House Rules

 

English

 

House Rules:

Rules and regulation for newcomers:

Without rules: " Whatever the program makes possible is allowed"

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Regulations for the advanced:

(extended rules)

Restriction 1:

Supply carriages and officers are not allowed to be used to block off enemy units. In case of own attack the enemy retreat will be cutt off and therefore destroyed.

Restriction 2:

Skirmishers are allowed to be placed in front, but not behind enemy infantry btl. or artillery units, in order to place them in ZOC.Exception:One or more squares behind the enemy Btl. are protected grounds.

Restriction 3:

Skirmishers are not allowed to move more then 3 squares from their parent unit. In case the parent unit is destroyed, they have to be moved to their next own or allied Infantry Btl. or Artillery unit.

Restriction 4:

Some hex-squares are so-called protected squares in which Cavalry can not attack.Those are the following:

settlements, villages, towns, orchards, forests and buildings,

in case in the building are only skirmishers, officers or Infantrybtl. in strength of less then 2?? men.Justification:

Artillery, supply carriages , line, and or column infantry , Cavalry, do not fit into a building.

Restriction 5:

Skirmishers have to keep a distance of 2 squares (1 empty square) from Cavalry units, except they are located in a proteced square.

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Historical regulations and rules:

Regulations for professional who like to play as realistic as possible

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Foreword:

Those regulations were drawn up to give a player the opportunity to get a real sense of the battles in the Napoleon eraSome might not like some rules and some rules are compromises between historical facts and playability. Those games have been played many times and were classified by players as efficient.

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Basic rules:

I.

Even the smallest unit has it`s value and should be treated as such during the game, no matter if it is a 25 men unit of skirmisher or an anonymous colonel..

II.

Should a player discover a gap within the rules, he should use his own judgement first, if his actions are according to historical facts, or if by -passing those, he gains advantage over his game partner. If so, he is instructed out of fairness to stop his action and to report this apparent gap in rules to the Club board.

III.

"protected squares are: Settlements, villages, towns, orchards, forests

andSingle Buildings...

(...in case there are skirmishers, officers or Infantry Btl. in the strenght of under 2?? men inside)

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Historical regulations:§ 1

Officers

can not be used to blockade the enemy retreat lines, to after an attack cutt off their retreat and therefore destroying the enemy.

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§ 2

Supply carriages (blockade)

can not be used to blockade the enemy line of retreat.

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§ 2. 1

Supply carriages

captured behind enemy lines by the infantry (also skirmishers) can not be moved. Those are considered plundered.Justification:During a battle no infantry unit has the time to move the captured (also very slow) carriages behind their own lines. This prohibition is for own security. This task would have decreased the already very limited moveability.

 

§ 2 1.1.

Cavalry and captured supply carriages

Only exception is the Cavalry. Cavalry units who captured an enemy supply carriage and have at least one squadron to accompany this carriage (in same squre or in one of the squares bordering direct to the square of the supply carriage) are allowed to move it.Should this convoy be forced to give up the required distance to the supply carriage, then this carriage can not be moved any farther.Justification:Since the Cavalry in case of danger can call a quick retreat, the Cavalry is the only one in the position to undertake the risk of returning supply carriages to their own lines.

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§ 3

Night moves.

Alone the insufficient view placed limitation upon the Commander in Chief, therefore the rule on regular terrain squares or building-hexsquare after darkness, only skirmisher units are allowed to engage into battle.Justification:

Skirmishers were responsible for the safety (outpost guards) of the Army bivouac. The regular Army was resting up for the battles of the next day.

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§ 3. 1

Burning villages, towns or settlements at night,

gave the commanders at that time the limited possibility to alter the results of the previous day.

Therefore the following rule:

In villages, towns,or building hexsquares, who are located by nightfall within the main combat line, combat is authorized until mid-night (those receive the status of "burning")Same goes for hexsquares which are direct bordering to mentioned squares.Justification:Even then in the blaze of fire, troops could only be commanded within limitations. After a certain time the troops had to be given rest to be ready for the next day battle.

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§ 3. 2

Bridges at night

Bridges had , especially during military campaigns a strategic importance. In history, enormous fires were lit during the night next to important crossings to win the battle for the crossing during darkness, in order for the army to start the cross-over.

Therefore the following rule:

During campaigns at river-crossings (brides without bordering buildings) the battle within 2 square radius on each river bank until mid-night and day light is allowed.

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§ 4

Skirmishers -in general

No unit (exception pioneers) is allowed to disolve completely. A small remain of a Light Infantry or Guardbatallion has to serve as a collection point for possible exceptance of engaged skirmishers.

