| Since it may take a while before I can get this idea executed,
I thought I would describe a method for making a scenario
 less predictable.
 
 1) Locate a map with 2 or more roads or trails intersecting
 near each other well away from the edges of the map.
 
 2) Then using the area of the intersection as the center,
 divide the map into 4 imaginary sections (presumably
 along the road paths) - - either as 4 rectangles, or 4
 triangles (like cutting a sandwich on the diagonal).
 
 3) Place 2 or 4 objective hexes in the central area.
 
 4) Relatively distant from the objective hexes, along
 access routes (via road or open country), place two
 IDENTICAL armies for each side.  There should be an identical
 army for the British in 2 quadrants... and 2 identical armies
 for the Americans in their quadrants.  Naturally, if the
 British Army and the American Army were *also* identical, it
 makes the rest of the process easier, and it makes the scenario
 more suitable for competition/tournament purposes.
 
 5) Using the scenario editor, all units should be fixed for the first turn.
 
 6) In each hex where the counters are placed, create an EXIT hex.
 That's it....that's all there is.... except for one simple rule
 when you start the scenario:
 
 
 STARTING THE SCENARIO
 A) In the first move, each commander has to decide whether to
 exit ONE COMPLETE ARMY in a given quadrant, or HALF of each
 deployed force, or some other proportion.
 
 B) After each player has had a turn, and the non-exited units
 are now free to move, each player needs to check to make sure
 that the ARMY STRENGTH is identical.
 
 If the combined strength of the British Army before the first
 move is 5,284, then by the end of the first move, the army
 needs to be 2,642 strong.
 
 And naturally, there would be less "haggling" if the opposing
 army also ended up with the same strength.
 
 If an error is made during the exiting process, it can be caught
 after the first move, and a new file can be quickly started
 before any major movement or fighting starts.
 
 BENEFITS!
 What does this do for the scenario?
 
 Imagine searching into known territory... but not knowing
 whether the enemy will be coming from the right flank, the left
 flank, or straight ahead?
 
 Imagine not knowing whether he has divided his forces?
 Does he take the chance of being caught with his divided
 forces?
 
 This removes the need of having a 3rd party design a scenario
 for two other players.  It can all be done by the creative
 employment of Exit hexes!
 
 Naturally, if anyone can put one of these together before I
 get to.... I would LOVE to fight it with you (no matter what
 army you want me to be).
 
 Regards,
 
 George Brooks
 Tampa, FL
 
 
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