Wednesday, June 24, 2020

initial thoughts on turn sequence

I want to try and emulate Seven Days to the River Rhine with its alternating sequence of initiative. This keeps both players involved. 

To activate a unit the player must roll higher than the total of morale and command tokens on the unit. This lovely simple mechanism simulates pinning by fire really well.

I want to strip it down to single activations however as I find the double action sequence with interuptions a little clunky. It will also greatly reduce the moving and firing as tanks of the earlier era would halt to fire. 

I plan to introduce an overwatch system instead (but no guarantee it will work when you need it as you roll to activate as normal). This will stop units being immune to being shot by moving from cover to cover. Placing a unit on overwatch will require a command point and will continue from turn to turn. The marker is removed on any attempted action (including firing).

The active player can pass after using at least one action. The reactive player can spend a command point to force a roll to try and win it back after each action. 

Number of command points is 1 per non transport. Each platoon commander generates an extra 1. Each company commander generates an extra 2. Dice to reduce for reluctant (per 3 units roll 1D6 and remove 1 command for each 4+?). High initiative the reverse?

I may have a modifier for the start of turn roll off by nationality  - highest can choose to start active or reactive.

Holding objectives

I'm musing about objectives for scenarios and something has crossed my mind. Should it be the case that only infantry can hold objective...