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@Avigdor/MemoirAI-1 No description fork run share repl talk Sign up. Solo Wargaming with Hand Management Systems (3) In this article I will use a specific game and scenario to illustrate some solo gaming mechanisms.

Solo Wargaming with Hand Management Systems (3)

From there you can determine for yourself whether this sort of mechanic suits your gaming style or whether another might be more appropriate. We have been focusing on battle card driven and hand management systems, such as those found in the Command and Colors family of games. In this battle report I am going to use Memoir '44, one of the easier and more enjoyable variants of that game family. The scenario will be X, which is from the basic game. Playing Memoir 44 Campaign Book Volume 2 solo - Military Wargaming Forum. Memoir '44 solo. I had hoped to playtest the extended version of the MEMOIR '44 rules this week, but circumstances seem to be conspiring to prevent this from happening.

Memoir '44 solo

One thing that I need to address is the problem of using MEMOIR '44 as a solo game. I have looked at several alternatives, and in the end I have come up with the following solution. It is not perfect, and is probably too random for most wargamers ... but it has the benefit of being simple and it makes use of the Command Cards that come with the game. My solution uses two D6 dice and a simple playing aid that fits onto a piece of A4 paper or card. The deck of Command Cards is shuffled and a single card is dealt onto each of the three spaces on the playing aid thus: Solo Memoir '44. As much as I love the two Command and Colours games I own - Memoir '44 and Battle Cry - they are not easy to play solo, as they rely on each player having a hand of cards.

Solo Memoir '44

Note that when I say solo here I do not mean the 'I take one side and let a system run the other'. I mean just playing the game through, taking both sides and making sensible decisions for them. Now I could just try and 'forget' which cards each side has, but that's quite hard to do, even honestly. It is much better to have a way of playing the game in some form where there is no hidden information to forget in the first place. I came across an idea the other day where neither side has a hand of cards, but rolls a dice at the start of their turn,testing against the hand size for the particular scenario and getting to draw either one, two or three cards from the deck. I set up the Saverne Gap scenario, and away I went. It rattled along very nicely. Each turn a side draws one card. List of scale model sizes. From Wikipedia, the free encyclopedia Jump to navigationJump to search This is a list of scale model sizes, listing a variety of size ratios for scale models.

List of scale model sizes

Model scales[edit] Additional Resources[edit] ''Battle Pieces'' - Russia Early War - Complete Set. House rules - Without breaking the game, how can I fix Memoir 44's problem with having no cards to order units in a certain section? - Board & Card Games Stack Exchange. BattleLore, which also uses the Command and Colors system, has a "battle back" rule.

house rules - Without breaking the game, how can I fix Memoir 44's problem with having no cards to order units in a certain section? - Board & Card Games Stack Exchange

Perhaps the rule could be adapted like so: Fight Back When an Infantry or Armor unit is attacked in close combat, a player may choose to have the attacked unit Fight Back if it did not retreat and was not eliminated. Armor units, however, may not Fight Back if the attacking unit is Infantry. To Fight Back, roll the appropriate number of dice, checking for unit, terrain, and other effects. Resolve combat as usual. It seems reasonable to eliminate the restriction preventing a unit from fighting back unless it has a friendly unit adjacent to it (one example of "bold" morale in BattleLore) because close combat is much less common in Memoir 44 than the equivalent in BattleLore. It also seems realistic. B44forM44. B44forM44. Welcome to Brummbar '44 » Brummbar '44.

Memoir '44 Fanatic. We play with several house rules.

Memoir '44 Fanatic

Many house rules that I have seen add extra detail in one way or another. In my opinion, the game does not need any extra detail. I’m not playing Advanced Squad Leader. These tweak the game just a bit, to discourage tactics that seem incredibly silly and to reduce player frustration. Each rule is accompanied by an explanation of motive. 1 – More Vulnerable Artillery – Infantry attacking an Artillery unit in Close Combat hit on Stars and Grenades. Why? 2 – Flexible Close Assault – Remove the Ambush card/s from the deck, and replace them with Close Assault. Solo BattleLore Campaign. I have a couple of gaming buddies that say they want to settle on one set of rules for all of their gaming periods.

Solo BattleLore Campaign

One has selected the Black Powder/Hail Caesar route and I think the other is probably happy with the Memoir 44/Command and Colors route. Once upon a time I was happy with using DBA/HOTT for everything, but found it did not work (for me) once shooting was the primary form of attack. Since then I have switched to the concepts of Borg's Command and Colors designs, but being an incurable tinkerer, my games start to meld together with regards to the rules, when I am gaming solo. I like campaign games because they allow you to have a sense of continuity between your battles, building narratives and histories, and get into battles that you might not normally want to game as a one-off but which have interest when played within a campaign context. The problem is developing a campaign system that does not fall apart after one battle goes against you.

Routed Unit Check. Memoir '44 Projects of rasmussen81. World War II Boardgaming fan site. M44 FAQ v2 Lowres. M44 FAQ v2. Memoir '44 Projects of rasmussen81. Memoir '44 Fanatic. Solo Memoir '44. Solo Wargaming with Hand Management Systems (3) Memoir44 terrain forest and mountain by Kolo33. Memoir '44 Projects of rasmussen81. Ruins Hex for Memoir '44 and Battlelore 1st Edition. by wargamer1972. Memoir 44 Four House Village by TKCollective. Village Hex for Memoir' 44 and Battlelore 1st Edition. by wargamer1972. Mountain Tile for Memoir '44 Board Game by rbross.

