Historical battles - personalised set-ups

 

The Idea

Links Two players or groups take any historical scenario and, preferably using the game maps, draw up their own troops' dispositions. The background to the battle and availability of any reinforcements would remain the same, but each commander can lay out his forces and influence where reinforcements arrive according to his own ideas.
Players will not only have access to new versions of historical scenarios, they will have versions they can influence from
the start and make plans for according to their own dispositions. The resulting new scenarios can be made available for anyone to use, adding to the catalogue of variations.
You will have the challenge of a realistic situation in which all you know of the enemy's positions is what you can see. Your opponent will be in the same situation and tactical skills will count for more than knowledge of the game because each scenario is unique.

How it works

A third member will construct the scenario according to the above plans and act as umpire for the game. An army in a defensive posture will deploy its infantry, artillery and heavy cavalry first, plus any outlying skirmishers or scouting cavalry; any visible troops will be shown on the other player's map for him to take account of in his deployment. The attacker's scouting cavalry would go on the map first, possibly revealing more but committing the unit(s) to that role until recalled. Light cavalry, excluding those used in scouting, can deploy last, defender's and attacker's, to reflect their greater mobility. Any reinforcements can be asked to divert to a particular entry point in accordance with what their commander now knows, but the chance of them changing from their original route will be variable. To clarify the sequence:

  1. Defender draws all units (except light cavalry not scouting) on his map and passes to umpire
  2. Attacker deploys scouts from light cavalry units
  3. Umpire draws new map showing only defender's units visible to attacker's scouts and passes to attacker
  4. Attacker draws all but remaining light cavalry on his map and passes to umpire
  5. Umpire draws map for defender showing visible units of attacker's force
  6. Defender deploys light cavalry and requests reinforcement arrival point changes
  7. Any visible new deployments are shown to the attacker, who deploys his light cavalry and requests reinforcement arrival point changes

In scenarios representing encounter actions the sequence will be simpler and more even:

  1. Both sides deploy scouts and any other units they wish to at this stage (such as taking possession of a particular terrain feature)
  2. The visible units are drawn onto maps by the umpire and sent to the opposing players
  3. Both players deploy their remaining forces and request reinforcement arrival point changes

Some kriegspiel of encounters between scouts and units deployed in areas overlapping from both sides might need to be undertaken, or the scenario can be started at the point where such a minor conflict occurs with the main forces still deploying. This will be very much up to the umpire.

Who makes it work

Anyone with the scenario editor can act as umpire for the set-up. I shall enter below the names of anyone willing to help in this respect, along with players wanting to take part in such a game. What is needed at first, I think, is a trio to run through the sequence of setting up a game, hopefully resulting in a playable scenario that can be continued. Put a note on the notice board if you want your name added to the list, in what capacity and your preferred original scenario.

Scenario
Variation name
Umpire/setup by
Player/group side 1
Player/group side 2