by Mark Money
Over the years, I've read many articles on campaign rules in Lone Warrior, but, to date, I have yet to come across rules coping with the situation that every budding General looks forward to most in a campaign... Desertion (!) (preferably from the opposing army, rather than one's own). My main periods of interest are the Ancient and Medieval eras, and the rule sets are based on 'Shock of Impact', but with a little adaptation, the following simple ideas could be applicable to almost any period (I believe). Basically, if serving under an unpopular or incompetent commander, troops (especially of low calibre or enthusiasm) will desert from an army, if given the opportunity. Where they go from then on depends on the reasons they deserted for in the first place.
'A' class irregular fanatics; barbarians; and garrisons standing siege cannot/will not desert. Barbarian forces tend to "melt away", but this is not truly desertion; besides which, when they go home depends more on their leader's temperament, i.e. desire to fight, need for glory, loot, etc.. From these basic factors, add/subtract the following: The Commander of the force is:
Unpopular -1 Class A+2 Lost last battle -1 Won last 2 battles +2 Class D -2 Class B +1 Lost last 2 battles -2 Won last battle +1 In this campaign, the unit is
Lost last battle -1 Won last 2 battles +3 Already has loot -1 Expects loot +2 Expects battle -1 Won last battle +1 Suffering attrition -1 (per cause)* 4+ weeks from home -1 3 weeks from home -2 Lost last 2 battles -3 2 weeks from home -3 In my campaign rules, there are 4 potential causes of attrition - bad weather, bad terrain, poor supply, and, for good measure, hostile local populations. The latter is usually caused by armies foraging, burning, raping and looting, giving rise to guerrilla-style action). From this, add or subtract 2 average dice (one +, one -). If the overall total is positive, there are no deserters from that unit for that week. If zero, subtract -1 from next weeks dice roll. If negative, that is the percentage loss due to desertion for that unit for that week. Desertion is taken into account from the second week a unit is in the field onwards, and before battles. If a unit does suffer from desertion, and the characteristics of the unit captain make it possible, throw a percentage dice; if the captain is included in the deserters, the number deserting from that unit alone doubles. Crews of ships and any troops aboard ship may not desert whilst at sea (!!); however, once reaching port or harbour, dice also for deserters. Deserters do not take heavy equipment, i.e. guns, siege trains, etc., with them, but do take horses if they normally have them. Desertion does not occur to armies in rout, as troops lost in rout are assumed to include deserters. 0, K., them's the rules - use them in your next campaign if you dare ! No gamer should be too upset if their favourite commander's army deserts 'en masse' without even fighting a baffle - Edward I's armies in Scotland lost heavily to desertion, and even Alexander the Great had to contend with the problem; Sun Tzu's 'Art of War' recognizes it as something the best generals have to face, so, why exclude it ? [Thanks Mark. Only 10 years! Record for submission of first article to Lone Warrior is I believe 13 years! Welcome to Liam and feel free to cut the time-frame down prior to next submission. Kenn] Back to Table of Contents -- Lone Warrior #121 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1998 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 |