Tony Bath's Setting Up A Wargames Campaign
Tony Bath's Setting Up A Wargames Campaign
Tony Bath's Setting Up A Wargames Campaign
51
ORIGINAL FOREWORD by Phil Barker and Bob O'Brian
First pubfished in the 1973 edition of setting up a Wargames Campaign
War, in all its forms, is rightly abhorred by the vast majority. For
all that, it will always be one of the most compelling of subjects for
study. We believe that the wargamer, who researches his subject,
delves into the history and causes of wars and becomes aware of the
colossal blunders and mis-chances of conflicts, becomes far less
belligerent than many who do not follow this hobby.
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Assyrian and Roman lnfantry 40 mm "flats" used as soldiers of the
Hyborian Kingdon (photograph from Tony Bath 's Co/lection courtesy of
Rudi Geudens)
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INTRODUCTION
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What makes campafgning so rewarding? Why, if you have fairly
limited time available for the hobby, should you use time that could be
spent in fighting on the table-top in poring over maps and situation
reports? The answer is that no real-life general could limit himself to
the purely tactical problems of the battle-field, and a campaign is the
way in which the wargamer general widens his horizon.
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1. HOW TO SET UP YOUR CAMPAIGN
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Most of the later Roman wars were too one-sided to make
interesting campaigns, and the same applies to same degree to those
of Alexander the Great; the Persian armies were no real match for the
Macedonians, and had no commander of the calibre of Alexander. For
enthusiasts of later eras, the Grusades or the various wars between
the Eastern Empire and its successive foes, offer many attractions.
4
He also played the Fletcher Pratt Naval Wargame in New York. Editor.
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drawn in an his map. Similarly, rivers were taken from local Ordnance
Survey maps, while the coast-lines af such countries as· Norway and
Sweden were utilised to give his sea-coast. This sort of thing is within
the scope af anyone, and can be fun ta do as well.
Having made your outline map, you now need to add terrain to
it; even if you have taken over a fantasy map, it will not have much
detailed terrain to begin with. You will first need to grid it inta
hexagons; you can simplify this by using the blank hexagoned sheets
supplied by the Research Group to draw your map on in the first place.
You then throw two dice for each hexagon: score of 2 gives Hills and
Woods, 3 Hills, 4 Woods, 5 Open Country, 6 Open Country, 7 Hills, 8
Open Country, 9 Open Country, 10 Hills, 11 Woods, 12 Hills and
Woods. Should a double be thrown (i.e. two 3s, 2 4s etc.) tass again,
and if a second double is thrown then the hexagon is extreme af its
kind - for example HiUs would become mountains and Woods would
become thick forest.
You now have the problem af naming all your creations: your
countries, towns, rivers, mountains etc. Of course, if you have an
unlimited imagination, this will be no difficulty; but if you are like me, by
the time you've named a dozen or so places, you're fast running out af
names. Aga in, no difficulty: let the professionals do the work for you !
The pages of fantasy fiction llterally teem with suitable names - or if
you don't have access to this, use a large dictionary, a Latin ar
German or Greek lexicon, the indices of history books: all of these
contain ready-made names and others which can be used with slight
alteration. And .af course you can always fall back on colours - Green
Hills, Brown Rivers, Black Forests, etc!
Your map is now almost complete. One main item remains, and
that is to fill in the roads, bridges and fords. It is a good idea to have
main roads and lesser roads - call them 1st Glass and 2nd Glass for
want of a better name - and these can be shown by using different
st
colours. I personally use red for 1 and green for 2" 0 Glass, but any
colour code will do. The amount of roads will depend on individual
taste, but of course all inhabited localities will be linked inta the road
system, and the bigger the locality, the more roads will lead to it.
Similarly, places at the centre of road networks become of more
strategic value. However, if you are thinking of setting up players as
rulers of countries and having them run their countries in detail - not
just as war leaders in effect - it is probably a good idea to lay out
initially a very sparse road network and let the individual players decide
how much of their resources should be devoted to building roads -
something you will find covered in later rules.
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I atso began by laying down standing regutar armies for all these
countries and designing uniforms for them. I worked on the assumption
that each sizeable town could supply from 2 to 4 regiments of infantry,
usually medium or heavy; countryside would supply cavalry and light
infantry, depending on the terrain. Since my countries varied widely in
size, so their armies varied in strength, but the average country
disposed of a regular force of probably 12 to 16 regiments of infantry
and 4 to 6 of cavalry. In addition, I decided in which areas elephants
were available, and there was a desert area which produced camels.
Some countries of course also sported chariot forces - in particular the
Celts. Uniform design was fairly simple; I worked out a colour
combination of two main colours for each country - black and gold for
Aquilonia, blue and silver for Hyrkania, black and red for Nemedia, etc.
- and painted the troops of each country in these main colours, with a
third colour added in lesser degree to signify the province or town, and
possibly facings of a fourth cofour for individual regiments.
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2. MAP MOVEMENT
You now have your hexagoned map, be it historical or mythical, and
you have your countries and armies. Your next need is for rules to
govern the movement of armies across the map. The hexagons have
been designed to provide a basis for this, in that they represent the
average distance moved by infantry in a day's march.
1. Move
st nd
1 Glass 2 Glass Country Desert
Road Road
lnfantry 4 hexagons 3 hexagons 2 hexagons 1 hexagon
Cavalry 6 5 4 1
Chariots 6 4 3 1
Camels 6 5 4 4 Desert
Nil
Mountain
Elephants 4 3 2 Nil
Supply 4 3 1 Nil
Train
Pack 5 4 3 1
horses
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In close country, such as forest or mountains, all movement
must be by road. Only 12 regiments may occupy one hexagon at any
time, so if the force consists of 36 regiments it will occupy 3 successive
hexagons. lf its path is blockad by an enemy, only that portion of the
force in the first hexagon will be able to take part in the initial battle.
Similarly, an ambush on the flanks of the column may elect to let the
first 12 regiments past and attack the second twelve as they enter the
hexagon. March orders will therefore have to be written in advance,
stating the order in which the regiments are placed in the column.
5. Apart from supply and siege trains, any force may forced
march 50% faster if it so desires; but if involved in battle while doing so
or at the conclusion of such a move, will reduce all its moves by one
third Any troops engaged in such a forced march will lose 10% of its
strength each move by straggling. These stragglers will catch up with
the main force during the first full week's halt, unless they are being
pursued by a hostile force. lf so pursued, the stragglers are last for
good.
Weather
For sea areas you will need to be a little more specific since
wind direction and strength are going to be vital to navat operations.
You also need to make same sort of daily weather selection, since a
storm would not necessarily last fora week. You therefore need to set
up a system of prevailing winds and storm trends, and relate your
weather to this. You can still work out your weather on a weekly basis,
to keep in· 1ine with the inland forecasts, but you will need to supply
more detail. A naval forecast might read: Wind from the west on Day 1,
increasing in strength Day 2, rising to gale force Day 3, decreasing
Day 4 and going to west-south-west, moderate wind Day 5, dead calm
Day 6 and 7. Not all weeks would have as much activity as this, of
course.
One period of heavy rain will make fords impassable for all
arms.
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Two periods of heavy rain will be dangerous to all temporary
bridges, which must score 3 or more on dice to survive. Rivers will
overflow banks in low ground, covering any roads which run alongside
them.
st
During heavy rain movement on 1 class roads is reduced by
one hexagon, not because of effect on the road surface, but because
movement in these conditions tends to be slower and it takes longer to
pitch camp, etc.
Drought will begin when there has been no rainfall fora period of four
successiva weeks, or three if one of these was a period of intense
heat, or two if both were intense heat. During the first period of
drought, rivers will fall in height, afl except large rivers becoming
fordable in mast places, and will reduce the navigability of !arge rivers.
Further periods of drought will increase this trend. During the 'first
period of drought foraging will become more difficult as grass and
crops wither, so that for each period a force subsisting from the country
will reduce its move by one hexagon. After two periods of drought
general water shortages will start causing lossas among cavalry and
draught animals unless they are moving in the vicinity of a large river.
Fog does not as a general rule have a great deal of strategical effect
on movement by land when thls is by road. It does however make it
. easier to take the wrong road, or to go astray in moving across
country, and this should therefore be considered as a special
circumstance. As a general rule, fog at sea will prevent ships leaving
harbour, and will reduce the speed of those at sea by a half. Similarly
on rivers. It must be remembered, however, that fog, while it might
possibly last a whole day, will not last a whole week, and it should
therefore be determined which parts of the week it affects.
Blizzard will halt all movement anywhere during the period. After
blizzard counts as after two periods of normal snowfall.
lntense Cold One period of intense cold will freeze small rivers, lakes,
marshes etc and enable troops to cross them. It will make navigation of
larger rivers difficult due to partial freezing. Two periods will stop
navigation on larger rivers. Three periods will freeze even large rivers
thick enough to cross on foot or horseback. Two periods of freezing will
thaw in one period of thaw. In northern latitudes snow will freeze,
blocking passes, and harbours will be blocked by ice.
