Wednesday, 17 July 2024

Solo Campaigning

I have always liked the concept of a wargames campaign, but the few campaigns I have been involved in have all fizzled out when one or more players have lost interest. Now, with retirement approaching,  I intend to make the time to experiment with the idea of a solo campaign. This initial attempt will not get under the way until some time in the New Year, but the intent is to start with a Napoleonic campaign based in Germany in 1813. If successful the concept might also be extended to other wars.

For me there are two big issues with the 1813 campaign:

  • It was the largest of the Napoleonic campaigns with the biggest armies ever to take to the field in Europe to that date with hundreds of battalions on each side. How can I hope to reproduce this when my total French force consists of only 29 battalions with maybe another 10 Bavarian allies, and for the Coalition forces I can only raise 18 Russian, 17 Prussian and 16 Swedish battalions (plus another 11 Austrian battalions should they join in)?
  • Since I don't have a split personality, well I don’t think I do anyway (I must ask myself), solo gaming by default has bias and that bias is likely to be magnified in a campaign. So how do I maintain a balance in the campaign? 
In answer to the first issue I have no intention of expanding my armies beyond where they are so the largest force on the table can only be what is sitting in my storage boxes. However, I can have  multiple commands in play, but they just can't be on the same table at once. The rules will therefore need impose stacking limitations that will prevent any counter or stack of counters representing a force that exceeds the number of figures available. There is also the possible of fighting a series of disconnected games forming a single battle.

The prevention of bias is a little more complicated, but for me the answer is to create a narrative for each side that guides their actions in the overall campaign. I have been quite loose in my interpretation of the strategic situation in Germany in 1813 so serious students of the campaign should probably stop reading now.

The French narrative is very straightforward. Napoleon needs to push the Russians back behind the Oder and bring the Prussians to heel before he can relieve his garrisons in Poland.  This will bring all those states that had slipped the leash back under French control and deter further defections. He needs to retake Hamburg to reestablish communications with his Danish allies.  With those objectives achieved Sweden would be left out in the cold. 

The Allied narrative, however, is far more difficult. The liberation of Germany is at the centre of their narrative. They must drive Napoleon out of Germany, but each ally has their own political considerations and complications.

  • Alexander I of Russia believes that after saving Russia from Napoleon it is his destiny under God to be the saviour of Europe and is determined to make it so, but the Russian Army is exhausted from its exertions the previous year and is filled with many conscripts. He needs Prussian and Swedish involvement to sustain his efforts.
  • Bernadotte is keen to establish Sweden's place in Europe, but would be powerless in Europe without Russia.
  • Prussia is conflicted. While the middle class and the army are strongly supportive of the liberation, Frederick William III is less supportive and is deeply concerned that if things turned in Napoleon's favour there could be retribution against Prussia that could cost him his crown and see the kingdom carved up.
  • Duke Frederick Francis I of the Duchy of Mecklenburg-Schwerin has similar fears to Prussia. 
  • The various Frei Korps that have sprung up in the northwest, and are occupying Hamburg, lack cohesive leadership and are likely to disperse if pushed.
To complicate the narrative further, if the alliance can convince Austria, Saxony and Bavaria to defect from Napoleon the coalition would be unbreakable, but they too have complex political issues:

  • Francis of Austria can not afford to lose another war to France, to do so would surely break his fragile Empire apart.
  • Saxony and Bavaria are the staunchest of Napoleon's allies and their leaders owe their crowns to the Emperor. Like the Prussians they fear that should they defect and things turn against them there would certainly be retribution. Saxony commences the campaign neutral.
So how to represent this? If there were just one or two Allied variables it would probably be easy enough to program some simple if-then type responses to resolve those conflicts, but there are just too many variables for my brain to try to resolve. So my solution is to build a political temperature gauge that determines the breaking point for each nation, that point could see one state to pull out of the coalition or alternately for other states to join the coalition. The way it works I that every time a Coalition force is defeated in battle the temperature gauge will go up. Conversely every time the Coalition wins a battle the temperature goes down, while the gauge for Austria, Saxony and Bavaria will work in reverse. When any force hits the critical point on their temperature gauge they will exit or join the coalition as applies. But I didn't want this to be a purely mechanical function and when certain points are hit on the gauge there is an option (decided by dice roll) for the gauge to move more than a single point. I set the temperature levels for the various states are shown in the Political Temperature Table in which blue is cool, amber warm and red hot.

