Showing posts with label Campaign Rules. Show all posts
Showing posts with label Campaign Rules. Show all posts

Tuesday, November 13, 2012

Hostile Realms Campaign Playtest Turn Spring 2


The complete campaign map.  Middle Kingdom is tan.
Undead are gray blocks. The Middle Kingdom is on
the offensive.

This is the second turn of our Hostile Realms Campaign we've played using Theater of War, Vassal, and Skype.

I've been playing the Middle Kingdom and Jed is playing the Undead.  

The Undead were forced to retreat from the western city of Daniz after what we called a Marginal Defeat last turn.  National Will measures your nation's desire to keep the war effort going.  I believe the National Will starting amounts were Middle Kingdom 54, Undead 48.  Jed lost 10+d8+d10 National Will for losing the battle and ended up losing around 27 points!!!  So now MK leads around 54-21.

In Theater of War, each side builds a hand of cards by drawing from their own campaign deck.  It costs impetus points to draw a card, discard, play a card, and act on a played card.  This is the Spring 2 turn, so each player's hand can be up to 6 cards.  Hand size changes each season.  Impetus is determined by a d20 vs d20 roll with the winner getting the die roll difference in impetus points.  The loser gets nothing.

As usual this game, my Middle Kingdoms armies did exceedingly well for impetus and I was able to initially cycle through the deck looking for the Officer Check card.  Once I drew and played it, I built a supply depot in Daniz to provide a closer source of supply for my invading knights. 

In the East, two of my Middle Kingdom feudal hosts (BG 2 each) held a war summit and agreed to put aside petty rivalries and join into a massive host under one leader (Officer Check).  This new army became a Size 4 Battlegroup.  This army then began marching north along the eastern coastal road.  After they were shown some lightly defended fords by friendly farmers who had no desire to become zombies, the army crossed the Kasar River and entered the same road hex as 2 Undead Battle Groups who were guarding the eastern approaches to the Necromancer's kingdom. 

I pulled the Supply card and Jed had some terrible luck rolling supply for his retreating army and one of the battle groups in the Kasar River hex.  My army in the Kasar River hex was also blocking the easier road bound supply route for his retreating battle group.  He had to trace across the desert, lengthening the path considerably. 

I tried to pull cards from my deck to build a good battle hand to engage in
 battle near the Kasar River, but I had discarded quite a few useful battle cards while I was searching for that damn Officer Check card. 

Jed started to win more impetus in the middle of the turn.  He had trouble getting the right Move cards when he needed them.  He played the Scout card and was able to spend impetus to discover that some of my armies threatening his lands from south of the Salty Bog were actually just cavalry screens (dummy Battle Groups).  I then scouted his Kasar River armies and discovered my BG 4 was on top of a BG 2 and a BG 1.  The dummy Battle Groups will reappear on the beginning of the Summer 1 turn in hexes containing actual Battle Groups.

Closeup of the action.  The supply depot in Daniz is represented by my
ship block in the West.  The yellow dots indicate out of supply status.
The red dot indicates that army was defeated in a previous battle.  This
is the army that lost the previous turn's battle in Daniz. The Kasar River
battle hex is the hex with the two bridges leading to it.
The skull castle block indicates a city that is controlled by the Undead.


With only  a few cards left in my deck, I won approximately 12 impetus.  I searched what remained of my deck and managed to pull an Attack card.  My hand at the time consisted of Engage in Battle x3, Flank Attack, Strength, and Attack.  Eager to take advantage of my numerical superiority, I played an Engage in Battle card to fight the BG2 at the Kasar River.  I played my Flank Attack action card and Jed played a Retire card to avoid the battle.

Aaargh!  Luckily, I had a few more impetus (and I had the 3 Engage in Battle cards in my hand almost the entire turn).  I engaged the BG 2 again with my BG 4, played the Attack card this time and Jed opposed it with an Attack card.  I think I had a Strength card and used the other Engage card as a Strength card to gain the battle advantage 3-2 (I believe Jed also had a Strength card).

