From: kzucker@charm.net (Kevin Zucker) Subject: NAL Game Questions, etc. NAPOLEON AT LEIPZIG 3rd Edition The Map: Road hexes are distinguished by the row of small trees on either side (high roads were provided with trees to protect travelers from the elements). Examples of Road hexes are from 6510N (Gordenitz) through 5917N (Taucha). Examples of Trail hexes are from 6722N (Cunersdorf) through 5917N (Taucha). Town hexes always cost 1 MP to travel through, even if entering via a Road. For purposes of tracing Command, a Road or Trail through a Town hex still counts as 1/2 hex. (Those narrow streets impeded the progress of formed units of troops, but not a single courier.) The Demoralization Level for St. Priest's Corps was left off the track. The letter "P" should appear in the "3" position on the track. The October 18th small scenario begins with the 0600 October Night Turn as noted in the Exclusive Rules, not the 1000 turn as printed on the Turn Track on the map. The Counters The words "Swedish Capacity" were left off the back of the Swedish flag counter. You may ink this in for play of the Grand Tactical Game that uses this counter. The Rules Campaign Rules 6.1 Types of Initiative, p. 10 An individual unit or integrated stack may not roll for initiative if stacked with an officer who has already failed his own initiative die roll for that turn. Terrain Effects Woods - Cavalry only are halved. Grand Tactical Rules 3.1 Orders Procedure, p. 14 When determining the delay in the change of orders, the message path may cross unbridged river hexsides at a cost of 2 additional MPs. SET-UP FRENCH Guard Cavalry / 3rd Division. Lt. Gen. Walther - 14:F. 5301S II Corps / 4th Division. Brigade Ferriere - 16:F. 4410S II Corps / 5th Division. Brigade D'Etsko - 16:F.4611S III Corps Artillery 10 Foot Batteries - 16:F. 4218N 2 Horse Batteries - 16:F. 4117N IV Corps Artillery / 8 Foot Batteries - 16:F. 3824N Cavalry Reserve, 3rd Corps 1 Horse Battery - delete (no unit). The Army of Bohemia 4th Corps / 3rd Division. Brigade Desfours - 16:R.6113S Russian Army Corps / Corps Artillery. Nikitin - 18:F.5213S QUESTIONS AND ANSWERS Orders (Grand Tactical Rules) Q) If a Commander is beyond 10 MPs when given an ORDER, is the distance simply calculated when the order is first given, taking into account the location of EZOCs at that time? A) YES. Q) What if Blücher is unable to be reached with an order due to a compelte line of French forces covering the entire front? A) Note that messengers may swim (see above). Q) May there be some sort of off-map route taken to convey the order? A) Sure. The messenger can depart and reenter the map at any point. Count the movement cost along the mapedge between the exit and reentry hexes and add ten. Q) Hold Order (3.43): May a player choose which units adjacent to the enemy will attack and which units will not attack? A) YES. Q) If a corps with a movement order is halted by proximity to an enemy unit, under what orders does it operate? A) At Players' option, you may: 1) Always assume the "Ordinary" Order applies, or, 2) Always assume the "Hold" Order applies, or, 3) Let the Player specify which Order to revert to when he writes down the objective hex. Q) Nappy has no orders track. Under what orders do his commanded corps operate? A) At your option, commanded corps may have separate Orders. These can either: 1) Be changed only during A.2 of the SOP, or, 2) Napoleon may freely change them every phase. In this case, this assignment is signified when the first unit takes advantage of the special conditions permitted by an order; i.e., the Player need not record this until it happens (write it down). Then, the same order applies to all the units commanded through the same officer, if any. Q) What, if any, are the differences between a unit operating under an attack order or a regular order? A) See 3.41, second sentence: Units with an Attack Order which start in an EZOC may move directly to the next EZOC (and then stop). Q) How does a commander reorganize demoralized units? A) Use his command span-plus-three as a substitute Initiative Rating. Q) Attack Order (3.41). Is Reinforcements (Standard Game Rules) Q) Do reinforcements enter "in command" if not given a march order? A) No. Q) If they enter at night do they need to roll for initiative? A) Yes. Q) Do they have a march order? A) No. Integrated Stacks (Campaign Game Rules) Q) Do two out of three units in a division count? A) Yes. Night (Campaign Game Rules) Q) Can units be given march orders at Night? A) No. Q) Campaign Game Rule 2.22 seems to imply that there is only one night turn? A) Ignore the last sentence: "At the end of this Night Turn, the First Player commences the next regular Day Turn." Initiative (Campaign Game Rules) Q) If an officer fails his roll but the unit he is stacked with passes, can he move with that unit? A) No (!) Q) Should an officer's Initiative rating (including his replacement) always be a minimum of "1." A) Yes. Q) Are units which move by Initiative able to move into an EZOC and attack? A) Yes. Q) Are cavalry units which move during the Individual Movement Segment permitted to charge? A) Yes. Rain Q) Can you enter EZOC? A) No. Q) Can you move by Iniative only? A) Yes. Q) Can you receive march orders? A) No. Chateaux Q) This is a major point as 26th Division can often be out of command. If defenders are out of command what are the effects? A) Assume they lose the ability to ignore "Dr" results. Late Start Suggestion. Subtract "one" from die roll additional per turn for each attempt, otherwise Ney may never join in on the 16th. Eliminated Leaders Suggestion. Latour and Meerveldt should be replacement leaders on the 18th. Cavalry Charges Q) May a cavalry charge be made against enemy cavalry? A) Yes. Q) Are cavalry units which fail a Cavalry Charge unable to reorganize because surrounded by EZOC (per Campaign Rule 8.1)? A) Yes. Kevin Zucker Designer/Writer/Composer/Teacher Time/Space/Energy/Weight/Plasticity in a Gravity Field kzucker@charm.net