Napnuts Peninsular Campaign Rules
Welcome to the Napnuts Peninsular Wars campaign rules. These rules are for campaigning the French invasion of Portugal in 1810-1811, although some modifications from historical fact have been made for the sake of game balance. They are meant to be used in conjunction with “Republique” grand tactical rules available free from http://www.wtj.com/. The campaign map is from Miniature Wargames’ issue number 221 of October 2001.
Please note that this campaign should be played as a board game. As such, these rules will comprehensively state what players may or may not do in the campaign. Anything not stated herein, will NOT be allowed. (Exception: To preserve fog of war, each side will be provided with confidential rules stating what additional capabilities and limitations their side will face in the campaign. These additional rules must be adhered to during game play.)
The game begins on 1 August 1810. The French may choose to invade Portugal from either Leon or Estremadera.
Players should note that Napoleon intended to lead this campaign to expel the British from the Peninsula once and for all. However, he got distracted by his divorce from Josephine and subsequent marriage to the Austrian Archduchess Marie-Louise. Contrary to historical fact, in our campaign, there is a distinct possibility that Napoleon will march across the Pyrenees to expel the upstart Viscount Wellington of Talavera and his ridiculous redcoats, thereby providing an interesting "what if" element in the campaign.
To win the game, the French must either destroy the British army in Portugal, or force it to evacuate the Peninsula.
The British win by
preserving Portugal's independence AND by securing one invasion route
into Spain (ie by retaining either the route Lisbon-Almeida or Lisbon-Elvas).
To secure the invasion route, they must also hold the fortresses along
that route - ie Almeida/Ciudad Rodrigo or Elvas/Badajoz. Alternatively, the British may win by
destroying the French army in battle.
The above victory conditions must be attained by 7 June 1811, otherwise the game will be declared a draw.
(Note that to preserve fog of war, there may be additional troops available to the players which are not listed in the OOBs above.)
In the main, reinforcements and replacements will arrive as per historical schedule. However, there may be some additional troops available to either side which were not available historically. To preserve fog of war, these additional reinforcements will not be made known to the players before they arrive.
campaign turn equals 1 week of real time.
Each hex on the campaign map measures 36 miles across
The smallest units that may be represented on the strategic map are infantry divisions, cavalry brigades, detached light cavalry and dragoon units, guerilla units, Portuguese militia brigades, and town/city/fortress garrisons.
There are no stacking limits, except those imposed by the supply rules.
Players may rearrange their assets before the game starts. NO rearranging of assets between units will be allowed once the game has started except under one of the following circumstances:
At the beginning of the game the CinC will give specific orders for each corps under his command. These orders will stay in force and the corps must act within the parameters of those orders until new orders are received.
The position of the CinC of each side must be declared to the umpire. If this is not done, it is presumed that the CinC is with the main body of his army. The CinC may move up to 4 hexes per turn.
At the beginning of the turn, the CinC of each side will give new orders for each of their corps to the umpire by email.
For those troops stacked with and adjacent to the CinC's hex, any new orders will take effect immediately.
Otherwise, an appropriate time lag will be factored into the execution of the orders bearing in mind the time needed for a messenger to carry the orders to that corps' location. Note that there is a chance that messengers could get lost, waylaid, or killed by guerillas. Until the orders arrive, the unit may not act inconsistently with their current orders. Messengers move at the rate of 4 hexes per turn.
Only Infantry divisions, cavalry brigades, individual light cavalry or dragoon bases, guerilla bases and Portuguese militia brigades may move on the strategic map. Artillery must always be attached to an infantry division or a cavalry brigade and may not move independently.
may drop-off battalions to garrison key towns and cities.
Once dropped off, these individual battalions or brigades may
not move unless they are "picked up" by another infantry
rates are as follows:
any artillery is attached to an infantry division or cavalry brigade,
then that unit may only move along roads. A stack of units moves
along at the movement rate of its slowest unit.
Forced marches increase above movement rates by 1 hex. To reflect fatigue, troops that are forced marched directly into battle will suffer -1 on all assaults and melees fought by that unit during the current day's battle. They may recover from the effects of fatigue after one full night's rest. Troops on the campaign map may not be forced marched for two consecutive campaign turns.
that land movement into Lisbon is not permitted from the 2 hexes s outh
and southeast of Lisbon.
outh and southeast of Lisbon.
supply route can only be traced along a road.
It may not be traced cross-country.
British are always in supply if they can trace a supply route to
Lisbon or Oporto.
Unlike French, the British may not forage.
the exception of sieges, garrisons are always in supply if they do not
move out of their fortress.
supply is more problematic. Traditionally,
because of an inefficient supply system, French armies relied on
foraging to supplement their meager food supplies.
However, conditions in the Peninsula were very poor so that foraging
was often insufficient to supply the needs of an entire army on the
a result, French armies have to trace an unbroken supply route from Madrid,
Bayonne, Salamanca, Seville or the French border.
supply may not be traced through the Spanish province of Galicia.
of British control of the seas, the French may not be supplied by sea.
The full details of French supply problems, and the British ability to cut those supply lines using guerillas will be contained in the individual player briefings.
The French player may create a limited number of supply depots to shorten his line of supply. If these depot towns/cities are captured, all the supplies therein are lost.
French troops may forage in the plains around Lisbon and in mountain hexes containing a named town/city on the strategic map. The amount of forage that may be obtained per hex depends on whether the hex has been "scorched" by the British. Depending on how badly scorched the hex is, each hex may only supply a limited number of units. Units that have successfully foraged are not considered out of supply that turn.
may not be traced through an enemy or a guerilla unit.
To block a supply route, the enemy or guerilla unit has to be
in the road hex it intends to block.
An enemy unit that intends to block a supply route must itself
be in supply. Guerilla units need not trace a supply route and are
presumed to be able to live off the land, and the
"generosity" of the natives.
of being Out of Supply
Units that cannot trace a valid supply route can only fight 2 major battles until their ammunition runs out. Once out of ammo:
Units that have been out of supply for more than one week will face mounting desertion problems and higher rates of illness. Infantry divisions and cavalry brigades that have been out of supply for more than one week will lose 1 base of troops to disease, malnutrition and desertion for every consecutive turn they remain unsupplied. These losses are modified in the following manner. For each infantry division/cavalry brigade that is out of supply, roll 1D6:
unit that is out of supply may not be forced marched.
that have been out of supply for more than 2 weeks will also suffer 1 morale “hit”.
Such morale hits are removed once supply has been restored.
number and availability of guerillas will be determined by the umpire.
may only operate in their home province.
Portuguese guerillas may operate anywhere in Portugal, but may
not cross the border into Spain.
guerrilla movements will be randomly determined by the umpire.
Portuguese guerrillas may be controlled by the British player.
may be used to cut enemy supply lines.
They may also be used to capture depot towns and can be used to
attack enemy units.
campaign is a hidden movement game.
Players will not know where the enemy is, and his strength
unless he makes contact with them (ie enters into combat) or he uses
his cavalry to scout for the enemy.
The British player who is fighting on friendly soil will also be able to gather intelligence from the natives and from guerrilla bands. The umpire will determine what information the British player can obtain from such sources. Note that not all intelligence reports are 100% accurate.
cavalry scouting unit may
not be smaller than 1 base strength.
Only light cavalry and dragoons may be used as cavalry
scouts can obtain information on enemy strengths and movements by
entering into the same hex as the enemy unit.
scouts may be prevented from gathering information on enemy strengths
if the enemy cavalry strength in that hex is larger than the scouting
unit’s strength. The scouts have been effectively screened.
units may choose not to engage in combat with enemy troops occupying
may enter into combat only when they both occupy the same hex. A battle will take place if both sides elect to fight. If both
sides decline combat, no battle takes place. If one side decides
to force combat, and the other side seeks to evade, combat could take
place if the side seeking combat can catch the side seeking to evade
(umpire to resolve). The umpire will have full discretion to decide whether a game
is to be played out on the tabletop, or whether it is to be umpire
a battle is to be played on the tabletop, the Republique ruleset will be
If a battle is to be umpire resolved, the combat rules from Practical Wargamer May/June 1992 (suitably modified) will be used as follows.
Each side rolls 1D6, adjust according to the modifiers listed below and look up the result in the appropriate Battle Results Table.
