Table Top Matrix Games
Historical Miniatures

Formations and Units

by Paul Evans

Scales

Once the battlefield scale is determined, decide the level of organisation that represents a Unit. For the purposes of our game, a Unit is an indivisible entity represented by a single marker, model or stand with a number of models stuck to it.

For campaign games, all that is required is that the markers occupy something less than the full extent of the area actually occupied. Where Units are required to “stack” into a smaller area, this should be made possible by being able to pile one on top of the other or to replace the markers or to add markers representing strength changes.

For tactical games where abstract markers are involved, the process is relatively straightforward in that the markers can be created to cover the scale ground area covered by that Unit. For games involving figures and models, the aesthetics of the game and the look and feel of the models can be an important determinant of what scales should be. This will affect the choice of game and the “feel” of the battlefield construction.

Campaign games will generally use a schematic form of battlefield (or 2D map) and the Units will normally be represented by abstract markers, although models can be used where they are appropriate (1:300 scale figures for instance)

A game where a single model soldier represents battalion of 250-600 men is going to have a somewhat abstract and diagrammatic flavour. The terrain will need to be almost map-like in representation. The figures are still adding visual impact to abstract unit spaces.

Where individual figures or stands represent squads or platoons of 10 to 30 men, then terrain scale can approach real scale and positioning of companies around model streams, buildings and woods becomes much more naturalistic.

It does not matter which approach you use if the relationship between the Critical Distance and the ground occupied by Units and terrain is consistent.

For campaign games, it is permissible to assume a certain amount of space around the marker is an occupied or controlled zone.

Example

The practical “footprint” of a 28mm foot figure is about 0.47 square inches. If we have a ground scale of 1” = 10 yards (as in the Hougoumont example above) then the model soldier’s front occupies 4.7 scale yards. If we take this space to be occupied by a Napoleonic three rank line with say, 33” per file, that would represent a unit approximately 5 men wide by 3 deep, say 15 men per figure, two figures for a 30 man platoon and so on. Cavalry units and artillery may be trickier to fit into this scheme owing to the relative size of single models etc. The footprint of a 28mm cavalry model is about 0.8” x 2.0”. 15 men in three ranks would allow about 5 ft per horse front and 12 feet per rank. Looks a bit tight, it is probably best to assume that ,say, 12 riders are represented by a single horseman.

Example

a 1:1200 scale battleship is 6” long. If 1’ = 1 mile, then if two of these models were used to represent two individual ships steaming 880 yards apart then the models would have to be nose to tail and would look awkward on the table. Since our ships sailed in line ahead much closer than that, then we have the choice of lengthening the scale. Of 2 ft to the mile - making a battle distance of 10 miles some 20ft. This is probably impractical unless we have hired the local village hall! The other option is to represent whole ship groups with single models. Therefore, if we had a scale of say, 6” to the mile, a single battleship would need to represent itself and, perhaps, its escorts or another battleship or two.

Formations

A Formation is a grouping of Units used for game purposes. This can be a formal organisational grouping (e.g. legion, squadron, company) or an ad hoc one that is attempted by a Player Argument.

Generally, no more than four levels of formal Formation organisation are practical. However, this depends on the particular circumstance and the degree of independent action and permutations available.

Example: A Napoleonic Unit (a model soldier) represents a company of approximately one hundred men. This Unit can form part of a battalion of six such companies. However, it could also be part of an assorted group arising out of battle conditions like “All Units next to the farm”.

Example: Twenty companies from a modern armoured division with different armaments could be quite difficult enough for a single Player to handle as Units. Handling twenty Units representing maniples of Roman Legionaries would normally be much simpler.

Example: We have decided to re-fight a small action in world war two where each individual soldier, is a Unit. How many levels of command should there be? Going four levels up the chain brings Unit (soldier), squad, platoon, and company. We would not normally want a level higher than company in the game.

Example: If fighting Caesar’s battle at Alesia, we have the highest level of the Roman Army going down four levels we get Army, Legion, Cohort, and Century. We would then decide to use a single model soldier to represent a century.

As stated above, for the purpose of this game, a Unit is the lowest level of the chain of command. These can be combined into organised Formations that are able to move and/or fight in concert thanks to command, training and physical proximity. The assumed cohesion and co-ordination of a Formation is a matter for the Umpire in judging Arguments.

Well-trained, cohesive Formations near to their nominal or customary leaders are usually more able to respond in concert than ad hoc groupings coming together in the heat of battle.

For this reason, models or markers to represent Formation commanders are desirable.

Example: We might be using maniples of Roman soldiers as our base Unit. However, when a number of Units belong to the same legion and are in a contiguous line with the legionary commander close by, then Umpire should look favourably when a Player proposes Arguments relating to actions undertaken by the whole line. Should the line subsequently suffer disorder and perhaps lose the leader, then the Umpire may consider proposed co-ordinated movements to be less likely.

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© Copyright 2002 by Chris Engle.
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