ITNOG 2006) - April 2006
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In the Name of Glory 2006 FOREWORD By Stuart Asquith Military Writer and Historian In the Name of Glory started life as a simple system that would enable large demonstration war games to be played relatively quickly. Over a period of time these simple rules have evolved into the gaming system you see here. I first saw these rules being used to conduct a 6 mm war game at the Napoleonic Fair in London in 1998. I was impressed by the way that such a large game, played with thousands of figures, flowed with ease and the very positive reception the game received, both from war gamers and members of the public. Due to the interest shown by other war gamers, their designer David Marks decided to finance the publication of his rules. The high standard of presentation and the quality of the rules themselves impressed me. They were well laid out, easy to follow and managed to retain my interest - always a bonus. I found David's rules surprisingly easy to master and the straightforward playing system creates a good historical representation of Napoleonic warfare. The ongoing morale system, and the command and control system, together with the rule’s many subtleties surely capture the flavour, excitement and unpredictability of battle. The rules contain a good deal of very useful information and the precalculated tables, used to resolve firing and melee save time by eliminating the need to trawl through lists of factors. Over the years, I have used many sets of rules, but it has been a long time since a set of rules such as In the Name of Glory has resulted in so many enjoyable and interesting games. These are a great set of rules, which I am sure, will challenge the strategic ability of both novice and experienced war gamer alike. Stuart Asquith NAPOLEON. Sculptor Mr E Seeurre. Statue erected on the Colonne de la Vendomelace. PAGE 1 In the Name of Glory 2006 SECTION - TITLE PAGE SECTION - TITLE PAGE 1. Introduction 3. 73. Musket - How to carry out musket firing 41. 2. Equipment needed to play the game 3. 74. Melee - Overview 42. 3. Glossary of terms 4. 75. Melee - Units permitted to take part in a melee 42. 4. Scales 5. 76. Melee - Charges 43. 5. Base sizing 6. 77. Melee - Countercharges 44. 6. Declaration of move and measurement 6. 78. Melee - Charge bonus 44. 7. A situation not covered by the rules 7. 79. Melee - Joining an ongoing melee 44. 8. How to set up the game 7. 80. Melee - How to fight a melee 45. 9. How to play the game 8. 81. Melee - Initial contact penalties 46. 10. Winning the game 9. 82. Melee - Table 46. 11. Number of activation counters 9. 83. Melee - Breakthrough 47. 12. Multiplayer game turn sequence 10. 84. Melee - Units receiving a charge 47. 13. Actions 11. 85. Melee - Results 47. 14. Visibility 12. 86. Melee - Routing/Broken units 47. 15. Army structure used in the game 13. 87. Melee - Blown cavalry 48. 16. Historical Napoleonic army structure 13. 88. Melee - Units with no melee capability 48. 17. Troop sub-groups 14. 89. Melee - Artillery in melee 48. 18. Troop formations 15. 90. Melee - Direction of attack 48. 19. Examples of troop formations 16. 91. Melee - Pursuit 49. 20. Surrender en masse 16. 92. Melee - Infantry square defeated in melee 49. 21. Routing/Broken units - Overview 17. 93. Melee - Secure flanks 49. 22. Routing/Broken units—affecting friendly units 17. 94. Melee - Definition of front, flank, rear zones 50. 23. Routing/Broken units - Charging units 18. 95. Melee - Flank or rear attacks 50. 24. Commander class and morale rating 18. 96. Melee - In cover and buildings 51. 25. Unit class and morale rating 19. 97. Morale - Overview 52. 26. Command - Command and control 19. 98. Morale - Reason for test 52. 27. Command - Allocation of commanders 20. 99. Morale - Types of morale test 53. 28. Command - Risk to commanders 20. 100. Morale - How to carry out a morale test 53. 29. Command - Wounded commanders 20. 101. Morale - How to rally a routing unit 54. 30. Command - Amending activation counters 21. 102. Morale - Command bonus 54. 31. Command - Position of commanders 21. 103. Morale - Results table 55. 32. Command - Commanders within a square 22. 104. Pontoon bridge 56. 33. Cover - Overview 22. 105. Ottoman army - Special rules 57. 34. Cover - Destruction of cover 23. 35. Cover - Changing terrain 23. OPTIONAL RULES 36. Cover - Dead ground 23. OP1. Random commander and unit class/morale 37. Movement - Overview 24. rating 58. 38. Movement - Allowance 24. OP2. Obstacle height 58. 39. Movement - Hidden Movement 25. OP3. Exhausted gun crews 58. 40. Movement - Table 25. OP4. Blown cavalry 59. 41. Movement - Passage of lines 26. OP5. Wounded commanders 59. 42. Movement - On roads 27. OP6. Off table flanking manoeuvres 60. 