This is adapted slightly from the scenario of the same name in Charles S. Grant's "Programmed Wargames Scenarios".
The back-story for this one is less comprehensive than that for my previous scenario - which will save me a fair bit of typing!
The two sides are vying to control a strategic crossroads, for <insert reason here>. Of more or less equal strength, each side is divided into several commands, which arrive at different times and different places. This injects an element of randomness into the plans adopted and the course of the battle, which makes a solo game more interesting.
The battlefield looks like this:
The scenario-specific rules:
a) Dice to see which side comes on from the W and which from the E. (There is no reason why this could not be extended to N and S arrivals, or for each side to come in on diagonally opposite roads.)
b) Dice for each command to see which of the two roads it will arrive on.
c) Dice for each command to determine the turn of arrival, 1-6. If another command is already scheduled to arrive on the same road and same turn, dice again.
d) Commander control and card-gifting ranges are doubled - this is a small-scale encounter, not a large set piece battle; and for practical reasons - with the confusion caused by staggered arrivals from different directions, it is more likely that commands will operate in a disorganised and intermingled fashion.
e) The presence of the road is a key element of the scenario, accordingly it should benefit units moving along it:
- They get to move additional distance, +1MU for infantry, +2MU for cavalry.
- Following the road as it curves does not count as wheeling for movement difficulty purposes.
- Two units count as one for block movement purposes (i.e. two units count move as if a single unit; a block move can consist of twice as many units as would normally be permitted based on the grade of commander).
- Cavalry and infantry can be considered part of the same block for block movement purposes.
- Units marching in column along the road are not subject to forced charges that would take them off the road.
f) Normal army break rules are ignored - both sides may achieve their aim despite heavy casualties, the termination of the game and the result must be adjudicated. The objective is to be in undisputed control of the crossroads at the end of the game. This means not only controlling the crossroads itself, but also having command of the your own two roads plus at least one of the enemy roads, to allow future attacks to be launched into enemy territory.
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