| Pre-Game
Reconnaissance
One of the key components of the Spearhead rules system is the pre-game planning and the resulting commitment of forces to execute each players battle plan. However, prior to formulating this plan it is important to understand the enemy deployments, especially during attack-defence games. Building up an intelligence picture of enemy forces and their dispositions in an area is therefore an important issue to model in Spearhead. In our original Spearhead games attacking troops are committed to a battle plan prior to confirmation of the enemies dispositions and before the reconnaissance forces were deployed on table.
In my opinion Spearhead deals with the second aspect reasonably well, but it generally does not cover the first. A significant portion of our Spearhead games are attack-defender games. We have, in the past, generally defined the objectives and then the attacker draws command arrows. Next, the defender deploys his battalions on table. Finally, the attacker then enters the table and advances along his command arrows. We generally don't use hidden deployment or hidden movement, as we find it both slows our games and creates too much “unknown” in our games for the attacker. The following variation attempts to model the situation where opposing forces have been in the battle area for a number of days. During this time the attacker, in particular, has sent out small patrols to gather information of local enemy formations as well as key defence positions. The following explains the process: 1. Each commander, depending on the size of table and scenario, marks the battalion headquarters of any on-table troops on their own map. This is of course normally only the defender, but sometimes the attacker has battalions on table as well. 2. Battalion headquarters are placed on the table within 6” of the marked positions. 3. The defender determines allocation of support weapons and cross attachments and marks these on his rosters as normal. 4. The attacker determines support weapons and cross attachment allocations. 5. Both commanders now commit their command arrows to their maps. This is, of course, usually only the attacker, as the defender has stands allocated to defend or reserve orders. The attacker defines all pre-programmed artillery fire in his attack plan. 6. Both players adjust the location of their respective battalion headquarters stands to comply with their maps and then deploy their battalions within command radius of the battalion headquarters stands. The game now begins, including any pre-game pre programmed artillery fire.
Finally, we also use a further variation of allowing a small select number of defending stands to be marked on a map in hidden positions. The number of defending stands is generally very small around 3 or four stands in a game involving two or three defending battalions. However, a small group of stands firing from a concealed position, or dropped off outside a battalions normal command radius as say a small garrison of a town, can significantly affect an attackers plan. Most importantly the small number of stands involved deployed in hidden positions ensures that the game is not slowed down as hidden movement or hidden deployment generally does. |