Napoleonic & ECW wargaming, with a load of old Hooptedoodle on this & that


Showing posts with label Solo Wargaming. Show all posts
Showing posts with label Solo Wargaming. Show all posts

Thursday, 17 November 2011

Solo Campaign Siege System - worked example


This follows on immediately from my last posting, and this is me attempting to try it out with a historical example. To be specific, the Allied siege of Ciudad Rodrigo in January 1812, and - to be even more specific - this starts off as history, but as soon as the dice start rolling, anything can happen, as we know.

One inconvenience about real history is that it is not easy to get a handle on some of the data - at least in your own pocket campaign you would know all this stuff for certain.

Ciudad Rodrigo has a Fortress Value (FV) of 6 in my table. This also limits the garrison to 6 combat units. From the appendices in Belmas, I know that the French force consisted of a very large but raw battalion of the 34e Léger, a battalion of the 133e Ligne (who were Tuscans, I am interested to note), a couple of companies of Artillerie à Pied (12th and 13th companies of the 6th regiment), about a dozen engineers and various staff monkeys and administrators and that's about it. A bit less than 2000 men, and the Garrison Value (GV) of the 4 units is - well, 4. Barrié, the garrison commander, had succeeded to the post when the appointed commandant (Renaud?) had been captured while inspecting the fortress's herd of beef cattle (the cattle were also captured). To get back to the plot, Barrié did not wish to have the position, and is generally regarded as unimpressive - we'll regard him as officially "Poor" in the motivation/leadership department, so no bonus is added to the GV.

Wellesley's force is not so easy to pin down. It is well recorded that the actual storm was carried out by the 3rd and Light Divisions, with support from Pack's Portuguese brigade, but this siege system is more interested in all the troops Wellesley had at the siege. This will then cover everyone who was available for digging and providing a threat, and who could potentially have been involved in a storm. By this wider definition, we should include the 1st, 3rd, 4th and Light Divisions plus Pack's Portuguese. If we lump together the various attached rifle companies into an extra battalion, this gives a total of 34 battalions plus 4 divisional artillery companies; 38 divided by 4 gives an Assault Value (AV) for the Allies of 10, near enough, which we should raise to 11 in view of Wellesley (supported by Fletcher and co) rating at least "Good" on our leadership scale. Wellesley appears to have had about 18000 men in these combat formations.

The designated Allied battering train consisted of 38 heavy guns which were deployed as 5 batteries - that's quite a lot of guns for 5 batteries, but we'll go with a Battering Value (BV) of 5.

To summarise, then, the defenders have FV = 6, GV = 4, the attackers have AV = 11, BV = 5.

Week 1

Bombardment: French have GV of 4, thus roll 4D6 (I'm actually rolling dice, rather pathetically, as I type...) - they come up 5 3 1 1 - the 5 deducts 1 from the attackers' AV, but there are no 6s, so no hits on the siege guns (BV),
Simultaneously, the Allied battering guns (BV = 5) roll 5D6 - 5 4 3 3 1 (not very good shooting, maybe they get better with practice?) - no 6s, so no damage to the fortress (FV), but the 5 scores against the garrison, so 1 comes off GV.

Now FV = 6, GV = 3 (total = 9) for the French, while AV = 10, BV = 5 for the Allies. The Allies do not bother asking the fortress to surrender, since their AV of 10 is extremely marginal for a storm against the defenders’ (FV + GV) = 9. No storm

Week 2

Bombardment: French now roll 3D6 - they come up 6 4 2 - the 6 hits the battering guns, and reduces the Allies' BV by 1
Meanwhile, the Allied batteries (BV still 5 - doesn't get adjusted until the end of this phase) roll 5D6 - 6 5 3 3 2 - the 6 removes 1 from the Fortress Value, the 5 removes a further 1 from the garrison (GV).

Now FV = 5, GV = 2 (total = 7) for the French, while AV = 10, BV = 4 for the Allies. AV of 10 still looking risky for a storm against (FV + GV) = 7 - bad luck with the dice could be disastrous. The Allies don't summon the garrison to surrender, and make no attempt to storm.

Week 3

Bombardment: French now reduced to 2D6 - they come up 6 5 - cheers from the battlements - they have the range now! Allies lose 1 off each of AV and BV
Allied batteries roll 4D6 - 6 4 4 1 - that's another 1 from FV - those walls are looking a bit second-hand.

