A few new ideas for umpired Battleground actions

or those played by responsible individuals seeking a realistic wargame

Colour parties
No regiment was complete without its regimental standard, colour, eagle or emblem of whatever name (but never "flag!"). To fill this omission in BG, it is relatively easy to add an icon for each infantry type showing a standard bearer who can accompany, or indeed be accompanied by, his regiment on the battlefield. Normally residing with the 1st Bn or otherwise in the midst of its battalions, the standard would be both symbolic and practical, serving as guide and rallying point while embodying the pride and spirit of the regiment. As such, these prominent features were often fought over, their loss being considered akin to the tragic and the winning of that of the enemy tangible proof of triumph.
Each regiment will therefore have a "25-strong" colour party of the highest morale, required to change formation with any unit it is with, but unarmed and not affecting the game mechanics in any way except adding those few men to the local strength (25 are deducted from the 1st Bn, so the army strength remains the same).

Colour partiesIn this example, the Vladimir regiment's colour party is at the head of its two battalions, in column, while the neighbouring regiment has its colours between its battalions accompanied only by the brigade commander - inadvisable unless in very safe circumstances well away from the enemy.
The game needs to be viewed with the option of 'Unit flags off' selected, so that the colour parties are the only standards visible and therefore given due prominence.
The colour party should never be subject to fire, as another officer would step forward to carry the colour if the previous one fell and no colour can be captured by fire, only by seizure in close combat. The colour party may not be left in the rear to keep it from danger, but must remain with the body of the regiment. In a case such as the British Coldstream and 3rd Guards at Waterloo, when all but two companies of each battalion detached to Hougoumont, the body of the regiment comprised the remaining two companies, which is where the colours stayed. The colour party should not be obliged to melee assault, as the game tends to eliminate small elements, though leaving it behind in an advance due to a successful assault could be as dangerous in some circumstances.
The capture of an enemy colour will be immediately apparent and this could be made to affect the results of a battle, perhaps by counting as 100 casualties or more. Apart from this, the prestige and ignominy for captor and loser will further reflect reality for them.

 

Artillery ammunition
Scales of available ammunition are detailed elsewhere and the presence of a supply train for artillery brigades is a common feature in NHWC OOBs. Perhaps there is a more realistic way of connecting the two and making the positioning of batteries and the ammunition trains more interdependent.
In addition to a general supply train for artillery formations, mostly to reflect the additional needs of horse-based units, a specific ammunition train for each battery can be included. This have to accompany the battery, in fact being part of the 'unit', at a distance of no more than a few hundred yards (say, 3 hexes). The route between guns and ammunition would have to be clear for the passage of supply to the guns, though friendly units are not considered as being obstacles. Failure to have the ammunition train so positioned could result in the battery being unable to fire.
This would give a much more cluttered battlefield where artillery are present, all the more realistic when compared to this diagram of Napoleon's grand battery at Waterloo, which shows the number of vehicles involved.

Grand battery at Waterloo

A battery unit in BG, without its additional train, represents the guns and first line ammunition, up to half of the total, in one wagon per piece. The additional train would therefore be half the size of the battery for calculating road column length, except for heavy artillery (12pdrs), which had three wagons for each gun, so their train additional to those with the guns is equal to the battery size. So, in the above diagram, the guns, a-frame limbers and the first continuous line of wagons would be the battery as depicted in the game. The remaining vehicles would be the train unit.
The Prussian army can be treated slightly differently, as they used fewer but larger ammunition wagons. Their 6-pounder batteries have a train element only ¼ of the number of guns in strength. 12-pounders still need twice as many vehicles, so they are ½ the strength of the battery.
In each case, the ratio of one gun to 25 men is used, so a six-wagon train is represented by a unit 150 "men" strong.
A battery having used all its own ammunition might be able to draw on the supply of an adjacent battery of the same type and under the same formation command, after an interval of, say, one 15-minute turn or three 5-minute turns. This will work best with the method of individual battery ammunition reckoning, described on the artillery ammunition page.

Burning buildings and other structures
I was reading that the artillery tactic for defending villages was to set up alongside or on ground overlooking them because of the danger of buildings catching fire and endangering the ammunition. There are cases of fires affecting battles, including Borodino and Waterloo.
I don't know of any way of introducing fire or its effect into a BG game engine, but it can be umpired quite easily. There would be little damage to units, as they would leave immediately and then avoid the area of the fire, though artillery in the hex would be open to possible damage. This movement can be enforced easily. The location could be made impossible to enter by adjusting the main.map file, but again with an umpire in control this is not vital. The appearance of a fire can be added to both 2D and 3D maps during a battle. Players can either download a whole new map or, with the use of a graphics editor (such as MS Paint) add the graphic to their existing maps.
If a fire burns out or is extinguished a new section of bitmap can be pasted in and the main.map altered to represent whatever the effect of an area of ruins might be.

Before
Burning
After
Before catching fire
On fire
After the fire

 

Digging defences
It is possible for any formation to dig defences or throw up earthworks prior to a battle. These are quite easy to add to a map, or to remove (Borodino without the redoubts, anyone?). It may also be possible for defences to be constructed during a battle and added to the map. This would not be done by units currently fighting but might involve those away from the action or in the rear of the front line.
Those familiar with BG ACW publications will know of the ability of units to build breastworks, well this can be done in the Napoleonic version under the control of an umpire. Materials would have to be at hand, so woodland or buildings should be at least adjacent. Barricades or breastworks constructed in the short time scales provided within a battle would be as effective as cover and an obstacle as a low wall, though they may only count as a hedge if hastily built or materials are scarce. The main.map file can be amended to include earthworks and other barricades and the visual aspect added to the bitmap as for fires.

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