Sunday, November 22, 2020

Hidden Troop Movement (2)

In an earlier post I discussed some mechanics of dealing with the movement of hidden units. Dummy markers were discussed, also in the comments, with readers offering some clever mechanics for dealing with dummy markers (e.g. having 2:1 dummy vs real marker, and letting the other player decide which one is real or a dummy).

In miniature wargaming, the visual representation of a mechanic is important as well. After all, the visual spectacle of the gaming table is one of the raisons d'être of miniature wargaming.

That's why I was pleasantly surprised to see an excellent representation for dummy markers in the Argad! rules (I discovered them through a discussion on TWW). To quote from the rules: "Troops (or units) are not placed on the table but replaced by two or three miniature animals (fox, stray dog, deer, etc.) The player writes secretly, or tells the GM, which of these animals represents the troop, and moves them in different directions at the normal speed of the troop. The animals will be replaced by the fighters they represent (or by nothing if they were mere dummies) when opponents are in situation to see them.Players whose troop is already hidden somewhere on the gaming table may also move animals which represent nothing." (page 35 of the rules)

So, a dummy marker, but in the shape of an animal. Although some of you might think this is nothing new or even trivial, I was struck by the geniality of it all. Instead of painting up additional troops as dummies, or using numbered counters, or anything else; simply using animals. They blend in the the landscape, and offer a nice visual addition to the battlefield.

My drawer labeled "Farm Scenery" is full of items that can be used to dress up the battlefield, including many smaller and bigger farm animals: birds, rabbits, sheep, goats, dogs, ... excellent to use as dummy markers for hidden troops.