Charles King’s Solo Rules for his Msus game

Solo CHQ

These solo rules are intended to present the situation faced by the Commonwealth troops in the Western Desert in March/April 1941 when they were attacked by the recently arrived Afrika Korps. The Commonwealth player has inferior forces in terms of hardware and Morale but may be able, by skill, anticipation and manoeuvre (and luck) to halt the enemy thrust by reducing the enemy Morale to zero.

The Commonwealth player is presented with an enemy force moving forward concealed by a large dust cloud. As the enemy gets nearer he will be able to identify them in detail and respond accordingly. The Commonwealth player knows the enemy will press him, but not where, when or how strongly. He can expect the Germans to be a tough opponent who will advance and engage aggressively with his tanks at every opportunity.

The player should, where there is any doubt about what action the enemy should take, make them act in the best interests of the German forces at the time, i.e. whatever is the  most uncomfortable move for the player’s side.

German Blinds

All German forces start the game as Blinds and all units are allocated to Blinds and start the game on the table. Command Groups (CG) are allocated at the start, and cannot be changed during the game.

There are 9 Blinds as per CHQ Rules, 5 Blinds corresponding to the 5 Command Dice and 4 Dummy Blinds corresponding to the 4 Staff Orders.

The Blinds are numbered 1-9. The German forces are allocated to Blinds 1-5 in whatever manner you like, the Dummy Blinds are numbers 6-9.

Randomise the Blinds by this method:

Take 9 tokens, marking them on the reverse with numbers 1-9. Flip them so the number is face down and shuffle. Then draw a row of 9 squares marked 1-9 and randomly place the tokens one in each square.

When a Blind is spotted or deploys, flip the token that is in the box marked with the number shown on the Blind, and the number on the token will reveal the actual number of the Blind.

Blind 4 is spotted and must deploy. Take the token in box No 4. Turn it over and the number 7 is revealed. This is the real number for the Blind, and is therefore a Dummy Blind.

Blinds are revealed:

  • when spotted
  • when within medium or short range and they wish to open fire (see below for German priorities)

German Deployment

The battlefield is divided into 3 sectors (Right, Centre, Left).

Blinds are placed near the table edge in each sector according to a roll of 1D3 per Blind.

1: Right

2: Centre

3: Left

Commonwealth Deployment

The British forces deploy first within 18” of the table edge (6×4 table). As the player controls the British, no British Blinds are required. Up to 1/2 of British units can be allocated as off-table reserves.

German Priorities

The German objective is to break through the British armour and attempt to encircle non-mechanised units behind them.

In game terms, the Germans will press the attack until enemy Morale is reduced to zero while the German Morale remains above zero.

The Germans advance into combat whenever possible. Where, when and how strongly they do this is managed by a series of priorities.

Activating a Blind or Command Group

Choose a dice chain at random. Roll a suitable dice and allocate to a sector as you did with the Blinds, e.g. if there are German units in all 3 sectors then roll D3 etc. Within the sector allocated, apply the chain to an unactivated Command Group using these priorities:

  1. A unit or CG within short range of an enemy unit.
  2. Any unit with 2 Disruption Points. It will Disengage until beyond medium enemy range.
  3. Any unit or CG within medium range of an enemy unit.
  4. Any unit still operating as a Blind
  5. Any unit or CG within long range of an enemy unit
  6. Any unit or CG out of range of enemy units

If the CG only uses one D from a multiple chain, apply the other D in the same sector to a different CG. If there isn’t one, use it in a different sector.

Ordering an Activated Blind or Command Group

  • An activated German CG or Blind will either conduct a Move or a Double Move forward until it is within range of an enemy unit.
  • Once within range it will:

Short Range: Fire at nearest enemy (auto)

Medium Range: Fire at nearest enemy or Move towards and fire at nearest enemy. Decide on what odds they will do each, and roll accordingly. e.g. at the time more likely to fire so 1-4 on a D6

Long Range: Fire at nearest enemy or Move towards and fire at nearest enemy.

Decide on what odds they will do each, and roll accordingly. E.g. at the time more likely to move into effective range so D6. 1 = double move & fire, 2-5 = move & fire, 6 = fire at long range.

Revealing Blinds

If a Blind moves into range of an enemy unit, then it remains a Blind during the enemy pulse unless spotted and can therefore only fire using Opportunity Fire.

Rallying

If a unit or CG is activated and has one Disruption Point, then it may Rally.

Again assess the odds of taking various actions and roll D6 accordingly. e.g. Unit at medium range has one DP. More likely to engage the enemy so D6. 1 = Rally, 2-3 = move and fire, 4,5,6 = Fire.

If it has 2 Disruption Points, it will Rally.

Other Actions

Calling a Fire Mission

  • Any unit activated by a dice chain may Call for Fire if it is available, unless they are within short range of the enemy. The player decides whether Call for Fire is appropriate, use D6 if in doubt as above.

Increasing Staff Orders

  • At the unbiased discretion of the player or D6 to decide

Using Wild Dice

  • At the unbiased discretion of the player or D6 to decide

Opportunity FIre

  • Opportunity Fire is used by German units within medium or short range of an enemy target, either when fired upon or when an enemy unit moves.
  • Units at long range will only use Opp. Fire if they have already been activated this turn.
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Msus – April 1941: Part 8

10. A cavalry charge in the old style.

On the right, the British use their Command Dice to attack. The light tanks of the Hussars charge forward into the guns, Balaclava style. The fire from the Sd222 is brushed aside and with one Pak already suppressed the Hussars only take one hit before eliminating both guns with withering MG fire. The rest of the Command Dice have to be used over on the left, where things aren’t so rosy.

