Professional Documents
Culture Documents
Theory Into Practice: Tabletop Tactics
Theory Into Practice: Tabletop Tactics
Theory Into Practice: Tabletop Tactics
©G
eo
rgi
e TABLETOP TACTICS
I
n Featherstone’s original ‘encounter’ scenario, second player always fires first. However, you can use
the opposing forces are identical, with the Fed- whatever procedure you prefer, be that IGO-UGO or
eral troops arriving from the north and the Con- even simultaneous moves with written orders.
federates from the south. Each side consists of
three infantry brigades (120 figures in Don Feath- Given the sight lines, neither force can see the
erstone’s rules, with 20 figures to a regiment), one other when it first arrives because of the hills,
cavalry brigade (30 figures, 15 per regiment) and two so both sides are potentially in for something
guns each, which equates to two batteries. Each side of a surprise. We also have the obstacle of Bull
has an advance guard of a brigade (two regiments) Creek. Featherstone’s rules state that streams and
of infantry. These advance guards enter the table on rivers are of either Type A, which incur a full
their respective roads on Move 1, with the remainder move penalty and troops are not permitted to
of the forces following two moves later and able to fire whilst crossing, or Type B, which only cause
enter anywhere along their respective baselines. a half move penalty and troops may fire. Artil-
lery must use the bridge (a wooden bridge for
Note that under Featherstone’s rules, before each ancients, stone for horse & musket, and maybe a
move, the players dice to see who moves first, but the girder bridge in a WWII setting).
The infantry follow-up can be built around a typical force of Tanks are going to struggle to find ‘safe’ ground, but can pretty
four rifle squads plus support weapon teams (2"/50 mm mor- much ignore the ploughed and wheat fields as obstacles; if they
tars, HMGs, etc) and an HQ, with leadership confined to a are looking for ‘hull-down’ positions, then they’re in short sup-
lieutenant with one senior NCO and the squads with appropri- ply, other than on the reverse slopes of the hills.
ate more junior ranks, normally corporals. The cavalry trans-
poses to perhaps one light and one medium tank, such as, in The other factor for WWII games is that cover is at a premium. It
the case of Germans, a Panzer II and a Panzer 38(t) or Panzer might be fair to scatter the entire table with far more in the way of
III for 1940. Each side should also be allocated an FAO or, as ‘micro terrain’, such as bushes, hayricks, outbuildings, individual
an alternative, could bring along a light AT gun or infantry gun. trees, and copses, and even make the apparently flat terrain more
undulating. As another option, how about saying that the road is
Of course, WWII artillery and mortars transform our thoughts sunken or on an embankment – or even not a road at all, but a
about dead ground, buildings, and woods, which are no railway line? A final option might be to say that the Red side ar-
longer ‘safe’ and can be shot up to much greater effect, as rived via airdrop, including parachutists and glider-borne troops,
described in my previous article. For the Reds (I’d suggest in an attempt to overwhelm Blue by surprise.
French infantry pass through Plattville. Using Légères and Voltigeurs to contest the town is sensible for the French player. US infantry advance carefully through ruins.
Mole Hill is the tallest, reaching two contours in height, and walls. Note the special feature of Green Ridge, which as-
steep-sided. Whilst Church Hill is somewhat flat-topped, and cends from next to the village represented by Hank House
might therefore normally prove no obstacle once climbed, it and Roger’s House at C2, climbing gradually towards its peak
is, however, cluttered, with a church, a graveyard, and stone near the bridge at F2. Troops ascending via this route should
ANCIENTS
For our ancient adaptation, Red will be a ‘civilized’ army while Blue a If required, the medium troops can cross
‘barbaric’ horde, no doubt uttering something like “Romani ite domum” Bull Creek later in the game, or move out
For Blue, the terrain closest to to either side – but why make the Romans’ job
accompanied by Gallic or Germanic expletives. easier than it needs to be? By staying in those
the northern edge is ideal for
irregular forces, who just love to be hills, the Romans will need to winkle them out,
Each of our armies have four regiments of ‘standard’ medium infantry – given difficult ground to hold. I would which will literally be an uphill struggle. If you’re
the equivalent of later legionaries on the Red side, and warriors on the suggest the commander make all a player who likes to be more adventurous, then
haste to occupy Mole Hill and Rabbit you could consider hurrying southwest towards
Blue side – accompanied by two light infantry units (archers for Red, Platt’s Wood and Church Hill with one brigade to
Ridge with the medium infantry im-
and javelins and slings for Blue) and a couple of units of cavalry (one mediately they arrive, with the light threaten the flank of any Roman advance in that
light, armed with javelins, and the other medium, armed with swords troops forming the advance guard to area, but the danger then is that you are split-
and shields). We can do without artillery; alternatively, a Roman force take and hold Green Ridge before the ting your army, making command and control a
enemy can get there, which also has great deal more difficult for what is already an
could have a few light bolt-throwers, whilst the opposition could be al-
the benefit of dominating the road. irregular, and therefore harder to control, force.
located an additional unit of light infantry or a few ‘berserkers’.
