This is my first attempt for an unglamorous blog posting. Subject today covers WR’s napoleonic gaming roster files and how to use the large MS Excel spreadsheet (.xls). WR’s original purpose creating these roster spreadsheets was to have a standardized template to price out the individual units of cavalry, infantry and artillery, plus create player scenario commands (brigades, divisions and their senior headquarter attachments from these individual units, then place this compiled information into readable format. Over time of years, these roster spreadsheets have been modified, upgraded, new features added and held up pretty well to ingenious player manipulations. In recent years WR has started writing up full historical battle scenario backgrounds, with maps, terrain tabletop design, historical notes, special rules of play and the required contestant force or command rosters. Always helps to use a standardized template spreadsheet to create scenarios, especially WR’s historical efforts since 2011.
With the local playing group’s recent usage of our Napoleonic Command Generation system (NCG); a simple system of points and delineated command structure based from a random number selection (1-120), the latest version roster spreadsheet was re-written to include a calculation zone for assisting players towards their command organization and meet the requirements of the NCG. This beta project has finished preliminary testing and the passage of time will determine the accuracy of the spreadsheet formula programming. For now this blog post will only cover the actual roster spreadsheet and its various zones and worksheets. For the NCG design and usage coverage, WR plans to write about in a future unglamorous blog post.
The best way to read the following material is to have the actual roster spreadsheet (.xls) file open on a computer monitor and view each section and material below on the roster spreadsheet. Yes… we need a computer to use the Excel file or a similar modern tablet with MS Office installed. Counting toes and fingers carefully stopped working years ago even with WR’s lucky feet. Try some data input and see how the spreadsheet system reacts. Beware that if all the required cell fields are not completed then the final output could be in error or miscalculated. If unsure with the first attempts, double-check your work with a quick paper and pencil calculation till comfortable. The roster spreadsheet is always undergoing improvement and corrections as WR find errors or design improvements. WR posts the latest dated version directly on the blog under the Napoleonic Rules and Videos tab. Basic MS Excel spreadsheet cell protection in effect to prevent misplaced inputs and formula overwriting but can be removed if desired.
Small Command roster with NCG spreadsheet (.xls): Small Roster Spreadsheet (wNCG)
Command: First WR should start with the definition of “command” in our napoleonic era games. Naming divisions, brigades, columns, detachments.. etc has different meaning between the various european nationalities. A “command” is any group of units; infantry battalions or their detachment, cavalry regiments or their detachment, artillery batteries (foot, horse, siege, rocket etc.), and train units (like ammunition, pontoons, baggage wagons if a HQ command). By grouping these units together we could have a single combat unit command, a brigade command (2 to 5 infantry battalions or two cavalry regiments), a division command (6 to 15 infantry battalion, several cavalry regiments) or formation sometimes called a “column” in the Revolutionary wars or early Imperial period. What armies of this period called their commands varied between nations. Typically they only have infantry or cavalry units within the same command, with or without attached artillery batteries. Other examples could have a mixture of infantry and cavalry units for advance guard like commands, with attached horse artillery batteries. A “command” could be a collection of reserve artillery batteries like the French Old Guard artillery or a siege train with its heavy cannon. The last type of “command” to mention is the headquarters. The three types of headquarter commands are Corps or Wing level, Army level and the highest form of headquarters; the Nation level headquarters for France, Prussia, Austria and Russia only (their monarchs travelled with the army on rare occasion).
Headquarter commands have lower ranking commands attached directly to them…. just like the modern armies of the world…. brigades or divisions to a Corps HQ or directly under the Army headquarters. Corps HQs attach under their senior Army HQs and the Nation level (if present) has all under its level of command. Basic knowledge of European army order of battle (OOB) gives insight to the variety of command structures found during French Revolutionary war and the following napoleonic Imperial period (1790-1820).
I. Worksheet sections (tabs) of the Napoleonic Roster Workbook spreadsheet:
The Napoleonic Roster workbook file (.xls) has several worksheet tabs at the lower edge of the workbook. The worksheets tabs are, in order left to right:
Instructions worksheet, Roster commands, Nation, Artillery, Siege or Scout command, Army Command, 1st Crops Command, 2nd Corps Command, Summary, Labels, and Artillery MFP calculation worksheet.

