Donald Featherstone Solo Wargaming
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CHAPTER 9 SOLO MUSKET WARGAME by John Schuster (USA)
(American wargamer John Schuster has given permission for publication in this book of an adaptation of his well-tried system of solo-wargaming. In the opinion of the author, this method is one of the simplest yet most comprehensive methods of battling against oneself yet devised and its study will pay big dividends.)
I have tried to create a solo-wargame to give me the type of game that would have speed, simplicity and chance. Together with honesty they are the key words of a solo-wargame.
SPEED: This is an essential element to be able to start and finish a game in one night (if possible!). The use of cardboard or balsa-wood trays for each separate unit helps to cut the time down on troop movements.
SIMPLICITY: Keep the game on the higher level of 'mass' and get away from complicated rules or fighting efforts of individual soldiers (like medics, engineers or grenade-throwing grenadiers). The less amount of dice-throwing the better, but let what is thrown be potent enough to make the game move along fast and true to life. The formations of your regiments, their firepower, morale and how you manoeuvre them to get the best possible use from them make it a real test of your basic generalship. This is the most important factor of any solo-wargame. It is those unforeseen little battle conditions which help to 'stir the pot' and keep things in a fluid condition.
HONESTY: Don't let the brass buttons and the 'jazzy' paint job on one 'pet regiment' take a hold of your true battle sentiments. Be honest! If this terrific-looking regiment which you like has just suffered a tremendous blow, let it go that way. I have found out that even if your favourite army's master battle plan has been completely disrupted by conditions left honest, it sometimes works out for the best.
The formation of one army
Split the army into seven separate brigades with as many regiments per brigade as your collection allows. With the seven various types of brigades your army will contain all the three elements (infantry, cavalry and guns) needed for a good, balanced, musket wargame army. Here is the breakdown.
FOUR - Infantry of the line brigades
The strength of each brigade in regiments is up to you (as you will know your own collection best). The regular infantry of the line regiment should get a rating of medium firepower and morale. If a regular infantry of the line regiment suffers losses that will take its total to one-quarter of its original strength, it should be removed from the battle. You can make a further breakdown in the quality of your infantry of the line brigades by creating the recruit brigade. The recruit brigade will have at least two regiments that will be rated at a lower status than regular infantry of the line. The recruits in firepower and morale are not as strong as the regulars but they will get equal status during a 'mêlée' (they then are literally fighting for their lives and must put out better to survive the ordeal).
ONE - Infantry guard brigade
Regimental strength would again be up to you. The guard regiments have superior firepower and morale and should fight to the very last man. In the case of losses to a guard regiment some sort of reduction of firepower should be figured (because this is a solo game and you and only you are fighting it, take this as only a suggestion which can or cannot be inserted into your rules). The guard regiment should get a more powerful count when you figure them in mêlée. The guards, because of their 'elite' status in armies, were absolutely the best fighters in the army and thus are always superior to other troops.
ONE - Light infantry regiment
Only a regiment in strength (there should not be a brigade of light infantry). This single regiment of light infantry is a completely separate unit from your regular army's plan and is not to be included in the master battle plan. The 'Lights' are a strict 'ad-libber' from the master tactical manoeuvres of the main army. The light infantry regiment should be the only unit in the army that will get the split move or cavalry move. The light infantry regiment has the identical value of a guard regiment, except that in mêlée it has the same quality as a regular infantry of the line regiment. As this unit of light infantry can be 'freelance' to such an extent, it can sometimes throw its added power to an attack or repel a tremendous attack that in the master battle plan there was no way of repelling. The light infantry regiment, used as a free agent with its special powers, really puts the added bite to that 'chance' element during the battle.