Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/06/08 09:29:22
Subject: Re:Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
I actually put together a spacehulk - esk scenario that could be played out by a single player versus the "computer" not too long ago.
Basics of the game, you had iirc 1500 points to start with (Tanks not allowed, though walkers are), and four corridors to split them between. Each corridor is approximately large enough for 6 standard bases to be shoulder to shoulder.
You then fight waves of enemies, rolling dice to determine how many of each enemy would come down each individual hallway.
Something like this
1) 3d6 gaunts
2) 3d6 gaunts
3) 2d6 genestealers
4) 2d6 genestealers
5) 2d6 Venomthropes
6) 2d6 venomthropes
7) 1d6 warriors
8) 1d6 warriors
9) 1d6 zoanthropes
10) 1d6 zoanthropes
or something similar to that (I'll need to find my papers where I wrote all this down on to get the numbers right). Eventually moving onto carnifex and trygons all sorts of fun things.
You roll for each hallway, so each section needs to be considered individually. Also, every two waves, you receive 200 points in which to reinforce your army.
The way the battle system works is as follows - Each hallway is essentially 20" long, with the first wave appearing with it's front rank at the 20" mark. Each nid unit can move a maximum of 6" per turn. They can, as well, shoot any weapons they may have as well.
Normal turns apply, so you would have your movement phase, shooting phase, (both as normal) and then the assault phase. Then the nid player would copy, and back and forth until the waves are destroyed, or your lines are broken.
A few key differences however, you may move your units around only in between rounds (this does not count pivoting, as it is a free movement  ) so you can rearrange your squads for up coming waves, but you can not charge forward to counter your opponent.
Also, another change I made was - though normally certain units in your codex would not be able to squadron together, for the purpose of this, all units in a lane are counted as a squad. So any abilities that you could have from say, an apothecary, would be transferred to a unit that normally would not be able to join the unit. Other advantages would include units like the Sanguinor not being able to be targeted with shooting, same goes for dreadnoughts and other usually not available for squad type units.
Another interesting change I made, to make up for such a switch, was to add that every character counts as an independent character in close combat for your side (Not true for the nids however, so only they get the advantage on this one). This means if they can hit your apothecary, they will. The one exception to this rule, is if you are in legal terms for a retinue (as rare as they are anymore).
If anyone actually sounds interested in it, let me know and I'll try and dig up the exact rules.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/09 03:47:33
Subject: Re:Solo (one-player) rules variants?
|
 |
Regular Dakkanaut
|
Try this. I've heard it's pretty good, and there's a report of it being used in a simple game of Mordheim here.
|
purplefood wrote:It's an army of a hellish dystopian state where they are forced to fight some of the most terrifying creatures mankind has ever seen, in the name of a god-emperor that might not even be alive, under commanders that do not care whether they live or die... what do you think? But hey laser guns! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/10 21:19:01
Subject: Solo (one-player) rules variants?
|
 |
Tail-spinning Tomb Blade Pilot
|
I love that space hulk idea and the exact rules would be awesome.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/10 21:35:44
Subject: Re:Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Alrighty, I'll go digging for them, and send you a PM.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 06:39:36
Subject: Solo (one-player) rules variants?
|
 |
Tail-spinning Tomb Blade Pilot
|
Yay!
But i may edit them to suit my armys (As in using my tau instead of marines and deamons instead of nids but i will sort that out)
|
This message was edited 1 time. Last update was at 2011/06/11 06:40:43
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 07:45:39
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
It's funny you mentioned that. I actually used three armies (myself) when testing the rules for it. One happened to be Tau
I speak from experience, Tau rock at it. They're fire power is just insane. Just make sure to save up points to purchase larger weapons (like broadsides) to take down the TMCs
Sorry I haven't PM'd you yet btw. I still haven't found the papers. But I have one more place to check before I start to panic. In fact, as it's late and I'm bored... I'll go look now >_>
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 07:49:23
Subject: Solo (one-player) rules variants?
|
 |
Tail-spinning Tomb Blade Pilot
|
I can wait for ages I dont need them urgently.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 07:57:40
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Well, I found them. Just give me a bit to type em up for ya.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 08:12:22
Subject: Solo (one-player) rules variants?
|
 |
Tail-spinning Tomb Blade Pilot
|
Great!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 08:14:30
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Sent. I believe I got everything worded in an understandable fashion. If not, let me know, and I'll fix it. (My notes of the rules are a bit scattered, so I tried to organize them using the basic outline I set up before)
I hope you enjoy it!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 14:22:00
Subject: Solo (one-player) rules variants?
