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Master
of
Napoleonic Wargame
Tournament
(last
updated
Single-Elimination
Rounds
Updated:
☆☆☆ 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) |
|||||||
|
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) |
|
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.
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.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 |
© 1998-present Napoleonic Wargame Club (NWC)
Last Updated:
October 10, 2015 7:39 PM