The amateur tabletop wargamer may be drawn to skirmish rules. In a skirmish rule set, each figure represents one soldier. This is easy to get your head around. The Men Who Would Be Kings rules are a popular set, though I think they might contain some unnecessary complications. One Hour Skirmish Wargames is another set of rules that might be of interest. This one uses a standard deck of playing cards for randomization instead of dice.
Since I prefer small battles to skirmish games, I use the One Hour Wargames rules written by Neil Thomas. In these rules, a unit can represent as many or as few soldiers as you want. I assume each unit represents ten soldiers. Thomas suggested using six or less units per side. For solo gaming, he suggested a set of random events cards. His system for scoring hits is to just take the number your roll with your dice, modified appropriately for the type of unit or being under cover.
For solo wargaming, the original rules might result in games that are too short. You can lengthen the game by increasing the number of units on each side. However, I have found that the battle lasts 20-30 minutes, from setup to completion, if you move your units appropriately. Cavalry, for example, maneuver around so that they can charge the flanks infantry or artillery units.
Another advantage of OHW rules is the small number of units required. This substantially reduces the money you have to spend to get started.
I too use OHW rules often, not exclusively, for solo play. I like the simplicity and games move along well without constant table search, or buckets of dice. You can always embellish the rules by adding more random events, allowing reinforcements, anything you like. If you stick with the original six units only rule, games go very fast. I lengthen the game play by having six "units", each consisting of 2 or more elements. For example, an infantry unit (e.g. brigade) is made up of 4 elements (regiments). Each element moves or fires at or melees with an opposing element following the OHW rules. The game takes a little longer but many interesting tactical situations develop. Also, I don't adhere rigidly to them. For example, in ACW I allow cavalry or infantry to charge. NT does not. But the mechanics of OHW rules are what I like the most.
ReplyDeleteI am about to start a solo campaign (waiting for miniatures in the mail, lol) for The Men Who Would Be Kings solo. Would you recommend OHW to use for simplifying TMWWBK format straight away? I'm using HO scale figures (Airfix, HAT, etc) What about Featherstone's or Silverstri's solo books/methods?
ReplyDeleteThanks for starting the blog and sharing your insights and experiences.