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Napoleonic Rules

Carnage & Glory II

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Carnage & Glory II is a computer moderated rule system. What that means is that you still play your wargame with figures (or counters if you prefer) aided by a computer program. The program keeps track of the casualties and fatigue for your units. The computer can track this without the player having to look up a complex series of charts.

There are two parts to the program. The first part keeps track of your army lists and allows you to generate orders of battle. You can assign detailed ratings to commanders and units or have the computer generate it randomly. The second part keeps track of the units during a battle.

The rules can be used to fight a wide variety of actions although the basic unit is best set at battalion or regimental level. See the Carnage and Glory website for the huge refight of Borodino that involved a large number of players at one of the U.S. conventions. Any figure or ground scale can be used as the program works with men and paces, not figures or mm/inches.

Click for the official Carnage & Glory II website

There is also a Yahoo discussion group. Click for the Carnage & Glory II Yahoo group

Picture from the main screen of the program.

Army Lists to Download

Generated by John Shaw

1813

23rd Aug

Gross Beeren

The defense of Berlin
The Prussians attempt to stop two of Oudinot's French corps just south of Berlin.

Click to download 1813 Gross Beeren Army Lists 080427.zip (5k)

Click to download 1813 Gross Beeren Orders of Battle 080427.zip (6k)

Turn Sequence

Each turn represents 15 minutes. Sequence is :-

  1. Engineering: During this phase available combat units can engage in light field engineering tasks, which might include demolition, light construction and incendiary action. Units that perform engineering tasks may be prohibited from formation changes and fire action, and may typically incur fatigue loss.

  2. Movement: During this phase combat units can attempt to charge, change formation, double, perform passage of lines or voluntary routs and cross disruptive terrain. All necessary morale checks and fatigue loss is automatically calculated as required by the selected option.

  3. Fire Combat: During this phase combat units can engage in unit to unit fire combat. All necessary morale checks, fatigue and combat strength losses will be automatically calculated dependent upon the physical circumstances affecting and relating to the firing and target units.

  4. Close Combat: During this phase combat units that are determined to be actual or more realistically near physical contact are engaged in melee. All necessary morale, fatigue and combat strength losses will be automatically calculated dependent upon the physical circumstance affecting each unit engaged in the combat.

  5. Rally: During this phase combat units as required, due to weakening morale, can be inspected and rallied by general officers in an attempt to improve the units current state of order and morale level. Some general officers, depending on their leadership qualities and position in the army's chain of command will perform this duty better than others.

  6. End of Turn: This phase is mandatory at the end of each game turn. The Army Initiative status will be displayed. The army with the better army initiative is given the option of moving before or after their opponent. This alternate move system avoids many of the traditional pitfalls associated with simultaneous movement. General officers will be advised of the receipt of new orders, and of their own personal morale status. Combat units are reviewed for compulsory reactions resulting from their combat experience of the preceding game turn. Any loss or improvement in fatigue, morale or combat strength will be automatically calculated and accounted. the system will update the prevailing weather, ground and visibility conditions and proceed to the next game turn, where the sequence is repeated.

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