Thursday, 18 September 2025

Solo Campaign - Seven Years War

 


I want to design a set of wargame rules for running solo campaigns and their component battles. Before diving into the design, I thought it best to stand on the shoulders of giants and learn from those who have gone before me.

To that end, I created a solo wargame campaign focused on a segment of the Seven Years’ War (1756–1763). I anchored the campaign timeline and movement using Bob Cordery’s Snakes & Ladders Campaign System from The Portable Wargame Compendium. I then resolved individual battles with the Dominion of Frederick the simple rules from Ork Publishing.

Although both the Snakes & Ladders system and the Dominion rules are heavily dice-driven—running counter to my instinct for hands-on control—they allowed me to play a solo campaign (October 1756–June 1757) in under two hours. That speed is an asset: I can replay the entire campaign multiple times in a single afternoon to test different outcomes.

The lessons learned from this solo-campaign experience will guide me as I craft my own rules. I plan to consider the best elements of these existing systems with a more active role for myself as the commanding general.

 Campaign Map

The “snakes & ladders”  delivering the campaign sequence fits on a single side of A4 and will be familiar to anyone who has played “Snakes and Ladders” as a child.  The Prussians start on the first square at the bottom-left of the page called “Start invasion of Saxony 1756” and then roll a D6 to progress through the campaign, going up blue arrows and down red arrows if a move ends on that square.  Stop when moving on to a battle square regardless of any unusual movement.  The battle is then fought and if won the Prussians advance along the green arrow and if lost movement recommences on the next square.

 Battles

The battles were fought using the “Dominion of Frederick” rules using the troops listed for each historic battle in the rule book.  The battle of the Saxon army blockaded at Pima is not historical as the Austrians were unable to relieve the blockade before the Saxon’s surrounded to Fredric the Great.  For this battle I used the troops from the example battle in the rule book.

Campaign rules

The results of each battle do not stop the Prussian progress towards the “Battle of Koln” .  I gave the winning side of each battle a +1 on their rally roll in the subsequent battles.  My justification was that the moral boost of winning made it easier for a general to rally a defeated unit.

The campaign played out as follows:

The Prussians advances swiftly and without incident to battle at Prima.  The battle was a resounding victory with few Austrian losses.

Enthusiastically advancing to battle at Lobositz the Prussians suffered a stinging defeat from the Austrians under von Browne.

Not allowing themselves to be disheartened the Prussians pressed on to steal a victory  they had no right to win  at Reichenburn.

The arrival of fresh supplies allowed the Prussians to bypass battle at Prague and arrive at Kolin for the very closely fought final battle of the campaign.  Victory was won by Austria and the Prussian menace was defeated…for now.

Resources

Thoughts going forward

Thoughts going forward on the campaign map (view)

  • Fill in more text in boxes and add more red arrows that are skipped by winning a battle.
  •  Add some impacts to the armies from blue and greed arrows such as gain or loose an army point.
  •  Add some way to influence the progression around the Campaign trail; e.g. allowing a plus/minus one square that is earnt by winning a battle.

Thoughts going forward on the Dominion rules (view)

  • I’m unconvinced that Cav should have +1 v Line Infantry as they already have a one point advantage over infantry.  My understanding of the period was that Cavalry did not fare well against formed infantry but rather fought the opposing cavalry and then attacked the flanks of unsupported infantry. In future games I’ll drop the +1 mod for Cav v Inf .
  • In this period line infantry defended well against cavalry so I’ll allow all infantry that are attacked a +1 against cavalry but infantry attacking cavalry will not get this advantage.

 Thoughts going forward with solo campaigns

  • The speed was very good but I’m willing to go slower if it allows me more input into strategic decisions.
  • The speed of the battles was good, but I’d like to add details such as terrain etc.
  • For my next solo campaign I'll use the 3x3 Portable Wargames rules and I might also try the DBx rules as they will both allow more control over the battles although at the cost of requiring more time to resolve.
Please get in touch with any thoughts or feedback.


Dominion of Fredrick the Great - Rules Review and Battle of Koln

 


The Dominion of Frederick the Great rules offer a fast-paced, accessible system for mid-18th-century battles. They will likely be loved or hated by wargamers, depending on personal taste. The battlefield is split into four sectors—left wing, centre, right wing, and reserve—and combat between each sector is resolved with a single D6 roll per side.

Dominion of Frederick the Great is published by Ork Publishing and available on Wargame Vault (https://www.wargamevault.com/).  There are a number of “Dominion of …” rules available covering from  Ancients to ACW.