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High winds prevent transports putting to sea, and make it too
dangerous for ships at sea to use their sails, proceeding only under
oars. ln desert areas, high winds raise sandstorms and bring
movement to a halt.
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3: CONTACTS, BATTLES AND AFTER EFFECTS
Let us assume that you have now set up your continent, or selected
your historical war, you have adopted your movement rules, war has
begun, and armies are on the move. Methods of keeping track of
movement, forces etc are discussed in the next chapter; here we are
dealing with the procedure where two opposing forces come into map
contact.
Much will depend at this point on how detailed your main map is.
Is it in such detail that from it you can produce the necessary
information to lay out your battlefield? Unless you are operating in a
small area, or have access to such things as Ordnance Survey maps
of the area, this is unlikely; very probably your main map only gives a
general indication of a hilly area, or a plain. So, your first need is a
system of transferring from the large-scale campaign map to the small-
scale battle map.
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Thus, by now each general will have same idea of the country
around him, and the approximate size and composition of the opposing
army. How much he knows will depend on the efficiency of his scouts
and intelligence service, and this again is discussed in the next
chapter. On this information he will have to decide whether he wishes
to fight a battle, or whether he wi!I attempt to avoid one. lf he chooses
the latter, it will of course be up to his opponent to attempt by
manoeuvre to force him to action against his will; this is the essence of
strategy. Again, he may elect to stand in so strong a position that his
opponent refuses to attack him; then of course it is up to the opponent
to manoeuvre him out of the position, by operating against his lines of
communication, by starving him of supplies or water, by threatening
some other point of vital importance. In any of these operations,
know1edge of the nearby terrain is of great importance, thus the
necessity of the detailed terrain map.
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possible at all. Therefore, this system of dividing forces into three
groups enables you, if you wish, to fight the battle in three sections.
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lf the fighting went on till nightfall, the laser will be able to
disengage any of his troops which were not actually cut off from his
line of retreat by hostile forces. Such troops as were cut off must either
fight to the death or surrender, as their morale decides. lf, however, a
general wishes to concede defeat before nightfall, then he is faced with
the necessity of in fact continuing the action while he physically
withdraws his units across his base-line. In certain circumstances, of
course, the opposing players may reach an amicable agreement that
certain units are deemed lost and others · are deemed certain of
escape; but at all events it is not good enough for the losing player to
merely admit defeat and automatically get away with whatever he has
left at that stage.
Factors
Army withdrawing in good order+ 2
Reasonable cavalry force to cover withdrawal + 1
Organised rearguard +1
Suitable defensive terrain + 1
Army withdrawing in some disorder- 1
Army withdrawing in panic rout -2
Fresh cavalry pursuing -2
Reasonable cavalry force pursuing - 1
Open terrain- 1
Total Score
+7 to 9 Very little damage
+4 to 6 Loss of 5%
+2 to 3 Loss of 10%
+1 Loss of 25% 0 Loss of 30%
-1 Loss of 50%
-2 Loss of 75% -
-3 Whole army destroyed
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4: UMPIRES - AND THE LACK OF SAME
So far we have talked in general fashion of basic rules for selecting
your campaign or your continent, setting up the operations, rules for
map movement, and what happens when you contact the enemy. We
now have to consider the actual mechanics of running the campaign,
and this will depend very largely upon the size of the group concerned
and upon how· many of them wish to interest themselves only in the
actual campaigning and how many in running the campaign itself.
Now if you are going to adopt some such style as this, with one
or possibly two people doing all the actual work of keeping track of
everything, your problems of running the essential aspects of tracking
movement on the map, etc are greatly reduced. 1 have a large map of
Hyboria mounted on my study wall, and all movement - and indeed
much else - is recorded on this by means of coloured pins. Map pins
and indicator pins are available in a great variety of sizes, shapes and
colours; you can obtain drawing pins in about 6 colours, indicator pins
in a very large range of colours, coloured map tacks complete with
numbers, and others with various symbols. With these, you can
represent virtually anything on the map - and it has the advantage
that as long as you keep your coding secret, anyone can be allowed to
look at the map since it will not mean all that much to them - a pin
might equally well represent an army, a single unit, a spy, or even such
things as mines, supply dumps, armouries etc. A great advance over
my earlier system of little flags which were always hard to read but
gave away too much information, so that when friends were due I had
to hastily hang a sheet over the wall!
lf you are lucky enough, like myself, to have a room where you
can put your map up on the wall, then you have few problems of
recording movement, since you can use all the pins you need as
markers.
One word of advice, however: cover your map with thin plastic
sheeting, and when boundaries change, as they will if your continent or
what have you is to last for several campaigns, you can redraw these
with chinagraph pencil on the plastic instead of having to spoil the map
itself. lf, however, you haven't a wall available (and same wives and
mothers do object to their walls being used for such purposes, believe
it or not!) then you must mount your map on folding sheets of
cardboard, hardboard or same such substance. Again the ubiquitous
plastic sheeting and chinagraph pencils are pressed inta use, and now
you must use the latter to record movement as well.
Your two players then sit at a table with the matchbox collection
placed between them. Each has his own in front of him, but far enough
away to be illegible to his opponent. Each has made his opening dis-
positions on his own map and provided himself wlth a numbered
counter to represent every separate force he is using. Moving
alternately, the players now place their counters in the matchboxes
and, as the troops move, move them from box to box. In the course of
this, if they traverse several hexagons, the player is of course entitled
to look in the requisite matchboxes representing the spaces he has
moved through. It will probably be best for the player not moving to
tum his back while the other does so, otherwise by looking at the
reverse of the matchboxes he could possibly gain some unfair
indication of where his opponent is moving. An objection to this is that
an unprincipled player might take advantage and look in boxes he
wasn't entitled to; there is only one answer to this - if you can't trust
your opponent to play fair, don't play with him. There is no other
course. In my experience however, while most wargamers are wily
individuals who will take advantage of any weak point in rules, etc, they
would regard actual cheating with horror. ·
Up till the time that a player finds one of his opponent's counters
in a matchbox that he is entering or passing through, no disclosure is
of course made of strengths, dispositions etc. When two counters
reach the same box, however, same information has to be given. This
is where problems arise as to how much the truth may be strained.
One system I used in my earty days was that the player involved must
state whether his force constituted a detachment, a corps or an army.
Relative sizes were laid down for these three definitions: a detachment ·
could be up to 80 paints, a corps from 80 to 200, an army over 200.
This simplified things considerably, but it still tended to give away toa
much information and prevented the possibility of a small force boldly
handled imposing on a larger force. lf, of course, either force was
stationed within a town ar fortress it was not required ta give any
indication of its strength .
Once the contact space has been decided on the tactical map
by both sides deciding to stand and fight, a piece of perspex scaled in
size to your table is placed over the map with its centre on the contact
space, (i.e. if your table is 8' x 4', your perspex would be say 8" x 4"). lf
two contacts have been made, the perspex will be placed so that if
possible it covers both; otherwise, it will be placed length-wise across
the map. This will give you your battle terrain, and any units of either
army which occupy spaces within this area will be placed out on the
table in these positions. Any forces outside the area will continue to
move toward it while the battle goes on, only reaching the table at the
point intime and space when they would arrive within a space covered
by the perspex.
12. Assault. This means storming the place out of hand. Add
points value of garrison to that of defences, double it if a Class A
commander, if Glass D halve it. Do the same with points value of
attackers. Having obtained relative strengths, throw 1 dice and consu!t
chart:
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Score Odd of 3:2 2:1 3:1
1 Bloody Repulse Bloody Repulse Repulse - both sides
Attackers lose Attackers lose 50% !ose 25% garrison
50% garrison garrison strength strength
strength
2 Bloody Repulse Repulse - both sides Repulse - both sides
Attackers lose lose 50% garrison lose 25% garrison
50% garrison strength strength
strength
3 Repulse - both Repulse - both sides Replilse - both sides
sides lose 50% lose 25% garrison lose 25% garrison
garrison strength strength strength
4 Repulse - both Repulse - both sides Position stormed;
sides lose 25% lose 25% garrison garrison last, attackers
garrison strength strength lose same strength
5 Repulse - both Position stormed Position stormed;
sides lose 25% garrison lost garrison lost, attackers
garrison strength Attackers lose same lose 20% garrison
strength strength
6 Position stormed Position stormed Position stormed,
Garrison lost ·. garrison lost garrison lost, attackers
Attackers lose Attackers lose same lose 20% garrison
same strength strength strength
Odds of 4:1 Odds 5 to 1
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5 Position stormed Position stormed
Garrison tost Garrison lost
Attackers lose Attackers lose 20%
20% garrison garrison strength
strength
6 Position stormed Position stormed
Garrison lost Garrison lost
Attackers lose Attackers lose 20%
same strength garrison strength
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16. lf the garrison retires into the inner defences, the same
procedure is repeated. It is assumed that they have withdrawn all their
defensive engines with them. After which on throw of 3 or up they retire
again to the citadel and the procedure is again repeated. Once in the
citadel the garrison of course has no civilian mouths to feed so
starvation risk is reduced.
st
18. In the case of a 1 Class Fortress, if the assault is
successful but the garrison throw a 4 5 or 6 they can retire inta the
inner defences, losing 25% of their strength, including engines. They
can of course retire voluntarily before the assault if they wish
19. lf the besieging force continues the siege for more than a
month, each move it must dice: throw of I followed by second throw of
1 2 or 3 means sickness in the camp, loss of 5% of strength every
following move. After 2 months, throw also for garrison. lf the latter are
on half rations, deduct 1 from dice throw.
