Army Organization Headaches

Sometimes I think wargames are too simplistic in how the players have perfect command over every individual in their army. Be it in games with alternating activations or ones that uses IGYG, the commander (in this case the player) have perfect communication that can give pin-point instructions to all their subordinates. So below are some "Army Organization Headaches" that I think very interesting to try out. In this particular example I am going to use OnePageRules as the basis.

Lion/Dragon/Xenos Rampant:

  • Addition of a "Command Phase", which happens before the normal gameplay phase that I am going to call "Activation Phase".
  • At the beginning of every round, in this "Morale Phase", mark all units that are in the hybrid or the melee unit types (see the solo/co-op rules) and is in melee range of an enemy unit AND-OR in range of a melee charge from an enemy unit that has been marked in the previous procedure. Starting with the player that have the initiative, roll a morale test on one of their units that are marked in the previous part. If the test fails, they immediately charge and melee the target, remove the previous marker and mark it as activated. If it succeeds, remove the marker and it becomes available to be activated in the activation phase. Players then alternate doing this.
  • I realized that 6+ HDF recruits would want to run away from an enemy heavy prime brothers unit instead of charging at it. This wild charge mechanics needs more time in the oven.
  • Every time you want to activate a unit, do a morale test on it, if it fails then you skip the activation but the unit still counts as activated.
  • OR make it so if you fail the unit can only do a Shoot action.
  • This will make the game run quicker, so add 2 or 3 rounds.
  • Might want to rebalance the point costs, do something like +40% units that have Q2+, +20% for Q3+, -20% for Q5+, -40% for 6+.
Battle Blocks Sengoku:
  • Every round, each player roll 2D6 regardless of how many units your army have, and that result is how many times they can activate a unit, called the Activation Points. In this way, you can activate units multiple times. However, this makes armies with bigger amount of units harder to manage.
  • Add an activation marker every time a unit is activated, the cost to activate them is 1 plus the current amount of activation marker(s).

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