Friday, 8 January 2016
Command in my GdC rules
In a previous post showing the play-test of the Austerlitz scenario, I made references to my command morale and command control rules. As I like everything to be indicated on the table and so I prefer markers and numbers directly on the element; avoiding written rosters and the like.
In the following photo, I have one of the commanders - the name label can be changed for each historical battle - showing, he has 1d6 roll for the number of command points he can employ to maneuver each element. (this can change at random obviously and can be rationalized as due to orders being well written or not, couriers being shot or not, etc.). The larger the command, the more pips the player will be given.
The green flag indicates he has one more step-down until a loss will lessen his command morale total indicated by the small black die which is added to his Command Morale Chart roll. This allows large commands to be decreased at a similar rate to small ones and allows me to allocate historical numbers to each player without problems of equality for differing quantity, within the rules.
Finally, the white flag indicates his command has previously suffered a loss last turn to which the player must roll upon the dreaded Command Morale Chart. Early losses should not affect most commands but as the losses accumulate it becomes harder not to have the formations fail to advance or to indeed forced to withdraw. Thus the petering out of the battle in a more realistic way.
The flags markers are simply green plastic toothpicks cut in half and hot glued onto plastic bases (insuring a strong bond) The flags are paper folded over and glued on. ta da.
Too many games are marred by ugly coloured markers or dice and I try to prevent that while giving a 'clean' but effective and efficient look. At least I try.