The Solo Wargaming Guide: The Battle of Silcock Farm

  Рет қаралды 5,074

The Joy of Wargaming

3 жыл бұрын

First blood!
The Dextron First Army pins the Sinsitrean Army of the North against the walls of Leftopia and the dogs of war are unleashed.
Played out using 2x2 Napoleonics in 2mm scale.

Пікірлер: 30
@j453
@j453 3 жыл бұрын
Cool little bat-rep man, thank you sharing👍
@johnscarr70
@johnscarr70 3 жыл бұрын
For a minute I thought that was going in red's favour, victorious cavalry spoiled for choice whose rear to hit. Cruel dice!
@colinfieldhouse420
@colinfieldhouse420 3 жыл бұрын
Loving this series. My favourite quote so far though, 'Oh that's just at 6 inches, this is a game of millimetres isn't it!' It made the maths teacher inside me chuckle!
@MrLeviathan40k
@MrLeviathan40k 3 жыл бұрын
That was great! Thank you. Can't wait to see what will happen to Leftopia. Cheers.
@lazypiratepainting2947
@lazypiratepainting2947 3 жыл бұрын
Great little game,it was very interesting to see some of your choices on where and how to use the forces available on each side🤔 I couple of times I think I may have decided on different ones 🤷‍♂️🙂. Really looking forward to the next update 👍.
@turbonerd6552
@turbonerd6552 11 ай бұрын
6 inches. Its a game of mm 😂😂😂😂 love this series ❤
@Mogsey1972
@Mogsey1972 3 жыл бұрын
Great channel, period.
@TheJoyofWargaming
@TheJoyofWargaming 3 жыл бұрын
Thanks, Gavin.
@dragooncerberus33
@dragooncerberus33 2 жыл бұрын
Great video. I was rooting for team red.
@andrewshaw6063
@andrewshaw6063 3 жыл бұрын
I was expecting to see the generals ability influence the outcome of the battle. Is this only considered at the Campaign level? I really like how the battle can be played out so quick with the rules. Will seek these out.
@TheJoyofWargaming
@TheJoyofWargaming 3 жыл бұрын
Once the armies are lined up, the Generals don't exert all that much influence on the game. Giving Brutorz the strongest benefit of the doubt when it came to choosing the terrain and setting up in a maximally advantageous position was enough for me. Can you imagine if the armies had switched table sides? It would have been a murderous bloodbath.
@justinc3898
@justinc3898 3 жыл бұрын
Great video! This looks like a ton of fun. Where did you get the solo book and the miniatures?
@TheJoyofWargaming
@TheJoyofWargaming 3 жыл бұрын
The solo book is available through Amazon. www.amazon.com/Solo-Wargaming-Guide-William-Silvester/dp/1938270134/ref=mp_s_a_1_2?dchild=1&keywords=solo+wargaming+guide&qid=1621892250&sr=8-2 The minis are all from Irregular. They have a pretty complete line of 2mm figs, with everything from ancients to modern to sci-fi.
@willcorlett7630
@willcorlett7630 3 жыл бұрын
Nice report, but I thought I caught a couple of little things that might have swayed the battle to red, but as we know the 2x2 rules are not contained in a massive tome so perhaps it is my interpretation that is wrong, but here we go. The infantry and artillery positioned on a hill with CinC support is a very strong position but were easily swept away, however......I believe that the should have been allowed a shooting phase in the turn the melee took place (this is not directly addressed in the rules, but is inferred when it describes multiple targets and if not allowed effectively muskets would never fire, cavalry would roll over artillery.) This being the case that fire was potentially devastating to the oncoming Blues, the infantry firing on +1 1st volley, and +1 for being uphill, while the artillery was 3+ (short range, uphill and CinC in base contact). If Blue was ththen ony pinned or disrupted the subsequent melle phase would likely see them routed. In similar way that infantry at the bridge would have had a marginally better chance as well One thing we house rule is 1st volley is just that, the first volley of the game for that unit, but if a unit is pinned they get a -1 modifier Can I make a small suggestion going forward, regarding Army morale, as noone will fight to the last man (well usually) . I suggest you total the units for each side and divide by 2 rounded up. When an army total lossses equal that number (or are greater) roll a D6, only on a 6 will they remain on the field, otherwise they retire Looking forward to the next episode
@TheJoyofWargaming
@TheJoyofWargaming 3 жыл бұрын
It's an odd mix of a turn order that I didn't get right every turn. It's an expanded IGOUGO, but it's "I move, you shoot. You move I shoot." So Red should always get one solid volley in before the lines clash, and without a nearby HQ any line unit that shoots won't be able to close the gap. The morale rules are one thing I haven't quite come to grips with yet. I like your suggestions. Given the standard game's 5 stand break point, I'm thinking about linking the morale score of an army with the break point. Give each army a morale of 1-6, with higher being better. You start making checks when your losses equal your morale. Then it's less a matter of ratios and more a matter of losses. A small army with good morale might fight to the last stand. A large army with bad morale might break after the first unit tucks tail. You could even give beloved commanders a +1 to the army's morale or weak ones a -1 to reflect the troops lack of faith in his ability.
