Copyright © Decision Games 2009
In the Campaign Game of Napoleon's Last Battles, Players direct the course of the entire 1815 Campaign in Belgium. One Player controls the French forces and the other directs the Prussian and Anglo-Allied forces. To form the campaign map, all four maps included in the Quadri-Game are linked together. To simulate certain additional factors which are important in the conduct of the campaign, two major additional rules sections are introduced. All of the Standard Rules apply with full vigor unless specifically modified in the Campaign Game rules.
The Campaign Game Sequence of Play is altered by the addition of one Phase to each Player Turn. This Phase occurs immediately before the Movement Phase in each Player Turn and is called the Command and Reorganization Phase. During this phase the operations described in (section 20.0) Command and Reorganization (section 21.0) are performed in the following subsequence:
The Phasing Player determines which Combat Units are under indirect Command through the proper Officers, and which Combat Units are under direct Command.
The Phasing Player reorganizes eligible Combat Units which were previously destroyed in combat, and determines the demoralization state of the components of his army due to Combat losses, or proximity to Demoralized Corps.
Leaders, a type of playing piece introduced into play in the Campaign Game, represent the various high-level leaders in each army in the Campaign. The Leaders have no combat value or strength in the sense that Combat units do; they are necessary for the effective employment of Combat Units.
There are two types of Leaders: Commanders and Officers. Commanders represent the highest level leaders in each army. In the French Army the commanders are Napoleon, Ney, and Grouchy. In the Anglo-Allied Army the Commanders are Wellington and the Prince of Orange. In the Prussian army the sole commander is Blucher.
Each of these Commanders bears a numerical rating known as the Command Capacity Rating which refers to the number of Officers and Combat Units that Commander may Command. For example Wellington, the British Commander with a Command Capacity rating of 4. may command four Anglo-Allied Officers and four Anglo-Allied Combat Units.
Officers represent the lower level Leaders directly responsible for the deployment of troops in their Command. Each Officer in each army bears a Command Designation which matches the Command Designation of the Combat Units in that Officer's formation. In the French and Prussian armies these Officers represent the Corps level leaders; in the Anglo-Allied army these Officers represent Divisional leaders. Officers may only effect units of their army which bear that Officer's Command designation.
In the rules dealing with Command and Reorganization, units will be referred to as belonging to a specific formation. All the units which bear the same Command designation in an army, are said to 'belong to' the same formation, and are commanded through the same officer.
See the in game charts.
The following rules detail how leaders operate differently from Combat Units as delineated in the Standard Rules. Unless specifically mentioned in the following rules, leaders observe all Standard Rules.
Leaders move during the Friendly Movement Phase, paying Movement Point costs as if they were Cavalry-type units for all terrain. Leader counters may freely enter and exit Enemy controlled hexes which are occupied by Friendly Combat Units. Leaders may never voluntarily enter an enemy controlled hex which is not occupied by Friendly Combat Units, nor may that enter a hex occupied by an Enemy leader or Combat Unit.
Leaders have no Combat Strength per se, nor do they have a Zone of Control of any kind. Thus, by themselves Leaders may not attack or defend, or hinder in any way the Movement of Enemy Combat Units.
Leaders are not considered to be Combat Units, and any number of Friendly Leaders may therefore occupy a hex. Theoretically a hex could contain up to two Friendly Combat Units and any number of Friendly Leaders.
Phasing Combat Units may freely enter and move through hexes occupied solely by non-phasing Leaders, in which case those Leaders are immediately removed from that hex and placed in the nearest hex occupied by non-Phasing Combat Units. Note that the non-phasing Leaders are not moved through the hex grid, nor do they expend any Movement Points or observe any Movement restrictions; they are simply placed on the nearest Friendly non-phasing Combat unit's hex.
When, during any Combat Phase, all Friendly Combat Units in a hex occupied by Friendly Leaders are either eliminated or retreat (leaving the Leaders as the sole occupants of the hex), a die is rolled once for each Leader in the hex. On a die roll of '1' or '2', the Leader in question is considered eliminated and removed from play. Eliminated leaders may never return to play.
Most Leaders (all Commanders) begin the Campaign Game on the map. The Officers of the French VI Corps, the Prussian IV Corps, and many of the Anglo-Allied Officers enter the Game as reinforcements. These Officers may enter the Game as shown on the Reinforcement Track. Officers which do not begin on the map are shown on the Reinforcement Track.
During any Player Turn in which a Leader unit provides or transmits the command capacity for an attack by a friendly unit, or participates in the Reorganization of units bearing its Command Designation, it moves at one-half its printed Movement Allowance.
