by T. L. Morgan
The 7th Virginians CSA huddles close behind a low stone wall. Incoming enemy fire discouraged all but the most foolhardy from raising his head. Sergeant Ross peered, carefully, over the rim to see an advancing body of dark blue. "Them damn Yankees have us pinned down", muttered Ross, "If only we knew what they were!" "I may be of assistance", announced 'too smart by half' Corporal Fossey, "Just describe their colours, hats and facings". After a brief exchange the corporal gave his verdict. "Green Militia", he pronounced, "nothing to worry about". The 10th Mass USA, quite unaware of the derogatory status afforded them by the enemy, continued to advance. Once they got within a few yards of the wall the rebs fled. In real life, and death, you can never be too sure about your enemy's limitations and morale calibre. On a bad day they could run like a startled fawn but on a good day you could be facing a lion. Contrast this with the usual situation on the wargames table - you know which enemy units are good and which bad. Given average dice throws the impact of your lads can be mentally computed. Even a 'worse case scenario' can be allowed for. Perhaps, for a one-off battle, this wargames approach is acceptable. With two players it might be possible to disguise units and only reveal their grades when action is imminent. For the solo player there is no hiding place and no opportunity for self-delusion (Jekyll & Hyde excluded). I offer two ways to make table-top encounters just a little less predictable -(i) application of 'fragility factors', and (ii) gridding the enemy. Equipment Needed: 1 Index Card per unit (write on one side only), 1D6, Pencil and Pen, Map and Ruler (part 2 only), Suitable dice (part 2 only). Part 1: Application of 'Fragility Factors'Continuing my example period (ACW if you hadn't guessed) let us take 4 grades of troops - 'green', 'seasoned', 'veteran' and 'elite'. If we assume that progression is linear we need to decide what length each sector will be. As a suggestion, I offer the following:
I leave you to adjust your ladder, taking into account the period, fanaticism, regular vs. irregular, etc. Before the First Battle On each unit card mark, in pencil, each unit according to the mid point of its range. For example a 'green' unit would be rated as 3 or a seasoned unit as 10. Also decide upon your initial criteria for unit promotion or demotion. After the First Battle Review the progress of each unit. Make an objective judgement of each unit (it helps if you keep a battle diary or make brief notes of notable events). Promote, demote or maintain each unit according to your set criteria. However, do this by one grade only (either way). Alter the unit's index card accordingly including any changes in morale class. Before the Second (or subsequent) Battle Examine the criteria you have set and make any adjustments you think are necessary. Now throw 1D6 for each unit on the preferred side. On a throw of one demote the unit by one FF for this battle only. If a 6 is thrown make a temporary promotion. Adjust the unit's index card as appropriate (I normally write in pencil +1 or -1). Finally throw 1D6 for each enemy unit. Either do this now or, if your prefer, only when that unit has to take a morale test. I prefer the latter method. Let us return to the opening scenario to see what happened. The 7th Virginians were 'seasoned' troops who had suffered several reverses in previous battles. Their morale was not, therefore, as high as their grade suggested. The pre-battle dice had been unkind temporarily demoted them 'green' status. On the other side the 10th Mass had enjoyed previous successes and their morale was 'on the cusp' twixt 'green' and 'seasoned'. When testing to charge the temporary battle dice pushed them firmly into the higher morale band. Given no further actions to the contrary our two combatant units will maintain their temporary alterations - the 7th Virginians being demoted and the 10th Mass promoted. One final matter needs to be covered in this section - when a unit's morale (FF) falls below 0. The simple answer is that it ceases to exist as a coherent unit. It is either captured, annihilated or disperses never to form again. The use of FF in this simple way can add a degree of unpredictability. It doesn't matter what period you wargame in - only the titles have to change. Part 2: Gridding the EnemyOne picture is supposed to be better than 1000 words ... but how much is a diagram worth? Fig 2: Gridding a Map
I am sure that I am not alone in that when conducting a solo campaign I superimpose a 'grid' on my map. Normally I do this by using an acetate sheet pinned over the map. I also use washable coloured felt tip pens. Figure 2 shows an imaginary map gridded into 18 sectors. The double lines indicate an impassable boundary - sector 18 is a sea area - sector 9 has mountains to the east. Battle is to take place in sector 9. The defender can therefore summon help from surrounding sectors subject to certain restrictions. Those squares that share a side may supply troops provided that there is no impassable barrier. Diagonally positioned sectors may only do so if linked by a road or track which clearly passes between them and does not divert through more than one additional square. Example Before you get too confused let's look at an example - this time in the Punic Wars period. Consul Augelius is marching towards Ceris Romagna, a small town recently taken by the hated Carthaginians and their Spanish allies. The Roman road will take them directly north. [From sector 15 to sector 9]. Typical of the Romans their scouting has been pathetic (this is one reason why the Romans got caught by