<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Richard</i>
<br /><i>"... some type of activation system ..."</i>
Should be feasible, since units/formations can start out fixed, presumably with the probability linked to the leader checks at the start of the turn.
However, I suspect this would need to be an optional feature, as it probably won't be popular with a lot of gamers - not much fun having an entire corps suddenly fixed for a turn, or even a brigade at a crucial moment. It would effectively give the opponent an extra free turn on that sector of the battlefield.
Brig. Gen. Rich White
3 Brig. Phantom Cav Div
III Corps ANV
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You can't really use the "Fixed" unit system since it is a one time until released thing. An Activation system would have to be command based similar to what is now done to pass command points down the chain for disruption removal except it would pass down the ability to move and fight.
The old SPI board games usually used a "chit" system where a commander was given a certain number based on his command ability. These he could distribute out to his Corps commanders to increase their command points. Then the Corps command points were used to activate divisions. The number of Chits used depended on the complexity of the action (attack, defend, move, retreat, etc.)
But no matter what system is used it will require a new program management layer to be added to the existing HPS games.
Interestingly, it could be added through "house rules" easier. I believe there use to be some email support sites that handled die rolling so one might be able to come up with a method for implementing it. Another method is the "Game Master" system like Ken Miller's multiplayer game.
LG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)
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