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"Game scenarios" Topic


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14Bore27 Aug 2019 4:35 p.m. PST

I'm looking for a scenario for a game. I have the two forces picked but stuck on what to do with them.Any suggestions or places to get them?

14Bore27 Aug 2019 5:00 p.m. PST

It's a game of newbies, Prussian III Corp 1813, a British/ Hanoverarian Division vs Russian II, III corps and the Cossack horde, only the Prussians have fought in a battle together. Could add to the Russians more Cavalry or artillery.

Personal logo Extra Crispy Sponsoring Member of TMP27 Aug 2019 5:08 p.m. PST

One Hour Wargames has a number of generic scenarios you could use.

Here is a fun fictional scenario I have run a number of times in a variety of periods:

Side A holds a line (wall, river, chasm) with a single entrance. Side B has to reach that entrance. Game lasts 12 turns. Starting on Turn 8, Side A can get (variable) reinforcements. The longer they wait, the more troops they can get. Initially defenders are outnumbered about 2:1

nnascati Supporting Member of TMP27 Aug 2019 5:09 p.m. PST

Take a look at "One Hour Wargames", by Neil Thomas. It has I believe two dozen scenarios that show table layout and suggested forces.

Levi the Ox27 Aug 2019 6:56 p.m. PST

For a good introductory game, the overall play experience you want the new folks to have is more important than the details of the map. I have two main pieces of advice that are pretty much agnostic of system, era, or setting:


My first piece of advice would be to deploy some of the units controlled by each new player on the table at the beginning of the scenario in a way that ensures they will be involved in combat within half an hour of play time.

These forces should be large enough to get a good understanding of how the main combat mechanics of the game work; personally I'd aim for 1/4 to 1/3 of a player's force, but anywhere up to 1/2 will probably be fine. If the game normally has an involved deployment or approach march phase, decrease this proportion but don't eliminate it, as early combat will involve new players in the action immediately and also allow them to understand what to expect from the game in terms of lethality, decisiveness, etc. to inform the decisions they make with their remaining forces.


As a corollary to the first point, each new player should also have a substantial force (at least 1/3) off-table or in a reserve position that are not released to them until at least after their first serious combat encounter is resolved.

These reinforcements serve several purposes: they allow a new player to learn the rules with a manageable force before taking on a larger task, they give that player a goal to work towards and look forward to ("hold until relief arrives" or "make an opening for the reserve to exploit"), they allow the player to implement what they have learned from the first couple of turns by deciding where to commit these fresh troops with a better understanding of the game, and finally they ensure that the new player will not knock themself out of the game early on because of their unfamiliarity with the rules, allowing them to keep playing and learning for the duration of the game.


Given the forces you've mentioned above, I'd recommend deploying at least one of each player's brigades (infantry, if possible) about one turn's movement beyond skirmish range of the enemy, with a second on table farther back or guarding its flank, and at least one (likely cavalry) in whatever reserve is appropriate.

For your table, use physical terrain features (hills, tall buildings, clumps of trees) that give each player a visible target and a clear path to it (roads, fields, dry streambeds) for their troops to follow. Avoid choke points that control the battlefield, and since it sounds like a multiplayer game (6?), situate the players so that each will interact with more than one opponent (example below):

[Pru #1] [Prussian #2] [British] [Pru #1]*
[Russian #1] [Russian #2] [Cossack]

*perhaps cavalry reserves arriving later?

For maps, pretty much any map of appropriate terrain will do. Roads meeting near a village, one or two hills, several woods, and perhaps a shallow stream on one flank.
Many rules systems include a couple of basic scenarios or have them available for download on their website. I mainly play Et Sans Resultat, which has sourcebooks detailing scenarios from different campaigns. The game Blucher also has a battle generator called Scharnhorst that is worth looking into (and which has some sample maps available online), but I wouldn't have new players use it to generate a battle (although you could use it yourself to pick a map ahead of time).

Best of luck! Hope everyone enjoys it!

Personal logo War Artisan Sponsoring Member of TMP28 Aug 2019 1:34 a.m. PST

If you don't find a suitable scenario elsewhere and decide to construct your own, you may find some useful ideas here:

PDF link

robert piepenbrink Supporting Member of TMP28 Aug 2019 7:09 a.m. PST

Any of the Charles S. Grant scenario books are good starting points.

14Bore28 Aug 2019 1:03 p.m. PST

War Artisan- Nice link.

Markconz29 Aug 2019 3:44 a.m. PST

Yep great link War Artisan!
And interesting posts all.

Agreed also on the One Hour Wargames Scenarios, I picked up a copy of that. Would love to get hold of the Charles S Grant books but they are OOP and tend to be very expensive to get hold of, hopefully someone reprints them.


I've also got a simple set of scenarios in rules here, for generating terrain, reserves etc:
link

Joe Legan30 Aug 2019 11:56 a.m. PST

For modern skirmish I would push platoon forward but what you want is Charles grant. He has a book of solo wargame scenarios perfect for what you are describing. Oops. Dos not see Mark's post above

Joe

14Bore31 Aug 2019 1:26 p.m. PST

Going to try something out of that pdf link, though not sure it will pull off. The Prussians with British/ Hanoverarian Division following have to travel the length of the board, to start all Cossacks will come from many points to slow this with a turn or 2 later the infantry corps will follow them to stop the Prussians. Think a shifting of the Cossack horde will be needed because the Prussian few Hussars should be able to swat them away.

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