Late Friday afternoon I threw together a bit of scenery, came up with a quick scenario and went at it.
Using a 4 ' x 4' playing area I had an entry point for my LRRPs and determined a patrol area, which was their mission.
arrows indicate the direction the patrol was to take |
Point Blank has an action pool allowing players to activate their troops. This assisted me greatly with solo play. I had a pool to draw from with each side having a different coloured counter. The side owning a particular counter was able to activate a soldier or team. This would go on until all counters had been drawn.
Each turn saw an enemy 'blip' placed on the map and by using a scatter die I would randomly move them.
The LRRPs approach their first nav check point. Note the 'blips' in the background. |
The system for enemy blips and movement didn't really work the way I had set it up, so I ended the game where it was and started the game again.
The 'blips' converted to actual VC on the table. |
Ending play for the day I messed around with a few ideas I had for solo play for a while.
It wasn't until much later I had a stroke of genius - why not use the zombie spawning idea from "No More Room in Hell"?!
A quick look at the zombie spawning system showed I would have to adapt it a lot as a) I didn't have the sheer numbers of VC that would be needed for a zombie game, and b) the place would be crawling with all the VC I did have that blips wouldn't work.
In the end I settled on a single die roll at the start of each turn based on a "threat level" for the mission. Each time I rolled equal to or under the threat level I would randomly place a 'blip' on the table and move it according to some rules I put together.
Unlike the first game this time each 'blip' represented a team or group of enemy or a 'blind' instead each blip being a single soldier or a blind.
Next up: the replay of the first game.
1 comment:
Sounds like a very worthwhile test. Onto see how the revised system worked!
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