French vs Spanish/ Militia Battle Results Table
French vs British Battle Results Table
For game purposes, only the following cities are considered to be fortresses - Ciudad Rodrigo, Almeida, Badajoz, Elvas and Lisbon (denoted on the map by a red square). These cities, if garrisoned, can only be taken by siege. (Note that Torres Vedras and Sobral are not fortresses for purposes of the siege rules. They are basically defensive lines which must be penetrated before Lisbon can be besieged. Historically, barring freak occurrences and treachery, sieges in the Peninsula took on average 4-6 weeks. Note that Lisbon is separated by sea from the 2 hexes directly south and southeast of the city. As such, Lisbon may not be besieged from those 2 hexes. Land movement is also not allowed across those 2 hexsides.
Sieges will not be played on the tabletop. All sieges will be resolved by the umpire using the system described in Practical Wargamer March/April 1992 (suitably modified) as follows.
Each fortified town has a defensive value which are listed below:
The defenders' value is compared to the attackers' value (1 point per 8 bases British/French or 16 bases Spanish/Portuguese. The attackers' value is also increased by 1 point per battery of siege artillery.) and the Siege Table consulted:
The Siege Table gives the percentage chance of the attacker succeeding in capturing the town each move (roll 2D10) and the percentage chance that the attacker reduces the DV of the fortress. Note that the siege does not begin until (1) the besiegers have spent at least 1 turn in the same hex as the fortress under siege, and (2) the besiegers bring up the necessary siege train.
To speed up the progress of the siege, the attacker may elect to storm the defences. If this is attempted, then for that move, the chance of success is doubled, but the attacker's casualties must be multiplied by 1 average die.
The defender may try to relieve the fortress. If this happens, a battle will be fought outside the fortress. Defenders may attempt to sally forth from the fortress to aid the relieving force.
Note that the umpire may decide to play an important siege on paper using the rules contained in Practical Wargamer, Feb 1999 issue.
After a successful siege, the attacking force must spend at least 1 turn stationary in the fortress to reorganise. To reflect their higher discipline, British may roll 1D6. If the result is 1-2, the troops have begun to sack the city and the army must stay put for the whole turn. If the result is 3-6, they may move off at half movement rate.
casualties are replaced in the following manner.
may recover 50% of his battlefield casualties and 75% of his troops
that have routed.
may recover 25% of battlefield casualties and 50% of his troops that
All guns abandoned on the battlefield, and all guns captured during the course of the battle may be incorporated into the enemy army and may be used in the next battle.
The winner of a battle may elect to pursue the defeated side only if he has fresh, uncommitted cavalry. Uncommitted horse artillery may also join in the pursuit. Compare cavalry strengths of the pursuing and defeated army. If the pursuer has cavalry superiority, those bases in excess of the defender's bases may make a free assault on disordered enemy units of their choice. If there are no disordered troops, he may assault ordered troops. For the purposes of this free assault, casualties on the attacker are ignored.
After this free assault, one round of combat will take place between the pursuing and defeated cavalry. This is considered a rearguard action by the defender. If defender loses this rearguard action, he must retreat his full movement rate for at least one turn.
Note that the winner of a battle must spend some time to rest and reorganise his forces before moving off again. He may continue to press the defeated army with his fresh, unengaged cavalry and infantry. However, units that were engaged may only move at half speed the next turn. This is to reflect time spent for rest and reorganisation. If the attacker elects to move at full speed his next turn, then all units in his army regardless of whether they were engaged during the battle, will suffer 1 morale hit. During their next battle, they may not be rallied beyond the morale level they began the battle with. The winning side may recover from this morale hit if they spend at least half a campaign turn resting his army.
of Losing a Battle
All units of the losing force will suffer 1 morale hit at the end of the battle. During their next battle, they may not be rallied beyond the morale level they began the battle with. If they win that battle, all "lost battle" morale hits will be erased.
The losing force may also recover from "lost battle" morale hits if they spend 2 campaign turns stationary and are not engaged in battle during that time.
Note that a unit may not accumulate more than a maximum of 2 morale hits as a result of lack of supply and losing battles.
copyright: Dominic Goh (2002)