Hi SWJi… knowledge of the period is helpful for building the narrative, but this comes with a big however… The aim I set myself was to develop a set that allows wargamers to play a battle based on their knowledge, preferences, opinions, and how they like to play it. This means that if you want to go deep and get into all kinds of small details than you can. If you prefer a more general story than that is possible too. As an author I do not want to prescribe how you play your game. All I want is to provide simple mechanics that facilitate a good and enjoyable discussion to build a narrative of a battle as it develops during the game on your tabletop. Note that the basic rules are for two players and a game-master, as a good discussion with three is more entertaining than just the two, but, as one reviewer put it: it is a game for gentleman (
http://pijlieblog.blogspot.com/2024/05/arguing-when-money-talks-der-soldner.html). And frankly, I play mostly two player games in good spirits.
Specifically on the formations. The rules are based on units either being in formation or not. Deployment took a lot of time in the period and once deployed, at least in my view, formation changes weren’t happening at a scale as, for instance, during the Napoleonic period. What formation that is for a given unit and what that means is captured through keywords in the MATRIX, which can be customised as needed by the scenario or any other aspect of the game at hand. In other words, it is not dictated nor abstract. I would rather say subjective and descriptive.
That also applies to the scale. Turnhout we played indeed some small scale actions because these occurred as a result of strategic and operational decisions taken by the players. Although small, these well real nail biters… On the other end of the scale, and although not in this period, is Gaugamela that we played at the Joy of Six earlier this year in 6mm at a 120 x 240 cm table (see:
https://tabletopmatrixwargames689972109.wordpress.com/2024/07/18/blog-49-the-joy-of-six-2024/). Again, the rules are meant to be flexible to suit your needs, not mine.
One more thing on scale. You may indeed get bogged down in discussing all tactical details. However, one doesn’t have to. The game only calls for resolving arguments when needed, desired, or when it might result in an interesting twist in the narrative. The only mandatory arguments are combat resolutions. All the rest is up to the players. The overarching name
Arguing When… Wargames, that I now use, is directly derived from that. So not everything requires a full discussion. Or as one player once put it: never interrupt your opponent when he is making a mistake!
In case ancients and medieval are also of interest, you might consider downloading The Warrior (
https://tabletopmatrixwargames689972109.wordpress.com/arguing-when-cultures-clash-the-warrior/). This is a free pdf supplement and might also help to give you further insights.