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Started by Le Manchou, 02 March 2012, 09:08:34 AM

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Le Manchou

Thanks mad lemmey, here are the rules I worked on to represent the operational game, it's not the final version as I am still working on them from time to time. It's in French but here is a google translation, I corrected the beginning of this translation to give you an idea, the original is available on my blog:

http://2d6.fr/projet1870/index.php?pages/Le-concept

it's the pdf ROG 70 2

ROG 70
operational rules for the war of 1870
(imperial phase)

Operational rules of the game

The following rules apply when the players are in the operational room. When players become engaged with enemy forces, they go to the tactical room for at least a TO (operational turn) and change rules. They then use the rule '1870'  preserving the effects of the weather. At the end of the TO, if the player's corps is no longer committed, the player returns to the operational room and uses again the operational rules, he moves his pawns on the operational map to reflect movements made in the tactical room (he notes for this the final position of its troops on combat tactics sheet with a red pen). The players in the operational room must wait until all the fights occuring in the tactical room are completed before starting a new TO.

Operational game round for  corps generals

Operational three-hour game turn is divided into nine phases:

1 / Weather announced by the game master: players apply the effects to their movements and fighting.
2 / The players receive their orders from the army generals.
3 / Change of composition of operational pawns by players.
4 / Players receive the results of their scoutings: the enemy pawns identified are placed on the operational map.
5 / The players fill their paper orders
6 / Players perform their actions following the sheet of orders on the operational map.
7 / The players engaged in a fight go to the tactical room with the following equipment: miniatures, tape measure, identification badge, dice (both 10 and 30 sides), angles measuring, sheet with his order of battle, tactical combat sheet (with the positions of his troops at the current TT), order sheet, supply sheet.
8 / tactical fights following  Bruce Weigle's rules: 1870 (using the new QRS available on the grand tactical rules website)
9 / Report sent to army general.


1. Rules on meteorology

At the beginning of the day (TO1), the game master throws two 10-sided dice to determinate the weather. The first result concerns the weather in Alsace, the second the weather in Lorraine.

Dice result for the TO1 (4:00 to 7:00 am):

-1 To 8 bright and fresh: no effect
Light rain -9: visibility is reduced by a quarter
-10 Heavy rain: visibility is reduced by half, the movements by a quarter

Dice result for the TO2 (7:00 to 10:00 am):

Case 1: If bright and fresh in TO1:

1 to 8 and clear gradual increase in heat: no effect
Light rain 9: visibility is reduced by a quarter
10 heavy rain: visibility is reduced by half, the movements by a quarter

Case 2: If light rain in TO1:

1-7: the rain stops: no effect
8-9: light rain continues, visibility is reduced by a quarter and the ground is soggy: reduced movement by a quarter.
10: the rain becomes heavy, visibility is reduced by half, the movements are reduced by a quarter on the road and impossible off-road.

Case 3: If heavy rain in TO1:

1-7: the rain stops but the ground is wet, the movement is reduced by a quarter on road and by half off-road.
8-9 rain loses in intensity, visibility is reduced by a quarter and the ground is wet: the movements are reduced by a quarter on-road and impossible off-road.
10 rain becomes even heavier, visibility is reduced to 1 kilometer and movements are impossible.

Dice result for the TO3 (10:00 to 1:00 p.m.)

Here I stopped correcting a bit the silly google translation, I will try to find the time to continue the correction later if some of you are interested.

Case 1: If the clear TO2:

1-7 clear and warm: no effect
8-9 sweltering heat: a movement in this TO is considered two movements (but the troops are one movement, the daily limit is reduced by one)
October 1 storm breaks: visibility is reduced by half as movements

Case 2: If the light rain TO2:

1-7: the rain stops: no effect
8-9: light rain continues, visibility is reduced by a quarter and the ground is soggy: reduced movement of the shift.
10: the rain becomes strong, visibility is reduced by half, the movements of the quarter on the road and not drive off.

Case 3: If heavy rain in TO2:

1-7: the rain stops but the ground is wet, the movement is reduced quarter on road and off-road half.
8-9 rain loses in intensity, visibility is reduced by a quarter and the ground is wet: the movements are reduced quarter on-road and off-road impossible.
10 rain redoubled violence, visibility is reduced to 10 inches and movements are impossible.

Dice result for the TO4 (1:00 p.m. to 4:00 p.m.)

Case 1: If the clear TO3:

1-7 clear and warm: no effect
8-9 sweltering heat: a movement in this TO is considered two movements (but the troops are one movement, the daily limit is reduced by one)
October 1 storm breaks: visibility is reduced by half as movements

Case 2: If light rain in TO3:

1-7: the rain stops: no effect
8-9: light rain continues, visibility is reduced by a quarter and the ground is soggy: reduced movement of the shift.
10: the rain becomes strong, visibility is reduced by half, the movements of the quarter on the road and not drive off.

Case 3: If heavy rain in TO3:

1-7: the rain stops but the ground is wet, the movement is reduced quarter on road and off-road half.
8-9 rain loses in intensity, visibility is reduced by a quarter and the ground is wet: the movements are reduced quarter on-road and off-road impossible.
10 rain redoubled violence, visibility is reduced to 10 inches and movements are impossible.

Dice result for the TO5 (4:00 p.m. to 7:00 p.m.)

Case 1: If the clear TO4:

1-8 Hot: no effect
Light rain 9: visibility is reduced by a quarter
10 heavy rain: visibility is reduced by half, the movements of the quarter

Case 2: If light rain in TO4:

1-7: the rain stops: no effect
8-9: light rain continues, visibility is reduced by a quarter and the ground is soggy: reduced movement of the shift.
10: the rain becomes strong, visibility is reduced by half, the movements of the quarter on the road and not drive off.

Case 3: If heavy rain in TO4:

1-7: the rain stops but the ground is wet, the movement is reduced quarter on road and off-road half.
8-9 rain loses in intensity, visibility is reduced by a quarter and the ground is wet: the movements are reduced quarter on-road and off-road impossible.
10 rain redoubled violence, visibility is reduced to 10 inches and movements are impossible.

Dice result for the TO6 (7:00 p.m. to 10:00 p.m.)

Case 1: If the clear TO5:

1-8 Hot: no effect
Light rain 9: visibility is reduced by a quarter
10 heavy rain: visibility is reduced by half, the movements of the quarter

Case 2: If light rain in TO5:

1-7: the rain stops: no effect
8-9: light rain continues, visibility is reduced by a quarter and the ground is soggy: reduced movement of the shift.
10: the rain becomes strong, visibility is reduced by half, the movements of the quarter on the road and not drive off.

Case 3: If heavy rain in TO5:

1-7: the rain stops but the ground is wet, the movement is reduced quarter on road and off-road half.
8-9 rain loses in intensity, visibility is reduced by a quarter and the ground is wet: the movements are reduced quarter on-road and off-road impossible.
10 rain redoubled violence, visibility is reduced to 10 inches and movements are impossible.

The referee determines weather during the night to find out what is the state of the field in the morning at 4:00. He makes only one jet overnight.













2. Receipt of new orders of army generals

The second phase of a TO is the reception by the general body of written orders by the army generals. Orders must be simple and involve the general body without details. They must specify the tasks (motion or rest), attitude (aggressive or conservative) and to borrow or roads. The technical details of the execution of the order are left to the initiative of the general body. If the army general is physically present alongside General body on the operational map, both players can chat verbally and Army General may give an oral order, there is no transmission delay . Otherwise, players can chat (how to stop them!) But they can not change their orders without receiving them in writing. They can not disobey an order. If this is the case, the referee may ask the player to rewrite his orders.


3. Change of composition of operational pawns

During this phase, and this phase only, the players may change the composition of the operational pieces that make up the body. They can also create new pieces or delete items. The pawns modified component units must maintain their position at the time of change. Players should remember to recalculate the size of their pawns. This change should be noted on the daily order sheet. It goes without saying that it must take into account the position of each piece and the two pieces become one which must be adjacent, and if a pin is divided into two, the new token is to be placed next to the first .



4. Results recognitions

During this phase, the referee spot enemy units identified on the operational map. The enemy units are represented by circular black pawns, the arbitrator may specify what it is.

5. Players perform their daily order sheet for the current TO

During this phase, players meet their daily order sheet. They indicate the TO mark and the effects of the weather there. Then they write the orders for each operational pawn. An operational concerns everything that the player wishes to perform its operational pawn during the TO. Each TO can be cut into TT if necessary and can be continued during a TO unfinished previous orders of TO.

