Well virtually no painting done in the last week as I set up the table and started some games!

In the May and October (2014) Issues of Miniature Wargames Martin England wrote two articles on playing WW2 games solo with a system he calls the Threat Generation System (TGS). I’m not going to re-write the articles here but just outline how it works. The core is a card deck with one card for each enemy unit/section and a number of blank cards, a template,  ‘The Direction Finder’, a 2D6 template to determine the direction the enemy may be coming from and and three small charts to decide the initial action for the unit.

I’ve completed one game and I’m part way through another using TFL’s Chain of Command rules. I made a few adjustments to Martin’s system mainly the bits that deal with range, CoC’s ground scale is 40yds to 12″, I also didn’t reveal the unit unless it was spotted,  and moved the card as infantry until a clear line of sight is established. I also rolled the enemy action dice and accrue’d CoC points and applied 6’s as appropriate. No patrol phase was performed and no ‘jump off points’ were placed for either side.

So how did the system work?  Very well, it allows a solo game to develop where the player IS truly surprised. In the first game a platoon of British Para’s were given the task of securing two rail bridges, the Brits started and deployed a sniper team and a section onto the table, cards were drawn for the Germans and placed, no line of site so face down. The Paras continued to deploy but because of mechanical problems the Jeep towing the anti-tank gun managed to make it no further than 12″ on to the table.

And then a StuG III came rumbling over a hill to the Brits left and opened fire! The system works!! As the game developed several other surprises popped up but at no point did I feel that it was random, as I was feeding more Para’s into the battle it seemed that my opponent (the system) was doing the same and mounting a more than credible defence (offence). To cut a long story short the Para’s forced the Germans  to withdraw but only just!

Game two pits a US Armoured Rifle Platoon against a supported Panzergrenadier Platoon, it’s worth noting that once the card deck is built some cards are randomly removed so you don’t know exactly what force you will be facing!

Table is laid out below:-



The Americans rolled onto the table in  their M3 Halftracks led by a Sherman tank, heading for the rail bridges, only to be confronted by a Tiger Tank that promptly knocked out the Sherman and forced the Yanks to bail out of the M3’s and dive for cover! The Yanks brought forward from the end of the column (off the table) a Sherman 76 (bigger gun but still no real match against the Tiger), but wait! One lucky shot and the Tiger went up in flames! Further German forces joined the fray, a Panzer IV, an anti-tank gun and a Panzergrenadier section with two MG42’s and panzerfaust’s.

Again the system has worked well in providing a hidden and credible opposition to the US force, once I complete this game I’m going to try more variations!



  1. Hello,

    I was planning on using Martin’s system myself, have you played any more games it sounds like it works at the platoon/ reinforced platoon scale nicely.

    • Hi Chris, no more games yet but I wold whole heartedly recommend the system it really does add surprise to the games.

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