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"Western Solo Rules?" Topic


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f u u f n f06 Oct 2009 6:30 p.m. PST

Besides Six Gun Sound, what other solo rules are out there?
I just learned that my ma ordered part of my want list from Monday Knight Production's old west line as a gift.
So now I am looking for a fairly simple set of rules that work well for solo play. I already have the original Six Gun Sound (the 2002 edition) which I enjoy playing very much. I am just looking to see what else is out there. Any suggestions?

Ed the Two Hour Wargames guy06 Oct 2009 6:40 p.m. PST

Well Six Gun Sound is LOTS better than the original.

link

But give this one a try. It's free and you can use the original one that you have for generating your gunfights.


link

Atomic Floozy06 Oct 2009 8:54 p.m. PST

I use Ed's Six Gun Sound: Blaze of Glory. I like it a lot since it does a decent job of covering American Indian war parties.

Personal logo mmitchell Sponsoring Member of TMP06 Oct 2009 9:23 p.m. PST

The next Gutshot adventure (long overdue) in the Showdowns & Shootouts contest will include solo play rules. But these are designed to work only with this single adventure, so don't rush out and pick up a copy of Gutshot on that account.

From what I've seen, Six-Gun Sound really is the best solo game out there for this genre.

f u u f n f06 Oct 2009 10:46 p.m. PST

I see that CR3.0 has a western "gunfight" book.
Is it really worth buying the newer Six Gun Sound when there is CR3.0 + Gunfight + already owning the older Six Gun Sound?
I mean those three items can be had for free (though I got my original copy back when it was $10) compared to the $17 USD or $20 USD plus shipping.
Don't get me wrong, I have bought copies of 5150, WHAA, Colonial Adventures, etc. So it's not like I am just trying to be cheap.
I am just wondering if there is enough content in Blaze Of Glory that can't be had using the other books combined?

Norman D Landings07 Oct 2009 2:51 a.m. PST

HyperBunny;
Tried Blaze of Glory last weekend for the first time… as far as I can tell, your breakdown of CR3.0+Gunfight+6-GS (using the optional Advanced rules) just about covers it.
The background and campaign system have been expanded, but work more or less the same way.
The biggest difference that struck me was that different occupations – Ranger, Outlaw, etc… now roll their reactions on different charts. (Which is probably more accurate, but slows things a little)
Indian characters have a lot more material, and differences between tribal groups are covered (in 1st ed. they were all generic Renegades.)

Still love the original…!

M C MonkeyDew07 Oct 2009 6:16 a.m. PST

I am biased of course…

The campaign section of Six Gun Sound Blaze of Glory is well worth the price of the thing if you are really interested in running a campaign.

There are campaigns for:

Cowboy: puncher or cattle baron or anything in between. You have to increase your herd, drive them to a viable market to raise cash, and keep your employees etc. There could also be a range war with a rival outfit to worry about.

Rangers: You have to run your ranger company to cover all assignments which vary from Indian fighting to more law enforcement oriented missions as you pacify your territory.

Outlaw: Rob banks/trains and hope to make enough to pay your gang so they do not turn on you. As your criminal escapade increase so does pressure from John Law. Knowing when to cut and run for the border is important.

Town Marshal: Keep the peace without cracking too many heads or you may find yourself voted out of office.

US Deputy Marshal: You get to go out on the trail trying to hunt down the worst of the worst, and/or transport prisoners from point a to point b. Did you see some movement in the bush there?

Hired Gun: You drift around the west from place to place and job to job trying to make an honest living from your skills.

Add in the rules for "fighting brothers" and the independently tracked settlement levels for each state/territory and its a very immersive experience.

Bob (co-author)

Grizwald07 Oct 2009 10:23 a.m. PST

I just use my normal Old West skirmish rules. No tweaks necessary.

f u u f n f13 Oct 2009 7:05 p.m. PST

I think once I have the cash I will upgrade to the newer SGS:BOG. Question though, does the game include rules for gamblers? I know it's simple to just toss a couple dice to see who wins. But I am wondering if there are any special rules for gambler characters.
I have recently received a copy of the original Boot Hill game from TSR circa 1975. This is what got me interested again in doing old west. But the game turned out to be way to much number crunching every time a bullet is fired. But the book included loads of material for such a small book, including gambling and drunkeness.

M C MonkeyDew14 Oct 2009 5:24 a.m. PST

Sorry. No gambling rules in Six Gun Sound Blaze of Glory.

Gamblers never got the full campaign treatment and money is only dealt with abstractly for outlaws and ranchers.

There's no shopping either, for that matter.

We presume that characters have what their figure is holding and would can get a horse whenever they need one.

Bob

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