While reading about Napoleon on his campaigns i noticed that almost all the campaign systems I know are quite symmetrical. Armies are pitted against each other that may behave differently in the field but the campaign rules, as a battle generator of sorts assume that there are no differences on the strategical side of things. The systems Napoleon employed in his early campaigns before his enemies caught on would lead to a much less symmetrical campaign, though.
Advantages in scouting and screening, force concentration and a flexible approach about where the own center is situated are things that come to mind. Living off the land as opposed to long and slow supply trains is another difference that will influence how forces move.
I decided to work on a campaign system (code named Project Icarus) to model such differences in a simple way without a ton of bookkeeping. Nothing will be very detailed but in sum I hope to bring more realism to the campaign layer.
I set up a short and rather symmetrical campaign in order to test the systems in place first. Namely my rules for scouting, screening (preventing enemy scouting), morale, exhaustion and setting up field battles.
The map below is fictional but very loosely based on the Eckmühl campaign during the 5th Coalition in 1809. The French C-in-C Gérard has 4 regular Corps and one Guard Reserve Corps starting west. The Austrian C-in-C Stroheim has 5 Armeekorps at his disposal staring from the east.
This is essentially a map of nodes or locations armies can travel between and a rate of one move per turn. It is essentially a test map and not very realistic in regards to the river. More on movement later.
Scouting and screening is modeled by 5 dummy forces (the lighter blue/yellow) on each side. At a distance of two locations scouting rolls can be made to uncover various bits of information depending on the roll.
There is also a stacking rule of 2 per side in place which is very work in progress at the moment.
Stamina and Morale are tracked per force counter. Each move and battle costs stamina and depending on winning or losing the morale is changed. Morale is simply the percentage of losses a force can take during a battle before it is considered broken.
My aim with this test campaign is to iron out quirks in the rules first before applying them to asymmetrical scenarios. It will be quite easy to give one side more dummy forces, better scouting modifiers, stamina or morale. Marching speed itself is more difficult to change but stamina is a good start.
The campaign begins with a day of maneuvers on standing orders. As no contact was possible on day one I gave all forces a march order and just executed it instead of moving one force at a time.
At the end of the day the French look like they can project quite a few forces towards Weil. In reality they have their center around Kreuznach and are ready to shift their forces south. Gérard is ready to retire his Corps from Weil to lure the Austrians in. Scouting has been bad this turn as the enemy forces B and H at Rabenhaus are not revealed. A and G stay unrevealed as well. Gérard suspects 2-3 Armeekorps in total in the area.
The Austrian perspective shows the wall of possible French troops closing in on Weil. The Austrians indeed have two Armeekorps there but Stroheim’s other forces are too stretched out to support each other. At least their scouting has confirmed that the enemy at Weil is not a dummy but in fact III Corps of General Darche.
Early April 12
This day begins with the standard campaign sequence. Players roll for initiative and the winner decides who moves one force first. After that it is alternating between the two sides. There are two of these movement phases each turn, hence the early/late distinction of the day. Battles might start early in the day but are only fought after all moves have been completed to give reinforcements time to march to the sound of guns.
The situation for Gérard around midday. He drew his dummy forces closer to Weil in order to keep the enemy from launching an attack. It worked and French scouts also identified one dummy (which is discarded) and the names of two real forces around Weil. Unfortunately enemy force C at Porthaus has not been identified. The plan is to shift more forces to the south for a left hook while keeping the enemy at Weil busy with guessing Gérard’s real dispositions.
The Austrians failed at scouting as well and enemy force I remains veiled. So far the French could be anywhere. As III Corps stayed at Weil Stroheim believes that there are definitely enemy reinforcements on route to Weil. He probably should have attacked while he had the chance but hesitated.
Late April 12
The second movement phase begins with French initiative and Gérard decides to pull III Corps out of Weil due to increasing reports of enemy formations in the area. The Austrians don’t waste time and move in with their two Korps and possibly another one behind it. Force J up at Korik has to be dealt with in a day or two as well.
Meanwhile the southern column marches on and II Corps under Philidor discover a dummy at Porthaus before engaging a real enemy.
After said dummy has been discovered Stroheim decides to engage the enemy at Porthaus before forces can be concentrated. As enemy maneuvers around Weil become erratic Stroheim judges that his intel must be wrong and three Korps will be sufficient for the Weil area. He sends Sandmeier with the IV Armeekorps towards Stautz to help in the south and stays at Offen himself to keep both fronts in view.
Around midday two opposing forces clash somewhere in the area of Porthaus. As the encounter happened in the late part of the turn and both forces rolled high on their time to march, it will be a short battle. Andris’ III Armeekorps arrives first. This gives him choice of table edge but he also has to set up first. The battle will start on turn 10 of 15 for the day.
The battle will be subject of the next campaign post. Volley and Bayonet will make its debut on my blog as the rule set for the battlefield side of things.