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Universal Solitaire Rules For War Games 1

Universal Solitaire Rules For War Games


Copyright Michael Raymond 2020

Concept:

These rules are for use in any board war game that does not already have solitaire rules. They
could also be used instead of,or in addition to existing rules. No cards or chit pulls are used.

The scale of the game can be Tactical, Operational, or Strategic. Two levels of randomness
cover the Command Competency and the Troop/Equipment Training/Readiness. Each of these are
decided by a d6 die roll. At the Command Level the die is rolled once for each Commander or
Headquarters Unit, when it is first expected to move or take action. It is rolled again each time that
same Unit is to take a different action. The second die is rolled once, when a Subordinate Unit is first
expected to obey an order to move or take action.

Example: A battalion commander is rolled a 2 before the first game turn that his Unit is to
move or do something other than it was already doing. For the rest of the game, each time his battalion
is to move or do something, a d6 die roll of 3-5 allows it. A roll of 1-2 disallows it for the current turn.
A roll of 6 means roll again. His battalion will always defend itself normally.

Continuing the Example: When the die above is 3-5, the commander has issued his orders or
received and understands his orders from higher command. A battalion has 3 companies normally, each
with a commanding officer. For each officer, the first time his has orders, a d6 is rolled for his
Command Competency. A company commander, like his battalion officer, must roll a d6 above his
competency, and not a 6, to carry out the orders. Some may not.

Depending on the wishes of the player, this kind of checking can extend further into the
battalion to platoon and squad levels.

For all units in the battalion, as low as the player wishes to go, a second d6 roll is done for the
Training & Readiness of the unit. This number is permanent and reflects the ability of the men in the
battalion, companies, platoons, and squads. Place a marker by each unit or keep a written record. Each
unit, when expected to carry out an order will roll a d6 and must roll higher than its Readiness number
to obey. Once again, a 6 means re-roll the die. So some of a battalion might not take action.

The reason why any unit would not obey an order are many. Poor communications, low morale,
panic, enemy fire, noise, hesitation, dislike of a leader, improper distribution of personnel, all or some
of these and other reasons would interfere in the heat of battle.

The above is intended for the A.I. - Bot control of the enemy forces. At all times, the enemy
will attempt to achieve their objectives or deny you yours. Each move ordered should either be to that
end or as dictated by the combat results of the game being played.

Read on to see how the same concept can be applied to both Air and Navy games.
Universal Solitaire Rules For War Games 2

Air Force Games:

Tactical air games are usually single plane encounters, but might include a larger engagement,
such as with B-17 Queen of the Skies, Target For Today, and similar. In each of these games the player
is a pilot, alone or with a crew.

Operational and Strategic Air games are based on squadrons, air groups, or possibly flights of
aircraft flying single or multiple strike missions, with escort and interceptors. The player is the
commander of all Units on one side.

Whatever level of command the player is, the enemy equivalent exists. Just below the player's
command level is where we begin, except for single plane games. When the player is the pilot, his
opponent pilots will be rolled for Command Competency, a d6, which changes each turn. If he is to
change his current altitude, speed, fire weapons, take-off, or land, he must roll higher than this
Competency number first.

The usual Training & Readiness die roll for single aircraft are rolled for the mechanical
reliability of the plane itself. So this die roll is done the first time any change in plane activity is
needed, and stays with that aircraft for the whole game.

When the pilot commands a crew, on his aircraft, a d6 roll is done for the crew Training &
Readiness number. The crew will defend themselves normally when attacked, but other activities will
require a Readiness roll. The roll is for the specific crewmen given an order, but the same number can
be used for all. Normally, games use interceptor aircraft, but bombers might be included. No individual
crew will exist, so the roll is for the actual plane.

Enemy aircraft will always proceed to carry out their normal operations, depending on the plane
type. Bombers will be given targets by the player which make sense for the enemy to target. Then the
die are rolled. Fighters will be escorts, with the job of attacking your fighter interceptors. Enemy
interceptors will be attacking your bombers normally. Remember they will defend normally, attack
after die rolls. The attack which fails its die roll flies by without firing.

