by Godfrey Bailey
Introduction Campaigns of Marlborough is a recent acquisition of mine from, yes you guessed it, Second Chance Games. It was published in The Wargamer No.61 in February 1987. The game is an excellent portrayal of war-fare in the Age of Reason. If you are an ardent fan of the Duke, as I am, then this boardgame is a must for your collection. Besides being a zreat game to play, it also doubles as a complete campaign system for figure gaming, the only modifications necessary are to convert strength points to on-table battalions, squadrons and batteries when battle is joined. ampaigns of Marlborough is an army level strategic game covering the Flanders-Germany front of the War of the Spanish Succession 1702-1714. There are 9 scenarios and a full campaign game presented. Each turn is onehalf month. The map depicts northern France, the Spanish Netherlands, the United Provinces, and the southern Holy Roman Empire in the early eighteenth century. Map scale is 10 miles per hex and the artwork is superb. Sequence of Play Unfortunately, the rules of magazine boardgames tend to contain loopholes due to the pressure of keeping up with a publishing date deadline. Campaigns of Marlborough is no exception, with the game turn sequence being particularly vague. I have remedied this situation and present to you a full and accurate sequence of play. Rule Notes When I study a new set of rules before playing, I make abbreviated notes of the main game mechanics. These I retain for use when I decide to play the game again after a break, and helps for a quick restart. Any clarification of ambiguous rules or personal modifications are also included in my quick reference sheets. The rules notes for Campaigns of Marlborough included lists of the "Economic Powers* and "Economic Value Hexes" to aid the solo gamer in making strategic decisions. As is often the case, a counter mix listing is lacking but I have created one. Solitaire Rules This section is the heart of the article. After thorough playtesting I am quite satisfied with the results. The French operate realistically, and efficiently, creating many strategic problems for the solo player to solve. The "strategy markers" mentioned are basically used to mark out objective hexes which a French force could possibly march to or defend. Each force has a number of on-board counters equal to the number of strategy markers allowed to its leader. These are marched individually, and once an objective hex is entered, a randomiser is set depending on the number of markers remaining, and a die is rolled to see if that force is actually located there. With this system, French leaders with high values will have more strategic options to choose from and it will be more diffidult for the solo player to contact an enemy force led by a competent commander. Game Aid Forms I have designed 4 forms to aid in housekeeping. The "Strength Point Monitoring Form" should be placed to one side under a desktop glass or in a plastic folder. Use the number counters described previously, or write in the boxes with a chinagraph pencil, to denote current army or detachment strengths, losses and/or captured strength points. The "Battle Calculation Form" should be filled in for each battle. Although not absolutely necessary, rough notes would still have to be scribbled down on a sheet of paper, so you may as well use the form. Battles are a somewhat rare event during the game but are of major importance. Filling in the form, including giving the battle a name, adds atmosphere to the combat. The "Victory Determination Form" is updated every yearly interphase with victory point totals. The form is used to determine which side was victorious for that particular year. The "Maintain & Build Form" is used to keep track of economic point expenditure during the yearly interphase. List the leaders you wish to retain as army commanders for the new campaign season under the 'Commanders' column. Summary I hope this article will be of interest to you historical solo wargamers out there and the game itself be as much fun for any of you who play it as it has been for me. Until next time Happy Soloing! Campaigns of Marlborough -- Rules NotesA. ACTIVATION
2. Attempt all first and any who fail may withdraw. 3. To withdraw a force must march to any friendly fortress, strongpoint or fortified line within its HP range and must arrive barring a possible allied move penalty. 4. A withdrawal move is not allowed if a force is already in a fort hex. B MOVE
2. Up to 50 British / Dutch SP may cross the Sheldt or islands. C. ACTIONS
Besiege 6MP Exit Nnemy Fortress 1MP Penetrate Fort Disengage 1MP AL. Build Fortified Line 7MP Build Strongpoint 8MP Dismantle/Repair Fortress 8MP (-/+ Garrison SP) D. DEMORALIZED
Battle -1 Recovery +1 (Per 25% Reinforcements Or Now Leader). E. FORTIFIED LINE
2. Battle -1, but if no attacker routs result, breached and defender adds garrison SP, If no loss suffered. 3. Automatic activation within 4MP. 4. Bypass a minor river same as a fortified line. 5. Penetrate fails, may disengage (1MP). F. STRONGPOINTS
