A Simple Solo Wargame set of Rules "For a Simple Flowing Game";

Wargame Rules intended Period -> Wild West


Author Mark Ainsworth sithandjedilord@aol.com

 

(A set of fun, and playable rules submitted by Mark, and for which I am very grateful. I have tested them with my son and found them great fun if a little eccentric at times, a bit like Me really. If you have a home drawn set of rules you would like to share please maile me at gec2001@lycos.com. John Sharples)

 




Overview :

The setting for these rules is the Wild West , The 7th Cavalry against the plains Indians. Most Important is you understand the concept and adapt these rules to suit your own gaming period! 

I toyed with many ways to create a SOLO wargame that was enjoyable, and unpredictable. I didn't want to simply move for one side, then the other, so I implemented "Orders", by orders I mean I made a set of typical orders for the army. As the games begins you make your moves and shoot etc.. then your enemy's (7th cavalry) units (I use 4 figures per unit) throw a dice for their orders. the enemy carries out these orders, but also must act to any situation as they carry-out these orders, the situations could be ,come under 
fire, sighting the enemy within a certain range, etc...


ORDERS : 7th Cavalry

Roll a dice and check list to see the orders.

DICE ROLL OF 1)

Head north to the farthest reaches of the board, camp for 2 turns and send 
messanger back to the fort if enemy sighted. then return to fort for new 
orders.
(if enemy sighted flip a coin heads attack tails flee to fort)

DICE ROLL OF 2)

Patrol maximum move allowance north 2 turns, east 2 turns, south 2 turns, 
west 2 turns, and attack any enemy ,report for new orders. 
( if enemy sighted, the three non-combating nearest units travel imediatly to 
support, and then all out attack)

DICE ROLL OF 3)

Patrol maximum move allowance north 2 turns, east 2 turns, south 2 turns, 
west 2 turns, and repeat this 3 times, attack any ememy!

DICE ROLL OF 4)

Remain in the fort for 4 turns, and stand guard!

DICE ROLL OF 5)

Take this turn for Rest and do not attack any ememy, if attacked flee to 
fort!



DICE ROLL OF 6)

Camp for 2 turns remaing on high alert

DICE ROLL OF 7-14)

Procede Imediatly to any attacked units and support, when ememy disengages 
return to fort for orders.

(if there is no attacked units to support, throw a D6 ) 
D6 ROLL OF 1,2,or 3)
Report to Fort for orders
D6 ROLL OF 4)
Camp for 1 turn and rest, (flee if attacked back to fort for orders) then 
report to fort for orders
D6 ROLL OF 5)
Brawl due to drink, 4 men dead (1 unit) return to fort and put 3 units in 
the stockade for 2 turns, 
D6 ROLL OF 6)
2 Horses loose shoes (or if on foot 2 men fall on rocks and break legs) 
the two units travel at half movement speed for 5 turns, 

DICE ROLL OF 15)

if enemy within sight of unit, all cavalry within 2 full movement allowance 
distance congregate and attack enemy!
If enemy not in sight patrol 3 turns south, then return to fort for orders. 
If enemy sighted, all cavalry within 2 full movement allowance distance 
congregate and attack enemy!

DICE ROLL OF 16)

Proced to the nearest unit who has sighted the enemy, if no enemy sighted 
procede to support the nearest unit.

DICE ROLL OF 17)

Reinforcments arrive add 3 units to the current units location!

DICE ROLL OF 18)

Gun runners come upon your unit and kill all units at the location, sell 
the guns to the indians, and creating an indian unit to be placed anywhere 
you wish

DICE ROLL OF 19)

Reinforment of 1 unit arrive

DICE ROLL OF 20)

flash flood this unit dies



Situations

these situations apply unless orders specifically order something 
else!!!!!!!!!

1) when enemy is sighted, all units within 1 move allowance attack the enemy, 
all unit attack in formation side by side and advance on the enemy at half 
speed, when in firing range and 1 volley is over, if the enemy outnumbers 
the cavalry, flip a coin for stand ground or flee. this coin rule applies 
after every volley!

2) when enemy is attacking , send messengers asking for help, flip a coin 
heads 2 units from the fort gallop at top speed to your aid and arrive in 2 
turns! all units attack in formation side by side and advance on the enemy at 
half speed, when in firing range and 1 volley is over, if the enemy 
outnumbers the cavalry, flip a coin for stand ground or flee. this coin rule 
applies after every volley!

3) Surrounded, fight to the last man, stand ground!

4) Indians in fort, surrender all units in fort!



SUGGESTIONS ON PLAY

I would have units permanently defending fort!
I also would have 2-3 units under your complete control!
I would use simple combat rules to keep you involved on the table rather than 
on paper work and dice etc...
I would alter the orders, to suit your needs!
I sometimes would use 2, 20 sided dice for orders, to give 40 available 
orders!


SUGGESTED MOVEMENT

I use 7 inches foot move allowance and 12 mounted
move 3 units per side, and shoot.


SUGGESTED FIRING

When enemy is within 8 inches flip a coin 3 times , if all are heads you 
kill the enemy!
when enemy is within 4 inches flip a coin 2 times , if all are heads you 
kill the enemy!
when enemy is within 2 inches flip a coin 1 times , if all are heads you 
kill the enemy!


SUGGESTED COMBAT

I make all units equal in combat, if same number of attackers and defenders, 
up to a maximum of 4 units flip a coin! if the enemy outnumbers the defenders 
by 1 flip a coin heads 1 defender dies. if the enemy outnumbers the defenders 
by 2 flip a coin twice each heads 1 defender dies.etc...


simple rules but adapting them to suit your needs will reap rewards!


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