Now FV = 4, GV = 2 (total = 6) for the French, while AV = 9, BV = 3 for the Allies. The Allies still don't fancy the chances of a storm, and don't ask for a surrender.

Week 4

Bombardment: French roll 2D6 - they come up 1 1 - useless. There may be trouble about this...
Allied batteries now down to 3D6 - 5 3 4 - the walls are standing up surprisingly well, but that's another 1 off the garrison (GV)

Now FV = 4, GV = 1 (total = 5) for the French, while AV = 9, BV = 3 for the Allies. Another week might improve the situation, but Wellesley decides to storm the fort now rather than lose further time (it's only a test...).


The Storm:

Defenders' Storm Strength DSS = FV + GV + 1D6 = 4 + 1 + 2 = 7
Attackers' ditto ASS = AV + 1D6 = 9 + 5 = 14, which is no contest – Attackers win.

Thus the storm is successful. The attacking force lose 1/2 x GV = 1/2 = 1 from their AV in the assault, giving a final figure for AV of 8. The surviving garrison are taken prisoner. Total loss for the Allies during the 4-week operation is 1/10 of the %age loss in AV = 1/10 x 3/11 = 2.73% which, for a force of 18000, is about 490 men. During the storm, the French lose 1/2 of (ASS - DSS) = 3.5, which is more than enough to eliminate their last surviving GV point. Thus the French have lost 100% of their GV, and actual casualties are 1/10 of this - 10% of the original 2000 men is 200, and the balance are prisoners.

OK - that worked. I'll try a couple more to see how it goes. It's not as much fun as a tabletop siege with a model fort, though. On the other hand, it didn't take me an entire weekend.

Sieges in my Solo Campaign Rules



This is getting into serious Nerd Territory, so be warned. I’d been thinking about the subject anyway, and was prompted further by Clive’s posting of Paddy Griffith’s algorithmic system for simulating sieges.

The background to this is hinted at in my previous post on my developing solo Campaign Rules for the Peninsular War. Well – not The Actual Peninsular War, of course, but a similar sort of war in the same area, using similar troops, around the same time.

They had a lot of sieges - it was a feature of the warfare. It would be lovely to be able to trundle out my model fort and fight siege games as part of a campaign, but sadly it is not practicable. The campaign has a weekly turn, and an ongoing siege would almost certainly last a number of turns. For a while I considered the possibility of maintaining a table-top siege game while the map moves went on in another room (or something), but that stopped abruptly when I realised that two or more sieges might be running simultaneously – and what then, eh?

So - like it or not - sieges are going to have to be settled by mathematical means, off the table. I have a copy of the NapNuts campaign rules, which handle sieges by means of A Duckenfield’s rules which were first published in Practical Wargaming – in fact his rules are lifted straight in, which is probably a vote in their favour. Being an awkward sod, I decided to set up my own system, though it is on not dissimilar lines.

I need the off-table siege “game” to give realistic durations and casualty levels for the siege operations, and I need it to produce reasonable results, but to operate crudely enough to work without destroying what is left of my poor brain (or enthusiasm). My earliest drafts were far too complex – this is about the fourth redrafting, and I am sure it has some distance to go. The trend has been toward progressive simplification throughout. I have glossed over many things – some because it was convenient to do so, and – doubtless – some because I just hadn’t thought of them.

This is where I have got to. It’s not finished by a long chalk, but it’s coming along. If this is the sort of thing you like, you may well like this.


Sieges in the Campaign Rules

The turns are 1 week long.

Defenders

Certain of the Areas on the map contain towns which are fortified and have a Fortress Value (FV). This reflects the size, strength and position of the installation, plus (amongst other things) an allowance for some resident artillery. The initial FV may subsequently be reduced by a combination of factors – damage to the walls, loss of guns, being compromised by siege works and siting of batteries – anything which renders the place less formidable.