11. Rallying on the left.

Back on the left flank, the British try and restore the situation. The A13 troop successfully rallies and withdraws unscathed from the flanking PzII. The 6th RTR continue their gallant defence of the ridge and eliminate a unit of PzIII. Things are looking better for the British after that turn, as the Germans lose 6 Morale for the three units destroyed.

 

12. Resurgent Germans on the British right.

Ignoring the fate of their anti-tank guns, the German armour advances to contact. Not too concerned about the light tanks they move up onto the ridge and engage the British cruisers. Another A9 unit is destroyed. In the centre, the KDG have been fighting a losing battle against the German recon Sd232 and have retreated to the ridge.

 

13. British Morale crumbles

Back on the British left, the Mark IIIs continue their battle with the isolated 6th RTR and destroy another M13/40 unit. This pushes the British below zero and their resistance is at an end. The survivors are forced to retreat, as in real life, though their numbers aren’t too bad. Some high rolling (3,2,3,3) has meant their morale dropped very quickly, so 8 of the 12 units make it to fight another day. German losses amount to a PzIII and the A/T guns.

The game lasted 7 turns, the first few involved the identification of the German Blinds and the use of reserves by the British once the dispositions had become clear. Battle engaged around turn 4 and the last 3 turns saw all the action and rapid decline of British chances. I was pleased with the solo techniques which gave a degree of uncertainty which proved quite realistic.

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Msus – April 1941: Part 7

6. Turn 5 and it’s getting nasty.

On the right flank the German Blind has advanced and revealed itself as another PzIII Kompanie. The last British tank reserves are brought on and Staff Orders are getting critical. But the real pain is again on the left flank.

 

 

7. The British left under pressure

Artillery rains down on the 6th RTR position on the ridge. The unit that has been pushed back has rallied successfully but before it can re-enter the fray it comes under fire again from the Mark IIIs and is left a smoking wreck.

8. Further trouble on the left.

To add to their troubles, the British find most of the German orders are allocated on the left. Here we see the reserve units have been outflanked by the light Panzer II platoon, which can be very dangerous with close range flanking fire. The A9 troop has been destroyed, but gallant defence by the M13s has suppressed the German attack for now. By the end of Turn 5, the British are in trouble, having lost 5 of their 10 Morale Points.

9. Catastrophic German Command Failure.

A possible opportunity for the British. They are under enormous pressure. Perhaps this is their opportunity to strike back?

 

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Msus – April 1941 – Part 6

The opening shots of Charles' solo game.

1. Msus April 1941. The set-up.

This aerial view shows the Germans advancing in Blinds, divided into left, centre and right. They were randomly generated by dice rolls and Command Dice duly allocated. Due to the small number of Command Dice, it was often the case that a long dice chain had to be used in a zone where it really wasn’t needed. Although the Germans were stronger, their command and control was more haphazard. They just weren’t used to desert conditions yet! You can see the KDG Rolls Royce A/C in the centre. To the left the three M13/40s of 6RTR are hull down on a small ridge, and to the right the three Vickers MkVI tanks await instruction. In reserve, the Brits have two A9 and two A13 tanks of 5 RTR plus a 25pdr battery.

2. The British Right.

By chance, the German Blinds in the centre were quickly activated and all proved to be dummies. On the right, the British soon found themselves faced with a recon Sd222 supported by PaK36 37mm anti-tank guns. Here the two sides engage each other at medium range as German artillery is called in on the light tanks of 5RTR. They fall back and are relatively unscathed. The blind behind the ridge cannot be spotted but from the dust cloud it seems likely to be tanks!

3. A better look at the German anti-tank units.

4. The British left

The British recce unit in the centre has spotted dummy blinds all around, it seems the Germans are attacking in a double flanking formation. On the left the 6RTR see German armour looming out of the dust. These are 50mm armed PzIIIs and they fancy their chances against the British in unfamiliar and unreliable Italian captures. Still, the British are on favourable ground, they hold their position and hope for support.

5. Trouble on the left

By Turn 4 the battle on the left has warmed up. 6RTR have forced back one of the PzIII units, but have taken hits from the Panzers moving into close range. One M13/40 has been hit hard and forced back suppressed. British support is arriving behind the ridge on the far left, an A9 and A13 from 5 RTR. Penny packets form the British perhaps, an all out assault by all the reserve armour could be more decisive….

 

 

 

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Msus – April 1941 – Part 5 German Statistics

German Unit Statistics

Pz IIC Platoon
Lt AFVRD4Fast (2)20L556/12/24FP5
AT4
R,BO, 2MT
Pz IIIF Platoon
Med AFVRD5Average(2)37L456/12/24FP5
AT5
-
Pz IIIG Platoon
Med AFVRD5Average(2)50L427/14/28FP5
AT6
-
SdKfz 222 / 223 Platoon
Lt ACRD4Fast (2)20L556/12/24FP5
AT4
R,BO, 2MT
Pak 36 ATG Platoon
Lt ATGRD4Average(*)37L456/12/24FP4
AT5
T,A
Light Direct Support Battery
Light BatteryRD4-105mmOff-tableFD5HS
A: Ambush
BO: Break-Off
HS: High Suppression
R: Recon
T: Towed
2MT: Two-man turret
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