a scenario to try ?
Posted: Sun Dec 01, 2013 11:14 pm
A FoGN scenario: a pre-battle engagement
Background: a major engagement is in the offing within the next week and various opposing Corps’ are manoeuvring into their pre-assigned positions ahead of the ‘big day’. Your Corps has been sent on a sweep off to one flank of the main army when your advanced Division encounters an enemy force seemingly set on the same goal as you. Dispatch riders are immediately sent off to your army commander and your orders are confirmed as needing to secure your initial objectives as quickly as possible. Unfortunately your formations are spread out across a wide area of march and are likely arrive piecemeal – however your orders have made it clear to you that time is of the essence!
1. This scenario is for an equal sized points-based game
2. Terrain setting as per a normal points-based game.
3. Initiative and determination of attacker and defender as per a normal points-based game except that no flank marching or reserves are permitted.
4. The attacker selects one of the two table quarters on their half of the table as their initial deployment area. The defenders deployment area is the quarter diagonally opposite the attackers. Both sides now place their LoC in accordance with the normal restrictions for LoC deployment, defender first. The defender also places any FF or immobile artillery units at this time.
5. The defender now places an objective marker within 16MU of the table centre, followed by the attacker doing the same. No objective can be placed within 8MU of any other objective nor of a LoC. (Objective markers are just that: markers. An objective has no effect on line of sight or movement and merely ‘marks’ a single spot on the table. Objective markers can otherwise be placed anywhere except in impassable terrain.)
6. The defender deploys any one of their divisions within their own deployment area. All other divisions and the corps commander are held off table.
7. The attacker now places any one of their divisions within their own deployment area but with no unit can be deployed within 16MU of any enemy unit (though ignoring any FF unless occupied). All other divisions and the corps commander are held off table.
8. The attacker has first move. No movement restrictions are in place for the defender’s first 2 moves.
9. Starting from their first turn, each active player can test to bring on their off-table divisions (and corps commander).
The active player makes a test for each of their off-table generals at the beginning of each of their movement phases (only) using a number of dice equal to each general’s skill level (ie exceptional =3, skilled = 2, competent = 1) and needing a 5+ on any dice to be successful. Successful tests allow that division to bring up to 3 units onto the table in that movement phase. Any remaining units of that division move onto the table in subsequent movement phases at 3 units per turn but without a further need to test. A divisional general enters attached to the first unit of their division that moves onto the table. The corps commander moves onto the table alone using up a CP to do so. For each successfully testing general, throw one dice to determine the point of entry onto the active players table edge as follows: on a score of 1 or 2 the point of entry is the left-hand corner, 3 or 4 the centre of the table edge, 5 or 6 the right-hand corner - all units of that general must enter within 8MU of that point of entry. Units moving onto the table measure their movement from the table edge and can be in any legal formation (artillery will move on-table limbered).
NB: The corps commander cannot allocate any CPs in the command phase of a turn until they themselves are on-table, but once on-table can allocate any CPs in the command phase as normal plus to off-table generals in the form of 1 additional dice per CP allocated to an off-table divisional general and used solely to boost the number of dice for testing to arrive on-table for that turn only.
10. Any side holding either both objectives or holding 1 objective plus being in undisputed control of the opposing LoC automatically wins the game, otherwise normal victory conditions apply. A player is deemed to hold an objective if they have an unbroken unit within 4MU of an objective and there are no unbroken enemy units within 4MU of that objective.
Background: a major engagement is in the offing within the next week and various opposing Corps’ are manoeuvring into their pre-assigned positions ahead of the ‘big day’. Your Corps has been sent on a sweep off to one flank of the main army when your advanced Division encounters an enemy force seemingly set on the same goal as you. Dispatch riders are immediately sent off to your army commander and your orders are confirmed as needing to secure your initial objectives as quickly as possible. Unfortunately your formations are spread out across a wide area of march and are likely arrive piecemeal – however your orders have made it clear to you that time is of the essence!
1. This scenario is for an equal sized points-based game
2. Terrain setting as per a normal points-based game.
3. Initiative and determination of attacker and defender as per a normal points-based game except that no flank marching or reserves are permitted.
4. The attacker selects one of the two table quarters on their half of the table as their initial deployment area. The defenders deployment area is the quarter diagonally opposite the attackers. Both sides now place their LoC in accordance with the normal restrictions for LoC deployment, defender first. The defender also places any FF or immobile artillery units at this time.
5. The defender now places an objective marker within 16MU of the table centre, followed by the attacker doing the same. No objective can be placed within 8MU of any other objective nor of a LoC. (Objective markers are just that: markers. An objective has no effect on line of sight or movement and merely ‘marks’ a single spot on the table. Objective markers can otherwise be placed anywhere except in impassable terrain.)
6. The defender deploys any one of their divisions within their own deployment area. All other divisions and the corps commander are held off table.
7. The attacker now places any one of their divisions within their own deployment area but with no unit can be deployed within 16MU of any enemy unit (though ignoring any FF unless occupied). All other divisions and the corps commander are held off table.
8. The attacker has first move. No movement restrictions are in place for the defender’s first 2 moves.
9. Starting from their first turn, each active player can test to bring on their off-table divisions (and corps commander).
The active player makes a test for each of their off-table generals at the beginning of each of their movement phases (only) using a number of dice equal to each general’s skill level (ie exceptional =3, skilled = 2, competent = 1) and needing a 5+ on any dice to be successful. Successful tests allow that division to bring up to 3 units onto the table in that movement phase. Any remaining units of that division move onto the table in subsequent movement phases at 3 units per turn but without a further need to test. A divisional general enters attached to the first unit of their division that moves onto the table. The corps commander moves onto the table alone using up a CP to do so. For each successfully testing general, throw one dice to determine the point of entry onto the active players table edge as follows: on a score of 1 or 2 the point of entry is the left-hand corner, 3 or 4 the centre of the table edge, 5 or 6 the right-hand corner - all units of that general must enter within 8MU of that point of entry. Units moving onto the table measure their movement from the table edge and can be in any legal formation (artillery will move on-table limbered).
NB: The corps commander cannot allocate any CPs in the command phase of a turn until they themselves are on-table, but once on-table can allocate any CPs in the command phase as normal plus to off-table generals in the form of 1 additional dice per CP allocated to an off-table divisional general and used solely to boost the number of dice for testing to arrive on-table for that turn only.
10. Any side holding either both objectives or holding 1 objective plus being in undisputed control of the opposing LoC automatically wins the game, otherwise normal victory conditions apply. A player is deemed to hold an objective if they have an unbroken unit within 4MU of an objective and there are no unbroken enemy units within 4MU of that objective.