- Dedicated to Napoleonic Wargaming in a Fun and Casual Place -
Master
of
Napoleonic Wargame
Tournament
Webmaster:
Pierre Desruisseaux
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
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Round 2
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Round 3
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Round 4
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Semi-Finalists
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Round 4
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Round 3
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Round 2
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Round 1
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Jon Thayer
|
Gulyaev
|
Gulyaev
|
Gulyaev
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Gulyaev
(French)
vs.
Bardon
(Allies)
|
McDonald
|
Boucheron
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Boucheron
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Jim
Pfluecke
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Eugene Gulyaev
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Christophe Boucheron
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|||||||
John
Sheffield
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Sheffield
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White
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Rich
White
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|||||
Steve Real
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Yann Bosc
|
|||||||
Mike
Gjerde
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X
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Bill
Peterson
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McDonald
|
Smith
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Paul
Smith
|
|||
Guillaume Aymonier-Ameline
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Oliver Kreuels
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|||||||
Jon
Graswich
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Graswich
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McDonald
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Cimberlain McDonald
|
|||||
Mark Eason
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Kirk Hutzel
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|||||||
Antony
Barlow
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Barlow
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Barlow
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Barlow
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Bardon
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Bardon
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Oakford
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Mark Oakford
|
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Yann Lamezec
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Maartern Roggeveen
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|||||||
Mark
Nelms
|
Nelms
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Bardon
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Drex Ringbloom
|
|||||
David
Smith
|
Jeff Bardon
|
|||||||
Oliver Paviot
|
Paviot
|
Hall
|
Zaytsev
|
Adashinskii
|
Sergey Adashinskii
|
|||
Gregory Pronin
|
John Mitchell
|
|||||||
Jim Hall
|
Hall
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Zaytsev
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Alexandr Zaytsev
|
|||||
Alexander Marinin
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Theron
Lambert
|
|||||||
Round 1
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Round 2
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Round 3
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Round 4
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Round 5
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Round 4
|
Round 3
|
Round 2
|
Round 1
|
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
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Pete
Russo
|
|||||
Alan Hartwick
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Colin
Knox
|
|||||||
Tomasz Nowacki
|
Nowacki
|
Nowacki
|
Goodwin
|
Goodwin
|
Tim
Goodwin
|
|||
Vitaly Mamalaga
|
Thomas
Whitfield
|
|||||||
Paco Palomo
|
Paco
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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
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Round 2
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Round 3
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Round 4
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Round 5
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Round 4
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Round 3
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Round 2
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Round 1
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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.
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.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
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Cav: cavalry
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Inf: infantry
|
Skm: skirmishers
|
© 1998-present Napoleonic Wargame Club (NWC)
Last Updated:
October 11, 2015 4:50 PM