Rules

Saturday, 10 August 2019

WW2 Solo Campaign Rule of Thumb approach

Having played the first two delaying actions of this WW2 solo campaign.  It is now time to return to the campaign map and:

  1. Write the next orders to be issued to the Guards battalion and supporting units.
  2. Make the Panzer Grenadier map moves
Looking at the campaign map as it currently stands there are six elements of the advancing Panzer Grenadier force marked "A" through to "F". Red arrows show the retiring Guards forces that fought the first couple of delaying actions.

Campaign map after playing through the two actions
The British Guards written orders will be actioned after the Panzer Grenadier forces are moved and the various actions have been played out on the tabletop.

Red arrows show the planned Guards moves to be applied after Panzer Grenadier moves and resulting actions are played.
With the Panzer Grenadier forces concentrating on both flanks the Guards centre units are getting ready to pull back and be ready to counter advances on either flank. While "A" and "B" companies are to hold their positions.

Panzer Grenadier moves
The Panzer Grenadier moves are determined using the rolling of the dice in this campaign and a "Rule of Thumb" approach. Or as Wikipedia calls it "a principle with broad application that is not intended to be strictly accurate or reliable for every situation.

As the Panzer Grenadiers are trying to beak through to the south (bottom of the map) these rules are trying to reflect this:
  1. On a 1-4 advance, 5 move right and 6 move left. If moving left is not an option, then move right. Likewise if moving right not an option, then move left.
  2. If unable to advance due to terrain, then 1-3 move right and 4-6 move left. If only one option then take that.
  3. If falling back, then 1-2 hold and defend, 3-4 move right and 5-6 move left
  4. If any of the above do not apply or seem like silly actions to take adjust the dice options.
Examples of the campaign dice moves

Looking at the campaign map:
  • Force A rolls a 2 and advances
  • Force B rolls a 4 and advances
  • Force C rolls a 2 and advances
  • Force D rolls a 3 and advances
  • Force E rolls a 5 and moves to its right
  • Force F rolls a 1 and advances
With the Panzer Grenadier moves complete there are two engagements to be fought and the dice have found a gap in the Guards line (clever dice!).




7 comments:

  1. Thank you, this post answers my questions perfectly and shows that even simple systems can produce interesting / unexpected outcome. I shall think about using it for some one-sided games.
    I eagerly await the next clash of arms - come on the Guards!

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    1. Thank you. Playing the games this week end all being well.

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  2. I really like the way you are doing this!

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  3. Introduces a fog of war, uncertainty and risk. Always adds intrigue into a solo campaign.

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    1. So far the campaign is certainly adding uncertainty as the attacking forces are being uncovered.

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  4. Your routine makes for a good Programmed Approach and provide a solo gamer with some AI for his opponent. I like it!

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    1. I suspect as this campaign progresses I will be adding to the rules of thumb.

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