We've seen a lot of discussion lately on a number of game aspects that cause a lot of...disagreement? I'd like to share with you a number of my own house rules that I use when beating up the A.I. (the only victories I get) and some things that I think might be possibilities as new optional rules? You can laugh, ridicule or applaud me as you see fit. They are mainly ideas to make the game more restricted and apply limits to the present ability of the human player to be all seeing, all powerful...
1. Supply wagons limitations.
At present, supply wagons can go pretty much anywhere. They may have to spend ages getting there, but they can go through thick forest, up mountains. Up, down, over and round in a way that doesn't really represent their limits accurately? (I think the logistical tail that wagged behind every Army at this time is under represented in-game anyway) This rule simply see's supply wagons restricted to using Road, Pike, Trail and Path hexes. No cutting across country to save time and DEFINITELY no wandering through deep forest. It ties combat units to their supplies a bit more. Can cause great problems when you've got an entire Army Corps trying to march down one road. [:(!]
2.Routed units restriction.
At the moment, when a unit routs, you will find it at the start of your next turn facing in a certain direction? At the moment you can still micro manage routed units, marshalling them back to rally points and stacking them neatly with other units. Not any more! Now, each turn a unit is routed you must move it as far as possible, expending all movement points, in the direction it is facing when it routed. Simple. No changing direction or any such nonsense. Routed units are PANICKED. They run, sometimes they dont stop, so a unit that spends several turns routed can run away quite some distance before you get hold of it. Also, routed units should be moved before any other units in a turn. If they get in the way and go where you don't want them? Tough! [:p]
3.Automatic disruption (out of command)
I'd like to see this tried as an optional rule. Simply put, if a unit moves out of the command radius of it's leader, it automatically gets disrupted. Possible exception to this rule could be for road movement (marching in column order). At the moment, lone Regiments can go off on perfectly executed moves miles from their parent organisation. In game I think that the infantry units are far too powerful and overly capable.
4.Double time it boys!
In the old Eastern front game, leg units could be ordered to 'double-time' in movement. I think the present representation of movement is far too simplified. I don't believe that the Iron Brigade or the Stonewall Brigade can only march exactly the same distance each turn as a bunch of 'F' quality militia? I'd like to see 'A' & 'B' units get a +1 or 2 movement point bonus each turn and 'E' & 'F' units get a -1 or 2.
Also, I'd like the ability for, say, a Brigade sized unit to be given the order to 'run' once per game. This would give us the chance to try and represent the exceptional circumstances that arise on the field from time to time. For example, there is a Bridge or road junction that you really, really want to get to as quickly as possible.
5.Stand fast boys!
This is a flip side to the above. How many of us have tried to recreate the 20th Maine's stand on the 2nd day at Gettysburg? Only to have the 20th Maine rout and run after one turn of combat! I'd like to be able to order a unit (Maybe a Brigade with a Brigadier with an exceptional leadership value) the order to stand fast. Basically, You get a massive modifier to morale checks etc for one or two turns to represent a really heroic effort.
7.Max Fatigue limitations.
We all ask to much of our men. losses in game are nearly always much higher than historically. The main thing about these games that makes me want to quit is when I have an extremely agressive opponent who just comes at me turn after turn, throwing everything at me until attrition ensures a victory for him through simple arithmetic.
Not any more! Once a unit reaches Max fatigue in a game, the game is up. If that unit tries to move toward enemy units, fire during offensive fire turns or tries to initiate melee, then it will automatically disrupt. You cannot expect too much of physically and mentally exhausted men. I think this rule would be worth trying just to see what effect it has on the game system. It would apply realistic limits to what can be accomplished and make players much more careful.
For example, in the 3 day Gettysburg, units engaged heavily on the 1st day would be forced to rest and recover fatigue if they are to be of any further use to the player during the battle. Not used for 3 days solid like we have at the moment.
8. Extreme, total fog-of-war!
No more God like, all seeing, eye in the sky vision of the battlefield situation. The map is shown, but units are not. I mean, at the moment a lonely Regiment of Infantry at one end of the line can see exactly what a Regiment of Cavalry on picket duty 8 miles away can see and so can the Army commander. Clicking on a unit only reveals what that unit can actually see in its line of sight. Clicking on a Brigade commander reveals what the Brigade can see, A Divisional commander, what the Division can see and so on...should make keeping track of things much more problematic.
There you go...comments please?
Capt. Jim Wilkes.
2nd Brigade, Cavalry Division, XX Corps.
AoC. U.S.A.
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