Stand To!

ACW Solo Scenario

by Kenn Hart

Based on an ACW game using Fire&Fury rules but can be used for any period and sensible rules that allow for fun and individual flair.

THE GROUND

The suggested table size is 6' x 4'. There is a lightly wooded ridge running down the centre of this. Part of the ridge can be made steep and/or heavily wooded to add variety to the game. The table is divided into 6 squares, 3 on either side of the ridge. The squares are numbered 1-6 and a D6 thrown to see the divisional bivouac (bivvy) location. A bivvy area for a division is a 2' square.

SITUATION

Your division has moved into a temporary bivvy area during the night. You have been delayed throughout the day and have failed to reach the one you had planned to stay at. There are no reports of the enemy in the area.

MISSION

Rest your troops for the night and resume your march in the morning towards your RV.

EXECUTION

Each brigade must be allocated a campsite (in the divisional bivvy area), the cavalry must be allocated horse lines, the artillery formed into a park and the HQs sited. The player(s) should draw a map of their bivvy area clearly marking all the camp positions. One brigade, infantry or horse, must be allocated sentry duty and its position and formation marked on the map (the duty brigade). It may be given instructions on what to do at reveille the next morning if you wish.

ADMINISTRATION and LOGISTICS

There are no problems. The troops have food and fodder for 3 days and are well supplied with ammunition.

HOW IT WORKS

  1. Allocate units to brigades and their commanders. Both sides are identical, I used 50 stands of infantry, 8 stands of cavalry and 4 guns (with crew & limbers).
  2. Draw up a map showing bivvy areas for HQs, each brigade, horse lines, artillery park location and formation of duty brigade. Fun gamers can include dummy locations on their maps and perhaps the position of non combat units such as field kitchens etc.
  3. Roll 1D6 to discover the location of your bivvy area. No two forces can bivvy in adjacent squares on the same side of the ridge. If the Rebs get Area 2 then the Yanks cannot bivvy in 1 or 3 but can use 4, 5 or 6. Should the Rebs have selected Area 1 then this allows the Yanks to use 3, 4, 5 or 6 (dependant on the die).
  4. Spin your map and the orientation in which it lands is how the troops set up (or drop from distance, throw across the room, whatever). it can of course end with yourduty brigade facing the wrong way oops! Those with a sense of humour at this stage can place one or two dummy tents on the table. Do not put the duty brigade on yet.
  5. With both sides tucked into their groundsheets the game is ready to begin.
Game Move One

Both commanders have decided on reveille at 5.00 am, just before dawn and their buglers act accordingly. A D6 is then thrown for each unit in the division to see how long it takes them to respond to this wake up call. At present there is no sense of urgency or danger. Place duty brigade.

DUTY BRIGADE

Unless they can actually see an enemy unit they will hold their position. If they can see the enemy they will act in accordance with the orders given the night before!

Game Move Two

Throw a D6 for the sluggards who would not get out of bed and consult Table 1 again. All units parading continue to do so (units which on turn 1 got a 'parade in 1 move' result are now placed on the table, those which got a 'parade in 2 moves' result are represented by 1 stand).

Game Move Three

Throw a D6 for any remaining sluggards (as above). Any units which paraded last move are now ready to move off to combat if required whilst those who started with a 'parade in 2 moves' result are now formed up and are ready for action from the start of next turn.

THEREAFTER

Continue the above until every unit is on parade or a war has started! Then play by normal rules. once the first shot has been fired ignore a die roll of 1 on table 1. A bugle might not get your troops out of bed but a bullet passing close by does!

LARGER MULTI PLAYER GAME

Give each player a division to command (2 Rebs, 2 Yanks) and each individually rolls for his bivvy area. (In this case friendly forces can bivvy in adjacent areas?). Maximum numbers should be 2 divisions a side which gives 2 free squares at the start of the game. There is no real requirement for an umpire.

PLAYING THE GAME

I have played this both solo and multi player with mixed success but always enjoyed it. Against an opponent I have set up in Area 6 with my duty brigade facing 3 (luck) and he was in 2 with his sentries facing 5. My duty brigade dashed out of the trees, overran his artillery park and routed a sluggish infantry brigade whilst he made mincemeat out of my sleeping cavalry. We both suffered from a unit that would not get out of bed. When it finally did it never moved above 1/2 speed due to the movement die (used in Fire & Fury).

In my solo game the fortunate positioning of the Confederate artillery on the 4/5 line in Area 4 made the piecemeal advance by the Yanks from Area 6 easy to contain. It was a close run thing, says he taking off his grey kepi.

Hope you have fun with this!

EDITOR'S COMMENTS

I'm sure Kenn would agree that those of you without tents could easily use markers etc. Also there is no real requirement to make the opposing forces exactly symmetrical or equal (in composition, size or quality). Divisions could also be increased in size with players splitting the units between them.

Table 1
Die ScoreAction
1No movement yet, a bit sluggish, the officers are having difficulties prying the men away from their beds.
2 - 4Parades in 2 games moves. Reluctant but will get up.
5 - 6Parades in 1 games move. A Sgt. major's dream.

Having tested for each unit, your division will be in some turmoil. To indicate this on the tabletop:

No MovementTent Left in Place
Parade in 2 MovesRemove tent and place 2 stands in that location.
Parade in 1 MoveRemove tent and place one stand in that location.

Duty Brigade. Unless they can actually see an enemy unit they will hold their position. If they can see the enemy they will act in accordance with their orders given the night before!

Game Move 2. Throw a D6 for the "sluggards" who would not get out of their beds and consult Table 1 above. All units that are parading continue to do so until all the brigade is lined up. This means that the 3rd Regt will have all its stands lined up and be ready to move out by the end of this move. The 2nd Regt will be represented by 1 stand and the 1st could still be in bed!

Game Move 3. Throw a D6 for the sluggards. Throw normal movement die for 3rd Regt who may now move off to combat. 2nd Regt has all its stands lined up and is the 1st out of bed? Only the die will tell.

Continue until every unit is on parade or a war has started! Then play by your normal rules.

Once the first shot is fired ignore a die roll of "1" on Table 1, just count it as a "2". Perhaps the bugle would not get them out of bed but a bullet passing close by would!

In my solo game the fortunate positioning of the Confederate artillery on the 4/5 line in Area 4 made the piecemeal advance by the Yanks from Area 6 easy to contain. It was a close run thing, says he taking off his grey kepi. If you have a Roman Army or others who had the practise of fortifying their overnight stops then you could bring in a few more problems if you think about it. My samurai game was a complete mess, but fun, so I plan eventually to try this out with a couple of ECW armies. Add in adverse weather conditions and things could get really interesting. Have fun.


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