As has been mentioned previously, We will be running a Snappy Nappy "Campaign in a Day" at
Historicon this year, on Thursday July 12, from 10 AM to 5 PM. This will be Event T:150:10
Campaign in a Day: Spain and Portugal, May to July 1809. The event has been significantly
changed from the one we ran at The Portal in Manchester, CT the end of April, based upon how
that game played out.
I have increase all Command radii by 3" to allow for the larger, 28 mm figures, and the Spanish
are given the same command radii as later Austrians and Prussians. Rules are otherwise per
Snappy Nappy, by Russ Lockwood. I suggest purchasing a copy through On Military Matters
if you don't have one, but it is not necessary to do so. Rules summaries are available in advance
of the game and on site for players.
Historicon this year, on Thursday July 12, from 10 AM to 5 PM. This will be Event T:150:10
Campaign in a Day: Spain and Portugal, May to July 1809. The event has been significantly
changed from the one we ran at The Portal in Manchester, CT the end of April, based upon how
that game played out.
I have increase all Command radii by 3" to allow for the larger, 28 mm figures, and the Spanish
are given the same command radii as later Austrians and Prussians. Rules are otherwise per
Snappy Nappy, by Russ Lockwood. I suggest purchasing a copy through On Military Matters
if you don't have one, but it is not necessary to do so. Rules summaries are available in advance
of the game and on site for players.
Orders of Battle
at 1 Infantry stand = 1300 men (2 stands per unit), 1 Cavalry stand = 450 men (2 stands per unit),
1 Artillery stand = 16 guns (1 stand per unit), with estimated last known positions:
1 Artillery stand = 16 guns (1 stand per unit), with estimated last known positions:
ALLIES: (21" Command radius)
British Army: Lisbon
Sir Arthur Wellesley: Genius (+3) (Wellesley commands the British and Portuguese forces)
2 stands Guard Infantry Guard (4+)
2 stands Highlanders Elite (5+)
8 stands Line Veteran (6+)
2 stands Dragoon Guards Elite (5+)
2 stands Light Dragoons/Hussars Veteran (6+)
2 stands 6# Artillery Elite (5+)
1 stand Pontooniers Seasoned (7+)
Sir Rowland Hill: Charismatic (+2)
2 stands Fusiliers Elite (5+)
8 stands Line Veteran (6+)
4 stands Light Dragoons/Hussars Veteran (6+)
2 stands 6# Artillery Elite (5+)
1 stand Pontooniers Seasoned (7+)
Royal Navy: 4 ships, start in Lisbon Harbor
** Special Rules
1) Each ship may transport 2 stands of Allied troops along the coast
2) Any landing spot must be at least 12" from any French troops (no opposed landings!)
3) Ships do not affect land combat in any way.
Portuguese Army: Ponte de Sol, Estramoz
Marshal William Carr Beresford: Charismatic (+2)
10 stands Line Infantry Seasoned (7+)
4 stands Cacadores Veteran (6+)
6 stands Cavalry Seasoned (7+)
2 stands Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
Francisco da Silveira Pinto da Fonseca Teixeira: Dashing (+1) (Brunswickers used)
10 stands Line Infantry Seasoned (7+)
4 stands Light Infantry Veteran (6+)
6 stands Cavalry Seasoned (7+)
2 stands Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
Spanish Army (15" Commnand Radius)
C-in-C: Junta Suprema Central (played by Don Julian Sanchez)
Guerrillas:
Don Julian Sanchez: Dashing (+1)
12 stands Guerrillas (Militia, 9+)
Guerrillas - Can start on any of tables in Spain
** Special rules
1) No points are scored for eliminating Guerrillas
2) Guerrillas may always retreat off board into "impassable" mountains.
3) Guerrillas are expected to act as spies and report their findings to Allied players as they
see fit. This includes possibly forwarding copies of captured dispatches!
see fit. This includes possibly forwarding copies of captured dispatches!
4) Eliminated Guerrillas will "re-spawn" in 30 minutes on any table(s) in Spain that are free of
French
troops (including Gendarmes) If none are free, they may re-spawn in off table areas of Spain
(NOT Portugal)
French
troops (including Gendarmes) If none are free, they may re-spawn in off table areas of Spain
(NOT Portugal)
GUERRILLA AMBUSHES:
1) The Guerrillas my prepare ambushes on any table where there are no French troops other than
Gendarmes. (this would include the tables they start out upon, even if Gendarmes are deployed on
that table).
Gendarmes. (this would include the tables they start out upon, even if Gendarmes are deployed on
that table).
2) Ambushes may be set within mountains, hills, woods, or villages.
3) Guerrillas lying in ambush are removed from the table. The site of the ambush is indicated by
a slip of paper hidden under the terrain in question, noting the forces placed there and the time
placed. If there is more than one stand of Guerrillas on the table, as many ambushes may be
placed as Guerrilla stands are removed. The Guerrilla player may also place as many dummy slips
as there were Guerrilla bands on the table (to mislead any casual onlookers).
a slip of paper hidden under the terrain in question, noting the forces placed there and the time
placed. If there is more than one stand of Guerrillas on the table, as many ambushes may be
placed as Guerrilla stands are removed. The Guerrilla player may also place as many dummy slips
as there were Guerrilla bands on the table (to mislead any casual onlookers).
4) When the Guerrilla player springs an ambush (which may be at the END of any French phase of
a turn), he rolls THREE morale checks, needing a 9 or a 10 (usual score for militia) on any ONE roll.
a turn), he rolls THREE morale checks, needing a 9 or a 10 (usual score for militia) on any ONE roll.
5) If at least one check is passed, the Guerrillas are placed on the table and then act normally on
the Allied Phase of the turn.
the Allied Phase of the turn.
6) If NO checks are passed by the Guerrillas, the stands are placed on the table anyway, BUT
they may NOT act, except defensively, until the FOLLOWING Allied phase.
they may NOT act, except defensively, until the FOLLOWING Allied phase.
7) The GM will be advised, either verbally or in writing, of the placement of ambushes.
Army of La Mancha: Puertollano, Almuradiel
Francisco Javier Venegas: Dashing (+1)
2 stands Light Infantry Veteran 6+
2 stands 1st Rate Line Infantry Seasoned (7+)
2 stands 2nd Rate Line Infantry Conscript (8+)
2 stands Militia infantry Militia (9+)
2 stands Dragoons Seasoned (7+)
1 stand 6# Artillery Seasoned (7+)
1 stand Pontooniers Seasoned (7+)
José María de la Cueva, 14th Duke of Alburquerque: Reliable (+0)
4 stands 1st Rate Line Infantry Seasoned (7+)
2 stands 2nd Rate Line Infantry Conscript (8+)
4 stands Militia Infantry Militia (9+)
2 stands Line Cavalry Veteran 6+
1 stand 6# Foot Artillery Seasoned (7+)
1 stand Pontooniers Seasoned (7+)
Army of Estremadura: Zafra
Gregorio García de la Cuesta: Charismatic (+2)
2 stands Light Infantry Veteran 6+
2 stands 1st Rate Line Infantry Seasoned (7+)
4 stands 2nd Rate Infantry Conscript (8+)
2 stands Militia infantry Militia (9+)
2 stands Line Cavalry Veteran 6+
2 stands Hussars Seasoned (7+)
2 stands Garrochistas Conscript (8+)
1 stand 12# Artillery Seasoned (7+)