It will be seen that under these rules sieges can be dealt with
quite simp1y, but at the same time major decisions still remairi to be
made by the commanders. Whether or not to risk an assault; at which
stage to withdraw voluntarily from ruined fortifications, etc. etc. On
occasion, of course, it may be wished to actually fight out the siege of
an important city; or at least to carry it further than some simple dice
throws. lf you do not possess the necessary equipment to reproduce
fortress defences, siege equipment etc then you have an alternative in
that you can work it out as a type of board game. You would need a
large map of the city and its defences and the surrounding area; on
this you place counters to represent troops, engines, mineheads etc,
and proceed to the various moves and counter-moves. In many ways
this is preferable to getting out your troops and trying to do the whole
affair on the table-top; by its very nature a siege was a fairly long-
drawn-out effort, and it is difficult to relate this to table operations. In
your board game, however, this is no difficulty.
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delaying actions, where a small force sets out to ho1d up the advance
of a greatly superior one for a set period, ta enable reserves to be
brought up or operations elsewhere to proceed unhindered. Or a
rearguard is deliberately sacrificed to enable the main body of an army
to escape pursuit. These sort of operations are very often vital to
campaigns, yet they are among the mast difficult to portray on the
table. Often, toa, in the attempt to produce a situation in which the
small force has any chance of success, the position is made so strong
or so restricted that the action becomes a mere frontal slog with very
little opportunity to display any generalship. These sort of affairs have
little attraction for me personally, so I set out to draw up suitable rules
which would enable me to work them out without recourse to the table.
Whether you choose to adept these will depend upon your own
personal attitude to the subject; but if you want a system which saves
you from having to fight out every little encounter, here it is.
4. Both sides now work out their Power Ratio according to the
following formula:
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Open Wooded Hilly
Ground
Unit of Liaht lnfantrv 10 20 25
Heavv lnfantrv 20 10 15
Light Cavalry 20 NIL 15
Heavv Cavalrv 30 NIL 10
Horse Archers 40 NIL 20
Camels 15 NIL 10
Each Elephant 10 NIL 5
Chariot 5 NIL 5
Siege Engine 5 NIL 10
SP is Strength of Position:
Weak 20
Good 50
Strong 100
Very Strong 150
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ND No Delay at all, delaying force loses its nerve and retires
D Attackers rush position and destroy delaying force, attackers losing
50% of value of delaying force.
456 Delayer slips off unobserved, moving one hexagon as his night
march.
2 3 Delayer gets away, but loses 25% of his force in doing so.
The final paint we have to cansider is the effect that chance can
play on such things as the speed af couriers and the reaction of
officers an detached duty. One can of course assume that couriers will
always ride at top speed, never lose their way or meet with mishaps,
and that generals either detached to make flank marches etc or
ardered to march to the support of their comrades will obey instantly
and efficiently. While this makes fora very tidy state of affairs, it hardly
makes for a realistic one; and we therefore need a system to bring a
certain amount of chance into play in these affairs. As usual, the
following rules are drawn from the experiences of Hyboria.
b) Courier has good horse, adds 2 hexagons per move to his speed
- 2 of these cards.
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e) Courier's horse goes lame, reduced to half speed - 2 of these
cards
3. lf a general who has run into trouble knows there is help within
reach and sends a courier ta ask for it, that commander wiU draw a
card:
a) Will move to his comrade's help with all available force - 2 cards
b) Wilt ignore the request
c) Will take an extra half day to assemble his troops and then move
d) Will march at double speed to help
e) Will send on his cavalry ahead and follow with his infantry
f) Will send only one-third of his troops at normal speed.
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5: SUPPLY AND REPLACEMENT
When you look at it logically, the first step is obvious; you must
in same way assess the resources, both natural and human, of the
countries involved and the area of operations. By this I mean that you
must find out how many recruits a province can produce, what sort of
food it grows: does it run cattle, horses or sheep; what minerals are
available for such things as weapon production etc. lf you are fighting a
historical campaign, or at least using historical geography, you can
discover these facts by a little research; any library will have books on
food production, mineral resources etc, and even if these only give
modern figures you can work back from these to give. a fair idea of
what was available in earlier periods. You can also pick up much
information from books on the campaigns of the period you are dealing
with - though of course you have to treat their figures with a certain
scepticism!
lf, however, you have created your own continent, wortd or what
have you, you are faced with also creating its supply resources. This
was my problem in Hyboria. However, I had of course marked in a
great deal of the physical features of the countryside for the purposes
of map movement etc; and I now added to this by giving the map basic
colour codes for plains, steppes, woods (as opposed to forests) and
cultivated ground. I then set up a basic system of seven area types,
with certain resources for each. These were:
These are the total resources of the hexagons; you add up your
various hexagons and their resources to reach the total annual
resources in money of the County, Khanate etc. Of this amount I then
levy one quarter in taxes; but not all of this goes to the State Treasury,
because this would not al!ow for the local nobi!ity, who must have their
share. What I have done is to, in effect, set up a feudal system or tier
system. The peasantry and petty lordlings are the lowest tier, and they
pay over a quarter of their income to the Count or Khan or whatever
his title is who occupies the next tier. Above the Count is probably a
Duke who controls several Counties, and above him is the King who
controls several Duchies. In some states there may be more or less
tiers. At all events, the Count collects the money from the lowest tier;
he retains one-third of this for his own use, pays one-third to his next
superior, and one-third to the final tier (the State Treasury). On the
next tier, the Duke collects from his subordinate Counts, and in turn
pays one-third of this to his immediate superior, which is probably the
State. The State thus gets a cut at each level, and each rank of nobility
similarly receives its own revenue. This has several advantages, in that
if a revolution or a civil war breaks out it is easy to assess the
monetary resources of all parties.
But the system does not stop here. So far we have dealt with
only the direct resources of the land; taxes can also be levied on other
items. There are the various mines: these are all the property of the
State, not of the noble whose land they are on. The annual income of
these therefore goes direct to the State Treasury -or alternatively the
State might prefer to lease the mine to a noble or a contractor for an
annual fee. By the original dice throw which decided on the
productiveness of the mine you can assess its monetary value, based
on the comparative worth of diamonds, gold, iron etc. Then we have
the various cities and towns in the country; these must also pay taxes,
based usually on population, and this tax also goes direct to the Stale.
Finally we have customs dues, which are levied on all trade routes and
entry and exit points such as seaports.
From all of these you can calculate the lax revenue of a country
to the last crown. How you collect these taxes and credit them to the
treasury depends yet again on how much time and paperwork you
intend to devote to it. For ease of work, I credit the whole annual
revenue of a country to its treasury on the 1st of the year, and unless
directed otherwise by the player concerned, store this amount in the
Treasury at the capital city; you could of course collect quarterly, or
monthly, and you could collect it at provincial centres and then
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transport it to the central treasury, allowing time for this to be done. lf
one had the time to devote to it, this alone could be an interesting
exercise, in which one could bri(lQ peculation among the collectors,
robbery of the bullion trains, etc. etc.
You now have to cost out all the things you need to use in a
campaign. Not all countries in this period paid their troops, many of
whom were citizen-soldiers; not all supplied their weapons, even. But
once again, in order to have a recognisable system, in Hyboria all
troops are paid at a standard level, all weapons and equipment are
supplied by the state. Thus the cost of all these things have to be
calculated. I soon found, from experience, that other items had to be
costed as well; largely because crafty players thought up all sorts of
schemes for both raising and spending money, and expected me to be
able to tel1 them the cost of same!
It was also necessary to work out the going price for slaves,
since players soon developed the nasty habit of selling off prisoners or
eking out revenues by same slave raiding in hostile territory! I
established that values fluctuated from time to time, and that if large
numbers were thrown on a local market at once, prices would drop!
Averages were:
Fieldworker 5-10 gold crowns
Workwoman 10-20
House Salve 10-20
Concubine 20-100
101
lnfantrv 100 aold crowns oer auarter
Cavalrv 200
Camel Squadron 50
Chariot Crew 25
Eleohant Crew 30
102
Shipbuilding
Ship Repairs
st
Building new roads: 1 Glass 40 gold crowns per hexagon
nd
2 Glass 25
103
Fortifications:
With all these figures to consult, a ruler can now work out his
resources and decide just what sort of a war he can afford to fight! lf
his resources are too small for the task in hand, then he is in a certain
amount of trouble. He can of course levy extra taxes, either directly on
the lower tiers of the tax edifice, oron his nobility or towns; but such an
act may possibly cause unrest, ar even revolution, within his domains,
and in any case will take time. Alternatively, he can attempt to borrow
money from his nobles or from rich merchants; rules for this can be
worked out if required.
