By Graham Empson
Having decided that my figure painting had been neglected for far too long I was contemplating what battles I could fight when the latest batch of ACW was finished. When I read Richard Barbuto's excellent article in Lone Warrior 114, I dug out my old campaign folder and decided I would create a fictitious campaign Rather than bore you all with the actual campaign diary I thought it would be better to describe some of the mechanisms I am using, though you may find these just as boring. As with all my mechanisms I claim no original thought I merely extract and adapt what I find. I actually enjoy building tables to put chance back into my games, applying them to both sides. If you find that the ratings or categories do not conform to your viewpoint then feel free to adapt them as you wish. THE MAP. I found a map of old Worcestershire England and used this as a start point. I created a simplified map with a scale 1 inch equals 12 miles. The map was left deliberately vague and very sketchy, any places marked only representing those assumed known to the Union, who were really quite notorious for inaccurate maps . Only the major roads (large tracks really), railroad and rivers are shown. As happened in practice numerous discoveries will be made as the campaign progresses but in my case these are firmly in the hands chance cards and dice. The map depicts an area of a state where a range of hills crosses east to west and is where the campaign is taking place. I scaled up the original map into segments with a scale 1 inch equals 1 mile and pinned the first five A4 segments to my map board. I decided on the Western theatre of operations because I am reading a biography of W.T. Sherman at the moment. I decided to play the Union [As Kenn would say 'you always do'] but then its my campaign, so I can do what I want. UNION ARMY COMPOSITION. A 1D6 throw decided that two Corps would be the size of this army. I used my own research notes on the theoretical structure of an army corps which gave the following tables. INFANTRY. The averages for the Western theatre for 1864 gave the following:-
ARTILLERY. The average size of a Western theatre battery was 4 guns, but neither the type nor the spread was by any means even so:- Roll 1D6 for 4 gun batteries per Division and refer to the following table:-
Obviously you can provide yourself and the enemy with more guns simply by amending the numbers or even increasing the die to say 1D8 or even 1D10 and providing a greater range. CAVALRY. The cavalry by this stage of the war was becoming a much more useful force. The commanders were beginning to use it in brigade, division and even corps strength and the theoretical structure gives the following:-
Since again there was no real consistency a random factor is needed:- Roll 1D6 for brigades per Army Corps and refer to the following:-
CONFEDERATE ARMY COMPOSITION. I decided that this would be an unknown quantity which will be revealed as the campaign progresses. I examined the map and marked all the locations where the Confederates would be likely to dispute progress. When Union forces reach a marker I throw a 1D6. An even number means 'nobody home' whereas an odd number is a different story. Throw 2D6 and multiply the results. Now you know how many units you are facing but not what, so:-
COMMANDER PROFILE TABLE (CPT). I allocate characteristics to all commanders of both sides, and of course to me. To build this table requires throwing 1D10 three times, for each infantry brigade, artillery battery, cavalry brigade, division, corps and army commander then reference each table below in turn. Apply to Confederate forces when these are known. You can of course go down to regimental level if you wish, but remember your chart becomes larger.
TROOP RATINGS. It is always nice to know the ratings of your troops in case a battle should occur. For each unit in your force roll a 1D10 and consult the following tables.
Below is an extract of what you can end up with.
CAMPAIGN RULES. Having decided on the composition of my force at least, let me turn attention to what rules to apply in terms of campaign map play. A DAY. I have defined a day as being 05.00 to 18.30, that is dawn to dusk which should be about right for the time of year. WEATHER. For the first turn roll 1D10. At the start of every subsequent move roll 1D6 to modify the level position in the table. Each level has a penalty attached which can affect troop movement.
As an option apply the following rules:-
MOVEMENT. The following table describes the movement allowances for units by terrain type.
Of course units cannot always achieve these figures so a modified set of tables is needed, one for each unit type. Again a 1D10 gives a random factor on the mileage achieved. Don't forget to apply penalties for weather.
FORCED MARCHES. A forced march adds 50% to each of the figures in the tables. Each forced march incurs a penalty with the added rule that units must rest after two forced marches for a minimum of one day. To invoke a forced march for any unit roll 1D10 .If the die result (DR) is less than column R of the CPT then you can force march. PASSAGE THROUGH COLUMNS OF MARCH. Any unit passing through another in column of march will lose 25% of its distance, rounded up to the nearest mile, in order to pass through and clear the other column. FATIGUE TABLES. Each unit starts the campaign 'full of life and rarin' to go', this translates to a fitness percentage modified by activity:-
The modifier is applied to march distances by reducing the distance achievable by the number of miles stated. When a combat situation arises any die roll for order compliance is increased by this number. The object is to make it harder for orders to be implemented. SUPPLY. I classify a supply train as including food, ammunition and medical supplies. The following tables show the supply train sizes for infantry brigades, artillery batteries and cavalry brigades and the number of days supply carried. To make this random simply use 1D6 for each unit type and refer below..
