Here they are:
You will need some dice: 1d6, 1d4, 1d10 and 1d% or an app for rolling dice
This set of "rules" will help the player to create a random scenario e to play against a BOT AI using "command both sides"; the player will choose a side, the other side will act following rules below.
1 - Armies CEH this will give a ceh for both armies involved (i play with small armies, feel free to use higher values)
roll 1d6
1: 90, 2: 100, 3:110, 4:130, 5:150, 6:180
2- Army CEH variation this will give a variation for each army involved
roll 1d6 for every army
1: -10 CEH, 2-3: -5 CEH, 4-5: +5 CEH, 6: +10 CEH
Example: Fra vs Aut with 100 CEH at (1); fra rolls 6, aut rolls 1; now FRA has 110 and AUT 90
3- Build the OOB, i often prefer to make corps with 6,8 or 10 units
4- Open Map Editor and create a Random map of your choice
when the map is done for every "relevant" terrain (hill, crossroads, town, castle, ford or bridge) roll 1d6 if the result is 5 or 6 that terrain is considered a Victory Point, name it to remind you ingame.
Example i roll for a town and result is 3 the town is not a victory point, i roll for an hill and result is 6 i name it Hilltop to remind me it is a victory point.
5- Launch HWN select both sides and army and map from above and with "C" activate the army the player will play.
Deploy and give orders to player army as usual
6- AI deploy
roll a 1d10 for every AI corp
on 1-3 it goes to the right wing of AI army, on 4-7 it goes to the center, on 8-10 it goes to the left; you might apply modifiers if there is a victory point majority on a side of the battlefield; for example if Hilltop named before is on the AI right, you can modifiy the result for right on 1-4 so the center will become 5-7 and so on...
after all the corps are in position roll to see AI orders for every Corp
roll 1d6
1-2 Deploy in depth on player army territory
3-4 diversion not so in depth in player army territory
5-6 no orders and keep in reserve
add +1 if the corp is guard or cavalry
add +1 if the AI has already covered that sector
add +1 if AI will act against a larger force
subtract -1 if AI will act against a weaker force
Defend, support and march are NOT used here!
7 - START THE GAME
at EVERY HOUR the player can change and give orders to his Corps, BUT he must activate a Corp before giving orders, if activation fails, that corps can't receive orders. How activate? Roll 1d4, result must be less or same of the commander initiative (ingame is the small number in the legion of honor medal, 0 is considered 1) , the CinC can add his number to 1 Corp commander value, just to one corp commander.
After the player moves, roll for AI stance:
AI will roll and check for every wing, thus right, center and left:
The AI (so the player managing the AI) must check if it is Losing, being in a stalemate, or Winning on that wing, so
roll 1d6
If Losing: 1-4 commit the reserve
5 ouflank enemy
6 no orders
Stalmeate: 1-3 commit the reserve
4 ouflank
5-6 no orders
Winning: 1-2 commit the reserve
3-4 ouflank
5-6 no orders
the reserve is given from the corps being held in Hold/reserve during AI deploy
8- Winning the game and victory points
When an Army reaches 30% of CEH losse she must roll to see she routs and leave the field: the army must roll 1d% (it is a dice with 100 numbers, or two dice one from 1-10 other from 10 to 100) , if the army rolls same or lower its CEH loss percentage, army routs.
EVERY VICTORY POINT HELD WILL ADD 10 TO THE ROLL TO SEE IF THE ARMY ROUTS