Friday, 10 May 2019

Black Powder Era Solo Campaign System

With my Campaign Game 2 The march on Schönkirch about to start, I thought I would write up my game mechanics to the blog, as a reference.

Solo Game Mechanics:

Only one side is played, and has an objective location on the Meckel map .  There are 6 possible objectives so a d6 roll, and the entry point diced for.

1. Silberburg, 2. Lenka, 3. Schönkirch. 4. Kroppen. 5. Karsdorf,  6. Gross Hagen

The player's Force marches straight for the objective location.  Once the player's force has moved d6 marches the enemy main body can be determined by drawing an Enemy Response card.  Before this of course other enemy detachments may pop up in response to campaign cards.  An event card is drawn for each march move.

The Enemy is programmed on a set of 6 response cards, that can be vague, but detail their plan in broad terms, using the objective location as their own marker.  All that is known is that the enemy is roughly the same size as the attacking force.  This solo system ensures that each game should be different.

For example in my first game Silberburg was the objective and Blue advanced from nearby Lenka.  The Red drew the first response card and blocked the Selhiemer River foiling those dastardly egg tappers.  It was quickly resolved, but a strongpoint event card added a twist.

The campaign is actually one of companies.  Side actions and skirmishes are the order of the day.  The main forces are notionally brigade sized and battles that are in reality company sized actions will  simply mislabel groups as if they were battalions.

Determining Force size

A simple d6 roll.
6.  Two brigades Infantry, each 4 battalions, a light battalion,  two Cavalry regiments two batteries
Reduces incrementally by one unit to
1.  One Infantry Brigade of three battalions and a light battalion,  one cavalry regiment, one battery

Determine which Companies will be available for each side.

Draw Brigade commanders trained in the Blucher Academy.
Note their specialities.

Companies used in my campaign

Red Line or Guard Infantry
Red Light Infantry
Rifles/Jāger Infantry
Red Hussars
Oporto Allied Infantry

Blue Ligne or Guard Infantry
Blue Legere Infantry
Foreign or Militia Corps White Coat Infantry
Blue Dragoons
Blue Lancers

Sharpe Practice 2 Games

Scenario 1  An Encounter  Battle
Scenario 2  Sweep the Table  Mission
Scenario 3  Defence in Depth  Battle
Scenario 4  Escort Duty  Mission
Scenario 5  Attack an Objective  Battle
Scenario 6  Rescue Mission

Enemy Response cards.

1.  It seems that the enemy has chosen to offer battle.  They are drawn up in a good location between you and the objective.

2.  The enemy have gone into a well defended position on the flank.  If you attempt to bypass them you may be vulnerable.

3.  The enemy are nowhere to be seen.  Could they be waiting just off the map?

4.  The enemy are coming to you.  Their general is aggressive and plans to meet you head on

5.  The enemy have split their forces.  Some are in a well defended location to your front but a second group are behind in reserve.

6. To put it bluntly someone has blundered.  The enemy have at least twice our numbers, and are coming at us from the objective as well as a strong force moving from a second location towards our entry point.



The traditional Meckel map game uses Mid 19th century Armies, however Napoleonic Armies are so similar in composition I find it works well.  This is an "Attack an Objective battle going wrong for Blue.
Campaign Cards.
Below is the entire list Converted to a d6 grid...Roll 2d6

1.1 The corrupt stores Officer.
Uriah Hackenbush, he of the large moustache cigar, eyebrows and double talk, has been at it again.  What's missing this time?  This may slow our advance
D6.  6 is a major failure of supply/1 is theft from the Generals wine store.

1.2 Enemy scouts.
Dice to determine type and discover if more substantial enemy are near.

1.3.  The road less taken
Mud has halted one of the columns.  Stretched in line of march it encounters a small enemy Cavalry unit that will harass your units until driven off.   Two groups of Enemy Cavalry against a Company and a bogged down gun.

1.4.  Forced March
One of your Officers is obviously a rambler.  His units have made almost double the anticipated progress.  He has his men singing the tappers anthem... "Wir sind Klopfer, wir klopfen und klopfen, gekochte Eier sind Spitze, Ja, Ja!"

1.5. The weather turns
Sunshine turns to dreadful rain and vice versa.  Rain lasts d6 days.

1.6. Deserters
The Army of Nedd Ludd is reported to be raiding the nearest village, lead by former Army Chef Ronay Ramsei.
Divert a company to deal with them.  D6 for the number of Militia units Ludd has turned.

2.1. The army paychest
Army Paymaster Uriah Hackenbush, he of the large moustache cigar and eyebrows, is delivering the paychest from the nearest town.  A company sized force must be sent out to escorting him to the General.  The enemy will attack with d6 groups

2.2. The Dowager Countess of Nennwieler
The very eligible and over keen Countess Joan is in an nearby hostelry after her coach threw a wheel.  Officers may abandon their duties to pay court.  Dice for each.

2.3. Shovels, shovels, shovels
Stores Officer Uriah Hackenbush has a wagon load of military stores that must be escorted to the main body from the nearest farm which he has established as a depot.  Unfortunately the enemy know and an attack is imminent.  A company must defend the farmstead.

2.4 Draw a new Officer card.
An Officer trained in the Blucher Academy is added to your Forces.

2.5. A company action.
One of your companies has been isolated and faces an assault from an enemy of d6 groups.
Scenario 1  An Encounter  Battle

2.6. The rocket troop.
Caractacus Potts latest madness; along with his assistant Wernher von Braun he has constructed half a dozen metal "rockets."  Escorting Potts towards the enemy and firing the secret weapon is the mission.  He wants to establish a "Rocket Troop," as part of the Royal forces.  These things are really  dangerous and von Braun loyalty suspect.

