Napoleonic Wargame Club (NWC)

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Master of  Europe IV


Napoleonic Wargame Tournament

Webmaster: Pierre Desruisseaux

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

 

 

Single-Elimination Rounds

 

DEADLINE FOR COMPLETION OF SEMI-FINAL GAMES IS May 31st

Blue cells indicate the player commands the French Armee

 

Updated: March 1, 2010

   

1815 Campaign

Round 1

Round 2

Round 3

Round 4

Semi-Finalists

Round 4

Round 3

Round 2

Round 1

Jon Thayer

 Gulyaev

 Gulyaev 

 Gulyaev

Gulyaev

(French)

vs.

Bardon

(Allies)

McDonald 

 Boucheron

 Boucheron

Jim Pfluecke

Eugene Gulyaev

Christophe Boucheron

John Sheffield

Sheffield 

White 

Rich White

Steve Real

Yann Bosc

Mike Gjerde

 X

Bill

Peterson 

 McDonald

 Smith

Paul Smith

Guillaume Aymonier-Ameline

Oliver Kreuels

Jon Graswich

Graswich 

 McDonald

Cimberlain McDonald

Mark Eason

Kirk Hutzel

Antony Barlow

Barlow 

Barlow 

 Barlow

 Bardon

Bardon 

 Oakford

Mark Oakford

Yann Lamezec

Maartern Roggeveen

Mark Nelms

Nelms 

 Bardon

Drex Ringbloom

David Smith

Jeff Bardon

Oliver Paviot

Paviot 

Hall 

 Zaytsev

 Adashinskii

Sergey Adashinskii

Gregory Pronin

John Mitchell

Jim Hall

Hall   

 Zaytsev

Alexandr Zaytsev

Alexander Marinin

Theron Lambert

Round 1

Round 2

Round 3

Round 4

Round 5

Round 4

Round 3

Round 2

Round 1

   

 


DEADLINE FOR COMPLETION OF SEMI-FINAL GAMES IS MAY 31st

 

1809 Campaign

 

Round 1

Round 2

Round 3

Round 4

Semi-Finalists

Round 4

Round 3

Round 2

Round 1

Peter Gerkins

 Gerkins

 Hall

 Nowacki

Knox

(French)

vs.

Ozols

(Allies)  Master of Europe Finalist

Knox 

Knox 

 Beecham

Dean Beecham

Bill Sptiz

Ed Blackburn

Bruce Hall

Hall

 Knox

Pete Russo

Alan Hartwick

Colin Knox

Tomasz Nowacki

 Nowacki

 Nowacki

Goodwin 

Goodwin 

Tim Goodwin

Vitaly Mamalaga

Thomas Whitfield

Paco Palomo

Paco 

 Siragusa

Paul Siragusa

Mike Ellwood

Christian Rizo

Zachary Lambert

 Corbin

Worland 

Ozols 

Pfluecke  

Blackburn 

 Blackburn

X

John Corbin

X

Neville Worland

Worland

Whitfield 

X

Scott Ludwig

X

Art Ozols

Ozols 

Ozols 

Pfluecke 

 Pfluecke

X

Paul Ayers

X

Zach Bogue

Kosyanenko

 Kiryanov

Stuart Wilson

Anton Kosyanenko

Kirill Kiryanov

Round 1

Round 2

Round 3

Round 4

Round 5

Round 4

Round 3

Round 2

Round 1

 


Rules for MOE 4

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.

LOSER BRACKET:

To accommodate the number of players, a few officers that lose their first round game will qualify for a loser bracket – and gain a second chance.  There are only a limited number of slots in the loser bracket.  Those officers who lose their first round game with the lowest casualty point differentials will qualify for a second round game in the loser bracket.  At this time, I anticipate only a few openings in the loser bracket.  Therefore, all officers should try to “die hard” in round 1.

 

Master of Europe Tournament Rules

 

 

M – MELEE

 

M.0     Players must agree before the game to use either the “no melee elimination optional rule” or an Embedded Melee house rule.

 

M.1      If the “no melee elimination optional rule” IS NOT BEING USED, then 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.  Players will have to agree on whether or not the optional rule or the embedded melee phase, or both, is in effect.

 

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     IF THE EMBEDDED MELEE RULE IS IN EFFECT: 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.

 

S.5       NEW: Cavalry units with a strength of less than 25 men cannot be used in covered terrain to block road movement of larger units (also see miscellaneous rule #8).

 

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).

 

8.         NEW: Formed units with a strength of 25 or less cannot move next to enemy units, may not be used to block retreat routes, and should generally be withdrawn from the front lines whenever possible.

 

 

 


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

 

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Last Updated: October 11, 2015 4:50 PM