By Godfrey Bailey
This is the first installment in the series. Links to the other installments are at the bottom of this article.--RL The following set of rules, though designed for figure gaming, can also be played purely as a boardgame. The non-player countries (NPC) and Quick Battle System cater for solitaire play with the solo player using the detailed rules for his country with all the other antagonists functioning with the NPC rules. Before commencing the campaign, certain preparations must be made. Decide on the theatre of conflict and prepare a numbered hex map whose area will encompass the campaign area, keeping in mind that one hex represents an area of 25 miles by 25 miles. Now, draw in terrain features in the following order; sea, mountains, hills, hills and woods, rivers, fortresses, roads, bridges, forests and finally, woods. Next, coin up a set of counters for each side involved in the conflict as follows: Armies, Garrisons, Fleets, Barge Flotillas, Detachments, Engineer Units, Pontoon Trains, Siege Guns and Supply Trains. Use different coloured card for each faction. Now armed with the Quick Reference Sheet ([9] Charts & Tables), and Order Sheet (Horse & Musket Campaigns Order Sheet) and a ten-sided die (D10) you may commence your campaign. Any comments (positive or negative) regarding the rules from any member who tries them out would be welcome. Until next time Remember!Conquer! or be Conquered! Rules for Solitaire & Multi Player Horse & Musket Campaigns. 1. Introduction. a. Scales.
1 season = 12 weeks + 1 week (season interphase) 1 move = 1 week 1 hex = 25 miles c. Game System. The campaign is played in moves. Orders must be written, each move stating hex, force type and route of march. Any siege operations must be declared. An order sheet is supplied for this purpose. A D10 is used throughout these rules. d. Victory. To claim victory a country or alliance of countries must capture and hold all capital cities on the map. Each country starts with one 1st class Fortress (the Capital City), two 2nd class Fortresses and four 3rd class Fortresses. e. Order of Play.
2. Weather 3. NPC Defence Deployment 4. Detachments 5. Move 6. NPC Defence Reaction 7. NPC Invasion Deployment 8. NPC Invasion Reaction 9. NPC Contact Reaction 10. Battle 11. Siege 12. Supply 13. Desertion Modifiers
b. Terrain Costs
Imp= Impassable. Modifiers
c. Weather. Roll for each country per move.
d. Barges. Barge flotillas may only be placed in cities adjacent to river hexsides. Only one barge flotilla may operate from one city and may only transport a maximum of 750 points worth of troops but can carry any amount of equipment or supplies. An enemy army adjacent to a bridge hexside blocks the river to barge flotillas unless a friendly army is also adjacent to the bridge hexside. An army which is blocked whilst being transported must debark and contact is made with the opposing artny. A barge flotilla has a MP allowance of 6. In rain -1 and in snow -2 to the basic movement. It costs l/4 MP to move 1 hexside downstream and l/2 MP to move 1 hexside upstream. To be transported an army must begin the move in an hex adjacent to the barge flotilla's hexside. The only move allowed is to be transported that turn. On debarking an army may be placed in either hex adjacent to the river hexside containing the barge flotilla. e. Minimum Move. An army may always move at least one hex regardless of modifiers to basic MP. 3. Consequences of Campaign and Battle. a. Battle Casualties.
b. Desertion.
There is no loss if the troops are in a city unless they run out of supplies in which case they count as bivouacked in the territory they currently occupy. c. Prisoners. Prisoners are taken during battle and after siege. Troops can be surrendered at any time if a commander so wishes. Also, all seriously wounded and half the routed troops are captured by the victor of a battle. Prisoners can be exchanged at any time but cannot be used until after the next season interphase. Troops are re-deployed in the capital. d. Extricating a Defeated Army. Roll and + or - the following:
Action Following Defeat
+2 to +9: 0 or +1: -1 or -2:
-3: e. Contact. A contact takes place when two opposing armies declare the same hex number on their order sheets when writing the army's route of march and they have both the same MP remaining at that point. Departure hexes are not taken into consideration and contact is automatic if it is a mutual destination hex regardless of MP remaining. When opposing armies contact each other in a hex three situations may arise: (I) Both sides fight. After the battle situation (II) applies. (II) One side retreats down supply line and other either follows or carries on with orders. The retreating army is caught if it has fewer MP remaining after contact than the pursuing army. If there is no supply line, retreat to nearest city by shortest route. (III) Both sides continue with orders. When a contact takes place both sides must declare the total strength in points of their respective armies and what equipment is accompanying them. Troop class must never be declared. Other Installments
Third installment in Lone Warrior #116 Fourth installment in Lone Warrior #117 Back to Table of Contents -- Lone Warrior 114 © Copyright 1996 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |