Piqued by the quick play opportunities of the 3 x 3 Portable Wargame, I decided to experiment.
3 x 3 Test
First I decided to try a 3 x 3 Portable Wargame. I grabbed 6 units from my tin of generic counters, placed them on a board, and went at it. I never finished.
I found the game lackluster. Because of the constraints of the grid, there was no maneuver. Just march straight forward into the maw of death. Furthermore, I could not score a hit (I'm a bad roller). Combat dragged and, as I suspected, it was just an exercise in dice-rolling.
Fast Play MicroBattle
The problem, I theorized, was not the size of the grid. It was the combat mechanisms. Specifically, the combat mechanisms, whether for PW or my own MicroBattle, too often led to indecisive results. I decided to try out some new mechanisms where combat would be more decisive.
FPMB in a Nutshell
In brief, here are the rules I used.
- Armies comprising 6 units are divided into divisions of 2 units each. Divisions could be all infantry, all cavalry, or mixed.
- Roll a D3 to determine the number of divisions to activate per turn.
- Foot or mixed divisions move 1 space per turn. All cavalry divisions move 2.
- Combat occurs between adjacent units.
- To adjudicate combat, each side rolls a D6 and adds or subtract bonuses due to advantages or disadvantages.
- As usual for MicroBattle, I just tend to eyeball this and give the side with an advantage a +1 modifier.
- The loser takes a Disorder marker and makes additional Resolution Tests
- Morale Test - failure leads to a second Disorder (which eliminates a unit)
- Retreat Test - failure causes the entire division to retreat one square
- Roll for army morale once an army loses half its units
FPMB Test Game
And here are shots of a test game.
Here is my initial set-up using my full-size grid. However, I quickly realized that with a movement rate of 1 space per turn it will take a while before the troops even get into combat.
Lesson learned. Either use a narrower board or create a route march rule to allow forces to advance quicker.
So far, I've essentially been playing a 3 x 3 game. However, the next turn shows the benefit of a bigger grid.
Red is victorious.
Evaluation
So far, I am pleased with the fast play version of MicroBattle.
Observations:
- The above game took approximately 15 minutes.
- Combat seemed to work fine.
- By using an opposed dice roll, attacks usually have some effect. There is only a 1 in 6 chance of a tie, in which case the fight in inconclusive. Otherwise, one division will take a casualty. Furthermore, the division may lose an entire unit and may have to retreat!
- I decided to allow divisions to split - as I did with the cavalry flank march.
- The activation rule makes splitting a division a thought-provoking exercise. You extend your frontage and increase the chance to flank, but it makes it harder to control your army. You are more likely to leave troops sitting around.
- I used a 7 x 8 grid that I created for regular MicroBattle games. This is too big for FPMB. I may create a 5 x 5 grid specifically for FPMB.
- With a smaller grid, I should have room to expand the size of each square. I may use 30mm squares so the 25mm counters will fit a touch better.
- With larger squares, I may have room to add some 3D buildings.
Anyway, stay tuned for more fast play MicroBattle experiments.








