This is an article that ran in the defunct magazine, Magweb back in 1995. Written by Mark Bevis it provides a matrix for setting up NPC forces in a Solo wargame.
Solo Play Order Matrix
by Mark Bevis
| The following tables are ones I have recently drawn up for use with solo battles. They are designed to ‘create’ a set of orders for an attacker and/or a deployment for a defender. Although primarily designed for Battlegroup level tank/infantry games, there is no reason why tables cannot be used for other periods.
DEFENDERS Roll 1D6: 1 Evenly spread defence line Combat Luxuries 1 1 hour dug in (light shell scrapes) Your engineering rules will determine how many mines, if available, can be laid, or barbed wire set up, or earthworks dug etc. I do have a set of rules designed for campaigns that detail engineering times; if you want me to publish them write to the Editor or me and let me know. ATTACKERS a) Proportion of force. Force will be split into Main Effort and the Remainder. Roll D%, Main Effort is 50-100%, any rolls less than 50% count as 50%. The use of the Remainder force is decided by D6: 1-2 Feint in area where Main Effort isn’t. b) Deployment of Main Effort Roll 1D6: 1-2 Left Flank c) Method of Movement. Roll 1D6: 1 Dash:- Move at full speed to objective and only deploy to assault if fired on. Use roads to full. d) Combat Luxuries 1 May use recce screen to begin with. I suggest for both sides combat luxuries that you roll 1D6 for the number of ‘luxuries’ then roll again randomly for which ones. It is probably best if reinforcements do not arrive for an hour/7 turns, and for a Battlegroup level game, should be no more than one company, perhaps 1D3 platoons, if receiving 3 then add a CHQ and appropriate support platoon if relevant.
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