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View Full Version : Solitaire System for face-up play


kzucker
12-13-2006, 03:20 PM
1st Draft...
Napoleon At Bay Solitaire system by Mark Herman as inspired by Kevin Zucker

All units are played face up and visible. When a non-moving force that has no enemy force in its ZOC has a moving force enter its ZOC (Vedette or General), the moving player determines which non-moving force is actually in the hex. This is known as ‘fixing’ a force’s location.
The results of ‘fixing’ a force’s location are either the non-moving force is really at that location or another nearby force is substituted for the non-moving force. Once a force’s location has been ‘fixed’ it cannot be substituted for another force while it remains adjacent to an enemy force, whether it is or is not in an enemy ZOC, because the force’s position has been ‘fixed’ to that location.
‘Fixing’ Procedure: The player rolls a die. On a die roll of:
1-3 = The non-moving force remains in place, continue the phase.
4-6 = The unit is substituted for a force that is within 10 hexes (1x series), 5 hexes (2x series), or 3 hexes (5x series) of its location. Garrison units, Bridge Trains, and Centers of Operation do not constitute a force for this purpose.

Die Roll Modifiers:
1. If the moving force contains a cavalry SP or a vedette and the non-moving force does not contain a cavalry SP or a vedette, subtract 2 from the die roll.
2. If both the moving force and the non-moving force contain a cavalry SP or vedette, the side with more cavalry/vedette strength points subtracts 1 (moving force) or add 1 (non-moving force) to the die roll. In case of ties, no die roll modifier.
3. If the non-moving force contains a cavalry strength point or a vedette and the moving force does not contain a cavalry strength point or a vedette add 2 to the die roll.
4. If neither force contains any cavalry strength point or a vedette there is no die roll modifier.

When a unit substitution is determined by the ‘fixing’ die roll and there are more than one potential force within range determine the appropriate force randomly. To substitute a unit physically switch the forces. If the force chosen for substitution is a multi-hex force, the entire force is arrayed in the new location with each component of the force placed in the ZOC of the moving force, if possible. If not, owning players choice. The non-moving force that originally generated the ‘fixing’ procedure can be placed in any of the multi-force hexes or if it is itself a multi-hex force array it in the new location as determined by the owning player. If for any reason a series of factors conspire, such as terrain, to make the substitution illegal, either choose another force or do something reasonable. If no substitution forces are within range the force is ‘fixed’.

Cross-posted from www.Consimworld.com