Latest topics
» My General Staff launches today on Kickstarter!
by Dr Ezra Sidran Yesterday at 9:57 pm

» Quantifying the effect of the ground
by spock Yesterday at 3:01 pm

» Impromptu Games
by Charmead Sun Dec 10, 2017 5:46 pm

» Half battallion consistency
by spock Tue Dec 05, 2017 2:17 pm

» German Fotothek
by Martin Sat Dec 02, 2017 5:20 pm

» Losses table
by spock Wed Nov 29, 2017 1:34 pm

» SOWWL KS----Waterloo Historical Battle---Half Scale---- 1:7 Sprite Ratio
by Didz Sun Nov 26, 2017 2:28 pm

» Game Crashes when troops ordered into column
by mikea030 Sat Nov 25, 2017 10:47 pm

» Army level rules?
by Martin Thu Nov 23, 2017 1:13 pm

» SOWWL KS----Scaling Down Waterloo Map by 2/3rds
by Mr. Doran Thu Nov 23, 2017 12:07 am

» KS mods for SOWW?
by Uncle Billy Wed Nov 22, 2017 3:36 pm

» Just posted part 3 of my DARPA research presentation on tactical AI
by Martin Mon Nov 20, 2017 4:47 pm

Statistics
We have 996 registered users
The newest registered user is Maiorianus

Our users have posted a total of 24266 messages in 1939 subjects
Log in

I forgot my password


Representing units

View previous topic View next topic Go down

Representing units

Post  stoffelbier on Sun Nov 15, 2009 9:52 am

Hello,

I was wondering, how did you represent the troops in this scenario (American War of Independence Kriegsspiel, 1777), or any other scenarios described on the Kriegsspiel website?

F.e. Sullivan has the 1st Maryland Infantry Brigade 800 men -> are that 2 half-batallion blocks?
What about the Light Dragoons (80 troopers) -> 1 cavalry block? (which actually represents 150 riders?)

I don't understand how the unit front sizes match your map scale ?

Regards!

stoffelbier

Posts : 18
Join date : 2009-07-23

Back to top Go down

Re: Representing units

Post  James Sterrett on Sun Nov 15, 2009 6:42 pm

There are two ways to solve this:

1) Research the proper frontage and make units that fit that frontage on your map scale.

2) (This is what I do! Very Happy ) Find out the approximate frontage, and between that, the units you have, the maps you have, and the battle you want to portray.... declare a given troop block to be a given size of unit. For example, if I'm running a fight on the full-scale Metz map section, one infantry block is a battalion. If I'm running it on the Metz index map (which mets me fight a big battle on a wide area, yet use a manageable map), the sme troop block is declared to be a brigade.

Rationales and Excuses Department:

In my opinion, the point of Kriegsspiel is to create, for the players, a situation in which they have very limited information, and very limited time in which to make decisions, and to require them to express those decisions in a manner understandable to another person (other players or the umpires). Speed of play is more important than precise simulation because rapid execution of the bounds creates the limited time for players to ponder.

Therefore, when setting up and running a game, I tend to ruthlessly simplify the system. When I'm *not* running a game, I will read and pay close attention to all of Reisswitz's (et al.'s) detailed sets of modifiers for various situations, to try to ensure my simplifications are preserving the essence of the time period. But, if it takes more than a few seconds to look something up while running a game, I default straight to the MSU method: Make Stuff Up -- trying to make use of my best understanding of the rules while doing so, but opting for speed of play uber alles.

James Sterrett

Posts : 60
Join date : 2009-01-05

Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum