Age of NapoleonTournament

2014

Required HPS Game:  Campaign Austerlitz, Eckmuhl, NRC, Bautzen, Leipzig, 1814 or Waterloo

Tournament Moderator!   TWS Founder Mark Jones


Tournament Matchups and Results


Optional Rules Division - Player Pairings

Embedded Melee Division - Player Pairings

House Rules Division - Player Pairings

2014 AoN Tournament Winners and Awards

 

Rules for 2014 AON Tournament

The purpose of this tournament is to provide a registered TWS event in which players can gather and engage each other in entertaining combat. It is intended to be a fun way for members to interact, meet other members who they may never have met, and strengthen the bonds between the officers across our society.

Officers participating in this tournament are to conduct themselves with honor at all times, remaining respectful of their opponents and abiding by the rules outlined herein.

This tournament is intended to be a fun, social event of learning and interaction among the fine officers that we have in the TWS.

TOURNAMENT STRUCTURE:
This tournament is designed to compare the skills of the French officers versus the skills of the Coalition officers. The tournament will consist of a single round of play. One scenario, chosen by the paired opponents from the list below, will be played as a simultanoeus, mirror matched game. This means that each officer will play both sides in the engagement. The officer scoring the highest combined total points from both games will be the winner of the combined battles. It is intended that this mirror matching process eliminate any possible advantage, real or perceived, that one side might have over another in any particular scenario. The total points of all battles played will be tallied for both sides to determine whether the French Army, or the Coalition Army, are declared the overall winners of this tournament.

Optional Rules and Embedded Melee Tournament Scenarios
Game Title
Scenario Name
Turns
Forces
Austerlitz
#08H2.The 2nd Day at Caldiero
24
France vs. Austria
Eckmuhl
A02.The Battle of Teugn-Hausen
20
France vs. Austria
NRC
Shevardino1a1
18
France vs. Russia
Bautzen
029.Action at the Eichberg
24
France vs. Prussia
Leipzig
042.The Action at Hagelberg
25
France vs. Prussia
1814
083.The Battle of Reims
18
France vs. Russia
Waterloo
010.Mons_v1
20
France vs. Britain


House Rules Tournament Scenarios
Game Title
Scenario Name
Turns
Forces
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD
TBD


There will be three divisions of play in the tournament corresponding to the three main ways in which our games are played; an Optional Rules Division, an Embedded Melee Division, and a House Rules Division. Officers may participate in only one of the tournament divisions.

The Optional Rules Division is designed for players who prefer to let the limitations of the game engine be the primary restriction as to what can, and cannot, be tactically accomplished within a game. The battles played in this division will use optional rules only, and will not incorporate any additional house rules.

The Embedded Melee Division is designed for players who prefer limited restrictions on what the game engine will allow, but wish to avoid the incorporation of numerous house rules in their play. The battles played in this division will use the AON2014 Rules (an updated version of the old MOEIV Rules) in addition to the optional rules that are inherent to the game engine.

The House Rules Division is designed for players who prefer to incorporate numerous house rules, in addition to the optional rules built into the game engine, to cause the flow of the battle to better conform with thier interpretation of how a Napoleonic battle should develop. The battles played in this division will use House Rules and scenarios designed specifically for this purpose.

Opponent pairings will be determined by two Founders in our club, through alternating selection. Where possible, experienced officers will always be paired to play against other experienced officers, and less experienced officers, those holding the rank of Major and below, will always be paired to play against other less experienced officers.

TURNAROUND TIMES FOR MATCHES:
Both mirror matched games for each team must be completed within 90 days of the start date for the tournament. Because the outcome of the overall tournament, and the individual divisions, is entirely dependent on the final scores obtained in these battles, all battles should be played to the completion of all turns in the selected scenario. In order to complete the tournament by the tournament deadline, players must be diligent in the turnaround time for their games.

