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Post by Soap on May 1, 2011 8:41:41 GMT -5
Here is an idea to give a different twist on games.
First deside the game type and deploy as normal. draw up a sketch of the bored for each turn, and mark out where your units should be that turn. each turn should be planed before game starts and may not be changed at any time. Each player should show their turn map after all movement has been compleat.
Rules. No movement should be deviated from the map at any time. Orders are orders and your commanders are too stubborn to change. Only exception is to units that have broken and fled, or units that are charging into close combat.
If a unit is not in close combat and not in the location they should be, each member of the unit must take a leadership test. This is to show dissary and confusion within the squad.
If you choose to use this idea please let me know how you find it!
Good gaming.
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Post by Shostak(AWOL) on May 1, 2011 9:05:49 GMT -5
I might make it so a squad can 'break orders' by passing a leadership check. That way they can still react to some battlefield situations.
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Post by emptyhat on May 1, 2011 9:10:08 GMT -5
Sounds interesting. If the unit fails its leadership test it falls back?
If so then it will probably never get back to position. Maybe if it is out of position then and it fails the leadership test you can roll a d6 to determine behaviour (falls back, pushes forward, entrenches, etc)
Do H.Q units get to move freely since they are the commanders?
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Post by Walrus on May 1, 2011 9:52:14 GMT -5
You are good at this scenarios thing. I might try this with a friend next time we play a small game ;D
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Post by Soap on May 1, 2011 11:30:47 GMT -5
Hq units are not exempt as they are stubborn and must see the orders through at all costs.
Breaking orders sounds good. I think for a unit to break orders their objective must be announced for what they wish to do that turn, and if they fail that objective then the a d6 is rolled on the following table. Only one unit should be able to do this for every 500pts in the force, and only once a turn: 1 result and the unit is considered as turning sides and becomes a unit of the opposing force. 2 result and the unit is declared as hostile by both forces and moves d6 in a random direction and shoots at the nearest unit it can harm. This happens after each player takes a turn to show the unit is running for their lives. 3 or 4 result the unit retreats to the friendly board edge. They must move a full 6" but may fire this is to simulate a tactical retreat. 5 result and the unit takes a leadership test. If it fails then see result for 3 or 4 roll. If it passes then it must make every effort to reach its original objective. 6 result and the unit must make every effort to to reach its original objective.
At the end of the game the most units point value in position as directed by the current turn map wins.
Sound ok? And thanks walrus, I aim to please!
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