Following some testing with the new command and control system I’ve decided to make a number of adjustments. This is mainly because the game was inadvertently slowed down in the earlier rounds of the game.
Therefore, going forwards I’m going to retain the ratings of both Generals and Brigades, however I’m going to reintroduce ADC’s to activate Brigades.
I’ve outline below the principles of activations and ordering. On top of the below I’ll also be introducing some new Division orders which can be carried our by the General of Division, where he can order his entire division to advance, fire, change formation etc.
ACTIVATING OTHER GENERALS AND BRIGADES
- Players start with 5 chits which represent their Commander-in-Chief’s (CinC) actions.
- Chits are drawn one at a time from the bag, with the colour chit drawn from the bag denoting whose general may act.
- A CinC may activate a General of Division (GD) by spending two action points (this would require actions to be saved until the player has enough to use), once they do so, an Aide-de-Camp (ADC) is placed in base-to-base contact with the CinC and may use 5 actions to move towards their target – an ADC moves a 8cm per action.
- Once the ADC reaches the GD, the player may choose which objective that Division has been assigned by placing a dice marker on the ADC. A maximum of two objectives can be given to any GD, however, another ADC must be sent to the GD to do so.
- Once the GD is activated, another 5 chits are added to that players hand and are drawn next turn with the other chits. Once again, these chits represent the GD’s actions for the turn.
- A GD may then also spend two action points (again requiring them to be saved), to activate units within their division. If this is done, the process is that same as for activating a GD aside from there are no chits added to the draw bag for the next turn.
ORDERING BRIGADES TO ACT
- Activated units can then be “ordered” to act in any turn. This is done by their GD issuing an “order” for one action point to the target unit. A combination of the Generals rating, and the Brigades/units rating determines what score is needed on 2D6 for that unit to act that turn.
- When rolling the order dice, for each number below the target order score, the Brigade loses an action. (i.e., if the target score is 7 and the roll is 6, then the Brigade loses 1 action and may only use four this turn, if the roll is 5, then the Brigade loses two actions, and so on).
- A General ordering a unit within their Division that is within 8cm of their base, receives no modifiers to the command roll. So if the target score is 7, the player needs to roll 7+ on 2D6.
- However, for each full 8cm that the target brigade is away from the General, a modifier of -1 is applied to the dice. For example, a GD is ordering a Brigade within its division which is 18cm away from the General. The required target score is 7, however as the Brigade is over 16cm away (8cm x 2) the command roll will suffer a -2 modifier. So in actual fact a roll of 9 is required on two dice for that Brigade to retain its five actions that turn.
- A natural roll of 12 on 2D6 for ordering is always a success and also gives the target Brigade an additional action, meaning that it can use six actions that turn instead of five.
- A natural roll of 2 on 2D6 is classed as a blunder and neither the General or the Brigade can act any further that turn.
All of these changes should speed up the command and control of the game, and the game itself considerably. But as always let me know your thoughts.