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"Ideas for supply rules for a Napoleonic campaign?" Topic


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Escapee Supporting Member of TMP12 May 2021 8:29 p.m. PST

I would like to add supply rules to my under construction home rules for Napoleonic campaigning. I did look at the logistics post here from last year. I am hoping for something not too complex, but able to add a touch of campaign realism. My game has unit counters moving to objectives on a regional map, and encounters with opponents result in miniatures battles which ultimately decide the campaign over time.
So far I am thinking of requiring supply lines to be kept under control on a map, supplies to be procured via this route each turn, or captured in raids or battle, or commandeered from surrounding areas. Supplies would be need to be expended to make major movements or fight a battle. They would likely be tokens. Are there any fairly easy rules which take supplies into consideration that might give me some general ideas? Do any of you consider supplies/logistics in games, or have thoughts about this concept for horse and musket campaign games?

advocate13 May 2021 4:26 a.m. PST

Remember that in this period, for large armies, it was easier to move the army to the supplies rather than vice versa. Once railways (and canned food!) came in, things changed.

Escapee Supporting Member of TMP13 May 2021 8:39 p.m. PST

Good thought, thank you. I know this is not the most attractive and exciting idea for a wargame, but I want a commander to feel some of the pressure these issues can cause in a campaign experience.

Midgetmanifesto13 May 2021 9:27 p.m. PST

Loss of lines of supply could reduce morale of units. Unfed troops, with little ammo, and more likely to fall back/rout.

Frederick Supporting Member of TMP15 May 2021 1:02 p.m. PST

For our horse and musket campaigns loss of a line of supply means you can forage for a turn or so and then start to randomly lose troops by attrition

Escapee Supporting Member of TMP20 May 2021 9:07 a.m. PST

Thanks for these thoughts. These mechanisms are easier to implement than what I was thinking, and they give the feel of supplies as a campaign factor. I came to campaign gaming because so often, people do not game an individual battle with regard to consequences beyond winning or going down in a blaze of glory. For so many battles in history, an okay result might be just still being in existence at the end of the fight, or looking ahead to gain an advantage somewhere else.

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