by Nick Nascati
This article comes by way of a dare from Dave Reynolds. With my resubscription to The Zouave, I included a minor complaint about the absence of articles dealing with scenarios for rules sets such as the Society's own rules, Advance the Colors, and my TSATF variant, Strike for God and Country. Dave's basic response was, in essence, "Why don't you write one?" Well, after doing some background research, I feel prepared to give it a go. In truth, though, this article will probably not be the first in a series of small unit scenarios, but rather ideas on how to create games for regimental level and under. In both ATC and SFGAC, the player might find himself in a battlefield role ranging from regimental colonel, down to a lieutenant in charge of a platoon-sized group. One primary difference between the two rules sets is that ATC recommends troops be mounted four to a base, while SFGAC is designed to use individually mounted figures. Obviously, the type of tasks assigned to individual elements of regimentalal size and smaller, will not be the same as those assigned to brigades, divisions, and similar formations. Having been involved with ACW gaming at this level for about three years now, and having twenty plus years of experience with games at this level in general, I hope that I can offer some useful suggestions. Fog of War To begin with, an important part of creating small unit scenarios, especially when a full regiment is involved, is accepting a certain very dense "fog of war" to exist on the battlefield, that will allow troops under your command to function more or less in a vacuum. Reading detailed accounts of battles, will often uncover specific incidents that would be suitable for a "detached" game scenario. Two that spring to mind, are the defense of Little Round Top, and Antietam. While the epic scale of a battle such as Gettysburg is such that it is certainly out of the scope of a small unit game, the individual actions that made up the great battle are not. The heroic stand of the 20th Maine is ideal for recreation on the table top, since being the end of the Union line, you need only to set up the terrain properly, and the fog mentioned earlier is then created. Antietam is another example of a large battle made up of a number of smaller incidents. A game that makes your force the first troops out of the cornfield, or a Confederate unit defending a portion of the yard of Dunker Church, would work well. Another game-worthy idea would be the house-to-house fighting in Fredericksburg. In this case, such a game could be done at a very low level. This in fact was done at one of the recent HMGS conventions, and used 54mm figures. Keep in mind, that when dealing with a one-to-one level game, you may find yourself handling rather large numbers of figures, sometimes over 200 individual pieces, truly experiencing the confusion of the battlefield. At the small unit level, it is also good to keep something else in mind. Jim Webster, a leading figure in modern period gaming, is fond of saying that at the small unit level, a tank is a tank, a gun is a gun, and the only thing that matters is the man himself. In essence, this belief, which I tend to share, would allow one to borrow scenarios from other periods, and recast them with ACW units. Particularly suited to this type of transfer, would be games based on incidents in the Great Boer War, where an army not unlike the forces of the Confederacy in spirit, faced a technologically superior foe in the British Victorian army, and gave it several very bloody noses before the British learned how to deal with them properly. Suggestions All of the above being said by way of explanation, I will now list a series of suggestions, around which gamers can construct games for similar units. These scenario ideas assume that both sides will consist of purely infantry units, or infantry vs. mounted guerrillas. An element of chance or surprise can be introduced, whereby one side may have a field gun or two, or even if you feel daring, an experimental Gatling gun.
Food for Thought I hope that I have given you some "food for thought." The above examples can be modified and detailed to provide many a night's pleasant gaming. The best source for games at this level is probably the many regimental histories available today, as they would provide the most detailed views of the battles. Historical novels are ideal for small scale game scenarios, generally focusing as they do on the exploits of a particular individual or units. Bernard Cornwall's "Rebel" series, as well as his "Sharpe" series, will provide numerous examples for games, even though the latter take place during the Peninsular Campaign of the Napoleonic Wars. Back to The Zouave Vol XI No. 1 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1996 The American Civil War Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |