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Author Topic: Solo Rules for Disposable Heroes  (Read 707 times)

Offline Bayushiseni

  • Scientist
  • Posts: 301
  • Wargamer - Roleplayer - Miniature painter
Solo Rules for Disposable Heroes
« on: December 05, 2016, 09:59:44 PM »
Hi all,

I've been playing with friends and solo these solo rules. I want to share them here and ask for your opinion and experience.

These rules presuppose hidden deployment from the AI player.
I wanted simple rules governed by chosen tactics.

Solo Disposable Heroes

1. Pregame  Rules
1.1. AI Army - Choose the army, the time frame and the units and make a simple army table. Example below:

Army Table
Roll 1D10
1-4 - Rifle team
5-6 - LMG team
7 - Command team
8 - HMG team
9 - Mortar team
10 - Roll again:
  1-3 - Tank (make another table)
  4-6 - Sniper team
  7-10 - Off board artillery (3 shots)

1.2. Choose the number of points. During the game add the points of the enemy army that you'll deploy until you reach the number chosen. To make games more difficult or less, give the AI more points than you'll field yourself.

1.3. Chose the AI strategy. Or roll on a table (for campaigns)

AI Strategy
Attack
Defend
Harass

2. Deployment Rules
2.1. Deploy all your forces (different layouts - be it defending or attacking)
2.2. Roll a dice to see if you are activating an unit or the AI is. If you are, you can try to spot. Choose a terrain piece with Medium Cover or more at less than 20 inches and roll a die.
1-4 - No spotting
5-6 - There´s nothing there for sure. (do not roll again in that terrain to spawn enemies)
7-10 - Enemy unit hidden there or behind.

Your chosen unit now can act as it pleases you. But if it moves in the open terrain stop its movement and roll a die:

Sniping Fire Table
1-7 Nothing happens
8-10 An enemy unit is spawn and fire at the moving unit.
Note: If an enemy unit is already spawned and within 20 inches, it can always activate to fire at the moving unit as per the rules.

If it is the AI that activates an unit, then roll 1D10. If the roll is higher than the number of AI units on the board, randomly choose a terrain feature with Medium Cover or more at less than 20 inches and roll a die. On 6 or more roll for an unit using the Army table devised by you.

Each unit that you spawn must have a number assigned it it starting by 1 and going up. If the D10 roll is the number of one unit then activate that unit. If the number rolled is of an activated unit then activate an unit starting by the lower number not yet activated. If all the units on board are activated forfeit this activation. The player activated an unit and the AI randomly choose a terrain feature with Medium Cover or more at less than 20 inches and roll a die. On 6 or more roll for an unit using the Army table devised by you.

When the player doesn't have any more units to activate the turn ends.

3. AI behavior
3.1. Before the game chose or randomize an AI behavior.
The three behaviors I use are Attack, Defend and Harass. This will make the AI decisions differ.

3.1.1. Attack - The AI will try to gain terrain and advance, using a pin/move/assault strategy.
This means that the AI will act boldly.

Each time the AI activates an unit it will act following the guidelines below:
a) If the unit is more than 20 inches from an unpinned enemy unit it will move nearer trying to move in cover.
It will (roll 1D10) 1-3 Sneak, 4-7 Maneuver, 8-10 Run (adjust for a vehicle);
b) If the unit is less than 20 inches from an unpinned enemy unit it will fire at the enemy unit. If it pins the unit and there is a friendly unit at charging distance, the friendly unit automatically will charge. In the end mark both units as activated;
c)If the unit is at charging distance of a pinned unit it will charge and take a friendly unit as per rules;
d)If nothing of the above applies, the unit will move towards one of the objectives.

3.1.2. Defend - The AI will try to use terrain and firepower to defend it's position the best way possible. The AI will act cautiously.

 Each time the AI activates an unit it will act following the guidelines below:
a) If the unit is more than 20 inches from an unpinned enemy unit it will forfeit it's activation. AI units will always Snap Fire if they are able to;
b) If the unit is less than 20 inches from an unpinned enemy unit it will fire at the enemy unit. If it pins the unit and there is a friendly unit at firing distance, the friendly unit will automatically fire against the unit. In the end mark both units as activated;
c)If the unit is at charging distance of an enemy unit with equal or superior number it will fire and then move back if it can still be in cover;
d)If nothing of the above applies, the unit will move towards where defense is weaker.

3.1.3. Harass - The AI will try to create havoc, using a move/fire/move strategy.
This means that the AI will act in a way that it can't be pinned.

Each time the AI activates an unit it will act following the guidelines below:
a) If the unit is more than 20 inches from an unpinned enemy unit it will move nearer trying to move in cover.
It will (roll 1D10) 1-3 Sneak, 4-7 Maneuver, 8-10 Run (adjust for a vehicle);
b) If the unit is less than 20 inches from an unpinned enemy unit it will fire at the enemy unit. If it pins the unit and there is a friendly unit at firing distance, the friendly unit will automatically fire against the unit. In the end mark both units as activated;
c)If the unit is at 12 inches of less of an enemy unit it will fire and retreat;
d)If nothing of the above applies, the unit will move towards one of the objectives to destroy it or harass it, never to take it.

4. Resolution
Rarely a battle will last until the last man. Create specific objectives and as soon as they are achieved end the combat.
My list of objectives are:
Take x number of terrain features;
Maintain unit strength over 60% for 10 turns;
Destroy specific units;
Take the Bridge/Ford/Factory;
Endure the assault for 10 turns (assaulting forces have double army points);

- o0o -
« Last Edit: December 05, 2016, 10:11:43 PM by Bayushiseni »
"I find your lack of faith disturbing." Darth Vader

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