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