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  AN ONGOING NEWSLETTER January 2009


Solo CoZo
Solo Rules for Combat Zone
by Danny Stevenson

Not everyone has the luxury or the time to game with others: Some of us just don't like them.

If you cannot find an opponent why should you not enjoy playing your favorite rule set? These rules have been written so you can solo play and may be mixed with other Combat Zone rules found on this site.

You will need:

  • A deck of cards.
  • Minis and Roster sheets for each side.
  • Spare units for each side.
  • A car model.
  • Neutral units and individuals.
  • Suitable terrain.
  • Combat Zone rule books, templates, markers and dice.
  • A copy of these rules.

Your Setup:

Set a table up for a game with the appropriate terrain. My guess is you will know exactly what sort of scenario you wish to play.

If you do not have any idea of what sort of game you wish to play - then refer to page 25 to 31 of the rule book or roll a D8 against the battle table on page 6 of the Battle Book supplement.

Of course you can always check the Scenarios in the chronicles for further inspiration.

Set up your side according to the rules of the Scenario.

Enemy Setup and Disposition.

Your enemies will probably react as per your chosen scenario. However for more randomness the other side may have a different set of objectives to you. Roll a D8 and check with the number on the battle table on page 6 of the Battle Book supplement. This will give the initial objectives for the opposing troops and they will not know what your objective is.

How many of them are there?

To keep life interesting Roll a D6 and consult the table below

D6 Roll Amount of enemies
1 Enemy force is 25% less than yours
2 Enemy force is 10% less than yours
3 - 4 Enemy force is equal to yours
5 Enemy force is 10% stronger than yours.
6 Enemy force is 25% stronger than yours

If you are like me and hate working out points values for solo games - then take the percentages in the above table to be amount of figures. Round numbers up. For example if you have 5 figures in your team and your enemy gets a 5 on the D6 roll - then he gets 10% extra - in this case it works out as Half a figure. As you cannot have half a figure your enemies get an extra figure.

Expecting visitors?

Roll a D6 - on evens your enemies know you are in the area, on Odds - they are not expecting you.

Now deploy the enemy as per your scenario or the objectives in the mission they are on. Alternatively you could deploy each side or unit randomly using a D12 and a clock face or a spinner.

Let Battle Commence.

The randomness and reaction table is dealt with by a simple deck of cards - with the jokers left in. This is highly adaptable for various games and can be changed to suit your game.

Many of the rules call for random units or individuals to be chosen. You could trust your sense of fair play or assign a dice number to them and roll a dice to choose the lucky (or unlucky) unit or individual.

Take your deck of ordinary playing cards and shuffle them - leaving the Jokers in the deck. Place the deck face down.

At the start of every turn roll a D6. On a roll of 6 a random event occurs. This could affect your objectives or just make the battle more interesting. There are also Fog of War (FOW) bonuses and penalties which represent the effects of confusion, bravery and luck during a frantic battle.

Pick a card either by cutting the deck or by picking a card off the top of the deck. Then consult the charts below for the event.

If you are like me and hate working out points values for solo games - then take the percentages in the above table to be amount of figures. Round numbers up. For example if you have 5 figures in your team and your enemy gets a 5 on the D6 roll - then he gets 10% extra - in this case it works out as Half a figure. As you cannot have half a figure your enemies get an extra figure.

Expecting visitors?

Roll a D6 - on evens your enemies know you are in the area, on Odds - they are not expecting you.

Now deploy the enemy as per your scenario or the objectives in the mission they are on. Alternatively you could deploy each side or unit randomly using a D12 and a clock face or a spinner.

Let Battle Commence.

The randomness and reaction table is dealt with by a simple deck of cards - with the jokers left in. This is highly adaptable for various games and can be changed to suit your game.

Many of the rules call for random units or individuals to be chosen. You could trust your sense of fair play or assign a dice number to them and roll a dice to choose the lucky (or unlucky) unit or individual.

Take your deck of ordinary playing cards and shuffle them - leaving the Jokers in the deck. Place the deck face down.

At the start of every turn roll a D6. On a roll of 6 a random event occurs. This could affect your objectives or just make the battle more interesting. There are also Fog of War (FOW) bonuses and penalties which represent the effects of confusion, bravery and luck during a frantic battle.

