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So me and a friend created this Solo play rules system (I know... I know.. I may get ridicule for this post but thats ok lol) that we called Dice AI Mechanics. As many of you may guess this came out of necessity and the fact that both of us like to play solo games but specially co-op scenarios. I've only been playing Heroclix for a short time so by no means i know all the ins and outs of the game but with the pandemic and the lack of players around we needed something that would help with our scenarios and there seems be no solid system that would help with solo play that I could find that match what we were looking for. The only system i saw that came close was from casualclixin.com Heroclix Solo play. They had good ideas but it was not specifically what I was looking for (I did use some of their verbiage) but my system is a complete different system than theirs. The rules are meant to be somewhat broad since heroclix is a complex game IMHO but the idea is to take the "human" aspect out of as much as possible and throw curves balls that will challenge the player.
The idea behind the system is based from 3 main concepts.
Temperaments, Sequence actions and deployment orders. An AI team will react or act based on a "temperament" that is determined based on a dice roll each turn. There is 6 temperaments available and each one has difference action sequences and some conditions. Additionally the deployment orders will add additional mechanics to make the game challenging. My thought was since the AI team lacks the "Human strategy" then they need an advantage over the human player which can be reflected in the mechanics. I also added some protocols that hopefully can make things somewhat consistent specially when using team with captains and such.
Basically I am looking for feedback on the mechanics (the link below has the gameplay idea) from the hive mind and the genius heroclix people to improve the mechanics and make the rules better for myself and anybody who would like to use it.
If you have the time please view the link as it has the mechanics on a word doc. Thank you a bunch in advance!!!
Well I certainly understand you’re effort to create a satisfying solo-play experience. I have been playing solo since way before any of the …. Erhm, before 2019. I have found personally that I’ll adopt new rules when they make my game better, more fun, or more streamlined, if they personally make sense. Having a rigid set of how to play my clix isn’t fun for me, so I will basically throw some hard rules out during my builds, and those may change slightly the next time I want to play. It’s my game and I’ll play it however I can to get the most personal enjoyment out of it. But yes, there are some rules of the game that need to be set in concrete, but after that I find it more enjoyable to be flexible on some of the official rules I will have during each game. Anyway, just make it fun and challenging for yourself, is my advice.
It makes total sense, its definitely a personal preference at the end of the day. I've used all kind of different methods and for me this one gave me the most enjoyment and challenge. I really appreciate your feedback.
Oh heck, I just play both sides myself. Sure I might know my own strategies but the fact that it is a dice game means everything doesn't always go as planned.
One of my favorites is some sort of random placement free-for-all battles. Place figures using I-9 type slips. Use a card deck to random order turn of characters. The "strategy" is insane. Threats everywhere on the map. It's a bit like Survivor too. The more KO's you get, the bigger the target you become. It's a particularly good way to use high point figures who otherwise often cost too much to put on a force based on points. So unpredictable it's just plain awesome. Pulling slips for placement can be a bit of a drag but it creates an interesting scenario.
Pick you favorite Q (from Star Trek) or Beyonder type character as the guy messing with everyone in the battle & let the madness play out.
One of my favorites is some sort of random placement free-for-all battles. Place figures using I-9 type slips.
I'm not sure what you mean by I-9 slips, but I am working on a solo scenario where the enemies spawn randomly, and the way I do it is with a dice roll for the # coordinate, and a Scrabble tile for the letter coordinate. I only use one of each letter A-P.
Turkiewiez - Your rules look like they have some depth and flexibility. Good work!
My H/W link does not reflect the wants for my collection, it is a list of figures that I already have, but still "want" to play.
I've done similar type games with either figures random spawning or random meteorites/falling ceiling on maps depending if it's indoor or outdoor. We use the sum of a D10 + a D6 for the horizontal A-P axis and the sum of 2D10 + a D6 for the vertical axis to determine placement.
Oh heck, I just play both sides myself. Sure I might know my own strategies but the fact that it is a dice game means everything doesn't always go as planned.
This.
In practice your opponent's strategy won't be super secret anyway based on their team and you can still practice positioning and deciding when to push or send out bait etc.
I'm not sure what you mean by I-9 slips, but I am working on a solo scenario where the enemies spawn randomly, and the way I do it is with a dice roll for the # coordinate, and a Scrabble tile for the letter coordinate. I only use one of each letter A-P.
Turkiewiez - Your rules look like they have some depth and flexibility. Good work!
The maps are like A-M on one axis and 1-26 on the other axis so if I pull the I-9 slip, that's where the character starts. It does take making such slips to pull.
Your system works the same. I don't own scrabble. (edit - great idea for the letters though).
I would strongly suggest using the Skirmish format's method of generation/placement, instead of slips of paper: Use Special terrain tokens to denote the upper-left corner of each quadrant of 25 (0, 25, 50, 75), then roll 2d10 to determine the origin ([0],[0-9] is 0-9; [10],[10] is 100).
Official Skirmish maps are hard to come by; I believe that there have only been four or five made between 2020-21.
Last edited by spider_ham; 12/19/2021 at 15:46..
Reason: fix
I would strongly suggest using the Skirmish format's method of generation/placement, instead of slips of paper: Use Special terrain tokens to denote the upper-left corner of each quadrant of 25 (0, 25, 50, 75), then roll 2d10 to determine the origin ([0],[0-9] is 0-9; [10],[10] is 100).
Official Skirmish maps are hard to come by; I believe that there have only been four or five made between 2020-21.
Sounds very limiting. I'm thinking there are a hundred or so maps that can be used with paper slips.
I used to used Horrorclix maps & use bloodspots as generation points. Too few maps would get boring fast to me.