Going Solo #2 – The background

Whilst I gather the many hundreds of models I seem to be needing for my modern-era solo-campaign, I thought I’d take some time to expand upon the background and offer a quick intro to the made-up universe I’ve devised.

As I mentioned in a earlier post, I have 12 nations typically all vying for power and control. Ideology wise, I’ve got your classic communists and free-world democratic nations in there, monarchies that resemble something from the Victorian era, theocratic realms that have a pagan twist to them, isolationists, something that I suppose resembles Israel (zero-bull-shit-taking-democrats), and a few other flavours for giggles. Sounds a bit exhausting to play all of them but I figured that variety is spice, and conflicts don’t start when everyone is the same. The differences also help me work out reasons why each nation will do what they do.

One of the mechanics talked about in “The Solo Wargaming Guide” (by William Silvester), a book that is essentially my guiding light here, is randomised decision-making to help reduce the bias of favouritism. Generally speaking, the idea is that the player will look at the situation, come up with several plausible courses of action and a dice roll will then decide how the player will proceed. Because each nation has their own way of doing things, I can then assign profiles to modify the dice rolls or pick actions that suit national personalities. So instead of me doing what I think is best, if the dice result says “run” when actually I know it’s better to “push”… well I’m running!

I’ve got my campaign world set up with a precipice of a situation and some notes resembling a brief history of how they all got to this point. So far I have an alliance resembling a somewhat more aggressive NATO with a weaker and smaller PACT style coalition attempting to offset the power imbalance. Each alliance has at least one member that’s a little rogue and extreme, and one of the key “PACT” members is at the ragged edge and looking to get itself on a better footing – cue inevitable global war. Those monarchy nations I mention earlier are a result of a civil war and the King of the larger, more belligerent realm, has died leaving behind his unionist son – cue reunification war.

I also have a bit of an odd ball thrown in to the mix. I’ve designed an isolationist, technologically superior nation that is hell-bent on acquiring as much of the mysterious Element-125 (browny points if you can guess where I shamelessly ripped that form) for a secret project of theirs. The only source of this element? The leading world power in control of “NATO”… and they don’t get along – cue more war.

As I’m a fan of modern and ultra-modern technology, I’m essentially using military equipment that is in current or soon to be current service. But with a difference, I’m not restricting any nation to any type of kit. Whilst my typical communist nation is using Russian/Soviet kit, one of their neighbours uses both T-72s and Leopards tanks. Why you might ask? ‘cus why not? Actually ‘cus I wanted to collect a variety of models and this way I get to go nuts with it! Plus wouldn’t it be fun to see how western and eastern kit work together?

I tell a slight lie about restrictions. The techno-isolationists use their own bespoke equipment that no other nation has access to. This has been achieved using the Fist Full of Tows 3 (http://fft3.com/) rules, something I’ll review later, where you can design any land-based or helicopter unit you like. The latter has been a requirement from the start and I’ve been lucky to find naval rules that are similar (Subs and Sams by Phil Barker), although they are incomplete. Air-focused rules that have this sort of unit design however are extremely rare, in fact to the point where I’m having to adapt FFT3 to get what I want. Hopefully this works.

So there you have it in a nut shell. I’ll look to expand on each nation as I go and hopefully a greater understanding of this made up world will become apparent. First up will be the Drusal Republic!

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