43. Movement - Change of formation 27. OP7. Line vs. Column 60. 44. Movement - Change of direction 28. OP8. Total loss of commanders 61. 45. Movement - Emergency squares 28. OP9. Defeat of French Imperial Guard 61. 46. Movement - Buildingsand obstacles 29. OP10. Lines of communication 62. 47. Movement - Withdrawing 29. OP11. Changing terrain 62. 48. Movement - Fording a river/stream 30. OP12. Destruction of cover 63. 49. Movement - Routing/Broken units 31. OP13. Firing - Opportune firing 64. 50. Movement - Forced march 31. OP14. Firing - Supporting fire 64. 51. Movement - Difficult terrain 32. OP15. Extended command bonus 65. 52. Movement - Troop lying down 32. OP16 Limiting number of activation counter per ‘go’ 65. 53. Firing - Overview 33. 54. Firing - Units not permitted to fire 33. APPENDICIES 55. Firing - Time taken to fire 34. Appendix A - Counters 66. 56. Firing - Target priority 34. Appendix B - Chronology of the Revolutionary and 57. Firing - Level ground 34. Napoleonic periods 68. 58. Firing - Uphill/downhill 34. Appendix C - Battles of the Revolutionary and 59. Firing - From cover and buildings 34. Napoleonic periods 79. 60. Firing - Routing/Broken units 35. Appendix D - Commander ratings 84. 61. Firing - Enfiladed fire 35. Appendix E - Basic morale point supplement 86. 62. Firing - At a charging unit prior to contact 36. Appendix F - Army breakpoint and activation counter 63. Artillery - Time taken to limber or deploy 36. ready reckoner 91. 64. Artillery - Exhausted gun crews 36. 65. Artillery - How to carry out artillery firing 37. SCENARIO - Battle of Arroyo de Molinos 1811 92. 66. Artillery - Firing table 38. 67. Artillery - Grand battery 38. MISCELLANEOUS 68. Artillery - Gun types 38. Rocket explosion templates 96. 69. Artillery - How to carry out rocket firing 39. Army points list 97. 70. Artillery - Counter battery fire 40. Acknowledgments 98. 71. Artillery - Risk to artillery limbers 40. 72. Musket - Firing table 40. PAGE 2 In the Name of Glory 2006 1. INTRODUCTION What are these rules all about? Here is a quick overview: ••• The rule system: These rules create a strategic game that primarily depends upon overall command and control of troops and their morale and not the actions of individual figures. ••• Basing: Not critical as long as all bases being used in the game have a similar frontage. If you already have an army painted and based then just keep them as they are. However, base sizes are given if required. ••• Chronology: Covering a majority of the period from 1769 (birth of Wellington and Napoleon), to 1852 (death of Wellington). ••• Commander lists: 13 nations, 231 commanders listed in total. ••• Complexity: Easy / Moderate. ••• Counters: All the counters needed to play the game are provided. ••• Figure sizes: 2mm, 6mm, 10mm, 15mm, 20mm, 25mm and 28mm. ••• Ground scale: 1mm = 2 yards. This scale is universal for 6 to 28 mm figures and is applicable to all movement and weapon ranges. Although it is generally accepted that the ground scale and therefore weapon ranges should be amended to suit the figure size, I have found that using the same measurements irrespective of figure size makes no difference to the outcome of the game. NOTE: When using 2mm figures all measurements should be halved. ••• List of major battles: 157 battles listed in total. Covering the period from 1792 - 1803 and 1805 - 1815. ••• National characteristics: Basic morale point supplement for 24 nations, 60 lists in total. • No figure removal: Until a unit is reduced to zero morale point rating it retains all its figures and bases throughout the game. Once a unit is reduced to zero morale point rating then the unit as a whole (all four bases), is removed from the gaming table. ••• Number of figures per base: Not important as the game does not use single figure removal. However, the number of figures per base is given if required. ••• Scenarios: Arroyo de Molinos, a small engagement fought in Spain 1811. • Tactical level: Brigade or divisional level, where the smallest tactical unit is a battalion represented by four bases. However, these rules have been successfully used for playing Divisional and corp. level games by making each unit represent a brigade instead of a battalion and replacing unit commanders with brigade commanders. • Turn sequence: These rules use alternate moves with Side A going first. Once side A has completed their turn it is Side B turn. Once side B has completed their turn it is Side A turn again and so on. 2. EQUIPMENT NEEDED TO PLAY THE GAME In addition to these rules, suitable figures and terrain, etc., you will need the following items: • Ruler or expanding steel tape indicating centimetres (cm). • 2 x Ordinary dice. (D6). Numbered: 1.2.3.4.5. and 6. • 1 x Ten sided percentage dice. (D10). Numbered: 0 to 9. • 1 x Twenty sided dice. (D20).