Scribble, Scribble, Scribble

Playing Card Deployments and Activity

by John Crawford

Most solo wargamers are searching for a system to control the enemy army and most end up with complex, if workable systems, based on dice, cards, common sense and wargaming experience. This is a system based solely on the use of a deck of playing cards. It is essentially simple and variety can be added when you see fit. I have, in one or two instances, shown how this can be done.

Deployment

The first requirement is to determine the line-up of the "automatic enemy". Start by deciding whether the Army C.O. is poor, average or good, and then what units are to be used and of what quality, e.g. elite, line, light, cavalry, artillery, etc. Next, from the deck of cards find the following for each unit:

    1) Elite an ace
    2) Line, Light Cavalry a number card
    3) Artillery a picture card

Shuffle these cards well, drawing each in turn, lay out the unit on the table; move from left to right.

Now - a poor C.O. can alter the position of one of these units - you may place it where you like. An average C.O. can alter two units; a good C.O. can alter three. Moving the units can iron out silly situations that may arise (cavalry in woods; heavy infantry in a marsh!)

However, basically this system means that a poor C.O. will make poorer dispositions than a good one.

Army Orders

Sort out a red suit and shuffle it well. Then draw one card.

    CARD ORDER
    Ace Army commences to withdraw
    Number Army is to advance
    Picture Army hold its position

If the army withdraws, it draws no unit order cards and no C.O. can halt it.

If the army is to advance, then it does so for two moves before drawing unit order cards. An average C.O. may hold 10% of his unit back if he wishes. A good C.O. may hold 50% of his unit if he wishes.

If the army is to hold, then it draws no unit order cards. When opposition is close then a good C.O. can skirmish or make local attacks with odd units. A poor or average C.O. must hold until contact.

Unit Orders

Put all the cards together and shuffle well. Then, moving left to right, draw one card for each unit.

    CARD ACTION
    Ace Withdraw one move
    Number card Advance
    Picture card Hold

Only artillery is not subject to this rule, as this is a supporting rather than an attacking arm and most C.O.'s attach artillery to support a particular unit or attack as necessary, and so should be under direct control. Each move - put the used cards back into the pack and shuffle for the next move.

You can, of course, vary an army's character by the number of cards. A Napoleonic Spanish army might have more aces and picture cards than number cards. An Ancient British army might have one picture card and the rest aces and number cards - so you can at least reflect your favourite army's national characteristics.

Example

To make the foregoing clear I have prepared an example:

    Commander: Average CO
      Army Composition Card
      1 elite foot Regiment Ace
      3 Cavalry Regiments 2,3,4
      6 Line Regiments 5,6,7,8,9,10
      3 Artillery Batteries Jack, Queen, King

Deployment Draw

    Card Unit
    8 Line
    5 Line
    4 Cavalry
    Queen Artillery
    Jack Artillery
    Ace Elite
    King Artillery
    10 Line
    9 Line
    6 Line
    2 Cavalry
    7 Line
    3 Cavalry

Army Order Draw

The Army draws a "four" so the general plan is to advance on the enemy. Being an average C.O. he may advance for two moves with 10% held back as a reserve if he wishes.

Unit Order Draws

After two moves the first and second draws look like this.

And so on until the end of the game.

A Little Common Sense

When using all of the foregoing rules, some irrationalities will arise. Try resolving these within the spirit of the game. Also, your decisions should reflect the calibre of the C.O. - poor, average or good. Also, once fighting has begun and units start to go into "uncontrollable advances" or are rallying after losing a melee or crumble and run off, a unit order card need not be drawn. Similarly, a poor C.O. might press with fresh units when losing or withdraw when winning! And so bear this in mind also when cards seem to produce a surprising manoeuvre!

Finally please feel free to tinker with or amend any or all of the foregoing suggestions. I would be the last to say it was perfect - so the refinements are there for you to make yourself.


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