Coalition pressure points for temperature change are: 

  • for any Coalition defeat in battle +1 or
  • If it is a severe defeat +2
  • Berlin occupied (Prussia only) +1 - +3*
  • if troops from two or more of the  Coalition states are involved in defeat +1
  • if one of the other coalition partners withdraws +2
  • for each Coalition victory -1

* Roll 1xD6: 1, 2 or 3 = 1, 4 or 5 = 2, 6 = 3

Obviously I need to determine what defines a severe defeat.

Criteria for pressure to build for non-Coalition nations:

  • for any Coalition defeat in battle -1
  • if one of the other coalition partners withdraws -2
  • for each Coalition victory +1
  • for each Coalition major victory +2 

In addition when plus point is presented the Coalition forces or a minus point for the non-coalition forces:

  • If the temperature gauge reads cool 1xD6 is rolled and if the score is 6 the value of the pressure point is doubled 
  • If the temperature gauge reads warm for a state 1xD6 is rolled and if the score is 4+ the value of the pressure point is doubled
  • If the gauge reads hot 1xD6 is rolled and if a 3+ is scored and the value of the pressure point is doubled. 

So to the rules of the campaign.

Forces

While actual armies on the table cannot exceed the number of figures actually available for play, multiple armies are possible, they just can't stack together. On this basis for armies can be built from the following commands:

