It has been a while since I have played a game, so I decided to set up a Northwest Frontier situation for "The Sword and the Flame". It was also a chance to use the Solo Game Aid I've been developing. During the game, I found a few programming errors in the game aid which I was able to correct. First, I will describe the Solo Game Aid, then I will recount the action at Veripore.
Set Up Sheet - This is where all the units are defined. Aside from the Table ID, all of the items used to define a unit are accessed through drop-down menus.
You may have noticed that Side B (the Pathans for this game) have a number of incomplete entries. These are to accommodate the hidden unit markers that are used for them. Since the entries are only needed for movement, I left the other data off. Additional units can be added later, if needed.

Hidden Unit Module - Above is the hidden unit module. There is room for up to 60 hidden unit markers. To use this module, enter the number of hidden unit markers in the second field from the right and the percentage of markers you want to be dummies in the far right field, then click the create units button. The program randomly determines whether a marker is an actual unit or a dummy and writes that information to a hidden sheet. So, I don't know which markers are real and which are not. I lay out the markers after I've deployed Side A's troops. When Side A is able to view of a hidden unit marker, I toggle the Spotted colum's cell next to the spotted card's number to "Yes". Only then do I find out if that marker is for a real unit or not.
The Wattie-Hootie Roll determines a radius from the spotted unit that any hidden unit markers within that radius are also activated. This is to keep the player from maneuvering his forces so that they only spot one hidden unit marker at a time so as to only engage the one unit and defeat the enemy in detail. Wattie-Hootie is a term an old gaming buddy of mine would use when he sent his units into a charge.
Movement Module - This module determines the number of movement dice roll based on the factor that apply. User input is required for Formation, Charging, on a road, or in rough terrain. The program also looks at the casualty roster to determine if a Leaderless to Move check is required. It then generates the appropriate number of random numbers and displays them on the selected unit's row.
Shooting Module - The Determine Shooter button randomly determines which side gets to shoot with one unit. Drop-down menus are used to assign the firing unit, number of shooters, target class, and target unit. Click the Take The Shot button to determine the number and figure types hit.
The results of shooting are transferred to the casualty roster (sheet Side B in this example). The Leader is always in column B. If you are using my unit roster generator, the casualties will have to be transferred to those by hand.

Melee Module - In the Melee Module you select the two units involved (Side A to the left and Side B to the right). Then press the Populate Units button. This marks off previous casualties or, in the case of cavalry, numbers 13 through 20 (to represent a 12 figure unit). Any charging stragglers are entered by the player. The player also toggles to 'Yes' any modifiers that apply for each side. Then click the Calculate Modifiers button to Show the dice roll modifiers. Click the Fight Round button to see who wins and who loses. Once a winner is determined, casualties are applied to the casualty rosters.
Morale Module - Here, you select the side and the unit that needs a morale check, the click the button for the type of test needed. The Morale Status column tells you the results (results are also displayed in a message box). And that's it for the solo game aid.
The Battle at Veripore
Veripore is a small village set up between the arms of an escarpment on the northwest frontier. And reports have it that the local tribes are behaving in a most ungentlemanly manner. So, Captain Will Gordon and a platoon each of the 18th Lucknow and the 42nd Bengal Infantry (Gurkhas) along with a troop of 12th Bengal Lancers were sent to investigate.
As they moved into the valley, they could feel eyes upon them.
(From the opposite end of the table, showing the placement of hidden unit markers.)
Lt. Jess Barker, of the Bengal Lancers, sends out a scout to reconnoiter the copse of trees to the right. At first, he finds nothing.
Meanwhile, the 42nd, led by Lt. Wilson Taylor, scope out the trees to the left.
Taylor and his men spot a band of Pathans lurking nearby.
The Pathans charge straight away. The steady Gurkha reply with a volley, downing 4 of the tribesmen.
Continuing into the grove, the lancer scout spots another band of tribesmen.
The Pathans going against the Gurkha lost their nerve. The Gurkha followed them up with a charge of their own.
Back on the right flank, this band is not content with going after a single lancer and move toward the main body of troops.
After defeating the band on the right, the lancers move into the valley. They spot another band of Pathans to the left!
That band's Wattie-Hootie check activates all units on the Pathan end of the table.
Four Pathan units now join in the fray.
The 16th forms up next to the lancers as the 42nd rushes back to get into the action.
The Sepoys exchange fire with the Pathans, giving better than they received.
The Gurkhas get back to protect the right flank as the Pathans crash into the 16th.
The sepoys are bested by the wily Pathan.
The Gurkha fill in for the retreating 16th, while the lancers take on another Pathan band.
The Gurkha are hit by to units at once. They beat the first, but are too depleted to vanquish the second. Only one man survived.
The Lancers are forced to fall back and retreat off the field. The day belonged to the Pathan.
I hope you enjoyed this rather lengthy post.
Thank you for dropping in.
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