The Corinovans are in retreat, “B” division has been destroyed holding the coastal city of Viana and now inland, “A” division is dangerously exposed to isolation by the rampant Gombardian forces.
Remnants of “B” division and elements of “C” division in retreat, continued to try and intercept Gombardian thrusts on “A” division’s eastern flank.
My previous Fauxterre post covered the strategic situation that lead to this action.
The game
Essentially this is an escalating engagement and I simply used the scenario from Neil Thomas’ “An introduction to wargaming”. His World War Two rules reflect his simple yet interesting approach you can find in his more popular books like one hour wargames, C19th Century European warfare or ancient and medieval warfare.
The rulebook offers four scenarios
Encounter
Frontal assault
Surprise assault
Escalating engagement
I opted for an escalating engagement action reflecting the chaos of a rapid advance experienced by both sides.
I took the real world unit lists in the book and came up with two slightly different lists for the Gombardians – plenty of armour like Germans while the Corinovans were more likely to field infantry like the French.
I used my own table for observation – everything had an observation rule to help cause friction that’s required for a solo game.
The scenario set victory conditions based on three shared objectives – the winner having two or all three at the end of the game. I had a count down variable tracker but this had not expired when one side patently had run out of forces.
The three objectives were the
Town
Sawmill
Orchard
Both sides quickly acquired either the sawmill or town.
It remained simply to fight it out for the orchard.
As the table was created first before selecting the scenario it was also the case that the opposing forces diced for arrival points.
Each side had 9 units and deployed 3 units to start but I also applied scenario requirements that all six remaining units arrived on an improving odds dice throw each turn.
Here is some of the key action.
The base cloth can use its grid but today I am using Neil Thomas rules with measured distances Gombardians enter the town The walled orchard – soon to be the centre of attention In the distance an old sawmill nestles beneath the hillThe gombardians venture cautiously through the townThe Gombardians enter the orchardUnknown to them the Corinovans had entered the orchard at the same time in some strength, fighting eruptsThe gombardians already had one of the three objectives- the townMore gombardians pass through the town while the Corinovans have already taken the third objective – the old sawmill. Both sides have to secure the orchard to meet their orders
The action now centres on the walled orchard
The gombardians are beginning to wear down the Corinovans in the orchardThe Corinovans launch an attack past the orchardMore gombardians arriving through the town A defiant single soldier from the first gombardian assault hangs on frustrating the Corinovans The newly arrived gombardians decimate the Corinovans attacking past the orchardThe Corinovans benefit from some excellent barrage though, in turn decimating the gombardians
The battle moves toward a conclusion
The gombardians are now driven back to the town areaA few Corinovans hold the orchard and so have secured the “two objectives” orders. The gombardians have failed and decide to withdraw leaving the town in the possession of the Corinovans.
The Gombardians had arrived with armour which fits the scenario of a fluid front in the campaign situation. But they did not have enough infantry to take on the Corinovans in the congested orchard area.
The army lists therefore helped create an asymmetric game and the armour heavy force on this occasion lost.
My nearly mechanised campaign has a number of objectives.
First I wanted a solo campaign story generator as well as a scenario generator without too much effort.
So I guess a board game if you like, at least in ease of play.
A hex map with counters would seem the obvious solution in fact memoir 44 might have been an obvious choice.
Except I wanted some other things.
The second objective was to create a feel for the period. Reading some books of late – Rick Atkinson’s the day of battle, America in Sicily and Italy 1943/44 reminded me senior generals were often looking at maps with pins on! – no hex in sight and no stacking counters.
So what to do? Well the first problem was that they had printed maps of the battlefield and the whole theatre. Lower rank Americans went on buying sprees in bookshops for maps of Italy and Sicily when the invasion was finally disclosed at the last moment. The military mappers could not provide all an armies requirement either with resource or in fact access to documents.
I was not about to start producing my own imaginary maps (I do fantasy historical) in great detail either.
So while my Fauxterre armies have only very slowly appeared I very quickly got a campaign going but then put it to one side as figure painting, scenery making and other periods took priority.
Recently I have restarted the campaign including reaffirming context and also actually meeting the final objective.
The final objective was to see scenarios and table top games spin out of the campaign story.