France

Command

Sub-Command

Description 

Max No of Commands

Stack Limit

Infantry Division

Brigade

5 light infantry 

5 line infantry

1 regimental gun 

3

1

Brigade

7 line infantry 

5 line infantry

1 regimental gun

Artillery

1 horse battery

1 field battery

Infantry Division

Brigade

6 line infantry

5 line infantry

1 regimental gun

3

1

Brigade

6 line infantry

5 line infantry

Artillery

1 horse battery

1 field battery

Cuirassier Division

Brigade

Cuirassier regt

4

2

Brigade

Cuirassier regt

Brigade

Cuirassier regt 

Artillery

1 lancer squadron

2 horse batteries

Dragoon Division

Brigade

2 Dragoon regts

3

1

Brigade

2 Dragoon regts

Artillery

1 horse battery

Light Cavalry Division

Brigade

2 hussar regts

3

1

Brigade

3 Chasseur regts

Artillery Reserve

Brigade

5 batteries

3

1

Imperial Guard

Infantry Brigade

6 battalions

1 field battery

1 horse battery

1

1


Cavalry Brigade

1 lancer regt

1 Chasseur regt

1

1


Bavaria

Command

Sub-Command

Description 

Max No of Commands

Stack Limit

Division

Infantry Brigade

2 line battns

1 Jäger battn

2 Kreis battns

1 field battery 

1

1

Infantry Brigade

2 line battns

1 Jäger battn

2 Kreis battns

1 field battery

Cavalry Brigade

2 light cav regts

1 horse battery 

Brigade

2 grenadier battns

Artillery

1 Field Battery


Russia

Command

Sub-Command

Description 

Max No of Commands

Stack Limit

Infantry Division

Brigade

4 Musketeer Battns 

3

1

Brigade

4 Musketeer Battns 

Brigade

4 Jäger Battns 

Artillery

1 light battery

2 heavy batteries

Heavy Cav Division

Brigade

2 cuirassier regts

3

1

Brigade

2 dragoon regts

Brigade

3 dragoon regts 

Artillery

1 horse battery

Light Cav Division

Brigade

1 hussar regt

1 mtd Jäger regt

3

2

Brigade

1 uhlan regt

1 mtd Jager regt

Artillery

1 horse battery

Guard

Infantry Brigade

6 grenadier battns

1

1

Brigade

1 horse battery

Cossacks

Brigade

4 Cossack regts 

3

1

Prussia

Command

Sub-Command

Description 

Max No of Commands

Stack Limit

Infantry Division

Brigade

2 Musketeer Battns

1 Fusilier Battn 

2

1

Brigade

2 Reserve  Battns

2 Landwher Battns 

Unattached

1 Jäger Battn

Artillery

1 field battery

Infantry Division

Brigade

2 Musketeer Battns

1 Fusilier Battn 

2

1

Brigade

2 Musketeer Battns

2 Reserve  Battns

2 Landwher Battns

Artillery

1 Field Battery

Cavalry Division

Brigade

1 cuirassier regt

1 Uhlan regt

1 Landwehr regt

2

1

Brigade

2 dragoon regts

1 hussar regt

Brigade

2 dragoon regts 

2 mtd Jäger regts

Artillery

1 horse battery

Reserve Artillery


Brigade

2 Field batteries 

2

1


Sweden

Command

Sub-Command

Description 

Max No of Commands

Stack Limit

Division

Infantry Brigade

4 line battns

1 Jäger battn

1 field battery 

1

1

Infantry Brigade

4 line battns

1 Jäger battn

1 field battery

Infantry Brigade

4 line battns

1 Jäger battn

1 field battery

Cavalry Brigade

2 dragoon regts

1 horse battery

Artillery

3 Field Batteries

Duchy of Mecklenburg-Schwerin: is a single brigade of four battalions.

The Frei Korps: an army consisting of 8 battalions and cavalry regiment and one battery ( are classed as raw troops) also exists but can never join the other Coalition forces.

In any one hex the Coalition can stack a maximum of one Russian, one Prussian, one Mecklenburg-Schwerin and one Swedish army.

The Map 

I have created a map of Germany from Poland in the east to Frankfurt and Bremen in the West and Hei- delberg in the South. All major rivers and towns are marked and a hexagonal movement grid is overlaid. Each hex measures approximately 20 kilometers on the map, or one day's normal march for infantry. 

The map has been printed A3 size and mounted as a folding board.

Initial Deployments

I opted to construct and deploy the armies as follows:

Prussians:  

  • Blucher with 10 battalions, 7 cavalry regiments and four batteries at Dresden
  • 7 battalions, 3 cavalry regiments and one battery at Chemnitz
  • 17 battalions, 10 cavalry regiments and five batteries spread between Brandenburg, Belzig and Lukenwalde
Russians:
  • 8 battalions, 4 Cossack regiments and one battery with Blucher
  • 4 battalions, 3 dragoon regiments and one horse battery at Berlin 
  •  8 battalions, 10 line cavalry regiments, 4 Cossack regiments, three line and three horse batteries at the top entry point marked on the map
  • Wittgenstein with 8 battalions, 10 line cavalry regiments, 4 Cossack regiments, three line and three horse batteries, plus the guard, at the middle entry point marked on the map
  • 8 battalions, 10 line cavalry regiments, 4 Cossack regiments, two line and two horse batteries at the bottom entry point marked on the map
Swedes: At the entry point marked.

