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"Hidden movement in campaigns and tabletop" Topic


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perfectcaptain18 Aug 2025 8:30 a.m. PST

One of my favorite boardgames we use for miniatures campaigns is Vae Victis' "Les Marechaux V: Moreau 1800". Overall I think the system is great, but the real stand out is the hidden (or partially) hidden movement. Not knowing what your opponent is up to I feel really makes for an exciting game, and one a lot close to historical simulation as opposed to knowing where every enemy battalion is 30 miles away… in Moreau, you could find yourself shadowing a dummy force while your enemy is striking your lines of supply.

I'm curious if anyone knows a great system like this for campaign or even for tabletop miniatures, or if they have come up with something interesting on their own.

Frederick Supporting Member of TMP18 Aug 2025 8:57 a.m. PST

For our SYW campaign we use a system where the GM rolls to determine how accurate the information is about the opposing force modified by factors such as home ground advantage and how much light infantry/light cavalry the forces have – has produced some interesting results which has included the Prussian player bravely forging forward against an Austrian force that outnumbered him 3:2 and was not at all where he expected them to be – I agree that this adds a lot to a campaign versus the 10,000 foot view on the wargames table

BillyNM Supporting Member of TMP18 Aug 2025 9:28 a.m. PST

Could you describe how Moreau handles 'hidden movement' it'd make it easier to say if anything similar seen / played.

perfectcaptain18 Aug 2025 9:49 a.m. PST

Sure thing Billy, it uses force counters to represent troops in the holding boxes of generals. The game allows you to create regiment sized "detachments" and cavalry scout units to guard road junctions, garrison towns, etc. On top of that, there are limited number of dummies that can make life frightening for an enemy trying to guess where the main line of attack/defense is. There are ways to feel out the enemy but you have to get close- at which point it can be too late. Every game has you chewing your nails. Very much like reading an account from the time, just terrific. By the way, I don't know the designer and I don't own stock in VV…

My only beef is the supply line rules are a little vague, so we came up with a house rule than makes it easier to cut someone off from their base.

I should have put this link before.
link

DeRuyter19 Aug 2025 10:06 a.m. PST

There is the Berthier app on PC for Napoleonics. Also, Carnage & Glory rule systems now have a campaign element.

Demosthenes Of Athens Supporting Member of TMP21 Aug 2025 7:56 p.m. PST

Berthier is generic campaign software. It is period agnostic. In Berthier units are given a scouting range. You can set the accuracy level of the report you get on the scouted enemy – this can include size and composition accuracy.

Personal logo Old Contemptible Supporting Member of TMP28 Aug 2025 2:29 a.m. PST

Shenandoah Campaign System and The Peninsular Campaign System are really good for the ACW. We played Shenandoah a few times and it was great fun. Two teams of players and an umpire. There are three sets of maps one for each side and the umpire.

All movement is hidden only the umpire had the movement of both sides on a map. You sent cavalry scouts out to report on the enemy movement. Sometimes the information was good and sometimes it was way off.

The system has a mechanism to create the terrain. The Umpire had to keep track of the terrain incase we came back to that square in the future. Once the two sides ended up in the same square we then played out the battle using regimental rules. We were using JR2.

Units that performed well got to earn higher morale. Those that didn't went down in morale. When you march on the board to the tactical battle you have the option of refusing battle and retreat. But all your units will go down in morale.

The only issue I have with this and all campaign games is once one side starts to lose, it can go downhill rather quickly. The side that is losing begins to lose interest and quits playing. If I ever ran one of these I would probably give the losing side some reinforcements but then when does the game end? I think the Umpire will have to call the game when it is obvious one side is going to win and not play the whole thing out.

This system puts a lot of work on the Umpire. He is constantly walking from one room to the other updating his map and checking scouting reports and creating the tactical game. etc. You almost need three rooms/spaces. One for each side and one for the battle.

I am sure you could adapt this system to the 18th Century. I am considering on running a AWI Southern Campaign game, adapting this system.

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