I don't usually read wargamer's magazines anymore. Too old and ADHD. I paint better than 90% of the crap I see in Miniature Wargames anyway. :) I'd rather get the primary resources, do some general reading and build from there.
Here's my thoughts:
I'm considering doing the classic smak-down of the Teutoborger Wald after reading a novelette while in the hospital last week. I'm thinking of a 16x6 or 24x6 table, tons o' trees, my 3D terrain (no felt or stupid/crappy wedding cake hills or lump hills), tons o' barbarians and a stolid set of Romans. Here are the MoA rules questions/concepts I would like to toss around and see if they work. Any pearls o' wisdom (Bob?), experiences with heavily terrained tables, limited visibility, variable movement, hidden deployments (ambushes), etc. would be appreciated.
Here goes:
The Romans would be given a choice of three "paths" up the length of the table. They were on the way there anyway so the orders should not be in doubt. They can use any or all of them to get to their objective.
The Romans would be divided into three or more separate commands to accommodate multiple players. I'm thinking one player for:
Auxiliaries/Scouts (Germans and Gauls, locals)
Legio-Commanded by Varus and his flunkies
Legio and Axillary Cavalry (Gallic and Roman)
Train Commander-pack animals, civilians, arty (packed up), Legio detachment
The Germans would be divided into clan leadership roles:
Arminius
Segetus
I forgot the other guy's name
sorry
The Germans would have a number of poker chips with unit numbers on their backs corresponding with the OB. They would also have equal amounts of dummy markers. Their disposition would be mapped before the game without Roman knowledge. German movement would not be impaired since they knew their ground intimately.
The Romans would have significant movement issues due to weather (storms, mud and blowing wind) and an innate fear of the forest (for good reason). They would use a variable movement rate per unit or by command (probably cleaner system)and be subject to MoA difficult terrain restrictions
Visibility would be rolled (3D6) by the loser of the initiative roll each turn to simulate weather, fog, general malaise, and because I've never done this in MoA. Units not seen by other units may not be charged nor shot. Morale for unit routs would be affected the same way.
I'd use the Surprised Morale system for being charged and watch what happens. Morale for routs would be again within visibility range and by the command. Once a Roman command is wiped out or begins to rout, other commands would then check morale as per the rules. Hopefully the cascading melting away would start to happen. It could happen to both sides if the gods o' dice are not there that day.
Victory Objectives:
Germans: Kill Varus and as many Romans as you can
Romans: Get to the nearest fortified camp to the north (table end/exit)
Scale: 28mm
Rules: Might of Arms-our group's favorite-they work and aren't protractor ancients like FoG or Armati.
Estimated length of game: 3-6 hours-may be played in two settings.
Thoughts on this anyone? Am I crazy? Will it work? Have you done anything similar and how did it work for you? I'm thinking that this would be a great day after Thanksgiving game while the spouses waste funds on Black Friday or the day after Christmas so we can allow the swarthy Romans the pleasure of the Tannenbaum!
Steve Miller
DFW Irregulars