Spreadsheet worksheet tabs: Instruction, Roster Commands, Nation level etc…. Click on this image to enlarge for viewing.
The quick Instructions worksheet tab: This worksheet opens a static screen with instruction call-out quotes labeled across the background spreadsheet. Used to provide basic instruction and overview of various sections of the workbook and worksheets. No data input required.
The Roster Commands worksheet tab: This is the first worksheet to be completed. Users fill in the command names and their commander officer data (name, rank and ratings). Also has the battle name and date fields. All this common imputed data is automatically transferred into the following Nation, Army, Corps (wing), summary, and labels worksheets. The Version1.0 commander rating lists are located on the Napoleonic Rules & Video tab by nationality if required.
Nation, Artillery, Siege, Scout worksheet: Used for the Nation level headquarter roster, the artillery reserve roster, and two scouting command rosters only. Requires Emperor Napoleon, King Wilhelm of Prussia, Kaiser Franz of Austria or Tzar Alexander of Russia presence on the tabletop battlefield. Otherwise, only the artillery reserve roster portion is used for grand batteries. A summary and napoleonic command generation calculator on the bottom of the worksheet if required.
Army Commands Roster worksheet: Used for Army level command structure with up to 15 brigade or divisional attached commands directly under the command control of the Army commander officer. Armies without Corps or Wing headquarter structure in their army organization (typically before 1805) use this army commands roster method. Armies with Corps or Wing organizational command structure can use both the Corps or Wings HQ and the Army roster command structure. A summary and napoleonic command generation calculator on the bottom of the worksheet if required.
1st Corps Commands Roster worksheet: Used for Corps or Wing level command structure with up to six (6) attached commands directly under the command control of the Corps or Wing commanding officer. Till 1804 when the French started using the Corps headquarter structure, armies only had the “Wing” command structure for large armies. Armies which grew so large the army commander couldn’t see his distant flank formations. Later on, other nations created their version of the Corps headquarter system. Size of the army determines if a “Wing” commander was nominated to command a portion of the long battle-line or flanking force (300+ miniatures in army to create a Wing command). A summary and napoleonic command generation calculator on the bottom of the worksheet if required.
2nd Corps Commands Roster worksheet: Same as above.
Summary Data worksheet: A summary worksheet with transferred data for all the Nation, Army and Corps/Wing headquarters and their commands. Generally no data input required unless special scenario points or MFP adjustment.
Labels worksheet: Formats the command “tent markers” for each command and provides the 20/40/60% miniature loss values stats on each tent. These “tents” are printed out, cut apart, then folded on the marked line to freely stand in your miniature off-board causality collection zone. Helps players keep their miniature losses separated by the command and determine the cumulative loss effect on each command. Just right-click copy, re-size & paste the nation flag or coat of arms for each command “tent” marker.
Artillery MFP worksheet: No data inputs required on this worksheet. Strictly a worksheet to have the required data arrays and data information calculations on other worksheets. Calculates the artillery ammunition supply and formats the supply “tick off” boxes for each rostered artillery battery on all command rosters. Also calculates the MFP value for every unit on all rosters which is summarized by their command.
II. Description of the headquarters command roster zones:
All headquarter spreadsheet rosters look and operate in the same manner (Nation, Army or Corps / Wing). Only the cell background colors are different between these levels of command.
Important: Color background cells (light blue, green or yellow) contain data transferred from another worksheet. Sort of colored by hierarchy… blue is battle name info and dates, green is Nation & Army level commanders and officers under the army commander, yellow is Corps level commanders and their attached officers.These cells generally have no data inputs except on the originating worksheet (roster command worksheet).
Commander name, rating and battle name with date: This data is transferred from the Roster Command worksheet directly into the protected cell fields. If blank, refer back to the Roster Command worksheet and complete the required cell fields and save the file.
Note: Commander ratings have four values and notes. 1st value is senior commander (corps/army/nation) CMR bonus if attached to a unit for morale and shock combat. Second value is brigade / divisional commander CMR bonus if attached to a unit for morale and shock combat. The third value is the commander’s 9″ radius command bonus morale only value. The fourth and most important is his efficiency rating… or how consistent was his abilities on the battlefield to win and also be “lucky”. The efficiency rating ranges from .2 to 1. Commanders under one (1) rating occasionally have “off days” and their ratings are reduced by one value across all three ratings. A .6 rated commander means 4 out of 10 times was “inactive with his troops” on the battlefield, spent time only with his headquarter staff, lost often, drunk on occasion, and generally ineffective overall (political commander).This could lead to having no positive morale or shock combat benefit for his command during the game. The ‘roster command” worksheet auto-calculates the commander’s adjusted ratings and transfers the data to the specific command roster.
Values range from 0 to 3 some basic thoughts. A zero value means the commander was a complete idiot for the position, politically connected, maybe none or weak military training and had no troop (soldier) loyalty from his previous actions. He cannot inspire his units under his command. A one means the commander was average for his peer group, won and lost battles but did his job during the heat of battle. A two rated commander was exceptional, noted in history and won the majority of his battles, with good tactical direction and ability to control large unit formations independently. A three was a “god of war”. Very rare abilities, total command of the battlefield and won almost all his battles. Could act quickly and decisively when the situation warranted. The senior Corps, Wing or Army level commanders generally were of historical note and rated a two, poorly performing get the one rating. Only exceptional brigade or divisional commanders receive a two rating. The efficiency rating determines how often that commander gets to use his full values.
Examples: 2 / 1 / 1 .8 for typical corps commander. Divisional or brigade 0 / 1 / 1 .8

Commander name, his command ratings, the battle name and date fields. Click on image to enlarge for viewing.
Commander portrait and national flag: Commander portraiture is an option for the player to use. WR has a large collection of historical commander portraiture files collected from the internet or scanned portraits from books. WR plans to post this portraiture collection to his blog in the future but for now a simple internet search should find the majority of historical commanders. Generic commander images can be used (French divisional officer on horseback for example) or actual sized picture of the game player for fun. Just copy and paste the image after sizing to the named rust colored field on the roster spreadsheet. For the national flag or coat of arms, WR has created rough sized object images on the worksheet (right side). Simply right-click on required nationality flag or coat of arms to copy and transfer the copied object to the gray zone then paste in. Resize image object to fit the gray zone and avoid covering data.
Unit data inputs: Type in the unit name, CMR value, unit size (1 x 4), any cavalry weight if cavalry marked, then “x” mark the required adjustment cell fields on the right side of the roster row. The various column cell fields are described in detail below.
Example below: Sapper detachment, CMR 8, 1 x 4 miniatures (one unit or battalion of four miniatures), has open order ability rated full skirmisher, and specialist trained (sapper). Unit cost is 40 points and gives 3 MFP towards the army MFP total calculation.
Unit name or type: Descriptive name of the unit. Should match the painted miniature unit on the tabletop otherwise pencil in the representative unit’s name on printed roster.
Examples: 1st Line Regiment, or 3rd Legere Regiment, 10th Chasseurs a’ cheval, 44th Foot, I.R. #4 Hoch und Deutschmeister, Toledo Regiment. WR also notes any unusual internal unit formations alongside the unit name. For example Prussian freiwilliger jager detachments … 6th Line Regt [2xFJ] means two freiwilliger jager in the unit (most likely one per battalion). If needed, use the command notes section for additional information.
CMR: Combat Morale Rating or CMR for shorthand. This is the unit’s rating for the tabletop for morale, firepower abilities and shock combat. The CMR range is 1 to 10 with a special classification of “S” or 11 for selected units. The CMR value is referenced from the National Characteristics files for each nationality. The CMR can change depending upon the scenario years and specific historical units or if the unit is purchased as a veteran or green conscript unit.
Unit size: Shown as a math equation to determine unit number and each miniature unit size.
Example:1 x 4 means one unit (battalion or cavalry regiment) of four miniatures. 3 x 6 means three units of six miniatures each. Note that artillery battery doesn’t use this method but has a cannon number instead. The number of cannon determines the battery basing width. Each cannon equals 1/4″ of battery base width. So an eight cannon battery = 2″ battery base width, six cannon 1.5″ battery base width, twelve cannon = 3″ basing.
Cavalry weight classifications: There are five cavalry weight classification used in the game for shock combat and open-order skirmishing ability. They are; Cuirassier (C), Heavy (H), Medium or 2nd rate battle cavalry (M), Light (L) and Irregular (I). Only light or irregular rated cavalry has open-order full skirmisher capability unless specifically mentioned in the National Characteristics files. Mark “x” on the roster to denote the weight classification and unit points calculation. Don’t mark the Open-order (O/O) cell column field for light or irregular weight cavalry.
Regt Art: Regimental artillery attached to the infantry regiment. Mark “x” in the regimental artillery cell field if the infantry regiment has attached regimental artillery cannon. These cannon are not marked by cannon miniatures on the tabletop. Instead the tabletop marker is an individual artillery crewman miniature positioned just behind the battalion with the regimental artillery cannon. For regiments with several infantry battalions the cannon are attached to one battalion at a time. During the Movement Phase, a player can transfer the artillery crewman miniature between the regiment’s battalions, thus changing the position of the cannon. Regimental artillery increases the firepower and minimum fire range zone for the battalion with the cannon.
Open order (O/O): Unit(s) have the ability for open-order skirmisher formations. Mark “x” for infantry units with this ability and extra cost. Cavalry units are not marked as only light or irregular cavalry have open-order ability and the pricing is built into these cavalry costs.
For the open-order rating ability there are three types of open-order formations. The open-order rating are: Semi-skirmisher (S), Full skirmisher (F) or Extreme skirmisher (E). Use one of these three code letters on the roster from information found in the National Characteristics files. Note that Germanic 3rd rank, French voltigeur company, British battalion light company, or Freiwillinger jager miniatures are not marked as they are only part of the battalion. The entire infantry battalion must have the ability to deploy as skirmishers for the roster marking (and additional cost).
Type A or C Firepower: The standard infantry firing rating is Class B. For nationalities with Class A or Class C firepower mark the correct column to adjust unit point cost and identify these units for tabletop firepower charts. Cavalry normally not marked for firepower ratings.
2 Rank: If the infantry battalion(s) are formed using the 2 rank miniature basing formation mark with an “x”. The game common standard is 3 rank formations.
Spec / Rifle: If the unit has specialist abilities (see National Characteristics files) or entirely armed with a rifle mark the cell field with “x”. The entire unit must have the noted abilities or be armed with the rifle. A common unit with specialist abilities are sapper or pioneer detachments or the British rifle battalions (60th/95th) with rifles.
Non Mskt: Non-musket armed infantry. These infantry units are not armed with muskets or rifles. Typically pike or spear armed units but other weapons (or lack of weapon) are available in the non-european armies. Cavalry is not marked for their weapons unless unarmed.
Vet / Green: Veteran or Green conscript unit. Both cavalry and infantry units are marked here for informational purposes (“x”). The actual unit cost and MFP calculations are done by raising or reducing the CMR value by one. Veteran rated units up to 8 CMR are raised one level or number. Green or conscript units have their CMR reduced one level or number.
Conv Elite: Converged elite companies from ordinary infantry battalions. These units represent the pulling of grenadier or light companies (voltigeurs) to form special elite grenadier or light company battalions. Mark the cell field with “x” so the addition point cost can be applied.
Non Euro: Non-European trained unit. Examples are; Ottoman empire, Ottoman Islamic states, Persia, Indian states, American indians. These units typically don’t use european rank formations and some are tribal based.
MG Chg: Morale Grade change for infantry or cavalry. If by using the veteran adjustment, the unit changes it’s Morale grade classification upwards, then there is additional one point cost per miniature. This occurs when changing a unit’s CMR from 4 to 5 (militia morale grade to line morale grade) or CMR 7 to 8 (line morale grade to elite morale grade.
