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Sister Machine Gun
Junior Member

Posts: 2
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January 2008
Solitary or Solo Play, Please Discuss Thu, 10 January 2008 13:47
I've got Memoir '44 and the terrain pack back awhile ago. Since then I've been gathering the solo rules and suggestions people have been sharing around the internet. I've got lots of versions. I've been lurking for sometime & decided to sign up to this forum to ask a question.

One thing they don't discuss is after I've played a card and know which section I'm going to activate how do I know which units to activate? What's your priority of unit activation in the section activated? How do I know if that unit wants to move, fire, stay still, or what?

Can you'll expand on past choosing the way I would play the cards solo onto how I play the units or special cards like bombardment? Can you'll discuss more solo aspects please?
      
RonB
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Posts: 73
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June 2004
Re:Solitary or Solo Play, Please Discuss Thu, 10 January 2008 14:34
Not quite sure where you're going with your version of solitaire play. By looking for something to determine what units are activated and for what action, it almost looks like you're seeking an automatic system that makes all the gaming decisions. There have been such games in the wargaming community in the past and while they may accurately mirror historical events, they are invariably clumsy, tedious and not fun. The fun comes from making the decisions and such systems remove that aspect of the game. When I play, and I do so exclusively solo, I have a system that maintains some secrecy about who has what cards, but after a card is selected, I make all the decisions for that side myself.

Or did I misinterpret your question?

[Updated on: Thu, 10 January 2008 14:35]

      
Sister Machine Gun
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January 2008
Re:Solitary or Solo Play, Please Discuss Thu, 10 January 2008 15:31
I would really like to play one side fully but have the other side automated fully & intelligently.

Right now I use someone's method that lets me roll a die, if rolled under the hand-size then that side gets 2 cards (or if the hand size is 6 then it gets a automatic 2 cards). If not then that side gets 1 card to play that turn. Once that side plays any cards then all cards are discarded and the next side gets to roll for cards and plays. Since you stated you make decision for both sides, what's your general priority in selecting a card for a turn? What's your priority in activating, moving, & firing your units?


      
Doc Halloween
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November 2007
Re:Solitary or Solo Play, Please Discuss Thu, 10 January 2008 18:23
Sister Machine Gun wrote on Thu, 10 January 2008 07:47

I've got Memoir '44 and the terrain pack back awhile ago. Since then I've been gathering the solo rules and suggestions people have been sharing around the internet. I've got lots of versions. I've been lurking for sometime & decided to sign up to this forum to ask a question.

One thing they don't discuss is after I've played a card and know which section I'm going to activate how do I know which units to activate? What's your priority of unit activation in the section activated? How do I know if that unit wants to move, fire, stay still, or what?

Can you'll expand on past choosing the way I would play the cards solo onto how I play the units or special cards like bombardment? Can you'll discuss more solo aspects please?


Brandy? Is that you?
____________
"Therefore do not worry about tomorrow, for tomorrow will worry about itself. Each day has enough trouble of its own" Matthew 6:34 (Holy Bible)
"Greater love has no one than this, that he lay down his life for his friends." John 15:13 (Holy Bible)

I often view RPG/Grognard rules like the Pirate's Code. They are more like guidelines.
      
Doc Halloween
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November 2007
Re:Solitary or Solo Play, Please Discuss Fri, 11 January 2008 00:03
I tried several things lately "Nuts" & "The Lone Star Old West Rules" by Ruggero Romano & Vittorio Favetti to try and get an automatic player. They did not work out.

What I have been doing is using Mythic: Game Master Emulator. If you are the Sister Machine Gun I know then you know about Mythic.

I play Ferryman's solo rules for M44 (sounds like you do also) and Mythic. So far it has worked, a lot of dice rolling sometimes, but it is quite fun and unpredictable.

1- I take out the Ambush card.
2- I play one side one game and then play the other side the next
game. The side I play, I play it how I want. The other side gets help from Mythic in decision making but I have to roll the characteristics that Mythic will play with (Aggressive or Prudent or Cautious and then Indirect or Flexible or Direct)
3- I set the Chaos Level to 5 ( I never go below 4 or above 6). If there is battles then the Chaos will go up. If there is only movement then the Chaos goes down. Chaos may change at the beginning or each turn.
4- Do not deal cards to a side until the start of that side's turn. If that side can roll less than or equal to its allocated hand size on 1D6, it gets two cards, plays one, then discards both. If a side has an allocated hand size of six or more, it automatically gets two cards each turn. Otherwise, it gets one card, plays it, then discards it.

