Honza
The Art Of Wargames
- Joined
- Dec 30, 2005
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- Jan
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I included this post in another thread but the subject is interesting and would benefit from its own discussion.
The way I play solo games is to pit my omniscience vs itself. So that if as the defender I know that I am planning to bring on units in a certain area when playing the attacker, then I will specifically defend that area. That will force me as the attacker to look elsewhere to attack. The defender will only have a limited number of resources to cover the avenues of attack. As the defender I analyse all my favourite plans to attack and take measures to thwart them.
Once the defence has been set up - as the attacker I am left with a limited choice of where to attack. All the best routes have been covered and so I need to devise a plan to attack despite have blocked all my preferences.
It makes for a very balanced and tense game. The attacker now has real obstacles to his plans because as the defender I foresaw all the best plans. There is NO PRETENDING that I do not know in my solo games. I pitch my all knowingness against itself - the result is a very fine balance.
The only measures I take to mitigate my all knowingness is to disallow searching and recon by fire. That way HIP counters remain hidden and cannot be found except by entering the hex. Dummy counters can also be included by disallowing movement in their hex except in the advance phase. Thus dummies can be used to slow down enemy movement. That act as potential units which can only be removed by advancing into their hex. It gives dummy counters some potency.
The way I play solo games is to pit my omniscience vs itself. So that if as the defender I know that I am planning to bring on units in a certain area when playing the attacker, then I will specifically defend that area. That will force me as the attacker to look elsewhere to attack. The defender will only have a limited number of resources to cover the avenues of attack. As the defender I analyse all my favourite plans to attack and take measures to thwart them.
Once the defence has been set up - as the attacker I am left with a limited choice of where to attack. All the best routes have been covered and so I need to devise a plan to attack despite have blocked all my preferences.
It makes for a very balanced and tense game. The attacker now has real obstacles to his plans because as the defender I foresaw all the best plans. There is NO PRETENDING that I do not know in my solo games. I pitch my all knowingness against itself - the result is a very fine balance.
The only measures I take to mitigate my all knowingness is to disallow searching and recon by fire. That way HIP counters remain hidden and cannot be found except by entering the hex. Dummy counters can also be included by disallowing movement in their hex except in the advance phase. Thus dummies can be used to slow down enemy movement. That act as potential units which can only be removed by advancing into their hex. It gives dummy counters some potency.