Author Topic: Commander Battle Campaign [Rules & Sign-up]  (Read 3008 times)

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Offline 33rdKincaid

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Commander Battle Campaign [Rules & Sign-up]
« on: November 04, 2023, 01:33:45 am »


Campaign Map  |  Troop Organisation  |  Weekly Schedule  |  Movement  |  Engagements
Skirmishes  |  Battles  |  Victory Conditions  |  Scripts & Credits  |  Sign-up




Introduction


Welcome to the Napoleonic Wars Campaign Event, coordinated here on FSE, played in commander battle and hosted by the 33rd Regiment of Foot. For this event the details of the campaign and the movements of each factions troops will be recorded on a separate thread (link above), whilst sign-ups and conversation regarding the rules will take place here. The idea is to pitch organised groups of players against eachother in an interesting way, as all players will be assigned to larger battle groups which must work together as bot counts per player will be relatively small. Individual actions & battles will be fought in Commander battle mode on NW when troops come into contact on the campaign map. Each player signed up will represent a small company of men, which are then organised into larger groups to make up each factions forces.



   

1.1 - Sign-ups can be as little as a single player or as large as a Division, when the event starts troops will be organised into the following denominations:
.....Companies, individual players
..........Battalions, infantry groups of 3 companies*
..........Squadrons, Cavalry groups of 3 companies*
..........Batteries, Artillery groups of 3 artillery pieces*
...............Divisions, Mixed groups of 3-6 Battalions/Squadrons/Batteries
....................Corps, Mixed groups of 2-3 Divisions
(*referred to in short as Battle groups)

1.2  Infantry Battalion sign-ups can include a light company who can skirmish if they are at full compliment (3 companies/players). In every other type of battle group all companies therein must be the same.

1.3  Cavalry squadron sign-ups please keep the ratio between Lights and Heavies 1:1, same goes for Infantry in relation to Footguard Battalions.

1.4  Company players will be ranked as Captains, Battle group commanders as Majors/Colonels, Division commanders as Generals and Corp commanders ranked as Field Marshals.

1.5  For group sign-ups we do not require rosters with named players; The number assigned to each group must be exact however so that when that group participates in a battle the regiment or group of people responsible knows how many players it can bring along at maximum. These players do not have to be the same everytime. We simply request that if a regiment is signing up  that they sign-up with a total number they feel they are likely to be able to field on the event day.

   
2.1 On the campaign map (fse) each week will represent a turn of play for each team, both having the opportunity move.

2.2  Friday - Sunday: Commanders communicate the moves of their divisions/battle groups.

2.3  Monday: Moves and resulting engagements for that week announced on thread and groupchat.

2.4  Thursday: Event day where @19:00UK all engagements will be played if possible. If your battle groups are not in action you can stand-in for any available garrisons instead or take a week out of the fighting.

2.5  Any Battle groups which have been under-strength for at least one whole turn (not had casualties in that turn) will have the opportunity to replenish 1 company at the end of the turn, provided they are connected to a fort via friendly territory; divisions which are cut-off and are not connected to a fort through friendly territory cannot re-supply and will not replenish lost companies.

   

3.1  The smallest denominations of troop that can maneuver independently are Battle groups (Battalions/Squadrons/Batteries).

3.2  All troop types can move two territories per turn, however if the first territory of their move causes an engagement then they must stop in that territory.

3.3  If two opposing, adjacent armies intend to move into each others territories, then the force with the greater numbers moves and the other does not; ie. the army with the lower numbers gets to defend and does not move.

3.4  Troops that have not moved (or forced not to move) during a turn are considered to have had time to prepare their defences and are considered 'fortified'. Defenders who are fortified may also choose to spring an ambush for the first round if they wish. In subsequent rounds they can revert to using their defences.

3.5  Some territories also have their own dedicated garrison (marked by crossed muskets - forts also have them) that cannot move; if the territory is attacked then any of the players on the defending faction can choose to stand-in for these units during a battle. They will not take casualties and are available to use by whichever faction controls the territory when attacked (4.2 for garrison details).

3.6  If at the end of movement enemy troops are in the same territory they are considered engaged. Unengaged Troops in territories adjacent can choose to reinforce them with a slightly delayed arrival to the battle (they may join from the 2nd round).
   
