Post by bruce on Jun 16, 2018 15:22:01 GMT
This generic scenario comes from Grant Jr.’s Scenarios For All Ages. Its very simple and variable and gives the solo player some unexpected starting points to react to which impact the subsequent actions for both sides. I have found it to be a very interesting way to approach setting up.
Dawn: Two opposing columns of mixed forces are marching along parallel roads on each side of the table with a shallow river midway between them. Heavy mist prevents them from seeing each other. The objectives for each are to secure any river crossings for a following army. The table layout is based on the roads and river crossings, but very flexible. Grant’s version includes three bridges, one with a town. I include a couple of fords as well so there are several options for crossing, attacking, or defending – decisions to make. I add in a couple of farms, some woods and hills for each side of the river.
The fun part is the start: No forces are on the table. Each parallel road has 6 numbered markers (1-6) spaced out along its entire length to represent potential starting points for the head of the columns. The morning mist lifts and the forces are revealed suddenly to each other by rolling a D6 for each side. Place the head of each column on the corresponding marker and add the following units in marching order along the road accordingly. Results set the tone for the game. Some units may not yet be on the table, one side may be entirely deployed, etc.
Roll to see which side moves first and you have a set up with a logical story behind it, fog of war, and decisions to make. Very simple but creates quite a bit of variation in responding to the sudden appearance of the enemy. Victory conditions involve controlling the most crossings – for me by the end of 12 turns using my Neil Thomas inspired rules. I make this a division or corps size game. Bruce
Yikes! Very sorry - meant to post this on Battle Reports and Scenarios just below!