Back in March during lock down 1.0 I kicked off a WW2 campaign using Bolt Action and Platoon Forward, the excellent campaign management rules by Joe Legan.
Dust, Tears & Dice: Bolt Action Solo Play - Platoon Forward!
With the absence of face to face gaming, a new gaming space and Ancient Hittite and New Kingdom Egyptian Forces as yet untested time to put some plans together to get some solo gaming in. I am ashamed to say I can't be trusted to be fair to both sides so I needed to create a mechanism to generate encounters, terrain and battlefield reactions for the AI defenders within Infamy Infamy.
Joe's rules offer a range of scenario's tailored to modern gaming, but the principles work for any period, a scouting raid, exploiting a gap in the enemies defences or full blown battle.
Each scenario calls for the terrain to be set up in 9 blocks, some time ago I adapted the Too Fat Lardies - Dawn and Departures terrain rules for use in the desert, so followed a similar idea here.
In this case a small farm in the southern reaches of the empire heading south towards the lands of the Pharaoh, the table is sparse with a few patches of scrub and a high dune (which is to be the objective in this scenario).
I rolled the scenario which was 'Exploitation' - The Hittite commander has been ordered forward to exploit a recent skirmish, the Hittite forces are now several miles into Egyptian territory with orders to reach the high ground over looking the main track south.
The orders are clear now to decide on the forces are available.
Overseer Huharmati distant cousin to the King was called up to join the greatest military campaign ever seen in Hittite history, a campaign to free the kingdoms held under Egyptian control and the promise of untold wealth. The Hittite army was made up of numerous allies and contingents drawn from the far flung corners of the empire. The challenge for Huharmati was to rise above the other leaders.
Huharmati selects the following forces, which gives a balance of spearmen, archers and chariot runners to support his pride and joy the heavy chariots designed to punch through the enemy ranks.
9 Groups in total, split into Infantry, Chariots & light troops.
This core force is bolstered by the potential for additional support for the mission which is breakdown into a number of areas.
Chariots |
Skirmishers/Chariot Runners |
Close Assault - Elite Infantry |
Archers - Spearmen |
Big Man I |
Big Man II |
Big Man III |
All of which have a probability ranging from Very Likely to Very unlikely.
Overseer Huharmati gained a BIg Man I, a further chariot and supporting runners.
Depending on your choices dictates the number of blinds you face on the table. These are split into three different classes A-C. Each scenario requires you to place them differently, perhaps on the most logical location or entering the table on specific locations.
I adapted these for Ancient play. On to battle.
Huharmati is tasked with seizing the high group on the far side of the table, he faces 12 blinds - 6 A's, 4 B's and 3 C's the Egyptians enter the table in penny packets on the table edge as they rush back to secure the high ground and close the gap through which the Hittites poured.
Overseer Huharmati and his forces must secure the high ground, to do so with minimal casualties will be a decisive victory.
Next up have added in the AI for unit and terrain generation, how are reactions of units handled on the table top.