French:
1d3+3 infantry (then roll a 1d3+1, with the result being x - after x regular infantry, then 1 elite. Example: you roll 1d3+3 and get a total of 5 infantry. Then you roll 1d3+1 for a result of 2. 2 of your 5 infantry will be regular, then 1 elite, then 2 more regular. For ease of reference the French player designates his zouaves as the elites)
1d3-2 machine guns
1d3-2 artillery
British:
1d3+3 infantry (then roll a 1d3+1, with the result being x - after x regular infantry, then 1 elite)
1d3-2 machine guns
1d3-2 artillery
Notes: The concept is 4-6 infantry per side (with at least one veteran/elite unit) possibly supported by a machine gun or an artillery piece. Elite troops could be better trained, veterans, or especially well led units. French could use zouaves and/or chasseurs alpin for easy-to-recognize elites. British could use Guard or Highland units.
MEDIUM BATTLE:
French:
1d3+5 infantry (roll a 1d3+1, with the result being x - after x regular infantry, then 1 elite)
1d3-1 machine guns
1d3-1 artillery
British:
1d3+5 infantry
1d3-1 machine guns
1d3-1 artillery
Notes: Presumption is 6-8 infantry per side (with 1-2 veteran/elite units) with up to 2 machine guns and/or artillery in support.
LARGE/FINAL BATTLE:
French:
1d3+7 infantry
1d3 machine guns
1d3 artillery
British:
1d3+7 infantry
1d3 machine guns
1d3 artillery
Notes: 8-10 infantry units per side (with 2-3 veteran/elite units) with a minimum of 1 machine gun and 1 artillery in support.
All 12 of the Belle Epoque terrain tiles. |
The tiles are shuffled and then one at a time is turned over from the top of the deck to create the board. There are several variations on how one could lay out the tiles to generate a board. Up until now I have laid out four in a 2-2 pattern such as pictured below, where the top and bottom edges would be the sides of the table from which each side would deploy. This works fine for earlier periods but as the games played thus far have revealed, this set up creates a "cone of fire" in the center which artillery can dominate.
A 2x2 terrain map. |
One alternative to deal four tiles but do a 1-2-1 arrangement, as pictured below. This would a require slightly different deployment system, however.
1-2-1 arrangement. |
1-2-2 arrangement. |
III. DEPLOYMENT:
This is a little tricky to convey, so bear with me. Armies in this period have evolved away from the old infantry-cavalry-artillery trifecta, and more exclusively towards (lots and lots of) infantry and (lots of) artillery. So the style of deployment chart from the Italian Wars campaign system is irrelevant, since we're not talking about medieval set-piece battles, where all we have to determine is the rough composition of a van, middle, and rear guard (left flank-center-right flank). And with the increasing lethality of rifles and artillery, its rather dishonest to deploy anything in an open field at the beginning of the game.
Battles are also becoming larger, so having all units on the table at the start is also a rather glaring untruth that miniature games enforce for the convenience of having all the toys on the table at the start. Per Moltke, enveloping attacks have become more formidable than attempting to pierce an enemy's front, while at same time increases in firepower reduced the risk to the defender in splitting its forces and increases in the size of armies made outflanking maneuvers more practical.
So, something with a little more complexity is required. My solution is a deployment mechanic that reacts to the terrain tile mechanic.
FIRST, determine forward and flank deployments of infantry..
Attacker deploys 1 infantry unit on, and up to 1 additional infantry unit behind, a single terrain piece (dice to determine which one). Defender deploys 2 infantry units on, and up to 1 additional infantry unit behind, on each of two terrain pieces on their side of the board.
Attacker deploys 1-3 infantry units off table on right or left table edge on their half of board. These infantry have been deployed in a Flanking Position. These may come on board any turn the attacker desires.
SECOND, deploy remaining infantry after above instructions have been exhausted... (probably larger games only)
Attacker deploys 1-3 (so 1d3) of remaining infantry units along back line starting with spaces that are directly to the rear of terrain features (infantry on back line are "Main Line Position"), and any remaining units off-table to rear edge (the "Reserve Position"). Roll 1d6+1 for each off table Reserve Position infantry unit each turn, if the result is equal to or less than current turn number (so turn 2, 3, or 4), then this unit is available to come-on table that turn.
Defender deploys 1-2 (1d3-1) of remaining infantry units along back line ("Main Line Position"), and the rest off-table in Reserve Position in same manner as Attacker.
THIRD, artillery is placed...
The first gun for the defender is placed with the Main Line. The second and any further additional guns (if available) for defender is placed in Reserve Position. The first gun for the attacker is placed in the Flank Position. The second gun for the Attacker is place in the Main Line and any further additional guns (if available) for attacker are placed the Reserve Position.
FOURTH, the general(s) are placed...
The general(s) are placed at center position of Main Line, and may start game with a unit in that space.
RESERVE POSITION TROOPS
Reserve Position troops are troops still on the way to the battle field when the game starts. Roll 1d6+1 for each off table infantry unit - this is the turn (so turn 2, 3, or 4) that this unit is available to come-on table. Player is not required to bring units on table on the turn first allowed to do so. However, an army's Exhaustion Point is determined only by units on table and not reserve or flank units, so holding back reserves too long is risky!
FLANK POSITION TROOPS
Flank Position troops may come on board at anytime. Like Reserve Troops, if they are not on table they do not count towards that army's Exhaustion Point.
Optional: Smaller force may buy earthworks to make up difference in SP values (1 grid face @ 1 SP per). Attacker then moves first as the game truly begins.
IV. CHANCE CARDSV. VICTORY AND DEFEAT
A very interesting blog post. I think that you are on the point of creating a system that will generate a wide variety of different and interesting battle scenarios. I look forward to seeing how you develop and use this system.
ReplyDeleteAll the best,
Bob
Bob the prior 2 Belle Epoque games were set up roughly using this system, so I don't know how mich more tweaking I'll do to it. What I need in order for it to really work is a pinch more variety in my armies: a Maxim or 2; some dismounted cavalry with a horse holder would be neat. Maybe an engineer unit or 2? Them the randomizer could really create some variety other that terrain and deployment.
DeleteLots of ideas in your post. Your chance cards look good, and I like the way you have added a back to the cards to differentiate the decks.
ReplyDeleteThanks much, Peter! I need to add a single river tile to the terrain deck, and maybe a railroad one. That should spice things up some more and would give potential engineer units something to do.
DeleteThanks very much for posting your Belle Epoque system, Spencer. It will be very useful for my Imaginations games.
ReplyDeleteThis looks like a fine system for, say, the second half of the 19th Century and perhaps well into the 20th. I reckon it would 'fit' my 'chromatic' armies very well. I admit to using my cavalry as cavalry rather than a species of mounted infantry, but such I believe remained the 'beau ideal' until the Great War finally demonstrated their vulnerability in a closed theatre. I gather than large cavalry formations still had some function in open theatres in which, say, the Russian Civil War was waged. Something for me to think about!
ReplyDeleteInteresting treatment, well presented. I may get to field my small armies of the period after all.
ReplyDelete