donderdag 24 augustus 2023

The Order Table

The Collision Course variant became the benchmark for a series of experiments and further research of 17th century warfare. Rather than develop another campaign requiring map movement   to force a clash of arms, I sought to develop a system that would occupy players with events leading to and from an open battle. Historically, open battles were not as frequent as gamers would like to believe. This design has other campaign related events taking place bringing depth to the game. The next step was to increase the size of armies matching DBA’s big battle option allowing the formation of an advance guard, a main body and a rear guard, each commanded by a general.  

The campaign

The campaign season, whether this took place during the spring, summer or autumn, would last three months, between campaigns, time would be spent gathering supplies, reinforcing the troops, scouting, or gathering intelligence would be undertaken by detachments given specific tasks. These tasks are outlined on card, listing an objective, troops types required, terrain features, deployment and possible outcomes generating a score. The accumulated total would influence the continuation of a campaign or its closure. 

Players rotate the roll of attacker and draw a card for that game. Troops are selected with the terrain placed by the defender places terrain and the time of day determined by the attacker. A campaign month passes when four order cards have been played, three months will bring the campaign season to an end.

 The various commands

Most assignments will involve the advance guard, a few, the rear guard. Record keeping is minimal, but players will find it helpful to note the placement order of elements in each command; advance guard, main body and rear guard. Players will then find it easier to revise the composition each when carrying out a particular assignment. 

The size of the advance guard is a minimum of six to a maximum of twelve elements and commanded by a general. Troops to be used are listed on the card; selecting elements listed in parenthesis is dependent on the general’s level of success. Simply expressed, the successful general will have better options.


Terrain

The 2nd Northern War (1655 – 1660) took place throughout much of northern Europe; from the arable plains of Denmark, Brandenburg, and the Holy Roman Empire to the forest regions of Poland, Lithuania and Muscovy. Terrain features for both regions are listed on each card, do note, roads are compulsory in addition to a hamlet or fields. In one scenario, a bridge and river are compulsory.


Deployment

The collision course method of deploying columns is used, replacing the standard deployment of DBA3. The distance between entry points is noted for the placement of columns one and two, the third is brought on after column two is completely on table. This costs 4 pips to enter and score of six will make its placement immediate. There are some instances that have the defender deploy his troops in the centre of the board.  

Time

A standard playing card pack (1 – 10) is used to determine the elapsed time of each turn. At the completion of the attacker’s bound, a card is drawn. This is done each turn until the score is reached, bringing the encounter to a close. The score is calculated as the number of daylight hours for that season, times four. As an example, a campaign starting in Spring will have daylight between 0500 and 1900. Fourteen hours times four gives us a score of 56. It is possible, a side will not achieve its assignment, lacking sufficient time. This could have consequences.

 

Contents

 

Orders                                                                                                           Page

1          Defeat enemy scouts                                                                                       

2          Screen the main column                                                                                  

3          Capture key features                                                                                      

4          Locate the enemy camp                                                                                   

5          Foraging                                                                                                          

6          A fighting withdrawal                                                                                      

7          Rear guard                                                                                                       

8          Breakout of an encirclement                                                                            

9          Laying an ambush                                                                                            

10        Breaking a siege                                                                                              

11         Attacking supply convoy                                                                                 

12        Intercepting reinforcements                                                                            

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