The Key Points Campaign Rules
Introduction
Some military campaigns involved grand
sweeps across large tracks of open country, but much more typical was seeking
to dominate several key strategic features connected by a barely usable road
network. This campaign depicts the later and pits French vs Allies in 1813.
Victory and Defeat
The aim of the campaign is to capture
the enemy’s regional capital with a force of at least 3 brigades.
Maps and Movement
Both sides write orders for 2 moves at a
time and then play these through. If a battle occurs in the first turn then the
orders for turn 2 may be amended. Orders are as follows:
·
Attack – Advance one node and attack any
enemy you encounter.
·
Move – Advance one node but fall-back before attacking
enemy.
·
Hold – Defend the current position.
·
Screen – Halt, falling back if attacked.
Where both sides would meet on a
connecting node, and both are attacking, then dice to see who falls back and
defends (1D6, +1 for 50% more cavalry, +2 for 100% more). A single unit may
move 2 nodes on a 5,6 (D6) if you hold the cross roads, dicing after orders are
written.
Moves will be emailed to the umpire by
close-of-play on Friday and responses will be sent by COP on Sunday in time for
the Monday game.
Forces
Both sides have the following units
available
·
7 * infantry brigades of 4*infantry,
2*skirmisher companies & 2*field batteries.
·
3 * cavalry brigades of 2*heavy cav, 1*light
cav, and 1*horse battery
·
An artillery reserve of 2*heavy batteries.
·
A reserve cavalry brigade of 2*light cav,
2*heavy cav and 1*horse battery.
·
A reserve infantry brigade of 4*A class
infantry
Up to 4 divisions may be formed from
these units.with a division needing at least 3 brigades and a maximum of 5. Across
the whole army 20% of the units may be designated as A class, so 3 cavalry and
6 infantry in addition to the reserve infantry.
Battles
and Key Points
In an encounter both sides deploy behind
screens or from a map. If one side is defending then they deploy first but will
have advantageous terrain. There are no draws unless it was an encounter. The
defender wins unless driven off or the objective captured.
·
River
Crossing: There is a village with two river crossings and a
chance to find a ford (D6/turn per section finding on a 6). If you defend the
far-bank then the river counts as held by you. If you defend your own bank then
it counts as contested and a draw allows the attacker to remain. If it's an
encounter then dice to see who arrived first as they have the choice (+2 if you
have more cavalry)
·
Strategic
Crossroads: Hold the crossroads and rout the enemy to count as
held.
·
Fortified
Position: Hold the fort to count as holding the square.
·
A
strategically positioned farm complex: Hold the farms to count as
the winner. Each farm counts as two BUA zones, each can be defended by a single
battalion plus attached gun. Each may only be assaulted by two attackers at
once.
·
A
town (acting as a supply depot): Hold the town to count as
the winner. The town counts as six BUAs as above.
Post-battle
Actions
Both
sides roll to recover troops after the battle, so long as they hold their
regional capital.
1
|
40%
of losses replaced
|
2
|
45%
-“-
|
3
|
50%
-“-
|
4
|
55%
-“-
|
5
|
65%
-“-
|
6
|
75% -“-
|
+1 if you hold a farm or the crossroads and
+2 if you hold the town
The Game
I like a decent sized game so we went for 15 units a side on a 10 foot table.Early honours went to the French, whose cavalry routed a goodly chunk of the German forces on the table.
The Russian infantry fought back strongly though and made some good dents into the French lines.
The late game was pretty even with the Hanoverian forces largely disinterested on-lookers.
A magnificent looking game!
ReplyDeleteThanks Ian - some will be slightly larger I think, so look out for tables groaning under the strain
ReplyDelete