© Rocío Espin
From the Red, Roman point of view,
the task of the advance guard must
surely be to dominate that western flank,
with Platt’s Wood, Church Hill, and the
village. That way, the following brigades
have a secure location to which they can
advance as soon as they arrive. The route
up the Lower Pike Road (or perhaps the Via
Appia or similar) is just far too exposed.
The light cavalry could move quickly to the
western end of Green Ridge, from whence
it could ascend without penalty to threat-
en any enemy troops that are present on
the heights. The medium cavalry should
be utilised to protect the eastern flank of As for the cavalry, it really needs
this advance, facing the open ground to to get into open ground as soon as
the east in expectation of enemy cavalry possible, so it would make sense to make
approaching from that direction. haste from C4 to cross the bridge at F4 im-
mediately. The ground in the west is rather
more cluttered and difficult for cavalry, th-
ouagh I can see a case for taking the light
It can be assumed that a barbarian opponent will take advantage of the high, diffi- cavalry over to that edge to infiltrate either
cult ground in the centre and right, so Plattville can be used as a hinge around which around Platt’s Wood, or between Platt’s
a ‘left hook’ could be delivered, threatening the enemy’s flank, rather than attempting to Wood and Church Hill, to threaten the Ro-
approach the ridgeline and hills frontally. The archer units will be useful for softening up man advance in the flank.
any enemy on the high ground, and will have the benefit of being able to shoot overhead
as the medium infantry advance past them and over Bull Creek. The legionaries (if later
period) can also use their pila to good effect once they are close.
For the barbarians, though, it’s all about timing. Can they wait on those hills long enough
to deliver a devastating, downhill charge into the hapless Romans? Wargames, Soldiers & Strategy 101
33
© Rocío Espin
infantry advance – either Church Hill or the lower slopes they decide to advance further west.
of Green Ridge would provide good firing positions.
suffer no speed penalty – only those climbing its steeper to cross it and making it impassable for wheeled vehicles.
north, south, and eastern faces should be penalised. The wheat field, on the other hand, is unlikely to impede
movement very much, and provides visual cover (rather than
In terms of woods, Platt’s Wood is definitely a forested area, physical protection) for infantry or gun crews in it.
pretty dense in nature. The woods on the south side of
Green Ridge and the wheat field should certainly provide The ploughed field might be surrounded by some bush-
light cover to troops lining them, and impede troops mov- es, scrub, or low hedges; Featherstone gave the wheat
ing along them from side to side; troops passing through field stone walls along two of its sides. It might be fair to
them from north to south or vice versa, on the other hand, set at least one gate along its northern face.
should only suffer a minor inconvenience, reducing move-
ment by a minimal amount, but they do offer cover. Featherstone confers a movement bonus on the road.
This must be an important route and therefore paved
Whilst we can imagine the church/temple on Church Hill or macadamised as appropriate for the period. Only
to be a pretty substantial affair, constructed of stone, the troops moving in column along it should benefit, as
two houses should only be fairly lightweight domestic troops in line would be slowed to normal cross-country
dwellings – in the ACW, they would almost certainly have speed on either side. For our purposes, we shall call the
been wooden buildings of typical clapboard design. In a forces entering from the north the Blue Army, with their
European setting they might be half-timbered, and in an- opponents the Reds entering from the south.
cient times perhaps wattle and daub or mud brick.
Featherstone’s Plattville Valley terrain still provides a
Finally, the fields should count as difficult ground, which wide range of interesting tactical challenges for today’s
might also apply to wheeled vehicles; half- and fully tracked wargamers. Give it a try: play some games and let us
vehicles, however, can ignore this effect unless your weath- know how you get on. If you’re on Twitter, you can tag
er rules indicate heavy rain, in which case the area is re- us using @wssmagazine and @battlegames when you
duced to dreadful goo for everyone, doubling the time taken post your photos. WS&S