Latest topics
» Kriegsspiel: A Bridge Too Far (AAR)by Martin Yesterday at 6:31 pm
» targeting artillery targets
by Saucier Tue Oct 29, 2024 12:15 am
» Grog can't make it
by Grog Fri Sep 13, 2024 5:59 pm
» Toggle vegetation = true not working
by popeadrian Fri Aug 30, 2024 11:43 pm
» 1862 Kriegsspiel manual by Von Tschiscwitz
by modron Thu Aug 29, 2024 8:23 pm
» SOW Scenario Generator
by popeadrian Sun Aug 25, 2024 5:39 pm
» Guide to map making?
by popeadrian Wed Aug 14, 2024 1:44 am
» SOWWL Artillery batteries
by Uncle Billy Thu Jul 11, 2024 3:15 pm
» Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
by Uncle Billy Tue Jul 09, 2024 10:35 pm
» The New SOWWL Is Now Available On Steam
by Grog Mon Jul 08, 2024 8:14 pm
» Boxed KS set Wallington NT near Morpeth
by Martin Sat Jun 08, 2024 3:50 pm
» Help Request-Artillery Behavior
by Dutch101 Mon May 27, 2024 4:08 pm
Statistics
We have 1600 registered usersThe newest registered user is Moromir
Our users have posted a total of 30539 messages in 2305 subjects
Log in
Representing units
2 posters
Page 1 of 1
Representing units
Hello,
I was wondering, how did you represent the troops in this scenario (American War of Independence Kriegsspiel, 1777), or any other scenarios described on the Kriegsspiel website?
F.e. Sullivan has the 1st Maryland Infantry Brigade 800 men -> are that 2 half-batallion blocks?
What about the Light Dragoons (80 troopers) -> 1 cavalry block? (which actually represents 150 riders?)
I don't understand how the unit front sizes match your map scale ?
Regards!
I was wondering, how did you represent the troops in this scenario (American War of Independence Kriegsspiel, 1777), or any other scenarios described on the Kriegsspiel website?
F.e. Sullivan has the 1st Maryland Infantry Brigade 800 men -> are that 2 half-batallion blocks?
What about the Light Dragoons (80 troopers) -> 1 cavalry block? (which actually represents 150 riders?)
I don't understand how the unit front sizes match your map scale ?
Regards!
stoffelbier- Posts : 18
Join date : 2009-07-23
Re: Representing units
There are two ways to solve this:
1) Research the proper frontage and make units that fit that frontage on your map scale.
2) (This is what I do! ) Find out the approximate frontage, and between that, the units you have, the maps you have, and the battle you want to portray.... declare a given troop block to be a given size of unit. For example, if I'm running a fight on the full-scale Metz map section, one infantry block is a battalion. If I'm running it on the Metz index map (which mets me fight a big battle on a wide area, yet use a manageable map), the sme troop block is declared to be a brigade.
Rationales and Excuses Department:
In my opinion, the point of Kriegsspiel is to create, for the players, a situation in which they have very limited information, and very limited time in which to make decisions, and to require them to express those decisions in a manner understandable to another person (other players or the umpires). Speed of play is more important than precise simulation because rapid execution of the bounds creates the limited time for players to ponder.
Therefore, when setting up and running a game, I tend to ruthlessly simplify the system. When I'm *not* running a game, I will read and pay close attention to all of Reisswitz's (et al.'s) detailed sets of modifiers for various situations, to try to ensure my simplifications are preserving the essence of the time period. But, if it takes more than a few seconds to look something up while running a game, I default straight to the MSU method: Make Stuff Up -- trying to make use of my best understanding of the rules while doing so, but opting for speed of play uber alles.
1) Research the proper frontage and make units that fit that frontage on your map scale.
2) (This is what I do! ) Find out the approximate frontage, and between that, the units you have, the maps you have, and the battle you want to portray.... declare a given troop block to be a given size of unit. For example, if I'm running a fight on the full-scale Metz map section, one infantry block is a battalion. If I'm running it on the Metz index map (which mets me fight a big battle on a wide area, yet use a manageable map), the sme troop block is declared to be a brigade.
Rationales and Excuses Department:
In my opinion, the point of Kriegsspiel is to create, for the players, a situation in which they have very limited information, and very limited time in which to make decisions, and to require them to express those decisions in a manner understandable to another person (other players or the umpires). Speed of play is more important than precise simulation because rapid execution of the bounds creates the limited time for players to ponder.
Therefore, when setting up and running a game, I tend to ruthlessly simplify the system. When I'm *not* running a game, I will read and pay close attention to all of Reisswitz's (et al.'s) detailed sets of modifiers for various situations, to try to ensure my simplifications are preserving the essence of the time period. But, if it takes more than a few seconds to look something up while running a game, I default straight to the MSU method: Make Stuff Up -- trying to make use of my best understanding of the rules while doing so, but opting for speed of play uber alles.
James Sterrett- Posts : 79
Join date : 2009-01-05
Similar topics
» Welcome to The Lost Division - Important information and side roster
» Supply Units
» Unitless commanders who want units...
» Napoleonic HITS game Jan 31-Feb 1
» Units Indicators SOWG
» Supply Units
» Unitless commanders who want units...
» Napoleonic HITS game Jan 31-Feb 1
» Units Indicators SOWG
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum