Thursday 6 September 2012

Waddington's Campaign....Part the Second


Another view of the game and its contents - far nicer than the later version

As mentioned in my earlier post concerning this venerable boardgame I have given some thought to using the pieces for two purposes - firstly as the high level units for use as campaign markers and secondly, for use as a standalone game in their own right. Back in the day the biggest problem with the game as designed was that it was simply not detailed enough to be taken seriously as a wargame. There were no terrain rules (in fact there was no terrain!), movement was a little strange, almost chess-like and combat was very much along the lines of if you got enough pieces in the right position then you would prevail. Poor dice rolls would serve to hamper everything in respect of movement and by extension, combat although dice were not used in combat resolution. Clearly then, a degree of 'wargamer familiar' processes need to be considered.

To start with, the new version I am working on will be using hexes. The reason for this is very simple as by doing so it will enable me to transfer a scenario from a campaign level map onto a table top (using Hexon) in a straightforward fashion. My thinking at the moment is to use one campaign level hex as translating into seven Hexon hexes - the central hex and the six adjacent to it. Obviously the issue of what a Campaign playing piece represents will feature as well - at the moment I am leaning towards each being worth a number of points which equal Command and Colours blocks. There are no artillery pieces in the original game so my thoughts at the moment are to allow each Campaign playing piece to have an artillery allowance of, for example, a point (this could be increased depending on the historical precedent). The General piece will be able to add to combat of the units it supports.

With apologies then to those unfamiliar with the game I am currently leaning towards the following:

General - moves three hexes, needs two hits to be pushed back a hex, three hits to be broken and forced from the field or in effect giving the opponent the victory (in the boardgame it would then be forced back to the capital city, taking the army with it). Adds one combat dice per two friendly units in contact.

Infantry - moves two hexes without combat, one with. Pushed back with one hit, destroyed with two. Rolls one C and C Napoleonic combat dice with an extra dice per supporting friend adjacent. For every three complete artillery points in an attack add an extra dice.

Cavalry - moves three hexes without combat, two with. Pushed back with one hit, destroyed with two. Rolls one C and C Napoleonic combat dice with an extra dice per supporting friend adjacent. For every two complete artillery points in an attack add an extra dice.

Infantry and cavalry are hit with their respective Command and Colours symbols whilst the flag is used for hits on the general.

All combat is adjacent and a piece can only count units that are adjacent as being in support.

Players roll a d6 for command points which determines how many units may move or attack. The General can move for no cost but not initiate an attack.

I am still thinking about terrain but will probably stick with difficult or impassable types with the appropriate effects on combat.

Much to ponder further with this but early signs look interesting so I shall persevere - I will need something to keep me occupied tomorrow morning whilst awaiting the X Ray on my leg!


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