by Michael Gray
The following rules are designed to get a logical reaction from an enemy force in a solo game without involving any other player. At first sight it might seem impossible to fight a wargame without an opponent, but this is not the case. The rules are based on five basic orders a field commander might issue during a battle.
ADVANCE AND FIRE STAND AND FIRE FIRE AND WITHDRAW WITHDRAW These five orders are basic instructions for troops within musket range. If they are not in sight or contact with the enemy, they will react to alternative orders under the same heading. For example, it would be inappropriate to give an "Advance and Fire" order to a unit that is out of sight and range of the enemy. The unit will instead, march in column at normal speed towards the front-line. A unit given an order to stand and fire, under the same circumstances will not fire, as they cannot see the enemy, so will stand their ground. In other words they do nothing. A full list of options are shown below giving the reactions to the same order. Players will have to use their discretion as to their use. CHARGEMove forward at full speed without discharging their weapons, regardless of their formation or cover. If out of sight of the enemy they march in double-time in column to the sound of the action. ADVANCE AND FIRE Move half distance and fire if deployed into line. Troops out of musket range, march at normal speed if in line. Troops in sight of the enemy that are in column, deploy into line without firing, (light troops move into skirmish order). Disordered troops reform. Dismounted cavalry will remount. Units behind hard cover, stand fast and fire. Light infantry in open ground seeing cavalry, attempt to form into close order. Units approaching the rear of a friendly unit, that is deployed to fire at the enemy will support that unit 60 to its rear. If the forward unit is in contact with the enemy fighting a melee, then it will move into contact and take part in the melee. STAND AND FIRE Troops will stand and fire. Units in column will deploy. Artillery will unlimber. Cavalry dismount and deploy into skirmish line. Troops out of sight of the enemy, stand fast. Disordered troops reform. FIRE AND WITHDRAW Troops will fire a single volley, (-1), and withdraw at half normal speed to the nearest cover. Troops in close order are disordered and do not fire. Cavalry remount. Gunners, lay-down by their guns and do not fire. Troops out of sight of the enemy, stand fast. WITHDRAW All foot troops move to the rear without firing. Mounted troops remount if dismounted and move back at half speed. Gunners, will limber their guns and retreat. Any troops withdrawing in the last bound, rout. Gunners, if routing, abandon their cannon. Troops reaction to local events As different types of troops react quite differently in the same terrain, the reaction chart has been divided into four columns. OPEN GROUND, NATURAL COVER, HARD COVER, and troops in RETREAT. To give an example, Red Indians did not generally fight in the open, so they have a -1, on the dice score. In natural cover, when they could hide they are +2 on the dice. European line infantry are the opposite, they were trained to fight in open ground, but became confused under enemy fire in woodland. So in open ground they are +2 and in natural cover nil. It may also be noted that under certain conditions, troops behind hard cover receive a minus factor. This is intended to prevent troops making wild charges when fighting defensive actions. It is also true that troops in defensive positions are reluctant to leave a safe place. At the beginning of each bound, each unit on the table will take a reaction test regardless of it being under fire. This will generally mean that unitz will march to the scene of battle and deploy when in sight of the enemy. Then advance or stand and fire, depending on the dice score. Select one of the four columns which is appropriate to the unit's condition. (The cover is disregarded if troops withdrew in the last bound). The troops are divided into eight classes. Select the appropriate class of troops, reading down the list of local conditions, adding and subtracting from a normal dice (D6) score. with the final score the unit will react.
+9 Charge at full speed without firing.
Example A unit of rangers are encamped in open ground off the table. 1st Bound:
Out of sight of the enemy +3 Enemy 15 inches away +1 Dice score +4 TOTAL: +8: Unit advance in column at normal speed. 2nd Bound.
Rangers in open 0 3rd Bound.
Rangers in open 0 4th Bound
Rangers in natural cover +2 Unit Character Factors. To give the reaction test a bit more variation, the militia and provincial troops can be given a character rating the same way as the generals. (See General Officers). This score factor is included on all dice scores in a reaction test. Regular troops are considered to be better disciplined under fire, so have no character rating. Learning the system To get an understanding of the rules, just use two opposing units, one each end of the table, working on the principle that they are both encamped. on the first reaction check to see if you can get them to advance towards each other, marching in column. Then deploying them once they come into sight of each other. They then should advance and start firing. You will probably find they will stand and fire for some time before one of them breaks and runs, but this to my mind is quite realistic. Remember you only have to select the type of troops under one of three terrain headings, then go immediately to the second half of the chart that begins "no enemy in sight", in the same column, for the eight local factors. Subtract any casualties received during the last bound. I have not used a lot of factors as I wanted to keep it quick and simple. one of the factors that is not included is seeing own troops routing, which could be used at -2, but I personally found it not necessary.
