Until now the supply rules have been designed
to force both armies to take steps to provide and protect their lines of
supply.
Each corps starts the campaign with four days
supplies, which is also the maximum that they can carry. To resupply they have to halt, avoid the
enemy and be within one day’s march of a depot. As they advance they have to establish
depots so that they do not have to retreat to resupply.
All of this was designed for a series of one
off, stand alone, mini campaigns. At the
start both armies had sufficient supplies for four days, plus one days supply
in their depot.
The new Regional Military Command system
requires a change in this stand alone, mini campaign system. However I still need a system which will
bring a natural end to each mini campaign.
I am testing a new supply system which should
bring about this result.
At the start of each campaign phase each army
will have sufficient supplies for 7 days.
This translates as 28 days supplies (7 for each of the four corps). As now, each corps will start the campaign
with four days supplies. The remaining
3 days per corps will be held in their depot.
This depot will be the nearest town to their location at the start of
the campaign.
It will no longer be necessary for a corps to
detach an infantry brigade to form a garrison.
I have found that these detachments add nothing to the wargame, and just
reduce the number of figures available to wargame.
However as they advance, or retreat, they will
have to establish depots to resupply. Each corps can establish as many as they
want. To do so they must halt in the
town and avoid contact with the enemy for one day.
This means that each campaign will last a
maximum of ten moves. There will be a
clear campaign objective, usually to take and hold a specified town.
I have found with the wargame that having a
maximum number of game moves (in this case 12) really applies the pressure to
the attacker. In my games it tends to
take four moves to move within artillery range, four moves for artillery fire
and the final four moves to move into contact and decide the outcome by musket
fire and melee. If the attacker allows
too many moves for artillery fire he will run out of time to reach the enemy
and fire and melee.
I am hoping that this principle will also apply
to the campaign phase.
I will be testing how well this works in the
first campaign phase, and if it works will rewrite the campaign rules.
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