ACW Solo Exercise

Wargaming

by Graham Empson

I discovered these mechanisms while I was rummaging through my archives (cardboard boxes] in the loft. They were written on lined paper which was foolscap size, not A4 which dates them somewhat. Having found them by accident I decided to try them out again and was pleased that they still provided a nice quick game. First the basics.

SCALES. 15mm figures. Ground scale 1 inch represents 50 yards. Game turn represents 15 minutes.
6mm figures Ground scale 1 centimetre represents 50 yards. Game turn represents 15 minutes.

MAP. This is a piece paper with a grid 4" by 6" and the squares are numbered left to right top to bottom 1 - 24. This represents your games table of 4' by 6' or 48 centimetres by 72 centimetres. On this you draw the terrain, which, of course, you can randomly generate if you wish. The only rule is: a turnpike, road or track must run the length of the table. A simple die roll can tell you which it is. Now transfer the map details to your table and you are almost there.

OBJECTIVE. Taking a standard deck of playing cards (without jokers) give it a shuffle. Assigning the values of 1 for hearts, 2 for clubs, 3 for diamonds and 4 for spades cut the deck. The resulting card shows which of the squares 1 - 4 the objective is placed in. Since this objective is defended place a '?' marker in it as well. (I used ½ inch by ½ inch single figure bases with a ? on).

START POINT. Using the deck of cards again assign the values 21 for hearts, 22 for clubs, 23 for diamonds and 24 for spades, cut the deck. You now know where you are starting from.

YOUR FORCE. An elite Rebel cavalry unit of 1D6 x 100 troopers, fully equipped and rarin' to go.

MOVEMENT TABLE. Inches for 15mm or cm for 6mm].

Unit TypeTerrain Type
TurnpikeRoadTrackX-Country
Infantry1814116
Cavalry30251611

It takes one full turn to destroy the objective.

GAME TURN. Each turn you get to go first and decide where and how far to move your force and if you want to attack an enemy. If you were not spotted when you entered the square then you have all the advantages of surprise that your rules allow and the enemy takes a turn to deploy.

Then its the enemy turn. Roll 1D6. Odd means enemy present. Even means nothing there.

Now cut the deck of cards and apply the following:

CARDDESCRIPTION
Red Ace - QueenPlace a ? marker in square 1 - 12.
Black Ace - QueenPlace a ? marker in square 13 - 24.
KingFalse alarm still nobody there.

When you arrive in a square which contains a marker, or, when a marker arrives in a square with you then: Roll 1D6. Odd means the enemy sees you and you see him. Even means he's having a siesta. When its odd cut the card deck and apply the following:

CARDDESCRIPTION
Red Ace - 10Number of Infantry companies of 100 men with a rating of Green.
Red J,Q,KTen Infantry companies of 80 men with a rating of seasoned.
Black Ace -10Number of Cavalry companies of 80 men with a rating of Green.
Black J,Q,KTen companies of 60 men with a rating of seasoned.

Now decide whether you wish to run or fight. If you run the enemy will follow you: Roll 1D6.

DIE ROLLDESCRIPTION
1,2Immediate pursuit. Full move.
3,4Delay. Only two thirds move.
5,6Only manage half distance move.

Once the unit is in pursuit you repeat the die roll each turn and the enemy follows you till you are 12 inches /centimetres away when he will stop.

If you and the enemy enter another square with a marker then this force is automatically alerted. Cut the cards for the type and number of units. This force will join the pursuer and the composite force will pursue.

If you decide to fight then use the rules of your choice to decide the outcome. For these exercises I assumed that both forces got to battle readiness at the same time and if the enemy force was larger it attacked, if equal or smaller then it defended. You can of course employ other solo mechanisms at this point if you wish.

Once the battle has been decided then if you win you continue to the next game turn whilst the enemy retreats a full move northwards. If you lose you retreat a full move southwards.

The following is the scenario I actually played and a brief summary of what happened.

SCENARIO. Following a defeat in the last battle your army has withdrawn to re-group. When you departed, in haste, a vital river bridge was left intact. The army commander has decided that this bridge must be destroyed as the enemy is now using it as a major supply route readying his army for the next assault on yours. You have been chosen for your skill and expertise to carry out the mission to destroy the bridge. The enemy is known to have active units patrolling in the area but most of these are thought to be brand new units on their first campaign. Intelligence has reported that the bridge is being progressively fortified so time is critical. You have 15 turns to complete the mission and return.

ACW SOLO EXERCISE MAP

Thick line: Road
Thin line: Track
Circle: Wooded area
Square: Farm or dwelling

Objective was placed on the river in square 4.
Start line established as square 22.

SUMMARY.

Decided to use my 6mm figures which I got from Kenn a while back as there are lots of cavalry. Rolled 1D6 and got a 4 so I have 400 troopers behind me.

Turn. Headed up the road into square 18. Enemy marker placed in square 14.

Continued to junction in square 15. Enemy marker in square 3.

Continued to farm building square 11. Enemy marker in square 24.

Cross country to edge of woods square 8. Enemy marker in square 6.

Enter objective square 4. Enemy marker in square 16.

Roll 1D6 (3) seen by the enemy. Cut 3 hearts so 3 infantry companies defending the bridge. Let battle commence. Enemy eventually beat a retreat across the bridge and off the board. I now have only 320 troopers.

Destroy the bridge. Enemy marker in square 21.

Back down the road to square 11. Enemy marker in square 13.

Continued to junction in square 15. Enemy marker in square 9.

Continue past farm into square 18. Enemy marker in square 18.

Roll 1D6 (5) seen by enemy. Cut 7 clubs so 640 cavalry. Decided to run for home down the road into square 22. Rolled 1D6 and got (5) again so enemy is only moving half distance. Sigh of relief.

Down the road and home admittedly enemy is on my tail.

I played it again the following evening starting with 500 troopers and made it back on turn 14 with just 48 and I didn't destroy the bridge either but that's another story. To vary it you could actually only set up the terrain squares as you enter them but that may be a little extreme or even use the map to make your moves and only set up the terrain squares on the table when you want to fight it out. So there you have it, not very sophisticated, doesn't need too many figures and can be set up and played in an evening.

Good soloing, Graham.

Solo Exercises #2 [LW131]


Back to Table of Contents -- Lone Warrior #126
Back to Lone Warrior List of Issues
Back to MagWeb Magazine List
© Copyright 1999 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