Here are the possible orders:

-Movement: Specify the start point, end point and used road. The movement order is abbreviated as 'Mo'. We can not do that 9:00 movements per day without consequences, including 6 consecutive. This movement is effected by 'market than 3 consecutive hours. If you ordered an operational pawn move three hours more, all units that make up the pawn lose definitely a strong point and two points of strength for the rest of the day (rail movement is not affected by this rule). The road movement is at a maximum speed of 4 km to 12 km per hour is 'on' for infantry and artillery mounted, 8 km to 24 km per hour to be 'on' for the cavalry and horse artillery. On the operational map, the scale is 1:20 000, 2 inch (5 cm) represents one kilometer. Rail displacement, denoted 'Mo (F)' takes place as follows: one can perform 48 km by rail displacement '(displacement of 3 hours in the process), this includes 1 TT to load the train 1 TT for the discharge and 4 TT movement of 12 km each. Thus, if the train continues to move to the next TO, he can make 60 km and if the troops are already embedded in the beginning of TO and do not land in the TO, 72 km. A train can carry two infantry battalions and an artillery battery and a cavalry regiment half. Between each train departure, allowed security 2TT. Rail movement does not know the limitations of the other movements. The number of trains available per station lies with the GHQ. Possible stops are marked on the operational map. When there is no available trains, transportation stops and the player must wait for the return of empty trains, which make the reverse journey at the same speed.

Example of rail transport:
-The French player wants to transport an infantry division in Nancy Metz: 13 infantry battalions and 3 artillery batteries: it takes 10 trains and the journey is about 50 km: the first train leaves at TO1, TT2 (TT1 is devoted to the loading), it happens to TT5 and TT6 is dedicated to landing. The second train leaves and arrives at the TT4 MT2, TT2, the troops landed in TT3. The third train leaves and arrives at TT6 TO1 TO2 in TT4, troops are landed at TT5. The first brigade arrived and Nancy in full TO2 TT5. Transporting the second is carried out in the same way.

-Repos: That order concerns all activities that are not dedicated to the movement or recognition. Troops at rest take care of rest, reorganize, eat, get supplies of ammunition and food, to perform engineering work, install a bivouac or a camp. The rest is abbreviated in order Rp '. Regarding the engineering work, here are doable actions. It must provide details of the action performed on the order sheet. Example: Rp pontonniers Action B. A rest also lasts three hours.



Si vis pacem, para bellum

Le Manchou


here is the second part, with still the horrible google translation


Engineering rules

The genius of the actions are performed in six operational phase of the tower or at the end of tactical turn if the unit is engaged. Here is the table summarizing the various actions that can be performed by the genius. The percentage indicates the chances of successful action following time spent on it for an engineering company. Bridge building actions can be performed only by pontoon.


Number of tactical tricks


1 and 2
3 and 4
5 and 6
7 and 8
9 and 10
11 and 12
13 and 14
15
TO
15%
50%
85%
100%
X
X
X
X
B
5%
15%
25%
45%
65%
85%
100%
X
C
0%
0%
10%
40%
60%
100%
X
X
D
0%
0%
0%
5%
30%
45%
100%
X
E
10%
40%
75%
100%
X
X
X
X
F
33%
67%
100%
X
X
X
X
X
G
0%
0%
0%
5%
20%
35%
65%
100%
H
0%
0%
10%
35%
50%
75%
100%
X
I
15%
60%
90%
100%
X
X
X
X


Action A: build 12 cm light bridge (passable only by infantry)
Action B: 12 ​​cm of heavy build bridge (passable by everyone)
Action C: build 4 cm light fortification
Action D: 4 cm heavy build fortifications
Action E: build doorways for 6 guns
Action F: 4 cm serrated wall for guns
Action G: place demolition charges on a heavy structure
Action H: place demolition charges on a light structure
Action I: fortify a building.

-Recognition: There are three types of reconnaissance.

The first type concerns the protection of columns of infantry and artillery. If you include a cavalry regiment to one of your pawns operational, it has a visibility of around 8 kilometers (a square of eight kilometers in eight is placed on the operational map whose center is the operational piece) . This simulates the transmission patrols in all directions around the running column. This recognition is automatic. It is therefore not necessary to specify in the order the operational pawn. The cuirassiers can not perform this type of recognition.

The second type is the deep recognition performed by cavalry units. Its objective is to locate enemy columns by sending detachments but not the entire Cavalry brigades, represented by operational pawns, to engage the enemy and force it to reveal its strength. Unlike the first type of recognition, it can lead to losses and the brigade commits the enemy, even if in a limited way. The brigade moves under the same rules as normal movement. It uses a single road but illuminates a radius of 6 km around (a square of six kilometers in six is ​​placed on the operational map whose center is the operational piece), this radius is lower because the detachments are more important and more close. The French cuirassiers can not perform this type of recognition.

