Tried my pre-battle manoeuvre board out for the first time Monday
(for description TMP link)
Being ACW I threw extra woods in. I started a road in random locations on opposite sides (see previous – the numbers on the sides). To join them I started at one side and drew a tile – If 'open' I placed a road tile of my choice. If Terrain (hill/wood) I placed that, then put the 'skinny' road tile on top.
Then placed a couple of towns at random (again by using the 1-6 numbers to generate a grid square) – I had meant to do that first. The rest of the terrain was placed randomly from the mix.
As we hadn't used it before I used the simple movement method outlined previously – 1 square, must not increase range to enemy. As Sunjester (CSA) has more light cavalry (2 to 0) he was allowed diagonal moves.
This basic method worked – Our armies started opposite sides at random locations, and moved as described, the CSA had a nominal aim to get off my side; however getting a Victory over the Union would suffice – it would then manoeuvre unopposed on a (fictional for the purposes of this game) theatre map.
As we closed, Sunjester used his diagonals to pull me away from terrain he didn't want me defending. This lead to a battle at 90' to how we approached – we were to fight once adjacent. We ended up diagonal, and I had to choose which of the two squares next to him to move to. He had pulled me away from the heavier terrain, and into open areas- I would have preferred more woods to narrow his attack.
To generate the table we used one tile to one terrain tile (ie 1 tile = 2ft, though you could call a tile what you wanted). Each area was divided into 9 areas – 3 x 3, so '1' was top left, (we nominated one short end to be top), '5' middle, '8' bottom middle. We rolled 2 d10, and the terrain ran between the 2 sectors. A 0 meant roll again with an extra d10, so a third sector would be generated. Obviously two initial '0's would lead to 4 sectors, and I see no reason that further '0's could continue the process.
I have only a few tile types because LGG is such a high level game, but there is no reason in lower level games there can't be more types. 'Open' tiles can still have terrain if needed – it just means farmland, so fences could be generated for, say, F&F or BP.
The manoeuvre map gave us easily defined terrain quickly – no deciding what a 200 year old map might have meant (also trying to find a suitable map), with a chance to manoeuvre for advantage. The random table method meant that the placement was fair – the type was decided, and the placement not under player control.
We intend to do an expanded version with 'bells and whistles' – multiple map units, which will arrive as dictated by map movement once the game has started. (I am thinking 1 hour on the table is 1 square)