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punkskum
Australia
Joined 19/09/09
Last Visit 04/01/16
129 Posts
Posted on 07 August 2010 at 09:55:16 GMT
As we're delving into the solo world here's a few of my guidelines.
A. Play to test the system
Don't know if you're like me but on the tram, during conversations, while watching movies...all the time little "wonder ifs" come to my mind. Also, seeing something in a film or reading about a tactic in a book brings about a need to test it on the tabletop so that's one reason I play it out. Have a plan/idea in mind which you're trying to achieve or a tactic/support maneuver you've thought about before you start the game helps, I find.
Also, writing down plans on paper with arrows like Spearhead and the like grants me a sense of "carrying out" a plan rather than making it as I go.

B.Having multiple personalities also helps
From force purchase to deployment I like to take a few minutes to isolate myself internally and see the world and the game through two separate eyes. "Now I'm a tree.." no wait. That was Yoga class. But along the same lines. Now I'm an Alien player. The force's strengths are assault and use of the stealth rule. They move fast. I want to achieve this etc...Now I'm the Marine Player. Marines rock. Aliens are scum. We've the best firepower in the m~~~~~~#ing galaxy. Marines stand together. We support each other with fire, maneuver...and so on and so on..
That way it has a real roleplay feel to it, and during the game, too, take time to think "on behalf" of the force you're playing at the time. Take your time to evaluate situations. Because deep down there's always a bias of sorts. If I'm not cringing as units die on either side I've let the game go and packed up because I felt I wasn't "in the moment". Other times the roll of the die has left me real breathless and suspenseful (rolling commands at <6 as aliens begin their assault and if you make it the Marine line will hold otherwise they'll be overrun...now that's fun! LOL!)

C. the 123 / 456 ~ 12 / 34 / 56 rule
Over the years I've seen players make some moves that have left me wondering what their dealer'd passed off as happy pills that week. It then panned out after that it was part of a strategy at not first clear, or a last minute ditch to save a plan that was going belly up. Or even a distraction. If I'm really stuck at a turning point as I've fumbled some rolls and the like I'll use chance to decide the best course of action among a few (again watch for the bias and think about whether what you're thinking about would be a viable option if an opponent was before you). After a while as experience mounts ridiculously silly plans become obvious as I get to know the strengths, weaknesses and potentials of my units.

There's a few thoughts from my experience, anyway.
S.
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 07 August 2010 at 10:13:52 GMT
Those are interesting thoughts Smile

When I play solo, I tend to do what you spoke about in point B: as I play each side, I try to see the perspective from that side. It can be difficult overcoming bias sometimes (I want side A to win), but with the command rolls, it usually doesn't make much difference!
Panzerleader71
Canada
Joined 26/01/08
Last Visit 18/02/15
765 Posts
Posted on 08 August 2010 at 02:21:51 GMT
"A. Play to test the system."

This is about the only time I can play a solo game. Normally, I just can't play when I'm also the other player.

"B.Having multiple personalities also helps."

