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As the picture of the 9 width hex at the left shows, the terrain on the Vini Vidi Vici map is pretty simple- Clear and woods. Rivers and rough terrain are handled on the hex edges instead of the hex itself. How hilly a piece of terrain is determined by how many hexsides have a ridgeline or mountain next to it.
For example, if you look at hex E0608 (the hex with the "Thes" in Thessaly), you will see that the hex is clear terrain with 2 ridgelines. This would equate level 2 rough hex, which effects the density of the hills that can be generated on the tactical map, just as woods terrain would effect the density of woods on the tactical map.
The next step is to figure out how this all equates with the tactical board. I settled on a board that was 17 hexes wide (which gives 9 hexes at each of the 6 edges). This fits almost totally on my 4x4 board space I currently have (there is a little overhang on 1.5 hexes, but that is not too much of a problem).
The hex configuration allows me to randomly determine the set up halves of the board once all the terrain is generated. There are 3 possible axes that result, allowing me to actually use that terrain more than once if desired without having to take the time to regenerate it.
To test the whole tactical battle board out, I created some random charts to create forces of somewhat similiar size and composition, with a little randomness thrown in. The forces that fight will be about the average to small size that would fight in the real game.
Force B (we'll call them the "loyalists") is the attacker. It is composed of 2 Veteran cohorts, 2 Levy cohorts, 2 Levy auxilia, 4 Light auxilia, 2 archer auxilia and the loyalist general.
The loyalists had to break the rebel army in about 12 turns (the end is randomized, it could be 12 turns, it could be up to 20 to keep both sides guessing) or they would be the loser and have to retreat from the strategic mapboard.
The Rebels had the advantage of a heavy cavalry unit, while the Loyalists had nothing to counter it with than their more veteran legionaries. The best bet for the Loyalists was to pepper the Rebels with missile fire, waiting for some part of the line to waiver before sending in the heavier troops. The Rebels, however were not going to play that game, being inferior in missile troops and in general quality level. They were going to take the offensive.
But back to the battle ! At the time of the cavalry charge, the Rebel's main line contacted the Loyalist's main line and a fierce melee ensued. On the Loyalist's right flank (upper left of the picture) the levy infantry chased the Rebel light infantry into the woods and became entangled in a deadly game of cat and mouse.
But again, luck was not with them. The under-appreciated light and archer auxilia held the main thrust up at the cost of blood until the Royalist center could recover. The battle started to turn against them...
The game took about 1.5 hours to play and 10 min to set up. It lasted exactly 12 turns before the surrender.
Now to take the result and apply it to the campaign game.
The Loyalists lost about half of a veteran cohort and a levy cohort, as well as 2 light infantry. The archers were beaten up, but survived in a reduced state. Since they won the battle, they could recover some of those losses. I'd flip and remove the appropriate counters from the strategic board and place this army in the hex it has won.
The Rebels lost 2 cohorts, all their levy and most of their light infantry. The cavalry unit survived in reduced form. I'd flip and remove the appropriate counters on the strategic board. Since they lost the battle, they could not recover any of their losses and would have to retreat to an adjacent hex. This will be a much reduced army that would need reinforcements during the next campaign turn.
The side with more cavalry would be able to gain some pursuit bonus (if it won) or possibly recover some of its losses (if it lost). If supply status of the army had to be taken into account, that would affect the general morale levels of the army. A campaign has so many things to take into account, but the meaning of each battle is much richer taken in the context of a well-laid out campaign game.
In conclusion, I think I have the basis for a very easy to control, dynamic campaign game. Now I have to find the players with the time and the desire to give it a try....
3 comments:
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