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.
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 when you realize the attack was happening:
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 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.
Throw one decimal die each move after the attack to see when defenders start to counter attack.
Once the attackers have been counter attacked by the defenders throw one decimal die to see how they attack.
Size of Attacking ArmiesWhen a country has been attacked throw one decimal die:
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. More Solo Campaign Rules
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