Playing Card Opponents

By Thomas L. Morgan


The following is a translation and revision of some scribbled notes on solo wargaming. I hope they will be of use to fellow soloists! Employing a standard 52 card pack plus two jokers, the table below was formulated:
Troop typeJoA KQJ1098765 432
Hch or ElBA AACC DDDD HAHAHHR
SHK or CHCBA AACC DDDD HAHAHHR
SHI or SHCam B A A A C C D D D D HA HA H HR
EHK or EHCB A A A C D D D D D HA HA H HR
EHI or EHCam B A A A C D D D D D HA HA H HR
Lch or HC B A A A C D D D D D HA H H HR
HI B A A A C D D D D D HA H H HR
Hcam B A A A D D D D D HA HA H H HR
LHI (missile) B A A C D D D D D HA H H HR R
LHI (others) B A A A C D D D D HA HA H H HR
MC B A A C D D D D D HA H H H HR
MI (missile) B A C C D D D D D HA H H HR R
MI (others) B A A A C D D D D D HA H H HR
MCam B A C C D D D D D HA H H H HR
LMI (missile) B A C C D D D D HA HA H H HR R
LMI (others) B A A C C D D D D D HA H H HR
LC (missile) B A C C D D D D HA HA H H HR R
LC (others) B A A C C D D D D HA HA H H HR
LCam B A C C D D D D D HA H H H HR
LI (missile) B A C C D HA HA HA HA H H H HR R
LI (others) B A A C C D D D D HA HA H H HR
Artillery B D D H H H H H H HR HR HR R R

Add the following if applicable:

    + 1 If "B" class troops.
    + 2 If "A" class troops.
    If rash SG/AG with unit
    If LC (others) facing LI
    If LC (missile) facing LI.
    If LC (others) facing LC (missile).
    If LI (others) facing LI (missile).
    If to flank of enemy.

Deduct the following if applicable:

    - 1 If "D" class troops.
    -2 If LI (others) facing LI.
    If cautious SG/AG with unit.
    If LI (missile) faced by LC (others).
    If LC (missile) faced by LI (others).
    If LI (missile) faced by LC (missile).

Explanations:

    Code B = Carry out best possible order for unit concerned (be impartial).
    Code A = This akin to charge. If the next card drawn for that unit is also Code A the charge is impetuous. Impetuous charges can only be halted by a Code of H or below (or Joker).
    Code C = Advance to contact. Move at normal speed until within charge range, then charge. This move is preceded by any card HA or below.
    Code D = Advance. Unit must move at least half movement allowance. Any card precedes this.
    Code HA = Advance up to half movement allowance. May halt instead if threatened. Any card precedes.
    Code H = Hold. Any card precedes.
    Code HR = Half Retreat. Unless threatened, unit will turn around and retire remainder of movement allowance. If threatened (charge declared) unit will break. If next card drawn is HR or below, unit will break. Any other card will halt unit facing enemy.
    Code R = Retreat. Unit will immediately turn march off the table. If threatened (charge declared) unit will break. Only JOKER card is recognised by unit until rallied. If a General joins routing unit it will recognise any unit of code D or below. Codes D/H/HA will cause unit to rally, otherwise the unit AND the General will be permanently lost.

The difference between missile and other troops can often be difficult to interpret. Just because a man has a bow doesn't make him a missileman. Ancient Indians with LB/2HCW were primarily archers and should be treated as such. Sarmation nobles placed little reliance on bows and were therefore shock troops. I leave you to draw your own lines.


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