|
 |
Tail-spinning Tomb Blade Pilot
|
Perfect. Also i plan on setting up a thread for the development of those rules. i will PM you a link when i do.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 18:06:01
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
That would be awesome.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/11 18:19:57
Subject: Re:Solo (one-player) rules variants?
|
 |
Preacher of the Emperor
|
Never mind, wrong thread
|
This message was edited 1 time. Last update was at 2011/06/11 18:20:42
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/12 08:03:24
Subject: Solo (one-player) rules variants?
|
 |
Tail-spinning Tomb Blade Pilot
|
About to go do my test game expect results tonight. Automatically Appended Next Post: Just started a game, one of the corridors was already overrun(But i was a little under 1000 points) this was using necron rule BTW.
|
This message was edited 1 time. Last update was at 2011/06/12 12:12:48
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/19 01:08:26
Subject: Solo (one-player) rules variants?
|
 |
Been Around the Block
|
Amanax wrote:Sent. I believe I got everything worded in an understandable fashion. If not, let me know, and I'll fix it. (My notes of the rules are a bit scattered, so I tried to organize them using the basic outline I set up before)
I hope you enjoy it! 
Would you mind sending them to me also please?
And how did the game go?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/19 02:22:09
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Sent.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/19 16:59:32
Subject: Re:Solo (one-player) rules variants?
|
 |
Been Around the Block
|
Awesome, thanks a lot!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/19 17:08:53
Subject: Solo (one-player) rules variants?
|
 |
Thunderhawk Pilot Dropping From Orbit
|
This is when having other people, voices and split personalities in your head helps
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/19 19:48:38
Subject: Solo (one-player) rules variants?
|
 |
Mekboy on Kustom Deth Kopta
|
to the OP vassel , google it
but as for solo play I have played a few games in the learning like that. playing myself was boring as you said you always win and know what is gonna happen next. I've played a stationary army before marines in pill boxes and terrain my orks charging trying to get in. still schose target priority but as i was playing orks i someitmes lost to bad saves/ good shooting rolls
|
10000 points 7000
6000
5000
5000
2000
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/19 20:44:16
Subject: Re:Solo (one-player) rules variants?
|
 |
Tinkering Tech-Priest
Sitting in the corner of The Eye Of Terror... crying...
|
Your Friend Doctor Robert wrote:Give the entire enemy army the Rage! special rule.
I second the notion
|
The person saying this is a chaos lord, NOT an ork
Firaeveus Carron wrote:Look! Rhinos! RRRRRRHHHHIIIIIIINNNNNOOOSSSSS! Our enemies hide in METAL BAWKSES, DA KOWARDZ! THE FEWLZ!! We...*Asthma attack* We should take away their METAL BAWKSES!...SSSSSINDRRRIIIIIIII!!!
CLANG! WHAT THE FETH WAS THAT?!
http://suptg.thisisnotatrueending.com/archive/1709686/
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/22 04:50:37
Subject: Solo (one-player) rules variants?
|
 |
Fresh-Faced New User
I don't know and that scares me
|
Amanax, could you send me the rules as well?
|
arbitrary (and questionably random) questions require (nay, demand) arbitrary (and also questionably random) answers
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/22 08:31:16
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Sent.
Wouldn't mind some feedback if anyone gets the chance to try them, I've been so busy lately I haven't had time to even play normal 40K, let alone tweak the rules for this solo mode variant
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/22 21:41:37
Subject: Solo (one-player) rules variants?
|
 |
Fresh-Faced New User
I don't know and that scares me
|
Thanks, I'll try it out this weekend and let you know how it goes
|
arbitrary (and questionably random) questions require (nay, demand) arbitrary (and also questionably random) answers
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/07/23 19:10:47
Subject: Solo (one-player) rules variants?
|
 |
Pestilent Plague Marine with Blight Grenade
|
Sounds great. I look forward to it.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/01 20:18:39
Subject: Re:Solo (one-player) rules variants?
|
 |
Disbeliever of the Greater Good
|
I would try prioritizing the armies first.
First you must decide which army and unit you will choose to represent your avatar. so if this army fails so do you.
Now we must setup the opportunity for failure. Lets decide what both your and the AI enemy priorities will be.
ex: Defend location for a period of turns., Secure and hold crash site, bridge, factory, village, or multiple Objectives., Wipe out enemy Command or major forces.etc. or your idea take down the Stompa.
Now once you have decided your goals we must give roles and orders for the enemy units. First determine which units will be Main, Support, and Reserve based on the best way to achieve Conflict Priority as chosen above.
When giving the Main Units their orders keep in mind their racial tendencies.
For Orks: Primary order for Main Unit is to - Engage Primary target (kill dem humies!) - Which enemy depends on the Conflict Priority
Secondary orders for Main Unit is based on racial tendency - Kill Closest Humies!
To decide which orders to follow will be based on that units successful leadership roll. A pass means they continue on initial objective, a fail means they attack closest enemy since that units role is MAIN, if it's main role is to support and it failed the leadership roll then that unit remains unmoving. Reserves are called in to replace lost units and take up their role.
At the beginning of each enemy phase the player must conclude what is the best, worst, and logical/racial tactic for the army to be then take leadership rolls to determine whether the units will stick to primary orders or give in to their racial tendency .
Ex: of Passed Leadership Roll
Player determines best tactic for achieving the enemy units goal and enacts it for that unit only. If multiple units are required to achieve goal use either the highest leadership rating or average it out among all units involved.
Ex: of Failed Leadership Roll
Failing Unit forgets primary orders and enacts secondary orders. Which is attack nearest enemy for units with Main role, Attack nearest enemy unit attacking nearest allied force for Support role, and advance onto board for Reserve role.
If multiple units were involved in initial Leadership roll and the roll failed the units would fail to act as a cohesive whole and leadership rolls per unit would be needed to determine individual unit actions.
In the situation of a unit failing Leadership Roll and attacking the nearest enemy in which it has no chance of defeating, the logical tactic would be to have support so I roll for leadership of nearby unengaged support units to aid in the attack. (the number of support units to be determined by the player to be the best amount for handling the situation) any failed support rolls will have them react in the least effective way yet still supporting.
So in essence you need Primary and Secondary Conflict Goals, and Unit Roles in order to pretty much have an autonomous game. At the beginning of each turn tactics can be reassessed based on the situation for both you and the enemy armies but Unit Roles remain the same except in the case of reserve units replacing main or support units. I find this method gives that feel of random acts of stupidity or bravery all Leaders face when in command. While still giving myself the opportunity to win or lose based on my tactics versus the ever changing enemies tactics. I recommend only applying this ruleset to the enemy army only for tactical education but for an interesting twist apply it to both armies and see how you fare then.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/02 09:43:13
Subject: Solo (one-player) rules variants?
|
 |
Shrieking Guardian Jetbiker
|
When I play alone, I use my left hand for throwing D6 for one army, and my right hand for another.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/02 10:20:24
Subject: Solo (one-player) rules variants?
|
 |
[MOD]
Not as Good as a Minion
|
Hate to be a pest Amanax, but could you wing them my way too? my brother is sometimes reluctant to play and he is the only one I can regularly game without a pretty decent trip. So I'd be very keen to play that
|
I wish I had time for all the game systems I own, let alone want to own... |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/02 13:51:18
Subject: Solo (one-player) rules variants?
|
 |
Oberleutnant
Germany
|
Viktor von Domm wrote:Well, I've got kids (too young to play),
But there have been plenty of nights, after they and my wife have gone to sleep, where I've thought about trying to find a way to play a solo 40K variant
that aplies for me too...so i am very interested to see some solutions for this chance/problem...
more than tables i can“t come up with atm tho...
vik
Me too. I play Warhammer over the Internet using Vassal40k then.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/05 08:10:34
Subject: Solo (one-player) rules variants?
|
 |
Deadly Dire Avenger
|
How about you make up a whole bunch zombie models from the WHFB range and when you play their turn, they have rage but they can don't need line of sight. They play with WS 2 and strength 4 and Initiative 2. No tactics needed and you can play like you are massacring a horde. Just make sure that they emulate a pointsed unit so that the game can be balanced. My GW store casual worker runs games like that.
|
This message was edited 1 time. Last update was at 2011/10/05 08:10:56
I dislike Smurfs.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/10/05 08:47:33
Subject: Re:Solo (one-player) rules variants?
|
 |
Worthiest of Warlock Engineers
|
Maybe use the old robot rules from 40K you "program" each unit with a set of commands and whatever it does is determind by these. E.G. marine tac squad is enemy within LOS no yes Move so that you can see enemy Is nearest enemy a veihcle no yes are they within 12" is the squad armed with AT weapons no yes no yes are they within 24" move towards fire pistols and assault move to cover stand and shoot at it. no yes move closer fire bolters this is admitedly a crappy sample.
|
This message was edited 1 time. Last update was at 2011/10/05 08:49:40
Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
|
|
 |
 |
|