The Solo Wargaming Guide
T**F
Deep Dive Into Solo Wargaming
First, this is NOT a ruleset. This is more of an "idea generator" to get you to think about all the intricacies that make wargaming great and solo wargaming even better. Gives you a myriad of scenario changing concepts and ideas and tables to show how to implement them into your next session. More designed for "rank and flank" but all the concepts can be tweaked for skirmish or more general wargame styles. The book is kind of thin, but it is worth it's weight in the ideas it brings to the table. I'm happy with it.
N**S
An excellent system for solo-campaighning the part relating to how to ...
An excellent system for solo-campaighning the part relating to how to hold an objective table top battle is a bit sketchy and I could have done with a bit more detail on how to conduct the apex of such an undertaking. Still, it's a good start and I'm glad I made the purchase.
C**S
Awesome
An absolute treasure for the solo gamer. Ive been playing a solo game going on two years set in the medieval time period using these "rules", its not a set of rules but a set of suggestions and idea on how to run a solo campaign. Cheapest of all the wargaming books and the most useful
S**2
Must have for solo enthusiast and for those who need random elements.
Not just for solo gamers, but also to assist in creating different scenarios. I've read quite a few solo rules in my times from the 70s, 80s, 90s and current sets that are one page or offered in certain magazines. However this set of rules are nice as for they are compact in one place and cover many many genres of gaming (ww2, black powder, sci fi, magic missiles,). This set also helps if two people are to play against and enemy AI. Also what's neat in this book is the placement of random terrain table. Makes it different every single time.Please keep in mind that these are not standalone rules you play with by themselves. You still need your regular rules and these are added on. Not added add by bloating the game, but merely just a few simple rules. IE Bolt Action and main rules with another friend against Germans. Solo rules help with building placement, hills, etc.. and enemy movement and their tactics.
P**L
Interesting Concepts but Could Be Shorter
Interesting book with some core concepts for solo gaming which I was happy to learn and apply, such as a system to eliminate problems of bias and preference inherent when you play both sides of the war. (I play various customized versions of Axis & Allies, and was looking to learn more solid ways to play solo during the quarantine and beyond). Moreover, the author describes the variety of armies that hobbyists build over time. However, although the book is short, it could have been even shorter, as the author spends much time with diary descriptions, and he repeats some mechanic rules over and over through the book. I learned a good deal but started skipping the remaining 40% of the book. Good read.
W**N
Terrific book for solo campaigns
This book largely uses napoleonic era as an example, but in my opinion translates well to any period (sci-fi might be a stretch). Includes an interesting weather and supply concepts. The book is not a set of rules as much as a tool box of ideas. Well laid out and very encouraging for solo campaigns. This is not a set of rules for using blinders, or random troop movements for tabletop AI. This is more a set of ideas for turning each tabletop battle into something bigger and a more strategic meta element to the over all scope of the game. If you want to run an elaborate campaign but are uncertain you can get others to commit, this is a good option. The ideas of how the enemy moves on the strategic map and how supply lines can be cut, or how weather can interfere. A good read for solo and club players both.
G**T
Professional, modern effort with good suggestions.
There is much here that has been discussed and published before. However, this does contain clear charts and a few of the author's takes on the nuts and bolts of solo campaigning. The book would have gotten three stars easily, but has earned its fourth star because of this. Good stuff.
H**3
If you like this hobby
If you like this hobby, and are a solo wargamer like myself, this book will be a great source of inspiration. You may not use all of the ideas presented, but there is a lot of food for thought. I keep going back to it to see if an idea I hadn't used before might be more appealing now. Great book to have in your library. Well-written and well thought out.
J**N
Solo Players Treasure Chest !!
This book is so full of information and totally inspiring . I am an old Solo gamer by choice and have a small library of rule books. This is such an inspiring read. I would put this alongside Donald Featherstones best. Much of the content was approached with honest easy to understand examples. I learned a great deal from this Gem of a book.Full of practical information with the proviso of Take it or leave it. The best book on Solo I have read. No doubt I will be reading this many times over. Inspiring and motivational. Absolute Gem.
G**O
bellissimo libro
Libro bellissimo, spiega un po' in generale regole e varianti per poter creare un modo per giocare in solitario, con parecchie varianti in base alla tipologia del gioco
P**E
Great Little "How To" Book
Comprehensive little book that takes the reader by the hand and leads them through the mechanisms of solo wargaming and campaigning. This book is a first of its kind, as other attempts have been very general and non specific. Well done, useful and sure to be an oft used resource.
A**R
Useful little book
This book is great for giving ideas. You may well not do anything precisely the way the author suggests, and I get the idea he is fine with that. The book points a way, you then customise it for yourself.
S**G
Better than okay
The book is a fairly complete listing of elements you can include to make any wargame simulation more realistic. Rules/suggestions for weather, morale, supply, attrition, and mobilization are covered. A suggestion to make the wargame more interesting yet is to posit a campaign in which one force against another does not limit the game to one battle, but a series of battles throughout either an existing world or a 'fantasy' world. I use the word fantasy here to mean one created by oneself in whatever timeframe you want ancient, modern or any time between. Therefore one could fight the American Civil War in either historical battles or new situations created by yourself. One place I feel could have been handled better is the possibility of chance events (although commanders competency helps adjust the possible stupidity of generals and weather affects mobility) and the guesswork about how each side commits to a strategy (although this is covered by three sets of written directions for each troop action and the picking of one by pulling it out of a hat. As you can see, there is an immense amount of paperwork involved, but as the author says you don't have someone you have to wait on and you work at your own rate, intense, detailed battles or relaxed attention when you want to. Worthwhile purchase.
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