Frei Korps: At Hamburg

French:
  • 23 line battalions, 14 cavalry regiments, 3 light, 6 field and 6 horse artillery batteries at Magdeburg
  • 23 line battalions, 14 cavalry regiments 3 light, 6 field and 6 horse artillery batteries and the guard and Napoleon at at Erfurt
  • 15 line battalions, 8 cavalry regiments, 3 light, 3 field and 3horse artillery batteries at Gottingen
  • 8 line battalions, 6 cavalry regiments 3 field and 3 horse artillery batteries as Coburg
Bavarians: At Regensberg

Turn Sequence

  • Check weather
  • Determine initiative
  • Activate and Move units
  • Calculate any attrition from forced marches
  • Where contacts occur:
    • Determine type of contact
    • Determine table setup
    • Adjacent units can March to the Guns
    • Fight engagement
    • Defeated force retreats
    • Determine battle attrition
  • Adjust Political Temperature

Weather

Weather is rolled for each turn and can be either Fair or Bad. Weather either worsens from Fair to Bad or improves from Bad to Fair. The campaign starts with fair weather, but each successive turn 1xD6 is rolled, modified by +1 if it is April, May or October, and the result is as below:





Initiative

Initiative determines which side moves first in a game turn and is determined by rolling 1xD6 then adding dice to a pool for each of the following factors:

  • If a victory was scored last turn +1
  • If they held the initiative last turn +1
  • More units activated than the opponent last turn +1

Each side pick the highest score in their pool and the highest score between the moves first.

Movement 

Stacking restructions

No army greater than the total available number of wargames units available for play can occupy one hex in any circumstances.

Activation

All armies must activate to move. Activation can be improved if a leader is attached or can be worsened by the political temperature. Units that fail to activate do not move in that turn. Roll 1xD6 and the basic score to activate is 4+. The die roll is modified as follows:

  • If Napoleon is attached +2
  • If Blücher or Wittgenstein are attached +1
  • If the National Political Temperature is warm -1
  • If the National Political Temperature is hot -2
To speed things up a bit I created an activation calculator. It is just a spreadsheet with all the armies listed then generates a random number between 1 and 6, and adds or subtracts any applicable factors. The same spreadsheet has separate sheets to calculate any forced marching and to record battle losses.

Movement Rates

Units move through the movement grid at the following rates.




Forced Marching

Units can also attempt to force march up to three additional hexes by rolling 1xD6 on the Forced March Table. The figure on the table is the distance a unit may force march, in hexes.

When a unit force marches there is a chance of attrition for any table result with an asterisk (*) beside it. Roll 1xD6 for each brigade force marching and a score of 4+ will weaken each unit in the brigade by one strength grade. Attrition from forced marching is temporary and strength is recovered after a day of inactivity. Units cannot force march in consecutive turns.

Crossing Rivers 

Rivers do not affect units crossing at towns and cities. Away from towns and cities the unit can cross, but will not move the following turn. Units cannot enter or exit a hex containing a river in bad weather.

Battle 

Battle takes place whenever opposing counters are in the same hex. 

Action Type 

Actions are one of three types: 

  • Encounter - an unplanned battle where both sides have moved into the same hex in the same turn 
  • Battle in position - Where one side has not moved and the other has moved into contact. 
  • Battle in a fortified position - Where one side has chosen the ground and fortified the position by re- maining in the location for five consecutive turns 
Marching to the Sound of the Guns 

Whenever contact is made any units that have activated and are within three hexes of the contact point may attempt to march to the sound of the guns by forced marching, so long as they have not already force marched in that or the previous turn and stacking rules are met.

If successful, reinforcements roll 1xD6 to see if they arrive either on the player's home table edge or on either flank as early as game turn 2, using the following table:





Table Layout and Deployment

Using the appropriate group of table plans (below) roll 1xD10 (for a battle in a fortified position only five table options are available so divide the score by 2) to determine the terrain for the battle. 

Where a battle in a fortified position is being played the strength of the defending force may not exceed two thirds of the strength of the attacker. 




After Battle 

At the conclusion of a battle the defeated player immediately retreats two hexes away from the battlefield and may attempt to force march in their turn.

Battle Attrition 

Any battalion, regiment or battery that has taken losses of 4 or more in battle will drop one strength value - i.e. large to standard, standard to small, small to tiny. Tiny units always remain tiny.

Units will not be reinforced during the campaign.

