Wargame Mechanics Index

Pursuit in a Campaign Matrix Game (Brabant 1747)

Three wildly different sub-games - argument, Go-style encirclement, and real-time dice frenzy - each handle the part of the campaign it suits.

A convention campaign of the 1747 French invasion of Brabant played on a period map with 25mm figures as brigades. Strategy is resolved by Matrix Game arguments, cavalry patrolling by a Go-like alternating placement game, sieges by seven Vauban steps, and battles by a ten-minute real-time frenzy of rolling coloured morale dice to march music.

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Mechanics 8 · 4 distinctive

Scenario, Campaign & Victory

2scen
Character briefingsMultiplayer structure

Each player is a historical personage with an individual, sometimes non-military victory condition.

How it works

Roles include Marshal de Saxe, William of Orange, Governor Cronstrom, Cumberland, Villeroi, Lowendahl, Commissioner Le Clerk (make three profitable business deals) and Villars (do not lose the guns), each with an order of battle.

Commissioner Le Clerk - You are a rich merchant from the town of Lille.
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1scen
Strategic gameCampaign linkage

Weekly turns on a 1635 map of Brabant; figures move 20" by road or 5" cross country toward declared destinations.

How it works

Each infantry figure is a brigade (2,000 men), each cavalry figure a regiment. Road-moving armies string out single file; cross-country armies can advance deployed. Fighting only happens when an argument says so.

Each turn lasts one week. Consequently movement rates are very large.
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Command & Control

3cmd

Players argue an action, result and three reasons; the referee grades its strength, which sets the d6 roll needed.

How it works

Success on 1d6: Very Strong 2-6, Strong 3-6, Average 4-6, Weak 5-6, Very Weak 6. Conflicting arguments go to a sudden-death roll-off until exactly one wins. Armies move, fight, ferry rivers or suffer problems only when an argument says so; an army with two or more problems can be argued into surrender.

An argument consists of an action, result and three reasons why it should happen. The referee rules on the strength and weakness of the arguments. the players roll to see which ones happen.
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Resolution Engine

3engine
Coloured morale dicePolyhedral / quality dice

Each force rolls a special die whose mix of green, yellow and red faces reflects its morale grade.

How it works

Rabble 4 yellow/1 green/1 red; Militia 3/2/1; Line 2/2/2; Cavalry Elite 1 yellow/3 green/2 red; Infantry Elite 1 yellow/2 green/3 red.

The number of colors of the different types on any die is based on the morale state it is portraying.
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Battlefield & Environment

2env
Vauban's seven stepsFortifications & siege

A siege succeeds when attackers achieve seven Vauban steps through successful arguments.

How it works

Steps: blockade, first parallel, battery, second parallel, battery, breach, assault. Defenders argue to undo steps; coordinated arguments make sieges last about 3-4 weeks; completing all seven takes the city without a fight.

If an attacker can accomplish all the seven steps of the seige, then the city falls, without a fight
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Movement & Manoeuvre

3move

Players alternately place cavalry figures with shrinking reach limits; a figure surrounded on four sides is captured.

How it works

The aggressor places one figure up to 30", the defender 25", aggressor 25", defender 20", aggressor 20", then the rest alternate at up to 15". Figures cannot pass through enemies or rough/swamp. A figure with a friendly neighbour cannot be captured by surrounding; lone infantry outside forts can also be captured.

If a cavalry figure is surrounded on four sides by enemy figures then it is captured (ala Go).
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Special Systems

2special
Mule skinner supply linesSupply & logistics

The French trace supply from Antwerp with a chain of mule-skinner figures that enemy cavalry can cut.

How it works

One figure is placed every 5" along a road or every 1" across country; hostile cavalry straddling the road gives the army a supply problem, feeding the surrender mechanism.

A line is traced by placing one mule skinner figure (in my games, white goats) every 5 inches along a road or every 1 inch across open country.
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Turn Structure & Sequence

3turn
Tactical battles to march musicReal-time / timed play

Battles are fought in real time while a tape of 18th-century marches plays, with players rolling as fast as they can.

How it works

Each roll offers an option the player may take or reroll: Green moves any/all figures one stand forward, Yellow one stand back, Red lets figures in contact roll again to attack, a second Red making the defender lose and be moved 10" to the rear. Battles must finish in about ten minutes.

The referee turns the taped music on and the players start rolling wildly.
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