The fortresses on the map, with their FVs, are:

Abrantes (P)           4
Alicante                  8
Almeida (P)            5
Badajoz                  8
Barcelona               8
Bayonne (F)           6
Bilbao                    6                              Towns marked (P) are in Portugal, (F) are in France
Burgos                   7
Cadiz                     12                           This is not intended to be a complete historical list -
Cartagena              10                              it is drawn up simply for the game!
Ciudad Rodrigo      6
Elvas (P)                5
Figueras                 8
Gibraltar                15          
Granada                 7
Jaca                       4
La Coruna              8
Lerida                    6
Lisboa (P)              7
Pamplona               6
Perpignan (F)         6
Sagunto                 10
San Sebastian         7
Santander               6
Tarragona               8
Tortosa                  6
Valencia                 7
Vic                         7
Zaragoza                7

Fighting troops in the fortress contribute a Garrison Value (GV). The number of units stationed in a fortress may not exceed its basic FV. For this purpose, a unit is a battalion of infantry (strength usually 4 CCN “blocks”) an artillery unit (3 blocks) or cavalry regiment (3 or 4 blocks). Initial GV is equal to the number of units (though cavalry and militia count 1/2 each), and its reduction during a siege will represent both casualties and diminution in “resolve” of the garrison. GV may be increased by a further 1 if the garrison commander is an identified Leader rated as Good or Outstanding (2 or 3).

Besiegers

The besieging troops are not limited in number, though supply may be an issue. The initial Assault Value (AV) is equal to 1/4 of the number of fighting units present (rounded to the nearer, half up), and may be increased by 1 if the overall commander of the besieging force is Good or Outstanding. The Battering Value (BV) is simply the number of specialist siege batteries present – these may be battering guns, mortars or rockets.

Thus, at the start of a siege, the defenders will have a FV and a GV, and the attackers will have an AV and a BV. These factors may all be impacted subsequently by enemy action.

If FV becomes zero, the fortress can be entered at will and the garrison will surrender.
If GV becomes zero, the garrison is no longer able to resist, and any survivors will surrender.
If AV becomes zero, the besieging force is no longer able to continue.
If BV becomes zero, the attackers have no bombarding artillery available, and will normally call off the siege (unless they expect some to arrive!).

If AV + BV is less than FV + GV then the attackers will normally call off the siege.

Each turn (commencing at the end of the first week of siege), the procedure is

Bombardment phase (all bombardment is simultaneous, so don’t make any deductions for hits until both sides have fired - the dice throws include the effect of accidents and bad breaks as well as direct hits).
* Defender throws [GV]D6 (i.e. a handful of 6-sided dice, GV in number) – any 6s will put a siege battery out of action (reduce BV by 1 for each), any 5s cause loss and demoralisation to the attackers’ forces and engineering (reduce AV by 1 for each).
* Attacker throws [BV]D6 – any 6s will damage or compromise the strength of the fortress (reduce FV by 1), any 5s cause loss and damage to the garrison and their resolve (reduce GV by 1).
* Adjust FV, GV, AV and BV for bombardment.

Protocol phase
If besiegers have not abandoned the siege, and if the fortress has not automatically surrendered, the attackers may summon the fortress to surrender. If AV > FV + GV + 5, then the fortress should at least consider surrendering, since they could not withstand a storm. However, a storm would kill more of the besiegers, and, if the defenders are French, they will be aware that the Emperor has given strict orders that no fort may surrender until it has withstood at least one assault....

The besiegers may elect to storm the fortress.

Storming phase
Defenders’ Storm Strength, DSS = FV + GV + 1D6
Attackers’ Storm Strength , ASS = AV + 1D6

* If ASS >= DSS then the fortress falls and the garrison surrenders. Attackers lose a final, further ½ GV from AV.
* Otherwise, if DSS–ASS is positive, storm is repulsed; attackers lose (DSS-ASS) from AV; defenders lose ½ this amount from GV
[Remember that losses in GV and AV are not just casualties – they represent all manner of loss of ability to continue].

Whenever it is necessary, at any moment during the siege (or when the siege is broken off or completed), actual casualties may be computed as one tenth of  the %age loss of AV or GV since the start of the siege.

Example – if successful besieging force started out with AV = 8, and end with AV of 6, then they have lost one tenth of 25% = 2.5% of the total force present.

Relieving forces will cause the besiegers to break off the siege, or at least divide their forces.

Sorties are abstracted as part of the unpleasantness which the defenders can inflict during the Bombardment.

Thus far, I have not explicitly addressed the question of the defenders’ supplies....

Tuesday, 13 September 2011

Proposed Solo Campaign Rules - First Bunch of Thoughts


My notebook is now full of jottings, crossings-out, re-writes, circles connected by arrows, and doodles - all evidence of my thinking about campaign rules during spare moments while I was away on holiday. The rules are nothing like complete yet, but I thought it might be interesting to describe some of the ideas that I'm working with.

