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Victoria Cross II» Forums » General

Subject: Method of Solo Play? - Both Sides or Solo Rules? rss

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A.T. Selvaggio
United States
Webster
New York
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Just finished a solo game of Rorke's Drift using the programmed placement and movement rules for the Zulus. I enjoyed the game, but the solo movement rules result in the Zulus primarily moving right and left and not advancing forward. It just seemed liked the Zulu side is pretty ineffective using the solo rules. Just curious regarding how you play solo - solo rules or playing both sides?
 
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Shayne Richards
Australia
Mittagong
NSW
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I have used two different styles, both to good effect.
They both used the dice roll to determine entry point then style one is where I then play the Zulus as if I was the Zulu player, and style two is more to reflect some unpredictability, so I take the idea of further dice rolls determining movement, but like you have pointed out there is often excessive sideways movement, so I do the following.

1 or 2 - Forward one area (cautious advance)
3 or 4 - Forward maximum areas, ie two if leader etc (charge)
5 - Split force (half left half forward) or with leader, one left one forward etc
6 - split force (half right half forward)

I have varied this at times with other options but find this keeps the forward momentum of Zulus, with the entry point creating randomness.

I also like the free deployment option, ie play Zulus as Zulus, as that way you can concentrate a force, or bring home attacks.

Both ways plays equally well, but they both play a lot better than the solo rules as written, which like most solo games (field commander is a prime example) where there are just some forced decisions that are just not practical or realistic. I know some people view this as luck, or representing an incompetent leader but for me, it can hurt a game.

I hope my suggestions help as I play this game solo a lot and really enjoy the solo plays.

In fact I think this is a better game solo than face to face, as with face to face you can often predict entry points and strategies. The random entry point is what makes this game a different experience each play.
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A.T. Selvaggio
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Webster
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Thanks for the reply. I feel the same as you regarding solo AI systems that feel forced, it is why I generally prefer playing both sides. But some level of randomness, particularly here in this game, adds a bunch to the experience. It is why I like chit pull games, random events and even card drawing.

I like your suggested table and will give that a go.
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