The third type is to 'hunt', that is to say, a cavalry regiment is posted, follows an enemy column and organizes shuttles to inform the general of army corps. This type of recognition can be performed only by Prussian and Bavarian Uhlans. Once the regiment in place, recognition is automatically managed as the first recognition and the player controlling the Uhlans is informed of the movements and state of the column within a period taking into account the distance of the enemy column and player .

Deadline for transmission of an order: the transmission delay is at least one TT, plus an additional TT per 5 km between the payer and recipient. So if a body drafts a general order and made to send one of its divisional located 6 km, it will receive after 3TT. Furthermore we take a ten-sided die: 1-5: the message normally happens 6-9: the message arrives with a delay of an additional TT. 0: aid camp was intercepted, the message does not arrive and throw a new die: 1-5: the message is delivered to the closest enemy player, 6-0, the aide took time to destroy the message. When the player who sends or receives the message is part of a column 'hunted' by Uhlans, jet 9 is considered 0.

Changing an order (or cons-order): Sometimes a new order received can help change a written order

Example of two consecutive TO:

TO4: the pin 4 (an infantry brigade) ends its movement began in TO3 during 3TT, the player therefore notes TO4 TT1-3: movement by the same route that TO3 and up Schlendorff. In TT4, he begins an order of rest, so it TO4 TT4-6 Note: rest. Army General TO3 TT2 sends an order to move to the general body of the brigade, it is 8 km from the body: so you have one TT + 2TT (between 5 and 10 km) for = 3TT happens the general body, he rolls a die, 4, transmission is normally done. The general body thus receives his order at TO3 TT5 and sends the order to the major general who is at his side so it only takes a TT, Major General then gives the order (in TO3 TT6) to the general Brigade to perform the movement requested by Army General. Brigadier is 2 kilometers from the major general, this therefore take 2TT, the die is cast: 7, so you have an additional TT so 1TT + 1TT (2 km) + 1TT (additional time due to the dice) Brigadier was ordered to TO4 TT3, it can modify its resting order movement order from that time.

7. Players committed make tactical room

Committed players, that is to say at least one of the operational pieces is four kilometers or less of an enemy pawn operational, tactical visiting room with the following equipment: figurines, measuring tape, badge identification, dice (both 10 sides and 30 faces), angles measuring, order sheet battle, combat tactics sheet (with the positions of his troops to the current TT TO), leaf order supplies sheet.

8. Tactical Combat

It is carried out following the rule 1870. Some additional rules, however, are to be considered. Before starting the fight, the player must complete tactical combat sheet. On it, he must draw a layout of the terrain, positioning his troops (combat and non-combat), calculate how tactical turn its units out of plane will arrive so, their withdrawal routes. It must indicate by arrows scheduled orders (which will be the 'continuing orders' rules of 1870). He must also place on the map visible enemy troops and friends. He must calculate its ammunition supply. Whenever he draw during the game, he will blacken wooden pencil a check of the unit pulling its supply sheet (this must be hidden from his opponent who does not know the state of his supply opponent). When all the boxes in the unit were blackened, shooting is forbidden and must be called to ammunition boxes if any.

At the end of a battle, when one side overcame evacuate the battlefield, a calculation of the pursuit after combat under the following rules. [to be determined] The pursuit ends when the contact is broken, that is to say when the units are no longer incurred.

9. Sending the report to the Army General

When everything was done, players send a report to their superior, that is to say their army general. This report must indicate the position of each of their divisions and their status:

Committed 1- or uncommitted
2- Fresh, tired, very tired or destroyed
3- The enemies around
4- The supply status
5- The applications and potential issues


Here's how:

We take a ten-sided die: 1-5: the message normally happens 6-9: the message arrives with a delay of an additional TT. 0: aid camp was intercepted, the message does not arrive and throw a new die: 1-5: the message is delivered to the closest enemy player, 6-0, the aide took time to destroy the message.
When the player who sends or receives the message is part of a column 'hunted' by Uhlans, jet 9 is considered 0.
Si vis pacem, para bellum

Duke Speedy of Leighton

You may refer to me as: Your Grace, Duke Speedy of Leighton.
2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner