This is written by Mike Willner at Consim:
Solitare: I'm finding this is a great game for solitaire, though I'm limited right now to the training scenario. Let me share my views and I'll expand next week ... I have a week vacation with the family and I intend to spend a huge chunk of that time solo'ing Tonkin:
1) Looks: Beautiful game, graphically pleasing. The map is easy to read (has gotten a bit easier though, right Kim?). Counters are outstanding. I have gotten no end of comments from club members who walked past the game (which is set up on one of our long-term wargame play tables) on how great it looks. I think this is a major contributor to good solo play, as you spend a LOT of time staring at the maps.
2) Forces have pretty clear strengths and weaknesses, so the solo player can set a general strategy easily. I contrast this to games where both sides have similar armies, similar capabilities ... you are left wondering what to exploit for one side or the other. FEF paras and armor, VM big infantry divisions and small cadres clogging jungle roads.
3) The turn sequence contributes to keeping the solo player interested. Not knowing how many activations in a row or what operations will emerge keeps it fresh and surprising.
4) Counter density is low enough to make you think about what to do with each stack, and special units are rare enough that you can't just shovel them forward. This gives the solo player something to think about and ponder. I know I have a good solo game on my hands when I find myself standing over the map thinking through the implications of committing this armor unit or that para unit.
5) I think that the strategies are straight forward enough for both sides that the solo player can compartmentalize and play each one 'fairly'. So, in the training game, I decided on "hold the highlands, delay tactics along roads, draw the attack on the delta city to district the enemy" was the VM strategy. I decided "Hold the most distant high land city with para operations, fall like a hammer on the delta city, sacrifice the second highland city" as the FEF strategy. This basic outline allowed me to play both sides, with the FEF falling right into the VM trap in the Delta, but the VM having a hell of a time prying the para reinforced FEF out of the highlands.
Some potential improvements for solo play:
1) The political objectives are an obvious problem. Randomizing the placement didn't seem right (I mean, the VM would know their objective and fight to protect it). So I opted to take them out of the game entirely ... seemed the best way, just take the 5 point swing out of the mix.
2) Decisions about burning supply for the Ops phase, and what ops to select can become a sticking point ... hard to decide fairly. A game called "Summer Lightening" has a table for solo play that helps decide based on a decision tree like "Agressive" vs "Defensive" that leads to a series of choices that ultimately selects the defensive strategy. Dice driven. Something like this would be nice for Tonkin for the Ops phase, but would be a major design effort that isn't feasible at this point of development. Maybe post release I'll give it a try and post it here and on the Geek.
3) Limited Intelligence: face to face, not being able to examine the VM stacks turns out to be more of a factor than you would think. The FEF just can't be sure where the big infantry are lurking, or if a para drop is safe at that city. I can't imagine how to add this in, other than leaving a day after the VM move so that you don't clearly recall what is where ... a poor substitue but I can't image doing better. I think the solo players will just have to take the hit on this one.