In Tony Bath's book, How to Set Up a Wargames Campaign, he describes a mini-game he devised to play out the results of a Scouting Mission.
He says he created this mini-game for “adding some spice” to the campaign period when two armies in the field make contact.
Bath proposed that each force would have five mounted scouts ranging ahead, checking on the territory and disposition of the enemy forces. When contact was made Bath would produce a gridded board (likely a 16”x20” Local Terrain Map created for the full-scale conflicts) and each commander would set out five models on their baseline.
I have modified it somewhat, and added some rules for conflict.
Each scout is assigned the mission of traversing the game board to the enemy baseline, with the goal of gaining a view of the enemy’s main force. Of course, they are also assigned to prevent the enemy from doing the very same thing!
The game board laid is out to facilitate a basic one-inch grid, it would likely work with a hex-map, as well.
Movement
Each General may move up to three of their Scout figures each turn.
Each Scout figure moves up to 6 grid squares forward, left, or right. The figures may not move diagonally. They may move in any combination of directions, not just the one like a rook in Chess.
When a figure reaches the enemy baseline, it must spend one turn in place, observing the enemy. Afterward the figure may attempt to return to its own baseline with the intelligence gained.
Encounters
Scout figures that occupy adjacent grid squares may attack their enemy counterpart. Each figure rolls a d6 with the higher roll winning the conflict. The die rolls are modified by the terrain occupied by each figure.
Resolution is based on the difference in die scores:
If the die scores are equal, or both scores are negative - No Effect
-1 Losing figure is Wounded, moves at ½ speed, -1 to future Encounters
-2 Losing figure is killed and taken out of action.
-3 (or greater) Losing figure is captured.
Terrain Modifiers
In the example game I have used chits to represent forest, you could do the same for hills, rivers, etc. Whatever you wanted to add flavor and excitement tot he mini game.
The Terrain Modifier is applied to the figure occupying the terrain. Two figures in adjacent grid squares/areas may have different modifiers.
Hills -1
Forest -2
Forest + Hills -3
Example: Scout A is in a Forest square/area, Scout B is in the Open. Scout A will roll unmodified against Scout B, Scout B will roll at -2 versus Scout A.
Mission Completed
The general with the most Scouts returning to their home baseline will have the choice of taking the initiative or not in the forthcoming battle. In addition, each scout that returns will be able to provide more information about the enemy force and the lay of the land.
# Returning Game Effect
1 Move one piece of terrain on your side of the board, pre-deployment
2 Move one piece of terrain on the enemy side of the board, after any pre-deployment enemy terrain effects have been completed
3 Move one piece of terrain on your side of the board, post-deployment
4 The first general to have four Scouts return will have the choice of deploying first or second
5 The General with five returning Scouts will be able to deploy first, then after the enemy has deployed, they may take up to three of their units off the table and re-deploy them (according to game and scenario rule restrictions)
Demonstration Video
PDF Download
You may download the free minigame rules here: Scouting MiniGame for miniatures gaming campaign battles