1 stand Pontooniers Seasoned (7+)
José Pascual de Zayas y Chacón: Reliable (+0)
2 stands Light Infantry Veteran 6+
4 stands 1st Rate Line Infantry Seasoned (7+)
2 stands 2nd Rate Line Infantry Conscript (8+)
4 stands Militia Infantry Militia (9+)
2 stands Dragoons Seasoned (7+)
2 stands Hussars Seasoned (7+)
1 stand 6# Foot Artillery Seasoned (7+)
1 stand Pontooniers Seasoned (7+)
Army of Galiza y Asturgas: Oviedo
Pedro Caro y Sureda, 3rd Marquis de la Romana: Dashing (+1)
2 stands Grenadiers Veteran 6+
2 stands 1st Rate Line Infantry Seasoned (7+)
4 stands 2nd Rate Line Infantry Conscript (8+)
2 stands Militia infantry Militia (9+)
2 stands Line cavalry Veteran 6+
1 stand 6# Artillery Seasoned (7+)
1 stand Pontooniers Seasoned (7+)
José Cienfuegos: Dashing (+1)
2 stands Grenadiers Veteran 6+
4 stands 1st Rate Line Infantry Seasoned (7+)
2 stands 2nd Rate Line Infantry Conscript (8+)
4 stands Militia Infantry Militia (9+)
2 stands Dragoons Seasoned (7+)
1 stand 6# Foot Artillery Seasoned (7+)
1 stand Pontooniers Seasoned (7+)
**Spanish Special Rules
1) Spanish troops may retreat off table (as a group) into "impassable" mountains", or entirely off
the main table areas. If they do so, they may not return for at least 30 minutes of game time,
BUT all damaged stands will automatically be fully rallied.
the main table areas. If they do so, they may not return for at least 30 minutes of game time,
BUT all damaged stands will automatically be fully rallied.
Total 102 Infantry stands, 38 Cavalry syands, 13 Artillery stands + Guerrillas and Pontooniers.
Ratings:
Portuguese: Cacadores Veteran (6+), Line Seasoned (7+), Cavalry Seasoned (7+),
Artillery Veteran (6+)
Artillery Veteran (6+)
British: Guards Guard (4+), KGL etc Elite (5+), Line Veteran (6+),
Lt Dragoons Veteran (6+), Dragoon Guards Elite (5+), Artillery Elite (5+)
Lt Dragoons Veteran (6+), Dragoon Guards Elite (5+), Artillery Elite (5+)
Spanish Militia Militia (9+), 1st Rate Line [blue uniforms] Seasoned (7+).
2nd rate Line [white uniforms] Conscript (8+) Lights/Grenadiers Veteran (6+),
Artillery Seasoned 7+, Garrochistas Conscript 8+, Line Cavalry Veteran 6+,
all other cavalry Seasoned 7+
2nd rate Line [white uniforms] Conscript (8+) Lights/Grenadiers Veteran (6+),
Artillery Seasoned 7+, Garrochistas Conscript 8+, Line Cavalry Veteran 6+,
all other cavalry Seasoned 7+
Guerrillas: Militia (9+)
French Army: (21" Command Radius)
1st Corps: Merida
Victor: Charismatic (+2)
2 stands Legere Elite (5+)
10 stands Line Infantry Veteran (6+)
2 stands Hussar Elite (5+)
2 stands 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
2nd Corps: Oporto, Villa Real
Soult: Charismatic (+2)
2 stands Legere Elite (5+)
6 stands Line Infantry Veteran (6+)
2 stands Hussars Elite (5+)
2 stands 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
General Pierre Bellon Lapisse: Reliable (+0)
4 stands Line Infantry Veteran (6+)
4 stands 2nd rate Line (Foreign/G de P) Seasoned (7+)
2 stands Chasseurs Veteran (6+)
2 stands Dragoons Veteran (6+)
1 stand 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
4th Corps: Ciudad Real
Sebastiani: Dashing (+1)
4 stands Polish Infantry Elite (5+)
2 stands CoR Infantry Seasoned (7+)
8 stands Line Infantry Veteran (6+)
2 stands Polish Uhlans Elite (5+)
2 stands Chasseurs Veteran (6+)
2 stand 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
