Napoleonic Wargame Club (NWC)

- Dedicated to Napoleonic Wargaming in a Fun and Casual Place -

 

Master of  Europe III


Napoleonic Wargame Tournament

(last updated September 1, 2006)

Webmaster: Pierre Desruisseaux

Tournament Questions? Contact Sir Muddy at [kdjones2000@hotmail.com]

 

 

Single-Elimination Rounds

Updated: September 1, 2006

 

☆☆  FINAL MATCH  ☆☆☆

Eugene Gulyaev (playing French)

Konstantin Koryakov (playing Allied)

 

 

Russian Campaign

Round 1

Round 2

Round 3

Round 4

Semi-Finalists

Round 4

Round 3

Round 2

Round 1

Zybszek Pietras (f)  

 

Pietras

Rodriguez

Rodriguez

J. Hall

 

 

Semi-Finals

 

 

Gulyaev

J. Hall

Nowacki

Nowacki

Tomasz Nowacki (f)

 

Jiri Lejnar (r)

 

Vaclav Hajek (r)

 

Daniel Armenta (a)

 

Rodriguez

Vinnos

Mike Cox (f)

 

Gabriel Rodriguez (f)

Paul Vinnos (f)

 

Bob Breen (a)

 

Breen

Lamezec

J. Hall

Beecham

Tony Malone (f)

 

Ernie Sands (f)

 

Dean Beecham (f)

 

Yann Lamezec (f)

 

Lamezec

Hall

John Corbin (f)

 

Stephan Reuter (p)

 

Jim Hall (a)

Eugene Gulyaev (r)

Gulyaev

Gulyaev

Gulyaev

Peterson

Peterson

Moss

Peter Dawson (f)

 

 Atle Jenssen (a)

 

Andy Moss (r)

 

Tim Cavallin (f)

Paco

Peterson

Christian Rizz (f)

 

Paco Palomo (f)

 

 Bill Peterson (f)

 

Rich Hamilton (f)

 

White

Chimara

Thayer

Thayer

Jon Thayer (f)

 

Rich White (a)

 

Marco Bijl (a)  

Tim Coakley (f)  

Chimara

Strijbis

Patric Strijbis (f)

Phillip Chimara (r)

 

Sellick Davies (a)

 

Round 1

Round 2

Round 3

Round 4

Round 5

Round 4

Round 3

Round 2

Round 1

   

 


 

Austrian Campaign

 

Round 1

Round 2

Round 3

Round 4

Semi-Finalists

Round 4

Round 3

Round 2

Round 1

Tim Goodwin (a)

Goodwin

Goodwin

Fuller

Koryakov

 

 

Semi-Finals

 

 

Bardon

B. Hall

B. Hall

Morgan

Greg Morgan (f)

 

Sean Turner (f)

 

Vladimir Repnin (r)

 

Stephane Chicouri (au)

 

Chicouri

Hall

Scot Ludwig (p)

 

Stuart Wilson (f)

 

Bruce Hall (f)

Antony Barlow (a)

 

Fuller

Fuller

Stafa

Stafa

Pavel Stafa (r)

Doug Fuller (f)

Jon O’Day (p)

 

Anton Kosyanenko (r)

 

Kosyanenko

Walter

D.S. Walter (f)

 

Mike Davies (f)

 

Marek Hlavka (r)

 

Jeff Bardon (f)

Bardon

Bardon

Bardon

Koryakov

Michel

 

Philip Roubard (au)

 

 David Geugan (f)

 

Tom Koch (f)

 

Ed Blackburn (a)

 

Blackburn

Michel

Ola Berli (f)

 

 Ghislain Krygier (f)

 

 Yves Michel (f)

Gary McClellan (au)

 

Stone

Siragusa

Koryakov

Pflueke

Jim Pfluecke (au)

 

Drew Stone (f)

 

Mark Oakford (f)

 

Paul Siragusa (r)

Siragusa

Koryakov

Konstantin Koryakov (r)

 

Theron Lambert (f)

 

Martin Butas (r)

 

Round 1

Round 2

Round 3

Round 4

Round 5

Round 4

Round 3

Round 2

Round 1

 


Rules for MOE 3

While I usually try to keep house rules to a minimum, I have decided to implement a set of house rules that will “force” players to game in a more historical fashion.  However, rules are inevitably broken, so I ask players to use their sense of fair play to resolve those situations that arise.  I will act as arbitrator in those situations where the opponents cannot agree or where a rule needs to be interpreted.  Naturally, all my decisions are final.