I have a fair amount of experience of campaigns - all of it a good many years ago, and most of it pretty successful (in the sense of "the campaign worked well" rather than "I won"). Usually I was the umpire and co-ordinator, which was a lot of fun anyway, but the generals involved enjoyed it too. These games were postal, though the other players all lived in the same town as me, and could easily get together for a tabletop wargame. They were also, now I come to think about it, all played using normal maps with set movement rates (which weather and the umpire could alter most unfairly). Not a square or hex grid in sight. I can remember a Roman campaign and at least six Peninsular War campaigns which went well. I can also remember one which ended rather awkwardly when one of the generals, having arrived to fight a battle, took one look at his position and announced a retreat into his Winter quarters, which left us with the problem of what to do with the evening apart from eat supper. I think we managed to improvise some other sort of game to keep ourselves amused.

I kept all the campaign records and correspondence in a big file for years but - infuriatingly - lost them when I moved house 12 years ago. Not to worry

I need a very simple, boardgame type operation which will enable me to fight an extended solo campaign over a period of months. Battles will, for the most part, be fought using Commands & Colors: Napoleonics (CCN) with miniatures. Battles which have more than (say) 25 units on one side will be fought out using my Grand Tactical extension to CCN (I half-jokingly call it GTCCN), in which the “units” are redefined as brigades. Otherwise, battles will be fought using normal CCN, with whatever national or scenario-based extensions are necessary. For actions which are too trivial (or inconvenient) to merit tabletop action, I intend to use the NapNuts algorithmic system to produce results. Similarly for sieges - it would be wonderful to use my fortress models and fight actual sieges, but the timescale sits awkwardly with the continuing campaign (unless it were possible to have a siege set up in a separate room - hmmm - no - what if a second siege started at the same time?). The NapNuts site is a good source of campaign ideas, many of which originate from a couple of articles by A Duckenfield in Practical Wargamer from March/April 1992.

Which brings me on to my sources. There is some wonderful stuff out there - Bruce Quarrie's famous book gives you more numbers than you could shake a quartermaster's pencil at, though very little idea how to make use of them, and is a bit short in the old sense-of-proportion department. I have the standard wargamer's books on campaigns by Featherstone, Charles S Grant, Tony Bath, I have a number of boardgames to pinch ideas from - notably War to the Death by Omega Games (which is mind-blowing) and the Empire campaign system (which is rather less mind blowing, but a huge amount of work), and I also have a copy of the unpublished campaign system created to support Battle Cry. Since I intend to conduct the campaign solo, I will not have any collaborators to gee me up - this will be a completely synergy-free exercise - so it is important to get the pitch and scale of operations correct, or I will just get fed up and pack in. The classic Old School campaign books are all interesting but a little vague - they are a pool of ideas, but a bit short on instructions and glue (as it were). The boardgames, and Quarrie's book, are more like a real campaign than a game so that, for me, they are inspirational but over-the-top.

I need sufficient abstraction in the rules for the events to be reasonable without being oppressively complicated. I want simple mechanisms and phase sequences (or I will forget something), but I do not wish to overlook anything important - for example, assuming that armies can roam freely, living comfortably off the land, would give a very free-flowing version of the Peninsular War, but would be wildly unrealistic. Might as well give them aeroplanes.

Starting topics for today, then, are the map, army organisation, movement rules and a sketchy look at a simple supply system.

First off, dice. Throughout these rules, I use dice numbered 1-1-2-2-3-3, which I call D3s. These are easily obtainable from educational suppliers. I like them. When you see reference to D3s below, that's what I mean.


Now - the map. I have experience of playing on maps with hexes superimposed - it is a commonly used set-up, so obviously it does work, but it is not ideal for my purposes at present. An even spread of hexagons looks as though you can march all over it - in fact, you are restricted to roads. I am impressed by the War to the Death style zones-&-corridors board, because of the simplicity and lack of ambiguity, and because of the disappearance of the knotty issue of cross-country marches. There aren't any. I am even more impressed by the work Rafa has done with Gamebox boards based on the WttD board. Gamebox is intended to support online computer versions of board games, but the map looks good in this form, and can be edited with a normal graphics tool. Rafa corrected Omega's original map in some respects (factual knowledge of Spain being an important element of this!), and I've made a couple of further tweaks. I emphasise that I am simply using this map as my campaign board for my own game - I won't be using Gamebox (other than the picture) and I will not be playing War to the Death. Thanks again, Rafa, for your work - I have amended it again only to rationalise the approaches to Lisbon, and to bring the border forts more into line with my understanding of them.

