by Robert P. Newman
Solitaire wargaming would be much more exciting if the gamer was uncertain of what the enemy force was going to do next. A set of rules or guidelines are needed that list actions the "automated" force can take. I have been a solo wargamer for some time now, have read what I could find on the subject, and have developed a nice set of rules that I use regularly. Hopefully, the guidelines and battle described below will enable you to develop your own solo wargames. Throughout this article reference is made to the side that I am playing against as the "enemy" or "automated" force. Let's take the scenario of a numerically superior force attacking a Confederate force that is defending a low ridge line. Assume that the Federal forces are under the command of the solo gamer, while the Confederate force is automated In order to decide which force sets up first, roll one die. If the result is even, the Union force sets up first. If it is odd, the Rebel (automated) force has the obligation. If you are simulating a battle where one force had very little knowledge about the deployment of the opposing forces, then that force should set up first. To determine what percentage of the defending Confederates will be deployed on the left, right and center, use the following chart. In my games skirmishers generally comprise approximately 10% of the total force, while reserves utilize another 10-20% of the total army and are deployed behind the center units. Skirmisher Deployment:
All of the charts I am presenting are for average skill level generals. To represent a bold or cautious general just weight the chances of a bold or cautious outcome appropriately. This can be done a number of different ways, such as adding or subtracting from the die roll or using percentage dice with the greater percentage assigned to the more likely outcome. It doesn't matter what kind of dice you use on the following charts (six sided, percentile, etc.) as long as you get a satisfactory breakdown of all the possible occurrences you are rolling for. I use both six sided and percentile dice in my own games. I caution you not to weigh the chances too heavily in any one way or the other because that would eliminate the element of surprise, which is why we are rolling dice in the first place. As soon as you have set up the Union side, whether or not this is before or after doing so with the Confederates, you should write down your orders. You may skip writing the orders down if you can honestly state to yourself that you won't change the orders in any way (cheating yourself once the Confederate forces are set up and their orders known. Once both sides are set up and the Union orders have been committed, the Confederate orders must be determined. This can be done by using the following chart: PERCENTAGE ORDERS 01 -- 10% Hold the entire crest, yield NO ground, and do not move off crest even to follow up.
At this point the battle should begin. Movement, combat, and morale checks, etc., should be done as you do in multi-player games. One problem remains you can react to the automated force's orders, but it cant react to yours yet. This is also done by rolling a die on the chart below. When one of the conditions below has been met, determine the system response and update the orders accordingly -—- then finish the baffle. A) UNION FLANK ATTACK REACHES THE RIDGE EDGE.
3,4 Commit reserve unless orders prohibit this. 5,6 Weaken the center to strengthen the flank. B) UNION FRONTAL ATTACK REACHES THE RIDGE EDGE
3,4 Give in the center in hopes of engaging the attackers on both flanks. 5,6 Commit reserve in center unless prohibited. C) UNION ATTACK MADE ALONG WHOLE FRONT OR ON BOTH FLANKS REACHES RIDGE EDGE
3,4 Concentrate on breakthrough points, withdraw forces from less threatened areas. 5,6 Launch all reserve plus whatever else is available at one section of the Union forces. RULES THE AUTOMATED FORCE FIGHTS BY GOLDEN RULE: System units will always do what will hurt you the most, while causing the least amount of danger to themselves. I. SMALL ARMS AND ARTILLERY FIRE
B. The unit it can damage the most C. The closest unit D. The unit directly in front of it. II. When retreating, the system will seek the best cover without endangering itself. III IF THE SYSTEM IS DEFENDING A POSITION
B. Driven out by close combat. C. About to be outflanked. D. Able to move and bring fire onto the flank of another unit without immediately endangering itself. E. Able to exploit/create a breakthrough of your forces. IV IF THE SYSTEM IS ATTACKING A POSITION Early in the war the charge was the preferred tactic. Later in the war the skirmishers were used more and troops used available cover more than they did at the start of the war. The western theatre progressed to these tactics sooner than in the east.
B. Bring fire onto the position or soften it and/or try to outflank it before charging again. 2. Late in the war (in order)....
B. The system will try to outflank a position before charging it. What if you would prefer to defend? First determine how much you know about the union (attacker's) deployment. If you know it well, set up after the attacking troops or make a weighted die roll, etc. Determine the attacker's deployment as indicated below. SKIRMISHERS: Same as before. MAIN FORCE:
RESERVES: 10-20% of entire force set up to support main force attack. Determine the attacker's orders as follows: ROLL ORDERS
34-66% Skirmishers and troops not in attack will do little more than hold their initial line. 67-100% Skirmishers and troops not in main attack will be drawn in that direction. The Union forces will react to the following events:
21-50 Send all available cavalry into the gap. Infantry follow current orders. 51-80 Push all available infantry into gap. 81-100 Wait two moves then send troops into the gap if it remains. B) A Confederate force of more than one unit counter-attacks.
21-40 All forces within small arms range will rush forward to counter-attack. 41-60 Send any available cavalry into the resulting gap. Infantry maintain current orders. 61-80 No abnormal action. 81-100 Cavalry within range will attack. Nothing that I have laid out above is cast in stone. I hope that you will change the probability of events occurring based on the circumstances of the particular battle you are fighting and the personalities of the generals. I have found that studying baffles with this in mind is very enlightening as regards 'what could have been had generals reacted differently. Also, if there is a key defensive position to hold/take, please weight the chances of it being defended/attacked appropriately. I am sure that many of you can find ways of following the 'letter" of these guidelines and yet put the automated forces at a distinct disadvantage. However, what would be the satisfaction or enjoyment of such a victory? Try to give the system the benefit of the doubt should any questions of action arise. If you manuever the system's troops as any sensible opponent would, I'm sure you will find that it provides an enjoyable game that can surprise you and even beat you. If you would like more information on solo wargaming, the Solo Wargamer's Association prints a bi-monthly journal called LONE WARRIOR. Another excellent source of solo wargaming information is PROGRAMMED WARGAMES SCENARIOS by Charles Stewart Grant. This is an excellent book of generic scenarios for all periods. It has inspired much of how I solo wargame today, and what I have written here. Back to The Zouave Vol IV No. 4 Table of Contents Back to The Zouave List of Issues Back to Master Magazine List © Copyright 1990 The American Civil War Society 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 |