Since I play mostly solo except when I’m by myself, rather than select units I will use the following process to randomize the non-prescribed units, while allowing some degree of influence. Of course it can also be used by non-solo players who like the concept.
First, for scenario forces that have both units that start on table and units that are reinforcements during the game, I will allocate the 5 mandated units to either starting or reinforcement groups. Initial tanks are always Pz IV or T34.
Then to make up the remaining units, I will draw cards. The deck will consist of 18 cards made up of one set of black cards Ace – King, and 3 red cards Ace, King & Queen, plus 2 jokers, with these values.
Card (s)
|
German ‘42
|
German ‘43
|
Soviet ‘42
|
Soviet ‘43
|
Black 2 – 7 |
Rifle
|
Rifle
|
Rifle
|
Rifle
|
Black 8
|
Heavy Weapons
|
Heavy Weapons
|
Heavy Weapons
|
Heavy Weapons
|
Black 9
|
Barrage
|
Barrage
|
Barrage
|
Barrage
|
Black 10
|
Antitank gun
|
Antitank gun
|
Cavalry
|
Cavalry
|
Black Jack
|
Pz III
|
Pz III / Pz IV *
|
T34
|
T34
|
Black Queen
|
Pz III / Pz IV *
|
Pz III / Pz IV *
|
T34 / KV I *
|
T34 / KV85 *
|
Black King
|
Pz IV
|
Pz V / Pz VI s*
|
KV I
|
KV85
|
Black Ace
|
Assault gun
|
Assault gun
|
Assault gun
|
Assault gun
|
Red Ace
|
Assault gun
|
Assault gun
|
Assault gun
|
Assault gun
|
Red King
|
Armored infantry
|
Armored infantry
|
Tank riders
|
Tank riders
|
Red Queen
|
Discard & replace
|
Discard & replace
|
Tank riders
|
Tank riders
|
Jokers (summer/winter)
|
2 / 1
|
2 / 1
|
1 / 2
|
1 / 2
|
Notes:
*Represents the type of which there are least currently selected (including mandated units) at the time the card is turned. If number currently selected is tied at 0, choice; if tied at 1 each, must try to maintain type restrictions.
s* In July and August, 50/50; otherwise Pz VI.
Jokers: If only allowed a maximum of one joker, the first one drawn is discarded and replaced. When a legal joker is drawn it is allocated as a unit placeholder to initial or reinforcement groups. After all non-joker cards allowed are drawn and allocated, pick up the remainder of the draw pile and select 3 units of choice. Lay them out, left to right, 1, 2, 3 (d3) or 1,2; 3,4; 5,6 (d6), then roll one die per joker selected and add those units. If a tie, the 2nd unit is choice of remaining 2 units not rolled.
Method:
For each set of 3 or less units being selected, draw 4 cards at once; turn them over one at a time to determine what type that card represents; then keep the requisite number (up to 3) and discard the rest (not available that game).
Soviet assault guns are mandated by year. For German assault guns 2 types are available in either year, so I will roll 50/50 and determine what type ALL selected assault guns will be for that game.
For the surprise attack and escalating assault scenario, I might try allocating 2 out of each set of 4 cards to either initial or reinforcement group, and the other 1 to the other group, discarding 1 as usual.
Later I will probably add Antitank guns for Soviets and Recon units for both sides. Meanwhile of course I should really be painting infantry instead of working on this kind of stuff. Ah well.
2 comments:
Good idea and easy to tweak..
I ran a randomiser for terrain placement in a campaign and was pleasantly surprised how well things turned out.
Thanks Norm.
Once I get going on a campaign, I will probably do a mix of Grant/Asquith scenarios and random terrain with these force selections.
Regards,
John
Post a Comment