Battery ID #: Simply an identity number for the artillery battery miniature base. Used to assist the player to correctly mark his ammunition usage for that artillery battery.
Battery name and type: Description of the artillery battery by type and weight of shot. For examples: 8lb foot battery, 12lb positional battery, 18lb siege battery, RHA field rocket battery, OG 12lb positional battery (french old guard). The type of artillery battery should correspond with the additional data inputs required…. foot, horse, siege, rocket and positional.
Cannon #: Number of total “tubes” or cannon in the battery. Mixtures of different weight cannon or cannon types are all lumped together for number of tubes or cannon. For mixed weight cannon batteries, the universal point cost is 4 points.
Crew #: Generally one crewman miniature per artillery battery unless the number of cannon is 9+. For batteries with 9+ cannon, the crew member count is increased to two (2). Horse batteries typically have a static horse team with rider miniature affixed to the artillery battery base. These miniatures are just to differentiate foot artillery from horse or kavalry batteries.
Points by weight of shot: A cost function value input. See the artillery points cost chart for value per cannon. A quick summary: 3lb or 4lb = 2 points, 6lb = 3 points, 8lb or any mixed cannon weight battery = 4 points, 12lb positional = 6 points.
Foot, Horse, Siege or Rocket: Mark “Foot” box with “x” if a foot battery. Mark “horse” if a horse or kavalry battery. Mark “siege” if 18lb or heavier weight cannon or siege mortar. Mark “rocket” for any type of rocket.
Positional: Generally any artillery cannon battery with 12lb or 16lb weight of shot and all siege artillery. Also covers some older batteries with heavy carriages or cannon barrels or artillery command doctrine and battery use on battlefield. Check the national characteristics for each nationality.
OGD or RHA: French Old Guard or Royal Horse artillery batteries.
Ox drawn: Any artillery battery named as “oxen or elephant” drawn about the battlefield. All “oxen” drawn artillery is also considered positional artillery.
Irregular or Militia: Irregular or militia CMR rated artillery batteries. Typical of some non-traditional artillery source. Cossack artillery, Indian state artillery, or some types of Ottoman Islamic state batteries are examples.
Artillery #: Every artillery battery type is assigned an “artillery number”. This number code calculates the available artillery battery ammunition supply values for the battery type.

Artillery number data values chart. Once imputed, the ammunition supply is calculated for that batteries and placed on roster.
RS or Shell: Round shot or shell ammunition supply. Each turn the battery fires, a mark is placed accounting for the expenditure of the fired ammunition type. When all ammunition is expended, the battery is “low on ammunition” and suffers greatly reduced firepower effect till resupplied from the Corps’ ammunition train miniature.
Case or Special: As above except case, canister or special ammunition supply. The difference is denoted by the ** found on the ammunition supply boxes.

Corps HQ train; including ammunition train, pontoon train and engineer officers. Click on this image to enlarge for viewing.
Corps Ammo train: The miniature ammunition train with separate rider crew miniature (on horse) holds the artillery ammunition reload supply and carries musket / rifle reserve ammunition for every infantry battalion attached to the Corps. Infantry battalions outside of a four (4) foot radius from the ammunitions train can run out of ammunition when firing close order volleys, reducing their firepower to “low ammunition” adjustment. The artillery reload supply equal one reload for every artillery battery in the Corps commands. The Army level ammunition trains carry an additional artillery reload for every artillery battery under the army command… and the Corps or Wing trains carry the other artillery battery reload. If no Corps or Wing ammunition trains then the Army train holds two artillery reloads for each battery in the entire army. In summary, there are equivalent of two reloads carried by the trains of the army at Army level, either in the Army or Corps/Wing trains. Independent Corps trains, without Army level HQ present on battlefield, have only one artillery battery reload.
Pontoon train: Pontoon trains carry the pontoons, bridging equipment and materials. The cost is for the basic train and wagons plus additional five points for every inch of bridge material up to maximum of 6″ per pontoon train. A separate pontonniers infantry unit is required to join the pontoon train unit, on battlefield location, to lay the actual bridge across a river or other water obstacle.
