week siege. The garrison can be increased but this reduces the time their supplies will last in proportion to the size of the garrison.

TYPE /SIZE

OPTIMUM GARRISON

EXAMPLE


Castle/walled farm/hamlet

2 battalions

Hougoumont/Colditz


Large village/small town

3-6 bttns

Jena, Aspern,


Medium sized town

1 division

Halle, Gottingen, Dessau


Large town

2 Divns.

Dresden, Leipzig, Prague


Capital city

1 Corp

Vienna, Berlin, Paris







NB. These numbers only apply for sieges. They do not affect the number of troops that can be placed in them in pitched battles.



REDUCTION OF DEFENCES

4,1) In addition to the normal artillery, siege trains consist of I8, 24 36 and 48pdr, guns, these fire every 2,3,4 and 6 moves respectively, Each of these fires individually rather than as a battery,

4,2) In order to create a breach , the same stretch of wall must be hit repeatedly, however, Napoleonic artillery was notoriously difficult to aim accurately, each gun must therefore roll to see if it hits its target,

Roll Ix D10 for each gun or battery (if field guns),

1 shot falls short 5 x d10 no damage to defence but may be to closer objects

2 shot falls short 2x d10no damage to defence but may be to closer objects

3 5 x dx6 left

4 2 x dx6 left

5 On target ~ dx6 either side

6 On target ~ dx6 either side

7 2 x dx6 right

8 5 x dx6 right

9 long shot by 2x d10

10 Long shot by 5 x d10

Shots that go over may cause damage to buildings etc., beyond the walls,

4,3) Method. Roll for deviation. Roll ave Die and add to fire factor (see national tables) add range modifier and multiply by guns firing (if more than one)

ARTILLERY DAMAGE TABLE

GUN (Pdr)


Range/Damage













0-50

50-100

100-150

150-250

250-350

350-450

450-550

550-700

700-900

900-1000

1000-1500

1150-1250

1250-1350

3-4

6

5

4

3

2

1

0







6

8

7

6

5

4

3

1

0






8-9

10

9

8

7

6

5

3

1

0





12

12

11

10

9

8

7

5

3

1

0




18

16

15

14

13

12

11

9

5

3

1




24

22

21

20

19

18

15

11

9

5

3

1

0


32-36

32

31

31

29

28

23

17

11

9

5

3

1

0

48

44

43

42

41

37

32

25

14

11

9

5

3

1



Howitzers don't do damage to defences but can cause fires within them. Siege mortars may cause blast damage to light defences and casualties on troops defending them as well as destroying/firing buildings.


4,5) MINES AND CHARGES

These are charges laid in tunnels under walls/buildings, A successful mine will do the equivalent damage to 4x 48pdrs at minimum range under a wall or destroy buildings 40yds in diameter plus 10 for each subsequent barrel of powder used,

4,6) Mines go off successfully on a die roll of 4,5 or 6 on a Dx6, On a roll of 3 they have been improperly set and do ½ damage, ¼ on a roll of 2, A roll of 1 indicates that the charge goes off prematurely injuring all troops in 40yds and killing all within 10, Other charges and ammunition waggons within 40yds, must be diced for, They also blow up on a roll of 1 or 2 if within l0yds , or 1 if within 40,

4,7) Charges are placed against walls, gates etc. , and their size is considered to be calculated to perform a specific task, hence a charge will blow down a gate/door, destroy a 'soft' building (see main rules) 4x6 ems, a 'hard' building 3x4 (for larger buildings increased numbers of charges are required) or destroy a section of wall 2yds wide by 1 deep, Charges go off successfully as for mines but with an additional hazzard against buildings and gates:- on a roll of 2 the charge has been miscalculated and will be too powerful. i.e. instead of blowing down a door or gate it will bring down the house or block the gateway with rubble,

5) DAMAGE T0 DEFENCES

A plan should be made of each area to be breached showing the wall to 50yds on either side of the point of aim , squared paper is ideal as the depth of the wall can be shown and damage marked as it occurs, Intact areas which are isolated by the wall on either side (i.e., one square wide unsupported) being penetrated are considered to fall of their own accord.


A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

5









/


/









10









/


/









15









/


/









20









/


/









25









/


/


/







30









/

/

/


/







35









/

/

/


/







40









/

/

/


/







45









/

/

/


/









This wall is breached at I and K therefore J is unsupported and collapses, and M45 to 25 are also destroyed therefore L45 to L25, also collapses, N45 to 25 are only unsupported on only one side and so do not collapse,

Walls and buildings that collapse fall into obstacles ¼ the original height with a medium slope to either side which is passable to infantry but not cavalry of artillery

CASUALTIES TO TROOPS IN OR BEHIND DEFENCES

When a breach is made or a charge set off, there is a chance of casualties to troops within the immediate area being killed or injured i.e., when a wall is breached and collapses or a charge blows down a wall, gate or building

6,1) Each figure within a building, on a section of falling wall or behind them (within 20yds to either side) or within 10yds either side of a blown down gate must roll a dx6 to survive,

1,2.3 dead, 4, injured. cannot fight for I week, 5, stunned for 2 moves, 6 unharmed ,

6,2) Figures within 40yds of a section of falling wall (or 20 if on the wall) are killed on die throw of 1 injured as above on 2, 3 stunned. 4,5 knocked down, 6 unharmed,

6,3) Stunned figures are knocked down for 1 move, and may rise but not fight on the second they· fight at half effect on the third, knocked down figures take 1 move to rise but then fight normally,

If, as at Fuentes d'Onoro in Portugal or York in Canada in 1812 a magazine is blown up, the blast follows the line of least resistance, i.e., upwards and towards the door. At York, the US attackers were severely harmed by the blast as one of their shells ignited a powder store outside the fort and with the door facing them. British and Canadian troops far closer to the blast but behind the fort's wall were practically unscathed.