2. Besiege as 2nd class fortress or battle (1MP/-3 Modifier). 3. No 2 may be built adjacent In a fortified line. G.
2. Deduct HP from next turn. H. INTERCEPTION
2. Not Into fortress, strongpoint or fortified line, or through such a hex alsoIncluding adjacent to fortress. I. LEADERS
2. If they cc-command must remain a single force for the turn. 3. No leader, value of 6 (-2). J. DETACHMENTS Maximum of 15SP or half the army. K. GARRISONS
L. SUPPLY
2. Lose 1/2 of extra stacked SP at end of turn. 3. Magazines must trace to a free economic value hex, British to any free coastal fortress, and Austrians off-board to Vienna. 4. Range 5MP and blocked by enemy force or free fortress (also adjacent hexes), fortified line or strongpoint. 5. Must be supplied to besiege. 6. WInter 1/2 stacking and 10% attrition per turn. M. BRITISH. Minimum army of 20SP. N. FORTRESSES
2. If enemy blockading/besieging, no secondary to primary magazines, or placing of secondary. 3. No blockade/besiege possible if a friendly force present outside a fortress. O..ECONOMIC POWER
EC0NOMIC VALUE HEXES
Q. COUNTER MIX
R BATTLE MODIFIERS
Vs Minor River Defence -1 2. Attacker And Defender
Leader Modifier +/-V SEQUENCE OF PLAYHalf Monthly Turn
SOLITAIRE RULESA. THE SOLO GAME 1. The Allies are controlled by the solo player whilst the French are operated by a programmed system. 2. The allies are penalized in movement and combat to balance a randomly run opposition. 3. The French deploy, march, intercept and retreat through a routine of randomizers. B. FRENCH 1702 SET-UP 1. 1st. Army (28SP), Spanish Netherlands/United Provinces border (Brussels). 2. 2nd:/Army (10SP), Flanders (Ghent). 3. 3rd 4th. Armies (25SP), rrance/Empire border (Strausburg). 4. 1st. Detachment (SSP), Cologne (Gold*rn). 5. 2nd. Detachment (10SP), Spanish Netherlands (Antwerp) C. FRENCH STRATEGIC DEPLOYMENT 1. Re-deploy French forces after allies. 2.
% = % of total French SP. D. FRENCH ARMY SIZES 1. Minimum army size of 10SP. 2. Make detachment, fortified line or strongpoint deductions from army operating in area where they are required. 3. Assign 1 siege train per primary army, with extra randomly placed or where strategically required. 4.
% of allotted to front. E. FRENCH INTERCEPT/RETREAT OPTION 1. Rout Number: Casualty % Required (Enemy SP/Friendly SP x 16), round off and find corresponding die roll number. 2. Give Battle/ Intercept Chance: D6 : Allied Rout Number or else retreat to optimal defensive strategic position. 3. Always retreat any accompanying siege train/s to safety before engaging in battle. 4. If an army is undertaking a siege it will attempt to send a detachment before testing to give battle itself. F. FRENCH STRATEGIC OPTIONS 1. Number of markers determine magnitude of possible strategy. 2. Determine -Avker authenticity before any action executed or detachment formed. 3.
9 4 8 3 7-6 2 5-4 0 4. offensive targets must be within supply range. 5. Block supply lines before battle or to neutralize a siege. 6. When a choice of target fortresses present themselves, choose highest value. 7. Check forces before fortresses. 8. Deploy magazines/siege trains in well garrisoned fortresses which cannot easily be blockaded. 9. Remove casualties from largest force. G. ALLIED MOVE PENALTY 1. Declare obiective hex and then roll. 2.
2 : -2 3-6 : None H. ALLIED BATTLE PENALTY 1. Take losses proportionately in a multi-national forc 2. Roll immediately before combat results check. 3.
1-2 -1 3-6 None I. ALLIED PARTIAL VICTORY 1. If the Allies hold Amiens, Lille or Toul at the end French concede an Allied Partial Victory. 2. To concede the French must roll 7+ on a D6.
Odds (French:Allied) 1:3 +3 Odds (Fronch:Allied) 1:2 +2 Odds (French:Allied) 2:3 +1 Vienna Captured -1 Amsterdam Captured -2 Victorious Years (Allied-French) +/- Back to Table of Contents -- Lone Warrior #108 Back to Lone Warrior List of Issues Back to MagWeb Master Magazine List © Copyright 1994 by Solo Wargamers Association. 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 |