Heretical Gaming is my blog about my gaming life, featuring small skirmishes and big battles from many historical periods (and some in the mythic past or the far future too). The focus is on battle reports using a wide variety of rules, with the occasional rules review, book review and odd musing about the gaming and history. Most of the battles use 6mm-sized figures and vehicles, but occasionally 15mm and 28mm figures appear too.

Friday 5 July 2024

Review of Solo Wargaming: A Practitioner's Guide

Over the last couple of days I have been reading David Heading's new book on Solo Wargaming, published by Pen & Sword. 
 
 

It is a fairly complete coverage of the topic and the name is well chosen. He defines solo wargaming as a practice and this seems a good way of thinking about it: a collection of practices which allow somewhat principled wargames (as opposed to simple 'imaginative play' as a younger child might do) to be played by a single player.
 
It is perhaps the most comprehensive overview of the subject. There are three volumes I know of on Solo Wargaming, only two of which I have read: one by Donald Featherstone, one by Stuart Asquith and one by Wally Simon. I am not familiar with the latter, unfortunately. The Featherstone book contains lots of great ideas, all lashed with that author's customary enthusiasm for everything to do with wargames, model soldiers and military history! However, it is not comprehensive at all, it is more a smorgasbord of ideas, and much of the tone seems appropriate for addressing a fellow enthusiast, who is looking for some ways to expand their wargaming universe. Asquith's slimmer volume is in a sense more comprehensive, but much slighter: there are far fewer ideas although somehow it forms a more cohesive whole. Most of them are largely land-focused and battle-focused.

Heading's work in a sense combines the virtues of both, with perhaps a lashing of Henry Hyde in there too: it is full of ideas, it aims to be reasonably comprehensive, it tries to reference (or at least nod towards) much of what has been done in solo wargaming, and it covers a much wider range of solo wargaming activities and techniques than anything else. I think one thing of note is the tone, or perhaps persona is a better word, of the author, which is somewhat unusual: it is firmly from the point of view of the player. This is a lot less usual than it sounds! Featherstone by contrast is all enthusiasm for the topic: for him, the love of the toy soldier and the love of military history and the wargame are what is to be conveyed, and he does it in spades. Asquith (and say Hyde, and Grant, and perhaps Quarrie) have a slightly more expert tone - they are conveying what they know, their mastery - to the 'student' reader. Heading's tone here reminds me much more of Wessencraft: it is very much one of the practitioner, talking of practices they have tried, created, considered, and now want to share in a 'problem-solving' way. I hope that conveys the style fairly.

The first chapter asks 'why wargame solo?' Various suggestions are proferred. I can't remember how it is done in Asquith's book, but it seems to start off at a more beginner level than Featherstone does, that is it seems possible that a very new gamer could pick this up, since much of the advice for 'starting solo' is pitched at someone who is 'just starting' in any case - as the author explains, this was his own experience starting out and wants to write the book which would have helped him: a very worthy aim.
 
The next chapter is about the battles: how to set them up, how the period, the historicity and the size of the battle can influence the solitaire methods to be adopted, and how to recreate generalship on both sides; particularly how to automate a general and play one side, and how to limit general's options and introduce more randomness into the 'narrative' of the game (the author is a big fan of considering games as 'narratives', especially in a solo context. There are lots and lots of ideas, varying from quite top-level conceptual stuff to some pretty detailed and specific mechanics. There are some useful ideas and tables for generating terrain too.
 
The following chapter is about solo campaiging. Although the author has been at pains to emphasize that solo campaigning is not the be-all and end-all of solo gaming, it does have so many great ideas in this bit it is quite hard to avoid that conclusion, especially if you follow the author in prizing narrative. And this is where we come back to the author as practitioner - it is actually just a great guide to setting up campaigns of every sort from high-level strategic campaigns, to the 3 musketeers running around the streets of Paris. I would guess that this variety comes from the author just having done a very wide variety of these things, which contrasts to some of the other wargames writers on campaigns, who have played a small number and variety of more specific types of campaigns. In any case, there are suggestions for all kinds of map, ladder, narrative, and roleplaying-light type campaigns. It is really worth the while of anyone interested in campaigns to read, whether solitaire or not. Some of the diplomacy suggestions I especially liked.  the subsequent chapter is closely linked: it covers personalities and logistics and finances and suchlike. It is very well done - the treatment of logistics is surprisingly detailed, almost along the lines of some of the chapters in Bruce Quarrie's Napoleon's Campaigns in Miniature, but more widely applicable to a range of periods. If you fancied doing a somewhat more detailed campaign in the medieval period, with supply trains and so on, this would be a great start.

