The map itself comprises 8 castles or strongholds, plus 6 regions each comprising 6 territories. In total, then, there are 44 map spaces, not counting the inland Sea of Marnon, which troops may not land on, but may (in certain circumstances) cross. The 8 castles I thought of as colonial towns. They were numbered 1 to 8, which provided my with the names of each settlement. The other regions and the territories within each, besides being named, were all numbered 1 to 6, designed for the random placement of non-player characters in the original game. A roll of a pair of dice determined which region, and which territory within it.
A strong Ruberian squadron encounters off Dragonhead an even more powerful Azurian force. Fortunately it was a time of peace; after the exchange of salutes, both continued on their way. |
I gave Ruberia settlements 1-4 and Regions 1-3 as providing the most likely-looking border between the two. This did leave Settlement #4 (Fourborough) in an awkward salient, and of the four, three were border towns (only Doubleton was back from the border. The Azurians had only two border towns, though #5, Cinqueville, was the only link between the north and south west of the Sea of Marnon. You can see why a canny Ruberian strategist might have made that place a point of aim, or than the Azurians would make sure it contained a powerful garrison.and was heavily fortified. At that, Azuria was favoured with both towns being fortified, and as I have only 3 'fortified' tokens, the Ruberians were less fortunately placed. Still, Monoton held out comfortably enough with only its walls...
Both sides had 2 Sea Ports (#1 and #2 in Ruberian territory; #6 and #8 in Azurian {the other two Azurian towns are on the shores of the Sea of Marnon}). The First Marnon War did include some naval action that I didn't include in the final narrative as not being particularly meaningful. Just to make things interesting I had both side roll 1xD6, which determined how many units went into this or that sea port. Ruberia ended up with 4 ships in Monoton, on the North Coast; and just two in the south; Azuria got 5 in the south, and just the one on the East Coast town of Huitville (#8).
I'm considering using 4 ocean map spaces - north, east south and west coasts, plus the sea ports for naval forces. To be meaningful somehow the naval operation have to influence what happens on land e.g. Blockading ports (or elimination of the enemy squadron) might affect adversely the availability of reinforcements from the mother country. That both sides have a sea port on the South Coast indicates I might have to think further about the implications. One possibility is to use the creases and folds of the map to define 6 areas of coastal waters: NW, N, E; SW, S, SE.
thats all very interesting. I think that I might try and "blow up" my map of Oronegro. would be slightly difficult, mybe I'll just do one for the City of La Ley
ReplyDeleteI should mention perhaps that I was not intending to use this system for my 'Latin Wars' campaigns (though it's certainly a thought). This is more specifically for my 19th Century imagi-Nations, and something similar will be planned for Jono's World. I had the map in rhomboids, but have since drawn in regions the better to move pieces around. I have quite a few 1:300 scale WW2 stuff kicking around - and my little balsa fleets, of course.
ReplyDeleteHowever, if you are wanting something similar for your own Oronegro campaigns, I think your scheme of a City plan is a very good one. For any local conflagrations, you can always knock up a smaller urban or rural landscape for outlying towns and communities. IT is also possible to do a blow up map of the whole, but stylise it - cartoon it - so that narrow valleys, say, are wide enough to accommodate playing pieces.
Don't lose sight of your main stuff, though: the terrain pieces you've built and the soldiers, vehicles and heavy weapons. They are the guts of the project in my view.
Cheers,
Ion