3.1. The landscape painter.
J M W Turner noted artist wishes to paint the enemy advance.  He is added to your Forces.  Protect the idiot. Joey Mickey Willy Turner is famous as the painter of the Haystrain, a depiction of rural farmworkers, and of course his Naval masterpiece "The Fighting Temptation," depicting a quayside, harlots and Sailors.

3.2  A wild eyed preacher.
The Reverend Ian Paisley Stripe (A self confessed egg slicer) preaches Sunday Service on the dangers of tapping.

3.3. Thomas W. Paine the Colonialist Rebublican.
Paine is arrested, having called for Universal Suffrage.  He must be escorted to the nearest town and handed over to a Naval Officer and Pressing Party from HMS GoodRiddance.  The enemy are aware of this and have sent Cavalry to rescue Paine, just to cause political tensions.

3.4  An Officer of The Exiled Prince
Alan Brek Stuart, Highland Officer serving on the staff as one of the ADCs.  He has sworn to return to the Highlands one day with the Young Prince, raise the clans and retake the throne of Albion. Meantime he's here to annoy everyone with his recklessness and passion for the ladies.  His nickname with the lads is "Ever Ready Brek. "  Keep him alive.

3.5.  The Council should sort out these potholes.
The road used by advanced units has been washed out with recent rains.  Progress is slowed.

3.6. The Apricot Pie Incident.
A senior Officer dallies whilst he consumes an excellent breakfast/luncheon/ dinner/ supper.  All marching is halted.

4.1. A Martinet.
An ADC exceeds his orders and halts a unit's march whilst the troops are inspected for dust/lice/a stolen lithograph of the General's sainted mother.  D6-6 and a culprit is found and flogged. D6-6 and 6 again it's the wrong man... Morale suffers.

4.2. Officers in conflict.
The senior officer of one unit has a deep hatred of one of his subordinates,
D6 an open fight/ 4 duel/ 1 orders refused.

4.3. The Mayor
The Mayor of the nearest town is a traitor.
6, local Militia close the town in the enemies name, /1 an air of hostility.
Scenario 2  Sweep the Table  Mission

4.4.  The Spy
A civilian reports the position of the enemy.
6 Good news, the spy has it right
down to,
1 bad news, the spy works for the enemy.

4.5. The young Lord
A young Ensign in your force is a Viscount.  The mission is to keep him alive.
Dice for his character.

4.6. The Mission
There must be a bridge that needs repairing somewhere.  Send out a light company with Engineer Sherman and his choir of Navvies. Scenario 4  Escort Duty  Mission

5.1 The siege
The enemy has fortified a strong point held by a single company of heroes under a charismatic officer.
Go kill them please. Scenario 3  Defence in Depth  Battle

5.2. The Antagonist
An Explorer officer of the Enemy had been reported on the flank and a light company sent out to get him.  It's a trap. Enemy Cavalry will be waiting.

5.3. The Siege Gun
A great 32 pounder with a broken wheel has been hidden in a barn off to one side of the road. Send out a light company to get it, because the enemy almost certainly wants it back.

5.4. Lady de Wiener: An infamous overblown poisoner, has seduced one of your Officers.   He insists on inviting her to dinner.  To refuse would be ungallant.   To accept would be to risk a day's delay on the latrines

5.5. Boris Beggar: A former soldier, now a hopeless drunk.  If paid he will reveal that the enemy have hidden stores in a nearby building, usually a tavern (dice for a random compass direction.) Scenario 5  Attack an Objective  Battle

5.6. Baron von Klinkerhofen: The famous duelist has focused his beady eyes on one of your Officers.  He has probably been paid to insult and then kill your Officer in a duel.  Unfortunately it's too late, the challenge is issued, and it's time to dust off the dueling rules.  As the challenged party you may choose Pistols or swords.

6.1. Mother Steffi, of the Order of the Sisters of Easy Virtue (The Blue Nun) seeks a contribution.  A nearby church has been ransacked by the enemy.  She prays you will assist and offers a generous reward.  Be careful however, she is a large manlike gripper of a figure. Scenario 6  Rescue Mission

6.2. Fritz the woodcutter: Fritz is beside the road taken by the leading column.  If paid he claims to have seen the General's "Niece" cavorting with an enemy Officer at the nearest barn.  You send out a Detachment to arrest both of them, but especially the "niece." Fritz owns the barn.
Scenario 5  Attack an Objective  Battle

6.3. Otto the mule guy: Otto approaches the column and produces a fine cognac from the panniers of one of his mules.  He informs the leading Officer of enemy scouts lurking in the nearest woods.

6.4. Jacob Thinleggstein, Merchant of Vienna.
Seriously cheap prices, sir.  What are you after, a nice Porto wine?  A ripe black sausage?  A friendly lady?  Jacob may be a spy but he has quality merchandise.  Dice for his information.  6 reveals the enemy, 1 leads you into an ambush.

6.5  So what do you do my man?
Royalty joins your next company in battle!  Keep him/her alive.

6.6  War Winning Weapon
Major Dawlish of the Royal Albion Army, appears with his sidekick Captain Moore, and demonstrates his new war winning weapon.  Not allowed to repeat.

2 comments:

  1. Brilliant stuff. The inspiration for many of these events is readily apparent; I bet not many people know the Apricot Pie Incident though. I did laugh at that one!

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  2. Ah yes, the Apricot Pie! A clever Strategm of the Fat Baron Von Pumphosen of the Blues. We will have to do another round of online Kriegspiel with the Margrave Flatulenz versus the Baron, or perhaps the Margrave could be persuaded to umpire, allowing Colonel Incontinenz a chance for Glory?

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