Modern Solo Infantry Squad Combat Rules

Mike Haran offers a set of rules for solo miniature wargaming play in the modern era

Mike writes:

This is a solo game depicting modern warfare. The player pits his ten-man squad and its support AFV against a similarly equipped opponent using a solo system. The enemy appear at random positions upon the table, moving and performing actions as the game proceeds. In order to perform any of the actions the player and the opponent must expend impulses. The player decides which men and /or vehicles he will move and/ or combat .He then totals up how many impulses he will expended and if they are within the limit he proceeds. When the virtual players turn occurs the solo sequence is followed, the player performing all of his actions for him using the virtual player rules.

You can download the file here:

 

SOLO INFANTRY SQUAD COMBAT

SOLO INFANTRY SQUAD COMBAT-2

Rough Magic Role Playing Game

Rough Magic is an RPG with an interesting setting:

Rough Magic is a role-playing game of magic, mystery, and guns in 1960s Europe. Europe is united under the polished boot of the Franco-Prussian Empire, and hex use is ruthlessly regulated and (as a result) enormously profitable.

Think of a cross between Casablanca and Angel Heart.

Play is very loose, and players are encouraged to take initiative rather than simply hanging around and waiting for someone to kick in the door, guns a-blazing. Players are also encouraged to flesh out the setting and be creative, rather than passively accepting what has already been described.

Go!Go!Go! Counter Terrorism Rules

Jim Wallman has written a set of rules called Go!Go!Go!, which he says is loosely based on the computer game “CounterStrike”.

The Great Wide Open Co-Op and Solo Survival Game

In The Great Wide Open, you have crash landed in a frozen wilderness and must make your way back to civilization. This print and play game was a BGG contest winner for 2019.

Crossfire Meets AK47 Republic

Peter Pig’s AK 47 Republic rules are a lot of fun as a campaign game. Set in the turbulent near once and future Africa, there are rules for designing an army, political maneuvering, morale, adn more. Its your chance to run your own little despotic African nation.

But I’ve always thought that the combat rules were a little lacking. Or maybe its just better tos ay that they just aren’t to my style.

Apparently I’m not the only one who had this thought. Steven Thomas has written a set of guidelines for converting AK47 Republic forces to the Crossfire rules by Arty Conliffe.