Walled city of Almarez
One
of the main objectives of creating our PBEM campaign was to ensure that we used
all of our figures, buildings and scenery.
Over the years I had bought, or made, a lot of scenery which never made
an appearance in a single wargame. We had
stone walls, hedges, marsh and broken ground plus a lot of buildings which
never managed to get used in actual wargaming.
To
overcome this problem I made sure that each campaign map would include at least
one of every single scenery item we had on the shelves. This did not mean that they would
necessarily appear on the table, but made it very likely that they would.
We
have no control over where the battles/wargames will be fought, that is up to
the campaign commanders. But with an
average of four battles being fought on each campaign map, there was a good
chance that everything would be used at least once during each campaign phase.
Some
months I replaced our city walls. They
are hand built, and pretty basic. But I
wanted to have the ability to fight sieges in the campaign, so I needed town
walls. Each map will have at least
three walled towns out of a maximum of nine towns. So the walls are designed to be either towns
or cities. Towns are two scenic
squares, cities are four scenic squares.
The
battle of Almarez, our latest wargame, was to be the first walled city to
appear on the wargames table. The photo
above shows what it looks like. There
are four scenic sections, each with free standing buildings. Each section can hold one infantry
brigade. So it would take a full corps
to fully garrison a city.
It’s
important that everything on the campaign map can be reproduced on the wargames
table. It’s also important that
everything on the wargames table can take part in the wargame. However walled cities/towns do present a
problem. The walls prevent hand to hand
combat, except after a prolonged siege.
I do not want to have to wargame a siege. It would take too long in real time, and
would be very boring.
All
of our rules, both campaign and wargame, are designed to be simple and
fun. No complicated charts or lengthy
explanations covering all possibilities.
I will now have to write some rules for sieges which reflect this.