Balancing a Scenario

Part 1

by Mark Piper


Scenario design is a tricky skill for most people. To make the game enjoyable, both sides should have an "even" chance of winning. This doesn't mean that both sides should be the same, rather that the factors influencing victory should balance on both sides. These factors could include terrain, troop numbers, leaders and so on. This article will focus on how to approach balancing a scenario for Fire & Fury, but the same principles could be adapted to most rule sets.

A good starting point is with the Gettysburg scenarios in Fire & Fury. These give examples of a range of situations. The smaller games are probably the easiest to put on, as they obviously require the smallest number of troops and tables to play on. In a similar vein, the Great Western Battles scenario booklet details a number of battles with a distinctly western theatre feel.

Alternatively, a prospective scenario designer could look through back issues of magazines for the growing number of "unofficial" scenarios; these include The Zouave in particular, Wargames Illustrated and Miniature Wargames occasionally, and Reb and Yank every issue. This is particularly useful for identifying the factors that were crucial in a specific battle, campaign, or theatre. Of course nothing helps more to clarify the conduct of a battle than a good reference book or books. The Time-Life series give good general accounts of most of the major battles and campaigns. The range of other works on particular battles is extensive as well.

A good way to start designing a scenario is with a decent map or maps of the battlefield, preferably with the major features identified. Try to avoid maps that contain too much detail as at the level of a Fire & Fury scenario. Most of the terrain will be generalized. Try to identify the key terrain that influenced the battle. Secondly, a good set of orders of battles for both sides is necessary. Unfortunately, these are not always available and sometimes are a bit confusing as to the detail of the "official" command structure at the start of a campaign or a battle, which may have changed by the time period which the scenario represents.

With these two items on hand, read through a number of accounts of the battle. Jot down notes about changes in the order of battles, and any outstanding or notorious units or leaders. Try to remain objective. How the soldiers and leaders perform on the day of battle? Even the best units are occasionally found wanting, while raw troops sometimes do well.

Now write up the order of battle in Fire & Fury terms detailing brigade title, size, and class. be careful to include only those troops available at the time. Some units may have been detached or deployed elsewhere. Next, list in outline form the terrain that most influenced events. Try to represent these in Fire & Fury terms. If a specific terrain type is not described in the rules, feel free to make up your own. Now comes the difficult task Ð balancing the scenario. Have a look at the starting positions of units on both sides and the relative "feel" of the forces involved. Store this "gut" reaction for later. The next stage has been adapted from the scenario design concepts of Napoleon's Battles, and appears to work well when putting together a balanced scenario.

Step One: Total up the points for both sides as follows:

    1 point for each artillery stand.
    1 point for each divisional commander or exceptional brigade commander.
    2 points for each army/corps commander of exceptional divisional commander.
    4 points for each brigade.
    4 points for each exceptional army/corps commander.

Example: Side A = 77 points; Side B = 50 points.

Step Two: Total the points of both sides.

Example: Total = 77 + 50 = 127 points.

Step Three: Calculate 25% of the total points. This now becomes the base terrain points.

Example: 25% of 127 points = 31 base terrain points.

Step Four: Allocate these points to the side with the least points.

Example: That happens to be Side B.

Step Five: Next modify the base terrain points by dividing the larger points by the smaller points times the base terrain points. this now equals the modified points of the smaller side.

Example: 77 / 50 x 31 = 48 terrain points.

Step Six: If this is a meeting engagement, go no further. If this is an attack/defense game, modify the attacker's terrain points: 1.05 x terrain points = attacker's terrain points.

Example: Side B is attacking, so 1.05 x 31 = 33 terrain points.

Relative Weight

This now gives relative weight between the two armies. For example: Side A has 50 points plus 48 points = 98 points. Side B has 77 points plus 33 points = 110 points. Therefore the attacker has a 12 % advantage in points over the defender.

Part 2 of Balancing a Scenario


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