The map consists of geographical districts, which, provisionally, I am referring to as "Areas". Yes - I know it's a pathetic term, but it'll do for now. These Areas come in two colours - brown and green. I have made a huge, bovine assumption here: the brown Areas are assumed to have more rugged terrain, have inferior resources (for forage) and - in addition - to be more susceptible to the activities of guerrilleros and other irregular forces. I confess that this is an ambitious assumption - the correlation between these factors, not to mention the accuracy with which I have assessed the Areas, is at best arguable, but I'm ignoring all that in the interests of convenience.

A brown Area:

(1) will require more rugged terrain for battlefields

(2) will support a maximum of 1 Division without other means of supply, but not during defined Winter months (Oct-Mar?). (Green Areas will support 2 unsupplied Divisions, or 1 Division in Winter)

(3) for purposes of the French line of communication (and supply), is regarded as hostile and therefore a break in the LOC unless the French have at least 1 regiment stationed there. Green areas do not cause this problem, and this whole issue does not affect the Allies anyway.

Areas are linked to one another by roads, which also may be green or brown. Brown roads are roads of inferior quality or roads which are difficult for some reason of geography. The movement rules will explain how this works (maybe). Unlike the colour-coding of areas, the brown roads are a problem for everyone, not just the French. No land movement may take place other than along the marked roads (though guerrillas can sometimes disappear and appear again somewhere else!), but the Allies also have the possibility of moving by sea, using ports which are not held by the French.

Army organisation: this begs some definitions, to keep things sensible.

Each army will have a full OOB, but for campaign purposes the army acts as a series of “combat groups”, which will move and fight together, normally under an identified commander at the appropriate level. The composition of these groups can change from time to time as the army is reorganised, or as the result of detachments and the arrival of reinforcements or new units. Groups can be:

Army (or Divisional) HQ: this has no fighting strength, and is primarily required to show the position of the CinC. It moves as cavalry, and can be stacked with any other group if the CinC is with them.

Brigade: a collection of individual units (infantry battalions, cavalry regiments, artillery batteries) under a brigade commander. A brigade may include attached artillery, and it must contain no more than 9 units in total (this total does not include staff officers). A grand battery or siege train is treated as a brigade.

Division: a higher level grouping, under the command of a division commander. The Division is the grouping used to work out supply requirements. A division may contain no more than 3 brigades, with an overall maximum of 20 units (unless scenario rules say otherwise).

Corps or Army: in principle, higher groupings are possible, and are treated the same way, but the number of Divisions will always be required for purposes of checking supply.

Individual units may be detached (“dropped off”) from a larger group for purposes of garrisoning Areas. These units subsequently may only move independently if they are marching to rejoin their parent group. Units (usually cavalry, though irregular infantry may also be used) may also be detached as a separate reconnaissance force. Detaching and picking up units from a group, and the strength of the units, are the most important bits of record-keeping required.

Although units may be reduced by losses and wastage, no organisational unit smaller than a battalion, cavalry regiment or battery can be given orders.

Supply: The intention is to include an element of supply (since ignoring the matter is unrealistic) without getting the game bogged down in the problem. The supply rules are thus kept very simple. Guerrilla forces may ignore supply, since they are assumed to be able to obtain (or extort) what they need from the area they are in. They may not, however, move or operate outside their home province (Castilla, Navarra etc). Guerrillas apart, the principles are the same for both sides, though the definitions and the details are a little different for each. A combat group which can show an unobstructed road back to a supply Base is considered to be adequately provisioned by wagon/mule trains. If the line of supply is broken, a group becomes Unsupplied, and will be required to fend for itself. Armies of any size may pass through any Area, but if they end their move there then supply limits apply. Note that garrisons in fortresses are considered to have unlimited supplies as long as they are not under siege.

Bases: Initially, for the Allies this means Lisbon and Porto. For the French, this means any area in France, plus Madrid, Salamanca and Seville. A supply base is lost if the Area is captured, but may be restored once it is won back. I have to work on some means of shifting bases - especially seaports (for the Allies). Ship-borne movement of a base and its garrison (available only to the Allies) can be anywhere to a friendly port. An army which finds itself without bases is in big trouble!

Lines of Supply: The Allied LOC can be broken only by a French group (or garrison) occupying an Area on it. The French LOC may, in the same way, be broken by an Allied group (or garrison), but may also be broken by an unoccupied brown area, which is assumed to be held by guerrilla forces if no other group or unit is visible there.

Unsupplied Groups, and Demoralisation: A group which is Unsupplied – i.e. does not have an unbroken road back to a supply Base – is required to fend for itself. For the French, this means foraging and “living off the land”; for the Allies it means purchasing or requisitioning supplies as necessary. The effect is the same – a green-coloured Area can support a stationary force of 2 Divisions maximum size during the months of April to September, or 1 Division during the remainder of the year; a Brown area can supply 1 Division in April-September, and will not support troops at all the rest of the year. Large forces will have to spread themselves if they are not to be weakened or Demoralised by lack of provisions and materials. A group which is Unsupplied and is too big to subsist is Demoralised - during the organisation/reinforcement phase of each turn, it will dice to determine losses due to desertion and sickness.

Scorched Earth: For the expenditure of additional order(s), a force may carry out measures to “scorch” an area. A scorched area will have its capacity to support troops reduced by 1 level – thus a green area becomes a brown area until the following Spring, and a brown area, when scorched, cannot sustain troops at all until the following Spring. A Division can scorch an area as it leaves it, at a cost of one additional order (this needs a lot more work).

Movement: All land travel must be by means of the defined roads. The map is not specifically drawn to any numeric scale, but the intention is that the distance from one Area to the next represents a week's march for troops on foot. Activation rules (still being worked on) will generate a number of available Orders for each CinC each turn. These Orders may be expended on a number of activities, of which marching is one. A single Order will move a single group one step - this is to an adjacent Area, but in the case of a group which is all mounted (including horse artillery) it is 2 Areas. Addition of an extra Order can make the march into a Forced March, which - in theory - allows a further move of 1 Area. This is where the bad news starts:

The Bad News

I'll (temporarily?) adopt the term Step to mean the distance between one Area and the next one along a road. Movement along a green road is automatic, but a movement step requires a test (only 1 test) if any of these apply:

* Group is Tired
* Group is Demoralised
* the road is brown
* the move is the extra one for a Forced March

Test is:

* Add the general's leadership rating (motivational; 3 = good to 1 = poor) to 2D3. If no general is with the group, count zero for the leadership rating. Be honest here, if Genl de Bde Crapeau is rated 1, that's what you use if he is the man on the spot. It doesn't matter if he is in Davout's Corps if Davout is not present.
* Add a further 1 if the group is mostly veterans or elites
* Deduct 1 for each of the following that applies:
    - Group is Tired
    - Group is Demoralised
    - the road is brown
    - this Step is the extra one for a Forced March
    - it is Winter (Oct-Mar)

Outcome: depends on total score
5+    successful
4      Step completed, but group is Tired
3      Step completed, group is Tired and Demoralised
2-     move fails - group is Demoralised

Tiredness and Demoralisation may well become additive scores, so that a group may have a Tired score of 2, for example. At present I am thinking only of them as binary states - a group is or is not Tired etc. A group which remains stationary for a week will lose one Tired point, provided it has supplies. Demoralisation is the subject of a test each turn for desertion etc, and thus clears itself. I am trying to avoid the need for explicit bookkeeping for hospitals, a heavy extra workload which I remember with a shudder from campaigns of old.

That's probably more than enough of all that. I have made no attempt to set this out in an organised manner - this is just a first-cut cloud of bits, for interest (or not). Activation, ports, forts, sieges & off-table battles, reinforcements, how we get from the Area blocks to an actual battlefield and the esoteric subject of scouting can all wait for another day, when I've thought about them some more. The map shown is a scaled-down version - if anyone wants the big version, email me through the Blogger profile.

Wednesday, 29 June 2011

Solo CCN - ready for testing


This follows on from my soliloquy - not quite a lament - on my lack of solo gaming since I started using the rules from GMT's boardgame, Commands & Colors: Napoleonics, for my miniatures games. I now have drafted up an approach, which might be of interest (it certainly is to me). It borrows from ideas aired on various C&C Ancients discussion sites, especially by one mst3k, but refines them a little for use with CCN, and incorporates some tweaks of mine own.

I must also thank Messrs Crick and Pearson and The Bandit of Valparaiso (surely that must be an alias?) for their email suggestions, Rafa for his reassuring comment, and especially the gentleman who asked that his comment "not be published, in case my friend sees it" - quite so - we all have to be careful, I think. Thank you all anyway.

