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"Where Seagles Dare ww2 sea fortress" Topic


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1,090 hits since 23 Feb 2021
©1994-2024 Bill Armintrout
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mainmaner23 Feb 2021 5:22 p.m. PST

picture

I'm creating a commando Solo game. Im going to create rules to move the germans from point to point

mainmaner23 Feb 2021 5:28 p.m. PST

Im goint to place colored markers on the board, then I am going to randomly draw from a bag two coloured counters, the two colors will give a from and to movement path. then Im going to roll a D10 and split the path into 10 to place the german patrol.

If you move your units the german patrols also move as above , If you come close your spotted , then a brutal combat roll.

mainmaner23 Feb 2021 5:31 p.m. PST

there are also stationry germans on guard.

objectives can be to rescue POWs or destroy guns, etc…. then escape.

If you alert the germans they get double the patrols

mainmaner23 Feb 2021 5:32 p.m. PST

the number of patrols and commandoes is decided at the start

Personal logo PaulCollins Supporting Member of TMP23 Feb 2021 6:21 p.m. PST

Sounds extremely cool…and a tad stressful.

Sundance24 Feb 2021 5:32 a.m. PST

Check out Two Hour Wargames rules for their way of handling solo play. Seems to work pretty well.

mainmaner24 Feb 2021 4:17 p.m. PST

Solo Rules for WW2/Any era

1) place 6 green and 6 Red dice at prominant positions on the table, but with the pips all different faceup( that means each dice is a different value, green are value 1 to 6 , red you add 6 so the red equal 7 to 12). Prominat positions dont mean terrain they mean strategic positions.

2) put both sides figures on the side of the board, ready to enter. when an attacking sides moves onto the table(movement is 12inches), then roll two green dice, to get the from point(locate the dice that represents the value, EG 7 would be red 1), now roll them again to get the to point. Now roll a d10 and divide the distance from point and to point into 10 and put a german figure at the distance indicated by the d10 roll from the from point. If the german is within 8 inches of an attacking figure then resolve combat.

3) you can continue moving the figures you just placed or bring others onto the table, but every fig that moves or is brought on the table triggers a german patrol. you have a predeterined number of attacking figs, once the count is of moved units hits 12 then all german figs are removed and start patrol again, but the attacking figs remain on the table. the count of 12 can be adjusted depending on size of table.

Combat is brutal and fast, and both sides fight together, its a simple D6 roll for you each man in the battle. 6s kill, 5s wound. keep rolling untill one side is all killed or wounded. if a figs starts wounded them 5 or 6 kills.

a wounded fig cannot move but can fight.

all figs that are in 8inches of an enemy are spotted and must combat it out.

you can move units to points to protect you as you retreat, or move men to form a bigger group to be stronger in combat.

your objectives are to make contact with importaant figs like prisoners, or enemy officers, or Guns, or locations to demolise. then you must escape

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