Variation for c&c napoleonics

Purpose: fighting a battle with balanced armies, with the possibility of small adjustments according to each player’s preference.

1) Agressionscale

- both players roll one dice. The symbol is checked in the table below. The outcome determines the agressionscale and the armycomposition (see armytables point 7).
- the player with the higher score (5 is the highest) becomes the attacker.
- In case of an equal score both players have the same agressionscale and armycomposition. To determine the attacker both players roll an extra dice. This is repeated till one player has a higher score, and is named the attacker.

 

Symbol
Agressionscale
artillery 1
flag 2
infantry 3
cavalry 4
sabre 5

 

2) Map

- to determine the map the defender rolls a dice. He places tiles according to the table below.
- the place of the tiles is totally to the opinion of the defender. He has to defend this map.
- if both players have an equal aggressionscale, the tiles have to be placed on the middle 3 rows of the board. (a river in the map fields is still placed across the short site of the board).

 

Symbol
Map Tiles and placing
artillery river

1 river (non-fordable) over the entire length of the board, at least 3 hexes
from each players (long) side with 2 bridges and 1 ford (1 per section)

flag town 1 town of 4 linked tiles
2 forests of 1 tile
infantry forest 2 forests of 4 linked tiles
4 forests of 1 tile
cavalry hills 2 hills of 3 linked tiles
2 rugged terrains of 2 linked tiles (no movement or placing)
sabre fields 1 fordable river over the middle section (splits the map in two)
2 town’s of 1 tile
1 windmill en 1 sand quarry
6 tiles at the defenders wish, placed loose (forrest /hill/ rugged terrain)

3) Setup side

- when the terrain is finished the attacker (see 1) rolls a dice.
- if the symbol is infantry he may choose his side of the map.
- in case of any other symbol the defender takes his favourite side.

4) Setting up the armies

- the units are placed on the 1st or 2nd row of the board.
- light troops maybe setup on the 3rd row.
- leaders must be placed alone.
- if necessary counters or extra tiles maybe placed free at will anywhere on the map.
- the defender sets up his army first, then the attacker follows.
- finally the defender may exchange the place of some of his units (1 change per 4 setup units). The chosen units are not changed; only the original setup hexes are exchanged between the 2 units.

5) Sequence of battle

- if both army’s are set up the attacker starts the battle by playing his First card.
- the battle is played as normal by each player successively playing a card.
- when the Élan-card is played the deck and discard-pile are reshuffled. The Élan-card is kept out of the new deck.
- When the deck is finished the game ends.

6) Victory

- the first player scoring 6 points wins.
- points are scored by destructing an enemy unit (troops or leader).
- if no player scores 6 points before the end of the game (carddeck runs out), the total score is determined by adding the points for controlled victory-counters to the number of destroyed enemy units. The player with the higher score wins.
- in case of a tie the defender wins.

7) Armycompositions

 

Agressionscale 1 2 3 4 5
commandcards 3 3 4 4 5
tiles 2 1 1
counters 2 1
leader 1 1 2 2 3
line inf 3 4 3 3 3
light inf 2 1 2
grenadier 1 1
guard inf 1 1
light cav 1 1 1 2
heavy cav 1 2
foot art 2 1 1
horse art 1 1 1
points to buy 4 4 4 4 4

 

- each army consist of a given number of cards, units, leaders, tiles and counters
- the tiles (forest/hill/town) and counters are set up at the same time as the units
- a counter is gives one point if the hex containing the counter is controlled by a unit at the end of the game
- each army has 4 points to buy extras or upgrade the units
- the costs of extra units are shown in the purchaseprice-table
- its possible to upgrade a unit by paying the difference in the purchaseprice. The unit is exchanged (example: 1 line infantry of 2punt is exchanged to a light infantry at the cost of 1 extra point)
- the maximum units a player can set up is 12. Leaders don’t count in this number.

Purchaseprices per Nation


France Britain Portugal note
card 1 1 1 extra card till a maximum of 8
tiles 2
2
2
forest/hill/town
counter 2
2
2 one point if controlled by a unit at the end of the game
leader 2
2
2
a extra leader maybe setup with a unit
line inf 2
2
2
light inf 3
3
2

rifle
2
grenadier 3 3


guard 4 4

young/old or grenadier-guard unit
militia 1
1
light cav
2 2 2
cuirassier 3
heavy cav
2 2
2
guard cav 4 4
foot art
2 2
horse art 2 2
2

- the British and Portuguese troops can be combined in 1 army.
- the units follow the same rules as in the base-game.

 

Optional:

- this table shows the purchaseprices used for a universal army, so both players can play with equal units.
- unique units are kept out of this game (young guard/ rifles/ cuirassiers)
- British and Portuguese blocks are combined

Purchaseprices
card 1 extra card till a maximum of 8
tile 2 forest/hill/town
counter 2 one point if controlled by a unit at the end of the game
leader 2 a extra leader maybe setup with a unit

- 1) nf = no fire
- 2) fire after move is half of the blocks rounded up

 

Download the original file by the author

Log in to comment