Professional Documents
Culture Documents
David - Solo Wargaming Rules WORK IN PROGRESS
David - Solo Wargaming Rules WORK IN PROGRESS
David - Solo Wargaming Rules WORK IN PROGRESS
1
By David Hiscocks
Remember, solo wargame rules only work if you play fair. If you don’t, you are only cheating
yourself…
The following rules offer a very basic guideline for solo wargaming. These rules are a work in
progress. However, despite this I feel that they are complete enough to start getting other
people’s opinions on them. Any suggestions or amendments please email the author at
david.hiscocks@googlemail.com and they will be much appreciated!
As such these are designed for use with the majority of wargaming rules (not for RPG’s
however). Because of this they are by necessity vague and so will probably require a degree of
tweaking for your preferred rules to make them most appropriate. With that in mind I hope that
this ruleset offers a starting point. Good luck!
**NOTE**
These rules are a work in progress and do not yet cover unit movement on the battlefield
during a game. So far these include only deployment and deciding who moves first.
Contents
Topic Page
Setting up
Tools
The Commander
Deployment
The Battle
Objectives
Deciding who moves first
On the battlefield
Conclusion
Setting Up
Tools
2x D6’s
A sense of sportsmanship and a willingness to play in character
Deployment
For the purposes of determining the deployment of AF units, references will be made to the
following map which represents the AF’s deployment zone. Zones A, B, and C run along the
board edge, while D, E, and F are closest to the enemy deployment zone.
If a deployment instruction is not a valid action in the game system EITHER, a) modify the action if
there is a similar in-game action they could take similar to the invalid one. Or, b) decide on two (or
more) options and roll a D6.
A certain amount of common sense must be used when deploying the AF units. Remember you only
cheat yourself if you do something obviously ridiculous (such as deploying a unit in an open grassy
field knowing it is under the guns of a machine gun company, that sort of thing). If you are unsure
whether what you’re doing is sportsmanlike, then toss a coin to decide if you can or cannot deploy a
unit there. Play to the spirit of these rules, not the letter.
A B C
1If playing a campaign, or if you simply already have a personality for a commander planned out, just pick the
most appropriate option from the list.
D E F
1-2 Reckless or Aggressive
Infantry on foot must be placed in Zone B, D, F and E, with at least 50% in Zone E
Artillery must be placed in Zone B
‘Fast/ Heavy’ forces, tanks, cavalry, mechanised infantry, excluding scout units, must be placed
in Zones D, E, and F. 50% of these forces must be placed in Zone E.
Scouts must be placed in Zones D, E, and F in equal proportion. The first scout unit must be
placed in Zone E however.
a) No units may be placed in terrain that would slow that unit’s movement down UNLESS
that piece of terrain is or holds an objective the force must hold.
b) No units may be placed in overwatch (or similar).
c) No units may be placed in reserve. Nor may any enter the board from a flank.
d) No units may be hidden.
e) The AF will start deploying first.
5 Average
Infantry on foot must be randomly allocated to Zones A to F (using a D6). 50% of the infantry
units must be assigned en-masse to one zone together (using a D6).
The first artillery unit must be placed in Zone B. Any remaining artillery should be randomly
placed in Zones A, B, or C (use a D3 to decide).
‘Fast/ Heavy’ forces, tanks, cavalry, mechanised infantry, excluding scout units, must be placed
in Zones D, E, and F. One group consisting of at least 50% of the AF’s Fast/ Heavy units (but
no more than 75%) must be randomly assigned to one of these three zones (using a D3). The
remaining units of the other 50% must be randomly allocated to Zones D, E, and F by individual
units (using a D3 for each unit).
Scouts must be placed in Zones D, E, and F in equal proportion. The first scout unit must be
placed in Zone E however.
a) D3 units may be hidden (if rules permit they must be so deployed).
6 Tactical Genius
If you rolled for your commander as being a tactical genius, congratulations! Set up the AF in
the same manner as for the average commander. In addition, one of the following advantages
apply2, to decide which, roll a D3 and reference the advantage gained:
1. Up to 33% of the AF MUST enter the board by flanking OR be kept in reserve.
2. D3 units of the AF may be re-positioned to achieve a better advantage by the human
player AFTER both sides have finished deployment. Units can be repositioned
anywhere they could move to within one movement action.
Don’t abuse this rule to gain an advantage to the human controlled force! Shame on
you for considering that. If you still cannot trust yourself to do this fairly, then choose
option 3.
3. D3 of the human controlled units, units being randomly selected using a die, must make
a full movement to their rear (if this impossible due to terrain, or if it would take that
unit off the board, then the unit in question should be moved to the left or right decided
on a coin toss or similar). This simulates the force being played by the human being
taken off balance by their opponent’s tactical genius.
The Battle
2 As applicable to the game system. If not a valid action in the game system EITHER, a) Ignore and re-roll the
D6 to decide the advantage gained, or, b) modify the action if there is a similar in-game action they could take
similar to the invalid one.
Objectives
How do you set and achieve objectives for the AF?
3 Many rulesets and scenarios have their own conventions for deciding this, this system is only designed to
simulate the human interaction. Use as applicable.