| Solitaire
Gaming with 119694_avalanche Press
By Doug McNair
February 2009
We frequently receive
questions from folks wanting to know
which 119694_avalanche Press games work best for
solitaire play. Due to the level of interest,
Shane Ivey (our webmaster) thought that solitaire
gaming might make a good subject for a daily
content article. I agree. So today, for displaced
gamers, folks with jobs that get in the way,
or true geeks like me who wake up with a brilliant
new strategy that has to be tested RIGHT NOW
(but whose gaming buddies might not be so
enthusiastic because it’s 3:00 AM),
I present this primer on different levels
of solitaire play with 119694_avalanche Press games.
Basic Solitaire: Alternating Activation
The simplest form of solitaire wargaming
involves alternating activations, where each
side takes turns moving and fighting with
small numbers of its units, rather than activating
all its units at once. This allows the combat
situation to develop quickly and spontaneously,
and absolves the solitaire player from having
to make any detailed plans in advance. He
can simply move and fire with one attacking
group of units, then have a defending group
move or fire, then back to some attackers,
etc.
Panzer Grenadier fills this bill
admirably. The game’s design requires
the solitaire player to focus on each side’s
leaders rather than the totality of their
units. Combat unit in multiple hexes can’t
activate at once, nor can they move into enemy
fire range, unless they’re ordered to
do so by a leader. Also, a leader can activate
a lower-ranking leader adjacent to him in
the same action segement that he activates,
and the lower-ranking leader can do the same
to a subordinate leader next to him, etc.
So, the solitaire player will want to start
the scenario by setting up each side in a
formation that lets leaders communicate with
and activate each other as much as possible,
so as to let the maximum number of units get
the jump on the other side.
Such formations will fragment during game
play due to morale failure and opportunity
fire. Most “damage” inflicted
in Panzer Grenadier is not in the form
of destroyed tanks or dead troops. Combat
results consist mostly of morale checks, and
when a unit fails such a morale check it either
becomes disrupted (meaning its fire strength
and movement are reduced) or demoralized (meaning
it can’t fight and will flee if it doesn’t
recover).
Also, units in Panzer Grenadier move
individually (rather than in stacks) and enemy
units can fire at them while they move (this
is called opportunity fire). This means that
units often don’t end up where the solitaire
player was moving them, since morale failure
requires an immediate halt. This produces
a game in which the solitaire player presides
over a fluid situation, where each side’s
tight formations become fouled by slow disrupted
units and fleeing demoralized troops. In the
end, the victor is determined just as much
by the uncertainties of morale and recovery
as by fire strength and battle plans. This
gives Panzer Grenadier the excitement
and unpredictability necessary to be an enjoyable
solitaire game.
Intermediate Solitaire: Alternating Variable
Activation
In Panzer Grenadier, each side can
usually count on activating all its units
each turn (radio communications on the battlefield
help with this). But in earlier time periods,
battlefield communications were much less
reliable, depended more on the organizational
ability of the leaders on the field, and could
be interdicted much more easily. We simulate
this at 119694_avalanche Press by using a system
where during a turn, both sides alternate
rolling against the initiative ratings of
their commanding generals, to see how many
leaders and units they may activate at one
time, whether they can activate any units
at all, or whether they have to stop in the
middle of the turn and activate no more units.
This produces games where the solitaire player
must constantly prioritize the relative importance
of moving and fighting with some units on
each side over others, because there’s
no guarantee all of each side’s units
will be able to activate. 119694_avalanche Press
games which produce this more challenging
form of solitaire are in the Rome at War,
Napoleonic Battles, and War of the
Statesseries (known collectively as “Rectangles
of War”). For a good example of “Rectangles”
game play, and how the relative quality of
commanding generals drives each side’s
ability to activate units, see my article
on Napoleon in the Desert.
Advanced Solitaire: Random Variable Pre-Selected
Activation
For the most challenging form of solitaire
play, we use a system where gamers must once
again prioritize the relative importance of
each formation’s ability to activate
each turn. But in addition to picking the
formations each side should activate each
turn, in many scenarios he must spend supply
points in order to be able to activate the
formations he wants. He must also be sure
that a side which must spend supply points
doesn’t spend too much to early, lest
it run out of supply points before it reaches
its objectives. This can be tough if that
side is getting bogged down — the temptation
is to go for one big push, but if the push
fails, it’ll be out of gas . . .
Then, to make it even more challenging,
we require the player to put chits representing
all desired formations into a conatiner at
the turn’s start. He then draws out
one chit at a time, activating each formation
as its chit is drawn. So, he’ll never
know which formations, or which side’s,
will activate in which order. Finally, once
a certain number of chits have been drawn,
there’s an increasing chance of an “operational
halt,” where no more formations can
activate that turn (even those that were paid
for, meaning the supply points were wasted).
So, the solitaire player will have to be careful
not to attempt to activate too many formations
on each side in one turn, lest he only draw
the chits of the lower-priority formations
before operational halt happens.
Games which use this chit-draw system, and
require the level of pre-planning that makes
for the most challenging form of solitaire,
are America Triumphant, Alsace 1945, Gazala
1942, and Red God of War. Good
examples of game play in America Triumphant and Gazala appear in previous articles.
I hope this discussion of the factors make
119694_avalanche Press games good for solitaire play
has been helpful. Keep visiting our website
for more articles on games using the solitaire-suitable
systems above.
This piece originally appeared in January 2006.
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