Hey, you don't have to be crazy to work here, but it helps.Gimme
punkskum
Australia
Joined 19/09/09
Last Visit 04/01/16
129 Posts
Posted on 08 August 2010 at 03:47:55 GMT
Thanks guys
While BKC works awesomely I find (using the pre-plotted plan technique, though) for Type B solo games, lately I've been dedicating my gaming to FWC skirmish (my finger's on the Paypal button when you're ready to publish Skirmish War Commander, Mr Jones)
LOL!
In skirmish most of my solos are Part A, actually, as well. I like to think of it as training. Gets the eye used to what distance troops can effectively cover, what the "real" odds of pulling a maneuver off are, what the common hitches can be. Also, I've shrunk all the attack and close assault values I'd defined because in play they just made for BUCKETULS of dice and killed the fast-play aspect (a MAD squad with SAW would fire 4x4 + 5 + 6 dice PER firing order)
For example, recently my MAD (Martian Archeon Dominion) skirmish forces received a pair of Goanna APCs. As it's always played as an infantry force with a single Recon biker (mounting a 3 Attack Shredder cannon, mind you!) I had a few games vs Aliens then against Colonial Marines to see how they'd fare.
I now know one of the main risks vs Marines is that the Goannas can take the infantry too far forth on the board too quickly and if a medic and the CO aren't in the vehicle as well the Martian's commands aren't sufficient to move, dismount and take cover before the enemy responds with half-distance bonus firing. The Goannas can get stuck out at the front with troos embarked, or you can get them disembarked but left out in the open. both are uninviting options as the goanna carries between half and a third of the force. Three to four command rolls are necessary for it to work and a CV7 Sarge on his own won't cut it. So now I use a CO or HQ9 to order the phalanx forward, splitting it into two stages if necessary. Against the Aliens on the other hand it's a great tactic to claim terrain forward to limit the area the stealth ability can be used to re-deploy the scaly ones. So yes I'm sacrificing men to a degree (typically only a SAW gunner and CV7 Sarge with a support Rifleman will embark...to feed the Aliens a little close-up lead before they have their snack, effectively!), but also securing a perimeter for the Martians to advance into.
Most games vs Aliens were lost in the first/second turn as the Aliens closed in real fast and once in hand to hand the Martians were systematically annihalated. And the consolidation rule didn't help, either, as the troops were often bunched up and this prevented the Martians getting any shots at unengaged Aliens as they went from snack to snack (err...I meant target!)
Now I spread units out a lot more. Commanders are placed a few cms behind the main line so even fallback by troops won't make them the closest target, SAW gunners are protected next, and the grunts are about 6cms apart and advance in relation to each other so you can still bring 3-4 guns to bear on an Alien when they miraculously stop chewing the Martian line to bits. Effectively what they claw into, they kill (rolling 8 4+ attacks per round plus the charge bonus vs the Martian's 4 adds up real fast)
So that's two examples of how something looked great on paper but once you factor in the command system and the elegant opportunity fire and terrain maneuver rules it takes a moment to reconsider the best courses of action. And play with tactics and a sense of purpose (XXkish "rush forward and kill" never seems to cut it in War Commander....wonder why....)
LOL!
Solo play's great for that
chrisj
England
Joined 25/03/07
Last Visit 18/04/14
71 Posts
Posted on 10 August 2010 at 16:28:42 GMT
How about the simplest solution of all get drunk. At the start of the game you will be fully in command of your faculties (at least as fully in command as you ever are) and should be able to put together a reasonably coherent deployment and initial battle plan.

The first couple of moves will be a bit dull but as the alcohol kicks in there will start to be moments of doubt about your alter egos battle plan, then doubts about your own battle plan and finally the realisation that you've forgotten the aims of the scenario, which side is the active player and where you've put your tape measure (as important in its own way as a hitch-hikers towel). The fog of war will truly have descended as will the alcohol induced blurred vision. Smile
nikharwood
Sea
Joined 14/08/05
Last Visit 08/11/22
1472 Posts
Posted on 10 August 2010 at 16:43:02 GMT
Grin Love it...I'm going to try this...oh, hang on: this will explain quite why I lose so many games to SteveJ when he comes to play Silly
pete
Wales
Joined 05/02/04
Last Visit 07/05/19
3793 Posts
Posted on 10 August 2010 at 16:54:12 GMT
I play like that all the time, but the thing is, I don't drink Stunned
SteveJ
United Kingdom
Joined 26/03/08
Last Visit 19/01/24
766 Posts
Posted on 10 August 2010 at 18:20:48 GMT
Damn, I've been rumbledWink!
chrisj
England
Joined 25/03/07
Last Visit 18/04/14
71 Posts
Posted on 10 August 2010 at 22:43:12 GMT
Pete wrote

'I play like that all the time, but the thing is, I don't drink'

A wargamer that doesn't drink, surely the post game carousing is just as important as the gaming, maybe even more so. Shock

I have to admit its easy in a game to lose track of your objectives as an opponents perceived error gives you a minor advantage to exploit or you become fixated on a particular formation or area of dominating terrain and too late you realise your out of time and you've completely ignored the victory conditions.Disapprove

One day I might learn my lesson and actually start paying attention to the scenario not just going off at a tangent, but I doubt it.
Panzerleader71
Canada
Joined 26/01/08
Last Visit 18/02/15
765 Posts
Posted on 10 August 2010 at 23:07:23 GMT
"The fog of war will truly have descended as will the alcohol induced blurred vision."

Wasn't there a ECW general that was know to "occasionally" partake before battle? Let's all be like him...though we probably wouldn't be able to use dice let alone think up a coherent strategy.Grin
Ruarigh
United Kingdom
Joined 03/10/08
Last Visit 14/01/20
10 Posts
Posted on 11 August 2010 at 22:41:37 GMT
I recall reading about an ACW officer who kept an orderly with a barrel of whisky near him at all times during battle. Very sensible. It would not do to run out of whisky at a crucial moment.
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