This campaign is all about Gombardia and its invasion of Greater Rugia. The Gombardians launched a series actions to effectively detach the whole south of Rugia from the wretched and ramshackle Rugian Empire.
While an invasion on the western seaboard stalled when their allies the Bosaran Republic failed to overcome the petty kingdom of Burgas and an insurrection in Rasovia failed the Gombardians had better fortunes when they invaded Gheria. The Rugians initially caught out had stopped the western seaboard invasion and suppressed the Rasovian insurrection and eventually halted the Gombardians in Gheria.
Suddenly the Gombardians felt they might lose the initiative and so they lost no time in trying a different approach.
Gombardia had enjoyed massive economic growth while embracing ever more authoritarian rule. The Zendrean oligarchy had focused on expanding Gombardian influence in the inland sea of Emor. Rugia and its long eastern coastline complete with various offshore islands became a tempting target.
Now Gombardia aimed at taking much of the southern Rugian eastern seaboard and there was little international interest in the matter except to sell the warring parties weapons and even troops.
Greater Rugia southern lands
The Gombardians had previously earmarked Dorinova as an invasion objective with another offshore archipelago providing a stepping stone to a mainland assault.
Now the high command were required to renew the abandoned plan albeit with slightly less forces.
In the event Dorinova’s ruling elite showed little enthusiasm for war and surrendered within days of the invasion starting. Resistance continued in pockets but was soon ended.
Too late the Corinovans, who had shifted their forces north to aid an expected Rugian counter attack in Southern Gheria, realised the threat on their southern border.
To make matters worse the Gombardians did not wait for spring before launching the inevitable attack into Corinova.
The Gombardian plan was simply to invade Corinova and then catch the Southern Rugian forces in a pincer against the Gombardians already fighting in north east Gheria.
The invasion commenced on the 1st February 1930 taking advantage of an unusually dry and temperate winter. The Gombardians could expect their forces to move swiftly on good roads heading north for Gheria.
Corinova looking north with the Dorinovan border at the bottom: Despite the surprise the Corinovans managed to shift a number of divisions south before the invasion began. The coast road was held by the B division with A division protecting its western flank.The Gombardians move up to the river milas and the border. The Corinovans felt unable to hold the border river line with B division already retreating to its doom at Viana In the east on the coast the Gombardian 6th corp are about to destroy the Corinovan B division defence at Viana.
“A” division still held station west of “B” division facing unknown forces to their front but yet to appear.
Further west 9th corps were making rapid progress into Corinova while 11th corps made more tentative progress in the foothills of the great southern highlands of Rugia.
With the demise of “B” division at Viana, coastal forces concentrated on Otorpica leaving “A” division hanging. The division retreated slowly northwards luckily without facing meaningful opposition.
That said, mobile Gombardian forces sought to control key junctions as they pushed north.
One such action led to rare encounter in “A” division’s sector at Vila nova Familica.
This will be the subject of the next Fauxterre post part 4.
Meantime “A” division continued its retreat to a position due west from Otorpica on the river Odrou.
The campaign uses simple measurement with a focus on the logistics tail of any fighting forces. The combat resolution is essentially the table from Avalon Hills 1954 “Tactics” board game. These can obtained online.
I used the games design notes also downloaded from the web. These helped me produce a very coarse set of rules.
Naval is currently excluded while air impacts are crude and aimed simply as a disruption result for ground forces.
To help the solo friction required I dice for variable division strengths only when action takes place and also the use of three separate corps for the invasion allowed random allocation of divisions leading to the uneven arrangement to be seen on the maps.
The defenders also have limited multiple choices in reacting to the enemy who are necessarily visible, although really obvious moves are still diced for with very low risk of unlikely alternatives.
The result has given me a rich back story that allows context for standard scenario driven table top games. The net result for this solo wargamer is more meaningful table top actions.
And the real map and pin combination has also worked for me in terms of avoiding the classic hex mapping which was too abstract for me in this case.
The fuzzy logic maps have blown through my hobby time creating some most enjoyable campaigning for Fauxterre 1930.
Problem is I was meant to be prepping for analogue hobbies painting challenge No.16!
So today instead of painting I have been gaming.
