| TOPIC: Alter of Freedom - Solo Bidding Rules |
![]() Standard User Posts: 12 Alter of Freedom - Solo Bidding RulesTXLonewolf 21st Dec 2025 12:43:49 I like the Alter of Freedom rules for my 6mm ACW and have been trying to come up with a way to play solo. Not many wargamers of this type in my area close by. Here's what I have come up with so far to randomize how the Game clock portion of the rules are handled. Please let me know what you think and changes that should be made. Solo Rules - Alter of Freedom Clock Bidding/Rundown System Clock Control - Each side will have a cup with chits/chips numbered as per the number of turns in the battle scenario. Each side must spend 3 priority points to draw 1 chit/chip per turn and the side with the higher number controls the clock. In case the chits/chips have the same number roll a d6 for each side with the higher roll gaining control. This will be done at the beginning of each turn for the battle/scenario. Remaining priority points for each side will be allotted by the player for each division or after turn actions based on the players prerogative. The player will handle clock control for the controlling side as follows: - Attacking player has control, clock will be reduced by the lower dice roll - Defending player has control, clock will be reduced by the higher dice roll Other than these changes the game will be played per the written rules. Note - This will simulate the ebb and flow of the battle as control of the clock moves between the two sides. |
I intend to just roll off 2D6 against one another to keep things simple, but unfortunately I haven't played a game for about 6 years, and not yet played solo. Will take a look at the rules later (which I have read through a couple of times) and see if I can come up with a more complete response. A little goes a long way |



Alter of Freedom - Solo Bidding Rules
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