
Campaigns of Marlborough features what I think is one of the best campaign systems around, though the Move and Intercept rules are a nightmare for solo rule design. I've never managed to create workable AI for the French but again, using Field Commander Napoleon’s Enemy Orders rules as the basis, I designed and play tested some solo rules and they worked great!
I played through the 1702 campaign and victory went to the French with 109 victory points. It was a very close game as I (the Allies) finished with 105 victory points. The campaign was decided on the very last turn when Imperial commander Huest with 10,000 men failed to capture Fort Louis garrisoned by 3,000 men even though the fortress had been under siege for 8 weeks! Fair enough, Huest had lost his siege train when routed by the French very early in the campaign.

French Orders Charts.pdf |