Two players take on the role of distant commanders, issuing orders to one or more detachments. Written orders are submitted to the referee, who then plots movement and visibility on a map, and interprets the written orders as best he can to adjudicate the events of the day.
For example, the French Commander, upon looking at the map, could decide to issue the following orders:
- Detachment Blanc shall enter via Road Y and move with all due haste to Young Crossing, there to commandeer supplies. Once loaded, return to point Y, stopping off at Hethwill Farm only long enough to grab that last point.
- Detachment Rouge shall enter via Point Z and move to seize and hold the hills at O-21 and O-22. Move to engage any enemy forces east of Drescher Stream.
- Detachment Bleu shall enter via Point Z, procure any stores at Iojimbo Farm, then move to secure the ford at G-13. Intercept any enemy forces before they can cross Drescher Stream.
Meanwhile, the British commander has ordered his two detachments to enter via points A and C and move by road to points X and Y, engaging any enemy forces encountered. In the event no enemy are encountered, return to Hopeton and Young Crossing, respectively.
These orders would result in a map that looks like this:
For the record, I think this is a terrible French plan |
The first battle would be for Young Crossing in the east on turn four. Detachment Rouge would have just arrived in the vicinity of Beasley Farm at that time. They could rush to the aid of Detachment Blanc, but that would require three map moves or six tabletop game moves, allowing them to arrive on the seventh turn of that battle.
In the west, Detachment Bleu would secure the VP from Iojimbo Farm and return to the ford without sighting the British second detachment. That detachment would have moved to Point X and, having sighted no enemies, begun to return to Hopeton. On the way, they would catch sight of Detachment Bleu just as they reach the ford. Following orders, Lt. Colonel Locataire would presumably await their arrival - preferring to fight a defensive battle on his own terms. The British would not arrive at the ford until Turn 12, and with just two tabletop game turns left in the day, would have no time to engage.
As a result, the players would understand that a battle for the ford will erupt at dawn, and can issue new orders accordingly. Does the French player send reinforcements to the ford? Does his place his faith in Lt. Colonel Locataire to hold the line so the other detachments can do their work? Does he tell Lt. Colonel Locataire to slip away in the pre-dawn mists?
These are the decisions the players must make.
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