I’ve put together a few resources for Asymmetric Warfare. I’ve released my cards previously, but today I’m releasing the remaining items: a QRS, a solo system, and a mission packet. Let’s jump in—but first, here’s the link:
https://drive.google.com/drive/folders/1Z3RgXblh9p6Y0fuKxoNcC-iH7HPyCkdS
QRS

The quick reference is straightforward. I tried to collect every chart in the book and throw them onto two pages. It does not explain how to play in any capacity—it’s just saving you from looking up tables. The first page is all Infantry related tables and the second page is the two Vehicle tables. Print it front and back and Bob’s your uncle.
The third page is for the solo system, so let’s discuss.
Solo System

I’ve built a very simple Passive/Aggressive AI system for the game. The general idea is you roll a dice for each enemy unit at the start of the turn to determine if it will be Passive or Aggressive. You then compare to the left side of the chart, which establishes if they’re Unalert, Alert without LOS, or Alert with LOS. They’ll act accordingly.
It is not a perfect system. It requires you to move them rationally and not do dumb things on purpose. It’s really just general guidance, leaving the player to act out the rest.
The hardest part about solo is the missions and I’m a long way off from perfecting this. I’ve drafted up five missions and tested one, but let’s discuss that in…
Mission Packet

The mission packet features 15 competitive and 5 solo missions (to date). I have not tested these… more or less at all. I’ve tested Mission 13: Hit and Run a few times now and I’ve tested the first solo mission. This is my basis for how I tweaked every other mission. Please read the notes for each slide.
It’s worth noting that I don’t include strict force structures at all. Everyone’s collection varies. The missions are meant to be varied and some have specific terrain requirements. I didn’t make the packet for accessibility but rather variety. Use it as a jumping off point. This game takes experimentation and is far from perfectly balanced. I’ve included a fair bit of randomness and I have not designed these to be balanced, but interesting. Have fun with them and modify as you go.
One thing I do mention in the packet: if one side is falling behind, give them the ability to roll to request reinforcements, then further roll to get those reinforcements on board in subsequent turns. You could give bonuses or minuses to this roll based on game conditions. For example: it’s turn 3 and I’ve already had a team fully wiped out, with the enemy clearly about to kick my ass. I call HQ to request permission for reinforcements. After discussing with my opponent, we agree I can roll, but I won’t have specific bonuses as I’ve only lost one team so far and he’s not sure I’m truly out but agrees I’m in a really bad spot. I roll and succeed. Next turn, I can do another CD Roll to call those reinforcements onto the board and get the backup I so desperately need.
Leaving this safety net in place can help to rebalance games gone wonky due to luck and is reasonably realistic. You called for additional help and may have gotten rejected. Sometimes missions just don’t go to plan.
Wrapping Up
I’ve linked the folder at the top and as I play the game I’ll return to it and mark any notes on balance or even tweak the missions based on experience. They’re all over the place presently and I recognize that it’s unlikely I’ve struck a reasonable balance in every mission. Again, the idea here is to give a jumping off point and have fun. Hopefully, I accomplish that. Asymmetric Warfare has proven very enjoyable so far, so I’m happy to produce a few things that will hopefully help others enjoy it as well.

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