Chapter 22
Solo Wargaming
The best wargames will always be achieved when the hobbyist is able to enjoy regular contests with a congenial opponent. This is unfortunately not always possible, in which case the only option is to play solo wargames.
These singular contests are very easy to arrange, at least on the most basic level of playing both sides to the best of one’s ability. This style of solo play can produce satisfying and informative games – you can learn a great deal about military history by attempting to execute appropriately realistic tactics on the wargames table, and evaluating their strengths and weaknesses according to the results which occur. True solo wargaming is slightly different, however: this is when the actions of one side are determined by specially devised gaming mechanics (the concept is similar to the ‘artificial intelligence’ of computer wargames), in an attempt to create the excitement and tension that would otherwise occur when playing a real-life opponent.
Solo wargame systems can be devised for any scenario; it must however be stressed that different approaches have to be devised in each case, to take account of the distinguishing features of various contests. The following examples from my thirty scenarios cover cases where all units begin the game on the table (scenarios 1 and 2); where all arrive on turn 1 (scenario 3); and where one player has only one tactical option (scenarios 7, 13, 14, 15 and 30).
The first two scenarios cover pitched battles, and have the Red player deploy first. In these instances the wargamer takes the role of the Red side, and places the units on the table as he or she desires. The Blue deployment is in contrast determined by the game system, which is intended to strengthen some sectors at the expense of others. It does so by dividing the battlefield into left, centre, and right sections, each of which has a width of 12”. A die is then rolled: a score of 1 or 2 indicates that three randomly determined Blue units are deployed in the left sector; 3 or 4 denotes the central portion; and 5 or 6 the right section. A die is then rolled again: a score of 1–3 indicates that two randomly selected units are placed in one of the remaining areas, with a 4–6 denoting deployment in the other. The final unit is positioned in the last sector. This system effectively determines the Blue attack plan, with one area being strong and one weak – it may in so doing create an unwelcome element of surprise for the solo wargamer to confront and hopefully overcome.
Scenario 3 (‘Control the River’) is slightly different, since the troops begin the game on the table, but all arrive on the first turn. The solo gamer again takes the role of the Red player, marching his or her troops onto the table first. The Blue army’s appearance is determined by dividing the table into six sections, each of which is 6” wide, and dicing for each unit to determine precisely where it appears.
Random deployment is a very useful tool that can quite reasonably be used with many scenarios. It is however less necessary in games where one side has only a single tactical approach, be it either tenacious defence (scenarios 7, 14, 15 and 30), or all-out attack (scenario 13). In these cases the plan is fairly obvious, and a good deal less randomization is required. Such caveats notwithstanding, the best solo wargames occur when unpredictability can be added to the encounter, thereby creating an all-important element of tension that might otherwise only be present when playing a live opponent.
One way of doing this is by modifying the reinforcement schedule, so that units do not appear on the designate turn, but that a die is rolled from one turn ahead of schedule: they arrive on a roll of 5–6. Reinforcements may therefore arrive early, they may appear late, or in especially unfortunate cases not at all. The element of unpredictability can be enhanced by having the game system’s units appear randomly, so that the active player can never be aware precisely which enemy units may turn up – so that a slow infantry unit may be expected, only for a rapid cavalry contingent to arrive instead, creating potential mayhem in the process.
A very popular and long-standing technique of introducing unpredictability into the solo wargame is through the use of ‘Chance Cards’. This very sound approach was devised by great wargaming pioneers such as Donald Featherstone, and takes the form of having a card drawn at the start of each turn for both competing sides: the results can vary from nothing happening, through allowing some great benefits to one’s own units, or significant disadvantages. This creates an element of tension, and does in particular realistically invoke the vicissitudes of fortune that can bless or afflict armies in reality. My scenarios can be played using a deck of fifteen cards for each side: one of these is drawn at the start of every Red or Blue turn, their effects being as follows:
Card Numbers | Result |
1–5 | No Event. Nothing happens. |
6–7 | Confusion. 1–3 of one’s own units may not move this turn. |
8–9 | Ammunition Shortage. 1–3 of one’s own units may not shoot this turn. |
10 | Demoralization. A single unit on one’s own side acquires 1–6 hits. |
11–12 | Initiative. A single unit on one’s own side may either move twice, move and then shoot, or shoot twice. |
13–14 | Rally. 1–3 of one’s own units remove 1–3 hits points. |
15 | Enemy Panic. A single enemy unit acquires 1–6 hits. |
Units affected by Chance Cards should always be selected at random, to increase the element of unpredictability. Numbers from 1–3 can be generated by rolling a die and halving the result, rounding up any fractions.
It should be apparent that solo wargaming need not be a poor alternative to traditional social gaming. The element of unpredictability always creates excitement, and the solo wargamer is always free to experiment. He or she can for instance devise new and radical rules and test them thoroughly to assess their viability, without having to worry about the baffled incomprehension of a dissatisfied opponent. The soloist may also want to try playing a new set of wargames rules that may not find favour with anyone else, at whatever level of complexity he or she finds desirable. Solo wargamers can also devise long campaigns involving great depth – this is, as considered in the previous chapter, a significant problem when dealing with the outside commitments of other potential campaign participants. Soloists can also spend a great deal of time and effort exploring and gaming obscure conflicts of very limited appeal to others; I have for example in the past given much consideration to the Warlord era in China (1911–1930) – a period which although fascinating, has attracted decidedly limited interest with most wargamers.
The key to a successful solo wargame is the same as any other: gamers should be creative, remain practical in their aims, and enjoy the rich variety that is guaranteed to result from what will always be a fascinating hobby.