SUPPLY RULES. A unit is classed as supplied providing its train is within 2 miles. At the outset of the campaign every unit has 6 days food and sufficient ammunition for two engagements. The supply train carries the extra as dictated by the above tables. Once a trains supplies are exhausted the train must return to a depot for replenishment. Support supply must be organised to re-stock depots as they are being depleted. The train size is diced for using the same tables. Each supply column requires guards which depletes units of infantry and / or cavalry. The type of supplies being carried can be diced for by a 1D6 as a supply column leaves the depot or arrives at its destination. What you need and what you get aint always the same thing!
CHANCE CARDS. At the commencement of each day a chance card is drawn from a deck. This can state 'NOTHING', then again it could be something nice or maybe not. The following are examples (each paragraph is a separate card):- Railroad has been cut by enemy forces. Roll 1D10 for the number of days needed to repair. No depots re-supplied for same period. Forage supplies discovered. Roll 1D10 for each cavalry brigade, highest score gets the goodies. Roll 1D6 to discover how many days forage has been found. Defective artillery ammunition has been found. Roll 1D10 for each artillery battery. The lowest score is registered as low on ammunition. Roll 1D6 to find out how long until replacement. Beef on the hoof has been 'discovered'. It's barbecue time. Roll 1D10 for each division, highest score gets the beefburghers! Rations extended by 1D6 days. Enemy units, 2D6, emerge on your flank and commence an attack. Roll 1D10 for each column on the march, lowest score must stand and fight. Use card deck to determine unit types. All enemy units are classed as veteran. News arrives of a victory by your brothers in arms. Fitness is improved by 5 points on all units. Wagon breakdown. Delay a supply column by 1D10 percent of its days march distance. Roll 1D10 for each column highest score is delayed. NOTHING NOTHING Weather takes a sudden turn for the better. Return to level 5 status. Roads dry up immediately ignore Artillery and supply delays. Felled trees delay progress. Roll 1D10 for the percentage miles lost. Reduce fitness by double the amount. NOTHING You can have as many, or as few, chance cards as you want. Increase the number of nothing cards, or decrease them to alter the odds. As always 'its solely up to you'. UNION ORDERS. CHAIN OF COMMAND. All my orders must be routed through the chain of command with a dice roll at each stage to remove absolute control. I issue orders to the Corps commanders only. They in turn issue orders to their Divisional commanders. The Divisional commanders will issue orders to their Brigade commanders. ISSUING ORDERS. Orders are deemed to be received if issuer is within 1 mile of the recipient. Any orders outside this distance will require a courier. Councils of War called by me are deemed to result in written orders to Corps commanders issued and received immediately. Whether they are acted upon is a different matter. COURIER DELIVERY. To give an order to a courier for delivery you roll 1D10 (DR). If the DR is less than column R of CPT of the commander concerned then order is issued otherwise its better luck next time. A courier will travel at cavalry speed but at the end of each movement phase roll 1D6 and consult the table to determine if there are marksmen about.
RECEIVING UNION ORDERS. When, and if a courier makes it to his destination roll 1D10 (DR). Add column G of CPT for the commander to DR. Compare the result with column R of CPT. If DR less than R order is received and put into effect this turn. If DR is equal or greater than then a delay of column G + 1 is imposed while the commander thinks about it. CONFEDERATE ORDERS. Since these forces are not represented until chance or a die roll dictates, they do not need any orders. Once they have been revealed its time to see how many, what type, allocate the characteristics and then on to the table top. UNION ARMY DIRECTIVE. Now to get the show on the road. I started by pondering what sort of order a commander like Major-Gen. W.T. Sherman might send to the commander of this army, now to be designated Army of the Severn. So Major-Gen. R.T. Riddles, Officer Commanding, received the following:-
Major-Gen. R.T. Riddles, Commanding Army of the Severn, You will proceed south from Tipton. Move to take control of all passes through the Lickey hills, and secure all bridges at Worcester Bridge. Secure the railroad eastwards, making good the road as you go, link with the Army of the Terne who will be making good from their direction. Secure the railroad westwards to Hillside Fork. Leave Tipton and the surrounding area under the command of an efficient officer with an infantry division, artillery and cavalry. Pay special attention to the railroad since it is vital. The matter of supply I leave to you the railroad should be able to provide all necessary items. Remember, you must achieve all objectives by 30th June at the latest. A delay by any one army affects all others this is totally unacceptable. Major-Gen. FINAL THOUGHTS. I hope I have at least provoked some thoughts on how to go about setting up a campaign and provided you with an idea of what types of mechanisms can be used. The most important thing really is that you, and you alone are the sole arbiter of what is right which is the beauty of solo gaming. If you are really unlucky I may even write up my campaign notes, which Kenn may even print assuming you don't supply him with articles as alternatives. You have been warned! Happy soloing, Graham. Related: Back to Table of Contents -- Lone Warrior #118 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1997 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 |