Pick a card either by cutting the deck or by picking a card off the top of the deck. Then consult the charts below for the event.

Spades

Card Event
Ace of Spades Enemy unit retreats. A random enemy unit or individual retreats to its base line.
Two of spades Enemy unit digs in. A random enemy unit or individual moves to a defense position. At expenditure of 4AP per member they increase the cover value of area by one.
Three of spades Enemy unit advances. Random enemy unit or individual will advance this turn no matter what its orders.
Four of Spades Enemy unit charges forwards. A random enemy unit or individual will charge forwards. All AP's must be used in movement. This applies for one turn only.
Five of Spades Enemy unit suicidal charge. With a scream a random enemy unit charges forwards towards the enemy. All AP's must be spent charging unless entering hand to hand combat. The unit gets a extra move bonus of 1cm per AP.
Six of Spades Enemy change of objective: assignate highest ranking opposing force individual/squad member.
Seven of Spades Enemy unit/individual berserk. Extra 1AP, +2 to all hand to hand rolls, +1D4 to wound rolls, -1 to all wounded rolls.
Eight of Spades Enemy re-enforcements arrive. I unit or gang at the enemy set up zone.
Nine of Spades Hostile group arrives on table. Group is hostile to both sides. Deployment is at a random table edge.
Ten of Spades Weapons stash (enemy). Enemy unit finds a weapons stash. There are 3 assault rifles, 3 machine pistols and ammo there.
Jack of Spades Re-enforcements (enemy). One unit or gang arrives in enemy set up zone.
Queen of Spades Enemy FOW bonus. Random unit gets extra turn.
King of Spades Enemy Unit suffers from revenge. Will attack last model or unit that attacked it until it is destroyed.

Clubs

Card Event
Ace of Clubs Enemy unit retreats towards its set up zone.
Two of clubs Enemy unit digs in. It costs 4AP for each individual to take the cover value up by one.
Three of clubs Random enemy unit advances towards its objective.
Four of Clubs All Enemy units charge forwards. They must use maximum AP for move. Units must engage closest enemy unit in melee. Each unit may fire a single shot or burst as they storm forwards. This is wild fire and all shots have a -2 to hit bonus.
Five of Clubs All Enemy units suicidal charge. With a scream a random enemy unit charges forwards towards the enemy. All AP's must be spent charging unless entering hand to hand combat. The unit gets a extra move bonus of 1cm per AP.
Six of Clubs Enemy change of objective: assignate highest ranking opposing force individual/squad member.
Seven of Clubs Enemy unit/individual berserk. Extra 1AP, +2 to all hand to hand rolls, +1D4 to wound rolls, -1 to all wounded rolls.
Eight of Clubs Enemy re-enforcements arrive. One unit or gang arrives at the enemies' deployment zone.
Nine of Clubs Hostile group arrive on table. Group is hostile to both sides. The group arrives at a randomly determined table edge.
Ten of Clubs Weapons stash (enemy). Enemy unit finds a weapons stash. There are 2 assault rifles, 4 machine pistols and ammo there.
Jack of Clubs Re-enforcements (enemy). A squad or gang arrives in the enemy setup zone.
Queen of Clubs Enemy FOW bonus. Random unit/individual gets an extra turn.
King of Clubs Enemy Unit/Individual suffers from a revenge reaction. Will attack last model or unit that attacked it until it is killed. This can only be stopped by a superior quality figure.

Diamonds

Card Event
Ace of Diamonds Enemy negative FOW. Random unit limited to 3AP each.
Two of Diamonds Friendly group arrive on table. They will deploy in your deployment zone and will join the battle.
Three of Diamonds Neutral group arrive on table. This group deploy at a random table edge. Group will have its own agenda and will avoid combat with either side. Will attack both sides if fired upon.
Four of Diamonds Hostile individual arrives on table and deploys at a random table edge. Individual is hostile to both sides.
Five of Diamonds Friendly individual arrives on table in your deployment zone. A hero arrives to help out.
Six of Diamonds Neutral individual arrives on table. Has its own agenda and will fight back but only to survive. This individual deploys at a random table edge.
Seven of Diamonds Booby trap. A random individual or unit in your force trips a booby trap. Effects as a Frag grenade centered on the individual/unit.
Eight of Diamonds Mine field. A random individual (may be part of a unit) from your force has walked into a mine field. Roll 4D8. This is the radius of area of the minefield in cm centered on the miniature. The individual takes a hit with the same effects as a Frag grenade. Roll a D6 every time a mini moves in or through the area. On a roll of 6 the mini has stepped on a mine.
Nine of Diamonds Claymore mine. A random unit or individual has tripped a claymore mine.
Ten of Diamonds Drive by. A Vehicle randomly drives across the table and open fires. Roll a D6.
Evens it fires on your troops,
Odds it fires on the enemy troops.
Jack of Diamonds Building catches fire. Randomly determine the building. See the rules on pages 19 & 20 of the Battle Book concerning burning buildings.
Queen of Diamonds A random building explodes. All troops in building take a 4D6 hit, troops within 5cm of building walls 2D6 hit.
King of Diamonds Random Rain/Hail storm. Half all weapon ranges. Strom lasts for D6 turns.

Hearts & Jokers

Card Event
Ace of Hearts Change to your orders assignate highest ranking enemy individual/squad member
Two of Hearts You find a weapons stash. 1 heavy weapon, 1 of each weapon in the rules, 1 flamer canister, 6 frag gren, 4 smoke gren. Units out of Ammo may reload here.
Three of Hearts You gain a FOW bonus. One random unit or individual gets 1 free turn. All other units friendly or otherwise may not move during this free turn.
Four of Hearts You gain FOW negative bonus. One random unit or individual is limited to 3AP per figure for this turn.
Five of Hearts Re-enforcements. 1 squad or gang arrives in your set up zone.
Six of Hearts Loss of cool. One of your units or an individual takes a reaction test. If a panic reaction is received they must flee to the nearest hard cover. Routing units flee.
Seven of Hearts Rain storm. Half weapon ranges. Any figure caught out in rain for 1 turn loses 1cm movement due to soaking clothes. Rain lasts for D6 turns.
Eight of Hearts Dust/Blizzard storm. All weapon ranges limited to short range only. Roll 3 D8 that is maximum vision range in cm. To stay out in storm all figs must pass reaction test or run for the cover of indoors. Blizzard/dust storm lasts for D6 turns
Nine of Hearts Fog. Roll 3D8 that is vision range in cm. Models beyond this cannot be targeted. Fog lasts for 2D6 turns
Ten of Hearts Chemical Storm. Toxic acid rain falls from the sky. Roll 4D8 that is the maximum vision range in cm. All figures in storm must take a 2D4 hit every turn exposed to the acid rain (not applicable to NCB suited figures). Chemical storm lasts D6 turns. All weapon ranges halved.
Jack of Hearts Hidden Unit/Gang/Solo. 3D8 cm in a random direction (use D12 for clock face direction or a spinner) of one unit/individual. Roll D6. 1-2 enemy, 3-4 neutral, 5-6 friendly.
Queen of Hearts Sniper. A random model is takes a 3D6 hit from a sniper. Every turn any model that crosses open ground may be targeted. Roll D6. On a 5-6 the model is hit. To spot roll a D6. On a 6 the sniper is spotted. The position is in a random direction in hard cover D8 x 10cm away.
King of hearts A VIP/Agent/Super Star/Femme Fatal/High Ranking defector arrives on at random table edge. Roll D6.
Odds they are going to the enemy - try to recapture them. This is an extra objective.
Evens they are trying to reach you. You must try to protect them as well as achieve your objectives.

Card Event
Red Joker Out of Ammo. A random unit or individual had run out of ammo. They can share ammo with friendly units. If this is done then both units will run out of ammo in D6 turns
Black Joker Out of Ammo. A random enemy unit or individual had run out of ammo. They can share ammo with friendly units. If this is done then both units will run out of ammo in D6 turns

I hope you enjoy your Solo Combat Zone experience. Feel free to adapt and change these rules to suit your own games. Let us know of your experiences and rule changes.


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