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NRP Grand Campaign Official Rules [outdated]


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Thanks to our very own Tax Collector, the long awaited NRP campaign is finally finished! Have a read of the rules below! Feel free to comment any Questions you have!

The first campaign battle will take place on Saturday July 7th with the campaign movements made during the weekdays leading up to it

The faction leaders will be:
UK - Shepard

Russia - Niroc
France - Tax Collector


The NRP Campaign


Rules and Overview


The NRP Campaign is a war simulation game that will attempt to play out smaller-in-scale representation of the real campaign(s) that Napoleonic armies enacted in a fictional world with original lore, the participants of the campaign being roleplay characters made by the players who will participate in either soldier, general(officer) or faction leader roles. These fictional characters will be roleplayed by their players to whatever extent their players crafted them to in this early 1800’s Napoleonic Era, be it the dutiful second-in-command, the nervous conscript, the steely eyed medic or to the thousands of other personality and character variations that players come up with for their characters and are encouraged to do so to the best of their ability.




 These characters may permanently die if they participated in the losing side of a battle too much or they may even shape the history of their faction if they take special action in either helping their team during the battle in some way, giving morale or they may find themselves rewarded and recognized for playing their character in an immersive and good manner. Some may even find themselves rising into an official officer role if they get enough recognition for their talents. These actions will be recognized by the admins who will be incharge of watching the battlefield and teams for such shining stars but characters may be put forward as candidates by the other players who bear witness to the actions of their comrades.


The Campaign is divided into 3 factions in a state of total war with eachother, lorewise representing a variation or an extension of the ingame factions of France, United Kingdom and Russia. They are named “La Grande République (The Great Republic)”, “The Crown Colonies” and the “Rossiyskiy Soyuz (Russian Union)” Each have a different set of unique traits and abilities that will encourage a different playstyle by the leaders, but mechanically will play out mostly the same way in normal engagements with slight variations and advantages (Or disadvantages) to take into account by the officers in-charge. This will encourage only the best tacticians and strategists to succeed if they correctly press their factions advantages in battle while exploiting the disadvantage of the other. The campaign does not support official alliances between factions as for a faction to secure its future, it must dominate the island by destroying annihilating both of its rivals.


All roleplay characters will be tied to one existing faction with faction switching not allowed on the same character. Players may only have one main character during the campaign but are encouraged to play an alternate character during the engagements not involving the faction their character is tied to.



The Campaign Map and Armies


The Campaign takes place in both a strategical level on an “out of game” war map consisting of faction owned tiles and also on a tactical level that will be a head on battle engagement between two factions in game. Factional armies will move across the map with the shared objective of all 3 factions being the destruction of the other two. Army actions can only be determined by the Faction Leader, if the faction leader is unable to be present to make an action a replacement from among the generals may decide for him until he is available. The actions will be taken with all leaders together present with the staff included, as the turns can go by quickly if no engagements happen in a faction turn and all leaders will need to be together to hasten the campaign map phase. Army locations on the map will be tracked by staff during a campaign session and in-between battles.




The Campaign will be turn based with each faction completing their actions on their turn before it goes to the other. If an engagement begins on a factions turn, then the campaign map turn will freeze until the engagement is finished on the tactical level and decided on the closest campaign battle day in the week, after which the next faction will able to make its move and etc. The campaign map turn begins with the Russian Union, then the Grand Republique and finally the Crown Colonies. When it is back to the Russian Union a full campaign map turn is considered over (This is crucial for traits and abilities where full map turns are important).


Campaign actions for armies are simple, the army can either be ordered to “Move”, which will result in it moving to the tile that the faction leader designated to move to, or it can “Defend”, which means it will stay on the tile it’s already on till it’s the faction’s next turn. An army can move 3 friendly tiles plus 1 hostile tile at a time during their turn. If the hostile tile that the army moves to has an enemy army and is engaged, the army that attacked it may not move further. If the hostile tile has no army then the tile is automatically conquered and the army may not move further in its turn.  In the Crown Colonies case, an army may not move over land to a sea bordering territory then embark on the sea on the first turn.


The Crown Colonies have a special trait when it comes to moving armies. They have the ability to move across the sea. In order to move across the sea the army in question must be on a tile bordering the sea and the faction leader must designate the tile he wishes to sail the army to before it embarks. The tile he designates must be one bordering the sea, however the Russian tile of R10 will not be suitable to land on because of its geography while the western coast of the Grande Republique cannot be landed upon until the garrisoned fort in F12 is taken. It takes 1 full map turn to embark on the ships from the coast, until completed the army will still be open to attack on the tile. The embarked army will land on the designated tile after 2 full map turns pass, during which it cannot change course or engaged. When it lands it will be during the first phase of the campaign turn (Russian Phase) so it will be vulnerable to attack in enemy territory, so choose your landing zone wisely.


Each faction has a number of “Armies”. These designate the moving units of the faction that is able to enact the action of taking the enemy’s tiles in order to defeat it. When an army arrives at a hostile tile without a present enemy army or garrison, the tile is automatically conquered. If the tile contains an enemy army then the both armies enter into an engagement, when this happens the campaign map turn is frozen until the engagement is resolved in the closest battle day. An engagement is a battle set out in two geographically similar maps consisting of 3 rounds each, with the one getting to 4 winning. If the rounds end in a stalemate of 3-3 then a bonus round will be given. An engagement will always be between 2 opposing armies as armies cannot stack upon a single tile.


Note : Armies will be placed on any friendly tiles before the campaign begins, the other 2 factions will not know where the enemy armies are until the campaign begins.


If an attacking army loses an engagement with an enemy army or garrison, it automatically retreats to the tile it attacked from. A defeated defending army retreats to an adjacent friendly tile of the faction leader’s choosing. A defeated army will also earn a permanent modifier that it lost an engagement. If it ever loses a second engagement it will be considered destroyed with the all the soldiers in it considered kill in action. If an officer was apart of a destroyed army and participated in the engagement it was destroyed in, then the officer has a 33 % chance of dying. A six sided die will be rolled by staff to determine if if the officer in question has lost his life. If the officer dies, he loses the character and must make a new one to continue leading and may not participate in the next engagement with his new officer, he must wait for the following one to lead. A destroyed army will respawn in the faction capital after 3 full map turns pass. In the Russians case the army can spawn in any friendly tile.


If an army moves into a hostile “Garrisoned” tile then it will automatically engage with the garrisoned army and the campaign map will freeze. Garrisoned tiles are tiles marked on the map as having an unmoving garrison and must be taken in order to advance into the tiles adjacent to them. They contain a garrison that automatically replenishes after it is taken, so the previous owner or another faction must fight to retake it. The 2 Garrisoned tiles are “F12 and U26” The fort in F12 was made by the French to protect against possible sea incursions by the Colonies while the one in U26 was made by the British to buy time against a possible land invasion from the north by the French. The French Capital tile is considered a garrisoned tile per its trait.


Note : If an army attacks a garrisoned tile that also has an enemy army on it, then the attackers must need to win 5 rounds in an engagement instead of 4 to succeed in the engagement, while the defenders only need to win 3.


In order to defeat a faction for good, their capitals must be taken. All three factions have different traits regarding capitals and defenses against their capture;


-        The Crown Colonies have the trait of “Mayors Mandate” which allows them to move their capital to a friendly land tile that was adjacent to their previous capital and declare it their new capital with a new faction leader. They may only do this two times! After the second time a new capital is taken the faction will be considered defeated!


-        The Grande République have three defensive tiles (F2, F3, F4) protecting the capital that must all be taken in order to invade the capital, which is considered a garrisoned tile. If the assault on the capital fails then the army must take damage and retreat just as it would per normal army rules and will be destroyed if it already sustained a previous loss.


-        The Rossiyskiy Soyuz have the advantage of not having a capital at all. In order to defeat the Union for good, all except 1 tile needs to be in enemy hands. When cornered to one last tile, the Union will be considered defeated.


The Russian Union starts with One default army.


The Grande République starts with Two default armies.


The Crown Colonies start with Two default armies and One defensive army that is only able to defend and move on friendly tiles, it may not set move on hostile tiles so it may only engage an enemy army if attacked first. The defensive army cannot sail. If the defensive army is cut off from the capital by enemy tiles or if the first capital falls, the defensive army is destroyed. If the defensive army is destroyed once because of this or by battle it may not respawn again!


If a faction controls 6 enemy tiles then an extra army will spawn at its capital! This army will follow normal army rules. If the faction loses control of its conquered territories and has less than 6 enemy tiles in their hands then the new army will dissolve immediately because of resupply issues. By exception of the Russian Union, a faction does not get a second extra army when they control more than 6 enemy tiles. The Russian Union gains a second extra army when they control 12 tiles. Reconquered core tiles do not count as controlled enemy tiles if retaken by the original owner.



Overview, Traits and Guidelines for the Factions


All players are heavily encouraged to read upon the lore for the factions on the forum in order to familiarize themselves with the bearing and background their characters may have gone through in the game universe. Below is trait section for all the factions with their main details in the above sections. Also given below are short guides for assisting on playing out your characters.




Traits and Special Abilities


The Crown Colonies

• May travel their armies over sea and travel to another sea bordering tile, the sail time being 2 full campaign turns and the time to embark their armies on their ships being 1 turn. (Until the embarking turn is completed, the army is static on the tile it is embarking from and is open to attack)

• Have access to a third default army that only possesses defensive capabilities and stays destroyed after being wiped out the first time. It is also destroyed if cut off from the capital. The defensive army may not sail.

• Have “Mayor’s Mandate” which allows them to declare a new capital from a tile adjacent to the old capital to a maximum of two times.


The Grande République

• Has three defensive tiles around its capital that all need to be captured before an assault on the capital is made, the capital also containing a garrisoned army

• Gains an increase of 20 in building points (with base 100 for all factions) for enemy tile it conquers (will lose the extra bp if its tiles are reconquered but the bp may not go down its default number when core tiles are lost)

• Has “Military Masterminds” which gives the Republique 40 seconds at the beginning of every round to gain a head start on positioning their men or just allow them to organize their units. (Peace will be active and enemy team will wait in spawn)


The Rossiyskiy Soyuz  

• Has no capital, being able to stay undefeated until it is cornered to 1 last tile, after which it is considered defeated for good.


• Because of the harshness of its territory and to simulate the dangers an enemy army faces when going deep into the land of the Russians, the Union gains 20 extra bp (base 100) for each default Union tile it loses to enemy hands. The bp will be lost when the tile is regained.


• Once per engagement with an enemy army, the Russians may use “Mass Assault”. They will gain a boost of manpower resulting in a 2 - 1 Russian ratio against the enemy faction but the entirety of the Russian army will be composed of partizani (Not line militia) while the heavily outnumbered enemy faction will have access to their cavalry, artillery and sappers. Though if the Mass Assault is successful, the victory will be considered 2 round wins instead of 1, being high risk and high reward. Only the commanding general of the Russian army may decide to use it as he sees fit.


•Until the other factions, the Union will gain another extra army if it captures a further 6 enemy tiles, totaling 12 controlled tiles. If it gains control of more than 12 tiles it will not be getting any more bonus armies. (To make it clear, the maximum number of extra armies the other factions can get is 1 while for the Russian Union its 2)


•If 80 percent of the Union's cavalry is wiped out during a round of battle, they will not have access to cavalry the next round. They will have resupplied their cavalry by the time the following round begins. (Regardless of starting numbers, if the cavalry is reduced to 2 horses by the end of the round, it will still be considered wiped out)



Roleplay Guide to Factions




Roleplaying in a non-intrusive and immersive way using your character is encouraged, but not required. Officers are encouraged to type their orders to their men as frequently as they can while providing necessary exposition in order to encourage and give morale to their men while official soldiers are encouraged to engage in banter with their comrades and engaging in behavior they find suitable to their character without annoying or proving purposefully detrimental to the team. Successful roleplay will help characters get chosen amongst other players and will help providing an overarching story that everyone will participate in, be it the heroics of an individual soldier defending the corpse of its horse to the zeal-inspiring trio of pep talking musicians facing a hail of bullet fire. Such actions will be recorded and archived for all to see.


The Crown Colonies


As the Crown Colonies are an alliance of different colonies and towns of British origin with a military scheme nearly identical to the British Army at that time, players already familiar with the “British” way to do things may feel themselves at home when roleplaying their characters. Compared to the revolutionaries of France, British characters should feel more accepting of the clergy, God and old nobility with a majority portion of their officer class consisting of this noble class. As the colonists possess a decentralized nature compared to their French neighbors and are far from Royal authority, players are encouraged to give their characters some rebellious fire when it comes to political authority, perhaps some colonists had a bad run in with the law, or came from the mainland to seek escape from the iron fist of the crown or perhaps some are Irish immigrants seeking to find a land finally suitable to grow anything other than potatoes.


Going in line with the corrupt and rivalry filled nature of the colonies, with the mayors and individual towns nearly going to war with each other before their neighbors pushed them into an alliance, officers of the faction are encouraged to dabble in treachery and work against one another (out of sight of and without receiving the ire of your faction leader) in order to attain the most amount of individual glory and honor, while soldiers of a regiment are encouraged to belittle and engage in rivalry with other regiments and to “go against the grain”. Basically by a colonist’s logic if your infantry line is doing the same thing as an allied infantry line, then something is seriously fucking wrong!


Such glory hounding actions by these officers and soldiers if successful in the end to win a battle may be rewarded by the recording it into the history of the campaign even if its detrimental to the rest of the team, and those responsible may even be recognized as future generals and viable faction leaders for the colonies and be made a Mayor-General…incase the old one dies of course…somehow.


God save the Colonies!




The Grande République


The Republic is the most centralized faction, with causes pushing it to be so in order to avoid chaos in its ranks. As its ranks will be filled with citizens and soldiers usually found in the armies of the Empire of France, its philosophy and culture will be more akin to mainland Europe and be affected by revolutionary ideas from France, mainly a distaste for old European royalty, ideas championing for secularism and increased individual rights for the common man and the law code set by Napoleon, who himself is an inspiration of the normal man fighting against fate and rising above all.


The rank and file of the Republic is composed of disciplined levy troops trained heavily in the militaristic fashion befitting a society ruled by the warrior class. As a soldier of the Republic it is apt for you to behave in a more disciplined fashion than your redcoat enemies or the Russian barbarians. This means that the official soldier will find himself acting as a junior NCO of sorts, assisting his officer with enacting his orders, repeating what needs to be repeated and helping along any conscript (Pub) by pointing him in the right direction…with a bayonet if so required.


This also means that military psychology will take hold, with a more pragmatic and darker way of living with the ever looming threat of total war and the rigors of a militaristic Spartan like existence to protect your piece of island rock. Contrasts to previous vocations or lifestyles the characters once experienced in an old life compared to their current predicament can be roleplayed. What does the tailor that used to patch up the dress of local noble ladies think about having to become a professional soldier to protect his newly owned cabbage farm, does the retired officer think back to his days fighting in the mainland for the Empire fondly or is the island more representative of the revolution of his youth that Napoleon reversed by crowning himself Emperor?


It is for you to decide. Vive la République!


The Rossiyskiy Soyuz




Made up of scores of different families and tribes who followed their noble chiefs, lords or patriarchs on the promise of new land away from the harsh rule of the Tsar and the deadly short life of rural Russia, the Union is made up of made bickering Slavs who tried to toil away isolated in their own parcel of land on the island using their outdated tools and implements and continuing the same kind of feudal serfdom that they have for centuries under their rulers.


The general culture and psychology of these Slavic peoples has been static for the past few hundred years, though the ones on the island have developed an uncharacteristic ferocity and independence not usually found under the Tsar’s subjects. Even though disunited and apart from each other with dozens of feuds and much bickering between the bloodlines, all Union members will rush to their guns, axes and pitchforks when the one piece of land they’ve found on this Earth not to be tainted with bad harvest, corrupt royal linages or marauding professional armies from the more “advanced” European powers is in danger of being lost from their hands.


The members of the Union will be more ignorant, passionate and emotional compared to the other two powers, with strength being respected in the individual man and hordes following the leaders they’ve chosen amongst the battlefield, usually following the greatest (Or loudest) warriors. Bravado and fearless determination in the face of total defeat is expected for the average slav, something he probably faced every minute back home in the mainland. Controlled chaos of the horde is expected and encouraged from the officers who think they can control this stampede of destruction.


The Union will be destroyed before it falls!

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The Tax Collector


Concerning some rules regarding officer death and faction tags;


-  If an officer was apart of a destroyed army and participated in the engagement it was destroyed in, then the officer has a 33 % chance of dying. A six sided die will be rolled by staff to determine if if the officer in question has lost his life. If the officer dies, he loses the character and must make a new one to continue leading and may not participate in the next engagement with his new officer, he must wait for the following one to lead.

- Faction members must use tags to differentiate them from public players as some aspects of the campaign will make it a near requirement to play the campaign efficiently and to play out some faction abilities with proper readiness such as the "Mass Assault" ability of the Russian Union. The tags can either be an abbreviation of the faction name or the second part of the faction name;


[GR] or [Republique] for the Grand Republique members

[CC] or [Colonies] for the Crown Colonies

[RS] or [Soyuz] for the Rossiyskiy Soyuz

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The Tax Collector


To make clear the rules concerning generals (the officers) being chosen and participating in engagements;


- The faction leader accepts the generals he believes meets requirements from the applications section on the forum, those who don't apply on the forum will not be able to become a general during the campaign. The generals will make up the officer cadre of a campaign faction and the faction leader will decide which generals participate in a battle before the engagement begins. This is an important tactical decision as the generals that participate in an engagement as apart of an army that is close to being destroyed, have a chance of being killed. This means that assigning an officer to participate is a risk on a strategic level while not having him participate may save him for a later engagement. The faction leader will also be responsible for assigning the regiment he wants the general to lead throughout the engagement. The positions that can be assigned to an individual general throughout the campaign is as follows;


First or second in command of an infantry line (Line infantry, footguard, riflemen or light infantry)

First or second in command of the cavalry (Note that the faction leader will most likely command the cavalry himself if taking part in an engagement personally unless if he decides to switch)

First or second in command of the artillery

Optional : Officer responsible for guiding and assigning auxiliaries ( Sappers, Medics etc)


- Generals should consult their faction leaders if they have a specific unit they wish to command. During an engagement if the officer(s) of a line falls, a nearby friendly officer should take it on him to assist and command the leaderless line if he is in the situation to do so.


- When the faction leader takes part in an engagement, he is considered the supreme commander with all generals, regiments and units beholden to him. As such all generals will listen to his overall orders and complete them in whatever way they can. The faction leader has the power to "Pull out" a general if he deems it necessary to do so. During the engagement the faction leader may choose to lead any regiment himself personally including the cavalry. It is highly recommended that the officers and factions leaders engage in voice chat with one another in order to keep leadership smooth and focused while using team chat in the regimental level to command your own soldiers and engage in roleplay with the team.


