Solo Scenarios & Campaigns

Victorian Colonial Example

by Nic Birt

Introduction

These campaign rules use a system that does not require a map. The campaign is not followed from a grand strategic viewpoint but is rather seen through the actions of a small unit. It is a good way to run a campaign if you just have a few units available for both sides.

The campaign rules basically generate a number of scenarios that the unit undertakes as tasks in a campaign. These tasks may be part of a larger battle or other duties that may be allocated to the unit such as rear guard actions, defending a convoy, gathering supplies or raids. An appropriate way to keep track of this type of campaign is through a regimental diary that focuses on a particular unit’s actions through a war.

These campaign rules have been used in a in a 19th Century North-West Frontier Colonial game but they are designed for general use. I plan to use them for Medieval and Pike and Shot games as well as other 19th Century games.

The Points System

The campaign system uses points; the more points gained the better. Start with zero points. If you successfully complete a scenario you gain +1 point. If you fail to achieve the objective in the scenario you lose –1 point. For excessive casualties (25% or more) you also lose –1 point. When a situation of +5 points is reached then the campaign objectives are achieved and the war is won. If, however, the campaign points drop to –5, then the war is lost. The current campaign points affect the type of scenario you will get. If you are winning the war, then you are more likely to be pressing ahead, far from your own supply centres, your forces will be more dispersed as they guard supply lines etc., and the enemy is likely to be more numerous and in prepared defensive positions. However, if you have had set backs the scenarios are more likely to get easier as you fall back on your own defences and supply lines.

Generating Scenarios

Each campaign move uses the score of 2 x D6 plus the current campaign points to generate a scenario from this table:

    2 x D6 + points Scenario
    2 or less Defend a fort / earthworks / trenches.
    3 Defend a convoy / camp / supply dump.
    4 Hold a crossing (bridge / ford / mountain pass).
    5 Destroy a village / supply dump / HQ before retreating.
    6 Hold a village / farm / hill / wood.
    7 Attack a defended hill or wood.
    8 Attack a defended village or farm.
    9 Attack a crossing (bridge / ford / mountain pass).
    10 Capture a convoy / camp / supply dump.
    11 Eliminate a force by surrounding / ambushing it.
    12 or more Attack a fort / earthworks / trenches.

Use the same score (2 x D6 + points) to see what forces you have under your command and how large the enemy force is to be. I suggest you have the same number of units available for each side and you start with your favourite unit on your side against a randomly selected enemy unit. Then use these tables to dice for each unit to see if it is involved in this scenario.

Friendly units involved:

Example: 24th Sepoy Campaign Diary 1897


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