NHWC WARGAMING RULES

VOTE (2nd half 1999)

   
   

Game specific rules/.pdt and OOB file changes

Final Results.....

NIR

1. Decrease the Russian fanaticism modifier to +1 ?

Failed, 13yes to 31 No

2. Decrease the Russian fanaticism modifier to + 2 and remove it completely from pike armed troops?

Passed, 27Yes to 16 No

3. Prohibit the forward movement and engagement of Russian militia divisions until the Russians have suffered 25,000 casualties or after 2 hours of the battle have elapsed ?

Failed, 16 yes to 33 No

4. Prohibit engagement of the French Imperial Guard at NIR until the Russians have suffered 25,000 casualties or after two hours of the battle have elapsed?

Passed 25yes to 24No

5. Increase all Russian Position Batteries to 12lb cannon?

Failed 24Yes to 25No

6. Make ALL Russian Dragoons 'Heavy'? (note, that Russian cuirassiers should already be 'heavy', but the bug hasn't been fixed by the people at TS. In our new OOB, it will be a given)

Passed 35Yes to 9No

7. Reduce the artillery ammunition pool of both sides by 50%(note, this would go hand in hand with an artillery restriction for all games as listed below in Proposition #17)

Failed 21Yes to 29No

PTW

8. Require Prussian II Corps to remain fixed at Ligny Unleashed until French reinforcements arrive ? (choose yes on either 8. or 9. or no on both)

Failed 8Yes to 35No

9. Require Prussian III Corps to remain fixed at Ligny Unleashed until French reinforcements arrive ? (choose yes on either 8 or 9 or no on both)

Failed 15Yes to 31No

10. Prohibit engagement of French Imperial Guards until 6PM at Ligny or after the first two hours of the battle have elapsed?

Failed 19Yes to 29No

11. Only allow skirmishers to fight in the villages of the Ligny battle for the first two hours of the game?

Failed 15Yes to 34No

Special note: In this club, it is a given that Prussian Infantry units were capable of detaching and employing skirmishers...no vote is required. Specifically, each regular and LDW bn. may detach one company, and each Fusilier Bn. may act as a light unit.

BGW

12. Prohibit movement of French VI Corps and French Imperial Guard infantry to east of Plancenoit to set up defensive positions before the Prussians arrive on the map?

Failed 19Yes to 29No

13. Increase Quality of Hanoverian LDW in both BGW and PTW to 3?

Passed 27Yes to 19No

 

14. Allow only skirmsihers to fight in the villages of Papelotte and Plancenoit?

Failed 8Yes to 38No

General

15. Prepare and use club rebuilt OOB's, scenarios, and modules in which all leaders are represented either by themselves or possibly a chief of staff, if it was known for sure that they weren't on the field? In other words, fill all command gaps, and restructure units which are structured incorrectly like the Brunswick detachment?

Passed 45Yes to 4No

16. Increase the number of movement points for cavalry to 14?

Passed 34Yes to 15No

Wargaming rules

Artillery:

17. Require an artillery restriction #1. Basically, the number of Ammo points divided by the number of firing phases? (this goes specifically with #7 above) (in BGW hist. it works to 6 shots per phase, in PTW Ligny 7, and in NIR Hist. Borodino to 15. This is all in the name of playability) choose yes on either 17 or 18 or no on both

Failed 13Yes to 35No

18. Require an artillery Restriction #2. Require each side to use no more than 24 cannon per division committed to battle, and in contact with the enemy? choose yes on either 17 or 18 or no on both

Failed 10Yes to 37No

19. Targeting restriction. Artillery must fire on nearest formed units or cavalry within charging range? In other words, they can't overlook the troops actually attacking to fire at the tastier targets in the rear. They need not fire on skirmishers

Passed 27Yes to 14No

Skirmishers:

20. Restrict the number of skirmishers in the open to 125 per hex, and 225 in covered terrain?

Passed 37Yes to 13No

21. Skirmishers may melee only other skirmishers and artillery...Period?

Passed 40Yes to 10No

22. Skirmishers may not enter the threat hexes of infantry or cavalry unless they end their move in a covered hex.

Passed 30Yes to 20No

23. Skirmishers may not stay in an enemy threat hex unless (excluding artillery) in covered terrain. In other words, if an enemy formed unit or enemy cavalry move so that their threat range covers the skirmisher unit (in the open), then those skirmisher units must retire into or behind a friendly formed unit (the advancing enemy is NOT required to melee them). They may fire during their defensive phase before they move, but once they enter a hex with a friendly formed unit, they must either become reintegrated with their parent unit or abstain from firing. If they have become disordered, they must still move as close as possible to their parent unit, but they may not form an uninterrupted line to impede an enemy advance (no two adjacent hexes can be held by these disordered skirmishers or other skirmishers which have failed to return to their parent bn's).

Passed 26Y to 24No

24. Skirmishers are restricted to a range of 3 hexes from their parent bn. in open terrain?

Passed 37 Yes to 12 No

25. Skirmishers are restricted to a range of 5 hexes from their parent bn. in open terrain? Note, to be in compliance with #23, disordered skirmishers that cannot regain their friendly formed units may be by-passed and considered captured. They may not fire during their defensive phase. In other words, if you wish to use the extended range of 5 hexes, be prepared to lose some troops to by-pass and capture.