- The faction leader assigns a second in command (A Marshal) to take command during the campaign move and tactical mode if the faction leader himself is absent. The marshal will fill in for him and finish his campaign moves and/or fill in for him as supreme commander in an engagement of the faction leader is absent. If the faction leader is present then the Marshal acts as a second in command and is considered to outrank the other generals, he may order and advise the other generals unless it conflicts with the faction leaders orders and pleasure. He is advised to do so in the event the faction leader is incapacitated during an engagement.

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The Tax Collector


Concerning choosing officers before an engagement;

- If a faction is low on generals (They are unavailable that day, are wounded/dead from battle) or if the faction leaders doesn'tt want to use one or more of them, then official soldiers of the faction may be assigned to as generals before the engagement. The faction leader must inform the soldiers in question about this and the staff to make sure there are no suprises, delays or confusion regarding who will be acting-generals.


- If a faction leader wishes to promote an official soldier to becoming a general, he may do so. The faction leader must inform staff about the soldier's identification promptly so staff can down in the campaign summary that he was given a glorious field commission for the actions that his faction leader deemed exemplery enough to earn such a promotion.

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The Tax Collector


Concerning encirclement and retreating on the campaign map.


- If an army allows itself to be encircled aka has NO friendly adjacent tiles AND loses an engagement, it will have no tile to retreat to and hence will be destroyed completely regardless of whether it lost a previous engagement or not.


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The Tax Collector


Forgot to write this last update, regarding attacking fortresses;

- The french fortress was made to protect the tiles adjacent to it and no ships may land on them before taking the fortress itself. However the fortress may be taken by Russians or a land force of brits if they cross from TILE F11. F11 will not be protected by the fortress if the tile is attacked by a land force. A naval brit force that has landed in a different tile and proceeds to attack F11 overland will be considered a land force. Neither the Russians land forces or the british land forces may cross into the other tiles adjacent to the fortress without taking it under their control.

- The British fortress was made to protect the land border between the Colonies and France but it has a weakness. Tile U23 is not protected by the fortress and an army may take it and use it to attack the fortress directly. No factions land forces may attack and move to the other tiles adjacent to the fortress until the fortress is taken. (Except for example adjacent tiles already held by the faction enemy to the fortress held faction, such as the core french tile of F18 which borders the fortress from the game start but can be moved to by the french until it is lost to the fortress held faction.)

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The Tax Collector



- Faction special abilities are being rebalanced;

• The Grande Republique "Military Masterminds" ability is only usable once per map in an engagement, while it is raised to 60 seconds per use in order to match its more limited use.


• The Russian cavalry debuff is removed, the Russian Union will have access to cavalry normally and will not lose it the next round when it is wiped out.


-  Concerning taking a fortress or garrisoned tile (Rules apply to Republique capital aswell)


• Winning a fortress/garrisoned tile requires the same round wins for the attackers or defenders as in a normal engagement (First to 4 round wins) so taking fortress/garrisoned tiles are now easier for the attackers;
however a defending army may move ontop of its garrisoned tile or fortress against an attacking army moving onto it, if this happens it will require 5 round wins for the attackers to succeed in taking it, while it will still take 4 for the defenders.

Just like normal tiles, stacking is not allowed for garrisoned tiles and there can never be any more than 1 army ontop of a garrisoned tile. If an army was ontop of a garrisoned/fortress tile and is defeated trying to defend it, then it must retreat to an adjacent friendly tile and take a wound as per normal engagement rules

- Concerning taking the Republique capital of the Bastion


• An attacking faction now needs to have only 2 out of the 3 garrisoned tiles protecting the Republique capital in order to assault the capital itself, instead of having all 3 under control.

• If a Republican Army wishes to take back control of the garrisoned tiles, it must fight to do so. Normal garrisoned tile engagement rules apply.

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