by Ron Bixel
While talking with a fellow gamer about ideas for future games, I came up with an idea for a "mini campaign" which would combine the operational planning for multiple units with one or two small tactical games. This mini campaign would require only an hour or two of planning before the tactical "tabletop" game(s) was played. This concept could be applied anywhere, but I will use W.W.II eastern front as the setting for my example. PREPARATIONMAP Start with a map of a defense line that is 5 to 10 times longer than the available playing area. In my case, using 1 inch = 25 meters, my table is 3000 meters long. I will use about 6 times that distance for 18000 meters of defensive line. UNITS - DEFENDER The defender starts with a basic static defense unit which covers the length of the table. In my case, for each 3000 meters, the defender (German) has:
3 anti tank guns (50mm) 1 multi-purpose gun (88mm) 1 platoon of 4 Panzerjager I's. 1 battery of field guns or howitzers placed off the board The defender may place anywhere behind his line the following reserve units. In my case, we could use:
2) 4 mechanized infantry squads, 4 panzerjager I, 1 multi purpose gun (88mm) 3) 4 PZ IIIF L42 4) 4 PZ IIIF L60 UNITS - ATTACKER The attacker has a list of assets that may be used as he wishes. In my case, the attacker (Soviet) has:
6 T-34-76 4 T-60 4 anti-tank guns (45mm) 4 batteries of howitzers PLAYA typical Soviet tactic would have been to blast an area with artillery for a few hours then pour everything in. This wouldn't be much fun since the Germans would just move reserve units 1 and 2 toward the artillery prep area and wait for the tanks to come. (An 88 can fire from the "limbered" or travel position with minimal preparation.) I favor giving the Soviet commander more credit than most have received. (There were a few who had some imagination, so we will use one of them.) This is the key to the campaign. The attacker may use an artillery preparation for as long as he wants. It will decrease the effectiveness of the static defense, but it will allow the reserves to come closer to the battlefield. Allowing the reserves a travel speed of 10 kph, a short preparation with all of the batteries (with effect determined by a table based on number of batteries and duration). 5 minutes may give a reasonable effect on the static defense, but the reserves can travel less than 1 km from their original locations. The attacker may even use an artillery preparation 6 or 8 km away from the actual attack to draw the reserves off. As you can see, there are many ways that this mini campaign idea could be used. With very generic scenery, this could even be done at a convention. This mini campaign concept could be adapted to many scales and eras. If someone were willing to try it with the American Civil War or some other era, I would be most interested. Back to The Herald 9 Table of Contents Back to The Herald List of Issues Back to MagWeb Master Magazine List © Copyright 1996 by HMGS-GL. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |