The French Army lies somewhere off to the north of the map. The Corsican's officers have dispatched a mixed-arms unit of horse, foot, and guns into the settled farmland to the south to "procure" supplies. The British, not being stupid, have planned for this and dispatched forces of their own to prevent the French from doing so.
Objective
The French objective is to recover a total of 12 points worth of loot, and deliver them to one of the three entry points along the northern edge of the map. The British goal is to stop them.
If the French deliver less than 5 points, it's a total British victory.
If the French deliver 5-7 points, it is a partial British victory.
If the French deliver 8-9 points, the game ends in a tie.
If the French deliver 10-12 points it is a partial French vicotry.
If the French deliver 13 or more points they win a total victory.
Players take on the role of generals back at the base camps, well off the game map. They will issue orders for the day to each of the detachments that they have sent out into the field.
Each day consists of twelve turns, each representing two turns of the tabletop game, "Chosen Men". In other words.
We're learning as we go, so reinforcements might and probably will arrive on Day Two. Who and where all depends on what happens Day One. We'll handicap in order to keep things interesting.
Movement
Note that the map generally covers a Chosen Men wargame table thirty feet wide by eleven feet deep. Movement rates in campaign mode are a big faster than those of the tabletop game, to reflect the increased speed of march when a unit is not threatened.
- One square per turn: Artillery and Supply Trains
- Two squares per turn: Infantry
- Three squares per turn: Cavalry and Foot Dragoons
Note that Foot Dragoons fight on foot - the extra speed only applies to map-based movement.
Roads add +1 movement to Infantry, Supply Trains, and Artillery. They add +2 movement to cavalry.
Drescher Stream is only crossable at bridges and fords, and this costs no penalty.
Carter and Fellow Asian Creeks can be crossed at no extra costs at the fords, otherwise units must stop at these features, and then spend a full turn crossing these bodies before continuing their movement.
Swamps are impassable on map movement turns. Should a battle occur in the vicinity of a swamp, that feature will appear on the tabletop battlefield, which will allow units to pass through that area. This is a simplifying assumption that adds just one more wrinkle to the campaign movement, while allowing for these traditional Stratego features to appear on the table.Looting
Stopping for a full turn inside a square that contains a Farm or Village suffices to loot it of as many resource points as are shown on the map. Supply trains must then be escorted off the map by a minimum of one unit of troops, or else they will scatter into the countryside.
Escorts are assumed to be non-combatant figures pressed into service, and will do what they can to guide resource points to their destination while guards are about. In game terms, should it become necessary, figures representing the supply wagon will be used to show locations to allow for interception. Only if French guards are dispersed will the wagons begin to return to the nearest settlement (either farm or village). Alternatively, they may be escorted by British guards and hence liable to be re-intercepted by the French again.
It might get complicated - we'll sort out the dirty details if and when the time comes.
Visibility
The campaign map only shows significant features - those that will appear on the game maps. In general, the ground is covered by rolling hills, meadows, and small copses of trees. These features block sight beyond six squares.
A unit standing on a hill can see ten squares in all directions.
The trees, hills, and buildings on the map block line of sight for forces at ground level.
Hills can see over trees and farms, but not villages or hills.
Hills can see over trees and farms, but not villages or hills.
Sound carries across the map, alerting all forces to the general size and location of a battle, but providing no firm details. Commanders in the field will have to decide for themselves how to react, based as always upon their own orders.
The Players
Each player will serve as the overall commander, well away from the action. He will designate which detachment enters the map from which point. For the French, all forces must enter from the north side at point X, Y, or Z. For the British, forces must enter from the south at points A, B, or C. The commanders will follow written orders for the day, to the best of their ability. After twelve movement turns, the day ends and all forces settle in for the night. Dispatches will be sent to the commanders updating them of the day's activity and known enemy positions.
At this point the players will have an opportunity to write new orders for the next day. These orders are assumed to arrive before daybreak, and the referee will use these to determine map movement, visibility, and contacts, and depending on how the forces interact, will adjudicate accordingly.
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