5th Corps: Valladoid
Mortier: Charismatic (+2)
2 stands Legere Elite (5+)
10 stands Line Infantry Veteran (6+)
2 stands Chasseurs Veteran (6+)
2 stands 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
6th Corps: Galicia
Ney: Charismatic (+2)
2 stands Legere Elite (5+)
10 stands Line Infantry Veteran (6+)
2 stands Chasseurs Veteran (6+)
2 stands Hussars Elite (5+)
2 stands 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
Cavalry Reserve: Toledo
Latour Mauborg: (Dashing +1)
8 stands Dragoons Veteran (6+)
2 stands Chasseurs Veteran (6+)
1 stand 6# Horse Artillery Elite (5+)
Milhaud: (Dashing (+1)
2 stands Hussars Elite (5+)
6 stands Dragoons Veteran (6+)
1 stand 6# Horse Artillery Elite (5+)
Army Reserve: Madrid
King Joseph Bonaparte/Marshal Jourdan: Dashing (+1)
2 stands Royal Guards Elite (5+)
6 stands Line Infantry Veteran (6+)
1 stand 6# Foot Artillery Veteran (6+)
1 stand Pontooniers Seasoned (7+)
** Joseph is in command of the French. Joseph also commands the Gendarmes.
Gendarmes 6 stands- may start on any or all of tables in Spain.
** Special Rules
1) Gendarmes may be deployed as single stands to suppress Guerrilla activity; They count as
"Veteran" (6+) instead of "Conscript" (8+) when combating Guerrillas (only).
"Veteran" (6+) instead of "Conscript" (8+) when combating Guerrillas (only).
2) Gendarmes suffer no penalty for lack of command or being out of supply.
3) Gendarmes do count as troops on the table for the purpose of enemy movement, but do not cost
Victory Points if lost.
Victory Points if lost.
4) Gendarmes may not enter Portugal
Total: 76 Infantry stands, 36 Cavalry stands, 14 Artillery stands,
+ Gendarmes and Pontooniers
+ Gendarmes and Pontooniers
Ratings:
Legere, Poles, Guard, Elite (5+), Line Veteran (6+), CoR etc Seasoned (7+),
Foot Artillery Seasoned 6+, Horse Artillery Elite 5+, Hussars and Polish Uhlans Elite 5+,
Chasseurs and Dragoons Veteran 6+, Gendarmes Conscript (8+)*
Foot Artillery Seasoned 6+, Horse Artillery Elite 5+, Hussars and Polish Uhlans Elite 5+,
Chasseurs and Dragoons Veteran 6+, Gendarmes Conscript (8+)*
Unit type
|
Guard 4+
|
Elite 5+
|
Veteran 6+
|
Seasoned 7+
|
Conscript 8+
|
Militia 9+
|
Infantry
|
2 - 16
|
4 - 14
|
16 - 96
| |||
Cavalry
|
2 - 16
|
6 - 42
| ||||
Artillery
|
4 - 36
| |||||
Infantry
|
8 - 48
|
20 - 100
| ||||
Cavalry
|
12 - 72
| |||||
Artillery
|
4 - 28
| |||||
Infantry
|
10 - 60
|
18 - 90
|
14 - 56
|
30 - 90
| ||
Cavalry
|
8 - 56
|
12 - 72
|
4 - 20
| |||
Artillery
|
6 - 42
| |||||
Infantry
|
14 - 98
|
54 - 324
|
6 - 30
|
6 - 30
| ||
Cavalry
|
10 - 80
|
24 - 168
| ||||
Artillery
|
2 - 18
|
11 - 88
|
Totals:
British: 22 Infantry/126 pts, 8 Cavalry/58 pts, 4 Artillery/36 pts: 220 pts total
Portuguese: 28 Infantry/148 pts, 12 Cavalry/72 pts, 4 Artillery/28 pts: 248 pts total
Spanish: 72 Infantry/296 pts, 24 Cavalry/148 pts, 6 Artillery/42 pts: 486 pts total
Allies Combined: 122 Infantry/570 pts, 44 cavalry/278 pts, 14 Artillery/106 pts: 954 pts
French: 80 infantry/482 pts, 34 Cavalry/248 pts, 13 Artillery/106 pts: 836 pts
Pontooniers: May not attack or initiate Melee. To Build or take down a pontoon bridge,
once the Pontooniers are in position, check once per turn as per the rules; all nations need
a D10 roll of 7+; if unsuccessful, the next turn they need a 6+, if unsuccessful again then
on the following turn they need a 5+, and so on.
