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Napoleonische-
Kriegsführung v2.1
Part 1: Rules
NKF (1685-1845)
Welt im Krieg - Schnelles Spiel
Versions (Ausführung)
Napoleonische-Kriegsführung v1 (NK): A Regimental Element Scale, Army Game of Napoleonic Warfare. Players can
command army sized formations and complete a game in 3 hours. Uses Element Strength Points.
Napoleonische-Kriegsführung v2 (NK): A Regimental Element Scale, Army Game of Napoleonic Warfare. Players can
command army sized formations and complete a game in 3 hours. Does not use element strength points.
Structure (Struktur)
The rules set consists of a number of Parts, these are as follows;
Part 1: RULES – User Reference: To be used when playing the game (1 column)
(2 column)
(3 column)
Part 2: BASIC ORGANISATION – Army Lists (Gliederungen)
Part 3: EQUIPMENT DATA CHARTS – Equipment Lists (Ausrustung)
Part 4: QRS – Quick Reference Sheets, Charts, Tables and Rules (Kurzübersicht)
Part 5: EXAMPLES – Examples of Play. (Beispiele)
Part 6: DESIGNERS NOTES – Commentary and overview of the Rules.
Part 7: SCENARIO’S – Scenarios (Kampagnen)
Part 8: BOARD GAME (Brettspiel)
Part 9: COUNTERS - Counter, Markers and Game Aids (Zähler)
NAPOLEONISCHE-
KRIEGSFUHRUNG V2.1
[1.0] INTRODUCTION
Napoleonische-Kriegsführung v2 is based on the Korps-Kommandeur v6, KK6, game system, which is a game
system designed for micro-armour conflicts. In turn this game system is based on the Corps Commander set
of rules by Bruce Rea Taylor, although I must admit they have been totally rewritten.
I never expected to base a set of Napoleonic figure gaming rules on a game system designed to simulate
World War II and modern conflicts. As with many of my projects, this was accidental.
I accidently discovered an old set of Napoleonic rules printed in November 1990 and loosely based on DBA. I
must have been involved in the printing of the rules, but I do not remember providing any input into the
game system, so the credit for that goes to others, unknown, gamers. The rules were used for club games,
rd
in an era of WRG Napoleonic and Empire 3 Edition rules. For the time it was rather revolutionary, but
today not so advanced.
I have scanned this set of rules, reformatted it and made is available on the Tallion IO:Group site, but during
this exercise I also decided to do a deep dive into DBN v2.1, the 2013 version. This is much closer to DBA
and I must admit holds promise, but I suspect its strength is in a standard sized game of 12 elements per
side. As a game I cannot recommend it more, it gives you a good, short and exciting game, but larger games
require more players, each pair controlling 12 elements each, This ends up being a single battle, but lots of
separate games, for game mechanics reasons, related to scale.
I will most certain pursue DBN as I consider them good rules, but in my play testing I realised that the KKv6
game system could be used for Napoleonic and in a manner which allows each player to command 50
element forces, while at a scale of 1000 men per element gives you a force of 40,000 to 50,000. You could
probably do the same thing by converting DBMM to Napoleonic’s as well, but i will leave that to someone
more experienced in DBMM. I did consider doing it with DBM, which I know very well, and that may be a
project for the future. Instead I have decided to convert KK6 into a Napoleonic set of rules.
The ground scale is 1:5000, or 1 cm = 50 metres, and uses a figure scale of 1:250. A line infantry element, at
4 cm wide, covers 200 metres and consists of 1000 men. Assuming a 3 deep line the frontage would be 200
metres, so that matches history. A column would be represented by additional elements to the rear, or if by
itself, a column with some form of zone of control to each side. As with Tallion and DBN, formations are
assumed to be automatically adopted for maximum benefit thus a player would not need to worry about
forming square, line or column, except in terms of placing elements behind each other.
The game-turn scale was a struggle; Marengo lasted from the morning to past 17:00, so between 10 and 12
hours. The standard game-turn length was 15min in both Tallion and DBN, so would take 40 to 50 game-
turns, which is very long. The other issue is at 1:5000 ground scale infantry would move, in formation, no
more than 5 cm in a game-turn. As KK6 allows for two actions, each action would be 2.5 cm, which is short. I
have adopted a 60 minute game-turn scale, which means actions will be 5cm and combats will be short, but
possibly complex.
The major change is moving towards the large base philosophy, similar to LWRS, where elements in base to
base contact move as a single unit and conduct combat as a single unit against any enemy elements in
contact, and any other enemy elements in bases to base contact. This makes inflicting casualties a bit more
complex, but as I will be adopting the Neu v2 system of no strength points, it should be manageable. The
idea is to create a game where players can easily complex a game within 4 hours, while commanding forces
of between 40,000 and 50,000 men.
[1.3] SETTING UP
Player should follow the following procedure when setting up;
1. Players setup the playing area, deploying any terrain as required.
2. Players write down the square troops will enter the playing area.
3. Troops on the playing area are then deployed as determined by the scenario. Players may choose to
secretly deploy troops. Defenders may be placed anywhere, except the closest 15 cm to the
attacker’s player edge.
[1.5.2] For purposes of concealment & protection Area terrain is divided into the following three types.
Featureless: Offers no concealment or protection, even if taking cover. (Desert, plains, Steppe) and See
Case [5.7].
Clear: Offers concealment or protection if taking cover. (Default Terrain), See Case [5.7].
Cluttered: Offers concealment if not taking cover and additional concealment if taking cover. (Woods or
Built-Up Area), See Case [5.7]. Can also often be Rough Terrain.
Rough: Offers protection if not taking cover and additional protection if taking cover. (Woods, Broken, Built-
Up Area). Can also be Cluttered Terrain, See Case [5.7].
[1.6.2] Standard US Basing: For 15mm all infantry elements are 2 cm wide by 3 cm deep, all other elements are 3
cm wide by 3 cm deep. The depth can be increased to accommodate figures.
[1.6.3] All distances are measured by Base width, so 1 BW is equal to 4cm if the base width is 4 cm.
[4.3] CASUALTIES
If a Commanders command has suffered at least 50% casualties its Quality is reduced by 1. If a Commander
command has suffered 75%, or more, casualties its Quality is reduced by 2. Quality can never drop below 1
due to casualties. This is determined by the total number of subordinate elements, excluding the
Commander itself, any non-combat elements and any off-playing area elements. Casualties are any
elements removed from the playing area. The C-in-C counts the number of all on-playing area elements in
the army.
Example: A Commander has 12 subordinate combat elements, but has lost 6 elements, which means an
element was removed and has failed its rally test, resulting in its removal from the game. In this case the
Command quality reduces by 1. Elements returning due to rally may cause the Commanders quality to
increase.
[5.1] DISORDER
[5.1.1] Elements which become disordered due to fire combat automatically take cover, if not already, and may
make a retreat move, See case [10.5.1], before taking cover. If the element is currently taking cover or is in
terrain which offer’s cover, it cannot conduct a retreat move
[5.1.2] Elements which becomes disordered in close combat continue to fight, but if they retreat they
automatically take cover at the end of their retreat move, See Case [12.4.2].
[5.1.3] Elements which are carried away by a retreat become disordered, See Case [10.5.3].
[5.1.4] Disordered element half the number of dice, rounded up, in fire combat or close combat, See Case [13.4.8].
[5.1.5] An element recovers from disorder by the expenditure of an action, See Case [9.1.3]. Until this occurs it
cannot move, conduct opportunity fire, or return fire, but can conduct close combat if engaged by an
enemy close assault or conduct fire combat.
[5.2] DISRUPTED
nd
If a disordered elements suffers a 2 disorder, or suffers a disrupted due to enemy fire combat or close
assault is disrupted, See Case [13.5.6] and Case [13.8.7]. If disrupted an element is removed from the
playing area and is eligible for rally, See Case [15.2].
[13.6.2] TABLE 9: DIRECT FIRE COLUMN MODIFIERS (ATTACKER MODIFIERS) (See Charts & Tables)
Mod Condition
If the Firer is:
-1 if the firing Element is Fatigued.
If the firing Element is taking Cover (Disordered or Deployed), or if in loose formation (1)
If firing in rain or snow.
If firing in Dawn or Dusk.
-2 if the firing Element is Exhausted.
If firing in Heavy Rain or Blizzard.
Key:
(1) If both taking cover or in loose formation only apply once. This modifier is only used once.
[13.6.3] Fire combat is prohibited at Night
[13.7.2] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (TARGETS MODIFIERS) (See Charts & tables)
If the target is:
Mod Condition
+2 Any Element in travel mode.
+1 In featureless terrain, unless taking cover.
-1 Taking cover in clear terrain
Taking cover in a solid building, or behind a Wall or side of Embankment which provides cover (1)
-2 Taking cover in Rough terrain.
Taking cover in entrenchments (2).
Key;
(1) Add to any additional modifier for talking cover in terrain, such as in clear or rough terrain
(2) The also count the terrain the entrenchment occupies. If entrenchment is made of stone apply the
-1 for being behind a wall or in a building, i.e. fortifications or City BUA.
[13.7.3] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (FIRERS MODIFIERS) (See Charts & Tables)
If the Firer/attacker is:
Mod Condition
+1 Attacking with Lance against Infantry in first round of close combat, See Case [12.4.7].
Attacker is Trained, or better, British Ms being close assaulted by enemy infantry in first round of
combat, See Case [12.4.9]
-1 Attacking a hilltop position, or attacking up a slope (3)
Attacking enemy over a stream(2), ford, or behind a wall or the side of embankment which
provides cover.
Attacking element taking cover. (1)
Attacking element Fatigued.
Attacking in loose formation
Attacking in Rain or Snow.
-2 Attacking enemy over a Large Stream(2).
Attacking element Exhausted
Attacking in Heavy Rain or Blizzard.
-3 Attacking over a Bridge.
Attacking at Night with Moon
-4 Attacking at Night with no moon.
Key;
(1) If a non-phasing element in cover, this represents an element defending against a close assault
fighting back.
(2) The Close assaulting element would be in the stream in this case.
(3) The Close assaulting element would be on the hill slope or would of moved up a slope in order to
conduct he close assault.
Note: Both the close assaulting element, or the element which initiated the close combat, and the
defending element attacks its opponent during each round. Thus the “Attacker” in this Table can
be either.
[13.8.1] TABLE 11: FIRE & CLOSE COMBAT TABLE (See Charts & Tables)
DIRECT & INDIRECT FIRE (TABLE ELEVEN)
Target (FE – Fire Effectiveness Value)
Jg, Sk 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
ART, CMD -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ms, LI -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
TRN, Sk CAV -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
CAV -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
CLOSE COMBAT (TABLE THIRTEEN)
ALL -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
DICE
D6 - -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
[14.9] FERRIES
[14.9.1] Ferries
[14.9.11] An element of pioneers, specifically equipped with boats, can carry an up to five elements of artillery or
cavalry, or up to ten elements of infantry, across a river per turn.
[14.9.12] The width of the river isn’t that important, unless it is huge in which case, they take two turns per five
elements.
[17.1] TABLE 15: CLIMATIC REGIONS AND SEASONS, See Case [16.1] (See Charts & Tables)
Region Season Daylight Dawn/Dusk Night
Cold Summer 14 turns 2 turns 12 turns
Warm or Dry Summer 13 turns 2 turns 11 turns
All Spring/Autumn 12 turns 2 turns 10 turns
Tropical Summer/Winter 12 turns 2 turns 10 turns
Warm or Dry Winter 11 turns 2 turns 9 turns
Cold Winter 10 turns 2 turns 8 turns
[18.0] WEATHER
General Rule;
There are two weather paths, snow and rain. In both paths clear weather means there is no weather
effects. If the weather deteriorates the weather will change to Rain or Snow, followed by Blizzard or Heavy
Rain, See Case [7.4]. Players determine if the Snow or Rain path is used before the game begins.
[20.0] CREDITS
Napoleonische-Kriegsführung v2.1
Designer: Peter Frederick Model.
[A.1] FRENCH
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Napoeleon I (5) Brilliant (5) Superior Charismatic
Augereau (1800-07) (4) Good Inspirational
Augereau (1807-14) (3) Mediocre Impersonal
Bernadotte (3) Mediocre (3) Mediocre Impersonal
Bessieres (4) Good (4) Good Inspirational
Davout (4) Good (5) Superior Impersonal
Drouet d’Erlon (4) Good Impersonal
Eugene de Beauharnais (3) Mediocre (4) Good Inspirational
Exelmans - (4) Good Impersonal
Gerard (4) Good Inspirational
Grouchy (3) Mediocre - (5) Excellent Inspirational
Jerome Bonaparte (2) Poor (2) Poor Inspirational
Junot (3) Mediocre (3) Mediocre (5) Excellent Inspirational
Kellermann (Young) - (5) Excellent Inspirational
Lannes (5) Superior Charismatic
Latour-Maubourg - (5) Excellent Inspirational
Lefebvre (4) Good Inspirational
Marmont (4) Good (5) Excellent Inspirational
Massena (1796-1800) (5) Brilliant (5) Superior Impersonal
Massena (1801-1811) (5) Brilliant (5) Excellent Impersonal
McDonald (2) Poor (4) Good Impersonal
Milhaud - (4) Good Impersonal
Mouton (Lobau) (5) Excellent Inspirational
Murat (2) Poor (3) Mediocre (5) Superior Charismatic
Nansouty - (5) Excellent Inspirational
Ney (3) Mediocre (4) Good Charismatic
Oudinot (3) Mediocre (4) Good Inspirational
Pontiatowski (3) Mediocre (4) Good (Polish) Charismatic
(Others) Impersonal"
Reille (4) Good Inspirational
Reynier (2) Mediocre Impersonal
Saint-Cyr (3) Mediocre (4) Good Impersonal
Soult (5) Excellent (5) Excellent Impersonal
Suchet (5) Excellent (5) Excellent Impersonal
Vandamme (2) Poor (4) Good Inspirational
Victor (2) Mediocre Inspirational
[A.3] SPAIN
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Blake (2) Poor Inspirational
Castanos (3) Mediocre Inspirational
de la Cuesta (1) Despicable (1) Despicable Charismatic
Romana (2) Poor Impersonal
[A.4] RUSSIA
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Bagavout (1) Despicable Impersonal
Bagration (3) Mediocre (4) Good Charismatic
Barclay de Tolly (3) Mediocre (4) Good Impersonal
Benningsen (2) Poor (2) Poor Uninspring
Buxhowden (1) Despicable (2) Poor Impersonal
Constantine (1) Despicable Charismatic
Docturov (2) Poor Impersonal
Essen (1) Despicable Impersonal
Eugene of Wuttemberg (2) Poor Inspirational
Korf (2) Poor Inspirational
Kutuzov (4) Good Inspirational
Langeron (2) Poor Impersonal
Mildoradovitch (4) Good Inspirational
Ostermann-Tolstoi (3) Mediocre Inspirational
Platov (3) Mediocre Inspirational
Prebyshevsky (1) Despicable Impersonal
Raevski (3) Mediocre Inspirational
Sacken (1) Despicable Impersonal
Sievers (2) Poor Impersonal
Suvarov (4) Good Impersonal
Tormasov (2) Poor (3) Mediocre Impersonal
Tuchov (2) Poor Impersonal
Tsar Alexander I (2) Poor Charismatic
Uvarov (2) Poor Inspirational
Wittgenstein (3) Mediocre Impersonal
[A.6] AUSTRIA
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Archduke Charles (3) Mediocre Charismatic
Archduke Ferdinand (1) Despicable Impersonal
Archduke John (1) Despicable (1) Despicable Impersonal
Bellegarde (2) Poor Impersonal
Hiller (2) Poor Impersonal
Hohenzollern (2) Poor Impersonal
Klanau (1) Despicable Impersonal
Kollowrat (2) Poor Impersonal
Liechenstein (3) Mediocre Inspirational
Mack (1) Despicable Inspirational
Rosenberg (1) Despicable Impersonal
Reuss-Plauen (1) Despicable Impersonal
Schwarzenberg (2) Poor (3) Mediocre Impersonal
Wurmser (1) Despicable (1) Despicable Impersonal
Dead-Ground, 39
deploying, 17, 25, 28, 42
Q
Difficult Terrain, 26, 51 Quality Test, 14, 19, 25, 46, 48
Disorder, 16, 41 Quality, Base, 13
Disrupted, 9, 13, 15, 16, 35, 41, 44, 48, 49 Quality, Commander, 13, 21
Quality, Personal Commander, 21
E
Elan bonus, 10, 19, 25
R
Element Class, 9, 14, 48 Rally, 13
Element Quality, 9 Retreat move, 16, 27, 35
Engineers, 14, 46 Return Fire, 39
Entrenchments, 42, 43, 46, 51 Road Terrain, 51
Exhausted, 16, 42 Rough Terrain, 6, 42, 43, 51
F S
Fatigued, 16, 42 Skirmishing Cavalry, 7
Featureless Terrain, 6, 42, 43, 51 Stream, 43
Ferry, 47
Firing on the Move, 39 T
Ford, 43
Fortifications, 25, 42, 43, 46 Taking Cover, 25, 46
Terrain, 6
J
Jagers, 7
LWRS https://groups.io/g/LWRS
Bewegunskrieg https://groups.io/g/Bewegunskrieg
Kriegsspiel-Zusammenfassung https://groups.io/g/Kriegsspiel-Zusammenfassung
Neu-Schwerpunkt https://groups.io/g/Schwerpunkt