What's Happening With My Toy Soldier Activity? Supplies Rules For Campaigns.

It took me a few days and many hours but I was finally able to get back into my site! The technical problem appears resolved so I can start posting again.

Mat and I finished another campaign round in our Bogavania vs Beerstein saga. Mat lost a big piece of his Eastern lands and gained two or three footholds in Beersteiner territory but two of these are not really tenable as almost surrounded by Beersteiner land so we might sap some territory.

I have been trying to nut out some Better supplies rules. How can I be more specific about supplies without bogging the game down?

So far we have just had a vague supply rule where each army has two or three wagons or some pack animals for each army. If an enemy force came between the army and supply centre (such as the capital) then it would fight at reduced morale and ability or else it would have to secure the supply route to avoid this fate or withdraw. As our moves were secret it was not possible to always keep track of enemy cutting across supply lines.

Then I thought of tokens with wagons, literally carried in the wagons. But now I have thought of an even better method. After determining how many 'credits' each army has these are represented by plastic disks (tiddlywinks) or plastic 'pirate coins'. These begin at village centres, towers or castles. They are then transported as required by each army. But the actual tokens are placed in the plastic drawers that move with the pieces of paper with army lists. (I mentioned in an earlier post that I use those metal cases with plastic drawers, designed for screws and nails or hobby stuff. Each drawer has a number corresponding to a map hex. Each player takes it in turn to move his army taking note as to whether it encounters an enemy force when the battle will be set up).

So I have decided that each wagon will carry nine credits. Each credit will supply a unit of 20-25 infantry or 12-14 cavalry or three artillery. That means a wagon can supply three units for a three map moves or nine units for one game move. Units down to half need only a half credit of supplies. (It makes a wagon fairly awesome for how much it can carry but this is to make things easier than having to manage twenty or so wagons on a board). The player can decide to have enough wagons to last a campaign or to rely on resupply.

Wagons in campaign moves can travel only by road although this is waved for good ground for moves in the tabletop stage. Otherwise pack animals must be used. Each pack animal carries two credits of supplies. They work out more expensive in points and also more numerous but might be a good investment for certain war plans.

Captured wagons then go, along with the available credits to the army which captures them. Previously this happened on one occasion and we simply rolled a dice to see how many credits there were.

POINTS:
Wagons 3 points
Pack animals (camels, donkeys, horses or similar sized animals) 1 point
Elephants and similar sized pack animals (for more exotic armies) 5 points and carry same load as wagons.

Towers - house up to 25 individuals and supplies of up to eight credits. In the last campaign I built one and acquired two undefended towers built by Bogavania.

Mat andI will be having a game tomorrow with the remnants of our lst game but it will not be part of the next campaign which I might want some more time to nut out.

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