by Richard Borg
One of the most frustrating facets of table top miniatures is that the battle surface is limited by the physical dimensions of the playing table. There are several solutions to overcome this drawback and no doubt most have been experimented with by others. We appreciate this fact and submit the following collections of ideas on this subject. It should be noted from the outset that these rules have been applied mainly while gaming in the ACW. SET-UP A scale map of the game table must be layed out with the perimeter ruled off into squares two deep, completely around the map. Two areas marked general reserve should also be drawn, usually on opposite sides of the map. For playability the size of the squares should equal the approximate move distance of infantry in one game turn. (We found one inch squares with one inch equal to one foot on the map scale very playable.) The squares should be lettered and numbered to facilitate the writing of offboard moves (see figure). A quantity of numbered cardboard counters is also needed to represent units or groups of units while moving offboard. Each side should keep track of what units each of their counters represent.
GENERAL RESERVE AREA Squares directly behind the tabletop or squares that would generally be behind the front line of one’s forces are considered reserve squares on the off-board movement grid (asterisked squares in figure). Units in these reserve squares need not place counters on the offboard movement grid, rather the counters are placed in the general reserve area with their exact ofiboard grid square noted. Your opponent, although able to see that you have reserve counters, does not know their exact strength or location. Therefore possibilities exist of shifting, massing for an attack, or just deception of strength. Note that squares may become visible to your opponent and then the forces there must be placed in their designated squares (see VISIBILITY). MOVEMENT Movement for each counter is written out prior to each game turn. The unit counter moving, the square it’s moving from and the square in which it will stop should be noted. EXAMPLE Counter #5 from square 2A to 2B. Units may not move off board and on board in the same turn. To move onto the board a unit must start in a square adjacent to the board. Units moving from the board to off board grid move into the square adjacent to the point at which they left. Units may not charge onto the board, but off board combat may take place between units leaving the board. Units off board fight when moving into enemy occupied squares.
OFFBOARD COMBAT There are two types of off board combat, one takes place when opposition counters enter the same square. The second is when an enemy counter tries to break through diagonally between two opposition counters. See example in the figure. Combat for both cases are similar. Both sides compute force points for their counters and in the case of breakthrough combat, both squares may be added together. Force points for a unit counter is computed as follows: The total number of points is divided by 10 and rounded up. This will give the number of dice a side will roll. After both sides have determined the number they may roll, the dice are cast and compared. The side winning the majority of the comparisons is considered the winner, and takes and holds the square while the losing counters are forced back. Comparison ties are decided in favor of the defender, however, if both sides are moving into the square then ties are thrown out. This combat procedure is similar to combat in the Parkers Brothers game RISK (C). Note that there are no casualties in off board movement combat. The number of combat points and the units they represent must be indicated to your opponent. It is recommended that both sides write down the force points and units and reveal them at the same time. By not committing all possible units in a given combat, a good commander may keep his opponent in the fog of war as to the exact strength of all units the counter represents. Counters which do not have enough force point to equal one die can be given a scout order. These counters fallback automatically but after both sides reveal points and units in combat. Offboard movement take place at the same time as general board movement with off board combat being resolved prior to fire. SUPERIOR NUMBERS After all force points have been determined and units revealed, the side with the greater number of die may elect to eliminate opposition dice on a one for one basis. Example: Side A has 20 force points or 2 dice; Side B has 70 force points or 7 dice. Side B may elect to cancel both of Side A’s dice and therefore take the square because Side A would have no die to roll while Side B still has 1. FIRE Units may fire at targets off board if their range reaches the off board square. Only units in squares adjacent to the board may be fired on. Units off board may not fire at units on the board. VISIBILITY Units may view enemy units in squares adjacent to the board if within 16” of these squares. Unit type and number must be revealed when sighted. Squares in the second row are never visible to units on board. Units off board may view enemy unit counters off board in general reserve up to 3 squares away. Example: Counter #2 may view any counters in squares 31, 3J, 41, 4J, 5I and 5J (see figure). More of the Best of the Old Courier Back to Table of Contents -- Courier #80 To Courier List of Issues To MagWeb Master Magazine List © Copyright 2000 by The Courier Publishing Company. 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 |