Hannibal so many times). The attackers, therefore have little idea what they will face beyond out of date intelligence. On the other side Hanno has used his scouts well and knows of the enemy approach. Sending messengers out to the neighbouring areas he gathers what troops he can. He is under orders to hold the town but not at all costs. As he prepares for battle, contingents from the north and west arrive bring his army up to a more reasonable level. [From sectors 3 and 8 respectively]. More may arrive from the NW but there is no confirmation yet. [There is a road starting in sector 9 which passes through sector 3 and on to sector 2]. So what mechanics have I used to arrive at this point? The answer goes back to the index cards and suitable dice. On the unit index cards, along with the FF rating, should be marked prominently their present sector location. Again I do this in pencil so that changes can easily be made. The 'enemy' commander decides how many units he wishes to try to call up and how many he must leave as garrisons or foragers. These cards remain in the box. All others from the target sector are shuffled face down (make sure you don't mark the backs or use see-through inks). If the commander has warning of the enemy advance (as in this case) one attempt per 'march day' can be made to obtain reinforcements prior to battle. A 'march day' is a whole day in which you have been pre-warned of the enemy's approach and before they arrive on the battlefield. Use an appropriate dice to determine how many of the available cards you will get. For example if 7 units are theoretically available throw 1D8. If you get an 8 nothing arrives. Never throw anything less than 1D6. The 'enemy' commander may take any cavalry (or mobile forces) directly into his army immediately. Infantry will arrive one day later. If they arrive before the day of battle they may similarly be incorporated. Any cards not take should be set aside in sector 'piles'. Repeat this procedure with each other available sector. Note that any troops from a diagonal sector will incur an extra day's delay. You can see already that some troops may never arrive. Troops that are due to arrive during the battle may not have their cards inspected. The direction of their arrival should, however, be noted. On the fourth period of battle throw 1D6 for each sector's troops. If a 6 is thrown a second D6 is thrown to determine how many additional units will arrive. These will be picked at random from the face down cards. Note - these dice throws must be made in public. The 'enemy' commander will have 2 further opportunities to try to increase his army. Before the period starts (according to the rules used) the 'enemy' commander must declare his attempt and make the dice rolls in public. The 2 attempts must be made prior to the 13th period of the battle. Consul Augelius marches onto the battlefield with 2 full legions - 20 units in total including barbarian allies. Although slightly harasses by enemy light troops, the Romans proudly deploy in the approved formation. Velites (light troops) are sent forward along with a handful of horse archers. The legions march steadily forward. Hanno finds himself in some difficulty. His call to arms has brought in only 5 additional units. He has a motley crew of only 13 units with which to hold the town and insufficient cavalry to outflank the Romans. Placing his best troops on the right (the place of honour) and the worst behind barricades he tries to do his best. If he is lucky, further reinforcements may arrive. [Hanno threw bad dice for his initial attempts at reinforcement. The remaining cards were re-shuffled and placed in piles waiting for him to try to get them on in the battle itself]. The Romans forced their way forward casting aside the craven cowards. The main battle was joined in the centre with the flanks held back. A reserve of veterans was waiting impatiently to strike the decisive blow. Hanno hoped the Romans thought he was playing the Cannae game - allow the centre to sag and suck the Romans into a cramped pocket. If only that were the truth of it. There was no sign of aid from any friendly quarter. [Hanno again had bad luck with the dice]. The battle raged when a cry was heard from the west and dust clouds were seen in the distance. Consul Aegilus despatched one unit of reserves to face this new threat. Hanno hoped his new troops would buy him some time. The troops from the west were insignificant but the Romans didn't know it. An extra unit of Spaniards had arrived from the north and were immediately fed into the line. Hanno's centre broke taking the newly arrived Spaniards with them. The western threat had fizzled out and the Roman reserves were marching inexorably forward. Finally friendly allies from the NW arrived but all they could do was cover the retreat. The day was lost and the Consul would have his triumph. Perhaps Hanno tried to rely too much on those potential reinforcements! After all he had only 4 chances to throw a 6 (and I know how difficult that is). He elected to wait until period 7 for the second wave and failed miserably. It was only in period 11 that help finally arrived - too late. I see no reason why the 'favoured' army composition and reinforcements might not be arrived at in the same manner. It is up to you - the solo wargamer - to make these decisions. After all isn't that the reason we play solo? Perhaps you would care to try either or both of my suggestions! You could devise your own variants. Whatever you do - happy solo wargaming. Back to Table of Contents -- Lone Warrior #106 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1999 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |