Friday, July 24, 2020

NAPOLEONIC CAMPAIGN SCENARIOS TO USE WITH RISK BOARD GAME RULES


USING THE RISK BOARDGAME TO RUN NAPOLEONIC CAMPAIGNS

 Concept

 I play campaigns and wargames solo. I tried using the RISK boardgame and rules to create and run large-scale, multi-corps-level solo Napoleonic campaigns. I found the RISK board geography and rules to be well-suited for these kinds of campaigns. Armies can be any size, and any set of battle rules can be used.

I created specific campaign rules to use for these campaigns. They are bits and pieces of great ideas I got from other campaign authors, with some original flavor added. The reader can and probably will use any other set of rules of his/her choice. I will publish my rules in this blog soon. Following is a basic description of how my campaigns work.

Two types of campaigns, both are fun. Other campaign ideas can be created.

1. Conquer the world

Start with 3-4 colors. Using the RISK card deck, deal all cards to each color and place blocks in assigned territories. Look for clusters and pick 3 adjacent territories for each color. Those will become countries. Remove the other blocks. Assign a capital. Play RISK rules of movement. When 2 enemy armies meet, run a battle. Finally, one country will emerge victorious.

2. Battle of two continents

Two "continents" - Eurasia (Europe, Asia, Australia), and Amerafrica (N & S America, Africa). 2 mini-campaigns are run, one in each continent. Assign 3 colors in the first continent. Look for clusters as in first campaign. Will then have 3 countries. Using RISK rules, each in turn expands its territory and battles other countries for control. When one country conquers another, it then controls all its existing territories and armies. When one country emerges victorious, its forces remain in place after the campaign. Now play the second mini-campaign the same way. Final campaign: With all forces in position from the end of each mini-campaign, the countries in each continent battles for overall supremacy.

general rules

At the start:

1) Use SCMR to determine each country's initial strategy. SCMR stands for Solo Campaign Mobilization Rules and can be found in William Sylvester's book The Solo Wargaming Guide. I will be happy to describe them to you if interested. They are very effective, and yet uncomplicated.

2) each country rolls a D6. It gets that many extra blocks. Place in any controlled territory(s). note: the blocks will be used as garrison forces or to build field armies.

During play:

Each country gets a turn in each phase.

1) Resource phase:

When new blocks are received according to the RISK rules, they are added to a country's controlled territory or to the capital. Each country can then move extra blocks from one territory to any one adjacent territory that does not have enemy forces. It now takes control of the territory. When all countries have had their turn, move on to the movement phase.

2) Movement phase:

When a division (or other size unit of your choice) is built (must be built in the capital), it can then be moved to the front to advance upon the enemy. Or, you can continue expansion and build additional divisions depending on your strategy.

 

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