Solo Play Order Matrix

by Mark Bevis

The following tables 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 tank/infantry 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 left flank
    4 Double line, defence in depth
    5-6 As above (roll D4), but add any or all of the following Combat Luxuries.

Combat Luxuries

    1 1 hour dug in (light shell scrapes)
    2 4 hours dug in (foxholes)
    3 1D20 hours of engineering ops/digging in
    4 Reinforcements arrive after set time of moves
    5 Deploy at least 1 platoon as reserve
    6 Deploy at least 1 platoon as pickets/tripwire screen

Your engineering rules will determine how many mines, if available, can be laid, or barbed wire set up, or earthworks dug etc. I do have a set of rules designed for campaigns that detail engineering times; if you want me to publish them write to the Editor or me and let me know.

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 50% count as 50%. The use of the Remainder force is decided by D6:

    1-2 Feint in area where Main Effort isn't.
    3-4 Hold in area where Main Effort isn't.
    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 1D6:

    1 Dash:- Move at full speed to objective and only deploy to assault if fired on. Use roads to full.
    2-3 Advance:- Deploy in line, move at half-full speed towards the objective. Can be two up-one back deployment.
    4 Cautious:- Move at 0-1/2 speed to objective deploying to clear each terrain feature on route to objective. Use smoke, make maximum use of cover; full use of pre-planned fire if available.
    5 Leapfrog:- 1 platoon moves, the other covers from cover, assault each feature in turn on way to objective.
    6 As above (ID5) but add following combat luxuries.

d) Combat Luxuries

    1 May use recce screen to begin with.
    2 May use 1D12 moves of pre-planned fire from any artillery if desired, including up to 3 smoke.
    3 Pre-planned air strike if aircraft available.
    4 Pre-battle intelligence gives away the position of 1D6 enemy platoons/sections.
    5 Any foot troops may start in surprise position in cover no closer than 100m from enemy pickets/front line, if cover available.
    6 Reinforcements arrive after a set time/number 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/7 turns, and for a Battlegroup level game, should be no more than one company, perhaps 1D3 platoons, if receiving 3 then add a CHQ and appropriate support platoon if relevant.


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