I would be very interested in any comments from anyone who cares to try the rules out, as they no doubt can be improved. Types of Troops The fighting quality of the troops involved in the war are divided into eight main types. British Regular Infantry These are veteran trained troops experienced in close order drill and volley fire. They would take heavy casualties in pitched battles but were unaccustomed to forest fighting. They would get completely lost in forest without local guides as they had no knowledge of woodcraft. The Troupes de la Marine These were composed largely from Canadian stock, who had a close knowledge of the country and Iroquor warfare. They were far more use than regular troops and had some skill at close order drill. Regular Light infantry These were highly trained and disciplined troops in forest warfare. They could also fight in close order if necessary. Rangers The rangers were recruited from men experienced in the ways of the woods. Most of these units seem to have been well disciplined when going into action. Their favourite weapon was the smooth-bore musket loaded with large buckshot, which could be changed for ball ammunition if needed. This was an ideal weapon for the close quarters fighting they were involved in. Rifled-muskets do not seem to have found favour as it was hard to load and the longer range would have been of little use in thick woodland. Besides, the smooth-bore musket could be fitted with a bayonet, which was more than a match for a Red Indian armed with only a tomahawk. They were accustomed to make fighting withdrawals, firing from tree-to-tree unlike line troops who would just run away. Red Indian and Canadian Militia Indiana and the Canadian militia, such as the Coureurs de bois, lived and fought in a similar manner. Both were undisciplined for the formal type of European warfare, but had few equals when fighting in the forest due to their background of hunting and trapping. They always tried to fight at an advantage, avoiding pitched battles in open ground and only advanced if there was little danger of being fired on. Honourable conduct was considered pure folly as it could lead to needless risks. Treachery to gain an advantage was considered good tactics. It was common practice to offer the enemy the chance to surrender and then kill and torture their prisoners. They usually made war when the trees were in full leaf, as they could then fire from ambush and make swift retreats. They never stood their ground if attacked, but would vanish into the woodland only to reappear when the danger had passed. To make a concentrated attack on such an enemy was no easy task and it was impossible for normal line infantry to pursue them into the forest. The only troops who could come to grips with them were experienced forest fighters, such as Rogers Rangers. Provincial Militia These troops were somewhat different to the Canadian militia as their background was different. They were drawn from farming communities and seem to have been something between line infantry and forest fighters. They were a pretty mixed bag from being very good to bad. Discipline was generally poor as the men elected their own officers. In this group you would find units armed with rifled-muskets. Local Militia These were settlers who would move into their local fort for protection during Indian raids. They would be formed into companies by the fort commander to undertake garrison duties, going home as soon as the danger had passed. Their fighting quality would have been as good as any behind a stockade, as the Indians would have no mercy if they were taken. Light Cavalry Both French and British, had small units of light cavalry, composed of local militia. The few times they are mentioned during the war, they were used as mounted infantry. They were used very little in operations, but this is no reason why they should not be used in a wargame. General officer In a solo wargame the figure of the opposing general will have to react on the battlefield according to his character rating and Situation- There is little they can do to change events, apart from rally troops and order-up reinforcement. General reaction will not have to be checked each bound, they will only be taken for the following reasons:
2. Enemy attacking within six inches. 3. Enemy troops routing or withdrawing. To assess the general's character rating use the percentage dice: : -.o 5 - Rash. 6 to 30 - Brave. 31 to 70 - Average. 71 to 95 - Cautious. 95 to 100 - Timid. The general will react in one of five ways depending on the percentage dice score. All can react to all five, but there is some variation in their chances.
A - Moves to the most stricken unit. (This will generally mean one that is nearest to the enemy, attacking or retreating. His presence will either rally them or give them the impetus to make a charge). B - Advance to the centre of the front-line. (If the figure is already in' that position there's no change). C - Stand and do nothing. D - Orders up a unit of reinforcements. (See reinforcements). E - Rides to the rear. Should this bring the figure off the table, then it will not return. Reinforcements In the solo game it is matter of chance how many units are called to the table. The list shown below gives the classes of both French and British Armies, with the preference for the most common troops. When reinforcements are called for, throw the percentage dice for one unit only. Then give the unit it's reaction test to local events. All reserve troops are considered encamped in open ground off the table. With an order to "Stand and Fire", the unit will not move on to the table. Units with an "Advance" or "Charge" order will enter from the centre rear of the table.
General's Battlefield Position To find the position of the General at the beginning of the game use the General's Reaction Chart.
B - Just behind the rear of the frontline. C - In the best position that is safe to observe the battle, (on a hill etc). D - 10* behind the centre of the frontline. E - Standing centre, on the baseline at the rear of the table. Melee. When two opposing sides come into contact a melee will take place using the following method. Both sides count the number of figures within 1/4" of each other. Then add the following factors to the total, and throw a D6 to find the number of casualties in figures.
+3 Grenadiers. Light Infantry. Rangers. +2 Line Infantry. Troupes de la Marine. Red Indians. +2 Canadian Militia. Provincial Militia. Defending hard cover. +2 Charging Troops (first round only). 0 Riflemen. Local Militia. -2 Routing or withdrawing troops.
After each melee, both sides check morale. If both hold, they fight again. Back to Table of Contents -- Lone Warrior #108 Back to Lone Warrior List of Issues Back to MagWeb Master Magazine List © Copyright 1994 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 |