NHWC Victory Conditions

and Bonus Points

For Full Scale Game: i.e., both sides must have over 30,000 men, using a full scale battle map.

Victory Level Winner Losses Loser Losses Winner's points Losers Points
Defeat in Detail No More Than 20%

Loss of total forces

Number of Winner's

losses X 2.5

40 points 5 points
Major Victory No More than 20%

loss of total forces

Number of Winner's

losses X 2

30 points 7 points
Minor Victory No More than 20%

loss of total forces

Number of Winner's

losses X 1.5

20 points 10 points
Draw All Other Results Except Manuever Victory 10 points 10 points
Manuever Victory Winner Takes and Holds specified hex group for 2 turns 35 points 5 points

For Small Scale Battle i.e., Both Forces have less than 30,000 men

and/or use Smaller battle map.

Victory Level Winner's Losses Loser's Losses Winner's Points Loser's Points
Defeat in Detail No More Than 20%

Loss of total forces

Number of Winner's

losses X 2

20 points 2 Points
Major Victory No More Than 20%

Loss of total forces

Number of Winner's

losses X 1.5

15 points 3 points
Minor Victory No More Than 20%

Loss of total forces

Losses are relatively

equal, but one side

is behind it's scenario

start postions

10 points 5 points
Draw All Other Results 5 points 5 points

Special note: In Battles where there are two seperate Armies involved, there can be more than one victory/loss. For instance, at a historical BGW, the French Player could Defeat the English in Detail and then lose, win, or draw against the Prussians

Definitions:

Defeat in detail: Once a side has lost at least 20% of his forces, and his opponent has lost 2.5 times more, the losing army has lost faith in it's commander and has routed off the field. May be declared at any time by the Victor once the above conditions have been met.

Major victory: Once a side has lost at least 20% of his forces, and his opponent has lost twice as much, the defeated army is losing cohesion and is close to rout. May be declared at any time by the Victor once the above conditions have been met.

Minor victory: (Full Scale Battle) Once a side has lost at least 20% of his forces, and his opponent has lost 1.5 times as much, the losing side knows it has been out-generaled, and decides to withdraw. May be declared at any time by the Victor once the above conditions have been met.

Minor victory: (Small Scale Battle) Losses are relatively equal, but one side has been forced to give up its main starting positions. May only be declared at the end of a scenario.

Draw: Neither side has done significantly better than the other, in casualties or manuever. May be declared once both sides have lost at least 20% of their forces and both agree that little else can be accomplished.

Manuever Victory: (Full Scale Battles Only) Line of Communications have been severed! One side must take and hold a specific hex group in Corps strength with all 3 arms present for at least two turns or until the end of the scenario, whichever comes first. No enemy forces or ZOC's can be in or overlapping the hexes of the hex group. See table below.

Manuever Victory Conditions by Battle:...Historical Considerations

Waterloo: Capture of either main road hex groups would mean that either the French or British had been cut off from their respective LOC's, and be forced to retreat. For the British, this threat can be seen as very real, since Wellington left some of his best troops behind to protect his supply base. For the Prussians, advancing over a wide area on poor roads, there is really no way to cut them off, since they had left their LOC in order to ensure Napoleon's defeat.

NIR: Napoleon's supply situation was tenous at best. A little benefit has been given the French, since they do advance over two main roads. For the Russians, fighting in their own country, with three main roads to fall back on, amidst a friendly population makes them almost secure from Maneuver victory. They'd basically have to be encircled to be totally destroyed.

Ligny: For the Prussians, Ligny was to serve as a jumping off point to attack the French. Blucher had no plan to fight a defensive battle, and was preparing to attack. Unfortunately, TS decided to put all of the burden of attack on the French. By cutting off this jump-off point, the French could be considered to have quashed Blucher's ambitions. Conversely, Blucher is in a bad position to cut off the French by Manuever. With reinforcements to arrive on the French right-rear, a manuever victory would be very difficult for the Prussians.

Quatre Bras: Holding the QB crossroads was a major Allied neccessity. Wellington can thank the Dutch who acted on their own initiative, seizing the vital crossroads before the French could arrive. Once the neccessary hex groups are taken, the Allies could no longer be expected to hold QB, being flanked in two directions. For the Allies, cutting off Ney would again be very difficult since their reinforcements come in far to the north.

A hex group is considered the 6 hexes adjacent to a specified hex.

Manuever Victory Objectives:

Game Battle Allied Hex

Group (s)

to take

French Hex

Group (s)

to take

Prussian Hex

Group (s)

to take

Russian Hex

Group (s)

to take

NIR Borodino   (41,2)

(0,30)

  (55,61)

(85,57)

(102,56)

BGW Waterloo (44,10) (50, 53)    
PTW Ligny   (39,65) (64,14)  
  Quatre Bras (19,20)

(27,19)

(39,65)    

 

Bonus Points

Bonus Points are earned by the capture of enemy officers, Battalion and Regimental standards, and captured batteries.

To Earn these bonus points, the units must be captured in the following ways:

Capture 1: Units have been surrounded or trapped by ZOC's, and have been defeated in melee.

Capture 2: Units have been destroyed during melee, even if not trapped by ZOC's

Capture 3: Units have been isolated and destroyed by ranged fire

No Points will be awarded for units destroyed by ranged fire! In the case of a formed unit being destroyed by ranged fire alone, it would be considered that an officer of the unit would have carried the colours to safety

Unit type Points Awarded for Capture
Regular Infantry Battalion

1

Regular Infantry Regiment

3

Guard Infantry Battalion

2

Guard Infantry Regiment

4

Cavalry Regiment

3

Guard Cavalry Regiment

6

Regular Battery

2

Guard Battery

4

Converged Gren. Battalion .5 (No standard carried)
Militia Battalion/Regiment

0

Opolochenie

0

Generals/Marshalls

2

Colonels and Below (Maj. etc.)

1

Army Commanders 100 and Instant Maj. Victory

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