Desert Fox | 02 Mar 2015 10:29 a.m. PST |
Which ruleset should I use for solo-ing FIW skirmish-level games… Long Rifle Muskets and Tomahawks Muskets and Mohawks This Very ground What are the differences between these rulesets? Anything one does particularly better than the others? For those that play FIW skirmish, which orulesets have you tried? Which one do you use and why? |
Who asked this joker | 02 Mar 2015 10:39 a.m. PST |
THW has a set that does just this! The reaction system lends itself well to same side or solo games. link Other than that, any game can be played solo! I recommend sticking to the less involved ones though as you have to play both sides! |
45thdiv | 02 Mar 2015 10:43 a.m. PST |
For solo gaming I think the 2 hour Wargames are good. One is for skirmish and the other is for larger battles. I don't recall if long rifles was for skirmish or not. Muskets and tomahawks would work too since it is a card driven activation. Both seemed to work well solo. The 2 hour Wargames would be my choice I had to pick one. More randomized outcome to the scenario. Matthew |
M C MonkeyDew | 02 Mar 2015 10:44 a.m. PST |
I can only speak to our Two Hour Wargames offerings. Long Rifle is for very small skirmishers with only a handful of characters ala Last of the Mohicans. Muskets and Mohawks is a more military game with up to a company or so per side engaged. Units operate in detachments of about 10 figures each or so…each figure being one character. As with all of my designs both games are fully solo/co-op optimized with enemy force composition and actions taken care of by the game system. Bob |
MajorB | 02 Mar 2015 12:06 p.m. PST |
Another vote for Muskets & Tomahawks. |
rhacelt | 02 Mar 2015 12:35 p.m. PST |
Muskets & Tomahawks can be a lot of fun solo. Just set a few goals for the opposing side so you have something to go by as you decide what they do each turn. The subplots can help with this but knowing what they are trying to do can hurt as well. |
Timotheous | 02 Mar 2015 8:18 p.m. PST |
The brand new 'Song of Drums and Tomahawks' would be easy to play solo, and is a great deal of fun. |
axabrax | 04 Mar 2015 9:29 a.m. PST |
I think Muskets and Tomahawks is the best game in terms of mechanics, but THW is designed specifically for solo play and includes a campaign system that will tell a story and keep you playing. If I were in your shoes, I think I would try to do a hybrid combining the best elements of both. I see no reason why the THW campaign and solo blinds (hidden markers) system couldn't be adapted to the M&T rules. |
latto6plus2 | 05 Mar 2015 10:01 a.m. PST |
Good point, the long rifle campaign system is great fun |
Herkybird | 07 Mar 2015 4:43 p.m. PST |
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huron725 | 18 Jun 2015 4:40 p.m. PST |
I have all 4 rulesets. My go to right now is Muskets and Tomahawks. I really like the card driven activation. I have a Bunker Hill AWI battle starting to commemerate the Battle of Bunker Hill. Using Muskets and Tomahawks. |