4.1  If one team does not wish to fight they may retreat to an adjacent friendly territory, forfeiting the contested territory to the other team. The attackers can opt to pursue the enemy and the defenders must fight a rear-guard action (see section 6.6).

4.2  If an attacked territory is only defended by a 'Garrison' (not players) then any troops on the defender faction may choose to stand-in for garrison troops and play an engagement like normal. Garrisons cannot move so if a defending army has a garrison to bolster their numbers they may consider themselves 'fortified'. Default Garrison size is 6 players, which can be played as whichever two battle groups the defenders wish to.

4.3  Each territory has an assigned terrain type that the defender can choose to fight on, each of these terrain types then has 3 custom maps which the defender can choose from. The attacker however has the advantage of being able to choose at what time they attack, choosing between morning, day or night map types.

4.4  The final part to consider with map selection is if the defender can 'fortify' the position (if they haven't moved that turn or if a garrison is present); if this is the case then the map chosen for the engagement can be edited by a mapper on the defending faction or a default fortified map can be used, the defenses that can be included are as follows:
  -  Stakes (12x)
  -  Cross stakes (8x)
  -  Earth mounds (8x)
  -  Large Trench Lines (4x)
* it is the defending teams responsibility to prepare a fortified map in time for the event unless they wish to use a pre-existing map on the server.

4.5  For engagements in territories where there are forts the defender has the option to play on specific fort maps. These maps have 4x meshed ladders to scale the walls and one gateway. If however the attacking force consists of at least one full battery of artillery then a variation of the map can be played that has a meshed breach aswell.

   

5.1  A 'skirmish' takes place when the engaged units in a territory number less than 30. If this number is exceeded then the engagement can be expanded into a 'battle', using multiple servers.

5.2  Upon resetting both teams have 1 minutes (2 for sieges) to untangle themselves from the spawn and deploy their troops parallel to their own map edge. Once this minute has elapsed troops can engage.

5.3  The primary rule is that all battle groups (Battalions, Squadrons & Batteries) must stay together at all times. All other basic rules are enforced by the server itself, preventing rambos and spread-out orders for Line infantry.

5.4  Officers are permitted to leave their units within reason, but only to scout since the server will not permit them to deal any damage when far away from their company.

5.5  Skirmishes are resolved in 3 rounds, win 2 rounds to secure 'victory' and force the enemy to retreat. Winning 3 rounds represents a 'decisive victory'.

5.6  A defeated army will lose either 1 company from all its Battle groups for the next campaign turn in a 'standard' defeat or lose 2 companies from each Battle group for being defeated 'decisively'.

5.7   Rounds where neither side is willing to engage can be resolved with an all-charge if absolutely necessary (at least 10mins into the round)

   
6.1  When the number of engaged players in a territory exceeds 30, the most senior officers on each team can decide whether they wish to fight a pitched battle with either one or two additional servers.

6.2  With both 2 and 3 servers involved the participating troops must decide where they are going to deploy. Battle groups swapping servers between rounds is permitted but they can only participate if they join the server in time to spawn in or they must wait until the next round.

6.3  3 rounds must be fought in all servers to determine an overall result.

6.4  A majority of rounds won overall results in a 'Victory' (4 wins for 2 servers, 5 wins for 3 servers) and one additional round past majority a 'Decisive Victory' (5 wins for 2 servers & 6 wins for 3 servers). There is the possibility in a 2 server Battle for a draw (3-3) to occur, should this could be the case keep all players on both servers until both have fought 3 rounds, then have both servers go 'Live' at the same time; the first server to win a round determines the overall winner.

6.5  As with skirmishes, casualties will be determined (1-2 companies per Battle group) depending on whether the Victory was decisive or standard (see section 5.6).

6.6  If the attackers are victorious in a siege battle all defenders are considered casualties regardless of whether the victory was 'decisive' or not.

6.7  If the defenders choose to retreat and the attackers wish to pursue then a 'rear-guard action' will take place. In this case each side of the engagement chooses up to 3 battle groups to take part in a small skirmish. Once fought the retreating force moves to a friendly territory but both sides still determine casualties using the normal rules for those battle groups involved.
   

