Solo Campaign Rules

By Nicholas Birt

I wanted some campaign rules that would simulate surprise and give programmed responses to my army movements. The result is this set of rules where the enemy action is governed by dice. These rules were devised for use in a horse and musket period campaign, but they are suitable for earlier periods. For modern campaigns, I would suggest changing the map move from one week to one day.

Diplomacy. I used Mike Elliott's system (LW 46, Solo Diplomacy) with one additional rule designed to give you a nasty surprise. Throw percentage dice every three months for each country that has a neutral or worse relationship with another country.

RelationshipDice Score
Provocative5%
Unfriendly2%
Neutral1%

If the dice score is equal to or less than those listed above the country will attack. This can result in some unpleasant surprises: that neutral country on your western border can suddenly attack you with no warning.

Attacks. When a country attacks it must spend three moves of preparations to gather troops together, get them to the border, and be ready to attack. Throw a decimal die to see if and when you realize the attack was happening:

ThrowRealization
0Your spies inform you an attack will occur in four moves.
1You hear of troops gathering. The attack will occur in three moves
2You hear that troops are marching to the border. The attack will occur in two moves.
3, 4Troops have been seen gathering on the border. The attack will occur next move.
5, 6, 7Attacked this move.
8, 9Attacked last move! This information has only just reached you. To simulate this give the attacker double movement allowance this move.

The objective of attacking troops is the capital of the invaded country. Once the capital has been captured, the country must surrender. Attacking troops capture towns on their route to the capital which act as a supply line. If these towns are recaptured and is in the hands of the invaded country's troops for four consecutive moves, then the supply line is broken. Once this occurs the attackers have lost and must retreat as quickly as possible.

If you decide to attack a country, throw a decimal die to see if they are ready for you or are caught unawares.

Die ResultAwareness
0Your army is ambushed as it crosses the border.
1, 2, 3Your army is faced by a prepared position (trenches and other earthworks).
4, 5, 6The town's garrisons have been strengthened.
7, 8, 9The defenders are prepared.

Throw one decimal die each move after the attack to see when defenders start to counter attack.

    2nd move after the attack 1,2,3,4,5 = counter attack
    3rd move after the attack 1,2,3,4,5,6,7,8 = counter attack
    4th+ move after the attack The defenders counter attack

Once the attackers have been counter attacked by the defenders, throw one decimal die to see how they attack.

0,1,2,3Attack all armies with equal proportions of defending army ( e.g. if attacked by two armies, one twice as large as the other, the defenders will split their army by one third and two thirds.)
4,5,6Half the defenders relieve captured towns, the rest act as above.
7,8Split the defenders equally amongst attacking armies regardless of their size
9Half the defenders relieve captured town, the rest act as above.

Size of Attacking Armies. When a country has been attacked throw one decimal die:

DIE SCORENUMBER OF ARMIESATTACK %SUPPORT %HOME GUARD %
03702010
13701020
23601030
32 large
1 small
502030
42403030
52501040
61 large
2 small
402040
71302050
81202060
91101070

The attack percentage is the percentage of the total army that attacks the country. The support percentage is the number of troops held in reserve and used to hold captured towns. The Home guard is the percentage that stays in the homeland and defends it. I hope these rules are of use, or at least have given you some ideas.


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