Posted 08 Feb 2010 at 19:38
Paul from the Man Cave wondered if I'd seen Solo Wargamer: Micro-Campaigning Part II. I hadn't but I did find it quite interesting - it reminds me of the mechanisms that Two Hour Wargames use for their campaigns. My first thought was that this would be perfect for a campaign featuring Alexander's trek into the East. (Can you tell what I've been reading lately?) It uses DBA.
It seems there is a whole movement on solo DBA that I wasn't aware of. For example: Fanaticus: De Bellis Solitarius, Solo Wargamer: Some Thoughts on De Bellis Solitarius, and Yahoo Group: Solo DBA Development.
As Solo Wargamer says this type of campaign is:
a way of stringing my solo games together and giving the battles some wider context without resorting to maps and complicated ‘virtual’ opponents. The emphasis was very much on simplicity and playability…so this won’t be to everyone’s taste!
Alexander really did plunge into the unknown. So a sort of random encounter system suits quite well. As you can see from the map he travelled quite far and thus encountered quite a range of opponents. He was also rumoured to be eyeing up the western Mediterranean before dying from fever.
Alexander's Empire 334-323 BC
For more details see Wikipedia: Alexander the Great
Alexander sets off with a beefed up, i.e. 18 element, army. The list combines the Alexandrian Macedonian (II/12) and Imperial (II/15) lists. I've made the Hypaspists Pikemen not Auxilia.
II/12+15. Alexandrian. 355BC-320BC.
- 2 x 3Kn (Gen)
- 2 x 3Cv or 3Kn*
- 1 x 2LH
- 10 x 4Pk
- 1 x 2Ps
- 2 x 4Sp or 4Ax or 2Ps or Art or EL**
* Optional 3Kn only available once have defeated a Later Achaemenid Persian army (II/7).
** Optional El only available once have defeated an Classical Indian army (II/3)
Alex also has a war chest with 100 talents.
The campaign runs from 335 BC when the historical Alexander pacified Greece and the Balkans in preparation for his Asian adventure. Each campaign turn is nominally a year. At the start of each turn throw a D6 to see what happens:
|1||Attrition||One random element lost to the "Reserve" through disease, desertion, starvation, or low level skirmishing|
|2||Barren lands||No effect or if you are ok with more extreme random events then roll another 1d6: 1-5 No effect; 6 Alexander dies from fever (or poison)|
|3||Reinforcements||One random element returns from the "Reserve". Optional troops can be swapped around in the "Reserve" - this is how Alex can get El and the bonus 3Kn.|
|4||Tribute||Add 75 Talents to the War Chest|
|5||Attack||Battle with your force as attacker|
|6||Defend||Battle with your force as defender|
You get at most 12 elements from your surviving army. Any remainder are assumed to be in garrison somewhere.
The opposing army list is determined randomly. The potential enemies are taken from those in the Alexandrian Macedonian and Alexandrian Imperial lists with a conjectural western campaign added on the end. The western campaign is assumed to go from Egypt via Carthage, Sicily and into Italy with an inevitable clash with Rome. Repeat opponents are possible.
Determine the opposing army list by throwing 1d6 and adding the turn number:
|2||I/48. Thracian. 700BC-46AD.|
|3||I/47. Illyrian. 700BC-10AD.|
|4||II/5abcdfi. Later Hoplite Greek. 450-275BC.|
|5||II/6. Bithynian. 435-74BC.|
|6||I/62. Lykian. 546BC-300BC|
|7||II/14. Ariarathid Kappadokian. 330BC-17AD.|
|8||II/7. Later Achaemenid Persian. 420-329BC.|
|9||I/35d. Phoenician. 489-332BC.|
|10||I/6c. Early Bedouin. 999-312BC|
|11||I/43a. Skythian. 750-301BC.|
|12||II/2. Mountain Indian. 500-170BC.|
|13||II/1. Republican Indian. 500-321BC.|
|14||II/3. Classical Indian. 500BC-545AD.|
|15||I/56a. Kyrenean Greek. 630-314BC|
|16||I/7. Early Libyan. 3000BC-70AD.|
|17||I/61b. Early Carthaginian. 550-275BC.|
|18||II/5gh. Later Hoplite Greek (Siciliot or Italiot). 450-275BC.|
|19||II/9. Syracusan. 410-210BC.|
|20||II/8. Campanian, Apulian, Lucanian or Bruttian. 420-203BC.|
|21||II/13. Samnite. 355-272BC.|
|22||II/11. Gallic. 400-50BC.|
|23+||II/10. Camillan Roman 400BC-275BC|
If the list for the opposing army has selection options then pick the version of the army with the best chance of defeating your Alexander's army.
DBA or a variant is assumed. If playing solo then De Bellis Solitarius or some such. Check out:
- Fanaticus: De Bellis Solitarius
- Solo Wargamer: Some thoughts on De Bellis Solitarius
- Yahoo Group: Solo DBA Development
Winning a Battle
If you win a battle you get 100 Talents of tribute into your War Chest. Immediately roll 1d6 for each element lost in the battle: 1-3 the element goes into the "Reserve"; on a 4-6 the element returns to the army.
Losing a Battle
If you lose you immediately forfeit 100 Talents from your War Chest. If you can pay the full amount then dice for each lost element: 1-4 the element goes into the "Reserve"; on a 5-6 the element returns to the army.
If you have insufficient funds but 9 or more elements remaining you lose your remaining money then throw 1d6 for each element lost in the battle: 1-5 the element goes into the "Reserve"; on a 6 the element returns to the army.
If you have insufficient funds and less than 9 elements then it is all over. Your surviving men are enslaved, your War Chest looted, your hopes that Greek culture will penetrate the east are crushed, and you are sacrificed on the altar of some exotic deity.
Well you could play the campaign just to see how far you get. Or you could use these Victory Conditions:
- If you die before turn 13 you lose.
- If you survive to turn 13 or beyond then you win. Turn 13 corresponds to 323BC, the year Alexander died.
- If you defeat a Roman Army then you not only win but become a living god.
Note: You don't have to stop at turn 13. In fact if you aspire to being a living god then you have to keep playing.