Wargame Mechanics Index

In Search of the Perfect Campaign System (Linear Warfare campaign rules)

Pre-battle scouting and deployment are driven by light troop superiority, so armies rich in irregular cavalry and light infantry deploy last and see more of the enemy.

Map-campaign rules for the linear warfare period (c.1670-1791) using a box-to-box (point-to-point) map with brigade counters and dummies, written moves and weekly turns. They cover supply from depots with desertion attrition, a scouting duel, persistent battlefields per box, an alternating deployment procedure, battle results with returnees and prisoners, sieges, retreat before combat and monthly prisoner exchange, plus an optional detailed food-supply system. Battles are fought with the players' own tabletop rules.

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Mechanics 16 · 0 distinctive

Command & Control

2cmd
Detachment order delayCommand friction & delay

New orders reach detachments only after a delay based on road distance from the commander.

How it works

Orders take turns to arrive according to how many roads the detachment is distant from the commander; a detachment receiving superseding orders completes the old ones before starting the new, unless the commander is in contact with it.

You have to write 1 turn of or deis for each road the, are distant at the start of a tur&ạ&when ... ones, they will complete the old ones before starting on the new
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2cmd
Scouting / push-backsSpotting & detection

Light troop totals plus 2d6 decide how many enemy counters a side may examine; light troops also push enemy forces off contested roads.

How it works

Each player adds his irregular cavalry squadrons and light infantry battalions to 2d6; the higher total may examine one enemy counter per point of excess, with the owner naming the real units. When two forces move down the same road, the side with more irregular cavalry and light infantry pushes the other back.

Players add the number of irregular cavalry squadrons and light infantry battalions they have and throw 2d6. The player with the higher total gets to examine one counter for each point total in excess
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1cmd
Counters and dummy countersHidden units & blinds

Brigades are counters and players also receive dummy counters.

How it works

Each brigade is a counter, with dummy counters issued in proportion to actual counters; a dummy revealed by scouting is discarded and does not return until the next campaigning season.

If it is a dummy counter, it is discarded, and doesn't come back until the beginning of the next campaigning season.
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Movement & Manoeuvre

2move
Box-to-box systemGridded movement

Movement is point-to-point between boxes representing cities or important locations, linked by roads.

How it works

Taken from Soldier Kings (GDW). Each box is a city or important location; solid-line roads represent easy going, dashed lines hard going. Movement is simultaneous per the turn sequence.

The movement system is the box-to-box system borrowed from Soldier Kings (GDW). Each box represents a city or important location.
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1move
Retreat Before CombatEvade, retreat & pursuit

A force may declare withdrawal before figures are set out and gets a free move away.

How it works

Withdrawal must be declared before any figures are placed. If contact occurred mid-way through a two-box move, the mover finishes into the remaining box, and if the retreater fell back into that box combat happens anyway.

Players indicate they are withdrawing before combat before any figures are set out on the table. They get a free move away.
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1move

Road types and rivers cost different movement points.

How it works

A solid road costs 1 MP, a dashed road 2 MP, and a river costs 1 MP downstream and 2 MP otherwise.

The roads linking them come in two t/pes: the lice, which & slower going. = ? movement points available. A solid road costs i MP. A fN A dashed
Note: OCR garbled; quote is best available fragment
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Scenario, Campaign & Victory

2scen
Losses / Results of BattlesPost-battle consequences

Half of casualties return; the loser retreats, surrenders half its returnees as prisoners and loses abandoned guns.

How it works

Half of all casualties (rounded down) return right after the battle. Cannon abandoned or overrun become the victor's, half usable from the next map turn. A battle lasts until one side concedes; the loser gets one free retreat march and gives half its returnees as prisoners. If neither concedes after at least 24 turns before nightfall, both are treated as losers.

If neither side concedes defeat, and a minimum of 24 turns have gone b/, then night falls, both sides consider they are the losers, and take a free march away.
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2scen

Alternating d6 rolls with a cumulative penalty decide who must deploy each unit, in a fixed troop-type order.

