If there's one thing that I wanted to get away from, it's the tendency for a wargame to have two armies line up facing each other and fighting until x number of units have been destroyed. This still should be a frequent happening, but I feel that there should be other scenarios that result from an encounter between two armies.
Before the battle starts, the player must pick a stance: Attack, Defend or Recon.
The opposing commander will have a reputation: Cautious, Bold or Rash.
After the player has picked his stance, roll 1 die to determine the opposition's stance. Cautious commanders subtract 1 from the roll. Rash commanders add 1 to the roll.
2 or less Defend
3 or 4 Recon
5 or more Attack
Now we come to the concept of scouting. The player must select which units, if any, he wishes to use as scouts. Each unit selected is worth a number of scouting points:
4 points Flyers, Airships, Magicians, Rogues.
3 points Mounted Archers.
2 points Skirmishers, Auxiliaries, Lurkers, Cavalry.
1 point Other troop units.
A maximum number of one third (rounded down) of the units in the army may be selected as scouts.
The opposing army has a pool of potential scouts equal to the maximum number of scouts that could be picked, starting with units worth the most scouting points.
To determine which of these units are selected as scouts, roll 1 die for each unit. A unit is selected if a 4 or more is rolled. Cautious commanders add 1 to this roll, Rash commanders subtract 1.
Each army adds together the the scouting points of units selected as scouts. Each side adds 2 to this total if the army commander is rated as average, and 4 to this total if rated as superior. Each side also adds the roll of 1 die.
After scouting, roll 1 die for each unit that was selected to scout. On a 1 or 2, something has happened to that unit. Roll another die. On a 1 or 2, the unit is destroyed. On a 3 or 4, the unit misses the battle. On a 5 or 6, the unit is late for the battle and is placed with the army's reserves.
Compare the total scouting scores of the two armies. If one side scores three times or more the total of the other, the lower scoring army is surprised, otherwise the lower scorer is outscouted.
Scenario Outcome Table
Attack Recon Defend
outscouts Pitched Battle Pitched Battle Assault
Attack tied with Special* Special* Assault Special*
surprises Surprise Attack Surprise Attack Surprise Assault
outscouts Pitched Battle Skirmish Assault
Recon tied with Special* Special* Special*
surprises Ambush Ambush Surprise Assault
outscouts Assault Assault Skirmish
Defend tied with Assault Special* Special* Disputed Border
surprises Trap Trap Trap
Special scenarios. Roll 1 die:
1 Seize Magic Item
2 Wizard's Tower
3 Treasure Raid
4 Dragon's Lair
5,6 Surprise Encounter
Assault Special scenarios. Roll 1 die:
1 or 2 River Crossing
3 or 4 Urban Assault
5 or 6 Amphibious Landing
Pitched Battle is your standard line 'em up and knock 'em down scenario.
Assault requires the defender to select a stronghold, which is a fortification and also counts as an objective, worth Victory Points to whomever is holding it. An Assault scenario may instead be a Siege if the defender has a castle in the area.
Ambush has the surprised army set up in the middle of the board with all it's units disorganized - each unit must be ordered once to remove the disorganization before it can be ordered to move.
Surprise Assault is the same as an Assault but the defending army is disorganized.
Skirmish has neither army set up on the board at the start. Each army scores victory points by moving units off the opposing army's base edge.
Trap has the attacking army disorganized. The defending army can place field defences and infiltrate some troop units which can be deployed anywhere on the board.
Disputed Border has both armies dug in and a town in the middle of the board, the town being an objective worth victory points.
The first four Special scenarios all have the relevant pieces placed in a random location on the board.
A surprise encounter has both armies disorganized.
River crossing has a river running across the middle of the board. The attacking army receives Victory Points for units that cross the river.
Urban Assault has a large town on the board which counts as an objective.
Amphibious Landing requires the attacking player to use boats to land troops.
That's 15 different scenarios, and enough variety to keep me happy!