Random Generic
Scenario Generation

by Mark Piper


The following system details a method fior random generation of scenarios for ACW games.The aim is to allow games to simulate some of the pre-battle maneuvering and to also produce more interesting games. Unfortunately, there is nothing to stop players from simulating Wesr Point graduates by attempting to turn the same flank, a sort of ACW "take your partners, swing them around" concept.

STEP 1.

Both sides should organize their armies first. The armies could be the same; randomly generated, perhaps by using cards with variants on a theme.

STEP 2.

Both sides should set up the board, either one terrain piece at a time or by general agreement. Each side should then roll a six-sided die. The highest die picks a table side (either of the rwo long sides.)

STEP 3.

Next, the overall commanders on both sides should decide (perhaps after a brief war council with other players) the "approach."

The approach options are: frontal attack, left flank attack, right flank attack, defend, withdraw.

Each option will generate different scenarios with different victory conditions. The order of march and/or table top positions should be noted on paper. Generally, the attacker in a scenario will move first.

STEP 4.

Having made their respective decisions, both players should declare their choices. By consulting the table at the bottom of this page, the type of scenario to be played can be determined.

STEP 5. GENERATED SCENARIOS

A. Meeting Engagement 1 (Attack/Attack)

The battle is played with each side deployed anywhere up to 12" of the center line or either end of the table. Actual unit placement should be drawn on a map or a screen (e.g. boards from a board game) used to hide units from view. Alternatively, some form of block or counter could be used, perhaps in conjunction with dummy counters to facilitate hidden movement. Victory conditions should be based on casualties inflicted.
Player APlayer B
AttackLeft FlankRight FlankDefendWithdraw
Attack MMMA/DR
Left FlankL/AMMLF/DR
Right FlankR/AMMRF/DR
DefendD/AD/LD/RTATA
WithdrawRRRTATA

M = meeting engagement
D/A = defend against frontal attack
L/A = left flank attack vs. defend
R = rearguard action
R/A = right flank attack vs. defend
TA = try again

B. Meeting Engagement 2 (Attack/Left Flank/Right Flank)

The battle is played as per Meeting Engagement 1 above, but in addition, the flanking player may deploy up to the edge of the table corresponding with his flanking movement (either left or right).

C. Left Flank Attack/Right Flank Attack vs. Defend)

The defender deploys first, up to 12" of the center of the board or up to 24" of the ends of the table. The attacker then deploys up to 12" of the respective left or right flank from the perspective of the attacker. Victory conditions should be calculated by a combination of terrain and casualties.

D. Defend Vs. Frontal Attack

The defender deploysfirst, up to 12" of the center of the board or the ends of the table. The attacker deploys second, up to 12" of the center of the table or within 24" of the edges. Victory is calculated by a combination of terrain and casualties.

E. Rearguard Aciion

The retiring army must have 25% of its force deployed within 12" of the center line of the table. The remainder of the army should be in march column/limbered within 12" of the center line. The attacker deploys within 12" of the center line.

STEP 6.

In any scenario where one side is considered the defender, there is a chance that side will also be surprised by the other. A six-sided die is rolled by the defender.

    a. Eastern Theatre: 6 = Surprised, the attacker sets up to the center line or flank
    b. Western Theatre: 5,6 = as above

STEP 7.

Once units are deployed, roll for placement (optional):

    1,2,3 = no move
    4 = left
    5 = right
    6 = delayed/back

Distance is rolled:

    1,2 = 6 inches
    3,4 = 12 inches
    5,6 = 18 inches

STEP 8. VICTORY CONDITIONS

a. Terrain Objective - Points are assigned to key terrain or vital ground; e.g., crossroads, towns, bridges, or fords dominating ground.

b. Casualties - (as per Fire and Fury rules):

    1 victory point per enemy infantry stand killed or dispersed.
    2 victory points per enemy cavalry stand killed or dispersed.
    5 victory points per enemy artillery stand killed or dispersed.
    5 victory points per enemy commander stand killed or wounded.

Stands that voluntarily leave by their own baseline are not counted toward victory points of the other side.

Overall, the side that has possession of the field at the end of the allotted time is considered to have achieved a strategic victory. Otherwise, a tactical victory goes to the side with the most points. If the points are the same, the game is considered a draw.

There You Have It

There you have it, a simple method for simulating pre-battle maneuvering and a way of generating a range of random scenarios. The intention was that this system should be generic and hopefully can be easily modified to suit any particular set of rules.


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© Copyright 1996 The American Civil War Society

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