Failed 12 Yes to 35 No

26. Skirmishers may not move adjacent to any non-routed cavalry or non-routed formed infantry unit unless they enter a covered hex?

Passed 33Yes to 17 No

Formed Battalions:

27. Undisordered formed battalions may move within musket range, but not adjacent to enemy cavalry unless they end that move in covered terrain.

Passed 32Yes to 18No

Capture and Rescue:

28. Units which have been by-passed, and are surrounded by enemy units of their own or superior type are allowed one offensive phase in which to try to break through to or be rescued by their own friendly forces. (for instance, 1. Skirmishers could only surround and capture enemy skirmishers or artillery with no need to melee, 2. Formed infantry could surround and capture enemy formed infantry, artillery or skirmishers with no need to melee, 3. Cavalry could surround and capture all types with no need to charge or melee) Upon the failure of escape/rescue the captured troops will be directed to a hex by the capturing player. Those captured troops will march as directed, and at the completion of the game, be added to the overall losses. For a body of troops to be considered rescued or to have escaped, they must have a clear line of hexes to friendly forces, or their ZOC's must overlap those of other friendly forces.

Passed 26Yes to 22No

29. Road movement restriction #1: Restrict all non-cavalry units to moving only 6 hexes and restrict all cavalry units to 7 hexes of road movement. (the surplus movement points may be used for facing changes, stacking, or, one might move a unit over three road hexes, leaving 9 MP's with which he may move another 3 hexes of varying terrain)

Failed 9Yes to 37No

30. Road movement restriction #2: While marching on a road, the first unit of the stack may move the full 12 MP's, the second unit 10MP's, the third unit 8MP's, the fourth unit 6MPs', and so on. (more complex, but better simulating the stretching out process which comes with road movement.

Passed 33 Yes to 16 No

Both 29 and 30 will reduce the panzerblitz and the lightning-fast reinforcement of a weak area.

Late additions to possible changes of the .PDT file

See test results below for more info.

31. Increase fatigue reducing probability to 100%. (in other words, if you don't move them, fire, or if they don't get fired upon, they WILL regain 4 fatigue points in one hour of rest) It cuts out one of the more dubious variables of the game. You can rest your troops, and expect them to regain fighting trim within a reasonable amount of time.

Failed 19 Yes to 29 No

Here are some testing results for number 31...these won't vary. 12 battalions all at fatigue 9. Within 2.5 hours, they had all dropped to 0 fatigue.

32. Increase fatigue reducing probability to 75%. (in other words, if you don't move them, fire, or if they don't get fired upon, they MIGHT regain 4 fatigue points in one hour, but it would probably be less) A more variable option...If you need variables.

Failed 19 Yes to 29 No

Here are some testing results with the fatigue reduction modifier set at 75%:

Again, all twelve Bn's were at fatigue 9. After 1.25 hours, Four Bn's had dropped to fatigue 4, Four Bn's had dropped to fatigue 5, and Six Bn's had dropped to fatigue 6. The Bn's will lose fatigue at different rates...some will get the reduction a few turns in a row, whereas some won't get any reduction

After 2.5 hours of gametime: Three Bn's had dropped to fatigue 0, Six Bn's had dropped to fatigue 2, and Three Bn's had dropped to fatigue 1.

With all Twelve Bn's set a fatigue 6, and the modifier still at 75%:

After 1.25 hours, Two Bn's had dropped to fatigue 1, Five Bn's had dropped to fatigue 5, Two Bn's had dropped to fatigue 4, and Three Bn's had dropped to fatigue 3.

After 2.5 hours, Ten Bn's had dropped to fatigue 0, and Two Bn's had dropped to fatigue 1.

 

33. Increase fatigue reducing probability to 50%. (in other words, if you don't move them, fire, or if they don't get fired upon, they MIGHT regain 4 fatigue points in one hour, but it would probably be MUCH less) An even more variable option...If you need variables.

Failed 19 Yes to 28 No

With Twelve battalions set at fatigue 9, and the fatigue reduction modifier set at 50%:

After 1.25 Hours: Two Bn's dropped to fatigue 5, Two Bn's dropped to fatigue 6, One Bn dropped to fatigue 4, Four Bn's dropped to fatigue 7, and Three Bn's had dropped to fatigue 8.

After 2.5 hours: Two Bn's had dropped to fatigue 4, Three Bn's had dropped to fatigue 3, and Six Bn's had dropped to fatigue 6.

These are only test results, and not a promise of actual results, except where the reduction modifier was set at 100%.

A note concerning Line Movement Restriction and other optional rules provided by the BG engine.

Occasionally, there are disputes about a player choosing optional rules which haven't been agreed upon. So, please clear these up before the first move is begun. This club concedes that all armies of the Napoleonic period did use line formations, and could march while in line. The rule, is just silly.

Please vote on all of the questions above, and make your voice heard. We thank you in advance for your participation.

Go to vote matrix

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