RE: Alternative Solo Hidden Units method
Hey mate,
I wrote up some rudimentary solo rules for hidden units in a game of Menacing Dokshitz that I mucked around with a while back, the basic just was: I identified six locations and marked them with a smoke counter (from memory I think that might have been double what was in the scenario). When one could be spotted as-per the reduced range in the rules or I wanted to activate one, I would roll 1D6 and on a 3 or less the hidden units appear - if not remove the counter; then roll a D9 and if it's 7,8,9 then they appear in the hex, any other result they appear in a location as-per the smoke rules.
I use something similar for solo HIP guns: pick three locations, mark them with a concealment counter and when I want to take a shot with the gun, roll 1D6 it pops up on a 1/2, if not remove that counter, the next one 1-4, if that one doesn't come out to play then it's the last one.
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