Baggage train: These represent the general baggage wagons of the Corps, Army and Nation level commands (and their attached commands under them). Generally a representative three wagon miniature unit for the tabletop battle as baggage trains historically would be large but held well behind the front lines. Every headquarters command has three free baggage models attached to their headquarters. Losing them on the battlefield is a quick way to lower army morale.
Engineer officer: Specialist officers who can design and instruct ordinary infantry battalions in construction of field defenses. Required for active siege operations.
Note: Most train unit drivers, prior to becoming militarized during this napoleonic period, were local civilian contractors. Therefore they are rated as militia rated CMR for most armies and in most cases the artillery batteries are rated as positional. When they became militarized during the napoleonic wars, the CMR improves to line ratings and the positional rating disappears for the field artillery batteries (3lb to 9lb).

Corps HQ artillery battery ammunition supply. Note the ** separating the eleven round shot from the four case/canister shots. Click on image to enlarge for viewing.
Percentage losses and CMR effect with Corps or Army HQ: The command percentage loss calculation are used to adjust the command CMR morale calculations. For Corps or Wing headquarter with less than 15 miniatures, the 20/40/60% loss calculation isn’t used or adjustment given. If the Corps or Wing headquarters has 15 or more miniatures in its command then the normal 20/40/60% loss level CMR morale adjustments are used for any unit attached to Corps or Wing headquarters.
20% loss level means -1 CMR for any morale checks. 40% loss level reached means -2 CMR morale adjustment. For 60% or greater loss level the CMR morale adjustment is -3.
Example of headquarter with 15 or greater miniatures in command. Therefore the 20/40/60% loss level calculations are performed and applied to all units in the headquarter command.
MFP: Morale Fatigue Points or MFP for shorthand. This value determines the army stamina on the tabletop battlefield. Each unit in the army contributes MFP points toward the army total value once they arrive in the designated battle-zone (typically the scenario map). If they exit (retreat from) the battle-zone, the unit MFPs are subtracted from the current army MFP total. The army MFP total value represents the army “morale and stamina break point” when upon exceeding the Army MFP total, the entire tabletop army declines one CMR numerical level per scenario hour (every game hour). The cumulative MFP usage and miniature losses are totaled every game turn based upon current command orders (attack, defend, engage, march or reserve) and actual tabletop miniature losses. Review the MFP information for additional details (linked file): Morale Fatigue Points
Unit point cost and Morale Fatigue points (MFP) calculations done automatically (if all required data inputs completed) and summarized at the bottom of the roster spreadsheet columns.
Complete example below for a Corps or Wing HQ roster with sapper detachment, 12lb positional battery, Corps ammunition train, a pontoon train with 6″ of bridging, Corps baggage train and one engineer officer.
III. Standard brigade or divisional command roster:
Many of the inputs for the brigade or divisional command roster are the same as in the headquarter roster format above. The only charge is the brigade or divisional command roster has no train, baggage or engineer officer sections.
Sample French divisional roster to examine:
The French divisional commander has his portraiture and French national flag object embedded on the spreadsheet as before. His commander ratings are transferred in from the “Roster Command” worksheet just like the Corps commander above.

Divisional commander via transferred data. Click to enlarge for viewing. Note this officer-commander has no positive commander rating and no shock combat bonus.
Brigade and divisional commands have more units hence a larger number of miniatures, a larger variety of unit types and unit CMR ranges. This French division example has one legere regiment of two battalions, three line regiments of 3 battalions each, a chasseur a’ cheval regiment of cavalry and two different weight foot artillery batteries. One of the line regiments CMR was raised with veteran status (and higher point cost). The open-order ability of the legere regiment is noted (full skirmisher) while the chasseur a’ cheval cavalry weight is marked (light).

French divisional units with some variation. Note the veteran rated line regiment, attached chasseurs a’ cheval and legere regiment only two battalions. Click on this image to enlarge for viewing.
Brigade and divisional artillery batteries are imputed the same. Instead of positional heavy 12lb batteries this French division has two types of foot artillery (6lb and 8lb batteries).

