Stars 'N Bars

Fog of War Scenario 1

By Brian R. Scherzer

Having written in this issue a set of tables for use in generating random orders of battle, it seems only fair to include a "fog of war" scenario to be used with the tables. THE ZOUAVE has almost exclusively in the past carried historical scenarios. While we will continue to do this as they become available, the editorial staff also strongly believes in the concept of hosting scenarios that leave the participants in the dark regarding their opponent's forces. Such games are invariably fun, and offer gamers the opportunity to be truly creative generals.

Depending on the number of participants and the table size, you need to determine how large this scenario will be. The random generating tables were geared to each person commanding a division, but this could be expanded to a corps per player or dropped down to a brigade per player. If there are only two people involved, my suggested size of the game, figures allowing, is two divisions per side.

The orders of battle for each participant are quite easy to generate and should be done away from any opposing commander (half of the fun of this type of scenario is the fact that neither side knows how large the enemy army is). Assuming that each person is going to command a division, the first order of business is to roll for your division general. If there are more than 2 divisions one player per side must also roll for the status of the "corps" general. This being done, roll for the number of brigades per division, for the brigade commanders (if you roll a "superior" brigade commander such will benefit you), the number of regiments in each of the brigades, the size of such regiments, and the morale and weaponry of each regiment. The morale table was set up for one dice roll to assign a morale grade to an entire brigade. Depending on the amount of record keeping you wish to do, it would be more accurate to roll for each regiment's morale separately - but you'll have to keep track of which regiment is which! Now it's time to roll for the number of cavalry regiments and artillery batteries for your division, plus their morale and composition. Please remember that honesty is an important aspect of miniature gaming - DON'T CHEAT!

The total process of generating random orders of battle is a short one once you get used to setting up your OB page. Typically, it takes me no more than 10 minutes to do this and, in our club, we do it the night before the battle so as to organize our troops correctly. It does add fun and a sense of realism to name your brigades and regiments. I always seem to have an affinity for making state brigades, regardless of what side I'm on (such as the Ohio, Louisiana, Massachussetts, S. Carolina Brigade, etc.).

Table size should be whatever you are accustomed to using - the bigger the better! Our club uses a 9' x 5' ping-pong table with Geo-Hex terrain, but any large table will do. The scenario map is geared for an 8' x 6' table and players should add or subtract terrain based on their own actual table size. Of course, one major factor to be considered is who will be commander-in-chief for each side. If there are only two players in the game, this will be easy. If there are more, and an argument ensues, each person should roll a die, high roll becoming the commander. If a very large multi-player game, it would be best if the C-in-C commands only the reserves and pays attention to the game as a whole.

If there are less than 4 players per side then the C-in-C could be looked upon as the senior division (or brigade) commander on the field, pushing his own troops and sending orders to the other generals. Discussion between players on the side should be kept to a minimum once the game begins, unless the castings representing the players are in base to base contact. Other than this, UNDER NO CIRCUMSTANCES SHOULD TACTICS BE DISCUSSED! Orders should be sent as per the rules. A final note is that someone should supply a bottle of cognac or other favored drink for the after-battle surrender ritual!

The Scenario For The Battle Of Cognac Crossroads

Cognac Crossroads is a strategically situated small town populated by people apathetic to the war. The town and the surrounding areas are important because of the intersection of Dusty Road and the Leather Sole Pike in the center of this tiny village, which was founded by a collector of fine vintages.

Unfortunately, the peace and tranquility of the hungover townsfolk is about to be disturbed by the advance of two small armies. It is 6:00 a.m. and a fog lies over the land, preventing accurate scouting. Each commander has arrived during the night, heard the shuffling of feet and rattle of arms that makes one aware that the enemy is near at hand, and has deployed his troops in the dark along the north and south table edges (units can begin the game within 5 inches of the table edge). Visibility is now limited to a mere 160 yards (4 inches) and both armies are slowly working their way to find the enemy. Each commander is ready for a full engagement once the fog lifts (it always goes away at 9:00 a.m.), yet they are aware that fighting may take place in the "fog of war".

Each side should use counters to represent units until visibility dictates that the actual figures be placed on the table. A counter can represent an infantry or cavalry regiment, a battery, or it can represent an entire brigade. For every two real counters, a dummy counter can be used which has no purpose other than to confuse the enemy. Once two opposing counters are within visibility range, the players controlling those counters must place the figures down or declare that their counter is a dummy.

MAJOR VICTORY: One side controls the town and hills, and 2/3rds of the field.
MINOR VICTORY: One side controls the town and hills, but not the majority of the field.
DRAW: None of the above conditions were met.

Using JR2 or OTR

Rather than take up more pages, which are sorely needed for our flags, I thought I would use a little space to allow JR2 or OTR gamers to use the random fog of war scenario written for SNB3. That makes it possible for almost anyone to use the scenario (do I get credit for writing 3 scenarios?).

CONVERSION TO JR2: Most things will stay generally the same. However, roll a six sided die for all generals, a I or 2 creating a general who has no effect on his troops, a 3 or 4 giving the general +1 effect, and a 5 or 6 giving a +2 effect. Also, regiment sizes should be changed to 600, 500, 400, 300, and 200 man strengths. Each division would also be allowed one 100 man sharpshooter unit armed with breechlock rifles (the unit can be placed with any brigade in the division). Morale is best dealt with by making the first two columns (Crack and Elite) "Elite", the next two (Vet. Regular and Regular) "Average", and leaving "Green" and "Militia" as is. The final trick is converting the artillery table for use with JR2 rules. Such is too complicated to do in narrative form, so the reader is asked to refer to the enclosed JR2 random rolling table for artillery.

CONVERSION TO OTR: In rating generals make the following alterations: Superior = Exceptional, Excellent = Firebrand, Good = Aggressive, Mediocre and Poor = Cautious, and Despicable = Poltroon. Alter troop morale exactly as for JR2 conversion, simply altering the terms. Obviously, morale grade will be determined for each brigade rather than for individual regiments. To figure out brigade sizes, simply substitute the number of regiments with number of stands per brigade (anywhere between 3 and 7 stands per brigade). Do the same with cavalry, but 2 Division's worth of cavalry should be placed in each cavalry brigade (for instance having 1,2, or 3 stands of cavalry per division, depending on roll, with each cavalry brigade being between 2 and 6 stands). Since each stand of artillery in OTR equals 12 guns, either rifled or smoothbore, roll one six-sided die. A 1,2, or 3 makes the stand smoothbores, while 4,5, or 6 makes it rifled. To figure out the number of artillery stands use the SNB3 artillery tables to determine number of batteries and number of guns, combining guns into 12 gun stands (round them out).


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