Campaign Rules

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Albion1
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 74
Joined: Mon Sep 22, 2008 10:17 am

Campaign Rules

Post by Albion1 »

Does anyone know of any Napoleonic campaign rules that could be used say, for multi - player 1813 campaign?
ravenflight
Brigadier-General - 15 cm Nblwf 41
Brigadier-General - 15 cm Nblwf 41
Posts: 1966
Joined: Wed Aug 26, 2009 6:52 am

Re: Campaign Rules

Post by ravenflight »

Albion1 wrote:Does anyone know of any Napoleonic campaign rules that could be used say, for multi - player 1813 campaign?
Work out a points for points schedule and use Empires in Arms. Empire did a campaign system too.
pylum2
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 69
Joined: Thu Feb 05, 2009 8:34 pm

Re: Campaign Rules

Post by pylum2 »

I recently wrote a very simple campaign/battle generator set of rules for my BlackPowder AWI. Basically movement"nodes" drawn on a piece of foamcore.Each force is broken down into brigades,and represented by a pin on the map.The actual composition on the brigade is listed on a separate piece of paper,unseen by the opponent.Also double the number "brigade pins" with an equal amount of dummy pins- 5 brigades + 5 dummies= 10pins.These are used to represent fog of war.

Everybody may only move 2 nodes.you may move them in a group from a node or singly,doesnt matter,but each move attempt requires 1d6 roll.On a 6 there is no movement.on a 1 you may move one extra node.

If you move onto a node that is occupied by the opponent,he may do one of 3 things:

Retreat-he moves up to 3 nodes away from the position.

Skirmish-an opposed die roll,high die wins,occupies the node,loser retreats up to 3 nodes away.If one side has 2x number of pins,he adds +1,4x +2,and so on.If cannot retreat minimum of 1 is eliminated.

Battle-Put it on the tabletop.You may use whatever size field to your liking to represent the node,4x6 would probably be standard.You use whatever terrain placement system your rules call for,and if there is terrain on the map,this obviously should influence the terrain choices on the table.5 turns on the tabletop = 1 turn on the map(can you say flank march?)To keep things simple,anything utterly destroyed/run off the field is completely dead and out of the campaign.Anything left alive on the field comes back as full strength after the tabletop battle should the campaign continue.This keeps book work at the minimum.

Anyway,that is the nuts and bolts.you could modify it any number of ways,recce,events,battle attrition,etc.I wasnt so fussed about lines of communication except for being able to retreat-I was considering this to represent just several days of marching,and assume that the troops have enough ammunition/food to participate in one major battle,which is supposed to be the culmination of this whole thing. :D
Lercio
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 11
Joined: Sun Jan 09, 2011 12:45 am

Re: Campaign Rules

Post by Lercio »

ravenflight wrote:
Albion1 wrote:Does anyone know of any Napoleonic campaign rules that could be used say, for multi - player 1813 campaign?
Work out a points for points schedule and use Empires in Arms. Empire did a campaign system too.
No one has published a good set of campaign rules, a computer would do the job of an umpire, but what is a campaign?
War and Peace? Kevin zucker published a board game of that title, Bruce Quarrie wrote a book (4 editions), lots of really in depth ideas, but, not rules, but good ideas.

I'll add more after recharging my laptop
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