When I first started wargame campaigns, many years ago, I was striving to make the wargame campaign as like a real campaign as possible. To this end I carried forward all battle casualties from one battle to the next. I quickly realised that the result was usually that the side which lost the first battle also lost the campaign. This was because wargame rules make it very difficult for a weaker side to beat a stronger side. It was a very important lesson, and one which dictated how I would design all future campaigns.
I remember reading (in an old Wargames Newsletter I think) that a wargame battle will never be the same as a real battle – no matter how hard you try. And the more experience I gained the more obvious and true this proved to be. In fact the more you try, the more obvious it becomes. This is true in map campaigns, but even more so on the wargames table. Scale is impossible to overcome, as is terrain. So I quickly accepted that whilst trying to make a wargames campaign feel like a real campaign is a reasonable aim, the most important objective is that it should be enjoyable. After all, it is a warGAME.
When I created my current campaign I designed it to provide interesting and enjoyable wargames. That was, and is, the primary objective. To this end it was important that all wargames should be enjoyable for both players, and thus both should have a reasonable chance of achieving their aim.
My wife is my regular, indeed now my only, opponent. After many years we can anticipate what each other will do in a given set of circumstances. This is particularly so when we wargame, if only because there are a limited number of wargame options. Consequently the element of luck, in the form of a dice, determines pretty well all of our wargames.
Each casualty in our wargames represent 10% of the unit concerned. This is translated into minus 1 in all morale and combat tables. We use a 6 sided dice to determine all morale and combat, so minus 1 is a disadvantage, but not a deciding factor. In fact it is the same penalty as a unit gets for being conscript, whilst an elite unit gets plus 1.
During a wargame most units will carry out their orders, even if they are conscript. When they receive one casualty they will usually still be able to do so. Two casualties make it more likely that they will lose a combat or fail their morale. When they receive three casualties they automatically rout.
At the end of a campaign battle casualties are transferred from the wargames table to the campaign map. Next day the loser retreats one days march, winner occupies the town which had been the objective of the battle. Second day both armies halt, redeploy, resupply and replace all battle casualties except 1 for each unit. Any unit which suffered casualties during the previous battle will carry 10% casualties for the remainder of the campaign.
All casualties do not have the same effect on future battles. Cavalry and artillery casualties have a much more important influence than infantry. This is because of their role in the battle as a whole.
The attacking side must degrade the enemy artillery before they advance their infantry into long range, and even more so into short range, of the enemy guns. Failure to do so will almost certainly result in a failed attack and the loss of the battle. There are only two ways to degrade artillery. First is to kill their gunners. Second is to kill their supports, whether infantry or cavalry.
Counter battery fire in the Napoleonic period was not very effective. Nor should it be in our wargames. In my rules it requires a roll of six using 1D6. This will result in 10% casualties to the enemy artillery. They can still do serious damage to attacking infantry.
The most effective way is to charge the guns with cavalry. The cavalry advance half a move, the gunners test morale. If the gunners pass they fire at the cavalry at close range (2 to 6 for a hit). The cavalry then have to test their morale. If they charge home the gunners automatically rout with 10% casualties. The cavalry are then milling around the deserted guns, disordered or shaken, with 10% casualties. If the enemy cavalry are within charge range they are in serious trouble.
Our rules are simple to understand and use, but this example
will demonstrate that they still provide difficult tactical challenges even to
a player very experienced with their use.
I hope that this will also demonstrate that rules do not have to be very
complicated to have enjoyable games, even when the rules are fully
mastered.