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Guard du Corps

Guard du Corps

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Published by airfix1999
Guard du Corps, napoleonic wargame rules. 2004 revised edition.
"Designed to bring as much realism as possible to the operational level of Napoleonic Wargaming."
Guard du Corps, napoleonic wargame rules. 2004 revised edition.
"Designed to bring as much realism as possible to the operational level of Napoleonic Wargaming."

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Published by: airfix1999 on Sep 24, 2009
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11/03/2012

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GUARD DU CORPS:A Simulation Study of Napoleonic WarfareThe 2004 Revised Edition
 This is the third revision for the Guard du Corp system. The first Classic (Gold Cover)1983 version was self-published. The second (Red box) 1989-90 version was publishedby Xeno games. I have never pushed the Red Box edition as I felt that the publisher failedto proof read the material as can be seen from the American Civil War artwork in the set.Though the Red Box edition contained a Divisional Command version for tournamentplay most groups still tend to use the Classic edition for their games.This version will be made available for fans of the GdC system with some revision andsome basing modification options. The Army lists are the available numbers reflect atotal countrywide availability rather than a Corp/Army percentage reflected in thetournament Army Lists. When work on the revision started it was delayed by a change of focus to writing the smaller scale “War Eagles” system which is at a 1:30 scale. But sinceI have received so many requests, I decided to go ahead and finish the project.An effort such as this requires much play testing and valid input from many people.Though it has been over twenty years and some players have moved on to other venture, Iwould like to thank the following people and groups. Some of the people include GrayStrickland, Chip Russ, Bill Jarrell, Jeff Dander (deceased), Richard Zamudio, MikePreston, Bill Gray, Rick Schofield, Bill Perry, the 101
st
MI & Ft Riley Game Club(1981) and The Auburn University Wargame Club (1984-86). In addition I would like tothank the members of HMGS Heart of America that still play GdC and have providedsome good comments.Guard du Corps is a miniature gaming system that is designed to bring as much realismas possible to the operational level of Napoleonic Wargaming. As a player and historian,I have attempted to analyze the available data without a favorable bias for any particularnation. Several optional rules have been included which may unbalance play by affectingcertain countries but add a little more realism to the system. Since the 1:60 scale is usedthe unit strength levels are calculated at near full and/or paper strength levels.The original GdC was designed long before the ‘Napoleon’s Battles’ system becamepopular. Since ‘Empire’ was the prevalent system in the 1970s and early 1980s so I usedits basing system to keep players from having to rebase. . Though in my opinion theNapoleons battles basing system may better reflect the ground scale frontage covered bya battalion. With the new’ War Eagles’ I adopted a basing system that could use eitherbasic units mounted for ‘Empire’ or ‘Napoleon’s Battles’. Since ground and game scale isvalid as long as both players are using the same basing system. I have provided basingdimensions for all three systems that can be used as long as both players are based thesame. Units will still operate in single wide columns which will make NB based unitsnarrower and deeper than GdC/Emp units. I still argue strongly that deployment areas forartillery units are deeper in actual terrain than they are wide which is different than some
 
of the other systems in use. So firing sections may have to be added together to comprisethe recommended artillery frontage or depth.A dual morale-melee rating system is used. A unit may be well trained but lack thewillingness to continue the fight against strong odds. Some rules from the Classic editionmay have been transferred to the Optional Rules Chapter. I have used the term yards fordistance, however the difference between a yard and meter are insignificant whencomparing weapons and the actions of troops during a specific time period. Yards andmeters can be used interchangeably. I have tried to denote any new rule changes byadding a (**) marker.
INTRODUCTION AND BASICS1.1
 
Game Scale
One casting = 60 combatants One Turn = 15 minutes15mm & 6mm: One inch = 50 yards…….One cm = 20 meters25/26mm: One Inch =25 yards…………...One cm = 10 meters
1.2
 