On this firm base can now be erected your actual rules for
supply and replacement, anda selection of these is given below:
104
4. Once trained, these recruits can be posted to existing regiments,
used to form new units, or as garrisons. During the training period the
recruits will be on half scale of peace-time pay. At this stage they need
not be issued with full equipment unless desired.
9. Troops must at all times be supplied with food and animals with
forage. Any force lacking these will lose 10% of its effectives during the
first week without supplies, a further 20% the second week, 30% the
third week, and after that will cease to exist. lf only forage is lacking,
these figures will apply to animals only.
12. Wagons with supplies for three weeks can accompany an army
without effectively reducing its normal mobility.
105
14. Ships are considered to carry supplies for their normal
requirements for two weeks. Special supply ships may of course be
used to support either a f1eet or an army.
15. Cities, fortresses etc. will draw their daily needs from the
surrounding countryside. Supplies may of course be stock-piled there
either as suppty depots ar against the possibility af siege.
16. Supply trains may also carry spare weapons and equipment. It
takes 1 supply unit to carry weapons for 1 regiment, 2 units to carry
equipment for one regiment. Each supply unit will consume the fodder
of one-third of a cavalry regiment.
19. 2nd Class armouries, in addition to the above, can produce armaur
and also longbows and composite bows providing such constructian is
known locally.
20. 1st Class armouries can produce any type of weapon or equipment,
again providing that the necessary knowledge is held locally.
107
6: CHARACTERISATION
The subject-matter of this chapter is really only for those who have set
up a mythical continent of their own, so historically minded readers can
skip it if they wish! Even those who have only made up a map for one
brief campaign will probably not wish to adopt the whole system set out
here, though there may be a few points which would be of use even in
this situation. But for those who intend to use their continent, island or
whatever it is for a good period, with continuing campaigns, some
degree of characterisation is essentiaf.
Turning to the Persian idea, you would have at its head a Caliph
or Sultan - or, if you are early Persian, a King of Kings - with under him
a certain number of Satraps; each Satrapy is divided again, and your
lower nobility could be Khans, Pashas of Beys. Royal officials would be
the Grand Vizier, various Atabegs and Beglerbegs. In somewhat the
same style, you could have an Indian state, probably ruled by an
110
Emperor - mine started out as a Matriarchy and was headed by a Devi
- with Princes, Maharajahs, Rajahs and Khans making up the lower
orders.
You can also have various less civilised states, usually of the
smaller kind. For instance, I had two Viking countrles; each of these
was rulad by a Jarl (the term from which we get our Earl) and the areas
within the country by Thanes. My Celtic area was intially ruled only by
tribal chiefs, though under various stresses it coalesced into a
kingdom. I also had various native countries headed by Princes,
Dwars, Beys and Khans and I later formed a number of these into a
Confederacy which was an earlier prototype of the Aquilonian
Federation; in this case I used an almost modern Egyptian title and
called the ruler a Khedive.
111
Other ideas will undoubtedly occur to you if you think about it; all
you need is a little historical research inta the various countries of
antiquity, Assyria, Babylon, Persia, Egypt etc. and you will soon find all
the information you need. I personally used a type of feudalism in all
countries - i.e. there are various orders of nobility, and each order
owes fealty to the one above it. This was because it made the tax
system easy and logical, and it also helped to work out spheres of
influence in civil wars or revolts.
112
Principality of Hyrkania
Prince
House of Hyperborea
Namelides I m. Nemone
Namedides I1-m.
Parsayates of
Hyrkania
Having created your ranks, you now need people to fill them; in
other words you have to create noble families. My system for this is
quite simple: for each particular position you create an original family -
in other words, to take the example shown, of Hyrkania, you would
need to start with thirteen families, one for the Prince, three for the
Beglerbegs, and nine for the Voivodes. First you have to discover how
many people make up your original family; this is done by a simple
dice throw. Same years ago I came across a cheap little game called
113
"Shake a Number"; the game itself was pretty useless, but it contained
a number of unusual dice: each had one side left blank, and they were
divided into evens and odds, the odds having the other sides
numbered 1, 3, 5, 7, 9 and the evens 2, 4, 6, 8, 10. I therefore use one
of these dice which gives me a chance of anything from 2 to 10 in a
family. The same result could of course be obtained by using two
normal dice.
Suppose you throw a 7; you now take seven ordinary dice and
throw them: odd numbers are female, even numbers male. You next
need the ages of these individuals; this is simply done by using one
normal and one special dice, the normal indicating the tens and the
special dice the unit. Thus a dice throw of a 2 on the normal anda 7 on
the special dice would give you an age of 27. lf the special dice turns
up a blank, then you throw again with the ordinary dice, odds the blank
counted as a 0, evens you use the ordinary dice as a unit instead of a
ten, so that you have a person aged under 10.
114
Your next task is to name all these people. Be advised, and first
fix on a family name for each household. When I first started off in
Hyboria I gaily gave each person just the one name, and related them
to the area they held, i.e. Trocero of Poitain, Valannus of Brythunia. It
later became obvious that it wou!d be much easier for reference and
indexing if each group had a distinct family name and I had to go back
over and Fit this in. Your family name can still be that of a town, castle
or province if you wish, or it can be a corruption of the name of the
head of the famHy - for instance, you could have, as I have,
Constantius Hebor, Count of Hebor, or alternatively Ossian Oss or
Raka Rak.
You can of course cheat a little in this respect by using the same
name in different generations. Parents tend very often, particularly in
royal and noble famities, to name their offspring after either themselves
or their own parents, and this helps to cut down the number of names
you need. Of course, if you only have a relatively small group of
families, or if your imagination is unlimited, you won't need to adept
these methods.
You now have your families set up and all their members
named. You now need to create personalities or characters for all
these people, and this to my mind is the most fascinating part of the
whole thing. Various methods can of course be used for this; you can if
you wish assign arbitrary characters to suitabfe people, or create
personalities and then dice to see who they belong to. The system I
use is based on assigned values and playing cards. Originally I also
used the number of letters in a person's name, dealing one card for
each letter; but later 1found it was better to use an arbitrary number of
cards, and I decided on seven, which gives you a good variety without
over-doing things.
So, for each person's character you deal out seven cards. The
first card dealt will decide upon his or her's mast outstanding
characteristic: a Heart will indicate Good Nature, a Diamond Love of
Wealth, a Spade Ambition, and a Club Lave of War in a man,
Patriotism in a woman. The value of the card will determine the depth
of this passion, a high card being very strong, a low card relatively
weak. The rest of the cards are used individually, and each hasa value
of its own, as given below:
116
So,. you deal out your seven cards and proceed to evaluate the
character. In most cases. this will be straightforward enough, but on
some occasions conflicting cards will show up. lf, for instance, you tum
up a Nine of Hearts and a Nine of Spades, then physical beauty
obvlously cancels out physical ugliness and you discard both cards. An
example of a character reading might be a deal of Knave, King, Ten
and Nine of Hearts, Nine of Spades, Nine and Two of clubs. This
would give you, assuming a male, a very good natured fellow, brave,
handsome, very loyal, but a thought arrogant. Of your three nines, two
are beauty and one ugliness, so the three finish up as one beauty
card.
Another deal might give you, again for a man, the Ten and
Seven of Spades, Eight of Clubs, Nine and Four of Diamonds, Four of
Hearts, Two of Spades. This gives you a pretty clear cut though not
very pleasant character - very ambitious, handsome, cruel, arrogant,
a strong personality but an extreme physical cowarcl. All of your
characters will not be as finely drawn as these - sometimes you will
get a real nonentity, with no outstanding characteristics. This is quite
realistic - all of your people can't be heroes or villains!
117
A decision to go to war, or to accept a treaty etc. can be decided
in the same way if you want an unbiased decision. Use the six cards
again for the ruler, four or more reds for yes, four or more blacks for
no. lf an even score tums up, then the decision must be passed to his
Council, however that is constituted, and each of these members will
be dealt six cards to determine his vote. Count of the votes will then
give you your decision.
For your soldiers you wilt obviously need a better idea of their
military capabilities and possibty their loyalty. When I first worked this
out for Hyboria, I in effect set up four classes of officer, A, B, G. and D
and gave each class four rankings. Glass A stood for Loyalty, Glass B
for Disloyalty, Glass G for Military Ability, and Class D for Military
Stupidity. An Al was comptetely loyal under all circumstances, but this
shaded down to an A4 whose loyalty could be compounded under
extreme circumstances. Similarly a Cl was an officer of great ability,
C4 of no more than average, a little better of course th.an a 04; anyone
employing a D1 in a position of responsibility obviously needed his
head examined! As I set this up more or less as an after-thought, and
assessed characters by a random system , players had to very
hurriedly promote and relegate officers and switch them around as
necessary! The system I used was simple - Hearts were A, Diamonds
B, Glubs C and Spades D, with the four rankings according to the
highness of the card.
1 2 3 4 5 6
I. General Savage Gloomy Average Cheerful Happy Open&
Disposition & Sunny
Morose
119
The combination of aptitude and experience factors gives the
skill rating for Political and Military Attainment. Added together these
factors run from 2 to 12. A character may hold a position in which he
gains both political and military skill simultaneously. The initial military
and political aptitudes must not be less than the average of lntelligence
and Activity.
For anyone who dies other than after a serious illness, throw
to determine cause of death: 1 2 3 natura! causes; 4 accident; 5
suicide, or child-birth in a woman if applicable, 6 murder. In the case of
murder you can then endeavour to work out the reason and/or the
murderer.
There are then marriages to be arranged. Each year you will find
that in every country you have a crop of unmarried men and girls, and
also widows and widowers. These should be married off as soon as
possible so as to both carry the creation a stage further and to
strengthen family alliances. In most cases you will find that the
marriage prospects narrow down toa few eligible parties; you have to
take inta account the relative standing of families, inheritance, political
alliances etc. This is of course of even more importance among the
royal families. Having determined who the eligible suitors are, a simple
dice throw will then determine who is the successful one.
Obviously, with all this information you will need a system for
recording it. Mine is, in effect, two-fold. For every family I have a family
tree drawn up, on the lines of the specimen on page 113, and these
are filed in alphabetica1 order of families in separate national sections.
When someone marries I record this information on the two family
trees involved, and this is the last entry regarding the woman which is
made on her original tree unless her husband pre-deceases her and
she is returned to her original family. All issue of the marriage are
recorded on the husband's family tree only. This gives an at-a-glance
record of family relationships since a look at the family tree will show
marriage alliances with various other families - not always of the same
nationality.
Then for each character I have an index card. These are filed
alphabetically under famity names so that if I want to look up the card
for Ramaos Vanir I merely look in the tray under V. Each card is
headed with the name in block capitals. Under this I record first of all
his immediate family history, such as "Son to Ban Cruach, Crown
Prince of Aquilonia" or "Second daughter to Vakar, Prince of
Hyrkania'', since this helps to establish the generation and the direct
family line; obviously after a while families become fairly prolific, with
fathers, sons, brothers, nephews, cousins etc. and with the same given
name used more than once. Nicknames also help in this respect, such
as Liane the Wayfarer, Kandive the Golden and such. After this is
recorded the character, and then follows any information which is
added from time to time - the barony he inherited on the death of his
father, his marriage to such and such a person, promotion to command
a brigade, taken prisoner at the battle of blank; it all helps to keep the
records straight, and while much of it may never be used, you wilf be
surprised at how much of it can come in useful at times.
Of course, you do not need to closely work out the affairs of the
continent for year after year, regardless of whether an actual campaign
is being fought. In the past, I have often finished off a war and then
jumped forward several continental years; intervening events are
worked out in considerably less detail, and the picture is then brought
back into focus with everyone a good few years older. This in fact can
be quite necessary at times, as otherwise not a month would pass
without bloody war raging over a good part of the continent, a situation
which could not endure for ever - economies and agricultures just
wouldn't be up to it! So periods of enforced peace are sometimes
necessary.
At all events, t hope that this chapter will at least have whetted
your appetites for carrying your creations a stage further, and shown ·
you same of the results which can be gained thereby.
124
.)
7: CAMPAIGN EXTRAS
So far we have discussed both the essential ingredients of a campaign
such as maps, organisation, troops etc, and also the important but not
essential items like supply and characterisation. In this chapter I want
to deal with non-essential items which nevertheless can add a lot of
fun and interest to your campaign if you can afford to devote the time
and effort to them. These are things without which your campaign will
run quite efficiently, but which add a touch of humour to what can
otherwise be too serious an affair, and also bring in both natura! and
out of the ordinary events which would otherwise not come into the
scheme of things. All these items have been tried out at various times
in my Hyborian continent, and have I think helped its development.
The first item on the list is a calendar. When you are running a .
campaign in which time is important, it is essential to be able to date
events so that they relate to other happenings. Now you can of course
simply use a current calendar; but this is rather like the old joke about
the actor in the Elizabethan play shaving with an electric razor - it
doesn't fit the conception of ancient times. Therefore it is worth the
small effort involved of constructing your own calendar. When I set up
Hyboria I was of course basing my ideas upon Howard's Conan
stories, and these quoted years by name- theYear of the Lian, Year of
the Elephant etc. I imagine Howard may have taken his example from
old Chinese history since they also gave the years names instead of
numbers. At all events I decided to have a fourteen year cycle with
each year named after an animal; at the end of each cycle it is
repeated again, and the complete cycle runs:
Year of Year of
the the
Jacka[ Crocodile
Wolf Panther
Horse Doa
Ox Snake
Draaon Lion
Eleohant Tiaer
Leopard Bull
I then took this one step further by having twelve months named after
birds, and related them to our own calendar, thus:
125
By this means I can date an event as 1ih Eagle/Lian and
everyone knows when I mean. A number of similar calendars can be
constructed very easily; or of course you can work on the actual
calendars used by various ancient states.
126
However, with a larger group, and particularly a wide-spread one
who campaign largely by post, a newspaper can serve a very useful
purpose in disseminating rumours and publishing information which
players couldn't realistically get by other means. The snag, of course,
is that for this you need access to printing, duplicating or photo-copying
facilities, since you can't produce more than about six carbon copies of
reasonable quality, and the effort of typing the same thing several
times over will soon dry up your enthusiasm for the project, especially
if your paper runs into several pages.
Plague
Bumper Crops
Religious riots
Efficient Treasurer saves money
Crop Damage
Discovery of new mine
Peculation in the Treasury
Betrayal of enemy spy network
130
Fraudulent Quartermaster
Success by own intelligence network
Treachery in High Places
Outbreak of Banditry
Forest Fire
Earthquake
Sex Scandal among Nobility
Assassination of important person
As each month came along, we drew a card from the pile and
applied it to the requisite country. First of all a dice was thrown ta see
the strength of the happening. A six of course made it very strong, a
one relatively weak. We then worked out the actual locality of the
happening, either geographically or among the characters. Two
examples will show the sort of thing. A card drawn for Northern
Aquilonia gave us an earthquake, and the dice throw made it
moderately severe. By dividing the map inta areas (which was already
done anyway for other reasons) we settled an the area, and another
dice throw pin-pointed the occurrence in Bossonia. We then made
quite a thing of this, reporting it in the Herald, starting a Bossonian
Earthquake Disaster Fund, etc, and had a lot of fun from it. As it
happened, it had no effect upon any military activity, being far away
from the fighting fronts; but this was pure luck - it could have
happened anywhere.
A second happening card later fell upon Shem and called fora
success by their intelligence apparat. This called for rather more work,
but same dice throws indicated a happening in the capital of Vendhya,
with whom Shem was at war. A look in the diary for .the month showed
that the Hyrkanian Ambassador to Vendhya was due to die - and
Vendhya and Hyrkania were then in a delicate position vis avis each
other, where an incident could spark off war. So, we set up the death
of the Ambassader as an assassination, played it up in the Herald,
released rumours of Vendhyan plats - and lesser,rumours of Shemite
plots - and let things take their course. As it happened it didn't push
Hyrkania into war with Vendhya, but it did worsen relationships and
generally stir things up.
131
lntelligence systems are of course another item which can be
used to effect in a campaign. Spying has always gone on in Hyboria,
and in the past I tended to be fairly lenient about this. Hyrkania
penetrated Turan early in the war against the Aquilonian Federation,
planting spies in all the main towns; these had a number of successes
and also a few defeats. They were responsible, for instance, for the
successful betrayal of Tadmor, the Turanian capita!, which virtually
finished Turanian resistance, but they failed in an attempt to burn the
Turanian fleet. Until players also set up anti-espionage systems I
allowed spies a good deal of latitude; only taking strong action against
them under special circumstances. Phil Barker, for instance, allowed
himself to be carried away by a desire to "needle" Charles Grant on the
occasion when the Hyrkanian fleet suffered damage in a storm and
straggled back into port rather the worse for wear. Phil directed that his
agents in the port should stick up copies of a scurrilous ballad, and this
alerted Charles to their presence. He directed a house to house search
and I ruled that Phil's whole apparat in the area was uncovered and
smashed.
, Divide up the potential cities and throw to see which the agent will
make for.
133
8: HORSE AND MUSKET CAMPAIGNS
So far, although many of the things we have discussed are appticable
in some ways to any period of campaigning, the emphasis has tended
to be on campaigning in the ancient and mediaeval periods; largely
because my own Hyboria, on which so many of these rules are based,
is set in that particular era. All of us, however, have our own pet
periods of operation, and campaigning fits just as well into any of
these, as I hope to show by dealing with each in turn.
The term Horse and Musket I use loosely to cover the period
which started around the Thirty Years War and came to an end with
the Napoleonic era or .a little later. In my early days of war gaming it
was also used to describe the American Civil War, but for campaign
purposes I have felt it necessary to draw our line before that famous
conflict, which you will find considered in the next chapter.
In fact, it is not until the Seven Years War and the Napoleonic
era that we find artillery relatively mobile. By then horse artillery was in
vogue, and these light pieces could move at cavalry speed. Field
artillery could keep up with infantry on good roads, but it became
bogged down in mud and such conditions just as easily as its earlier
editions. Siege artillery would be very slow indeed and would need
!arge numbers of horses for its transport. Crossing an unbridged river
would present greater difficulties for artillery, being impracticable in
many cases by boat, thus needing the building of rafts of fairly heavy
construction. Forests and hills become much more difficult country.
136
accornpany the arrny, and generally speaking the baggage train and
supply train would swelt to alarrning proportions.
137
sent up for its garrison at a crucial period did not fit the men's
weapons, leaving them virtually defenceless.
lf, therefore, you are going to introduce financial rules, you need
to virtually start all over again. Your taxation rules can be adopted
without too much trouble, though they should be revised to a national
rather than a feudal system; the pay system for the troops can also be
retained on the same scales. But you need a whole new conception for
the supply of weapons, equipment and ammunition; especially
ammunition, since this cannot be used over and over again like arrows
or javelins. Cannonballs, of course, are recoverable to some degree,
but gunpowder and musket balls, once discharged, are gone for ever,
and consequently must be replaced before the next battle. Armies
must therefore either carry very large supplies with them or make
arrangements for regular replenishing from supply depots.
140
9: VICTORIAN CAMPAIGNS
In this chapter we reach the beginning of the mechanised period. Not
only did it see the adoption of breech-loading, rifled artillery and the
repeating rifle, but, even more important, it saw the introduction of the
railway engine as a means of transport From now on, speed of
movement was not entirely to be expressed in terms of 1eg-power.
Accordingly we have to consider new movement rules to express this
new conception.
The railway, however, had not reached as yet the speed and
efficiency it was to achieve in later periods. It had a very great
influence upon the American Civil War, the first large-scale conflict in
this period, but this influence could be disastrous as well as
advantageous. Generals tended to become tied to railroads for
supplies and reinforcements, and railroads were easily torn up and
destroyed by relatively small raiding forces. On at least two occasions
in the West Federal advances were brought to a complete halt
because Confederate cavalry tore up the railroad tracks in their rear
and deprived them of the supplies without which they could not move.
141
With the introduction · of the repeating rifle half-way through this
period - it was known in the American Civil War but not used in great
quantities, although toward the end many Federal cavalry carried
repeating carbines ~ problems of supply increase once again.
Obviously with the abundance of firepower thus offered, the
expenditure of ammunition lncreased by leaps and bounds, and with it
the necessity to stockpile larger quantities both with the army itselfand
at the forward supply depots. lf both sides are using the same basic
equipment, as in the Civil War, these supply depots become important
targets, both to deprive the enemy of needed supplies and to replenish
one's own.
Sea and river transport was also in the process of transition from
sail to steam, and to same extent from wooden ships to metal ones.
However, all that this achieved for the moment was a means of
movement against the wind or in the absence of one. Actual speed
was not increased, though speed of passage might be, and to a
degree this was offset by the need to give up cargo space for carrying
coal, and of coaling stations to supply the necessary fuel. In general,
therefore, we should regard the engines for the moment more in the
nature of auxiliaries, except in river transport, where the steamboat
was making a considerable impact by the time of the American Civil
War. The river steamboat tended to burn wood instead of coal, and this
could be cut locally without too much trouble; it therefore became a
valuable transport and warship on such rivers as the Mississippi.
142
don't remember the campaign with a great deal of enthusiasm. As I
was commanding the French, for once things ran true to history.
There are of ceurse many other wars during this period which
can be reproduced as war game campaigns, though mest ef them
have not caught the imagination to the extent which the American Civil
War did. There is of course the Crimean War, the Austro-Prussian
War, or the Franco-Prussian War; of the three, the Crimean possibly
offers the mest since it was a limited war; without too much time and
effort a very good Crimean game could be set up. Both the others
involve very large forces and, unless much time is available, can only
be treated in a limited fashion.
There is also, of course, the Boer War, with its wide strategic
scope and the use of masses of mounted infantry. Like the American
Civil War; the outcome is of course inevitable, but if it was run on a
time limit - i.e. the British had a limited time in which to defeat the
Boers - this disadvantage could be overcome. Campaigns of this sort,
however, have one inherent difficulty - wargamers, with the
advantage of hindsight, don't usually commit such stupid blunders as
generals of the calibre of Sir Redvers Buller did, which further reduces
the chances of the Boers!
Apart from this you have the very many smaller colonial wars -
Zululand, Afghanistan, the Sikhs, the Sudan, etc. Any of them can
make an interesting single campaign to fill up a relatively short period
of time. In mast of them you have to balance a European army against
native forces, less well equipped and disciplined but probably needing
less in the way of supplies and often capable of faster movement than
their opponents.
144
The other example, of a completely fictional affair, is provided by
Joe Morschauser, who for years ran the Hauserian Empire in Africa.
This was a nativa state, but equipped with a good deal af modern fire-
power, which was bordered by French, German and British territory.
Many wars were fought between varying alliances, as the Empire
struggled to retain its territory and the European powers sought to
increase theirs at its expense. One outstanding feature af these wars
was that the battles were fought with 54mm figures an an immense
table in Joe's basement - probably one of the last campaigns fought an
this sort of scale. I also remembered being impressed by pictures af
the Great Wall of Morobad, the Hauserian capita!, and of Joe telling me
that he had constructed it by filling children's sand castle moulds with
plaster - it looked very realistic. Alas, the Hauserian Empire was at last
overrun and though at one stage there was talk af impending revolt
and its revival in a new campaign, I don't think it ever got off the
ground.
146
10: WORLD WAR ONE
To my knowledge, the 1914-18 War has been sadly neglected by
wargamers, both tactically and for campaign purposes. It is easy to
understand why: mast of us think of the Great War in the context of the
stabilised Western Front, of abysmal tactical thinking, of blood-baths to
gain a few miserable yards of stinking mud. This, however, is a rather
short-sighted view for the wargamer.
For one thing, if you torget the Western Front you will find a
number of areas where fluid campaigns were fought from time to time.
The opening campaign in the West, for instance, is full of strategical
and tactical interest; much of the fighting on the Russian front was af a
fluid nature rather than full-scale trench warfare, partly because of the
huge frontages involved and partly because there was less con-
centration of men and depth of defence and thus the front was easier
to rupture than in the West; there was mobile war on a small scale in
Africa, and, above all, there was Allenby's campaign in Palestine.
Moreover, strategically even the Western Front can be converted into
an interesting exercise.
Having, I hope, convinced you that the period is worth more than
a cursory glance, let us now consider the changes from those
preceding it. Firstly, of course, mechanisation has now reached a fairly
high level, though in the actual fighting areas reliance is still toa large
degree on footslogging and horsepower. Railways now deliver troops
and supplies to the rear areas, light railways have some use further
forward, but the lorry has yet to make any real impact. Full mobility has
not yet been reached - it was, in part, the fact that the advance could
only be made at foot speed, and that continuous marching gradually
wore out the hard-pressed infantry, that militated against the success
of the Schlieffen Plan in 1914. Rifles and artillery have reached a high
level of efficiency, but they have also diversified to the extent that
captured ammunition and weapons are no longer of such value to their
captors; French ammunition does not fit German guns and vice~versa,
so unless you captured both guns and large stocks of ammunition to fit
them, they were of no value other than their loss to the enemy. Cavalry
as a shock weapon have last their value - a lesson which should have
been fearnt from the previous period but wasn't - but, if trained as
mounted infantry instead, could still be of considerable value in fluid
conditions, as the British proved in the opening campaign and in
Palestine, and the Russians likewise in their Civil War.
This being so, we have in effect to scrap our old movement rules
and draw up new ones on the basis of daily averages. The difficulty
lies in deciding upon a daily average in this period, and to do so we
must in fact differentiate not so much between road movement and
cross country movement as we did in the old rules, but between
movement behind the lines and within the fighting area. Even so, it
remains a difficult question, because at different times different
conditions existed. For instance, in the Retreat from Mons, the B.E.F.
marched 59 miles in 60 hours on one occasion, and the advancing
Germans a1so covered astonishing distances. These were marches
entirely on foot: the men undoubtedly suffered, but after brief rests they
were capable af fighting severe actions. Yet it would be wrong to say
that the average daily movement for marching columns was twenty-
odd miles. Similarly, during the later fighting in Flanders, at
Passchendaele and such places, an approach march ta reach jumping
off positions of only same three ar four miles might take all day and
leave the troops so exhausted at the end af it that they were not fit for
offensive operations.
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11: WORLD WAR TWO
World War Two, being relatively recent5 , has always drawn a large
body of devotees in war gaming, and certain areas of it have already
proved favourite campaigning grounds. More than any other, the
Libyan campaigns have attracted attention, partly from their great
fluctuations and partly from the relative ease with which the terrain can
be reproduced. However, I think it is true to say that most attempts at
relighting these campaigns have lacked in realism since they have
made titue or no attempt to inctude the supply problems which, to a
very targe extent, dictated the course of the Libyan fighting. lf we
examine the succession of desert campaigns, we find that each of
them, until the very last, fell short of complete success because the
victor ran out of steam at the crucial moment. In 1941 Wavell could
have finished the desert war at a blow if he had had the troops and
supplies necessary to continue his advance from Benghazi - for which,
of course, the Greek adventure was partly responsible; similarly,
Rommel was checked at the Egyptian barder because, not expecting
the success he achieved, he embarked on the offensive without
sufficient resources. Auchinleck's subsequent attack again ran out of
puffat Benghazi, and the suppression of Malta by the Luftwaffe at that
period allowed Rommel to build up his resources as fastor faster than
the British, with the result that he was capable of the riposte which
carr.ied him to the gates of Alexandria. But there once again supplies
ran out; it was now the Afrika Korps which was at the end of a long and
tenuous supply line, so that once again complete success eluded the
victor. In the final campaign, the supply problem was licked by the
British, while Malta was now sufficiently well supplied itself to seriously
cut down the intake of supplies for the Germans; this, plus the landings
in North Africa, prevented Rommel from ever being in a position to
mount the sort of counter-attack which had defeated Wavell and
Auchinleck.
5
Recent, in so rnuch as the early wargamers had served in World War 11.
Editor.
151
even so the tactical basis of a campaign is going to be fraught with
difficulty.
Many years aga, before in fact I ever took up war gaming with
soldiers, I ran a semi strategical World War Il campaign purely on
maps, using pins to represent divisions. I worked out a dice formula for
the actual battles, and by using this method I could order an offensive
at a certain point, work out the points values of the troops, tanks,
artil1ery and aircraft involved, and by a dice throw decide what had
happened. Admittedly, this early campaign of mine was an extremely
crude affair and, run as a solo operation, was full of considerable bias.
The various nationalities of troops, for instance, were worth different
points values, and I seem to remember that a British division was
worth the same points value as three or four ltalian ones!
Since then I have several times toyed with the idea of starting
this game all over again but with the addition of much more
sophisticated rules. Basically, everything was to be worked out to a
points scale. Firstly the layout potential of each country involved would
be calculated. I reckoned that about 25% of the total population would
be males of age suitable for either the services or for agriculture and
factory production, and that another 10% would be women who could
be drafted into the factories and on to the land. This would give the
necessary figures for recruitment, strength of various services etc.
Then each country would be assessed for production capacity i.e.
factory output, in terms of points, and this total would have to be
located in industrial complexes throughout the country. Raw materials
would be another assessment, what was available and what had to be
imported. Then all products would be rated at a points value per ton or
per thousand rounds of ammunition etc.
On the other hand, the modern period - as one stil l tends to call
it, though it is now over twenty years in the past and far o utdated by
later developments - offers certain attractions in the wideness of its
canvas and the scope of strategical and logistical accomplishment. For
anyone who likes to play with statistical figures it is of course the ideal
period.
Again, the struggle in the Middte East between Israel and the
Arabs offers a certain scope as another example of a limited style war,
but the opponents were of such different calibre that a realistic re-
enactment of it gives little chance to whoever ptays the Arabs. Skill and
morale were far more important than equipment, and th is is always
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harder to legislate for in a campaign than anything else. One would
presumably need to establish reaction tests of a very different standard
for the two sides!
All in all, therefore, to sum it up would seem that this period has
a good deal to offer strategically and to the analytical mind, but not so
much for the war garner who prefers his campaigns to be simpler and
more free and easy. Possibly the very fact that war gaming is itself in a
way an escape from realism, from the stresses and strains of modern
life inta a world of the pastor of fantasy, militates to a degree against
the period with its semi-modern complications. Who knows - in fifty or a
hundred years time, when it is completely out of date, it may be as
attractive to the war garners of the time (and they will exist, never
doubt it) as the Ancient and Napoleonic periods are today.
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12: MINI CAMPAIGNS
ln all the preceding chapters we have discussed ways and means of
running relatively complicated campaigns which involve a good deal of
paperwork and much calculation of movement rates, all of which tends
to take up time. There are, however, other ways in which battles can
be linked together so that their results will influence future actions;
these are suitable both for those who wish to start off campaigning in a
simple fashion and for those who do not wish to devote excess time to
map movement and prefer getting on with the actual battles. They are
also usfull as "fillers" between more important campaigns, when you
start to have a quick means of laying on battles fora few weeks while a
main campaign is in progress, or as auxiliaries to a bigger campaign
you are involved in. I have regularly used these both in between
campaigns in Hyboria and lately as a sort of local campaign to fill in the
periods when Hyborian battles weren't available, and they can, if
properly thought out, provide just as much fun as a full-scale
campaign, with often just as much scope for strategical and tactical
skill.
One of the first affairs of this sort which I ran was an attempt ta
get all the local players involved. There were at that time six af us, and
we tended to fight fairly regularly either at my house or Don's, but
usually in two's or three's. For this particular effort we split inta two
teams of three. Each team was given a complete army, both being of
the same total strength and composition, which it had to split up inta
three corps commanded by the three players. Maximum and minimum
numbers were laid down fora corps, but within these limits you could
juggle around somewhat. The team also decided on an order of play,
i.e. who commanded the teading corps etc. A batttefield had been
mapped out in advance and both sides had copies of it. After these
arrangements had been made, the two leading corps commanders
fought the first battle with their corps, fighting for the space of an
evening. Positions at the end of that time were marked on the map,
and notes made of what troops were left in action. (Of course, if l'd had
a permanent table it would have been much simpler, because I could
have just left the troops in position}.
On the second evening, .the survivors of the first corps were put
back in position, and the second corps of each side, with its
commander, arrived on the base-line. Again fighting lasted alt evening,
positions were marked, casualties noted etc. On the third evening the
last corps of each side arrived and the action was carried to a final
conclusion with all 6 players present.
The idea I came up with was very simple. First of all I linked up
the cities by a series of roads which, at six points, ran off the edge of
the map. These were known as entry points. Two of them were
allocated to each of the three local players who would regularly take
part in the campaign, and each player was allocated two armies per
entry point. All armies were of a regulation size, based on the points
chart I was then using, but could be of different composition according
to the player's individual choice. Each player then moved in tum. A
move was the distance by road between two towns, regardless of
distance - you couldn't move across country, so you could only get
directly from one town to another if there was a connecting road. An
attack move was made by moving an army from the entry point to the
next town along the road, which would have a defending army, and a
battle would be fought. lf the attacker won, the defending army was
eliminated and he occupied the town; if he last, his own army was
eliminated. He then made another attack move, either by moving his
victorious army forward to the next town, or by moving on a different
route. Having completed his three attack moves, he then drew a fresh
army for each victory he had achieved. The fresh armies appeared at
the entry points, and the march move could then be moved to advance
one stage along the route to the front.
Two dice were then thrown to determine the basic terrain type when a
battle was fought, anda terrain to fit this type was set out.
In the case of (1) or (3) a dice was thrown to decide how long
the position had been occupied. lf a 5 or 6 were ro[[ed, it had been
occupied long enough for it to be strengthened by barricades if wished .
This would of course depend on the terrain type ,and whether the
commander intended to fight a defensive or offensive action.
In the case of situations (2) or (4) the side with only part of its
army in position may decide how this part is ·composed, up to 50% of
its strength in points. A dice will then be thrown to see how many
moves elapse before the rest of the army reaches the base-line. The
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opponent will not know the result of this throw, but it must be written
down together with the point on the base-line at which the rest of the
army will appear.
In the case of situation (5), both sides will divide their armies into
van, centra and rear. At the outset only vanguards will be on the base-
line; centre will appear at the beginning of move 3, rearguard at the
beginning of move 5. Place of entry must be decided in advance, but
that of the rearguard can be different from that of the centre if wished.
Proportions should be roughly 25%, 50%, 25%.
In the case of situation (6) both sides will start as usual from
their respective base-lines.
In the case of situation (7) or (8) the army not undertaking the
flank march is assumed to be already in position in its own half of the
table. The army making the flank march then dices to determine on
which move the detachment (which may not be stronger than 40% of
the whole) will arrive at whichever point is selected for its entry. This
point will be selected at the start of the battle and stated in writing; if at
any time it is wished to change this point, the player must throw a 5 or
6 in the presence of his opponent, and can then alter the point by 12"
without penalty; if he wishes to alter it more than 12" he must delay
entry by one move. Such alterations must be Jogical - i.e. a detachment
sent off to march round the enemy's right flank must appear
somewhere in that area, and not on his left flank! lf the entry point is
within 9" of enemy troops who are facing in that direction, they must be
informed of the presence of the flanking force before the move
commences on which such force moves on to the table.