How it works

Each side throws 1d6; the higher chooses to deploy a unit or make the opponent deploy one. The side that deployed adds 1 to its next throw, cumulatively. Units must be within 6" of a previously deployed unit or on the baseline, outside enemy irregular charge distance plus 1". Deployment order: irregular cavalry, light infantry, dragoons, cuirassier/horse brigades, infantry brigades.

Each side throws 1d6 (if a tie, throw again). The side with the higher number has the choice of deploying a unit, or having the opponent deploy a unit.
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1scen
Campaign systemCampaign linkage

A campaign framework linking map movement to tabletop battles fought with other rules.

How it works

Designed for unitary armies of 1670-1791 that fight as a single body, assuming a figure ratio of 3-figure squadrons and 12-figure battalions; weekly turns, with campaigning seasons. The author has adapted it for Renaissance and ancients campaigns.

I've been fiddling with a '‚¿odified vergion of these rules for Renaissance, ... rennval system with 3 figure squadrons, and 12 figure battalions, or a 1:50 liyure scale.
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Battlefield & Environment

2env

Cities are besieged by establishing a depot then rolling d6 each turn to remove fortification boxes until a breach.

How it works

Each city has 4 boxes and an automatic militia brigade garrison. After establishing a depot on the city, the besieger rolls 1d6 each turn; 5 or 6 removes a box, and when all are removed there is a breach. Defenders may then surrender as POWs or be stormed; storming kills defenders and an equal number of attackers and gives later sieges that year a cumulative +1. Defenders lose 1d6 figures per siege roll.

Each city is worth 4 boxes. A city autogatically has a ... Evet / week after that throw 1d6 for the siege. A 5 or ó removes 1 When all the boxes are removed there is a breach.
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2env
Terrain GenerationTerrain generation

A battlefield is generated the first time a battle occurs in a box and reused for every later battle there.

How it works

The tabletop battlefield is created when a box first sees battle; thereafter players fight on that same battlefield whenever they fight in that box.

Once a battlefield has been created for a box, that is the battlefield players will fight on every time they fight in that box.
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Special Systems

2special

Forces must stay within 4 roads of a depot or suffer desertion; an optional system tracks food 'mouths'.

How it works

Units out of supply must move back into supply; each turn out of supply each battalion and cavalry regiment loses 1d6/2 (round up) figures to desertion (-1 for grenadiers/guards, +1 for militia). Four brigades spending a full turn in a box while in supply create a new depot. The optional intricate system counts mouths (1 per figure, 10 per horse, doubled), rolls box supply values, and depletes boxes by 10-20% per occupied turn.

If you are within 4 roads of a depot, you are in supply. You cannot purposely march out of supply.
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2special
Prisoner ExchangePrisoners

Prisoners are exchanged monthly using fixed point equivalents.

How it works

Values: regular foot 1, regular cavalry 3, brigade commander 10, army commander 30. Exchanged prisoners return to their units immediately; exchange is optional, and irregulars cannot be exchanged.

At the end of every month prisoners are exchanged, following table of point equivalents: Regular Foot 1 Regular Cavalry 3 Brigade Commander 10 Army Commander 30
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Turn Structure & Sequence

1turn

Weekly turns: write moves, move, resolve contacts through a pre-battle sequence, make siege rolls, mark one week off.

How it works

1 Write moves; 2 movement; 3 for contacts: determine push-backs, scouting, battlefield, optional withdrawal, deploy, fight; 4 make siege rolls; 5 mark one week off the calendar.

a) Determine push-backs b) Determine scouting c) Determine battlefield d) One or both sides withdraw if desired e) Deploy f) Fight 4. Make Siege Rolls 5. Mark 1 week off the calendar.
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1turn
Write moves / detachment ordersWritten / plotted orders

Moves are written each turn, and detachments away from the commander need written orders.

How it works

Troops not in the same box as the Army Commander and not a city garrison are detachments and must have orders written for them; detachments with no orders sit still, and detachments that fight and lose return the way they came.

Troops that are not in the same box as the Army Commander, and are not the garrison of a city, are considered a detachment, and must have orders written for them.
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Resolution Engine

1engine

All campaign procedures use d6.

How it works

Scouting uses 2d6, deployment, desertion and sieges use 1d6.

throw 1d6 for the siege. A 5 or 6 removes 1 box.
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