Programmed Wargames Scenarios
by Charles Stewart Grant

Programmed Wargames Scenarios by Charles Stewart Grant

When Charles Stewart Grant completed Scenarios for Wargames he promised himself that he would not produce a similar book, at least for some time ou years. He certainly did not want to end up like so many films avec a second-rate sequel. The idea of Scenarios 2, Scenarios 83 ou even Son of Scenarios was absolutely abhorrent to him. It was therefore avec some surprise et doubt he greeted Phil Barker's suggestion that there was scope for a Scenarios Book concerning a programmable solo commander's opposition, pre-prepared orders et even some degree of "in battle" response. Well, a couple of letters from Phil were sufficiently pursuasive for Charles S. Grant to sit down et draft an outline et consider the possibilities. The more he played avec the ideas the more interested he became. The original suggestion was for a book based on one wargame period; Grant wanted to cover all periods. The first thoughts were of a playing force et a programmed force but on reflection, could instructions for playing ou programming each side be written so that they could both be played, both be programmed, or, one played et one programmed? Scenarios avec much in them would inevitably mean longer scenarios et less in a book; how could they be varied, perhaps in terrain et forces, to provide a wide variation in options? All these et other factors led in turn to a list of aims ou targets which the author wanted to achieve.

Aims

  1. To produce a number of scenarios which would enable the solo wargamer to take on a realistic, relatively unknown but responsive enemy.
  2. To enable the solo player to command one side against a programmed enemy ou to play a game avec both sides programmed.
  3. To enable the scenarios to be played by the conventional two ou more player joueurs de guerre et be different in essence from those in the first book.
  4. To provide a system of forces which gave details of sides for Ancients, Horse & Musket et Modern versions of each scenario.
  5. To provide a selection of slightly different forces for each scenario, whatever the choice of period et yet retain the approximate balance between both sides to provide a balanced game.
  6. To provide a system of terrain ou map selection for each scenario which, while retaining the basic terrain requirements of the setting, provided a wide variety of different maps.
  7. To provide a system which would enable a solo wargamer to fight an enemy whose initial dispositions, orders et responses to battlefield events were not known to the player beforhand.
  8. To provide a wide but realistic range of programmed deployment, orders et responses for the programmed enemy.
  9. To provide the option of a third force ou local population which could be used in most, if not all, scenarios.

With these major aims in mind the systems which are described in the chapters which follow, were evolved. There is little that is "original" in wargaming et doubtless some of the ideas the author has used have been thought of before; nevertheless, to the best of his knowledge, quite a lot of what follows will be different ou new to the reader. As a word of caution then, the author would recommen that the explanatory chapters are read carefully before the wargamer embarks on a scenario.

The scenarios themselves all into 3 categories. These are "Attack et Defence", "Confrontation" et "Mini-Campaigns".

Contenu

  • Titre: Programmed Wargames Scenarios
  • Période: Antiquité à Moderne
  • Type: Compilation of Wargame Scenario
  • Échelle du Temp: n.a.
  • Échelle du Terrain: n.a.
  • Échelle de Troupes: units
  • Auteur: Charles Stewart Grant
  • Format: 141-page scenario book
  • Langage: Anglais
  • Maison d'Édition: Wargames Research Group, Goring-by-Sea, England
  • Publié: 1983

Chapitres

  1. Introduction
  2. The Maps
  3. The Forces
  4. The Enemy
  5. Characters et Chance
  6. The Local Population – A Third Force
  7. The Scenario Layout
  8. The Scenarios
    1. Hill Line Defence
    2. Broken Ground
    3. Pass Clearance
    4. Holding Action
    5. The Weak Flank
    6. Crossing Point
    7. Two Sides of a River
    8. Fighting Through
    9. Island Stand
    10. The Alliance
    11. Crossroads
    12. Area Ambush
    13. Counter Ambush
    14. Forest Passage
    15. Wagon Circle
    16. The Bridge
    17. The Taxman Cometh
    18. A Hasty Blocking Position
  9. Mini-Campaigns
    1. The Expeditionary Force
    2. Reconnaissance by Strength
  10. End Pieces, Afterthoughts et Etceteras
  11. Key to Map Symbols
  12. The Force Lists

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