If I can start here by repeating that this is how I play my games it will help you to remember that I’m suggesting that you play wargames your way. This means based on space in the house, budget, scale and whether it’s with painted figures or not, or even counters representing battalions.
My games are 28mm painted figures, set out on a table which is approximately 8’ x 3’ and the action tends to be played on a grid 6’ x 3’. My table is actually set up against the wall with a “sky” background for aesthetics. Naturally it means I’m playing it from one side only – and I can’t reach beyond 3’!
I have described the way I view the tabletop and only begin to consider my wargame once I’m satisfied with the overall look. Before I can then plan the game, naturally, I need to determine what forces are involved and their status. Let’s go into some detail.

1914 Belgium – British lancers push forward
Forces Outline:
The forces do not need to be “equal”. What needs to be “equal” is the possibility of victory for either side. That’s not going to be easy and will require a bit of play testing.
I refer to the forces as multiple “units” of similar importance. Naturally they are very different, but if we have 10 units a side you would get the idea.
It is the objectives which shapes the balance of the game. For example if the objective of one side was to take a castle defended by the same number of forces it would be a little difficult!
As a result we need to construct forces based on a reasonable ratio. Once we understand the objectives and the force ratio we can then select the appropriate forces for each side.
Right – let’s have a look at objectives.
Objectives
The objectives require two key elements – a focal point (geographical) and a method of taking it / defending it / investigating it
As a result the objectives should be to “attack”, “defend” or “reconnoiter”.
For both sides we roll a D6 – both sides results being – 1 or 2 “Attack” / 3 or 4 “Defend” / 5 or 6 “Recon”. Once this is determined we can calculate how many focal points are required.
Attack / Defend – A single focal point is created in the defender’s area
Attack / Attack – A focal point is created in both the Player’s and AI’s grid.
Attack / Recon – A focal point is created in the Recon’s own baseline area and in the centre of the table
Recon / Recon – A focal point is created at the centre of the table
Recon / Defend – A focal point is created in the defender’s grid
Defend / Defend – Congratulations you have drawn the game!
It is entirely up to you if you want to review the tabletop and select the logical focal points.
If you remember I talked about 10 units being on either side however once we know the intent of both sides this needs to be revised.
Attack / Defend – The defenders are reduced by 20% – Therefore 10 units v 8 units
Attack / Attack – No change
Attack / Recon – The Recon team is reduced by 10% – Therefore 10 units v 9 units
Recon / Recon – No change
Recon / Defend – The Defender is reduced by 10% – Therefore 10 units v 9 units
Defend / Defend – Congratulations you have drawn a second game!
It is entirely up to you if you want to review the tabletop and select the logical focal points.
If we take the France 1940 image below for an Attack / Recon (10 units v 9 units) game the focal point is the road in the centre and the attacking player (red arrows) can be tasked with taking the road as their objective. However the Recon player has similar ideas and has also established a base, highlighted by the black arrow. As a result the objectives will be for the attacking forces to capture the road including the bend of the road to the right of the picture. For this game I will ignore the town. For the Recon team they must maintain the defensive position, bottom and ensure that the road remains open for reinforcements from the road, in the centre.
I will use this a little later as an example, a 1940 invasion of France where a German force are reconnoitering the area in order to take the town once armour arrives. The attacking British force has recognised the importance of the area and is looking to close it off.
At this stage I have not determined who I will be and I might toss a coin to decide. However I am happy that the game itself seems clear for both sides.

Alternative Set Up
There are many ways to set up a game. As a result I have added here an alternative set up for those who would like to see the selection of the terrain a feature of your strategy. In addition I have also added a variation in force strengths. Rather than a fully completed tabletop you may elect to have it completely open and factor it into the composition of the forces. Let me explain.
Example – In this example I have an Attack / Defend game and 10 units v 8 units as a result.
Illustrated below is a grid system where you can identify three lines which, in this case for the attacker, sees lines which are home (1) / neutral (2) / enemy (3). I’ve created a very simple 3 x 3 grid marked A to C and 1 to 3.
The defending force is A3 to C3. I roll a dice to identify where the focal point will be (1 or 2 is A3 / 3 or 4 B3 / 5 or 6 C3). I roll a 2.
The next question is what the focal point will be? This is your game and will be determined by what you have, and indeed the period you are representing. Here I’ve decided the objective will be a bridge.
In addition I offer a further (up to) 3 more terrain features, but at a cost. Each feature costs 1 unit at the home board edge, or two units for features in the “neutral” sections.
I draw a card for the attacking and defending force.
Number card – 1 Unit
Picture card – 2 Units
Joker card – 3 Units
For the defender I draw a Queen of Spades – 2 units. I elect that this must be in the neutral area and as a result in A2 I’ve added a river bend to close off the area and make it impassable.
For the attacker I’m unfortunate and draw the joker. It’s 3 units. As a result, and as I’m playing a World War II game, I’ve added a road section across the table. There’s a need for vehicles to get to the bridge double quick. This could be a very brief game!
I have therefore reduced the defender to 6 units and the attacker to 7 units.
The next consideration are the forces.

The tabletop with a simple layout with units removed as terrain features are added.