Solo Play

Order Matrix

By Mark Bevis

The following rules are ones I have recently drawn up for use with solo battles. They are designed to 'create' a set of orders for an attacker and/or a deployment for a defender. Although primarily designed for Battlegroup level tankAnfantry games, there is no reason why tables cannot be used for other periods.

Defenders

Roll 1D6:
1: Evenly spread defence line
2: Weak left flank, strong right flank
3: Weak right flank, strong leff flank
4: Double line, defence in depth
5-6: As above (roll D6), but odd any or all of the following Combat Luxuries

Combat Luxuries

Roll 1D6:
1: 1 hour dug in (light shell scrapes)
2: 4 hours dug in (foxholes)
3: 1 D20 hours of engineering ops/digglng in (use own rules to determine)
4: Reinforcements arrive after set time/number of moves
5: Deploy at least 1 platoon as reserve
6: Deploy at least 1 platoon as pldketsArlpwire screen

Attackers

a) Proportion of Force

Force will be split into Main Effort and the Remainder. Roll D%, Main Effort is 50-100%, any rolls less than 60% count as 50%. The use of the Remainder is decided by D6:

    1-2: Feint in an area where Main Effort isn't
    3-4: Hold
    5-6: Reserve, position off table diced for as b) below:

b) Deployment of Main Effort

Roll 1D6:
1-2: Left flank
3-4: Centre
5-6: Right flank

c) Method of Movement

Roll 1 D6:
1: Dash - Move towards objective at full speed, only deploy if fired upon. Use roads to full.
2-3: Advance - Deploy in fine, move at half speed to objective. May use two up-one back deployment
4 : Cautious - Move at 0-12 speed to objective deploying clear of each terrain feature on route to objective. Use smoke, make maximum use of cover, full use of pro-planned fire if available.
5: Leapfrog -1 platoon moves, Mother gives cover from cover, assault each feature in turn on way to objective.
6: As above (1D5) but add the following Combat Luxuries

d) Combat Luxuries

Roll 1D6:
1: May begin with recce screen
2: May use 2D6 moves of pre-planned artillery (Inc. up to 3 smoke)
3: Pre-planned alrstrlke if aircraft available
4: Pre-battle Intelligence gives away the position of 1D6 enemy pltns/seds
5: Any foot troops may start in suprise position in cover no closer than 100m from enemy pickets/front line, if cover available.
6: Reinforcements arrive after a set time/ # of moves

I suggest for both sides Combat Luxuries that you roll 1D6 for the number of luxuries' then roll again randomly for which ones. It is probably best if reinforcements do not arrive for an hour/T turns, and for a Battlegroup level game, should be no more than one company, perhaps 1D3 platoons, it receiving 3 then add a CHQ and appropriate support platoon if relevant.


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