Solo Rules review

By vyrago, in X-Wing

Hi all, I only get to play 'actual' x-wing about only bi-weekly, maybe weekly if i'm lucky. I tend to play a lot alone, just to practice formations or lists. As such, ive used a few solo rules variants. I'll cover two of them here.

1. X-Wing AI. The Latest version here: http://xwing.runbam.com.s3-website-us-east-1.amazonaws.com/xwing_ai_1.7.0b2/index.htm

Pros: -basic game rules remain the most intact.

-Giving free target locks to AI opponents gives them a needed punch against the player.

Cons: -Requires access to the website

- AI moves can end up being very poor.

- AI does not account for obstacles.

2. Chit-draw solo rules borrowed from Leo's Simple Solitaire Star Trek Attack Wing. Found here: http://boardgamegeek.com/thread/1221629/leos-simple-solitaire-rules-playtest-and-developme

Pros: -Fast playing.

-each ship will make 'good' moves.

Cons: -Ignores PS

-rules are less intact because its more randomized.

Conclusion: each system has its merits and both achieve the main goal which is not being able to cheat yourself. For a quick fun game by yourself or a demo you might consider Leo's method. To more accurately test a list or combos, you'll want to use XWAI.

edit: one possible variant to Leo's chit-draw system is that chits are only drawn for deployment and activation, but shooting is resolved as per PS. I will experiment with this.

Edited by vyrago

man me too. =( So much time gazing longingly at my wonderful space ships, sitting in dock.

Went back to playing magic with some kids at the game store. Not a bad way to spend some time too.

Hoping that solo system will be updated with the YT 2400 and VT 4900.

I've done two test battles with a modified Leo's chit-draw system. As noted above, I resolve the combat phase as per normal rules following PS. Outcomes were quite good, it offers great experience as essentially you are playing both sides, making optimal move choices at the time of drawn activation.

I have been developing a solo game using the X-Wing Miniatures Maneuvers Test Bench. He hasn't updated it for a while, but you can usually proxy and move the ships the way they should. (Phantoms, just rotate the ship and 2 move the way you barrel roll and rotate it back).

To add some unpredictability to the "enemies' movement I roll a six sided dice. After I have set my maneuver dials. 1 to 4, 5 and pick the direction that best suits the situation. a 5 (for 4 speed ships) and a 6 means they have guessed exactly what I am doing and I move them to what i think is the "best' position. Out of arc, blocking whatever.

Actions are as per the game and combat phase is as per the game.

It's led to some interesting solo games, and is a great way to test your lists against meta lists, and you can play it without taking it all out of the box.

Edited by Trubble