
Solo Wargaming
Description
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Content
- Cover
- Book Title
- Copyright
- Contents
- List of Figures
- List of Tables
- Preface
- Chapter 1 Why Solo Wargame?
- Why Wargame Alone?
- The Advantages and Disadvantages of Solo Wargaming
- Sources for Solo Inspiration
- Wargaming as Narrative
- Guidelines for Solo Wargaming
- On Dice and Cards
- The Rest of the Book
- Chapter 2 Battles
- Setting Up a Battle
- Types of Battle
- Historical Wargames
- Semi-historical Wargames
- An Example: The Non-battle of La Capelle, 1339
- Scenario-based Wargames
- Fictitious Battles
- Wargame Types
- Role-playing Games (RPGs)
- Skirmish Wargames
- Small- and Medium-sized Wargames
- Large Wargames
- Determining Terrain
- A Dice-driven Terrain-generating System
- Card-driven Terrain-generating Systems
- Choosing the Forces
- Generalship
- The Divided General
- Automated General
- Deployment
- In Action
- A Card Command Set
- Bias
- Chapter 3 Campaigns
- Choosing Your Campaign
- Historical
- Semi-historical
- Fictional
- Campaign Scale
- Role-playing Campaigns
- Skirmish Campaigns
- Small and Medium-scale Campaigns
- Large-scale Campaigns
- Setting Up A Campaign
- Types of Narrative
- Map-less Campaigns
- Semi-mapped Campaigns
- Campaigns in a Day
- Example: The Great Northern War
- Fully Mapped Campaigns
- Imagi-nations
- Map Moves
- Hidden Movement
- Reconnaissance
- Information Flow and Communications
- From Map to Tabletop and Back
- Map to Tabletop
- Tabletop to Map
- Casualties
- Map Moves
- Journals and Campaign Diaries
- Blogs and Newsletters
- Mixing Scales and Sizes
- Chapter 4 Personalities, Logistics and Randomization
- An Attribute-driven Personality Creator
- Personalities
- Creation
- An Attribute-driven Personality Creator
- A Value-driven Personality Creator
- Bringing the Systems Together
- Use
- Personality Interactions
- Experience
- Unit Histories
- Creation
- Use
- Logistics
- Logistics as Wargames
- The Supply Train
- Depots
- Effects of Lack of Supply
- Recruiting and Finance
- Casualties and Prisoners
- Recruitment
- The Sinews of War
- Diplomacy
- Randomization
- Weather
- The Impact of Weather
- Strategic Chance Cards
- Tactical Chance Cards
- Chapter 5 Siege, Naval and Air Wargames
- Siege Wargames
- The Siege as Inconvenience
- The Siege as a Wargame
- Naval Wargames
- Stand-alone Naval Wargames
- Naval Wargame Campaigns
- Role-playing and Skirmish-level Campaigns
- Small and Medium-sized Campaigns
- Large-scale Campaigns
- Amphibious Operations
- Air Wargames
- Weather in Air Wargames
- Stand-alone Air Wargames
- Air Wargame Campaigns
- Role-playing and Skirmish Campaigns
- Larger Campaigns
- Example: Malta 1940-42
- Air, Land and Sea Operations
- Chapter 6 Advancing
- Sources of Inspiration
- Novels, Films, etc
- Wargame Books, Blogs and Magazines
- Reading Military History
- Matters of Taste and Realism
- Civilians
- Desertion
- Disease
- Moving on
- Fantasy and Science Fiction Wargaming
- Computers and the Internet
- And Finally.
- References
- Back Cover
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