once the Pontooniers are in position, check once per turn as per the rules; all nations need
a D10 roll of 7+; if unsuccessful, the next turn they need a 6+, if unsuccessful again then
on the following turn they need a 5+, and so on.
VICTORY POINTS:
1 per enemy unit eliminated
(NO points for Pontooniers, Guerrillas, Gendarmes and Spanish Militia).
(NO points for Pontooniers, Guerrillas, Gendarmes and Spanish Militia).
and for key cities and towns held at the end of the campaign (61 total points):
3 points per Building of Madrid (9 pts total), Lisbon (9) Valladoid (6), Oporto (6), Merida (6)
3 Points each for Fortresses of Badajoz, Almeida, and Ciudad Ropdrigo
2 points each for Damiel, Ciudad Real, Talavera, Navalmoral, Canaveral, Ponte de Sol,
Salamanca, and Mora.
Campaign Map with VP - key supply locations in red
SUPPLY:
1) Supply status will be checked once an hour, on the hour.
2) Any troops actually occupying the buildings of a Major City (3 buildings), City (2 buildings),
Town (1 building), or occupying a Fortress (roughly 6" square on the tabletop - can hold up to
4 units within max) are always “in supply”
Town (1 building), or occupying a Fortress (roughly 6" square on the tabletop - can hold up to
4 units within max) are always “in supply”
3) British and Portuguese forces must otherwise trace supply to Lisbon, or Oporto (should they
take it).
take it).
4) French forces must otherwise trace supply to Madrid; 2nd Corps ONLY (Soult and Lapisse)
may trace supply to Oporto as long as they hold it.
may trace supply to Oporto as long as they hold it.
5) Spanish forces ignore all supply rules! They are always considered in supply.
6) Supply MUST be traced through the key cities and towns that are worth VP's.
On any given table, if a side does not control ALL of the key locations on that table,
supply may traced into but not THROUGH that table.
7) Any troops that are found to be "Out of Supply" will immediately take one
and only one Morale check roll immediately, with results imposed immediately.
Additionally, Troops that are out of supply may not advance more than 6” from their present positions; otherwise they may only move towards their base of Operations (Madrid or Lisbon/Oporto).
TERRAIN
On the table maps:
"Mountains" = Severe (Spanish Cavalry and Artillery ONLY may enter, but ONLY to retreat off the table, other nations Cavalry and Artillery may not enter)
"Woods" = Rough
"Hills" = Broken
Buildings = Town, except clusters of 2 or 3 = City.
Fortresses (Alemieda, Badajoz, Ciudad Rodrigo) are roughly 6” square and may hold up to 4 units.
All rivers are 1" wide (thus NO small arms fire across them), and may only be crossed at bridges, whether permanent or pontoon.
TOKEN FORCES
Some difficulty can arise when players leave token garrisons behind to hold critical bridges and bottlenecks, etc. It can unduly penalize opponents encountering such token forces when they have to twiddle their thumbs, unable to move because their opponent keeps running away to do moves in a much bigger battle on another table. Of course, delaying the enemy (within reason), as well as getting notice of the movement of enemy troops into the area, are the two main reasons for leaving token forces to begin with.
1) A "Token Force" consists of not more than 3 units of infantry, or a single Cavalry or Artillery unit. Combined arms forces are never considered "Token Forces".
