Post by sapper on Apr 22, 2013 12:41:42 GMT
Graham
I suggest the following a a simple scenario for tonight's game:
Use a 6’ x 4’ table long ways. A river crosses the table about 2’ in with a bridge. On the far side of the bridge is a hastily fortified bridgehead. The other end of the table is dominated by a hill covering more or less the whole width of the table. A road goes from short table edge to short edge, over the bridge and over the hill.
The defenders deploy on the hill. The attackers deploy in the hastily fortified bridgehead.
We dice for who is attacker and who defender; highest on 1D6 is attacker.
Using the usual points system (1 pt = 1 morale grade - so a standard MG2 infantry unit would be 2 pts) For artillery the numbers are constrained as in the lists and are: medium gun/howitzer: 4 pts; heavy gun 5 pts; siege gun 6 pts.
The attacker starts with 40 pts, of which up to 10 pts may start the game in the hastily fortified bridgehead and another 10 pts on the table on the attacker’s side of the river The other 20 pts worth must move on and deploy by means of the road from turn 1.
The defender starts with 30 pts worth of troops on table deployed on the hilltop up to 18” in from their short edge. The defender has reinforcements on the way. They can be called for from turn 2 onwards. According to what turn they are called on the defender gets:
Turn 2 – 4 pts
Turn 3 – 8 pts
Turn 4 – 12 pts
Turn 5 onwards – 15 pts
The attacker wins the game by controlling the exit road where it crosses the hill.
The defender wins by destroying the bridgehead and controlling his side of the river.
If the attacker retains two or more unbroken units on the attacker’s side of the bridge and the defender has taken reinforcements then the attacker achieves a winning draw. If the attacker fails to achieve his victory condition and the defender has not taken reinforcements then the defender gains a winning draw.
Any other result is a draw.
The game continues until victory is achieved, or the end of the evening.
Martyn
I suggest the following a a simple scenario for tonight's game:
Use a 6’ x 4’ table long ways. A river crosses the table about 2’ in with a bridge. On the far side of the bridge is a hastily fortified bridgehead. The other end of the table is dominated by a hill covering more or less the whole width of the table. A road goes from short table edge to short edge, over the bridge and over the hill.
The defenders deploy on the hill. The attackers deploy in the hastily fortified bridgehead.
We dice for who is attacker and who defender; highest on 1D6 is attacker.
Using the usual points system (1 pt = 1 morale grade - so a standard MG2 infantry unit would be 2 pts) For artillery the numbers are constrained as in the lists and are: medium gun/howitzer: 4 pts; heavy gun 5 pts; siege gun 6 pts.
The attacker starts with 40 pts, of which up to 10 pts may start the game in the hastily fortified bridgehead and another 10 pts on the table on the attacker’s side of the river The other 20 pts worth must move on and deploy by means of the road from turn 1.
The defender starts with 30 pts worth of troops on table deployed on the hilltop up to 18” in from their short edge. The defender has reinforcements on the way. They can be called for from turn 2 onwards. According to what turn they are called on the defender gets:
Turn 2 – 4 pts
Turn 3 – 8 pts
Turn 4 – 12 pts
Turn 5 onwards – 15 pts
The attacker wins the game by controlling the exit road where it crosses the hill.
The defender wins by destroying the bridgehead and controlling his side of the river.
If the attacker retains two or more unbroken units on the attacker’s side of the bridge and the defender has taken reinforcements then the attacker achieves a winning draw. If the attacker fails to achieve his victory condition and the defender has not taken reinforcements then the defender gains a winning draw.
Any other result is a draw.
The game continues until victory is achieved, or the end of the evening.
Martyn