Today I tried Mike Lambo's popular "solitaire" wargame rules. I'm using the first scenario, Edgehill.
Like Charles S. Grant's scenarios, the opposing side is randomly programmed. The rules are straightforward, and I hope to play quicker in future. I did discover that it is harder to win than it looks! There is a certain range at which units can be effective, and they are driven to attack the nearest; I learned to be cautious rather than aggressive.
Because a hex holds a single base, there is no "mix" of pike and shot as you'd normally have. Effectively, these are thus smaller skirmishes, though I suppose you could still assume each regiment has a preponderance of one or the other weapon. At this scale, the scenarios are more "inspired by" than re-enactments. But it's still pretty effective, and fun!
| Starting positions. The opposing Parliamentarians have randomly reinforced their right flank. |
| Here's why; the rules for placing and playing units are pretty clear. You could play both sides easily. |
First turn. Rolled three attacks and four moves for my army on the dice. Three of the move were '3's, and thus could have been rerolled, but as firing range is only three spaces, there was no point. I can only fire the cannon, which has unlimited range 'up' its column. I moved my muskets and cavalry, but forgot to move my pikes out of sight of the opposing gun (I think I was thinking of simultaneous movement rather than moving one of the nearby units, then the pikes). My own gun required a 9+ to hit the cavalry ahead of it, and scored an 8.
| I enlarged the "board" to A3; this is still not quite large enough for the 30mm bases, but not unplayable. The guns are deeper, but as they're limited to the back line, they're not in the way.. |
The Royalist gun fired on my pikes. Requiring an 8+, it rolled a 10. This means my pikes must retreat two hexes... but they're on the first hex, so they're off the board! A cavalry unit moved forward to attack mine, and got a +1 bonus as a musketeer unit could also reach me. My cavalry fell back. The second cav fail to move, needing a 3+. The Royalist musketeers moved. The pikes all moved towards my right-hand cav.
Second turn. I rolled six dice this time - a six, five, two threes and two ones. I can use the six to rally, the five to shoot, and the other four to move. Since I hope to shoot with my muskets I rerolled the '3's but didn't upgrade to 'attack.' Because my cav rallied, its activation ends, so it traps my gun, which either shoots or cannot move. So I gave it my one 'attack' die, then shot at cavalry again and missed. My other cavalry I pulled back, as charging pikes is contraindicated.
The opposing gun has no target so must move; I randomly selected left. Cavalry attacks my musketeers who have stupidly moved into range; they are in a forest (disadvantage to attacker) but in range of a supporting musketeer unit (advantage to attacker). The cav required 6+ to hit and scored 7, so my musketeers retreated one space and are demoralized. One more cav, and three of the six Royalist infantry units, move.
Third turn. Rallied my musketeers and missed with my gun again. (Must move it to target other than cavalry!) Next to test advantage for myself. I moved cavalry to attack opposing cav, but since two musketeer units were in range, I got +2 to the roll. This meant I needed 6+, and since I rolled '7', the support made the difference! Because two units were behind the Royalist cav, they had to pass through and were now two hexes from being off-board. (There are no rules for intermeshing, firing thru units or passing on demoralization to other units, possibly because each hex is stated to represent one or two square kilometers.) I then fired musketeers at musketeers, beating them by 1 again because of support, and because there were no clear hexes behind them, they fell back off the board! Lucky me, that the Royalists are piled up.
The Royalist gun fired on my victorious musketeers through trees (-1) and missed. Cavalry charged and drove mine back. Pikes attacked my musketeers and drove them off the board. Not doing too well here, given I have to wipe out my opponents before they wipe out me.
Fourth turn. Because I needed to rally a unit, I rerolled two fives to no luck. They fell back but at least were not yet off the board. My gun finally managed to drive back the cavalry with support from nearby muskets. In a pike-on-pike combat, I equaled my to-hit, forcing demoralization but not fallback. A second hit, however, would eliminate the unit, and I had two more to attack with. Cavalry vs. pikes normally isn't good, but I rolled a ten when I needed a 7 due to support. Clearly they were unready to fight charging cav. My musketeers were suddenly without a target, but that's okay.
