"Good rules for the HYW era" Topic
7 Posts
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Nikolaos | 26 Aug 2016 8:38 p.m. PST |
I am a HYW 25-28mm gamer. I am a 95% solo gamer and I like my battles to last for quite some time because I can go for coffee eat my lunch and my opponent would not mind. Also my work does not allow me for continues gaming so i like fighting a battle through the weekend or even more.. I have a preference in rules with melee reactions ex. recoils.. and not non stop fighting until one unit is broken. I like for example the activation system of Sword and Spear and the melee of Impetus with the supports and recoils Do you have any suggestions for any other rules that I will enjoy? |
rmaker | 26 Aug 2016 9:13 p.m. PST |
We use Featherstone's God for Harry, England, and St. George, with a few house rules. |
rampantlion | 27 Aug 2016 7:56 a.m. PST |
Sorry for trumpeting my own rules, but "Vows of Iron" are designed for long melees that last several turns and the activation of commands is by cards which lends itself to solo play (unless you want one side to be programmed). You can check them out at Rampant Lion Games in the manufacturer's section. Allen |
Codsticker | 27 Aug 2016 7:59 a.m. PST |
I would check out To The Strongest! Card driven, grid-based- perfect for solo-play I think: link |
ColCampbell | 27 Aug 2016 11:41 a.m. PST |
I would second "To the Strongest!" since the cards drive both activations and combat. Each side uses its own deck of 80 numbered cards (ace to ten). Jim |
coopman | 28 Aug 2016 6:33 a.m. PST |
Allen's "Vows of Iron" would work well. While I have "To the Strongest", I have not read or played them. |
Who asked this joker | 29 Aug 2016 10:55 a.m. PST |
Vows of Iron works very well and would probably play well for solo games. Turn order is random by battle (as in division) so when it is a specific battle's turn to move, you just do your best for that side. |
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