Lead Adventure Forum
Miniatures Adventure => Pulp => Triumph & Tragedy => Topic started by: dooger on 12 November 2009, 08:09:38 AM
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Morning all,
I've just taken advantage of the recent Foundry sale and purchased a small mountain of lead from their excellent Darkest Africa range. I'm looking for a set of rules to use with them for small skirmish scenarios -the type of thing featured in the T&T site. Being card-driven I thought they might have good solitaire possibilities. There was a comment though in a review somewhere which implied that the players choose the order in which they play the cards before the turn begins which wouldn't be great if that was a crucial element, I don't think.
My question (at last!) is this; how suitable are the rules for solo gaming and/or has anyone any adaptions to cater for it?
Thanks
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Hi,
there was another thread about solitaire T+T.Heres the link :
http://leadadventureforum.com/index.php?topic=5293.0
When this post came earlier I was thinking about solo rules and Iam sure it will work.
You plan your phase just as normal. Your "oponent" can appear as special encounter randomly chosen from a chart that you have designed for the scenario. Another possibility is a deck of cards with actions deciding how your opponent will react.
I also liked Doomhippies idea with an offensive and defensive deck. Anyway....I will work something out... someday ;)
Hope that helped a bit.
Cheers
Björn
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Hi Bjorn - thanks for coming back so quickly. I was just concerned you might say "It's not really suitable for x y and z reasons...", thanks for the link.
OK I'll get myself set up with Pardulon and get my order in for the rules and those skull piles they sell....I can see those in my "Rescue the Damsel from the head-hunting pygmies" scenario....
I'm sure I can find some paper thatched huts on the net somewhere, and then it'll just be a matter of converting the lead pile into painted figures...mmmm
Cheers
dooger
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IMHO T&T is very suitable for solitary play, especially because You choose the order of activation for the units before the sequence, or You can deal them randomly, thus it is always very clear which unit is active and You can't "cheat" Yourself
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Thats a simple and good idea former user :)
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Hi Bjorn - thanks for coming back so quickly. I was just concerned you might say "It's not really suitable for x y and z reasons...", thanks for the link.
OK I'll get myself set up with Pardulon and get my order in for the rules and those skull piles they sell....I can see those in my "Rescue the Damsel from the head-hunting pygmies" scenario....
I'm sure I can find some paper thatched huts on the net somewhere, and then it'll just be a matter of converting the lead pile into painted figures...mmmm
Cheers
dooger
Worldworks games sell some beautiful examples as part of their "Skull Cove" set:
http://www.worldworksgames.com/store/index.php?main_page=product_info&cPath=4&products_id=20
OK, $16.99 is a bit steep for some huts, but there are also canoes, a fort, small boats [suitable for Naval "Jolly Boats" etc] plus loads of scenery. Most of it is ideal fo Darkest Africa gaming and well worth the cost.
(edited for stupid spelling mistakes and the wrong price ::) )