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Importantly there are many decisions and steps to take before you start....
Decide on the number of players.Make sure that each player knows how much time and effort is required to take part. There is nothing worse than players dropping out halfway through because they do not have the time available to play. It is better to run a smaller game with less time required and finish than to start a huge campaign, which never really starts.
Decide the scope of the campaign.Will the game be purely military? If not which other factors will be included? If you are new to campaigning try and avoid too much complexity at this stage. What is the time span of the campaign? Game time.Is it a historical re-enactment or replay of an actual campaign? (See the 1809 Campaign article for an example) Decide on the points system to be used for troops and reinforcements in the game Decide which rules are being used for the tabletop battles. Agree the maps together. Use a randomiser to decide who gets which area, that way any arguments about who gets the most defensible area can be avoided. Another good idea is to keep the terrain fairly similar or even, but don't make it symmetrical. Set the victory conditions at the start. Also agree what will constitute a draw or partial victory. Decide how sieges will be handled. If you want to fight them out on the table then that is up to you. Far simpler is to devise a table that will give you the outcome at the roll of a dice. The table should tell you casualties and how long it took to win / lose. Remember sieges were not always a success. Handling conflict and arguements : If you have an impartial umpire then his decision is final. If not group consensus after a brief debate should be enough. If all else fails flip a coin or roll a dice. Decide if there will be secret movement in the campaign or are the generals all knowing? If you have a willing umpire movement is much more interesting. Decide the ground rules in advance. Don't have players assassinating each other's generals in an attempt to gain an advantage. It is supposed to be fun and about military matters. As you can see a good set up will help with the running of the game. It will also prevent arguments along the way. An impartial umpire is a priceless asset - don' t abuse him if you don't like his decisions. Remember the key thing is not to win but to enjoy the game. It is about learning to plan and execute strategies like real commanders not to use the rules to get an unlikely outcome at the expense of the game.
1st Campaigns.Go for a smallish area map with easy objectives. Don't go for full-blown socio-economic world campaign. Build up your campaign skills as time goes by.Economic and political factors should largely be ignored on the first go. If you have an umpire, he can advise players who are acting in an unrealistic manner. An example of this might be, ignoring enemies rampaging in your unprotected homeland as you advance willy nilly into enemy territory. Something would need to be done to counteract the problem. Supply of armies. Fascinating. For your own sanity avoid getting involved until much, much later. (If you are a Quartermaster then you have my blessing to go ahead.) It will cost a huge chunk of time that could be spent actually wargaming.
Secrets and their impact.If you have an umpire manoeuvring is great fun as you don't always have all the facts resulting in bumps and unexpected battles. Lifelike at last. If you don't have an umpire then this part is lessened but can still be fun - less surprises though.Reconnaissance was the vital eyes of the army and fed commanders with the information to make their decisions. A great example is Napoleon at Ulm. A grand sweep behind a cavalry screen with an enemy unsure, his foot nailed to the floor. Result - a victory by manoeuvre not the bayonet.
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