On the coast the Gombardian 51st division has been thrown against an escarpment which conveniently for the Corinovans popped up on my fuzzy map. The Corinovans are in retreat after the fall of their southern city of Viana and the demise of “B” Division. Now “C” Division has to hold back the Gombardian advance to enable remnants of “B” Division, two other shell divisions and the paraphernalia of the Corinovans southern army to escape north to fight another day.
On the larger scale map the white arrow on red indicates the apparently quiet town caught between opposing flank divisions while on the coast serious action is taking place between “51st” and “C” Divisions
To add another layer of detail for this holding action by “C” division I chose to give Chris Kemp’s “Not Quite Mechanised” ruleset a run out. I bought the rules at Partizan after participating at a couple of shows over a few years – talk about slow burn!
Some cornflake packaging, scissors and pens delivered two divisions
I opted to simply put two roughly equal divisions on a board with the defender on a ridge of hills.
As Chris says – always ensure your attack has a healthy 3:1 advantage.
It was fun for the umpire!
Meanwhile…….
A lone plane flies over a quiet town somewhere in greater Rugia.
Which only leaves me to wish all of you who visit my blog a merry Christmas and happy new year – I hope your 2026 brings you joy.
Here is a small scale map used to show a part of greater Rugia – the red framed white arrow indicates some action being gamed.This larger scale map is used to provide more local detailThe two maps together which represent real geographies and are patently different but for my purposes it matters not – they are near enough.
Welcome to my fuzzy logic mapping !
The small scale map is 1:500,000 and typically I am using these for corps/division actions
While the other map at 1:125,000 is for division/brigade/regiment actions
Of course the scale is extremely nominal under my fuzzy rules.
Fuzzy logic is a legitimate process using the principle that things can be something other than 0 or 1 but still logical.
Ok so you can apply “fuzzy logic” to scales and a popular example online is the “likert” scale which is commonly used in questionnaires where the results are then subsequently analysed. That’s the questions that ask you about satisfaction but give you “least” “mostly” or “neither nor” type options instead of an exact a scale of 1 to 5.
Anyway I was musing about Fauxterre 1930 – my “nearly mechanised” period (I blame a certain Chris for most of this modern stuff that’s invaded my wargaming).
I was dwelling on the location Fauxterre 1930 in my artificial world and how I would map it.
My problem was that unlike earlier periods on my imaginary planet Edrador, Fauxterre started life as a 20th century concept so mapping was naturally more contemporary and my campaigns felt more compelling with real maps being used, instead of the type I make myself for earlier periods which in fact feel better with the inaccuracy and uncertainty for those earlier times – although I have made exceptions: Crikey I have even resorted to hex maps for some.
In the event a couple of things collided to solve the issue. I remembered a very old website where a guy had been cutting up modern maps into pieces and glueing them randomly then giving them a faint wash. At a distance you could believe the resulting collage they made were just like real maps. So he was creating lots of new worlds daily with this method. Yep – crazy normal just like us wargamers.
I don’t remember the “why” but I do remember the impact it had on me – instant artificial map creation – through collage or fuzzy logic. In this case your eyes told you the reworked map pieces were accurate so the “whole” must logically be accurate.
But the thought of trashing old maps left me cold. He was using newly discarded maps and was not bothered about content.
My first foray in this area was when I retired a giant ring bound world atlas. I decided to create a complete map of Edrador. I merrily cut up the atlas and created a brand new map of the lands. I then traced over the coast outlines, mountains and primary rivers before binning the map pieces themselves.
Map chop to create new placesEssence of a new part of Edrador
I actually wrote a history moment into it making my older artificial maps ancient maps discovered by an Edrador mapmaker who I set in the turn of the 17th/18th century. This conveniently allowed me to “retire” some countries and “create” some new ones in their place with no linking history necessary – well as yet.
It was a satisfying exercise.
Mapping Edrador has remained a vague exercise, quite a contrast from my earlier era of accurate mapping for scaled movement campaigns.
And of course some famous authors who promoted such gaming in parallel confessed a different approach!
Fast forward and nowadays you can pick up maps in charity shops – ok the 50p bargain era has gone but for £1 or in my case the other day £1.50 you can have even antique maps.
I had taken to buying some of these maps for certain parts of Europe for my 17/18th century campaigning (another one of the exceptions noted above).
Then I found a map of Iceland and the linguistics being what they are I suddenly thought I could use the map without the place names distracting my imaginative world version of the map. And then I thought if I turn more familiar maps upside down you get the same effect. You zone out the resulting gobbledegook.
And so right now my approach for more modern Edrador is to go with printed maps used upside down.
And then the other fudge is to ignore scales of the maps except in the general sense of type.
That means I might have a large scale map of a region and then use a smaller scale map to represent an area of the larger scale map. But here is the abstraction – the large scale map might be part of America while the small scale element might be European!
I know it sounds crazy but my campaigning is very abstract so differences are just ignored: it’s another fuzzy logic step. And this is all solo so I don’t need to convince another human to go with the “conceit”.
Fuzzy Logic nicely describes this fudging. The win for me is little investment in mapping for areas only used to fight over and maybe only once as well – all economic and political aspects being off map tabulations or using some other simple mapping technique.
Surely Campaigning without maps is an oxymoron? and when it comes to wargaming, maps are central to what defines wargame campaigns as opposed to say, endless rounds of competition encounter battles.
Well thats true. I have spent most of my wargaming life pursuing the mantra that the greater the detailed map the more satisfying the campaign.
Or so I thought.
I guess there have been numerous nudges away from that point of view when I think about it.
The thing is that I have applied the same abstraction that works for the field of battle to campaign maps. Out go measured marches and in comes the dreaded “outcome”. I suppose the test for some might be “does the end justify the means?” or why waste time getting a result that does not improve your hobby enjoyment.
Except “process” is what a lot of wargaming is and that means the process is the enjoyment in itself.
Moving pieces across a map at steady rates, checking the weather, accounting for ground conditions and working out where the enemy is are themselves a process to get to that almighty battle outcome – ok 6 units a side armed with One Hour Wargames – because you must go shopping or rearrange the cushions on the settee this afternoon for an evening watching the football/that latest box set/a comedy (delete /insert as appropriate).
It is not all about “outcomes ” because you could complete the abstraction and just toss a coin to find out who won that 5 year campaign you cannot seem to finish.
abstraction or the level of abstraction is often best considered in art – East Coast port image to be found in Hull Ferens Art Gallery.
It is about putting your effort into those parts of the process you most want to enjoy and sacrificing others through abstration to get you to those parts that matter.
And it is not that I don’t have any maps. I just use them in certain areas. I just don’t measure movement of forces “to scale” across them.
To my mind wargame rules came to the fore in the decades when scale paper maps became something to be purchased and valued – and used. People were taught eastings and northings and also how to fold a map. Remember some Generals fought their battles on the creases of the map in the pouring rain……..
Today you just flick the “app” tap a few virtual buttons and a high resolution image appears – is that my neighbours 3rd or 4th car – don’t remember it being that red – just how old is that image anyway…….sat navs beware……
For my Twins War in Fauxterre I have a narrative map.
And I do have a means of moving forces in Fauxterre – it is an abstraction.
So here is the abstraction for my Twins War in Fauxterre.
looks familiar…………..
I guess at a certain point – by the late 1990’s? the DBA wargame rules offered the most popular version of this diagram.
well used and enjoyedthe last page
By version 3.0 campaigns had been quietly dropped from the title along with the diagram.
Except NO! – the diagram had been replaced by a set of words in the giant hardback tome that is now DBA post 2014: Maybe a case of more becoming less?
ok so you get colour and royal purple(maybe mauve?) but the simple diagram has been discarded in favour of words
I suspect this diagram had in the meantime launched tens of thousands of wargames campaigns – ok maybe thats a bit excessive!
Well that’s it for now, I will explore the mechanisms that allow me to abstract the mapping activity in a way that balances my available time, the process, the outcome and most of all the enjoyment of solo wargame campaigns.
I will finish with some words from Donald Featherstone which are surprising given they are to be found in his book War Game Campaigns.
quite a statement in a book devoted to campaigning wargames! the one about the real meat of the hobby NOT austrian armies rolling over……………
That is the challenge – making table top battles part of a narrative or simply having continuity requires effort. Effort which is not available for gaming the battles or painting the troops. Take your pick or choose your abstraction.