2) Wherever possible, the owning player will play their own troops provided that it does not unduly slow play on that table or elsewhere.
3) Another player on the same side, or the GM or their assistant may be assigned to run the force
if necessary to maintain the flow of the game.
if necessary to maintain the flow of the game.
4) Failing any of those, or by the consent of the owning player, the Token force may be run by the opposing player following the Default Orders given to the Token Force as follows:
Place a pre-printed card underneath the token force when it is detached,
that gives it Default Orders:
that gives it Default Orders:
- Hold at all costs, always orienting to fire on the nearest enemy.
- Withdraw as quickly as possible away from the enemy.
- Withdraw as quickly as possible towards Deployment Zone _________ (fill in the blank).
In the absence of a Default Order, "Hold at all costs" is assigned.
On encountering the Token Force, and after suitably informing and getting the OK from the GM,
a player could run his own troops and pretty easily and reasonably run the opposing token force. Mostly the token force is not going to move (or will move away as quickly as possible), so one only needs to do trivial movement or roll shooting and morale for it. The Token force will impose a 60 second delay per unit each turn on the cycling of the active player. In other words, a Token Force
of 3 Infantry units would impose a 3 minute delay per turn cycle upon the opposing player. The
timer on a cell phone or similar can be used to track such delays.
a player could run his own troops and pretty easily and reasonably run the opposing token force. Mostly the token force is not going to move (or will move away as quickly as possible), so one only needs to do trivial movement or roll shooting and morale for it. The Token force will impose a 60 second delay per unit each turn on the cycling of the active player. In other words, a Token Force
of 3 Infantry units would impose a 3 minute delay per turn cycle upon the opposing player. The
timer on a cell phone or similar can be used to track such delays.
Really - a cavalry unit is only 300 men compared to a 1300 man infantry unit? Or is that because cav are used for scouting?
ReplyDeleteGood pick up, Dave. Actually, that should be one STAND = 1300 infantry (SN standard is 2,000!), one STAND = 450 cavalry (750 for standard SN), an one stand of Artillery = 16 guns (SN standard is 24 guns). I'll correct that!
DeleteI believe Russ based these upon the respective frontages of the units - all stands have the same frontage.
DeleteMassive project! What an event it will be, I'm sure!
ReplyDeleteIt should be a lot of fun, and different from the majority of events!
DeleteGood luck with this Peter. I'm really looking forward to seeing the Spanish in action again, but hope that the guerrillas give a better account of themselves this time.
ReplyDeleteThe Guerrillas can be used in a variety of ways. Altghough the ambushes sound attractive, if there are no allied troops on the table, after the delay caused by the attack, the French will likely do what happened last game, and rally quickly and then move on. They are probably more effectively used to slow down the French on as many tables as possible by making them deal with them out in the open (i.e., on the table in cover, especially in buildings along key roads). The Spanish will also see action in the Battle of Talvera game the following evening.
DeleteBravo Peter! The one time I miss Historicon you run this awesome game!
ReplyDeleteWe need a real time video feed then, LOL!
DeleteIt's been about three years that I have pretty much known I wanted to do something like this. Fredericksburg just wasn't very feasible because the support personnel that will really make it work the best wouldn't be there.
BTW, although the game is registered for 16 players, it can handle up to 20!
Another epic presentation by you! Perhaps one day, I can join in the fun?
ReplyDeleteThanks, Jon. If you are ever to make it to Historicon, I'd certainly try to run one of these that year!
DeleteThat is a generous invitation!
DeleteIt is equally sincere!
DeleteBest of luck with this, I'm sure it'll be a blast!
ReplyDeleteBest Iain
Thank you, Iain. Hopefully it will be!
DeleteLooks like a great plan. I would love to try something like this in the future as well.
ReplyDeleteIt would be great to have you! The way we do it does create some disturbance of time and distance in the interest of keeping things rolling, although the revised scenario and layout will hopefully mitigate that to a degree.
Delete