@willcorlett7630
@willcorlett7630 3 жыл бұрын
@@TheJoyofWargaming Thank you for your kind comments. I looked at these rules again last night and especially the turn sequence and movement rates. It does seem that you must allow the non moving player a round of reaction fire before melee takes place, if not it would seem that light cavalry with a five inch move, will dominate all but other cavalry, given they can charge home with a +2 melee (going to +5 against artillery andHQ) with very littel risk. If played without reaction fire, there seems little point to infantry fire at all, as moving to get in range of other infantry means you take a round of fire before replying at all and you are doomed if you advance against cavalry simply by moving into charge range. Another pointer is the +2 fire modifier against cavalry when would infantry get a chance to use it, th edesigner eben hints at this in the design notes commenting on how hard it is for cav against formed infantry The way I see it is that as the enemy closes, the defenders if suitabily armed can fire in an attempt to disrupt or force the attackers back - this was especially true of the red units on the hill - failing that their fire may give them an advantage in the subsequent round of melee, which is always decisive, one side or the other is going to retreat or be destroyed. The moot point is if a unit is pinned or disrupted by reaction fire does it stop just short of the firers. For myself I would allow it but with an additional minus one for receiving effective fire in the melee, however the attacker can choose to call off the charge and is placed half an inch in front of the defender. This in effect gives weight to the optional rules about attacking columns, which can weather the storm of musketry a little better Oh another couple of house rules, we do not force infantry to follow up on routed cavalry, it is optional and troops more than ten inches from any enemy may rally automatically Sorry that went on longer than I anticipated
@MsNosis
@MsNosis Жыл бұрын
I am interested in solo rules, want to know if this ruleset is something for me: the rules you are using in this video, they seem to require you to virtually play both sides, as best and neutral as possible? the rules do not support one side to be fully played by an AI, right? seems like you decided how and when reinforcements arrived, how and when the units shot, how they moved, victory conditions etc. I am mostly looking for a ruleset where one can play one side of the conflict cooperatively with the kids, with a fully functional controlling the other side. I dont think it works with this ruleset. Do you think this ruleset can accomodate a fully independent AI side, without me or the kids having to "figure out" how the AI acts (then it easily becomes infighting as the kids argue about what strategy is best for the AI. I need the AI to be independent so no one can influence their decisions)
@TheJoyofWargaming
@TheJoyofWargaming Жыл бұрын
Sounds like this is what you need. Look around, there are a few videos and reviews of this classic book. caliverbooks.com/bookview.php?fl2ac5lnsu1kpo5a9fqcirs3t2&id=28346
@KevinBurns86
@KevinBurns86 2 жыл бұрын
Are you using Irregular Miniatures, 2mm figures?
@TheJoyofWargaming
@TheJoyofWargaming 2 жыл бұрын
Matter of fact, I am. Bought the Spanish Succession army packs, but they've been doing double duty as everything up to and including Napoleonics.
@karlsilcock8727
@karlsilcock8727 3 жыл бұрын
Some poor dice rolls for red.
@polkagatos
@polkagatos 3 жыл бұрын
Where can l find the 2x2 Napoleonics for 2mm rules?
@TheJoyofWargaming
@TheJoyofWargaming 3 жыл бұрын
For free, right here: www.rodvik.com/2by2/
@polkagatos
@polkagatos 3 жыл бұрын
@@TheJoyofWargaming thank you do much for the time you took to reply, l really appreciate it. l am watching all your videos on this topic and just ordered the book.. it is a fascinating approach and the perfect solution for me , because l can 't seem to find anyone here in Latvia being interested in historical wargaming.
@polkagatos
@polkagatos 3 жыл бұрын
I am planning this solo wargaming system to a different level, two years ago l made over a 50 18th century ships. That is sloops, brigs, frigates, ship of the line etc. in 1/500 scale. This new system has great potential. I also am making 28mm ships that l can use for boarding actions.. it is a huge project that mainly does the French & Indian war, and Am. War of Independence .
@TheJoyofWargaming
@TheJoyofWargaming 3 жыл бұрын
@@polkagatos That sounds incredible. Are you going to zoom into boarding actions in the middle of a naval game?
@polkagatos
@polkagatos 3 жыл бұрын
@@TheJoyofWargaming boarding actions can take place if the situation is created, but enemy can try to avoid you from boarding them, l made so many boats for complete fleet operations, manouvres... a ship back then had a high value, big price, so rather than sinking them, you tried to cause as much damage as possible to masts abd rigging, sbd grapeshot to treat your oponent's crew. If you succeeded, you then slowed them down enough, so they are unable to prevent you from boarding them.