Mounting Procedures
1.21 Units based using the Original GdC and Empire similar bases:Infantry basic stand width is 1 ½’ or 40mm and depth is ½” or 15mmCavalry basic stand width is 1 ½” or 40mm and depth is 1” or 30mmArtillery basic Stand width is 1 ½” or 40mm and depth is 3’ or 80mmThree rank deep infantry= 1 casting per 3/8” Two rank deep infantry = 1 casting per ½”Infantry capable of Skirmish (most Elites) are mounted on half width stands.Infantry in current skirmish status can be shown by mounting extra men as one man per¾” width. (Optional) This can also be used for ALL dismounted cavalry and Engineers.Cavalry bases is one man per ¾” width or 20mm and depth is 1” or 30mmMounting extra men on bases of 20mm width and 20mm depth can show cavalry incurrent Skirmish status. (This is optional)Skirmish status for both Cavalry and Infantry can use a separated base deployment orplaying aid method (ex. = chenille stems).1.22 Basing for units on the ‘Napoleon Battle’s’ system.Infantry basic stand width is 1 ½’ or 40mm and depth is ½” or 15mmCavalry basic stand width is 1 ½” or 40mm and depth is 1” or 30mmArtillery basic Stand width is 1 ½” or 40mm and depth is 3’ or 80mmThree rank deep infantry= 1 casting per 3/8” Two rank deep infantry = 1 casting per ½”Infantry capable of Skirmish (most Elites) are mounted on half width stands.Infantry in current skirmish status can be shown by mounting extra men as one man per¾” width. (Optional) This can also be used for ALL dismounted cavalry and Engineers.Cavalry bases is one man per ¾” width or 20mm and depth is 1” or 30mmMounting extra men on bases of 20mm width and 20mm depth can show cavalry incurrent Skirmish status. (This is optional)
 
Skirmish status for both Cavalry and Infantry can use a separated base deployment orplaying aid method (ex. = chenille stems).1.23 Units using the ‘War Eagles’ system or integrated systems from above.Infantry basic stand width is 1 ½’ or 40mm and depth is 1” or 30mmCavalry basic stand width is 1 ½” or 40mm and depth is 2” or 60mmArtillery basic Stand width is 1 ½” or 40mm and depth is 3’ or 80mmInfantry units 6 per base for two ranks deep trained or depleted units and eight per standfor units trained to fight three ranks deep.When converting Empire based units two stands placed back to front will equal a WarEagle based unit. For units based on the (NB) system, two stands placed side by side willequal a (WE) base unit.Infantry capable of Skirmish (most Elites) are mounted on half width stands.Infantry in current skirmish status can be shown by mounting extra men as one man per¾” width. (Optional) This can also be used for ALL dismounted cavalry and Engineers.Cavalry bases is one man per ¾” width or 20mm and depth is 1” or 30mmMounting extra men on bases of 20mm width and 20mm depth can show cavalry incurrent Skirmish status. (This is optional)Skirmish status for both Cavalry and Infantry can use a separated base deployment orplaying aid method (ex. = chenille stems).
1.3
 
Base/Stand Cohesion
A.
 
All bases comprising a unit must maintain stand-to-stand contact. And retain astraight formation. Curved lines are not allowed. Units will consist of bases in side-to-side contact or back to front contact.B.
 
Units currently skirmishing can either be replaced with substitute stands in skirmishorder or spread out over the allowed intervals with special skirmish radius markers.C.
 
Generals do not have to be attached to a unit but can be deployed alone.D.
 
Limbered or Unlimbered Artillery units will occupy the same area (base). If limbered, a special limber marker or limber set on the table if in that status. Whenunlimbered, a firing stand will be used.E.
 
Engineer units must be attached to another unit in order to move. If unattached theycannot move.
COMMAND AND CONATROL
A key element to victory is the ability of a commander to get his forces to the rightlocation at the most opportune time. He must be able to control his subordinates andcommit reserves at the appropriate time. Diverse factors will affect a commander’sability including visibility, chain of command procedures, Direct Control radius, andtypes of orders and reaction times. Command and Control rules can tend to complicategame play and as a result I would recommend that they be considered as optional andonly those used which the players in the group can agree upon.

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