Say I am the Axis this game and Mythic is the Allies. After I take my turn I roll a 1D6 to see how many cards the Allies get this turn. If it is one card I know exactly which card the Allies will play. If two cards I see which card Mythic will choose by its chosen characteristics and the situation on the board. One card will pops out as a likely choice. I ask "is this the card that will be played?", but I assign an Odds (Very Unlikely; Unlikely; 50/50; Somewhat Likely; Likely; Very Likely) then roll on the Fate Chart. I get an answer of Yes or No (I do not use the exceptional yes/no rule in Mythic). Then I proceed to fulfill the cards assignment.

I look at the board, the situation, and remember the leadership
characteristics then find the best unit to use. I ask if this unit gets activated this turn on the Fate Chart. For example: If I get a "Probe" card that allows me to activate 2 units in one section but have three units I start with the best scenario and ask "Does this unit activate this turn?" remembering the leadership characteristics, assign odds, and then roll. If there is only two units then naturally they will both be activated but then I need to find out if they will move and/or battle. For example: If I think the Allies would use the woods for extra cover I ask "Does the unit move to the woods?" assign an Odds (depending on the leadership characteristics I rolled for
this game), roll, and get the answer. I do this with each best unit scenario and so on until I have fulfilled the card. Battles for activated units get Fate Chart questions to see if they will battle and with whom they will fire at.

After the Allies turn is over I discard the cards (remembering to
place the card used on the very top of the discard pile incase I get the "Counter Attack" card so I can lift it up to remember what card was just played.) Now I roll to see how many cards I get this turn and play one of them any way I want.

You have to use that LOGIC and INTERPRETATION that Mythic keeps
reminding you about to determine what the best course of action is for the Mythic controlled player. Using Mythic takes some of your biased decisions out so you are not cheating to let your side win.

At least this is how I am doing it right now. After I play through the missions I am going to start with a battlefield Mythic and I design and place no opponents. I will try and let Mythic come up with the mission objective and proceed to play and let Mythic decide where hidden enemies are located and what type.

I hope this helps. Ask questions and I will try and answer them (I am no expert in M44 or Mythic).

If anyone else is unfamiliar with Mythic or Mythic products check them out here:
http://www.mythic.wordpr.com/
And
http://www.rpg.net/reviews/archive/13/13308.phtml
And
http://games.groups.yahoo.com/group/Mythic_Role_Playing/
____________
"Therefore do not worry about tomorrow, for tomorrow will worry about itself. Each day has enough trouble of its own" Matthew 6:34 (Holy Bible)
"Greater love has no one than this, that he lay down his life for his friends." John 15:13 (Holy Bible)

I often view RPG/Grognard rules like the Pirate's Code. They are more like guidelines.
      
sam1812
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August 2006
Re:Solitary or Solo Play, Please Discuss Fri, 11 January 2008 05:45
My simple way to play Memoir solitaire is to root for whichever side is holding the dice at the moment, and try to be impartial.

I spread out each force's cards at its side of the board (with the Axis section cards turned so they face the proper section).
      
Taylor
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January 2004
Re:Solitary or Solo Play, Please Discuss Fri, 11 January 2008 21:32
When I play solo it is pretty much the same. I try to do the best for whichever side is playing at that time.

Just have to remember that if you are facing one side of the board to reverse the cards when playing for the other side. e.g. if the other side plays a card on their left flank, that is your right.

I also tend to sometimes forget to pick up a new card at the end of a turn Confused

L8R's
T
      
Whiterook
Senior Member

Posts: 296
Registered:
December 2006
Re:Solitary or Solo Play, Please Discuss Sat, 12 January 2008 00:22
I play same as sam and Taylor, as well. I play each side with whatever move/action will best put that side, at that moment, in the best position to exploit the game to a win. I line up the cards on the easles and throw the dice! Play impartial, and NEVER re-roll dice.

Whereas I appreciate all the "systems" that creative folks have employed, it DOESN'T have to be that complicated! I play 99% of my games solo, and have a blast. Don't worry about nit-picking it.
      
Randwulf
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Re:Solitary or Solo Play, Please Discuss Sun, 13 January 2008 14:36
oooh... another thread about playing with yourself... Twisted Evil

the simplest way to play the other side is thus...

draw card at random and play it. and then look over what units need to move to allow the most dice to be thrown. if the dice tie, step down to number of figs in a unit, fewer figs are easier to kill. If the figs also tie, do a roll off to see which gets shot at... inf and star is the unit on the left, tank, gren,and flag is the other unit.

if you want to select from a set of cards, then always pick the card that allows you to roll the most dice...

don't pull your punches, the only person you would cheat is yourself...
      
    
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