In the case of situations (1) and (3) the army not in position may
elect to try a flank march of its own. In that case the same procedure is
adopted as in (7) or (8), but 6 is added to the dice throw; thus the
flanking force cannot arrive before Move 7 at the earliest and it may
not appear on the enemy's rear before Move 10. lf its appearance is on
Move 7, 8 or 9 it must be on a flank. lf the enemy's flank is more than
24" from the base-line (or side-line, rather) then the flanking force can
be placed on the table further in rather than on the side-line to be
within 24" of the enemy.
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When once a battle is commenced, the line of retreat of the
defence army is important. It will be laid down beforehand and may
consist of up to two roads, tracks, or points. lf all these lines of retreat
are blocked by the attackers, any stalemate will give victory to them
since the defender's troops are unable to regain the city, which can be
occupied unopposed.
This thus formed a very simple little campaign from the point of
view of paperwork involved, but it called fora good deal of strategical
thought: which way to tum at a road junction, where to commit your
new armies; whether to press on with a victorious army er halt it for
reserves to come up. Also, sooner or later your line of advance is
going te intersect that of one of the other players, so you have to bear
this in mind. The big advantage, however, from my point of view was
that a visiting general could now be simply asked to take command of
a defence army, and the resulting battle helped the campaign along,
as well as providing some variety. Normally, of course, one of the other
two local players would take the defence.
At the outset the field army was placed in the base town, and we
then drew for order of movement, each of us making a move in tum.
This order was then permanent..
When an attack was made, the battle was fought outside the
town on the specified type of terrain. The defenders would be the town
garrison. This, of course, so far only involved two players. But each of
these was now entitted to hire a mercenary company from one of the
remaining two players, the attacker having first choice. Each ptayer at
the outset was allocated three different companies; only six were
actually available, each one being altocated to two different players.
Each company was 150 points strong, and it cost 150 points to hire,
this hire fee being paid to the player it was hired from, who now
commanded it in the battle as lieutenant to the player hiring him. Thus
all four players took part, but the two mercenary commanders had no
axe to grind, since casualties in their companies were automatically
replaced; they could therefore concentrate on simply enjoying the
battle.
tf it was a Club, the town again surrendered but the garrison was
disbanded. lf a Diamond, then the town could hold out fora complete
map tum in the hope its owner might get reinforcements to the scene.
Finally a Spade entitled it to hold out for two map tums.
164
lf the defence force could make up a total af 220 to 300 points,
the defender drew the terrain map and would be entitled to a
reasonable defensive position which he could occupy at the outset.
Otherwise he still drew the map but the attacker could object if he
thought it was unfair, in which case the other two adjudicated. The map
always had to show the line of retreat to the city under attack.
lf the result af the battle was still in doubt when time was called,
victory would go to the side halding the most graund if they had startad
equal, otherwise to the side which had last fewest casualties. In paint
of fact I don't remember us ever having ta use this rule, because my
three friends were all late retirers who were quite happy ta ga on
fighting till twa a'clock in the morning ~ a not uncommon occurrence!
The laser af the battle last 50% of his actual casualties, the
winner 25% af his. Mercenaries were not of caurse included in the
casualty count. lf the attacker last, he fell back ta his starting point. lf
the defender last, but was still in contact with his city, he fell back into
it, and then withdrew to the next city if that was friendly. lf he had no
other city to retreat to, the garrison was disbanded. lf, however, the
defeated defender had lost contact with his city, he last all. his
casualties, not just 50%, and the survivors were taken over by the
victor.
165
Similarly, since mercenary troops didn't have to be accounted
for, one could afford to be much more reckless with them than with
one's regulars. It was notable that not only did the attacker or defender
attempt to fight the battle as much as possible with his mercenaries
while trying to do as much damage as possible to his opponent's
regulars, but that the mercenary commanders tended to jump in with
both feet and thoroughly enjoy themselves.
Normally the attacker would only move one army; but provision
was made that if he could attack a province from more than one
direction he might do so. As the campaign progressed this became
more common.
When two armies met outside a city there was of course a battle
unless the disparity in numbers was toa great - in which case the
weaker side retired if it had anywhere to retire to. lf the defender lost
the city automatically fell, and the defender retired to the next friendly
city, presuming there was one. The attacker, if he lost, retired as
before to his starting point. The laser of the battle lost all his casualties,
the winner only one-third of his.
After the attack, the attacking player was entitled to move one
more army, providing that in doing so it didn't come inta contact with
the enemy. This was known as a free move.
At the close af a round - i.e. when all three players had made
their attack moves - each player received replacements of 350 points
which he could deploy in any of his provinces except any which were in
dispute - i.e. had been invaded by an enemy. In addition, for each
battle he had won du ring the current turn he received an extra 100
points. These fresh troops could be made up entirely as the player
desired, and need not be disclosed until they came inta action. In fact,
after about six complete rounds we cut out the 350 points, since
armies were getting toa numerous, and reduced the bonus to 50, so
that the numbers of troops in the continent gradually began to
decrease.
168
13: NAVAL CAMPAIGNS
Although sea transport has been touched upon in the preceding
chapters, it has only been as a subsidiary to the main land campaigns.
Fora war garner whose principal interest lies in naval affairs, however,
purely naval campaigns can be conducted in much the same way as
continental ones. At first sight it might appear that naval warfare, with
its greater fluidity, lack of rigid frontiers etc, is not so suitable to
campaigning, but a closer study will show that this is not so. Naval
battles throughout history have been fought within the context of
campaigns more often than as unrelated actions. Moreover, fleets
need bases and supplies just as much, and often more, than do armies
- while an army can often live off the land, this is only possible fora
fleet if it is tightly tied toa coastline which presents ample harbours. In
very few wars, therefore, has it been a simple matter of two opposing
fleets merely sailing out to meet each other and fight; always there
have been the considerations of supply and strategy; the desire to
protect one's own shores and commerce while damaging those of the
enemy. Often, of course, such protection or damage is actually carried
out by light craft of various types; but even so, this can only be done
under the shield of the main fleet which prevents enemy heavy ships
from interfering. This factor did not change radically until the
introduction of the submarine and the aircraft carrier - although
privateers in both the Napoleonic wars and the War of 1812 could
damage British commerce, in the absence of an effective fleel of heavy
ships they were unable to strangle it in the manner in which the Royal
Navy strangled the commerce of its opponents.
169
This disadvantage, of course, would not be so apparent in a
campaign fought largely in the Aegean, where islands are very often
within sight of each other, and thus a certain freedom of choice is avail-
able. As long as islands were within a day's sail of two or more others,
a far greater strategic freedom was given, since choice of routes was
more varied and it was no longer so certain that opposing fleets would
follow the same course, or head for the same objective.
In fact, during the Punic Wars both sides failed to make full use
of their fleets, the Romans because they were not basically a seafaring
people, the Carthaginians from lack of an enterprising central control of
the war effort. Had they produced an admiral of the same calibre as
Hannibal displayed on land, it could have made a vast difference to the
result of either war. lnstead, it would seem that Carthaginian admirals
allowed themselves to be hypnotised by the Roman introduction of the
corvus. Nevertheless, a little departure from strict historical reality can
produce same basically interesting campaigns throughout Roman
armies.
170
Remaining in the Mediterranean and with the galley as the main
warship, much can be done both with rivalries between ltalian cities
such as Genoa and Venice, and larger scale operations between the
Barbary States and Spain and later between the main Turkish fleet and
those of the Christian states. The campaign af Lepanto in which the
combined Christian fleets under Don John af Austria broke the power
af the Turkish navy for all time can be merely the climax af a series af
campaigns throughout the Mediterranean and including several
amphibious operations.
171
Though naval operations and naval actions took place virtually
all over the world during this period, certain areas seem to offer better
campaign opportunities than others. I have always thought that the
little-known series of actions fought between Hughes and Suffren off
the coasts of lndia and Ceylon would make the basis of a fascinating
little campaign, with shortages of supplies and lack of proper bases
affecting both sides. The other area which teams with opportunities is
of course the West lndies. Either a purely naval campaign or an
amphibious one af limited scale could be extremely interesting, with
both sides getting the occasional reinforcements - or demands for
troops and ships - from Europe.
172
themselves become objectives, and secondly the interruption of
supplies from them to the bases.
173
Freed from the !imitations of sail, but restricted nevertheless by
the necessities of refuelling bases, I feel that a limited type campaign
in this period could be a lot of fun.
The Great War offers us the last period in which it is possible for
massed fteets to engage in large-scale battles. As a campaign,
however, the possibilities are not very great if we stick to history, since
the North Sea is the only possible area of operations. Again, a non~
historical war in this period based upon the available fleets could be
worked into a worthwhile campaign between fairly well-balanced
navies. Though the torpedo and the submarine have to be taken into
consideration, the period is still fairly uncomplicated from the naval
point of view.
175