Hello,
I find myself playing more and more Napoleon Campaigns (AgeOd), Crown of Glory these days.
Everytime I play a HPS game, the lack of command rules makes the games turn in Panzer routs.
Why can't a command system be built where all units must stay within 4 hexes of Leader, plus extra hexes for passing leader checks for Divison, Corps, Army. Any unit outside this range suffers a penatly on their movemen rates.
So, if with in 4 hexes of leader, noloss to movement, if outside of range, lose say 1/2 movement for being out of command and control.
I just love breaking and then being chased through a forest where enemy just follows with no problems for them, as long as they stay undisrupted they can chase you forever, even if getting so out of command and control it is ridiculous.
I am not saying 4 hexes is perfect, maybe needs to be slightly more, someone who knows the hex size versus units could figure that.
But to me, the historical flare is lost in all the games once the initial collapse as nothing ever stops the rout. Routed units should never be penalized, they are forced away from enemy anyways.
But a breakthrough should only be rewarded to Divsions where Command is maintained, and then once the command is stretched, the units lose the ability to chase, this also would reflect units would also not chase without their leaders. They are on horseback and usually right after a rout still control how far that rout goes. Units would want to pilfer dead for money and loot after they had pushed a ways.
Love to hear what others think on having a tight command and control for these games.
<b><font color="gold">Gén. de Div. </b></font id="gold">Paul Wakeman [url="http://www.acwgc.org/acwgc_members/paw/wakeman-AdR.htm"](OBD)[/url]
<font color="beige">2nd Light Rgt</font id="beige">
<font color="orange">2nd Brigade
22nd Saxon Division
<b>VII Saxon Corps</font id="orange">
<font color="red">Armée du Rhin (ADC)</b></font id="red">
Paul_Wakeman@yahoo.com