trigonomitron's review

2.0

A chaotic mishmash of disjointed, random ideas, rather than an organized codex of rules and procedures. Some of them are even actually relevant to solo play, though most of them are applicable to wargaming in general.
One chapter is dedicated to resolving "solo" wargaming by strong-arming people in your life who you know aren't interested to participate in the hobby with you. I'm sure that'll work well (Narrator: It doesn't).
Many of the random ideas you can just tell have never actually been used in play. Unnecessarily complex, they certainly appeal to someone who likes crunch *in theory* but you know nobody actually subjected themselves to it in practice.
Some other ideas resolve the solo concept of hidden information by relying on your own faulty memory. Give the orders to the enemy ahead of time, and by the time you've gotten around to managing your own troops, you've forgotten what you were doing with the other side.

It's a nice time capsule, and some of the ideas are actually useful if you can sort them out of the chaff. Mercifully short. A quick read. I've already forgotten most of it.