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I find Sword and Spear (and Sword and Spear Fantasy) to be pretty satisfying to play solo. The way the activation rolls are made, the first player lays out his activations before seeing the second player's roll, and the second player always gets to see the first player's roll, means you have pretty much exactly the same decisions to make over what to do with your activation dice playing solo as you would playing an opponent.As with most solo games you don't get the 'here's my brilliant tactical plan my opponent would never have thought of,' spoiled. But that's not really what you usually get in S&S in any case. You usually get the 'there's 6 things I really need to do right now, but there's only 3 activations I can make' problem.
Sounds pretty good to me, I may have to check our S&S!
I did a kind of run through of it here:https://tewblogger.blogspot.com/2017/04/sword-and-spear-fantasy-test-1.htmlhttps://tewblogger.blogspot.com/2017/04/sword-and-spear-fantasy-test-2.htmlhttps://tewblogger.blogspot.com/2017/04/spear-and-sword-fantasy-test-3.html
I think the activations in the Song of games are fun, though I've often wanted the games to go a bit bigger, without having to use bases of multiple figures.
I'm about to start work in a couple of minutes, so a short reply for now.Andy, I would also like to play a larger game solo. Have you looked at Rally Round the King?
I use 4 warbands, two on either side. doubles the size of games.
Thanks. Those ideas address turns ending by activation failures. But I still think it needs something to let groups act together. Doing combats one at a time can be slower, too.But they really are terrific rules.andy
I solo a lot.I suggest you to check Two Hour Wargames specifically designed for solo and co-op, for skirmish as well as for massed battles.