Command capacity is intrinsic only to commanders, and is expressed by their Command Capacity Rating. The function of officers is to 'magnify' commanders' Command Capacity, and transmit command throughout their formations. Officers have no intrinsic Command Capacity of their own. The Command Capacity Rating of a commander represents the number of entire formations which may be commanded through those formations' officers, and the number of individual units which may be commanded directly by that commander. Units are said to belong to the same formation if they bear the same Command Designation.
PROCEDURE: During the Command Segment, the Phasing Player must determine the Command Status of all his Combat Units, and place a blank marker on all those which are not In Command. The Command Status of units endures throughout the entire Player Turn. A unit is said to be In Command if it is within five hexes of a commander whose command capacity is not exceeded, or if it is within three hexes of the officer of its formation, who is in turn In Command. An officer is In Command if within five hexes of a Friendly commander whose command capacity is not exceeded.
There are three armies in the game; the Prussian, French, and Anglo-Allied armies. The Commanders of each army may only command units of that army. An Officer may only transmit command to units which bear his Command Designation. Prussian and Anglo-Allied units are Friendly for all purposes, but Anglo-Allied Leaders may not control Prussians and vice versa.
The range of hexes described for command is traced through the hex grid from the Commanding Leaders hex (exclusive) to the hex occupied by the Officer or Combat Unit being Commanded (inclusive). Command may never be traced into or through 1] prohibited terrain. 2] an Enemy Occupied Hex or 3] an Enemy controlled hex which is not Occupied by Friendly Combat Units.
Units and Officers which are adjudged 'In Command' during the Command Segment of a given Game Turn function normally for all purposes throughout that Game Turn. The effects of being 'Out of Command' last for the entire Game Turn. These effects are as follows:
Units that are currently Out of Command may not enter an Enemy controlled hex. They may otherwise move and defend in a normal manner. Out of Command units that begin a Friendly Movement phase in an Enemy Zone of Control cannot move.
Out of Command units that begin a Friendly Combat Phase in an Enemy Zone of Control must attack. However, an Out of Command attacker converts all De and Dr results to Ar. If Friendly units In Command attack in concert with Out of Command units, all attacking units are considered Out of Command.
When all defending units are Out of Command, Ae combat results are converted to the Ar result. Out of
Command defenders cannot advance after combat.
All Combat Units have two sides. All information on each side of the counter is identical with the exception of the Combat Strength. The front side of the unit, shows the higher Combat Strength (the unit's full Strength); the reverse side, shows the weaker strength (the unit's reduced strength).
In the Campaign Game, Full Strength units which are destroyed in combat may be returned to play at their Reduced Strength later in the game. This activity is known as Reorganization and is accomplished by Officers of the appropriate Command designations under specific circumstances. Reorganization reflects the ability of an army to recover from combat losses and reorganize previously 'destroyed' units.
PROCEDURE: When a Full Strength unit is destroyed in combat, it is placed in the appropriate army's Reorganization area. When an already Reduced Strength unit, or a Unit with a Combat Strength of One, is eliminated in Combat, it is placed in the Permanently Destroyed Units area.
Units placed in the Reorganization area must remain there for one complete Game Turn, at which point they are available for reorganization during any subsequent Friendly Reorganization Phase. To reorganize a unit, simply place that unit in the same hex with the Officer bearing that unit's Command Designation (the officer must meet certain criteria listed in the following cases).
A Player may never attempt to reorganize a unit if the Officer bearing that unit's Command Designation is within ten hexes of an Enemy combat unit. Officers within ten hexes of an Enemy Combat unit may not attempt reorganization of the units of their formation.
An Officer need not be in Command to attempt reorganization. An Officer attempting reorganization may not transmit command capacity to the units bearing his command designation. The Officer in question loses all command functions for that Player Turn, and the units of his formation may attack only if in direct command of a commander.
Stacking limits may never be violated during reorganization; thus no more than two units of a given command may ever be reorganized in any given Command/Reorganization Phase.
When a Player attempts to reorganize units of a demoralized Corps or Nationality, that Player must roll a die once for each Officer attempting to reorganize units. On die rolls of '5' or '6', these units are permanently destroyed and placed in the appropriate compartment. The Officer of any units destroyed in this manner may not attempt to reorganize any other units in the current Command/Reorganization Phase.
In the Campaign Game, demoralization procedures differ from the description in the Standard Rules in that certain portions of an army may be demoralized separately from the remainder of that army. In the French and Prussian armies all the units of a particular Corps (bearing a particular Officers Command Designation) will become demoralized when losses to that Corps equal or exceed the demoralization level for that Corps. A single, running total of all Anglo-Allied losses is kept, with each nationality within that army becoming Demoralized when that running total reaches its demoralization level.
