Eisenbach Phase
Tactical Map
The
tactical map is the most important, because it dictates what scenery will
appear on the wargames table. I have
used maps similar to the above for about ten years, and they have provided
hundreds of wargames.
There
are 108 squares. Top left in each
square is the campaign reference number.
Top right is the number of the scenic square which makes up the wargames
table. When a battle is decided in the
campaign the wargames table is set up consisting of nine squares, three wide
and three deep. The centre square is
normally the point of impact, and consequently the centre of the table.
Squares
are repeated, but never within a nine square grid. Therefore a wargames table can be constructed
using any nine square grid on the tactical map.
The
only disadvantage of this map is that towns are always three squares
apart. This was done to make campaign
resupply easier, and also because I quite liked having a town in each battle in
order to make maximum use of my wargame buildings. However it does result in a lot of town
fighting and puts the attacker at a distinct disadvantage.
So
I have decided to have more squares between towns and cities.
But
at the same time I have decided to reorganise all of the wargames scenery.
In
order to understand how the map is designed you need to understand how many
different squares there are available.
Hill
Squares
There
are 7 hill squares. Three circular
hills, two with road running between and two with hill to one side of
road. This does not seem a lot of
hills, but I have found to be quite sufficient. I have never used all 7 at once, but have
often had tables which seemed to have very restricted movement due to the
hills. Because of their construction
only one side of a hill square can be used.
All other squares are flat, and have different terrain on each side.
River
Squares
There
also 7 river squares. Three have roads
crossing them, two are straight sections and two are curved. Again I have never felt the need of more
river sections. Granted that the bends
are a little severe, but I can live with that.
Road
and blank squares
There
12 road sections and 10 blank sections.
One crossroads, always used for a city or town. Four T junctions and two bends. Five straight sections. In retrospect I could have done with one
more T junction, and may even get around to making it someday. However I can always replace a T junction
with a woods or broken ground instead.
Ten
blank sections are only just enough.
Strangely they are the most versatile square, because they are decorated
with farms, villages, woods, marsh and very rarely just left blank.
In
total there are 21 squares, but using both sides gives me 36 different options.
I
created these scenic squares when we moved to Spain, almost eleven years
ago. I considered different types of
wargame table including professional covers such as hair or felt. But I decided on squares because they gave me
the most options and variety. My
previous table also used squares, but they were covered in filler and had
sunken roads and rivers. They needed
constant repair and painting, because the paint would flake off the
filler. Jan persuaded me to use flat
surface, and this would allow me to use both sides except for the hill squares.
I
did a very quick plan of what types and number of squares I would need. I was restricted to 21 squares because that
was the maximum I could have either on or under the table. I have a wargames room, but 21 2x2 foot
squares take up a lot of space.
I
have 21 small cards representing each scenic square. When I plan a new campaign map I use them to
make sure that I have sufficient squares to make any combination of table. The general type of scenery is decided by
the strategic map. Hills and rivers are
similar in size and direction on the tactical map. Major roads follow the same pattern, but I also
use a lot of tracks not shown on the strategic map. This is to ensure that the tactical map
makes sense.
So
the basis scenery squares will remain the same, though the new tactical map
will be a little larger. However the
buildings will be reorganised in order to make better use of those
available. I will explain that next
time.
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