by Chris Engle
There are a few rules to run map movement and the effect of argument results on-the miniatures battles. Once an argument happens that starts a unit or group of units moving, they keep on moving until they reach a stated destination. In save Gordon, Wolseley can argue that his men do not stop until they reach Khartoum! Units move one area a turn for a normal march, and two areas for a forced march. A unit can be stopped if another argument stops movement (for instance the defender saying the attacker stops before reaching the battle field - or the commander ordering his men to stop due to changes in battle field circumstances). Without an argument to stop or slow down, a unit goes on to its destination. When a fight card is used in an argument as a result then a miniatures battle is fought. The loser of a battle must retreat from the area. The loser of a skirmish only has to retreat off the battle field, not out of the area. Ambushes cause a lop sided fight in which one side gets many tactical advantages over the enemy being set up! A fight card used as an action or a reason means that a battle was fought but that It was not critical except in that it caused or contributed to the result of the argument. Matrix cards are vague. They do not dictate what they have to mean. Consequently, results do not have clear meanings unless the player makes the meanings specific in their spoken argument. It is generally best too define the meaning in terms used by the miniatures rules. So in TSATF reducing the number of figures in a unit could work. Also changing or modifying dice rolls can work. This in effect allows the MG to change the miniatures rules as the game progresses. This is one of the strengths of the system. TSATF is often (always?) modified by the referees anyway so this Is not to big of a mental jump for most players. The players can do anything they want to in their matrix arguments. This can make for some strange happenings. I've found it helpful to give players victory conditions to make it clear what they have been sent to do by their respective governments. VICTORY CONDITIONSBritain Mahdists PERSONAL VICTORIESGordon:
Wolse Wood:
The Mahdi:
The Khalifa:
Osman Digna:
AFTERWARDSir Garnet Wolsely's insistence on going up the Nile prevented him from ever seeing Khartoum. The desert column did reach it on January 28th, but they were too late to save Gordon. On the 26th of January the Mahdists had made their final assault on the city and overran it. Wolseley was a broken man after this campaign. But another man, a certain Herbert Kitchner, learned from it. When he returned to the Sudan in 1898 he would put that learning to devastating use. The scenario includes victory conditions that can be ignored if one wishes. The forces will create standard size TSATF battles. If all the forces are concentrated for one fight then it Will be a big battle. But If the Mahists play their matrix cards right they will be able to fight a series of small skirmishes in which they will have the advantage. Leave the massed battles for Orduman. I am very interested in getting feedback on this article. Is this what you would consider an Intermediate level Matrix Game? Does it look like fun to you? How could it be changed to make it work better, or be more appealing to gamers? Please write me, and let me know what you think. Back to Experimental Games Group # 16 Table of Contents Back to Experimental Games Group List of Issues Back to MagWeb Master Magazine List © Copyright 1991 by Chris Engle This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |