Battleground Expansion Guidelines



Fatigue
Fatigue recovery rates are too high in NiRP. Battle caused great fatigue that should not always be completely erased by a single night of inaction. For example, a unit that enters night with Fatigue 9 should have a chance of not completely returning to 0 by morning.


Quality
Quality in NiRP is too high particularly for French units. (My personal opinion is that this may be a bit of Francophilia in action.) As as example, the original implementation of The Battle of Toulouse showed that after a detailed analysis the average French unit was higher than the British (this excludes Portugese) units! How could this be? Here was an army (the French) that just had been whipped repeatedly and chased all the way back across the peninsula by Wellington's army but it had higher quality? There are many many examples of this throughout the NiRP modules. When units have quality 6 and 7 and 8 and are not guard, the game system doesn't work as intended. There is no way to cause effective threat checks by cavalry for example. Also fatigue doesn't do that much. For example, a high fatigued unit with Quality 4 is adjusted to have a Quality of 2, which will rout 2 out of 3 times on a die roll of 6. However, make that a Quality 6 and that high fatigued unit now routs only 1 out 3 times. This causes units to stand in the battle much longer than is historical.

A reasonable template for unit quality is shown in Table 1. (This was sent to me by Mark Eason.)

Table 1. Unit quality guidelines

Q2    =    Untrained conscripts
Q3    =    Landwehr, Militia, Untested/green
Q4    =    Trained line infantry
Q5    =    Trained light infantry, grenadiers
Q6    =    Trained guard infantry (guard is not necessarily elite)
Q7    =    Trained elite infantry
Q8    =    Experienced elite infantry


If a unit is poorly trained (eg France 1813), poorly motivated, (demoralised), an unwilling ally etc, the units move down a level. If a unit is experienced or highly motivated, it moves up a level.


Maps
Often there are 3D maps missing in many NiRP modules. We will repair these and create better quality maps.


Weapon Effectiveness and Range Table
to be done ...


Melee Table
to be done ...


Artillery Ammo
Artillery Ammo in many NiRP scenarios is set too high.  to be done ...


About Face
Infantry should be able to about face at a cost of 1.


Movement Costs
Infantry 11, Artillery 12, Cavalry 15, Wagon 10