All games are decided by victory level.  However, should a game end in a draw (and many will) then the game will be decided according to the following rule:

TIEBREAKER RULES:

Should a game end in a draw, the winner will be decided based on casualty differentials. The casualty point differential (cpd) is simply the numerical difference in casualty points incurred by each army in the game (includes infantry, cavalry, artillery, and officer casualty points). To calculate the cpd subtract the Allied casualty points from the French casualty points.  Objective points are not counted in the Casualty Differential.  DO NOT REPORT THE FINAL SCORE GIVEN IN THE VICTORY LEVEL DIALOGE; REPORT ONLY THE CASUALTY POINT DIFFERENTIAL.

 

Master of Europe Tournament Rules

 

 

M - MELEE

 

M.1      All melée combat takes place in an Embedded Melée Phase within the player turn. The player may move and/or fire as many units as he wishes,  setting up his melée combats for the turn. He then executes ALL melée combats. He may then move and/or fire any units still eligible to do so, but may not conduct any further melée combat for the remainder of the turn.

 

M.2      Melée attacks against skirmishers (if numbering less than 100), wagons, and/or leaders may be conducted at any time during the turn.  Overruns by charging cavalry can occur BEFORE the embedded melee phase.

 

M.3     Charging cavalry may still melée multiple hexes in one turn, but the first two of these melées must take place within the embedded Melée Phase.  For example, charging cavalry MUST initiate their first melee within the melee phase.  It may then attack a second hex BEFORE melees involving other units are initiated.  In other words, charging cavalry can conduct two (2) melees BEFORE all other melees are conducted.  This allows cavalry an opportunity (though limited) to penetrate and cut off retreat routes.  AFTER all other melees are done, then charging cavalry can undertake their third and fourth melees if they desire.  After the initial melee, attacking cavalry can move through clear terrain, overrun skirmishers, artillery, and wagons without restriction.  These actions do not count as melees.  Cavalry intending to conduct such melée attacks must, obviously, charge BEFORE the embedded Melée Phase. 

 

 

S – SKIRMISHERS

 

S.1       Skirmishers in clear terrain must remain within 3 hexes of any unit of their brigade when an enemy unit is in sight and is within 20 hexes.

 

S.2       Skirmishers that are in the open may use any bde of their division to be attached to if all of the formed infantry of their bde is destroyed.

 

S.3       Skms may melée other skms, artillery, or wagons and/or unaccompanied leaders without restriction.   However, skms can only melee formed units (ordered or disordered) if the units are of equal or less strength than the attacking skms.

 

S.4       Skirmishers that are deployed in the open at the beginning of a scenario may remain in place or may advance for cover. If they advance towards the enemy without formed inf they must make it to cover in one move.

 

C – CAVALRY

C.1      Cavalry may not charge into covered terrain (villages, towns, woods, marshes, chateaux, etc.).  They may however continue a charge-melee into one hex of covered terrain but the first melee must have occurred against a noncovered terrain hex.  Cavalry may charge across hedges, embankments, and streams.

 

MISCELLANEOUS

 

1.         Artillery may not enter any chateau hex unless forced by combat to retreat into a chateau.  If this occurs, then the artillery cannot unlimber.

 

2.         Leaders and supply wagons will not be used to take enemy objective hexes or to prevent the retreat of enemy units.

5.         Squares: Squares are not allowed to be formed in (or move into) covered terrain. If the cavalry can't get to you why form square?

6.         ZOC's and Retreats: Individual officers and wagons can never be used to prevent retreats. 

7.         Units may be voluntarily removed from the map board without penalty unless those units would be isolated with zone of control (if zoc extended beyond the map edge).

 

 

 


GLOSSARY:

 

Cover hexside: hedges, forts, creeks, walls, streams, rivers... Any hexside that would disorder line infantry passing through it.

 

Cover terrain (hex): woods, rough, marsh, orchards, village... Any hex that would disorder line infantry entering it.

 

When estimating enemy strength, assume ‘??’ = 50.

 

 

 

ABBREVIATIONS:

 

Div: division

Bde: brigade

Reg: regiment

Bn: battallion

Coy: company

Bty: battery

 

 

Arty: artillery

Cav: cavalry

Inf: infantry

Skm: skirmishers

NWC

© 1998-present Napoleonic Wargame Club (NWC)

Last Updated: October 10, 2015 7:39 PM