The demoralized Royalist cav fled the board. The gun fired on my musketeers - through a forest for -1 - and missed. Musketeers fired on my cav and demoralized them, but didn't beat the required score so failed to drive them back. As they're three hexes from my back line, I have two turns to rally.
I was worried after last turn, but now I'm feeling more confident. I'm still outnumbered (and two units are falling back)...
Fifth Turn. Stopped one unit falling back off the board. My gun eliminated the fleeing Royalist cav. I decided to retreat my pike rather than getting into a two-on-one fight, and my muskets are out of range (in retrospect, I should have given them a movement die to get out of the way of the opposing gun, which...
... thankfully misses. The rest of the Royalists move towards one of my cavalry.
Sixth turn. Rallied my second cav (by rerolling three '2's). Moved cav forward, shifted my gun into the spot where the cav had been, and fired my musketeers at a pike unit (not the musketeers ahead of me, as I'd have to shoot through a forest). Drove them back.
Just realized the musketeers are still in LOS of the Royalist gun, but at this point, that's okay, given how effective the musketeers have been. They're hit, but thanks to the forest '-1' they don't flee off the board. Pikes face off, but I'm not hit.
Seventh turn. Rallied again. (Woo!) Then used the support rules for exactly what they're there for and destroyed a Royalist pike unit (see next photo).
Enemy demoralized pikes routed. Gun missed my musketeers. Musketeers missed my cavalry.
I'm winning, but I only have three turns to wipe the board.
Eighth turn. moved my musketeers so that I could shift my gun towards a target. Probably a mistake as I could have instead charged musketeers with my cavalry.
Luckily, my gun is missed. So is my cavalry.
Ninth turn. Running out of time here. Rolled four moves and one attack. I assign the attack to my gun and two of the moves to my cavalry. Eliminated one musketeer unit and missed the other. My gun duel also fared badly. Luckily, my opponents also missed me.
Last turn. Barring extreme luck, I won't win. I eliminate the last musketeer, but the cavalry facing them can't move - and even if it could, can't reach the gun. My only hope is to fire my own gun at it. I need an 8 to hit, 9 to force them off the board.
I roll a 7.
The Royalist gun fires back. I've forgotten that it gets a +1 for being on higher ground than target... but it misses. So at least insult is not added to injury.
Game over. The key may have been turn 8, where if I'd chosen my moves better I'd have been in position to charge the gun on the last turn. No dice...
| Had there been one more turn (and for beginners, this is permissible) I could have charged the Parliamentarian gun and likely won the game. |
Losing on the final turn suggests to me that this is a fairly balanced game. I can look back and recognize my mistakes, which were:
Moving forward aggressively, and (for example) putting my cavalry near pikes.
Choosing my actions and their order poorly. I wouldn't be surprised if the guns (which can't leave the back line) are often the last unit left on the board - pikes will only rarely reach them, so musketeers and cavalry should be conserved.
It looks possible to "game" the system, by considering the required moves of opposing units. For example, simply not leaving a unit in the same column as opposing artillery will force that artillery to move rather than shoot, and if you can spare a unit to keep moving in and out of LOS, the gun will never get to fire. On the other hand, the fields are compressed enough that there will be times when units are backed up - this can be bad if the one in front must retreat, since it will be "bounced" all the way to the back and possibly off the board.
I missed a couple bonuses during the game - in particular, the opposing gun was on a hill and should have had +1 for its rolls, while my gun for part of the game was on a forest hex which gave it a defense bonus (I didn't notice because the base covered the hex). I've learned enough to play faster and more accurately next time.
I like this system very much. I'll definitely try the other scenarios. Worth a try, especially since you don't need much in the way of troops.