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Subject: How solo? If not good, what else? rss

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Dave Johannsen

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All:

I am looking to take the plunge on a first tactical naval game. As WS&IM is a classic (and can also be gotten quite cheaply), it's currently at the top of my list. I am just wondering if it plays reasonably well as a solitaire game (sadly, I don't know of any war gamers in my area). If WS&IM doesn't play well solo, is there any other tactical warship game that's pre-modern (i.e., no missiles or significant air component) that you would recommend? I'm a somewhat experienced war gamer who prefers "simulation" over "game play" (so card driven is pretty much a deal breaker for me). I would be grateful for any comments or suggestions.


Dave
 
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Gustavo Jornet
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Hello

In The General magazine vol 27 #6 appeared a solo variant for combat resolution. I can send you a pdf if you need it.
In the files section there is a file, but my scan is slightly clearer.

Regards
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Adam D.
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There are solo rules right here on the geek. Check the files section in WS&IM under solo.zip.

I can't vouch for them, but even plotting your own ships can be effective solo when there are more than just one or two, you might forget what you plotted
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Ron
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If you need scans from The General, here's the place:
http://www.vftt.co.uk/ah_mags.asp?ProdID=PDF_Gen

(there are also many scenarios for WS&IM available in this mag!)
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Paolo Desalvo
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djohannsen wrote:
(sadly, I don't know of any war gamers in my area).

Dave,

not always you need to know players in your area. To play Wooden Ships & Iron Men you can go on YouPlay.It and enjoy it with people from all around the world.
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Dave Johannsen

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Thank you, everyone! I've downloaded and printed the solitaire rules from "The General." These rules seem to be a very well thought out method for playing solo, so thank you to everyone for pointing these out to me. Armed with the solo variant rules, I am almost certain that I will grab a copy of WS&IM in the next couple of weeks (after I bounce back from a recent buying frenzy: "Air War," "Air Superiority," "RAF," and "Gulf Strike").


Dave
 
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Tim
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djohannsen wrote:
Thank you, everyone! I've downloaded and printed the solitaire rules from "The General." These rules seem to be a very well thought out method for playing solo, so thank you to everyone for pointing these out to me. Armed with the solo variant rules, I am almost certain that I will grab a copy of WS&IM in the next couple of weeks (after I bounce back from a recent buying frenzy: "Air War," "Air Superiority," "RAF," and "Gulf Strike").


Dave


The solo rules and mechanics are very well thought out and work great. I get this one out at least once a year to play solo. I have mainly limited my battles to two or three ships each side for simplicity.
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Tom Cundiff
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There's also a Vassal mod for WS&IM which allows playing with people world wide, and is probably more popular and widely used by wargamers than Youplay.it (which I've never heard of for instance).

Main Vassal page to download the engine:
http://www.vassalengine.org/download.php

Location of the WS&IM Module:
http://www.vassalengine.org/wiki/Module:Wooden_Ships_%26_Iron_Men



 
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T. Dauphin
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Great game.
Good choice.

 
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Grant Linneberg
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Cundiff wrote:
There's also a Vassal mod for WS&IM which allows playing with people world wide, and is probably more popular and widely used by wargamers than Youplay.it (which I've never heard of for instance).

Main Vassal page to download the engine:
http://www.vassalengine.org/download.php

Location of the WS&IM Module:
http://www.vassalengine.org/wiki/Module:Wooden_Ships_%26_Iron_Men





Youplay.it and VASSAL are very different experiences, both good. Youplay.it only has a few different games and so has less total players than the vast world of VASSAL. But I wouldn't be surprised if it has more active WSIM players. And both are free so try them both.
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Andrew MacLeod
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Phytoman wrote:
djohannsen wrote:
Thank you, everyone! I've downloaded and printed the solitaire rules from "The General." These rules seem to be a very well thought out method for playing solo, so thank you to everyone for pointing these out to me. Armed with the solo variant rules, I am almost certain that I will grab a copy of WS&IM in the next couple of weeks (after I bounce back from a recent buying frenzy: "Air War," "Air Superiority," "RAF," and "Gulf Strike").


Dave


The solo rules and mechanics are very well thought out and work great. I get this one out at least once a year to play solo. I have mainly limited my battles to two or three ships each side for simplicity.


Just to be the lone voice crying in the wilderness, I never liked the solitaire rules for WS&IM that appeared in The General: way too complicated and hideously random. I did enjoy playing the game solitaire, however; but I just resorted to the old grognard strategy of switching from one brain to the other after each move!
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Gary Logs
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amacleod wrote:


Just to be the lone voice crying in the wilderness, I never liked the solitaire rules for WS&IM that appeared in The General: way too complicated and hideously random. I did enjoy playing the game solitaire, however; but I just resorted to the old grognard strategy of switching from one brain to the other after each move!


Hear, hear! Now your turn. ...What did I just say?
 
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M St
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I didn't think the solitaire rules in the GENERAL actually made a lot of sense. As others have said, they were just too random.

I got WSIM as my first tactical naval wargame and played it for most of a decade persistently, about 2/3 solitaire. The only thing, as you lay down your move for a side, is to take a look at the board from the perspective of that side, and say "what would make sense to do"? And write that down. Especially if you play squadron or fleet sized battles, you won't remember exactly where they go by the time you get around to the other side.
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Tom Cundiff
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I too have to agree about the solitaire rules. Just didn't make sense.
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David Bergh
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lucky you... I only have one brain....
 
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