The problem, for those who are unfamiliar with CCN, and for those who are familiar with it but would like a reminder, is that the Command Cards which provide activation in the game do not work well for a solo player who can see both hands. GMT suggest that you just play a solo game normally, and try your best for both sides, but it still takes the surprises out of it. My concerns have been that, since the cards are central to the character of the game, any workaround which does away with them or which makes other radical changes to the activation mechanism might spoil everything. I have seen dice systems, which are clever - sometimes very clever - but definitely different, and I'm not convinced. I strongly suspect that having the opponent's game-plan driven by completely random card drawings is very unlikely to give a worthwhile game, if it works at all. A real opponent would be carefully building a good hand of cards, to support his strategy.

To get to the point, my approach (still to be playtested) retains the cards (which seems best), with minimal change from the normal game pack, and has the advantage that the rules remain unchanged, to the point where a game could switch at will between a live opponent and solo play. The mechanism is not fiddly or confusing, and should not slow things down (certainly it should not be slower than a human opponent scratching his head over his choices). Ticks in the right boxes so far. There is even an element of progressive refinement of the opponent's hand as the game goes along.

Here goes.

The game is played as normal, but the opponent's hand is played blind - always face down, and is shuffled each time it is played. Fan the hand out, face down, when it's the opponent's turn to issue orders to his troops. Now we need a throw of 2D6 and a little wrap-around counting. Count from the LH end of the cards for the higher dice throw (start again at the LH end if you run out of cards), and turn over the card you reach, and carry on counting off similarly for the 2nd dice. Take out a second card. Here's an illustration of doing this for a 5-card hand, where the dice come up 6 & 5.


Choose the better of the two cards selected (from the opponent's viewpoint), and that will be the card to be used this turn. The other card, if it is pretty good and/or potentially useful for the opponent, can be put back into his blind hand. If it is not, it can be discarded along with the played card, and replaced. The refreshed hand (back up to strength) is shuffled, and placed face down once more. This way there is a tendency towards improvement of the blind hand, and there should be some consistency in the cards collected, though their actual time of appearance will be unpredictable.

The only other special rule for solo play is that if either the FIRST STRIKE card or the SHORT SUPPLY card appears, discard it and draw again immediately - these two cards are not suitable for solitaire, but leaving them in the pack and just ignoring them makes it easier to switch seamlessly back to a 2-player game if need be.

Sunday, 26 June 2011

Solo Wargaming - I may have lost something


Nothing serious, but I have been enjoying Ross's posts over on Battle Game of the Month about refining his solo rules, and I realised (with what must have been a pang, I guess) that I haven't been doing much solo wargaming in recent weeks and - since much of my wargaming is of the solo variety - this means I haven't been doing much wargaming. The reason is not hard to identify. My new, and very enthusiastic, commitment to Commands & Colors:Napoleonics as my miniatures rules of choice has left me a bit stranded, since the solo options for that game that I've seen thus far are not brilliant.

My in-house rules, which use a computer for activation, record keeping and calculation, do have the advantage that they support solo play pretty well. However, the simplicity and logical flow of CCN - which make the in-house game look more than a little turgid - have won me over, and recently my own rules have been unused.

I guess this is easily fixed. This morning I spent a little time fishing around on Google and there is a fair amount out there. The problem with playing CCN solo is that the Command (activation) cards do not work well if you can see both hands. A number of the workarounds I've seen use a dice system to replace the cards - I had already started thinking about that approach. Another places the "ghost" opponent's cards in an unseen stack, two cards are turned over, and the one which suits the ghost's position best is chosen, both cards being subsequently discarded and replaced. Or both players can be ghosts, treated in the same way. I have only just started thinking seriously about this, so I am not pessimistic - something will come up, I'm sure. At the moment it's a bit like "how you gonna get them back on the farm, after they've seen Paree?". The CCN game is so much better than my previous rules that I'm reluctant to use anything else, and CCN with an opponent is so much better than my solo attempts with it to date that there is a strong temptation just to find something else to do in the evenings.

I'll have to get moving on this. I've written a post-it to myself, this very morning - that should get something happening. I could try using Ross's rules, I suppose, but that would mean learning something new (ouch). Or I could try to recruit a new opponent locally, but people tend to take to their heels when they just hear about my soldier collection. Or I could try to get my son up to speed on CCN, but he is only 8, and it feels a bit like exploitation. Hmmm.