As listed
on the HPS Simulations site, Napoleonic
Battles is a series that includes the following titles:
- Napoleon's
Russian Campaign
- Eckmuhl
- Wagram
- Waterloo
- Jena-Auerstadt
All of
the titles of this series share common traits with one another. The
following is an extract from the user documentation.
Sides:
A Napoleonic Battle is played by two sides, one French and one Allied.
A battle may be played by one person against the computer, or by two
persons using a variety of modes such as Two-Player Hot Seat, Play-By-E-Mail
(PBEM), or Network Play.
-Game
Scale-
Hexes:
Each battle is played on a map made up of hexagons (hexes). Each hex
measures 100 meters across. Elevations are given in either feet or meters,
depending on the game in the series being played. Each hex contains
terrain which affects movement and combat in that hex.
Turns: Each battle is conducted
in turns each of which typically represents 15 minutes of real time,
although this may vary by scenario and may be 10 minutes depending on
the game in the series being played. Each player has a number of units
under their control, some of which are on the map at the beginning of
the battle, while others arrive as Reinforcements.
Units:
Typically, each unit is a battalion of Infantry, a battalion of Cavalry,
or a battery of Artillery. Each Infantry and Cavalry unit has a strength
value in increments of single men, while each Artillery unit has a strength
value in number of guns. In addition there are specialized units such
as Leaders and Supply Wagons. Infantry and Artillery units are capable
of firing on enemy units and each has a range value indicating the number
of hexes that unit may fire.
-Style
of Play-
Turns vs. Phases: Each battle can be fought in one of two modes.
In the default Turn-based mode, each player moves, fires, and melees
using units under his control in his turn. There are only a few restrictions
on this:
•
After firing, a unit cannot move for the remainder of the turn, but
may melee in that turn.
• After meleeing, a unit cannot move or fire for the remainder
of the turn.
The purpose
of these restrictions is to help ensure that the resulting battles are
fought in a manner similar to historical Napoleonic battles and with
less flexibility that would be found in more modern combat. As each
player performs actions in their turn, Defensive Fire is possible by
the opposing side under the control of the computer. In the Phase-based
mode, invoked using the Manual Defensive Fire Optional Rule, each turn
is played as described in the next section.
Phases:
Under the Manual Defensive Fire Option, each turn of the battle is divided
into Phases. A Phase will be under the control of one side or the other.
A complete turn is made up of a total of 8 phases. For example, if the
French player is the first player in each turn, the phases will be:
•
French Movement Phase
• Allied Defensive Phase
• French Offensive Fire Phase
• French Melee Phase
• Allied Movement Phase
• French Defensive Phase
• Allied Offensive Fire Phase
• Allied Melee Phase
At the
beginning of each Phase (under Local Control) the Phase Dialog is displayed
(see the Main Program Help File ). In each phase only certain actions
are possible. Movement is restricted to the Movement Phase and firing
is restricted to the Fire Phases, Defensive and Offensive. The Melee
Phase allows hexes containing enemy units to be assaulted and possibly
captured.
End
Of Game: As each player finishes their turn or phase, they
advance the battle to the next turn or phase by using the Next Turn
or Next Phase function of the Turn/Phase Menu. This continues until
the time limit specified in the scenario at which point the win, lose,
or draw outcome of the battle is determined. Winning and losing are
determined by a calculation based on the ownership of certain Objective
hexes and the relative losses of the two sides.
-Unit Types-
This section
describes many of the various unit types that are in the game. Understanding
the various unit types, their abilities and their restrictions, is key
to successfully mastering Napoleonic tactics.
Leaders:
Leaders represent individuals that command the various forces. Leaders
are used to improve the effectiveness of the forces under their command
and to support other commanders subordinate to them. In general, the
presence of commanders improves the Morale of units and thus increases
their fighting abilities.
Infantry
Units: Infantry units have a strength measured in number of
men. They have a Quality value which affects their effectiveness in
combat. In general, they have a weapon that allows them to fire at enemy
units. They can also attack enemy units in melee attacks
Cavalry Units: Cavalry units have a strength measured in number
of men. They are always considered Mounted on their horses and have
no ability to fire at enemy units. However, they are armed with a weapon
such as a sword or lance and can effectively attack enemy units using
melee attacks.
Artillery
Units: Artillery units have a strength measured in number of
guns. They can be either Limbered or Unlimbered. When Limbered, they
can move but cannot fire. When Unlimbered, they can fire, but not move
other than to change their facing.
Skirmisher
Units: Skirmisher units represent detachments of Light infantry
from a main Infantry unit. Skirmishers are often used to shield a main
position against an enemy attack or to hold obstructed terrain.
Squadron/Platoon
Units: Squadron and Platoon units represent detachments from
a main Cavalry unit. They can be used for scouting or to block enemy
movement.
Supply
Wagons: Supply
Wagons are used to resupply Infantry units that become Low or Out of
Supply. For each unit of strength, they can resupply 10 men. They have
no ability to attack the enemy but they can be captured by the enemy.
-Unit
Formations-
Each formation
has a purpose and strengths and weaknesses in the game.
Line
Formation: Line formation can be used by Infantry and Dragoon
Cavalry units. It has increased firepower over other formations and
is less vulnerable to enemy fire. It is a good defensive formation,
but is vulnerable to enemy Cavalry charges.
Column Formation: Column formation can be used by Infantry
units. It has increased mobility over other formations, but has less
firepower than Line formation. It is a good offensive formation, but
also is vulnerable to enemy Cavalry charges. Column formation is also
the only formation that Supply Wagons can have.
Square
Formation: Square formation is used by Infantry to defend against
enemy Cavalry charges. It has very little mobility and reduced firepower.
It is mainly a defensive formation.
Mounted
Formation: Mounted formation is the standard formation for
Cavalry. The formation has good mobility and can be used to conduct
Cavalry charges. Dragoon Cavalry can dismount and change into Line formation.
Limbered
Formation: Limbered formation is used by Artillery units and
represents Artillery ready to be moved. While this is the formation
you must use to move Artillery, it cannot fire in this formation.
Unlimbered
Formation: Unlimbered formation is used by Artillery units
and represents Artillery ready to fire. While in this formation, Artillery
units cannot move, but may only change Facing.
Skirmish
Formation: Skirmish formation is used exclusively by Skirmisher
units. In this formation, Skirmishers can move and fire in any direction.
Shortened
Line Formation: Shortened Line formation is the name in this
game given to Infantry and Artillery units in Line formation that have
sufficient strength to go into Extended Line Formation.
Extended
Line Formation: Extended Line formation is used by large Infantry
or Artillery units to extend their formation over more than one hex.
When a unit is in Extended Line formation, it will consist of two counters
in adjacent hexes.
-The
Campaign Game-
A Campaign
consists of a series of Situations. Each Situation
offers each side in the Campaign a list of Choices.
Each side picks one of these Choices not knowing what the other
side has decided. After each side has selected their Choice,
then the selections are cross referenced to arrive at an Outcome.
An Outcome consists of a Scenario in a Module
and 5 other Situations associated with the 5 possible victory
conditions that can result from a battle:
- Major
Defeat
- Minor
Defeat
- Draw
- Minor
Victory
- Major
Victory
In addition,
an Expected Value is associated with each Outcome
for use by the A/I (Artificial Intelligence).
The Scenario
is fought by the two sides and the Union victory condition resulting
from this battle is used to determine the next Situation according
to the 5 Situations associated with the Outcome. This
process is repeated and continues until a Terminal Situation
is reached which represents the resolution of the Campaign.
(Italics, mine -when used to differentiate between game specific terms,
which may just be the computer nerd in me coming out :-D ).
The Napoleonic
Battles Campaign Editor supports the creation and modification of Campaigns
for use in the Campaign Series of Napoleonic Battles games.
-Scenario
Editor-
The Scenario
Editor can be used to create new scenarios and to modify existing scenarios
in the Campaign Series of Napoleonic Battles series' games. The Editor
has full support for all unit placement and modification (such as strength
and fatigue modification) and full support for other scenario features
(such as breastwork and objective placement). The Editor also supports
the creation and modification of A/I Scripts in the scenarios.
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