Rules

Tuesday, 6 August 2024

New book on solo wargaming arrived

I had been eagerly waiting for the book "Solo Wargaming - A Practioner’s Guide" by David Heading to arrive in the post. It arrived a couple of weeks ago and I have been able to find time to quickly read it. So here is my review of the book after a first read through.

I enjoyed the author’s writing style along with how the book is organised as it explores the various aspects of solo wargaming, offering guidance, suggestions and examples.

The new arrival from Pen and Sword Publishing

Chapter 1 addresses the question of why one might choose to solo wargame, examining both the advantages and disadvantages.

Chapter 2 looks the different types of tabletop battle settings, including historical, semi-historical, scenario-based, and fictional. It was good to see a variety of game types considered, such as role-playing, skirmishes, small to medium-sized games, and large wargames. The chapter also covered generating terrain, choosing forces, and generalship, discussing options for playing both sides or using an automated general. Each area discussed has practical advice and often one or two example mechanisms. The chapter concludes with a quick discussion on how to address biases towards armies, one’s favourite units, and reading/information sources.

In many ways, Chapter 3 (Campaigns) and Chapter 4 (Personalities, Logistics, and Randomization) form the core of the book, emphasizing how a campaign setting and narrative can significantly enhance the interest of tabletop battles and influence the decisions made during these games. These chapters delve into the scale and scope of solo campaigns and provide guidance on setting them up, and looks at the various types of campaigns, such as narrative, map-less, semi-mapped, and fully mapped. Even diplomacy gets a look in with an example mechanism, very useful for campaigns with more than two forces. The challenges of taking campaign situations to the tabletop and back again is well covered. There is a discussion on when and how to abstract campaign detail so to avoid getting bogged down in a campaign.

It was nice to see consideration given to siege, naval and air wargames in their own chapter 5 and how they can be incorporated into campaigns, or be a campaign in their own right.

The final chapter, Chapter 6 - Advancing, includes some additional considerations such as sources of inspiration, levels or realism and choices about abstracting them, and a few suggestions and guidance for approaching Sci-Fi and Fantasy.

So, what did I gain from reading this book? I found the emphasis on narrative particularly interesting, especially in the context of campaigns. This approach helps the story telling aspect of the campaign and adds personalities into any decision-making. Most of my solo campaigns have been about connecting a series of tabletop games with minimal record-keeping, so this narrative focus has given me something to think about and consider using for my future campaigns to add to their story. The chapter on handling sieges has some useful ideas and mechanisms which I can see myself using in some future campaign.

A book I am pleased to add to my wargaming library.

18 comments:

  1. Interesting. I haven't seen this one Peter; is it recent?

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    1. It is recent, becoming available in the last 4-6 weeks.

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  2. You have just cost me money, Peter :)

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  3. Interesting. One of the members of the VWC volunteered to review the book for the Solo Warggames Society (no-one else was willing to do so). His verdict was "read it but don't buy it" - he felt guilty for giving it a poor review.
    Having already obtained a copy, my first thought was he was too harsh, but as I've got further into the book, I can see why he formed his views.
    I think the main problem is there are mostly suggestions, rather than lots of mechanisms; he provides some examples of mechanics, but most of the book is chatting about what you could do, without giving you the means to actually do it!
    As an ideas generator it's fine, but it doesn't contain enough by way of "how" to qualify as a "practitioners guide" as it advertises itself.
    Neil

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    1. An interesting point about the “how” focus and the subtitle “practitioner’s guide” where you may anticipate more of a toolbox of solo mechanics.

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    2. I have read it and think it would be very helpful to someone just embarking on solo wargaming, but feel it does not have much to offer experienced solo wargamers so must agree with Neil's final comment.

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  4. A book I am unfamiliar with but one that I think I will purchase, good review.

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  5. Sounds like plenty of good ideas in here Peter.

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    1. A few new ideas and reminders of existing mechanisms is always useful.

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  6. Thank you for the review. The problem with supplying mechanisms is that everyone will disagree with them anyway (I've written a couple of rule sets and I know this is true...). It is a matter of taste, I suppose - I rarely play rules as written, but adapt to my style, and frequently disagree with the author, so I didn't want to give too many hostages to fortune.

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  7. Interesting what you say about narrative. I have found that when I fight solo battles what lasts and sticks in the mind and I suppose makes it all worthwhile are those memorable bits when the unexpected happens and for example a particular unit does astonishingly well - or astonishingly badly - and some compelling narrative is generated. So I suspect for the solo player consciously seeking to generate this narrative, whether in the battles or a campaign, will really really pay off.

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    1. With my past solo campaigns I don’t actively generate a narrative and rarely include personalities, but I may well focus a bit more on that after reading this book.

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  8. As a soloist myself due to rural isolation I would be interested but I still enjoy and play games from ,Stuart Asquiths solo wargaming

    Do you think its better than that ?

    Pete

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    1. Hi Pete, It covers many of the same areas, but has more suggestions on playing campaigns.

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