Reviewed by Keith Frye
Introduction:Herein we are attempting a somewhat unusual approach to simulate the Fog of War: the tabletop terrain layout (or subjective map) is different from the referee's layout (or actual map). Only the referee sees the actual map. If you're confused - read on, and imagine how the player's will feel! Brief Historical Background:By the winter of 1854-55 the British Army in the Crimea was facing near total starvation. The supply system, which had not seen a shooting war since Waterloo, had compleatly broken down. Due to illness and malnutrition, out of 15,000 men the British Army had in the field, only 5,000 were ready for duty. While supplies were on hand at the anchorage at Balaclava, there were not enough wagons to bring them up to the soldiers in the trenches. The road was a muddy track, and as the first item to be neglected was fodder for the horses, most of them had died. The Russians were hardly better off, for while they had a overland supply line, the Allied navy had closed their sea-borne route. Any supplies that did arrive overland were simply insufficient for the Russian garrison's needs. The Scenario:One of the Russian wagon trains has become separated from the main supply column in the heavy fog that is characteristic of the Crimean winter. Several patrols of hungry Brits are combing the deserted killing zones between the opposing seigeworks, in the hopes of capturing the much needed supplies. Due to the heavy fog, the various respective officers have become disoriented, and none of them remains certain of the terrain. The Forces Involved:British Player #1:
British Player #2:
British objectives are to capture the wagon trains. Only the player who actually captures a wagon and escorts it into a friendly camp gains credit for victory. Russian Players #1 and #2 (each):
One troop Cossack escorts, T1, Lance, sabre One wagon with drivers, G1, pistols Russian objectives are to get wagons into Sevastopol. Failure to do so results in British victory. It is possible for combat to occur between British units, especially between Highlanders and Line companies. Assume that, for the sake of The Union, British units will only melee each other and not resort to musketry. Reduce the combat die result by one level, i.e. a "killed" result is reduced to "wounded", while a "wounded" result is reduced to "pushed back." A pushed back. result remains the same (this specially modified combat rule is also used to determine the effects of inter-regimental rugby scenarios!) Simulating the Fog of War:A referee is necessary to adequately simulate the thick fog that covers the valley like a shroud. The referee keeps a copy of the true map (at right) for himself, as well as a key to the table top map, which is jumbled up so as to be barely recognisable. True Map, Large (slow: 90K) The table top has been divided into 12-inch squares. On the actual map, the squares have been sequentially numbered from west to east and south to north. These have been carried over to the referee's Layout Key. The referee must use the two diagrams, The Actual Map and the Layout Key, to judge movement of troops. The Layout Key shows how each section is actually oriented, while the Actual Map shows which sections pin each particular square. Layout Map, Large (slow: 91K) Unit movement is normal for whatever skirmish rules you use. We set ours up for Soldier's Companion (of course!) and a groundscale of 1 foot equals 200 yards. Units may not exit or enter a square diagonally (unless you are an expert on Temporal Physics). Units must have enough movement to compleatly cross from square to square - no stragglers! -Finis- Back to Clash of Empires No. 2 Table of Contents Back to Clash of Empires List of Issues Back to Master Magazine List © Copyright 1997 by Keith Frye This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |