Stephen Thomas | 10 Jun 2017 10:25 a.m. PST |
How do you move the opponents in a game without "knowing" what they are going to do? Do you play one side with the other determined by say, dice or cards? Or do you pres et what they must do and follow the plan? Or???? Stephen |
zoneofcontrol | 10 Jun 2017 11:05 a.m. PST |
I work with pre-set objectives/victory conditions. Both sides move and fight to achieve their requirements. I also work with a random activation so even the best laid plans of mice and men can be thrown for a loop by chance. |
Herkybird | 10 Jun 2017 11:13 a.m. PST |
I use a system where you work out the situation, then throw a d6 to determine what the unit/ figure does, for an example find the quick ref sheet on this page link |
rustymusket | 10 Jun 2017 11:15 a.m. PST |
I have used the card system in the game I play solo and also dice activation. The card system causes me to strongly focus on the side I am running at the time. I currently play Command and Colors Napoleonic. |
MajorB | 10 Jun 2017 11:49 a.m. PST |
I just play each side in turn. |
Whirlwind | 10 Jun 2017 12:21 p.m. PST |
Most of the games I play have PIPs (DBx) or Tempo Points (Polemos) or similar (Sam Mustafa's games) – they normally put enough uncertainty into the game to play both sides. For WW2, I play Nuts! which has a solo system contained within the rules, or I use a solo system published in MW373 which was rather good (essentially a dice and card generated enemy – the dice give the location and activity and the card the type of enemy unit) |
StoneMtnMinis | 10 Jun 2017 12:39 p.m. PST |
Herky, thanks for the link. Your system looks interesting. |
Bakerboy | 10 Jun 2017 10:36 p.m. PST |
I second the system from miniature wargames 373. I use if for WWII up to sci fi at all scales, 6mm up to 28's |
Stephen Thomas | 11 Jun 2017 4:11 a.m. PST |
How do I get/find a MW 373? |
Tekawiz | 11 Jun 2017 4:11 a.m. PST |
Two Hour Wargames has a solo moving system using PEFs, Possible Enemy Forces, which are unknown units that make their way towards friendly player units. Once in LOS they are revealed. When the fighting starts, there are tables that will determine how the enemy units react/move. They can charge, fire and/or flee. It's a simple solo system that works well. |
huron725 | 24 Dec 2017 11:19 a.m. PST |
Generally I play the other side as a static defense. The only time they are moving is backward because of morale break or quitting the field. |
Part time gamer | 13 Feb 2018 12:56 a.m. PST |
I came up w/ a system that's dice based, I use it for (when) I played some solo ST games. A few die rolls primarily to determine course and speed change. I did allow rerolls if the die resulted in the ship leaving the board (however if the ship was damaged, it was assumed the CO decided 'survival was the better part of valor and withdrew). Firing was always a given 'if' you have a target. As for a 'break point'. IIRC once a ship took 60-70% damage, a mandatory 'break test' was then made at the beginning of each turn, to see if the ship attempted to Warp out or continue to fight. |
thomalley | 13 Feb 2018 1:32 p.m. PST |
Usually one side will be the static and the other the attacker, like Waterloo. Set your own rule, that reserves are released if x and y, or z happens. Only allow counter attacks to restore your position. For WWII Not Quiet Mechanized has a nice recon/ambush rule. |