TOURNAMENT RULES OF PLAY:
All battles will be played with the Fog of War option selected and the Slider Bar set to dead center. The Tournament Rules of Play will vary for the three divisions of this tournament as follows:

TOURNAMENT RULES - OPTIONAL RULES DIVISION:
The following Optional Rules will be be used for all matches in this division:




TOURNAMENT RULES - EMBEDDED MELEE DIVISION:
The Optional Rules liated above will apply to this division as well. In addition, the AON2014 Rules (Modified MOEIV Rules) listed below will also be used for all matches in this division:

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 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 completed, then charging cavalry can undertake their third and fourth melees if they so 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 brigade of their division to be attached to if all of the formed infantry of their brigade is destroyed.
S.3 Skirmishers may melée other skirmishers, artillery, or wagons and/or unaccompanied leaders without restriction. However, skirmishers can only melee formed units (ordered or disordered) if the units are of equal or less strength than the attacking skirmishers.
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 infantry 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 non-covered terrain hex. Cavalry may charge across hedges, embankments, and streams.
C.2 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 #6)

MISCELLANEOUS
MS.1 Artillery may not enter any chateau hex unless forced by combat to retreat into a chateau. If this occurs, then the artillery may not unlimber.
MS.2 Leaders and supply wagons will not be used to take enemy objective hexes or to prevent the retreat of enemy units. (Most, if not all, of the updated game engines will no longer allow this to occur.)
MS.3 Squares are not allowed to be formed in (or move into) covered terrain. (Most, if not all, of the updated game engines do not allow squares to be formed in covered terrain. They may, however, allow squares to move into covered terrain, so this aspect must be manually enforced by the players.)
MS.4 Individual officers and wagons can never be used to prevent retreats. (Most, if not all, of the updated game engines will no longer allow this to occur.)
MS.5 Units may be voluntarily removed from the map without penalty unless those units would be isolated within a zone of control were such zones to be extended beyond the map edge.
MS.6 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.

TOURNAMENT RULES - HOUSE RULES DIVISION:
No restrictions on either the Optional Rules used, or the additional House Rules incorporated, shall apply to the matches in this division. Both players should agree on all Optional and House Rules before the match begins. It will be the player's sole responsibility to document the rules under which thier match will be played, as well as resolve any disputes arising from the use of such rules. The Tournament Moderator will not arbitrate any disagreements in this division over the rules employed in these matches.


TOURNAMENT AWARDS:
All officers completing all turns of both scenarios in thier mirror matched games will receive a Tournament Ribbon as depicted below, regardless of whether they win or lose either, or both, of their engagements:



The officers who emerge victorious from each of the three divisions, and each officer of the victorious army (i.e. LGA or Coalition), will receive Medals for their fine achievements as depicted below:

2014 Age of Napoleon Tournament Medals
2014 AoN Optional Rules Division Championship Medal
2014 AoN Embedded Melee Division Championship Medal
2014 AoN House Rules Division Championship Medal
2014 AoN Army Championship Medal
Optional Rules Champion
Embedded Melee Champion
House Rules Champion
Army Champion
Optional Rules Division
Embedded Melee Division
House Rules Division
Overall Tournament


TOURNAMENT SCORING:
Each of the two mirror matched battles between opponents shall be registered in the DoR System individually for Officer Record purposes. For tournament purposes, the score of the first battle will be subtracted from the score of the second battle. The officer with the highest absolute value scored will be the winner of the division in which he participated. As an example, lets say that Player 1 scores +1,000 VPS while playing the French side, and -1,000 VPS while playing the Coalition side. This would mean that he decisively won both of his engagements, assuming that a positive score for the French and a negative score for the Russians are Major Victories. His total score would then be Abs[1000-(-1000)] = 2,000 VPS. If this is the highest total number of points earned in a particular division, that officer will be awarded the Tournament Medal for the division in which he participated. The total scores for the all winning officers in both armies, not only the divisional winners but all winners, will be combined. The army that scores the highest total points will win the Army Championship Medal for the 2014 AON Tournament.

ARBITRATION:
With the exception of battles played in the House Rules Division, the Tournament Moderator will act as an arbitrator in those situations where the opponents cannot agree, or where a rule requires interpretation. All decisions rendered by the Tournament Moderator in such instances will be final and binding to all parties.



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