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§ 4.1

Skirmishers, line and militia infantry.

Skirmishers from units of line infantry or militia infantry can not be away more then 2 squares (1 empty square) from their main units. Should the 3rd square be a proteced square, then it can be 3 squares (2 empty squares). If the main unit is destroyed, this counts as distance to the next own or allied Infantry-or Artillery Btln.

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§ 4, 2

Skirmishers, light infantry and guard infantry

Skirmishers of light infantry and the guard are allowed in open field to move up to 3 squares (2 empty squares) away from the main unit. Should the 4th square be protected, it can be 4 squares (3 empty squares) By destruction of the main unit, this unit counts as distance to the next own or allied Infantry or Artillery unit.

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§ 4.3

Pioneers.

As far as the program allows, Pioneer units are allowed to disolve completely. Also pioneers are the only units of the game, who as a general principle, only have to keep a distance of 2 squares to the next own or allied Infantry or Artillery Btln., and not the distance to the main unit.

This does not refer to "protected squares".

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§ 4.4

Skirmishers in "proteced squares"

In proteced area skirmishers are allowed to move freely. When leaving the proteced squares, rules § 4,1 to §4.3 have to be kept.This means, in protected areas no distance to enemy cavalry has to be kept.

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§ 4.5

Skirmishers and orderly enemy Cavalry

Skirmishers who have no escort in the same hex-square from own infantry or artillery btln. with a minimum strength of 2?? men upward, have to keep a distance to the orderly enemy Cavalry of at least 3 squares (2 empty squares) if they are in open fields.If the Cavalry is not within the shooting range of the skirmishers and protected by terrain (low-ground / high-ground), then 2 squares (1 empty square) are sufficient.

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§ 4.6

Skirmishers and disorderly (D) enemy Cavalry.

Skirmishers who have no escort in same hex-square from own Infantry or Artillery Btl. with a minimum strength of 2?? men upward, have to keep a distance to the disorderly (D) enemy Cavalry of at least 2 squares (1 empty square) if they are on open fields.

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Skirmishers meet enemy cavalry by coincidence.

If skirmishers while advancing meet a until then concealed enemy cavalry unit, they are allowed during the offensive and defensive phase to fire upon this unit.Should the enemy cavalry still not retreat, skirmishers have to in the following phase apply to § 4,4 to §4.6, unless a infantrybtl. arrives for support.

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§ 4. 8

Number of skirmishers in a square:

Allowed are maximum 2 units (total not more then 175 men) of skirmishers in an open area or building in one hex-square.In build up areas (settlements, villages, towns) 4 units (totalling mx. 375 men) of skirmishers are allowed be stationed per hex-square.

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§ 4. 9

Skirmishers in close combat.

Skirmishers are only allowed to engage into close combat when an officer is present.

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§ 4.9. 1

One or more skirmisher units are only allowed into close combat against an infantry btln. up to a strength of 3??, when their own total strength against the opponent is well balanced or higher then the enemy.

§ 4.9. 2

Orderly, enemy infantry btln. with a strength of 3?? upward, can only be attacked by skirmishers, if the attack is supported by other non-skirmisher units (Inf. and Cav. by following established rules for close combat)

§ 4.9.3

Attacks from skirmishers to artillery units, which are not covered direct in the same hex-square by posted Infantry or Cavalry units, are allowed and not reglemented.

Otherwise, apply §4.9 to §4,9.2.

§ 4.9.4

It is not allowed to skirmishers in general to block the enemy his line of retreat, who has in a hex-square an infantry-btln. or Cavalry squadron with a strength of 2?? upward.Justification:Historical seen, no strengthwise outnumbered unit would have surrendered to a bunch of skirmishers chasing them-. they simply would have over-run them.

 

§ 4.9.5

Skirmishers - ZOC

It is not allowed in general to move with skirmishers in the back of enemy infantry or artillery btln to place those in ZOC.(even if the distance is kept according §4.1 to §4.3) as long as those squares are not considered proteceted.Justification:Historicly, skirmishers had the responsibility to break down the enemy resistance (in front) and not to operate from behind like partisans.

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§ 5

Artillery:

Artillery can not be pulled into a Chateau-hex.

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§ 6

Cavalry

Cavalry can not attack proteced squares. Over-runs also count as an attack and are not allowed.Exception:free-standing buildings in which other units then skirmishers, officers or infantry btln. in a strength of over 2?? men are located.

or of course:

enemy cavalry and or artillery which are located on a hexsquare with a single buildingJustification:Artillery or Cavalry which are on a hexsquare with a single building, get the status of "standing before building ".

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§ 6. 1

Cavalry attacks with disorderly Cavalry

Disorderly Cavalry units can only start close combat if an officer is located in a hex-square. It is not necessary for each squadron to have an officer , only one per hex-square.

Should during the cause of the battle ( four in the row are possible) all officers be eliminated, then close combat battles can continue and does not have to be interrupted.

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§ 6. 2

Cavalry and programing mistakes:

Cavalry is not allowed to start an attack over own infantry (including skirmishers)

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§ 7

Infantry

Orderly formed Infantry Btln. are allowed to move against hostile riders and fire upon them.

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§ 7. 1

Disorderly Infantry

Disorderly infantry batallions with a strength of (also combined) 5?? up ward under the leadership of an officer, are allowed in an open area to attack only disorderly Cavalry and fire upon them, but have to keep 2 hexsquares (1 empty square) distance.

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§ 7.1.1

Disorderly Infantry - orderly enemy cavalry,

Disorderly infantry batallions in strength of 5?? men are authorized to stand opposite orderly enemy cavakry in an open area, but they are not allowed to march toward them.

§ 7. 1.2.

Disorderly (D) infantry- disorderly enemy cavalry.

It is authorized for disorderly infantry batallions in a strength of under 5?? men to march toward disorderly cavalry, but to keep a distance of 2 hexsquares (1 empty space)

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§ 7. 2

Close combat with the infantry.

Lined-up infantry with only a total strength of ?? left, are not allowed close combat against units of 1?? upwards, exception is, several formed units in strengths of?? are attacking jointly a formed unit in the strength of 1?? upward and reach, or exceed together the strength of 200.

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§ 7. 3

Close combat with disorderly (D) infantry.

Infantry battalions in D status are allowed to attack enemy infantry or artillery units under the command of an officer in consideration of §7.2Should several of the attacking infantry btln. are in disorderly status and are attacking out of several hex-squares, then in each hexfieldf in which disorderly units are, an officer be posted to accompany the attack.

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§ 7. 4

Infantry gets into disorder (D) before the attack.

Should an infantry batallion during an enemy defensive phase get into disorder (D) it is only allowed to attack under consideration of §7.3.

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§ 8

Escaping units.

(behind enemy frontline)

Escaping units, which after the battle are still behind hostile lines, have to be able to move away from the enemy. There should be no blockage of the retreat of units, or any blockage of lanes, or roads for refugees.In as much the units were not destroyed by the enemy and could be formed again, they are:

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§ 8. 1

Infantry with a toral strength of 5?? men

(behind enemy front line)

with proper distance to the enemy moved back to own line.

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§ 8. 2

Infantry by strength of over 5?? men

(behind enemy frontline)

Either apply to § 8.1 or draw back to a build up area in the interior enemy country, and wait for further instructi . Supply routes of the enemy are then allowed to be blockaded, and to attack supply carriages and officers.Those stragglers are not allowed to return to the frontline to put enemy units into ZOC.

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§ 8. 3

Stragglered troops over 1000 men total strength:

which have collected and formed behind enemy lines can operate without limitations.

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§ 8. 4

Stragglered Cavalry in strength of under 2??

(behind enemy frontline)

has to follow §8.1 like the infantry

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§ 8. 5

Stragglered Cavalry in total strength over 2??can participate without limitation in the on-going battle. Should their total strength drop under 2?? men, then § 8.4 applies.

 

 

Game Evaluation:

For All Club Games:

Victory Level Result 
  Victory Level Points
 Bonus
Major Victory
5
50% Total Score
Minor Victory
4
40% Total Score
Draw
3
30% Total Score
Minor Defeat
2
25% Total Score
Major Defeat
1
20% Total Score

Each Turn played = 1 Point


Example: A Major Victory in a 10 turn game will be as follows for the players:

Victory Level Points + Number of Turns Played = Result + Bonus = Final Points 5 +

10 = 15 + 7.5 = 22.5

1 + 10 = 11 + 2.2 = 13.2

**) = To avoid a capitulation...

...just draw the fragments of your defeated army from the battlefield on the shortest way.

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iG Points *):

no rules 1 Point
advanced rules 2 Points
historic rules 3 Points

*) = 50 i G-points are points needed to attain the posistion of General and above.

 

Campaign Bonus Point
4 or more
Scenarios
3
Scenarios
1
Scenario
Maj Vic
7
6
5
Min Vic
6
5
4
Draw
5
4
3
Min Loss
4
3
2
Maj Loss
3
2
1

 

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