Close Combat Rules. Memoir '44 solo – second attempt! In the wonderful TV series 'Dad's Army' Captain Mainwaring always covered up his mistakes by saying 'Ah, just waiting to see who'd be the first one to spot that!

Memoir '44 solo – second attempt!

' I just wish that I could say the same today ... but I cannot! Ross Mac pointed out a rather obvious flaw with my original solution for using the MEMOIR '44 Command Cards in my forthcoming solo battles. My solution was not so much simple as simple-minded ... and I have had to re-think it. That said, I think that the newer solution is probably better. I have modified the playing aid so that it now looks like this: The left-hand location has a 1-in-6 chance of being 'selected' by the two D6 dice, as does the right-hand location.

My 'new' solution works in the following way. The player then selects which of the three Command Card options they would prefer and they place it on the central location. The two D6 dice are thrown, and score determines which of the three Command Cards is selected. Memoir '44 solo – second attempt! Days of Wonder. Welcome to the Official FAQ for Memoir '44.

Days of Wonder

As many of you have discovered, Memoir '44 by design is not a complex game. With this in mind, our goal from the very outset was to present the rules for the core set and all expansions in a logical and concise manner. The only problem is that players sometimes have different interpretations of how to play no matter how concise the rule, and they look for clarification to be sure they are playing correctly. An official comprehensive clarification is finally here in this Frequently Asked Questions (FAQ) document for Memoir '44. The FAQ document covers all card questions and mirrors the Official Card Compendium which is the most up-to-date location for future questions. A special thanks to Jesse Rasmussen without whose participation and dedication this project would not have been possible!

Memoir '44 Projects of 50th. How do YOU play solo? I deal the prescribed number of cards to each side. After playing a card, I do NOT look at the new card drawn until the next turn, however, to help keep some surprise involved. No special dice rules, no special card rules. Play each side to win! On the Axis turn, I root for the Axis. Memoir ’44 – The Law of Game Design. Following up on last Wednesday’s post, here are five wargames that have something interesting to teach designers. Playing any one of these represents time and money well-spent. Wargames As Exemplars of Board Game Design: Twilight Struggle Defying the notion that board games and wargames are separate entities, Twilight Struggle is, as of this writing, both the #1 rated board game and the #1 rated wargame on Boardgamegeek. It features a superb marriage of mechanics and theme; complex but intuitive rules that fade into the background during play; rich strategy that continues to be interesting over many plays; and quality components (especially in later printings, when the game’s success allowed for a nicer board).

In other words, Twilight Struggle has the things one wants any good board game to have. "Solo Memoir '44?" Topic. BoardGamesWeb. Rating 86 Popularity 56 Difficulty Easy Year 2004 Ranking 56 Players 2 players Playing Time 30-60 minutes Age8+ Commands and Colors: Ancients Solitaire variant. Reading Bob Cordery of (amongst other things) Wargaming Miscellany's fame's blog post on playing Memoir '44 solo reminded me of a solitaire variant I used to use to play Commands and Colors: Ancients. The idea was initially inspired by something another fellow had posted (I think it was this, yet can't remember for sure), but I changed it around quite a lot and gave the non-player side certain advantages in the hope that it would become a more challenging 'me versus AI' type of game. It is of course perfectly possible to play Commands and Colors games by drawing cards as normal and simply playing both sides, but as I do that with Lost Battles I found that I wanted something a little different.

The point of difference in these rules was that the 'AI' did not use the same card deck as me - it used a 'virtual deck', which divided the cards into seven types: left, right, centre, flank, leadership, special and troop. Solitaire. CanadaKitchenerOntario I have never played that variant, and i only own all of memoir 44,but here is the solo variant i use.Its clean and simple and creates a random a.i. you cant predict. 1- No matter what side you pick in a senario.You always start with only 3 command cards.Disregarding what the senario says.This allows you to have options, but not too many.So you cant just walk over the "a.i.

".I have play tested this alot and find 3 the perfect number of command cards. 2-When its the "a.i. " turn.Draw 1 command card,( redraw if you get ambush,it doesnt work solo so well).That is the "a.i. " move.Then order that section,to what would be the best orders possible.If you are useing planes in the senario.Allow the "a.i. " to go 2 rounds,with no orders.Before the plane is grounded.Everything else is the same. Cheers and enjoy.Hope that helps! Memoir '44, Solitaire rules and other variants - Geekery not found. Solitaire play throiugh of Memoir '44, Montelimar. "Solo Memoir '44?" Topic. Solo Memoir '44. Solitaire memoir '44: Pegasus Bridge - Military Wargaming Forum. M44 - Pegasus Bridge! The Hour of the Wolf ushered Major John Howard, and his intrepid men of the Oxford and Buckinghamshire Light Infantry, into Normandy that fateful June 6th, in the stealth of gliders clipping the treetops.

Landing between the Orne River and Caen Canal, they launched a surprise attack on two major bridges, each astride two imposing waterways. Memoir '44 solo – second attempt! Combat Miniatures Online Store. ▷memoir 44 for sale 3d models・thingiverse. Wherein I review scenarios for Memoir '44, the best wargame ever.