I am sure that many more rules will come up before the campaign is played.

Since I started writing this post I have been so inspired by this idea that I have already begun digging out other campaign maps I had drawn up previously (for the American Civil War and the First Carlist War), and have completed maps for the Imperial phase of the Franco-Prussian War, the Iberian Peninsula for the Napoleonic Wars and for the 1814 campaign. A map for the American War of Independence is in progress.




Before I leave work and lose access to the specialist drawing software that I use to draw them, I will also look to complete maps for other periods of interest like Egyptian Campaign 1798-1801, the Great Paraguayan War, the Austro-Prussian War, the War of 1812, Crimean War, Russo-Japanese War, the Imjin War and maybe Feudal Japan. All will be mounted as folded game boards.





12 comments:

  1. What a great project. I think your potted narrative of 1813 sums things up beautifully. At least with a solo campaign you will have a decent chance of completing it. Our group started an 1813 campaign which took several months of preparation and fizzled out after three games. Your campaign maps look terrific. Best get all that done before retirement, as you say. I can just see your colleagues being impressed about how many hours you are putting in on the final stretch.

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    Replies
    1. Thanks Lawrence. It should be fun and I am sure that I some of the more interesting games can be played as a part of our regular gaming schedule. Thankfully creating maps is a relatively easy task for me with the right tools and I can create a full map in a matter of a hour or so and then maybe another hour to dress it up.

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  2. Wow, there has already been a lot of thought and work involved in getting to this stage, Mark, I am in awe!
    I really enjoyed the FIW campaign I did with Julian 20 + years ago, it had a very simple map and mechanisms, but they were all logical and worked well
    Some of the maps you intend creating might be of interest to me, too, if you don't mind sharing?!
    I had the same thought as Lawrence - you really won't have a lot of time for Air NZ work in the next few months, you will be far too busy with important wargaming stuff!

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    1. No problem with the maps. I'll get you some PDF copies that will be significantly higher quality than the low res images here. This stuff really is easy for me - I complete more complex technical drawings most days so fifteen minutes here and there in my lunch break gets a map completed during a week. The AWI and Egyptian campaign are complete now.

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    2. You have a very thoughtful and well executed start to your campaigns. You can readily add any combatants or units under your scaffolding. The mechanism for this European political temperature seems battle centric. The table sketches are especially useful.

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    3. You are right it is battle centric. I have deliberately kept this campaign simple. For the ACW version supply and domination of resources will play critical roles.

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  3. well thought out and lots of good ideas. I enjoy a campaign but as mentioned, they usually don't survive until the end. I've come to think that campaigns are better done with boardgames. I wish you good luck with this, and as I'm sure you'll be writing a few blog posts about it, I'll happily be reading along.
    And steal everything for the eventual ACW version. 😁😁

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    1. Thanks Stew. The real benefit of the solo concept is that I only need to provide rule guidelines and don't have to write a full set of rules. Feel free to borrow any ideas...you can be sure that I have borrowed ideas from many others along the way.

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  4. Great stuff, I wish you luck with the campaign. Our group likes campaigns but like most people I think, we almost have never finished one. I have a big Peninsular War collection and your map of Spain looks tempting for doing something with it.

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    1. I agree Spain is an interesting Napoleonic campaign too with lots of factions. It would be an interesting political temperature gauge to build.

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  5. Very impressive stuff there Mark! I tend towards simpler narrative driven campaigns for my games, with 3-5 Brigades per side plus supporting troops, with normally a mxaimum of 5 games played. Anything longer than that and my interest has flagged or a decisive outcome reached. Playing solo this doesn't matter for me! I have just ordered Hentry Hyde's Wargames Campaign book, so I will be interested to see what ideas I can take from this for use in my own campaigns.

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    1. Thanks Steve. I have an idea for a narrative campaign in development now. I have Henry's book and it has lots of ideas, but I still refer back to the Featherstone book.

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