I have been a big fan of Sam Mustafa’s Blucher since it came out last year. I know there are more complex Napoleonics rules out there, but for where I am right now they work for me.
One part of Blucher I haven’t yet explored is the Scharhorst campaign system. Here’s what I’ve managed to figure out so far.
If they are not playing an historical campaign, players draw up armies using the Blucher points system and then choose one of the maps provided on Sam’s Honour website, such as this one of a fictive bit of Southern Germany (the other maps as I recall them are Northern Germany, Poland/Russia, Italy, and the Penninsula). Players then secretly determine how many of their cavalry units they will allocate to scouting, giving them an intelligence score. The player with the higher score gets to choose the map edge they will enter on.
After dividing their purchased armies into groups called Columns, players then take turns pay movement points to maneuvre their columns on the map, seeking Victory Points for capturing villages, towns and cities. Some of these can be captured during any of the five days of the campaign, and others are controlled when a battle is decided on the tabletop.
Scharnhorst is not so much a game as a battle generator for the tabletop. Under certain conditions, a player can declare a battle when he has a column in contact with an opposing column. The area of the battle is a 2 X 3 block of six squares. If columns have the movement to reach one of those squares, they are part of the battle. If they have the movement to reach a square adjacent to the battle, they may enter as reinforcements.
So for example, in this instance, Blue Column B has declared the battle and the area runs from Blue Col A to red Col 4 and the three squares below them, of which Blue Col B is in the middle. Red Col 2 and Blue Col C may possibly enter as reinforcements, but the other two blue columns can’t reach the battle in time.
The only problem with all this is that Scharnhorst it isn’t great for solo play, since I know exactly which units are allotted to which columns. Playing solo, am pretty much guaranteed a big, relatively even battle, since I can move as many units as possible into the melee using my omniscient vantage point.
I crave the idea of grand operational level Napoleonic actions, with corps blundering into the enemy, or probing to discover him, then couriers riding frantically to reach supporting corps, orders hastily drawn up, and troops set in motion for the great collision of arms. How can I capture that by myself?
It occurred to me that I could start by writing orders for one side, let’s say for Blue. These orders would specify the entrance square, the route of march, and the objectives for each Column. The orders might also specify the posture of a column, ranging from act cautiously to act boldly and seek an engagement.
I would them write a set of programmed orders for Red. Perhaps I write three sets of orders: 1) Mass 3 of 4 columns on left side of map and advance towards opposite left edge. 2) Mass 3 of 4 columns on right side of map and advance towards opposite right edge. 3) Divide force evenly into 4 columns, no more than three squares apart, and advance on the centre. Then I mightroll to see which of these three orders Red adopts.
As columns came into contact with one another, I could use the Scouting the Enemy rule on p. 144 of the Blucher rulebook to determine if one side or another learns how many units are in an enemy column. Perhaps a scouting table could specify various levels of knowledge to be determined by die roll with various modifiers, depending on the number of cavalry units present in each column, type of terrain, etc. Once in contact with an enemy column that is successfully scouted, I could send couriers to neighbouring friendly columns, dicing randomly for their speed, safe arrival, and accuracy of their information. A further roll might determine if the commander of the supporting column is willing to abandon his initial orders to march in support and thus arrive at the battle.
It’s late and I am getting tired, but I think I have something to think about and experiment with.
If you have any experience on playing Scharnhorst solo in a satisfying way, please say something about it in the comments.
Maybe another approach would be to recruit some players, run the Scarnhorst game double blind using this blog, and once the battle is figured out, move it to the tabletop? Hmmmm.
Blessings to your die rolls!
- Daily Dissembler, Spring 1902 Extra Edition
- Diplomacy Game: Spring 1902 (Turn 3) Results
- Daily Dissembler, Spring 1902
- Solo Scharnhorst 3 - The Battle of Karseck-Kaltenb...
- Diplomacy Game: 1901 Builds Complete
- Diplomacy Game 2016 - Fall 1901 Turn Results
- Solo Scharnhorst Day 2
- Solo Scharnhorst: Day 1
- Diplomacy Game 2016: Spring 1901 Results
- First Thoughts On Playing "Scharnhorst: Campaignin...
- One Seat Is Now Free
- 6mm French Chasseurs and Some New Real Estate
- Gaming Roundup - Lions and Eagles
- Daily Dissembler Spring 1901
- ▼ February (14)
- ► 2015 (117)
- ► 2014 (153)
- ► 2013 (73)
- ► 2012 (81)
- ► 2009 (25)
- ► 2008 (18)