DON’T TELL ME ABOUT THE END OF THE WORLD
We, miniature gamers all know that the end of the world exists, commonly otherwise known as the table edge.
This most unfortunate feature even calls for special rules, brings in players gamey behaviour. Everyone is aware this straight daunting line can trap units, others vanish by being forced to jump in that void, and at times it acts as a saving deep fog allowing escapes. The trouble is, the fog stops at the table edge.
In many ways for battles, prior to the last century, when they were fought on a limited sized sort of field our tables are Ok as long as one has the needed space fitting with the fight, or more often the fight fitting in the space.
This is actually problem #1
When say after the middle of the 19th century as these fields became huge, or certainly with WW1 and 2, there is no more rectangular battlefield but a huge continual even possibly fluid battle over hundreds or thousands of men and hundreds of km of front. Ok skirmish or nearly so engagements can still be raids, patrols, or the like that are fought in a sort of void on a limited space be it between the lines, behind etc. or very limited in time fights in closed up areas.
Simply put your average ww2 fight whether it is a company against another (say IABSM ; bolt action Pzer grenadier etc.) or battalions (Command decision, Spearhead…) should be part of a bigger operation.
The sides of this fight you play, unless very special cases, well, are connected to other units. In other words there are no safe sides to your table. I am talking here mostly of the lateral sides, assuming at least a quasi linear sort of field not to complicate one life.
This is actually problem #2
On this sketch Blue is attacking red positions. If you are not using my ideas, well red is pretty screwed up as there are two massively covered approaches for blue on either outer sides of the woods. Yet if you look at historical actual fights, you get plenty of that.
In real life those sectors should be covered at least quite some, by other positions out there. Otherwise we have an isolated box… they would probably have chosen another place.
DON’T TELL ME ABOUT THE END OF THE WORLD
We, miniature gamers all know that the end of the world exists, commonly otherwise known as the table edge.
This most unfortunate feature even calls for special rules, brings in players gamey behaviour. Everyone is aware this straight daunting line can trap units, others vanish by being forced to jump in that void, and at times it acts as a saving deep fog allowing escapes. The trouble is, the fog stops at the table edge.
In many ways for battles, prior to the last century, when they were fought on a limited sized sort of field our tables are Ok as long as one has the needed space fitting with the fight, or more often the fight fitting in the space.
This is actually problem #1
When say after the middle of the 19th century as these fields became huge, or certainly with WW1 and 2, there is no more rectangular battlefield but a huge continual even possibly fluid battle over hundreds or thousands of men and hundreds of km of front. Ok skirmish or nearly so engagements can still be raids, patrols, or the like that are fought in a sort of void on a limited space be it between the lines, behind etc. or very limited in time fights in closed up areas.
Simply put your average ww2 fight whether it is a company against another (say IABSM ; bolt action Pzer grenadier etc.) or battalions (Command decision, Spearhead…) should be part of a bigger operation.
The sides of this fight you play, unless very special cases, well, are connected to other units. In other words there are no safe sides to your table. I am talking here mostly of the lateral sides, assuming at least a quasi linear sort of field not to complicate one life.
This is actually problem #2
DON’T TELL ME ABOUT THE END OF THE WORLD