French divisional artillery. Here a 6lb and 8lb foot batteries are rostered. Note the point cost difference and different artillery number code. Click on this image to enlarge for viewing.
For non-headquarter commands the 20/40/60% loss level calculations are always done and used against the command for morale checks. Example of the French division example below shows the French infantry division adjusts morale checks at 15 (20%), then 30 (40%) and finally 44 (60%) miniature losses.
20% loss level means -1 CMR for any morale checks. 40% loss level reached means -2 CMR morale adjustment. For 60% or greater loss level the CMR morale adjustment is -3.
Unit point cost and MFP values are automatically calculated on the right side of the roster. Note that the commander point cost is triggered and automatically added by data transfer from the Roster command worksheet.
Adjustment boxes: Every command roster has two “orange” boxes under the Points and MFP columns. A player can force place positive or negative numbers to adjust the command totals.
WR showed the completed example of a divisional command (French one) above. Typically the everyday Corps HQ would have three to five divisional or brigade commands under the commander’s control. Two to four infantry divisions and attached cavalry command. Army commanders could have ten or more infantry or cavalry commands under his control. The stress of controlling five or more commands linearly across a large battlefield tabletop action quickly causes command failure and timing issues. Army commanders can only be in one place therefore armies using Corps HQ structure have game advantages in orders control and response to the fluid situations of the battlefield.
IV. General process using the workbook:
a. User completes the “Roster Command” worksheet first. Label all the required cell fields with data input. Battle name, battle date, identify all the command names, their commander names and the individual commander ratings.
b. Proceed to the senior level command headquarters (Army or Corps) roster worksheet. Fill in the unit names and ratings, complete the artillery batteries data, train units and possible engineer officer cell fields. Check that the points and MFP calculations are completed. Then image copy and paste the commander portraiture and national flags images into position.
c. Complete each division or brigade command roster attached to that Army or Corps roster worksheet. Unit name, rating, special abilities and check the unit’s points and MFP calculations. Did you mark off all the required abilities and ratings? Then complete the artillery battery zones, extra artillery abilities and place the artillery number for ammunition usage box tick off. Again the commander portraiture and national flag image click and paste.
d. Review all work then review the Data Summary section at the bottom of the roster command columns. If using the napoleonic command generation (NCG) method, review that section calculations and make adjustments to conform to the command selection choice.
e. When completed, save file under a file name so the worksheet retains as a “blank” document. Print out the newly named file for tabletop use.
f. Print out the labels and grand summary pages if needed.
V. Hierarchy notes and types of commands:
Till WR formally writes out the written and updated Version2.0 of the rules, the old Version 1.0 in Section 4.0 contains basic information on command structure and hierarchy.This old rule section also provides a list of command cross title referencing and a list of possible “small commands” used in unique scenario situations. The only major change noted is “small commands” are now 14 miniatures or less in size instead of the mentioned 20 miniatures under Version1.0.
VI. Additional information and chart files:
Point Cost chart: While the roster spreadsheet handles these calculations, the underlying cost schedule can be read on this document. The artillery cannon point cost table is included in this chart.: Point Cost Chart
CMR: What CMR value equates to can be reviewed on the CMR ranking chart: CMR Value Ranking System
Artillery Ammunition chart: The supply of shot for artillery batteries by nationality can be reviewed on: Artillery Ammo Chart
Napoleonic Command Generation (NCG): This is the basic NCG chart file used to develop the chart for hidden (blind) selection of commands… points available, type of command and pre-determined number of command for the scenario play.
A complete NCG blog write up can be found here: Napoleonic Command Generation summary
The selection process is simple. Choose a number between 1 and 120 with no duplication by the player. Player doesn’t know what number matches to any particular command as the chart 1-120 numbers are randomly generated. Typically done by email to the month’s game master. He cross references the chosen number with a printed NCG chart and emails back the selected command information. The player then designs his commands from the provided information for the monthly group game. Done right, neither team side knows prior to the game day what the two teams have and the strength before the tabletop battle action is joined. Napoleonic Command generation chart
Cheers from the warren.
WR