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Teugn-Hausen - Command Control Game https://www.wargame.ch/board/nwc/viewtopic.php?f=24&t=11423 |
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Author: | Bill Peters [ Sun May 29, 2011 11:08 am ] |
Post subject: | Teugn-Hausen - Command Control Game |
Looking to play a game of A02. The Battle of Teugn-Hausen from Eckmuhl. I want to play with the following rules: 1. Command control - movement - we will use a die roller found at: http://www.rpglibrary.org/software/securedice/ Every turn each player will go to that site, enter in a roll of 1d6, enter in the email for his opponent in the "and the GM" section and your own in the "Send the signed results of this roll to yourself" section. The subject will be: Game EC-A02_Turn# - Turn# would be the current turn you are rolling for. The result is the total number of brigades you can move that turn that are NOT detached. Units OR brigades that are out of command control cannot move more than ONE hex AND change facing in any direction AND change formation as desired. Skirmishers can take refuge in any terrain but may not make offensive moves if out of Command Control. The detached units/brigades can still fire normally but may NOT melee. 2. A log of the rolls will be kept and the brigade commanders moved. Thus: Turn 1 - r2 - Destabenrath, Lorencez. This means that those two brigades were the ones committed to the attack. A list of all of the divisions by brigade name would be sent to you to help you out. The log would then be surrendered at the end of the game along with the password for both sides. 3. Each zip file will have the turn added to the beginning of the turn. Thus turn 1 will look like this: 01_EC-A02_BPvs<your initials>.zip Thus if I played Jeff Bardon it would be: 01_EC-A02_BPvsJB.zip I want to use a two digit format as that way the files are sorted in the right order. 4. Units that have 600-Max Fatigue points cannot melee. ----end of rules---- This scenario is only 20 turns in length. I would like to try this out for this size scenario and then look into some of the larger ones. For the larger scenarios we would look at the total number of brigades and pick a divisor to use. Note: I am looking into an Army Morale system whereby if a player wants to increase his commitment die rolls (to 5d6 lets say for Waterloo) then it would cost him in VPs. This way the players must husband their reserves carefully and commit their troops in more of a historical manner. Alternately I can also go with a "once every other turn" die roll to keep the bookkeeping down. Thus we roll on turns 1, 3, 5, etc. The results would carry over to the next turn. Thus half hour command rolls. If we do this we would have to remind each other on the ODD numbered turns to use the die roller. I chose not to go with an hourly die roll as that would be too harsh on the players. I really think that this will result is a more realistic format of play, keep the losses down, dismiss the need for any H&R project, changing of morales, PDT files, etc. If it becomes popular I would suggest it to John Tiller as an OPTION for the game. A dialog would come up showing you the brigades in command to choose from - the detached ones would be grayed out. You would use the mouse to enter in a check in a box (which could be changed if you change your mind). The new phase would be called Command Phase. If you click on a brigade name the program would take you to the location of the unit. Cavalry units would have x2 command distance. The scenario designer would control the amount of dice that would be rolled each turn. This number then could be changed by the player at a VP cost. Anyway ... still in the early stages of thinking on this. Just would like to try out the above rules. Can negotiate very much on this with you. |
Author: | Giovanni Boffi [ Mon May 30, 2011 6:31 pm ] |
Post subject: | Re: Teugn-Hausen - Command Control Game |
Bill, your note relating to an Army morale system etc. remember to me a good SPI system in Wellington's Victory game.That would be very fine and useful to avoid using all brigades(that system was based on Brigades activation)all at once. |
Author: | Bill Peters [ Tue May 31, 2011 10:25 am ] |
Post subject: | Re: Teugn-Hausen - Command Control Game |
Battleground Waterloo is loosely based on Wellington's Victory. The Threat Zone, skirmishers, charge radius/range, etc. Army morale would be a useful feature. It would slow down the Blitzers from marching off on turn 1 with their entire army. Challenge is still open folks ... |
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