Napoleonic Warfare Algorithm[]
Napoleonic Warfare is characterized by massed-infantry formations equiped with black-powder muskets or rifled muskets. These tactics encourage infantry charges, use of bayonets, and were common within western armies untl the mid to late 19th century. The advent of smokeless powder, gattling guns, and the more accurate rifled-musket eventually forced commanders to change tactics.
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Structure[]
- Battle Name (Year)
- Attacker
- Total:
- Troops:
- Infantry Equipment:
- Support:
- Morale:
- Experience:
- Terrain:
- Defensives: N/A
- Defender
- Total:
- Troops:
- Infantry Equipment:
- Support:
- Morale:
- Experience:
- Terrain:
- Defensives:
- Result:
- Attacker
Troops[]
Troops are the number of soldiers you have in the army group fighting on any given front. Troops are measured to the nearest thousands and constitute the backbone of the combat phase. Troop score is calculated by taking your overall number of troops and dividing by 1,000.
Infantry Equipment[]
Equipment represents the combat effectiveness of the weapons employed by a standard infantry unit of company size in your fielded army. This usually takes the form of small arms, motorized, mechanized, and communications equipment. Equipment is a modifier score meaning that it has a base score of 1.00 to which the values are added.
- Standard Small Arm
- Lever-Action: 0.40
- Early Bolt-Action (Magazine Fed): 0.35
- Breach-Loading (Single Shot): 0.15
- Flintlock Muskets: 0.05
- Motorization
- Fully Horse-drawn: 0.15
- Foot and Horse: 0.10
- Foot and Donkey: 0.05
- Only Foot: 0.00
- Battlefield Communications
- Bicycle: 0.10
- Horse: 0.10
- Runner: -0.10
- Specials (By Mod Approval Only)
- Rapid Advance Genius (Great Leader by mod event):+0.10 to motorized score
Support[]
Support represents the strength of the specialty units supporting your standard combat groups. This usually takes the form of artillery, armor, and naval/aerial auxiliaries. Support is a modifier score meaning that it has a base score of 1.00 to which the values are added. (No more than one value can apply from each category, then add all of the values for each category to the base). In Airborne Assaults, unless vehicles and equipment have been specifically developed for airborne invasion, the support category will not include Artillery, Armor, or Anti-Tank.
- Field Artillery
Type: |
Minimal |
Moderate | Full | Massive | ||
---|---|---|---|---|---|---|
Rifled Breach Loader | 0.200 | 0.300 | 0.400 | 0.500 | ||
|
0.125 | 0.175 | 0.250 | 0.325 | ||
Smooth Bore Muzzle Loader | 0.075 | 0.125 | 0.200 | 0.250 | ||
- Specials (By Mod Approval Only)
- Artillery Coordination Expert (Great Leader by mod event):+0.10 to artillery score
- Ambush Master (Great Leader by mod event):+0.20 to overall score
Morale[]
Morale represents the men's willingness to fight. Morale is critical to any fight and is dependent on both the National War Score Phase and the recent battles. Morale is a modifier score meaning that it has a base score of 1.00 to which the values are added.
- Positioning Penalties
- Encircled: -0.30
- Out of Supply: -0.50
- Surrounded and Out of Supply: -0.90
- Conscription Laws
- Volunteer Only: 0.10
- Limited Conscription: 0.05
- Mandatory Service: -0.05
- Massive Conscription: -0.25
- Specials (By Mod Approval Only)
- Warrior Code (With mod approval): 0.15
- Reconquest of lost territories: 0.10
- Defense of homeland: 0.15
- Inspirational General (Great Leader by mod event): 0.30
- Glorious Last Stand (With mod approval): 0.50
- Naval Invasion:-0.20
NOTE: If morale falls below 0, the army disbands or surrenders depending on the logical option.
Experience[]
Experience is pretty self-explanatory, but can be extremely influential. Experience is dependent on recent wars and battles. Experience is a modifier score meaning that it has a base score of 1.00 to which the values are added.
- Officers
- Untrained: -0.50 (No Military Academy)
- Green: -0.10 (National Military Academy)
- Veteran (1-2 Battles): 0.10
- Experienced (1+ Wars): 0.20
- Non-Commissioned Officers
- Untrained: -0.10
- Green: -0.05
- Veteran (1-2 Battles): 0.20
- Experienced (1+ Wars): 0.30
- Training
- No training: -0.50
- Minimal training: -0.10
- Basic training (Reservists): 0.00
- Extensive training (Professional Army): 0.20
- Specials (By Mod Approval Only)
- Experienced Staffer (Great Leader by mod event):+0.20
Terrain[]
- Attacker
- Mountains: 0.25
- Hills: 0.45
- River Crossing: 0.30
- Marsh: 0.45
- Jungle: 0.15
- Desert: 0.65
- Plains/Grassland: 1.00
- Forest: 0.65
- Defender
- Mountains: 2.00
- Hills: 1.10
- River Crossing: 1.50
- Marsh: 0.75
- Jungle: 0.45
- Desert: 0.75
- Plains/Grassland: 1.00
- Forest: 1.10
Defensives[]
Defensives are pretty self-explanatory, they are physical barriers set up to protect troops from bombardment and fire. Defensives are the least complex section and have calculations built in. Entrenchments can be built by troops in place, while strategic lines require peacetime production and several years of work to build.
- Light Entrenchments: 1.25
- Heavy Entrenchments: 1.35
- Fortress and Entrenchment Line: 1.50
- Specials (By Mod Approval Only)
- Fortification Expert (Great Leader by mod event):+0.20