MPGs don't have to be huge lifetime commitments. Struggle isn't too impressive for me, it will just take too much of our real life time to play out, and has a very high chance of falling apart due to its size. I'd like to suggest something more reasonable to work with.
I have made a scenario called the 'Battle of Littlestown'. (16 turns)
3:00 p.m. June 12th, 1863 - *Hypothetical* Nearly identical forces.
Some small arms range difference amongst the cavalry, a few leader
variences, and the Rebel artillery has better quality (recommend
"DO NOT" use the "Quality Fire Modifiers" Optional Rule.) Each
infantryman and cavalryman is worth 1 VP, each cannon is worth
25 VPs. Supply Points are worth zero VPs. The Union holds Littlestown
to start and each hex of the town is worth 5 VPs. A Minor Win
represents 15% of an army's strength, while a Major Win represents
30%. Since the battle starts late in the day, all combat units
begin with 350 Fatigue Points (recommend you "DO" use the "Higher
Fatigue Recovery Rates" Optional Rule.)
Each army has 4 brigades: 3 of infantry, and 1 of cavalry. They each have 18 guns in support, in 9 sections. Each army has an identical number of infantry units. All infantry units are armed the same, and of the same quality: C. Each infantry unit has a 'mate' of the same size in the other army. Each army has an identical number of cavalry units, as well. There are 4, and they are all 100 men strong. 3 are B quality, and 1 is C quality. The brigade and division commanders are fairly equal. The artillery is comprised of 3 3" rifle armed sections (6 guns with 21 hex range), and 6 Napoleon armed sections 12 guns with 13 hex range.) All troops start on the map. The battle starts at 3pm and ends at 8pm, giving players 4 hours of daylight (12 turns), 1 hour of dusk (3 turns), and 1 turn of night (to tidy up.) The town of Littlestown is twelve hexes, and each is worth 5 VPs for a total of 60 VPs. It begins in Union hands, and is in the center of the map. I have set the Minor Win level at 15% of an army's strength, and the Major Win at 30%. The Union is the first army, therefore setting the levels as: -1,440; -690; 750; and 1,500. The game starts at 60 DRAW.
I have place the zip file containing the scenario and map file at the GameSquad. In thier download section under HPS/American Civil War/Scenarios. Hopefully, this link will take you there directly.
http://forums.gamesquad.com/downloads.p ... le&id=2122
I propose a mpg could be played with one player commanding the cavalry, reserve artillery battery, and divisional CO, and 3 other players each commanding a bde of inf. Of course this can be modified. I hope this scenario will challenge player's tactical, and operational skills, and not thier human endurance. [;)]
Of course it would be good as a one-on-one, two-on-two, three-on-three, or even a five-on-five if one person played just as the divisional CO, directing the others, and not moving units. The OPTIONAL MELEE at the end of the turn could be used with this one without too much difficulty, as well. (I think.) It could even be good for tournament play.
BTW, plenty of arty ammo for each army: 576.
I recommend NOT using the Opional Rule "Quality Fire Modifiers" as I could only find B quality CSA arty, and C quality USA arty.
I recommed Do use the Optional Rule "Higher Fatigue Recover Rates" as all combat units start with 350 Fatigue Points, to reflect any marching, etc they've been doing prior to the 3pm start time.
So that's my idea, let's not waste weeks of wandering about with thousands of troops only to have player after player drop out. Let's see how good each of can actually fight.
MG Al "Ambushed" Amos, Commanding Officer
4th "Amos' Ambushers" Bde, 1st Div, XX Corps, AoC, USA