I had wanted to try a Flank Attack scenario this game, but Jed wouldn't cooperate.  :(

So with a BG size advantage of 2 and a battle hand advantage of 1, we drew our army strengths.  I ended up with my entire campaign roster (25 slots) and Jed pulled 19 roster slots with 2 infantry choices and 2 cavalry/beast/large creature choices.  It helped that I had a BG 4 because I was able to ignore a Numeric 3 card on my army pull and then drew an 8 instead.

Unfortunately for the Undead, Jed's battle group is also out of supply, so that will reduce the effectiveness of a few of his units.  The battle will be a meeting engagement in light terrain.  I expect Jed to choose a few more Level 3 and Level 4 spells this battle in an effort to overcome my advantage in numbers.

Below are some new additions to my armies.  Both the Realm and the Middle Kingdoms can field a dragon in their campaign rosters.  I bought both of these Safari dragons for under $20 each.  They came painted and I think they look pretty great!  I only need to base them!



The Rex tangling with a two-headed fire-breather!

This dragon looks like it would be great for elves or the Middle Kingdom!

Friday, September 21, 2012

Hostile Realms Campaign Map


I used the Wizard Kings Vassal module to design an interesting map for a Hostile Realms fantasy campaign.  I've owned the Columbia Games' block game for some time and I always thought it would make a good fantasy campaign aid.  You can mix and match the map sheets to your heart's desire.

Each block represents a Battle Group.  There are 4 player kingdoms.  From lower left clockwise, they are: Undead, Goblins, Gonfor, and the Middle Kingdom.  I imagine we could play on Skype and. I could move the blocks according to the players' orders while they watched online.  I think the module only handles 2 players, but unlimited observers.

Battle Groups move as follows:
  • Light Terrain Move card:
    • Enter a clear hex (2 MP)
    • Follow a road (1 MP)
  • Medium Terrain Move card:
    • Enter a desert hex (3 MP)
    • Enter a woods hex (4 MP)
    • Cross a wood hexside (4 MP)
    • Sail any number of hexes from a friendly city to a friendly city (3 MP)
  • Heavy Terrain Move card: 
    • Enter a mountain (6 MP)
    • Cross a mountain hexside (6 MP)
    • Enter a swamp hex (5 MP)
    • Cross a river without a bridge (5 MP)
    • Sail to or from a coastal clear hex as long as the departure or landing hex is a friendly city (5 MP)
Castle blocks will mark controlled cities.  Occupation of cities scores points for the players.  Supply depots can be built in cities.

The players will know what Battle Group strength their blocks are.  For example, the Goblin player secretly knows his Orc block is Size 3, his Goblin block is Size 2, and his Troll block is Size 1.

Wednesday, September 19, 2012

Fielding a Hostile Realms army

This is part of a series of articles I've been writing on converting Piquet's Theater of War campaign system for use with Hostile Realms, Piquet's fantasy rule set:
Now that we have the campaign roster established and you know how many units are on campaign with you, it's time to talk about how to determine which units are in a particular battle.

Theater of War uses a Piquet Army Characterization Deck to select the units.  You could also use a poker deck.  Special Effect cards have the following effects:
  • Stratagem (4 each) - Remove random enemy Effect card.
  • Army Effect (4 each)) - Pick any one slot for your army.
  • Infantry Effect (4 each)- Pick any one infantry slot for your army.
  • Artillery Effect (4 each) - Pick any one character or engine of war slot for your army.
  • Cavalry Effect (4 each) - Pick any one cavalry, beast, or large creature slot for your army.
Force Size cards are worth their normal value (4 each of values 2 through 10).

In this example, we'll assume the army is Battle Group of Size 3 vs. an enemy Battle Group of Size 3.   The Middle Kingdom player has no Advantage Level based on his Battle Card hand.  We'll use the Campaign Roster I created in the last Hostile Realms article for the Middle Kingdoms:

*Champion General
*Hero Sub-commander
1. Household Knights
2. Household Knights
3. Household Knights
4. Feudal Knights
5. Feudal Knights
6. Feudal Knights
7. Feudal Knights
8. Sergeants
9. Sergeants
10. Crossbowmen
11. Crossbowmen
12. Hand-gunners
13. Mountaineers
14. Civic Militia
15. Civic Militia
16. Archers of the Guard
17. Mountaineers
18. Civic Militia
19. Civic Militia
20. Ribaldequin organ gun
21. Minotaurs
22. Shire Archers
23. Rex Champion Upgrade
24. Jhone of Orc Hero Upgrade
25. Priest

The player pulls 3 cards for his campaign roster size.  He draws a 5 (Roster 1-10), Cavalry Effect, 2 (Ignored because his Battle Group is Size 3), 7 (Roster 11-20), Stratagem, and a 9 (reduced to a 5 because the roster only goes from 21 to 25). 

The total number of units is 17 (5+7+5).

Since a Stratagem was drawn, the player can take away one of his opponent's random Effect cards.  I use the Cavalry Effect card to pick the minotaurs since I'm pretty sure there will be plenty of cavalry chosen randomly from the list.

So now it's time to pick 16 random units (the Minotaurs are already selected).  I use poker cards assigned to each unit.  The results:

Mountaineers
Ribaldequin organ gun
Shire Archers
Crossbowmen
Priest
Household Knights
Rex Champion upgrade
Feudal Knights
Civic Militia
Household Knights
Hand-gunners
Civic Militia
Feudal Knights
Jhone of Orc upgrade
Crossbowmen
Household Knights

Interesting Army.

The Rex will lead a mounted command of 3 Household Knight units and 2 Feudal Knight units.

Jhone of Orc leads a foot command of an organ gun, 2 Crossbowmen units,  a Civic Militia pike block (2 units), 1 Hand-gunner unit, 1 Shire Archer unit, and 1 Mountaineer battle order unit.

The Priest leads...wait for it...a Minotaur unit.  I can only imagine what the back-story is behind that command.

And there you have it.  I built this army while drinking a Bushmill's on ice with a few cards and a calculator while the wife watched the Real Housewives of Wherever.

A fun army with a King who is a master of jousting and personal combat, but a commander of unknown quality leading a command of the brashest, best-equipped and wealthiest knights of the Middle Kingdoms.

A young female hero who was raised as a child by Orcs, but now rallies the common infantry of the army with her Blessed Banner.  The center of her command is a solid pike block of townsmen.

And a mad priest who has emerged from the wilderness with a group of minotaur converts.  Hmmm.

Welcome to the wonderful campaign world of Hostile Realms.  It won't match up against the art and printing quality of Games Workshop, but there's magic in this book.

Next Hostile Realms campaign article...Making a campaign map.

Converting Hostile Realms Campaign Rosters


 This continues my efforts to convert Piquet's excellent campaign rules, Theater of War, into a format usable for Piquet's fantasy rules, Hostile Realms, that I began here.

One of the best aspects of Theater of War is that it is designed to prevent the battle size inflation that can often kill a fun campaign game.  Once you have generated your campaign roster, the battles will never include more units than you have on your campaign roster.  TOW uses a calculation of sequence deck card size, troop quality modifiers, and card divisors to figure out how many units each side can have.  This doesn't work as well for Hostile Realms because the sequence decks are all the same size and there isn't a card divisor for army characterization used in the rules.

Here is my solution.  To illustrate it, I'll use the Middle Kingdoms army list.

For this example, I'll start with a list of 20 units and a total roster points of 2000 points.  You first have to fill in all of the minimum numbers required by army composition percentages.  The list you make can be any size, but I do recommend your army point total should be 100 points per unit.

According to the Middle Kingdoms army list, at least 30% of the army has to be mounted knights, Household and Feudal.  However, there has to be more Feudal knights than Household Knights.  So, you need 4 Feudal Knights and 3 Household Knights.

At least 10% of the army has to be Sergeants.  You add 2 Sergeant units.
At least 10% of the army has to be Crossbowmen.  You add 2 Crossbowmen units.
At least 5% of the army has to be Handgunners or Skirmishers.  I chose to add 1 Handgunner unit.
At least 5% of the army has to be Mountaineers.  You add 1 Mountaineer unit.
At least 10% of the army has to be Civic Militia.  You add 2 Civic Militia units.

That does it for your mandatory units, so your campaign roster looks like this:

1. Household Knights
2. Household Knights
3. Household Knights
4. Feudal Knights
5. Feudal Knights
6. Feudal Knights
7. Feudal Knights
8. Sergeants
9. Sergeants
10. Crossbowmen
11. Crossbowmen
12. Handgunners
13. Mountaineers
14. Civic Militia
15. Civic Militia

The total points for this group is 1146 points.  That gives us 854 points left.

Your army will always contain a Commander in Chief Champion and 1 Sub-commander Hero.  We allow the Commander in Chief to lead a command, so this allows you to have at a minimum 2 commands.  They are listed first on the roster and they always appear in a battle unless upgraded to someone else.  They cannot be unique characters unless upgraded.

Middle Kingdom has a Prince Champion for 168 points and a Count for 104 points.  That makes 1418 points.

You can use slots to upgrade these leaders if you desire.  The slot costs you the points difference between the mandatory leader and the upgraded leader.

The Middle Kingdom can field as its general "the Rex" mounted on a flying beast for 220 points and Jhone of Orc, a unique Hero, for 128 points.  The Rex upgrade costs 52 points (220-168) and Jhone costs 24 points (128-104).  That's another 76 points (1494 points).

Here is the current roster:


*Champion General
*Hero Sub-commander
1. Household Knights
2. Household Knights
3. Household Knights
4. Feudal Knights
5. Feudal Knights
6. Feudal Knights
7. Feudal Knights
8. Sergeants
9. Sergeants
10. Crossbowmen
11. Crossbowmen
12. Handgunners
13. Mountaineers
14. Civic Militia
15. Civic Militia
16. Rex Champion Upgrade
17. Jhone of Orc Hero Upgrade

Some of the army lists have additional mandatory requirements when certain units are selected.  These requirements are satisfied by presence in the campaign roster, even if they are not ultimately selected to be at a battle.  The choice of a Rex Champion Upgrade triggers the mandatory requirement that 2 Household Knights units and the Archers of the Guard be present if he is to be included. So, we add the Archers of the Guard for 126 points (1620 points total).  The Household Knights are already on the roster.  Done and done.

So far, that does it for the mandatory units required on the list.  Now we can do a bit of shopping.

The army list has to contain 20 units, so we have to shop appropriately.  Every 2 units of mountaineers and civic militia can be put together to form a pike block.  A single unit can only form battle order.  I like pike blocks, so I'll go shopping for some more infantry:

1 Mountaineers unit (Max 4) 60 points
2 Civic Militia units (Max 4) 66 points
1 Ribaldequin organ gun (Max 1) 36 points
Total points: 1782

*Champion General
*Hero Sub-commander
1. Household Knights
2. Household Knights
3. Household Knights
4. Feudal Knights
5. Feudal Knights
6. Feudal Knights
7. Feudal Knights
8. Sergeants
9. Sergeants
10. Crossbowmen
11. Crossbowmen
12. Handgunners
13. Mountaineers
14. Civic Militia
15. Civic Militia
16. Archers of the Guard
17. Mountaineers
18. Civic Militia
19. Civic Militia
20. Ribaldequin organ gun
21. Rex Champion Upgrade
22. Jhone of Orc Hero Upgrade

I'm at 20 units and I still have 218 points to spend on anything I want as long as I don't go over army maximums for the 20 unit army size.  I could buy up to 5 units of orc warriors for Jhone of Orc to command (an option when she's on the roster).  I could buy up to 2 units of foot knights (77 each) to stiffen the infantry.  Or maybe 4 units of Peasants (14 each) as a cheap way of increasing the morale chips for my army.

Instead, I opted for:

Level II Priest (126 points)  The High Priest is much too expensive (242 points!!).
Minotaur unit (65 points)  This army allows dragons and minotaurs.
Shire Archers (27 points)  The army can have a max of 2 longbow units.  The Archers of the Guard count as one of them.  The Shire Archers aren't as good, but they both get overhead longbow fire which can be pretty effective.

So, here's the final campaign roster:


*Champion General
*Hero Sub-commander
1. Household Knights
2. Household Knights
3. Household Knights
4. Feudal Knights
5. Feudal Knights
6. Feudal Knights
7. Feudal Knights
8. Sergeants
9. Sergeants
10. Crossbowmen
11. Crossbowmen
12. Handgunners
13. Mountaineers
14. Civic Militia
15. Civic Militia
16. Archers of the Guard
17. Mountaineers
18. Civic Militia
19. Civic Militia
20. Ribaldequin organ gun
21. Minotaurs
22. Shire Archers
23. Rex Champion Upgrade
24. Jhone of Orc Hero Upgrade
25. Priest

It's a pretty strong campaign roster in terms of troops, but it is a little weak on command.  I would have loved to purchase another Count, but I blew too much money on my mounted knights and the Rex upgrade.   Also, the characters in this army are expensive.  

In most battles, it looks like the General and the Count will lead two commands, most likely 1 mounted command and 1 foot command.  If I get lucky and draw the Priest, I could always give the Good Bishop a third command to lead.

Next article...selecting the troops for battle.



Sunday, September 16, 2012

Hostile Realms Campaign Conversions



Since we've been playing a lot of Hostile Realms lately, I've been thinking about how to use Hostile Realms and Theater of War to run a Hostile Realms campaign.  Theater of War (my review here) allows you to convert Piquet sequence decks into campaign decks that can move your campaign armies and decide the size of the forces in the battle.  The sequence decks in Hostile Realms are similar to Piquet decks, but several Piquet cards aren't present or are represented by rules or other cards in Hostile Realms.

After mulling over the TOW rules and the Hostile realms army lists, here is my conversion from Hostile Realms decks to TOW decks:

  •  Army Morale/Courage: Every army gets a Major Morale card and a Supply card.
  • Brilliant Leader: Wild card
  • Engine of War Reload: Strength card for the first card.  Further cards are Retire cards.
  • Favor of the Gods: Strength card per card.
  • Fliers and Light Cavalry Move: Scout card and Retire card.
  • Heroic Moment: Heroic Effort card per card.
  • Leadership Check: Officer Check card per card.
  • Lull: Staff Inefficiency card per card.
  • Manna Recharge: Attack card each for the first 2 cards.  Further Manna cards are Strength cards.
  • Maneuver: Defend card.
  • Melee: Engage in Battle/Strength card per card.
  • Move:  All armies get 3 Light Terrain, 3 Medium Terrain, and 1 Heavy Terrain move cards.
  • Move 1 Command: Flank Attack card for the first card.  Extra Light Terrain Move card for second card.
  • Missile Reload: Attack card per card.
  • Only the Required Optional cards are placed in the deck:
    • Berzerker:  Wild Attack card per card.
    • Uncontrolled Charge:  Wild Attack per card.
    • Crushing Missilery: Defend card.
    • Superstitions and Omens: Wild card 50%/Command Indecision 50%
The Maneuver conversion makes armies like the Dwarves better able to fight battle on the defensive.

Meanwhile the Undead have more Melee cards, but no Move 1 Command cards, so they have more strength in battles, but aren't able to make flank attacks unless they have a Skilled Commander with a Brilliant Leader card.

Let me know what you think.

Next article...What troops show up for the campaign?

Sunday, November 21, 2010

Theater of War: Campaigns made easy


Theater of War (hereafter referred to as TOW) is a Piquet campaign system written by Brent Oman. I wanted to write this review because the rules are really a gem and they don't seem to be well-known in the wargaming community. TOW is written with Piquet in mind, but could be easily adapted for any rule set. The small booklet contains 92 pages of tables and rules and the pack includes sample rosters, sequence cards, and maps. The rules can be used to play any historical campaign from Biblical Wars to the Vietnam War.

I've participated in many campaigns in my wargaming career and almost every one has started with a great deal of enthusiasm, but inevitably one campaign side killed the campaign by massing forces for a battle that were larger than the tabletop forces could represent. The campaigns would also generate battles that the players weren't interested in fighting on the tabletop. "Oh yeah, I'd love to defend with my 5,000 militia against your 40,000 regulars. Let's devote a weekend to that battle." TOW avoids both of these campaign-slayers.

First, you have to set the time scale and map scale for your campaign. Are you campaigning around Gettysburg in July 1863 or are you recreating the Eastern Theater in 1863? My intent is to use TOW to recreate Lee's 1862 Sharpsburg campaign. The map will have the Potomac as its southern border. It will be roughly divided by a north-south mountain range. The action will take place in Maryland and Pennsylvania.

The map can be divided up into map areas that are defined by terrain type as Light, Medium, and Heavy. Light areas cost less movement points, Heavy areas cost more movement points. Certain movement areas might be worth from 1 to 4 campaign(victory) points. In my campaign, Harper's Ferry is valuable and would be worth 4 points.

You next have to establish your campaign roster. This a roster of all the units that will be available to your side during the campaign. A formula allows you to calculate the campaign roster size based on the quality of your army's Piquet sequence deck and army list. You then compare the unit total from the formula with the army list from the appropriate Piquet supplement and fill out the roster.

For example, my 1862 Confederate campaign roster lists 2 elite infantry units, 6 regular infantry units, 5 militia infantry units, 2 regular smoothbore artillery batteries, and 3 regular medium cavalry units. A total of 18 units. The 1862 Union sequence deck is terribly inefficient. As a result, the Union campaign roster calculation authorizes a total roster size of 28 units!!! 1 elite infantry unit, 11 regular infantry units, 11 militia infantry units, 3 artillery batteries (1 of them is elite), and 2 cavalry units (1 is militia). Starting to look like Antietam, huh?

So, right now you know the Rebels will never have more than 18 units on the wargaming table and the Union will never have more than 28 units. Now, you Rebels shouldn't get too worried because General McClellan might have those units available, but he still has to get them to the battlefield.

Okay, so how does Little Mac get all these units onto the table?

Your armies are called Battle Groups(BG). BG's range in size from 1(smallest) to 4(biggest). Your BG's move around the campaign map according to how your campaign game plays out. The total sizes of your BG's depends on your historical period, Medieval can have a total of 6, ACW can have 8, Vietnam has 10. Basically, as your staffwork becomes more sophisticated, you can have more individual BG's running around on the map.

You have your map. You have your roster. Now you build your Campaign Sequence deck. If you have the Piquet supplements, your army Sequence decks convert directly into the Campaign deck. When you play a campaign turn, you roll a d20 vs your opponent's d20. The winner gains the Initiative and is able to use the die roll difference in Impetus to flip cards from the Campaign Sequence deck. (So, in my campaign example, the Confederates roll a 17 and the Union rolls a 12. The Confederates gain the Initiative and have 5 Impetus.)

Being McClellan (or Lee)

The Sequence deck supplies cards to your Campaign Hand. There are three basic types of cards: Campaign cards, Battle cards, and Campaign/Battle cards. It costs 1 Impetus to play a card, draw a card from the deck, or discard a card from your hand. There is a maximum size of your Campaign Hand. Summer: 6, Spring/Fall: 5 and Winter: 4. Playing the Campaign cards from your Campaign Hand allow you to do the following:
  • move BG's into Light Terrain,
  • move BG's into Medium Terrain
  • move BG's into Heavy Terrain
  • establish supply depots, combine/split BG's
  • you waste an action
  • some bad cards make your BG's withdraw or drain your remaining Impetus
  • scout enemy BG's
  • trace supply, count campaign points for occupied map areas
  • besiege fortresses
  • build your Battle Hand
  • engage in a battle
  • halve movement costs
  • wild card (any of the above)
The Battle cards in your Campaign Hand are called your Battle Hand. The Battle Hand can be used to increase the size and power of your tabletop army in a battle. Battle Hand cards are Attack*, Defend*, Retire*, Flank*, Strength, and Strategic Reserve (if appropriate). Instead of playing cards to move your BG's on the campaign map, you can instead place these Battle Hand cards into your BH hand to use in case you become engaged in a battle.

When two opposing BG's are in the same campaign movement area, and the Initiative player plays an Engage in Battle card, and burns an Impetus to initiate the battle, we now have a tabletop battle. Initiating a tabletop battle ends the Campaign turn. The Campaign turn also ends when a player runs through his entire Campaign Sequence deck or both players tie on their Initiative die rolls.

When a battle is started, both sides now play their Battle hands. The Battle cards I marked with an asterisk above are battle type cards. You can only play one kind of battle type card in battle, but you might have more than one of that kind in your Battle Hand. A table in the rulebook cross references the played battle type cards and dictates what type of battle will be wargamed: Attack vs Defend, Encounter, Flank vs Attack, etc.

More than one battle type card (i.e. 3 Attack cards) can increase the value of your table top army. Strength cards also add to the value of your tabletop force. The Strategic Reserve card can add special "Imperial Guard" type reserves to the battlefield if that is appropriate for your particular campaign.

Picking your killing ground

Once you play the cards from your Battle Hands, you can determine which side has the advantage based on better Battle cards and/or superior BG size. The advantage lets you flip more Army Characterization Deck(from basic Piquet) cards than your opponent to determine the size of your tabletop force. Generally the advantage will let you randomly draw more units than your opponent from your campaign roster. Some special cards also let you hand pick the best units instead of trusting the random draw.

The units selected from the campaign roster are entered into each player's battle roster. The units are formed into commands. TOW uses card draws from each army's Sequence Deck to establish the terrain on the battlefield modified by the campaign area in which the battle occurred (Light, Medium, or Heavy). The battlefield objectives are established using card draws from the same Sequence Decks. Some objectives award victory points. Some objectives confer morale bonuses on the owners.

Once the terrain and objectives are laid out on the table, it's time for each player to deploy their commands. Each player simultaneously flips cards from their Sequence Decks. The flipped cards dictate who deploys commands first and in which zones on the table they can be deployed.

When the troops are deployed onto the table, the combat begins. Based on your particular rule system, once the battlefield victor is determined, the level of victory is translated into consequences in the campaign game. There are three levels of victory: Crushing, Decisive, and Marginal. Losing battles make your BG's retreat on the campaign map and a percentage of the units in the losing BG's will suffer a downgrade in combat effectiveness in their next battle. Winning battles also moves you closer to victory in the campaign, right???....

So, how do you win the damn campaign?!?

Each side has National Will (NW). When your National Will reaches zero, you lose the campaign. Each battlefield loss costs your side a corresponding loss in NW. The level of victory, size of the losing BG, and value of the campaign map area where the loss occurred can all increase the cost in NW that a battle loss will inflict on the loser.

Another way you can lose NW is when the Campaign card "Supply" is played for the first time during the Campaign turn. Both sides then add up the Campaign Points (VP) of any campaign areas occupied solely by their BG's. The side with less occupied Campaign Points deducts the difference from its National Will.

This is interesting because in my Sharpsburg campaign, I might leave AP Hill's Division in Harper's Ferry, hoping to score some Campaign Points, but if the Supply card doesn't come quickly I don't get to count those points. So, the Rebel player might leave old AP down there waiting for the points when he could really use his BG back with the main army. It becomes a race against time. Do I leave a BG down there to score the points or bring it back to fight the incoming Union troops? Sound familiar?

Summary

Theater of War lets you run a campaign, organize the armies, generate the battlefields, and keep track of victory. Like most Piquet-based systems, the sequence decks generate a lot of uncertainty about what the future holds for your little Battle Groups.

You might want your BG to move into the light terrain outside Frederick, Maryland, but until you get that Light Terrain Move card, it's not going to happen for you. Just like in real historical campaigns, your armies and subordinate generals don't always react right away to your orders and desires.

Do you concentrate on marching your armies to execute your masterplan or try to build up your hand to improve the Battle cards you have available in case Stonewall Jackson is lurking in ambush behind that mountain range? Is that Battle Group in front of you a screening force or the Army of the Potomac on the move?

Even if you're not a Piquet player, the cards supplied with the rules allow you to customize each campaign deck to reflect the strengths and weaknesses of the opposing forces. With some tweaking, TOW can be modified to give you an excellent campaign system.

If you are a Piquet player, the rules allow you to fight campaigns with any army from any Piquet supplement you own. This is a must-have for the Piquet library.

The production values are decent. Some of the type is a little small and you won't see any interior color pictures, but the book is jammed full of typo-free tables, charts, and rules. There are some black and white photos of nicely painted miniatures. The package includes sample battle maps, campaign maps, and sheets of Campaign Sequence cards you need to cut out to play with.

Theater of War is available for $30 from the Piquet website