7.1  Victory when the Campaign comes to a close will be based on Territory ownership, some territories being worth more points than others:
  -  Basic Territory (1 points)
  -  Garrison Territory (2 points)
  -  Fort Territory (3 points)
  -  Home Territory (5 points)

7.2  The Campaign can come to a close upon an agreed point by the participants.

   
8.1  Wüstenkrieger has kindly offered use of scripts he had to hand to enhance this campaign and the commander battle gamemode it will use, details on these will be listed here later. All servers & maps used are courtesy of the 33rd Regiment of Foot.

8.2  Troop reskins will be employed to make the units appear authentic to the campaign and period we play for the campaign.



Sign-up Templates


Company
(Single member sign-up)

Code
[b]Name:[/b]  [i]intended in-game name[/i]
[b]Steam ID:[/b]
[b]Class:[/b] 
[b]Faction:[/b]  [i]UK,Spain,Portugal,France[/i]



Battle group
(3 players - Battalion/Squadron/Battery)

Code
[b]CO Name:[/b]  
[b]CO Steam ID:[/b]
[b]Regiment:[/b] 
[b]Class:[/b]
[b]Faction:[/b]



Division
(minimum of 3 battle groups)

Code
[b]CO Name:[/b] 
[b]CO Steam ID:[/b]
[b]Faction:[/b] 

[b]#1 Regiment:[/b]
[b]Class:[/b]

[b]#2 Regiment:[/b]
[b]Class:[/b] 

[b]#3 Regiment:[/b]
[b]Class:[/b]   


Contact


« Last Edit: January 19, 2024, 05:18:51 pm by 33rdKincaid »

Offline 33rdKincaid

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #1 on: November 04, 2023, 01:34:23 am »
Posting this with a view to hopefully starting a few weeks but we've still a few elements to work out; Campaign map and map selection is almost there and will be posted on another thread shortly and we are fairly certain this will be Italy 1796 so factions playable will be Austria and France. Worth mentioning that regiment names on sign-up should be faction and period appropriate. Feel free to PM me if you'd like any help with your sign-up or have any questions :)
« Last Edit: November 04, 2023, 01:45:20 am by 33rdKincaid »

Offline King_George

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #2 on: November 04, 2023, 08:58:08 pm »
Wow, this is so exciting! I do hope there will be very nice maps to play with!!!  ::)

Offline 33rdOfficial

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #3 on: November 04, 2023, 09:02:31 pm »
CO Name: Gen. TheBaker
CO Steam ID: https://steamcommunity.com/id/TheBakerUK/
Faction: Austria

#1 Regiment: Toscana Infanterie Regiment Nr.23
Class: Infantry
Number of Companies: 4

#2 Regiment: Preiss Infanterie Regiment Nr.24
Class: Infantry
Number of Companies: 4

#3 Regiment: Archduke Joseph Hussar Regiment Nr.2
Class: Cavalry
Number of Companies: 4

#4 Regiment: Reserve Artillery Battery
Class: Artillery
Number of Companies: 4

Offline czRabixel

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #4 on: November 05, 2023, 09:41:15 am »
CO Name: czRabixel
CO Steam ID: https://steamcommunity.com/id/rabixel/
Faction:  Austria

#1 Regiment: Strassoldo Infantry Regiment Nr. 27
Class: Infatry
Number of Companies: 2

#2 Regiment: Erdödy Hussar Regiment Nr. 9
Class:  Cavalry
Number of Companies:  2

#3 Regiment: Das Bombardier-Korps
Class: Artillery
Number of Companies:  2
« Last Edit: November 05, 2023, 10:49:35 am by czRabixel »

Offline HLI_Ben

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Commander Battle Campaign [Rules & Sign-up]
« Reply #5 on: November 05, 2023, 09:23:32 pm »
CO Name: Ben
CO Steam ID: https://steamcommunity.com/profiles/76561198446027319/
Faction:[/b]  Austria
Division: Ungarische Leibgarde

#1 Regiment: Ungarische Infanterie Regiment Nr. 16 'Alvinczy'
Class: Infantry
Number of Companies: 2

#2 Regiment: Ungarische Grenadier Regiment Nr. 16 'Gersanich'
Class: Infantry 
Number of Companies: 2 

#3 Regiment: Ungarische Artillerie Regiment Nr. 4
Class: Artillery 
Number of Companies: 4
« Last Edit: November 18, 2023, 12:02:09 am by HLI_Ben »

Offline 33rdKincaid

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #6 on: November 06, 2023, 04:57:36 pm »
Thanks - both added to the troop table on the campaign map thread! :D

Offline Dileas

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #7 on: November 09, 2023, 12:25:24 am »
CO Name: Nams
CO Steam ID: https://steamcommunity.com/id/usc98
Faction: France

#1 Regiment: 1er régiment de voltigeurs de la Garde impériale
Class: inf
Number of Companies: 4

#2 Regiment: Fusiliers-Grenadiers de la Garde Impériale
Class: inf
Number of Companies: 4

#3 Regiment: Régiment de cuirassiers de la Garde
Class: cav
Number of Companies: 4

#4 Regiment: Artilleurs de la Garde
Class: arty
Number of Companies: 4

#5 Regiment: Artillerie à cheval de la Garde impériale
Class: arty
Number of Companies: 3
Mount & Blade: Warband - Napoleonic Wars
I
Regiment - [L-G]Preobraz
[L-G]Preobraz_Dileas_Por
https://steamcommunity.com/sharedfiles/filedetails/?id=2924442940

Offline 33rdKincaid

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #8 on: November 09, 2023, 09:42:30 am »
Thanks !! Added to the troop table on the campaign map thread.

Offline nickmanVonWestfalia

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #9 on: November 12, 2023, 03:32:17 am »
The BIR will now probably take part in the commander battle campaign. We are collecting positive feedback so that we can register in the next few days!  ;D





Et nos Caesare duce!
« Last Edit: November 12, 2023, 03:42:11 am by nickmanVonWestfalia »

Offline Matues

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #10 on: November 12, 2023, 09:25:57 pm »
CO Name: Matues 
CO Steam ID:https://steamcommunity.com/id/Iamear
Regiment: 102nd KGL  
Class:Infantry Battle Group x2
Number of Companies: 4-8
Faction: Austria is preferred

102e - name for French
Nr102 - name for Austria

Offline 33rdKincaid

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #11 on: November 12, 2023, 10:16:19 pm »
Thanks - added to the French troop table for now as we are expecting the other part of the KSA to sign-up on Austria. Loose start date of November 23rd for now as we should have enough to run a good amount of turns before Christmas! :D

Offline 33rdKincaid

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #12 on: November 17, 2023, 02:14:38 pm »
Between what we have signed up here and some interest in the wings we should be good to start next week! If we have one more sign-up finalised by today we can start the campaign, get moves in over the weekend and have the first event on November 23rd. If not we'll push that a week to get the details of the last battle groups to start on November 30th.
« Last Edit: November 17, 2023, 02:54:11 pm by 33rdKincaid »

Offline AlekoTheGreek

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #13 on: November 17, 2023, 06:49:42 pm »
(Please NOTE: Our thematic structure does not exactly follow the event’s unit system, but the battlegroups follow all of the event rules)
Signing up for France (kinda obvious)


Division du Centre: GdD Al’Eskander (16 Inf, 5 Cav, 2 Arty)

   Artillerie de division:  2 Players, Artillery

Brigade de cavalerie: GdB BringBack (5 cav)
   10e Cavalerie de Bataille “Royal Cravates”: 3 Players, Heavy
   Guides à cheval: 2 Players, Light

L'Avant-garde: GdB Teteros (4 inf)
   9e Chasseurs à pied “L'Incomparable”: 4 Players, Infantry

Brigade “Diglos”: GdB Diglos (7 inf)
   57e demi-brigade de ligne “Le Terrible”: 3 Players, Infantry
   64e demi-brigade de ligne “Jura”: 4 Players, Infantry

Brigade “Art”: GdB ArtOfKilling (5 inf)
   108e demi-brigade de ligne “Les Hommes de fer”: 3 Players, Infantry
   Grenadiers de ligne du 57e/108e/64e: 2 Players, Infantry
« Last Edit: November 17, 2023, 07:08:23 pm by AlekoTheGreek »

Offline LastSpartan

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Re: Commander Battle Campaign [Rules & Sign-up]
« Reply #14 on: November 19, 2023, 11:14:11 pm »
Hello

Just dropping this in here since I didn't see a message from Nasse yet

[KSA] Åbo will be bringing 6-7 players into this event and co-operating with Svea on this. We will likely spread our players between cavalry and infantry. Sorry this is not in official form its just very late here and I'm now going to bed  :'(
Åbo = Turku