C&C

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ochoin
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C&C

Post by ochoin »

I want something simple for Command & Control in my devised Dark Ages rules.

Before this re-write (a necessity due to burgeoning forces), I didn't have any. The idea was the force was so small, it didn't need any complex mechanisms.

And I still don't want complex mechanisms, just a simple one. So no command radii etc. I only will have one commander per force (a Warlord)so no skill ratings either.

How about this:

At the beginning of the game turn, player gets a dice per unit. On a D6, a roll of 4 or above means a unit can be selected to be activated ie move. Otherwise it can fire missiles at anyone in range or defend itself if charged.

Units routed or destroyed mean a loss of dice. The Warlord can attach to a unit which then doesn't need an activation dice.

That's it.

Comments?

donald
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Re: C&C

Post by Norman D. Landings »

The unit including the nominal leader has to be able to activate at will, surely?
FreddBloggs
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Re: C&C

Post by FreddBloggs »

Possibly borrow a trick from 'To the Strongest' and have a couple of heroes, who allow a reroll, but are removed their heroic sacrifice.
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Re: C&C

Post by goat major »

Depending on the size of your forces and style of game you want to play:

The system above will typically allow you to move half your units (+ the "Follow me" unit) . In a small, skirmish or mid sized this would work well

If you've got a bigger game with a dark age style battle line with a number of units you may find it very difficult to get enough successes for the whole line to advance together. That may be what you want to happen - in which case all good.

I prefer the DBx PIP mechanism. Roll 1 D6, you get to move that many units. But units grouped together in a coherent line or block can also be moved for just 1 "PIP"for the formation. So that means that simple formations are easy to move, but disjointed, separated units are more tricky. Its really simple and elegant.
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Norman D. Landings
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Re: C&C

Post by Norman D. Landings »

Keep the 1D6 roll.
Add a - short - list of modifiers.
Regardless of modifiers, 1 always fails, 6 always succeeds.

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Re: C&C

Post by Jamanicus »

I'm not sure whether the 50% chance of a unit moving is too harsh?? Maybe forward movement on a 3+? But definitely any unit can move 'away from the enemy' for free!!

Any leader attached to a formation, group or whatever, should defo be a free move (as in no dice roll)

Also, without knowing any more about the specifics of the rules, it seems a little strange to have a standard forward movement having the same chance as a charging into combat movement....seems that should have a higher burden to achieve than just simply ambling across a field....maybe on a 5+??

I think the dice roll does add the affect of 'potential fear' or reluctance to advance, but there does need to be some differentiation, otherwise it won't feel right on the table
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Re: C&C

Post by goat major »

Use a D10 instead of a D6 for a better bell curve
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Re: C&C

Post by Jamanicus »

Also agree with Norm....modifiers for troop qualities maybe.

Something simple, like 'Recruits/Levy', 'Standard/Warrior' & 'Veteran/Elites'
ochoin
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Re: C&C

Post by ochoin »

Yes, the Warlord's unit gets a freebie. Each "army" will only get one commander (but see Heroes, below).

The games will be mid-sized (up from more or less skirmish): roughly 200-300 men a side.

I do have 2-3 heroes who have combat & morale advantages (+ are able to challenge each other to a duel).

Given that the rubbish levy would not want to charge (& will lose heavily if they do), the quality troops (the majority) are professionals &/or warriors. Charging is their meat.

OK I'll think about a few modifiers.

And thanks for the input: it's good to have some people to bounce off.

donald


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Re: C&C

Post by goat major »

ochoin wrote: Thu Apr 29, 2021 8:55 am

Given that the rubbish levy would not want to charge (& will lose heavily if they do), the quality troops (the majority) are professionals &/or warriors. Charging is their meat.

Worth considering that rubbish levy might actually be keen on charging since they don't really understand how nasty it gets. Like the old WRG Irregular D class - where they tended to either go into uncontrolled charge or run away but rarely actually follow normal orders.
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