Being a firm believer that war games where players consider their tactical tabletop decisions within a broader strategic framework makes for more interesting events and dilemmas, I cobbled together some rules and a map together for the Rejects to test. All in the knowledge that there will probably be amendments and additions along the way.
The map for the campaign is as follows:
The campaign is fictional, but nominally set during the period of the French Revolutionary Wars. The French, commanded by David, Steve and Surjit, are pitted against the Austrians led by Lee and Ray.
The two sides are blind to the others' organisation and movement. So, I cannot reveal too much as the campaign is live. However, what is known is that the French enter from the west, and Austrians from the east. Both may choose which road(s) to enter on.
The victory conditions are:
The first side to have lost half its strength points will have to retire from the campaign.
OR
The winner is the first side to reach 5 victory points, which are awarded as follows
1 point per battle won.
2 points for the enemy line of communication cut and held for a week (seven campaign turns)
As it currently stands, we are on Turn 6 of the campaign. This is the first battle accepted by both sides. The Austrians have also had their line of communications cut.
Having bumped into Steve's command at hex 07.10, just east of Comté, Ray pulled his command back to Fraise and called upon Lee to send reinforcements. In the meantime, Steve edged forward further east towards Fraise and worked on establishing a defensive position along the Comté/Fraise road. With more troops now available, Ray and Lee moved to contact Steve at hex 08:10.
The was the generated map for the hex location of the map. The French (Steve) deploying anyway on the western half of the table. The Austrians (Ray) arriving on the road from Fraise on the eastern side.
apologies for the image quality |
Once a map has been generated for a particular hex that terrain remains for the campaign.
Now I have just been struck by a thought. I could add a campaign order that permits scouting to include surveying a hex if no enemy found. Hmmmm... I'll ponder that. It could certainly add that idea of commanders knowing and seeking to choose where to fight.
For those of you that may be interested, the campaign orders that each player can give their commands - either full corps or separate divisions are:
Move
Prepare defences and scout
Rest the command and scout - commands are obliged to rest at least one in seven days, more if force marching, or less commands will become fatigued.
Move with march to the sound of the guns
That's a little introduction to the Battle of Fraise. Fingers crossed the next instalment will be the battle report.