Tuesday, June 29, 2021

Test Campaign 1 - Turns 4 -7

 Turn 4

Figure 1 - Campaign Overview Start of Turn 4

The French maintain initiative this turn, and Napoleon realizes that the bottleneck at the Rhine River has put his army in a potentially difficult position. One third of his army is far closer to the Austrian position and the nearest support is several days away. Marshal Davout realizing this problem, decides slows his forward progress and recalls his advanced cavalry to await the arrival of the Napoleon with Marmont’s II Corps. Napoleon orders that Marmont send his light cavalry division further out in front so that it will be in supporting distance of Davout’s III Corps.

Monday, June 21, 2021

Test Campaign 1 - Campaign Start Through Turn 3

 

Basic Game Overview

This was a test campaign so that I could experiment with the rules that I have been writing for a campaign level games that allows for battles to be fought using miniatures as a result of actions taken on the campaign map. This campaign takes place in the area around Bavaria (southern Germany or just north of the Alps). Both sides (France vs. Austria) have roughly equal armies with each side supporting three army corps worth of troops (See OOB section below). Units are represented on the campaign map as either infantry divisions (solid color rectangle unit marker), cavalry divisions (50% split white rectangle unit maker), cavalry screens (temporarily long grey rectangular magnets), and artillery parks (the unit marks with two sets of three lines).

The maps used are the Murat maps found here. These maps use a node movement system with links between nodes represented by roads. The distance between each node is considered to be the distance an infantry division can march in 1 day (or campaign turn). Cavalry divisions can march two nodes each turn. Artillery can only move 1 node each turn, unless the artillery park is made entirely of horse artillery at which point it can move 2 nodes. Units may force march 1 extra node each turn for a penalty to their combat effectiveness. This penalty can be recovered by resting for 1 turn.

All markers that have a flag and Roman numeral indicate either the Commander-in-Chief of the army (C-in-C) in the case of the numeral I, the armies point of communication and supply with the home country in the case of numeral II, or objectives that develop over the course of the game. These objectives are worth victory points, and those points can be earned through various means.