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These Campaign Rules are based on the Etat Major campaign rules for the Elan Deluxe board game rules.
1. Introduction
The campaign is played as a 1 vs 1 player minimum. An umpire is also required.
Each player plays the Commander in Chief (CinC) of his faction, defines the initial setup according to the campaign scenario and determines general strategy for his faction. The CinC can assign additional players to subordinate commands. These players can but do not have to follow orders by their CinC. The CinC can of course relieve officers of their command.
Each factions tries to achieve the objectives stated in the campaign scenario.
The campaign is resolved on a day & a week cycle:
day cycle
Every day orders can be given by the respective commanders to their commands. Also battles are set up & fought out as they occur on a daily basis.
Orders are carried out, batlles set up & fought. After all orders are executed & all battle results submitted, the next day is started. All commanding officers are requested by email to submit their new orders by noon (GMT) next day. If no new orders are received, the command continues to carry out its standing orders or deploys at its final destination
week cycle
At the end of every week (every 7th day) armies can be resupplied & reinforced.
Every command also has to declare its Base of Supplies for that week to the umpire.
Also victory conditions as described in the campaign scenario are checked. If a faction has achieved all its objectives, the campaign is ended.
2. Campaign map
The campaign is played on a Hexed map, each hex 10 km in size. The map consists of rivers, roads, forests, hills and urban areas (towns, villages, hamlets).
Rivers are only crossable by bridges at road intersections, or if a pontoon bridge is constructed. Bridges can be destroyed.
Hills and forest determine the battlefield, as well as movement speed through the hex
Urban areas can serve as a base of operations for an army Movement Entity
3. Movement Entities (MEs)
The campaign is played by moving Movement Entities (ME) across the map to accomplish one’s objectives. ME’s can be of the following types:
- army division: up to 20 units (NTW2 limit) of all troop types
- light brigade: minimum 2 units of light cavalry or infantry. Can be accompanied by 6-pndr Horse Artillery. Use for scouting purposes
At the start of the campaign the CinC of each faction gets a number of florins. With these the initial MEs are composed. Each ME has to have at least one general. The Order of Battle for each ME is mailed to the umpire.
The CinC can assign a subordinate to command a ME. If in a battle more then 1 ME on 1 side is involved, a second player has to command this ME.
4. Orders
Every day the commanding officer of each ME can change the orders of his ME. He can confer with his CinC and other officers through email or MSN messenger. These orders have to be submitted by 12 GMT to the umpire.
The following are valid orders:
- March: the ME moves to a specified location. CO specifies Hex & route to take. Each day the folowing distances can be covered:
- Infantry & artillery: 4 hexes/2hexes (road/cross-country)
- Light cavalry: 6 hexes/3 hexes (road/cross-country)
- Heavy cavalry: 5 hexes/2hexes (road/cross-country)
-Forced March: Adds 2 hexes movement for road movement, 1 hex for cross country. This order can not be given for more then 2 days in a row. A 10% straggler loss applies to every unit in the ME (except generals & artillery)
-Forage: ME remains stationary & gains 100 florins to be spent resupplying at the end of the week
- Reorganise: ME remains stationary & can integrate or split a ME from its OOB
- Scout: Can only be issued if the ME consists entirely of Light cavalry, Light infantry and/or horse artillery. see below.
- Deploy: ME remains stationary. if engaged in battle, it can deploy in the NTW2 battle.
- special actions: Special actions can be performed & take 1 day of non movement: destroying bridges, urban areas etc are examples of these special actions
5. Scouting
Each campaing day, ME’s with a scouting order move first. When they contact an enemy ME, 2 options can occur:
- - the enemy ME has less or equal Light cavalry & is not scouting: The number & unit type of the enemy ME are revealed.
- - the enemy ME has more Light cavalry or is scouting: the number of units in each category (Infantry, Cavalry & Artillery) are revealed to both sides
After the scouting has occurred, the scouting commander has the option to attack , stay put or withdraw 1 hex.
If the enemy ME has a scouting or deployed order, it can choose to attack the scouting force.
6. Movement & other actions
After the scouting has been completed, the other movement is resolved. All other actions are completed
7. Battles
Battles that occur after scouting or movement actions are created & put on the website. Each ME in the battle has to be represented by a player. The commanding officer of the ME may delegate the command in the battle to another player if he’s not able to play the battle (timezone, GS problems,...)
8. Reinforcement & resupply
Every 7th day, each factions gets 2000 florins worth of reinforcements from the home front. These can be spend on any unit. These units appear as a new ME in the factions HQ.
Also, existing ME’s can resupply their regular & light inf & cavalry from their Base of Supply. Guard units & artillery can not be resupplied. At the start of every week, the commanding officer of the ME declared the urban area where his Base of Supply will be located that week. At the end of the week, this BoS generates a certain amount of florins that can be spent on bringing units up to their original strength or buying new militia, national guard or yeoman units. These florins can only be used if a line of communication can be traced (by road or river) to the BoS.
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