by Lars Boye
I like to set up small wargames and fight them out solo. And I am always on the lookout for rules that are both reasonable simple and introduces uncertainties, that can compensate for the solo gamer knowing it all. Principles of War is a set of rules, that fits this description perfectly. The basic mechanism is simple, yet there is a lot of chrome, like special troop training. They also contain several mechanism which introduce uncertainties. The final quality of the unit is not known until it goes into action for the first time. The effect of the terrain is unknown, till you try to move across it. There is a sighting rule. There is a dice based Initiative Point system for movement. All in all this means that there is an excellent chance, that all might not go as planned, even though you are playing both sides of the field. Take for example a British/Indian punishment expedition on the North West Frontier. The regular force is made up of two units of British regulars (one of which is a Highlander), a Gurkha unit, and 3-4 Indian units. Added to this is a mounted unit, a mountain gun and the baggage train. There is the commander and one other officer. They have to force their way through a mountain pass, and raid a village in the valley beyond. The native defenders are made up of 6 skirmishing units, 5 irregular massed foot and 2-3 mounted units. Many of which are set up in hiding around the mountain pass. They are commanded by 3 leaders, one of which is the clan/village head. This set-up is reasonable standard, so the general actions/plans for both sides should be easy to decide on. The British should have a time limit, to prevent them from deploying from the beginning. Now the solo gamer can sit back and relax, and wait for the opponent to spot each other or for the natives to spring the ambush. After that you can concentrate on repairing the damage to your excellent plans that the uncertainties will introduce. You do not need an opponent to surprise you. Like when you find out that most of the so called Highlanders have been recruited in London, and know nothing about mountain warfare. Or when the great ravine did not give as much cover from enemy fire, as your nephew had predicted. Or when that bleeding Lt. Fiddle-About, cannot get his men to rally and charge again, but concentrates on getting the effing gun positioned. [Lars, from where can one get these rules? Kenn] Back to Table of Contents -- Lone Warrior #128 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 |