PROCEDURE: When the total Full Strength Point value of units of a given Corps in both destroyed units compartments of the French or Prussian armies equal or exceed that Corps' demoralization level, the units of that Corps are demoralized.
In the Anglo-Allied army, when the total Full Strength Point value of all units (regardless of nationality) in both destroyed units compartments equal or exceed a given nationality's demoralization level, all units of that nationality are considered to be demoralized, and are indicated as such in the game displays.
The effects of Demoralization are exactly those outlined in the Standard Rules Folder with the following additions:
Units and Officers which are demoralized pay two Movement Points for Clear Terrain, and normal (cavalry) Movement costs for all other terrain.
Units of a Corps or Nationality which is demoralized must roll a die for Reorganization to determine whether the unit is permanently eliminated (see 21.4).
Below are the Demoralization Levels for each Corps in the French and Prussian armies and the National demoralization levels for the Anglo-Allied army. (Corps is demoralized if Combat Losses within the corps equal or exceed the levels shown).
FRENCH CORPS: Guard - 20; I - 15; II - 19; III - 13; IV - 12; VI - 8; IC - 3; IIC - 4; IIC - 4; IVC - 4.
PRUSSIAN CORPS: 1 - 20; 11 - 20; III - 14; IV - l9.
(Nationalities are demoralized if cumulative losses from among all contingents of the Anglo-Allied army reach the level shown).
British - 40; KGL - 33; Hanoverian - 12; Brunswick - l0; Nassauers - 8; Netherlands - 7.
Each Corps or Nationality may recover from demoralization through the reorganization of eligible units. When, through reorganization, the total full Combat Strength Points of the appropriate units in the destroyed units compartments no longer equals or exceeds the appropriate Demoralization level, the units of the Corps or Nationality are no longer considered to be demoralized. The appropriate Officers (if any) are returned to their un-demoralized state and units of that Corps or Nationality function without the restrictions imposed by their formerly demoralized state.
In the French and Prussian armies, the Demoralization Level of Corps whose Officers are within five hexes of one or more Friendly Demoralized Officers is lowered by two Combat Strength Points. Proximity determination is made during the Reorganization Segment of the Player Turn. If there are any Friendly Demoralized Officers on the map at that time which are within five hexes of un-demoralized Friendly Officers, determine the losses for the un-demoralized Officers Corps; but subtract 2 Strength Points from the Demoralization Level. If losses exceed that Corps' modified Demoralization level, the units of that Corps are demoralized and the Officer and units are indicated in the game display to indicate that fact. This process continues if there is another Friendly un-demoralized officer within five hexes of the newly demoralized Corps.
Demoralized French Cavalry Corps never cause the reduction of other corps' Demoralization Level, nor do they themselves check for demoralization because of the proximity of Friendly demoralized Corps. They are demoralized only by Combat losses which by themselves exceed the Cavalry Corps demoralization level.
Demoralized Anglo-Allied nationalities never cause the reduction of other nationality's Demoralization Level.
If any units of the Imperial Guard bearing the Designations Gren/Gd or Chas/Gd suffer any adverse Combat Result (Ar, Ae, or Ex) during the French Players Combat Phase of any Game Turn, the Demoralization levels for all French Corps (other than cavalry) within 10 hexes are immediately and permanently reduced by 7 Strength Points. These Corps (including the Guard) must check for Demoralization immediately. No reduction is incurred if the specific attack demoralizes the British Nationality or Prussian Corps.
In addition to the restrictions imposed by the Standard Game Rules the following rule is in effect: There is no Command/Reorganization Phase on any Night Game Turn; all units operate as if they were out of command during the Night Game Turns, and no reorganization may take place on any night Game Turns.
Supply and communications formed a major consideration throughout the campaign. Supply is determined once per day on the first daylight Game Turn of each day. Units which are not in supply are removed from the map and placed in the appropriate destroyed units box; they may not be reorganized. Supply state has no effect upon Leaders.
PROCEDURE: A line of supply is traced as a series of contiguous hexes of any length. The first five hexes may be terrain of any type; the remainder must be connected road and /or trail hexes leading to an appropriate map edge hex.
All French Supply is traced to any southern map edge hex. All Prussian Supply is traced to any hex on the eastern map edge. All Anglo-Allied Supply is traced to any hex on the western map edge.
Supply is blocked if a unit is unable to trace a Supply line as described above which does not enter an Enemy occupied hex. Enemy Zones of Control do not block supply.