Journal
How to Play Tabletop Wargames Solo
Run tabletop wargames solo with a simple turn-by-turn method for both sides, plus fair solo rules that keep battles tense. Learn how to set it up.
Last Updated: November 9, 2026
Quick Summary
Tabletop wargames solo means playing a tabletop wargame alone, running both sides yourself or handing one side to a set of rules. You set up a battlefield, deploy forces, and play out a full game without a second player across the table.
- Skirmish games beat mass-battle games for solo play almost every time, since fewer models means less bookkeeping.
- A solo wargame AI is a rules-based system using priority tables, behavior charts, and dice, not software.
- Commit the enemy unit's intended action before you roll, and let the roll win if it contradicts your note.
- The repeatable first-game walkthrough takes about ninety minutes and needs two small forces of five to eight models each.
- Leave the table up and pre-build two or three terrain modules to cut setup friction on weeknights.
Table of Contents
- What Solo Wargaming Actually Looks Like at the Table
- Choosing the Best Solo Tabletop Wargames for Your Shelf
- Solo Wargame AI and Opponent Systems That Run the Other Side
- Solo Wargame House Rules That Keep Both Sides Honest
- Solo Miniature Wargames: Setup, Terrain, and Time Management
- A Repeatable First-Game Walkthrough You Can Copy
- Building Your Solo Force with Noble Nerds Miniatures
- Frequently Asked Questions
What Solo Wargaming Actually Looks Like at the Table
Tabletop wargames solo is the practice of playing a tabletop wargame alone, running both sides yourself or handing one side to a set of rules. You set up a battlefield, deploy forces, and play out a full game without a second player across the table.
That definition matters because most people picture something sad. An empty chair. A grown adult pushing toy soldiers around and pretending. The reality is closer to a puzzle you build and then solve.
Here is what actually happens in a solo session:
- You pick a scenario and a win condition
- You deploy both forces, usually with some constraint so you don't cheat
- You play the game turn by turn
- One side is yours. The other side runs on rules, dice, or your own disciplined choices
Solo play is how a large collection of forces earns its shelf space.
The key insight most guides miss: solo wargaming is not a lesser version of two-player gaming. It is a different discipline. You are not just a player. You are the referee, the scenario designer, and the opposing general.
That takes structure. Without it, you will drift toward whatever outcome feels satisfying, and the game stops being a game.
Choosing the Best Solo Tabletop Wargames for Your Shelf
The best solo tabletop wargames are ones built with solo play in mind, or simple enough that running both sides stays manageable. Complexity is the enemy here, not theme.
A quick filter before you buy anything:
- Does it ship with solo rules? If yes, start there
- How many units per side? Under ten per side is comfortable solo
- How long is a game turn? Short turns keep you engaged
- How much hidden information? Hidden info is hard to run alone
Skirmish games beat mass-battle games for solo play almost every time. Fewer models means fewer decisions to track and less bookkeeping between turns.
If you are weighing unpainted figures as a starting point, our guide on whether unpainted miniatures are good for beginners covers the practical trade-offs. And if you want buying criteria before you commit, our miniatures buyer's guide walks through what actually matters.
One honest limitation: some of the most popular competitive wargames are genuinely poor solo candidates. They lean on bluffing and hidden orders. You can still play them alone, but you will be playing a different game than the one the rules were written for.
Solo Wargame AI and Opponent Systems That Run the Other Side
A solo wargame AI is a rules-based system that decides what the opposing force does, usually through priority tables, behavior charts, and dice. It is not software. It is a page of instructions that plays the other side for you.
These systems work because they remove your judgment from the opponent's turn. You roll, you consult a table, you follow the result even when it is bad for your plan.
Common opponent system types:
| System Type | How It Works | Best For |
|---|---|---|
| Behavior table | Dice roll picks the enemy action | Simple skirmish games |
| Priority list | Enemy always does the first legal option | Defensive scenarios |
| Reaction rules | Enemy responds to your moves | Objective-based games |
| Card-driven | Draw a card for enemy orders | Games with hidden orders |
| Full solo ruleset | Dedicated book with scenarios | Campaign play |
The advantage of a printed system is impartiality. You cannot negotiate with a dice roll.
The drawback is predictability. Run the same table three times and you will learn its patterns. That is when house rules come in.
Solo Wargame House Rules That Keep Both Sides Honest
Solo wargame house rules are the changes you make to keep a solo game fair when no opponent is watching.
Here is the discipline problem in plain terms. You control both sides. Nobody audits your decisions.
Commit before you roll. Write the enemy unit's intended action on a scrap of paper or in a notebook, then roll.
Use a fixed ambiguity ladder. When a rule question comes up, do not debate it with yourself.
Never re-roll. One roll, one result, even when it ruins your plan.
Log every turn in three lines. Side, action, result. A short written record stops quiet revision of what happened and gives you something to review after the game.
Alternate which side you "root for." Pick the side you want to win before deployment, then play both sides to win.
Cap your own advantages. If you gave your side a favorable scenario, say so out loud before the first turn and note it in the log.
Watch out: the most common solo mistake is quietly softening enemy decisions when your own plan is going well. It feels like good scenario design.
A practical note on uncertainty: solo play is more fun when outcomes are genuinely unknown.
Solo Miniature Wargames: Setup, Terrain, and Time Management
Tabletop wargames solo live or die on setup friction. If a game takes forty minutes to lay out, you will not play it on a weeknight.
Practical fixes:
- Leave the table up. A dedicated board you can walk away from beats packing up every session
- Pre-build terrain modules. Two or three fixed layouts you can drop down fast
- Store forces by army, not by type. One box per side, ready to deploy
- Cap your game length. Set a turn limit before you start
- Photograph the board. A phone photo lets you reset exactly next session
Terrain matters more solo than competitive. You are the only one reading the battlefield, so make it legible. Clear sight lines, obvious cover, and a visible objective help you track both sides without confusion.
Storage is the quiet killer. Loose miniatures get chipped, and chipped miniatures kill motivation. If you want ideas for keeping finished figures out and visible between sessions, our guide on ways to display licensed gaming miniatures covers practical options.
The man is American.
A Repeatable First-Game Walkthrough You Can Copy
Here is a full first game you can try. It takes about ninety minutes and needs no special rules. The point is not to win.
Total time: 90 minutes. Difficulty: Beginner.
What you need:
- Two small forces, roughly five to eight models each
- A 3x3 foot playing area
- Four to six terrain pieces
- Dice, a tape measure, and a notebook
Step 1: Set the scenario (10 minutes). Place three objective markers roughly evenly across the table. Your force must hold two by game end. The enemy force wants the same. Write the win condition in the notebook before you deploy anything.
Step 2: Deploy with a constraint (10 minutes). Deploy your side first. Then deploy the enemy using a dice roll to pick their zone: 1-2 left, 3-4 center, 5-6 right. Do not adjust after seeing the result. If the roll puts the enemy in an awkward spot, that is the scenario, not a mistake.
Step 3: Play the enemy turn from a table (30 minutes). Each enemy unit rolls a die at the start of its activation.
Step 4: Play your turn normally (25 minutes). No special rules. Just play well.
Step 5: Log the result (5 minutes). Write the final objective count and one sentence on what surprised you. Note any moment where you wanted to overrule the dice.
Worked example of a turn. Your enemy unit holds the center objective. You roll a 4, so it moves to cover.
What to do when the dice produce a bad result. Apply it. If the enemy charges into the open and gets destroyed, that is a legitimate outcome. Note it in the log.
Expected result: a complete game with a real winner and at least one moment where the dice forced a decision you would not have made.
Run this three times with the same forces. By the third game you will know whether you want a deeper solo system or a simpler one. The walkthrough is deliberately minimal so you can finish it; depth comes after you have a baseline.
Time breakdown of the repeatable first-game walkthrough
Building Your Solo Force with Noble Nerds Miniatures
The force you build shapes the solo game you can run. Two balanced, visually distinct armies give you the clearest read on the table, and that clarity is what makes playing both sides workable.
If you are starting from zero, our guide on how to build a wargaming army for beginners covers the basics of force selection and assembly. For a ready-made option that lets you field both sides without buying piecemeal, the Clone Trooper Army Pack with ship gives you a full squad plus a vehicle in one box.
We stock detailed miniatures for tabletop wargaming. The A-Wing - Miniature is a tabletop wargaming miniature pack from Star Wars, and the ARC Trooper Pack is listed as a tabletop wargaming miniature pack from Star Wars.
Solo play rewards a collection you actually enjoy looking at. Build forces you want on the table, and the games follow.
Solo wargaming asks more of you than a two-player game ever will. You have to be player, referee, and opponent at once, and that gets old fast without the right forces and the right discipline.
Noble Nerds supports that habit with detailed miniatures sculpted for the table, a curated range of army packs, and a one-year guarantee that keeps a chipped model from ending a project. Build your first solo force, set the table, and roll for the enemy. The game is waiting.
Frequently Asked Questions
Can you play a two-player wargame by yourself?
Yes. Any two-player tabletop wargame works solo if you commit to running both sides honestly. The trick is to separate your role as player from your role as referee: write down each side's plan before rolling dice, then follow the plan even when it hurts. Random tables, dice-driven behavior charts, and a simple decision log stop you from quietly steering one side to victory. Games built for two players often give the richest solo experience because neither side has scripted behavior baked in.
How do you make decisions for the opposing side without favoring one army?
Set the opponent's priorities before the first turn and write them down. Give each unit a simple standing order such as hold, advance, or flank, then resolve those orders with a dice roll or random table when the situation is genuinely unclear. When a choice is obvious from the board state, take it, because pretending every decision needs a die roll slows the game without adding fairness. Review your decision log after the battle to spot patterns where you consistently favored one side.
What are the best solo tabletop wargames for beginners?
Start with games that ship a dedicated solo mode or solo deck, since the rules already handle opponent behavior and you can learn the core mechanics without inventing anything. Cooperative and scenario-driven games are also strong first picks because the enemy runs on its own turn sequence. If you already own a two-player game, try it solo with a simple house rule set before buying anything new. Complexity matters less than whether the game gives you clear objectives and a manageable unit count.
How long does a solo tabletop wargame take?
A solo game usually runs longer than the same game with two players because you handle every decision and every rules question yourself. A small skirmish with a dozen or so miniatures often fits in 60 to 90 minutes once you know the rules, while a full battle with large unit counts can take an evening. Cut time by pre-building terrain, keeping a one-page rules reference on the table, and setting a turn limit before you deploy. Playing a shorter scenario to a clear win condition beats grinding through a full campaign in one sitting.


