Part one is about the table. We used a 12'x6' table for this game. There was a river cutting diagonally across about a third of the table. Roughly in the center of the table was a road with a Y intersection. At the intersection was a small village. The arms of the Y encircled a large hill. There was also a second road that branched off the main road.
Each end of the table had woods and hills. Scattered across the table were fields and fences. I really think the table looked great and was a step up from our first game. Take a look at the pictures below.
One thing I have heard players (or potential players) express is a concern about the potentially rapid movement in the game. I believe this is a legitimate concern but it is an issue that is easy to manage in the game. First of all, use a big table if you can. This alone will fix most movement issues. Second, use lots of terrain and make movement penalties for much of it. In this game we allowed formed units in the woods but only at half move and only one move. This meant that an unit in the woods would be severely impacted on movement. We basically used the same rules for the river. The bridge was treated as road and only units in march column could use it. The ford was considered open ground but, again, only march columns could use it. The large number of fences and walls also slowed movement considerably.
Stay tuned for part 2 where we will discuss the forces.