The next chapter includes solo gaming of sieges, naval wargames and air wargames: all somewhat neglected activities. I thought that the siege and naval stuff was good - as was the combined arms stuff.  The air stuff was 'okay', and the author makes a reasonable stab at thinking a little bit more widely than usual here, but I think there is a lot more to say about the possibilities of air wargaming. It was nice to see some ideas for a campaign based on the adventures of Biggles though! Again, I think if you were planning a siege-based or naval campaign of any sort, you could do much worse than have a flick through this for some ideas about workable approaches - that being the running theme of the book really, finding some workable approaches.

The book then concludes with some wider thoughts about subjects suitable for campaigning - including very broadly the 'moral' side - and even how we might read military history and what we can, and cannot, get out of it as wargamers.

Hopefully, I have managed to convey a lot of enthusiasm for this book - I really enjoyed it! As primarily a solo gamer myself, did I think there was much missing? As mentioned above, I thought the air-domain stuff was a layer thinner than the rest. I think more might have been said about the approach taken by the Two-Hour Wargames' crew for example, whose very playable approach to solo & co-operative wargaming might be drawn on more directly (most of the techniques they employ appear, at least in some form in the book, but not in the perhaps coherent whole THW use). I think this might be because the THW insight is that in certain periods, e.g. small unit modern warfare, the apparent behaviour of the enemy resembles something randomly/probabistically generated at least as much as something more controlled. In any case, in the small world of solo wargaming, the approach has been influential. I noted that the programmed scenario approach used by CS Grant hasn't been mentioned either.

However, these are very minor points. The book is well-written, the author has an engaging manner and it covers most of what you might want a book on solo wargaming to contain. There are clear themes that appear a few times - most often, the importance of the narrative and mechanics to sustain it - but the tone is never hectoring or carrying the implication that others are doing it wrong, or less well. Recommended to solo gamers, those who might be termed solo curious, and perhaps also gamers interested in campaigns generally would find much of interested in here.

The author writes a wargaming blog, which is well worth a read and a follow.




18 comments:

  1. Solid and deep-digging review. Nicely done!

    ReplyDelete
    Replies
    1. Thanks Jonathan. I try! Hopefully it does the book, and anyone considering getting copy, at least some justice.

      Delete
  2. Excellent review. I am certainly looking forward to the book arriving in the post.

    ReplyDelete
    Replies
    1. You are too kind Peter. I hope that you enjoy it and/or find it useful.

      Delete
  3. There is also “The Solo Wargaming Guide” by William Sylvester which can be obtained from the piranhas of the Brazilian River.

    ReplyDelete
    Replies
    1. This comment has been removed by the author.

      Delete
    2. Ace, thanks for letting me know.

      Delete
  4. Thank you for the review. I think it is both fair and accurate. William Sylvester's book is good, but fairly short and a bit sketchy, if I recall correctly. Worth a look.
    I'm glad you enjoyed it, and hopefully found it useful. Releasing your thoughts onto the world can be a bit scary, and gracious reviewers can help a lot.

    ReplyDelete
    Replies
    1. You are welcome. Well done on being bold enough to put pen to paper and getting your ideas out there in concentrated form.

      Delete
  5. You've sold me on it! (Not that I needed that much convincing). I don't Shipping is kind of steep to the States and I haven't seen it available for sale here except as pre-order on Amazon. My impatience may get the better of me and I'll order the ePub version!

    ReplyDelete
    Replies
    1. I hope that you enjoy it. For clarity, I bought and review the e-book (I genuinely by everything I read on e-book version, then if I find myself going back for multiple re-reads, I buy a physical copy)

      Delete
  6. A very good review there and something to ponder for a future purchase. Having been a solo gamer for years, I think I have all bases covered and am happy with my set-up so to speak, but always good to get new ideas etc.

    ReplyDelete
    Replies
    1. Thanks Steve. And I think your point is fair, that if you are an experienced solo wargamer, you are going to have seen a lot of the ideas before in some form - but probably not all either, since it covers so much ground and so many aspects. So whether it is 'worth' it or not will depend a lot on how hungry you are for new ideas for your games - maybe if you were tackling new forms of solo gaming, or had decided to re-think an existing approach.

      Delete
  7. Excellent and fair review. I agree with all you wrote. The book is well worth the money.

    ReplyDelete
    Replies
    1. Glad you liked the review and the book (although guessing you must have already read the book!)

      Delete
    2. I have! A pre ordered wedding anniversary present from Amazon. I got it in exchange for four new dresses and a necklace. A bargain! :0)

      Delete
  8. I have the book on my "to read" shelf with about a dozen books before it. So before Christmas I hope. The review seems to confirm I made a good purchase and can't wait to give it a read.

    ReplyDelete
    Replies
    1. As for so many of us, so many books, so little time...

      Delete