Turn Sequence -Wargaming World Solo

First of all this is an “I go / you go” game. However this does not mean that all units of either side can operate simultaneously. As you will see we roll for the number of units who may operate. The solo player always goes first in a turn, even as a defending force.

For the player a turn looks like this;

  1. Unit activation – roll 1D6 (adding modifiers)
  2. Random event (optional)
  3. Flank or baseline reinforcement roll
  4. Movement
  5. Shooting
  6. Hand to hand fighting
  7. Morale tests

Unit Activation

1D6 units may move

+2 to roll if Attacking AND these actions are used to move

+1 to roll if Recon any action is allowed

+2 to roll if Defending and action is to shoot

Random Event

This is optional and I have added a series of events in the appendices. Roll a D6 and if a 6 there is such an event. Draw a card and implement the results immediately.

Flank or Baseline Troops.

Draw a card. If a picture card is drawn troops appear. Roll for which flank and at which point. However if you draw a joker the units have been engaged. They do not arrive this turn and one unit is lost (roll to determine this).

Movement

In the appendix there are army lists and types however basic movement is;

Infantry 6” (Charge +1D3)

Skirmishers 8”

Mounted Infantry 10”

Cavalry 12” (Charge +1D6)

Artillery (limbered) 8”

Artillery manoeuvred- Rotate up to 180 degrees or 4”

Charge Declaration – Must be declared before movement. Failure to make contact will automatically require a Morale Test.

Movement Impact

Difficult Ground – Half movement

Woods – Infantry only and half move. Visibility in / out at the edge of woods and within 6” of both forces in woods.

Building – An entire turn to enter or exit from ground floor. Troops must be adjacent to enter. A full turn to move between levels.

Obstacles (walls, hedges etc) – A full turn to pass and must start adjacent.

Shooting

There are two distances regarding shooting “close” and “extreme”. Close range is a way of describing how firing will be at its most effective. This means that for sub-machine guns, or volley fire, we recognise here that it can stop an enemy unit in its tracks (potentially!). The difference will be ranges which you can find in the army list section.

Extreme range is more aligned to firing which disrupts the progress of the enemy. It can be a sustained period of firing which ensures that the enemy has to take cover, or keep its distance. Again there are different ranges. Generally speaking effective range will be half the effect of close range.

There are, of course, weapons with ranges over huge distances. Artillery pieces or tanks, or indeed aircraft, can make a nonsense of tabletop measurements. My approach here is to try and add an element of common sense. I have previously mentioned how there should be a “balance” of units and that one unit should not dominate. As a result, and after all it’s your game and enjoyment, you’ll just need to think about how you will do this. However it might be useful to follow my suggestion below;

Artillery (all heavy weapons) should have a range of 48”. There is no close range and as such impact will always be 1D6. I’ve based a logical limitation on things like line of sight, which of course applies at all distances. There are, of course, many weapons which deliver indirect fire negating this point. However there is a need to try and keep things manageable.

You could then add an element of mechanical failure depending upon the period you are playing. You could add mechanical failure including a lack of petrol, or the chance of explosion in earlier centuries. I suggest you do so by revising the random events accordingly. There are many options, ammunition or weather can make such an impact.

Finally I think there should also be a “critical hit” aspect when considering these targets. As a result, when hit by a firearm at close range if a “6” is rolled before the morale is tested roll again. A second “6” will be a critical hit against an artillery piece and it is automatically disabled and out of the fight.

Shooting and it’s impact

In terms of ranges I’m listing the following with extreme range and (close in brackets). I’ve listed things broadly by period;

Spear 6” (3”)

Sling 12” (6”)

Bow 24” (12”)

Musket / Carbine 24” (12”)

Pistol 6” (3”)

Rifle 32” (18”)

Light Machine Guns 48” (24”) Note MMG or HMG count as artillery.

Rockets 12” (6”)

Artillery 48” – always close range

The Impact

We can follow the same format irrespective of period and I’m aiming for simplicity.

Every unit shooting at close range will roll 1D6. If it at extreme range we do the same but half the effect and odd numbers are rounded DOWN even to zero.

If a unit is “hit” ie a roll of 1 or more this number is reduced from the morale of the target unit and an immediate “Will do fight test” is taken. The results are illustrated shortly. Units may be hit from multiple firing units but the tests are taken independently.

For example – Welsh bowmen fire their longbows at advancing French knights. They are getting close but the arrows land to significant effect. At close range the roll is a “5”. The knights are veterans with an inspiring leader (and therefore a morale of 10), however they still need to roll a “5” on two D6 to continue. Go to the morale test section.