Some idea on Hotseat (solo) play

The Seven Years’ War was fought across the globe and called by some the first “World War” as virtually every major power participated. In the center of events was Prussia, almost constantly at war and lead by the now legendary Frederick the Great.

Relive the exciting and trying days of Frederick the Great in Horse and Musket: Volume I, the improved and expanded combination of the previous Prussian War Machine and Prussia’s Glory titles. Horse and Musket: Volume I is a reboot of the successful Horse and Musket series, including not only two solid historical titles in one package, but also many new game features, a powerful new editor, and a complete graphics overhaul to an already acclaimed gaming system.

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Adraeth
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Joined: Mon Sep 24, 2007 1:41 pm
Location: Italy - near Florence

Some idea on Hotseat (solo) play

Post by Adraeth »

Just posting some house rule i use on the dated Horse and Musket 2 i own.

I often play solo, playing hotseat.

From the boardgame "Hold the line" i found some interesting rules i use in HnM:

When activating a leader and his units i roll a d6 adding the command rating of the leader (with modifiers due the command points given by the Overall Commander), this give me action points for that Column/Wing.

When i select units i have to spend action points in this way:

- moving unit 1 hex / 1 action point
- moving leader up to 2 hexes / 1 action point
- changing formation / 1 action point
- change facing / 1 action point
- recovering disrpution / 1 action point

This give me a real challenge and the command rating of single Generals count even to see if the Corp will act in a passive or active way
www.histwar.fr/
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Periods i like: age of muskets, napoleonics, modern combat.
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