Aircraft will continue flying in a straight line towards their mission objectives or continue the
last order that rolled properly.

Continue to Naval adaptation.


Universal Solitaire Rules For War Games 3

Naval and Naval Air Operations:

The same concept of rolling for the Commander and then for the naval units is used to control
your enemy forces. In a Tactical game, the player commands one ship and its crew. The enemy
presence is usually determined by a die roll for contact or detection.

A Naval Operational game is usually Task Force, Convoy, or Fleet oriented, with the enemy
being of the same size. Like the Air Force single bomber mission games, the units in a Task Force,
Convoy, or Fleet normally comply with orders as a whole. The group of ships work together.

There may be individual submarines or search aircraft in a game as well as larger groups. When
this is the case, each single Unit will have its own Commander Competency rolls for each order or
change of activity. They will defend normally, and attempt to be as aggressive towards you as their type
allows. There will be a crew/aircraft Training & Readiness, permanent, d6 roll for each unit.

A Task Force will proceed to carry out it's mission, as defined in your game, or to deny your
freedom of passage. It will continue on the same course and speed as at game start, as defined by the
game being played. Any change will require two d6 rolls. The first, non-permanent, is for the TF
Admiral – as his Competency number for the present orders.

The second TF roll is for the Training & Readiness of the force, as a whole, and reflects all the
possible reasons why the order won't be executed that turn. Garbled communications, hesitation,
training, lack of visuals, equipment failure, and more could interfere. A failure will see the Task Force
continue to execute the current course, speed, and activity.

For Fleet games, involving multiple Task Forces and other Unit types, treat them as in the Army
rules on page one. Rolls are done for enemy Fleet issued orders (for all), each Task Force, Convoy,
Submarine(s), and each individual Unit in play. The objective of the enemy might now include specific
goals to achieve, perhaps by Task Force. Always attempt to order them properly.

Naval Air is handled exactly like single plane rules for the Air games when the game being
played has single planes. Usually it will be squadrons. Each squadron has a leader, with a Competency
roll. The whole squadron has one Training&Readiness roll that is permanent.

Like already stated, enemy Units always attempt to carry out current orders or they will
continue present activity.

Players do not roll die for their own units, only the enemy.
Universal Solitaire Rules For War Games 4

Added Suggestions:

Once comfortable with the Bot methodology, you might want to consider taking things a bit
further. Either die roll could be permanent, since some officers are really dumb. Some units rally and
get better as a battle heats up.

Create some markers numbered 1-5 and use them face down to hide enemy quality from your
view until contact is made. You can either keep them permanently or continue to roll after first contacts.

Losing a ground battle that requires a step loss or a retreat could increase the unit and perhaps
the commander's numbers. The higher the number, the more inefficient a unit or commander is.

A damaged aircraft or squadron that gets flipped when damaged could also have the numbers
increased.

Naval ships that are damaged in battle might have to do an immediate re-roll or a permanent
number change.

In games involving a morale check, to lose would mean an increase in the unit and/or the
commander numbers.

Other types of land units than infantry can or should also have the same die rolls to reflect their
ability or quality. Such units as artillery, AAA, headquarter units, transport units, armor, and
mechanized forces all can have problems executing orders.

Success in battle, such as sinking an enemy ship or bombing a target, could lower the numbers
to reflect morale improvement.

Designated Elite or Ace units in your games could be given a 1 or 2 rating that is permanent.
They must still roll to reflect the many issues that could happen to them in action.

Any decision that must be made by your enemy that cannot be obvious, based on their normal
need to gain objectives or stop you, should be decided by a die roll. Put all possible choices on your list
and roll a d6 or d10 or whatever suits.

I'd like to recognize and give credit to William Sylvester, author of The Solo Wargaming Guide
for inspiring my concept.

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