A question from Peter on yesterday's post reminded me that I have yet to try the simple Campaign method suggested by Neil Thomas in One Hour Wargames (2014) Chapter 21.
I randomly chose five scenarios for the Campaign as follows: For each of the five games, throw D6 to determine which group of the 30 scenarios will be diced for. 1 = 1-6, 2 = 7-12 etc with a roll of 6 meaning roll again. Then throw D6 to determine which of the 6 scenarios in the group to play. I chose the following:
1. Scenario 12 An Unfortunate Oversight
2. Scenario 25 Infiltration
3. Scenario 20 Fighting Retreat
4. Scenario 1 Pitched Battle
5. Scenario 26 Triple Line
The side with the most victories wins the Campaign which will probably mean the Campaign is won before all 5 are played, but we'll see! To determine which side plays either Red or Blue, D6 are thrown before the game begins - highest plays Red.
Game 1 An Unfortunate Oversight, also known as the Battle of Griffithberg
Union forces splash across the ford |
"Victory is secured by being in exclusive occupation of the hill at the end of the game".
Colonel Sanders throws his men at the town. Only the Union cavalry appearing on his flank prompt him to check his orders |
Colonel Moutarde covers the flank whilst two of his battalions head for Griffithberg hill |
Close combat on the hill |
By early afternoon Union troops are in full control of the objective |
while fighting continues in and around the town |
Turn 10, the Umpire checks his notes and realizes that both sides are at EP |
A very interesting battle report. I like ones like this which are part of a bigger story or campaign as the outcome may well affect what happens next ... and that whets the appetite to read the next installment!
ReplyDeleteAll the best,
Bob
Thanks Bob. The great thing about a Wargames Campaign is that the player has no idea what's going to happen next!
DeleteA good start, and an interesting set of battles from which to build the narrative. I do something similar. I use an average die (23345) for the number of battles and weight the results to make them mean more as the campaign goes on. Victory in the first battle is worth 1pt, the second 2, 3rd 3, 4th 4 and 5th 5pts. That way one side can lose the early battles but still possibly manage a draw or even victory by winning the last one. Generally, I have the loser as the defender or the side with the tougher victory conditions in the next battle. Units that were eliminated come back damaged in the next game.
ReplyDeleteCheers Mark. Thanks for the interesting ideas - I may have to change my thoughts for this campaign.
DeleteNice one …your campaigns are always fun. Looking forward to how it all unfolds. (…and Colonel Moutarde, in the library with a lead pipe was what sprang to mind when you mentioned the Reb leader 😁).
ReplyDeleteThanks Martin. Could have been the Colonel, or possibly Miss Scarlet "after all, tomorrow is another day" O'Hara in the ballroom...?
DeleteA good start for the men in blue. I’d be tempted to say what whichever General loses the initial battle should, for the next battle, have the choice as to whether their army is to be regarded as Red or Blue - so there might be some nominal “colour switching” back and forth.
ReplyDeleteOther considerations? Reinforcements/replacement troops might take some time to arrive (could be tired in “force marched” and might be an unknown “quality” troops). An army Defending its own territory will likely have greater knowledge of terrain - such as fords etc. Lots more options I’m sure.
Cheers,
Geoff
Cheers Geoff. Interesting ideas, thanks. For the next game I was considering throwing in some random events, though it's already a tough game for the "Blue" army so I'm not sure.
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