Solo gameing and ghq armor rules

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scopemaster
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Joined: Thu Nov 04, 2004 9:41 pm
Location: Kansas City Area

Solo gameing and ghq armor rules

Post by scopemaster »

Hi All, I Having an issue at the moment trying to decide if i SHOULD KEEP USING MY WRG rule for WWII/modern or try something new as in the GHQ rules I have played 1:1 scale rules for the last 40 plus years. I have a fair collection of armor from WWII/modern in 1:1 scale, just not real sure I would like it my issue now days is I have has a moderate stroke and just recently a light stroke so I am banned from driving, and most people around seem to like bolt action, not to wild about that myself so I have been dithering around this last month and just figured I check with you all I would be able to use for solo gaming etc at home

Extra Crispy
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Post by Extra Crispy »

Hello ScopeMaster:

Regardless of rules (I play plenty) here is an option for semi-solo wargaming.

Write up a scenario then ask for volunteers to write up attack/defense plans for each side. Then you implement each plan. If you come to critical decision point, ask for updates to the plan. You need to be able to leave the game set up but I've done this twice now and its a hoot.
Mark Severin
Owner, Scale Creep Miniatures
Author DeepFriedHappyMice.com

Quartette
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Post by Quartette »

I started a 1:1 home brew rules project that got out of hand and I ended up publishing it this summer. Its called Intervention. http://www.benchtest.net/intervention-about

The turn structure relies on a unit activation mechanism where (in the 2 or more player version) players allocate activation priority to their most important units that turn (usually the ones in the thickest fighting).

When playing solo, just allocate the activation counters blind. This helps force your hand and stops you getting too attached to one side.
Cave Ab Homine Unius Libri

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