These rules excel when used as part of a wider campaign. A full battle plays out in five to ten minutes, keeping the momentum of the campaign moving. Below is a step-by-step run-through of the 1757 Battle of KolĂ­n from the Seven Years’ War, which I completed as part of a solo SYW campaign in under two hours.  

See my blog post  Solo Campaign - Seven Years War - 1756 - Prussian invasion of Saxony and 1757 - Prussian invasion of Bohemia for the wider context 

 Set up for Koln 1757



 


The set up ate the start of the battle:

Prussians: 2x Cavalry, 2x elite Line Infantry, 1x Line Infantry

Austrians: 1x elite disciplined Cavalry, 1x Cavalry, 1x Skirmishers (Croat Grenzers), 1x elite fortified Line Infantry

 Turn 1



There was minor skirmishing on the Prussian left flank but the centre was the scene of fierce fighting with both Prussian and Austrian elite infantry being destroyed. The Prussians filled the gap with more elite infantry and the Austrians with their elite cavalry.

 Turn 2




 The fierce fighting in the centre continued with both sides loosing troops.  The Prussians filled the centre with their reserve cavalry.  On the Prussian right flank their cavalry were defeated by the Austrian cavalry.   This left the Prussians with a gap in their right wing and the Austrians with a gap in their centre.  Both sides failed to rally their lost troops.

 Turn 3





 Sensing the chance the cavalry in the Prussian centre flank charged the Austrian Grenze Skirmishers however to no effect.  The Austrian left wing cavalry then changed across the battlefield and caught the Prussian cavalry by surprised and smashed them.

Turn 4




 A close fought battle but a historically correct win for Austria.


Please feel free to reach out to me with any thoughts and comments.

Thursday, 30 January 2025

Ramillies 1706 - Re-fight

 War of the Spanish Succession 23 May 1706

Pro-Habsburg Forces under The Duke of Marlborough approx. 69,000 with 120 guns
Pro-Bourbon Forces under le Duc de Villeroi & the Elector of Bavaria, approx. 68,000 with 70 guns

Played with Twilight of the Sun King rules (with one 60x30mm base per brigade rather than the standard two 60x30mm bases per brigade)  with 1200+ 6mm figures on a 6'x4' table.

Reference 

Battlefield
From the French point of view the left wing of the battlefield was separated by rough terrain not suited for cavalry.  The centre around Ramillies was more open and the right flank was ideal for cavalry. Both commanders placed their infantry on the French left and centre and massed their cavalry on the French right flank.  Both commanders  left some cavalry to guard the left flank but with no intention of actually attacking across the rough ground but rather just in case the opposition were foolish enough to do try an attack across the rough ground.

The battle commenced with an artillery bombardment.  One of the things I like about the TotSK rules is that long range artillery bombardments may disrupt troops maneuvering but unless massively concentrated they will not cause casualties (a loss of moral in these rules.)


The  infantry of the  Grand Alliance ( Austria, England, and the Dutch Republic) under Marlborough  advanced on the French, slowed down by the rough ground separating the armies on the left of the French lines.  The British horse pulled away from their position on the French left and rode with some hast behind the British lines heading to the other flank. 




The French cavalry advanced smartly against the  Grand Alliance cavalry.  The Duke of Villeroi plan being for his superior cavalry to crush their opposition and then to flank the allies infantry lines. 

The cavalry wings clashed, over 150 squadrons of cavalry, 20,000+ cavalry charging and counter charging.  A nice detail in the TotSK rules is that defeated cavalry flee a full move from a losing combat unless they have reinforcement to their rear in which case they fall back behind their support.  This givens a nice rolling combat with weakened horse falling back behind reinforcements.


In the centre the allied infantry assaulted Ramillies and then Offus and finally Autra-Eglise.    Unlike the cavalry fight the infantry combat was a slower grind.  The rules give a bonus to moral tests for troops with rear support  and infantry  inherently harder to break than cavalry (3 hits opposed to 2).


The cavalry fight was going against the French when  the arrival of the British horse pulled from the opposite flank made it even more difficult for the French and lead to the eventual collapse of the French cavalry wing.



The Allied cavalry started to wrap around the flank of the French army.  The French infantry still held the three villages of Ramillies, Offus and Autra-Eglise although the fight was starting to slowly swing in favour of the allies. However with the allied horse free to swing onto the flanks and rear of the French Army,  the Duke of Villeroi conceded the field  and victory to the  Grand Alliance.



Comments
This wargame ran very close to the original battle.  I found the Twilight of the Sun King rules to be quick and to give a "realistic"  outcome.