|
Post by bruce on Mar 30, 2017 3:48:47 GMT
Does anyone have any particular methods for unit activation that they particularly like? Most rules seem to have some mechanism for this. It is nice for the solo player especially to have some uncertain elements in the proceedings. But I have not yet found a mechanism for this that I like.
To help the game have a narrative, which is something I really enjoy, I think that activation rules ideally should be somewhat based on probabilities with enough chance thrown in to provide a twist here and there. Any opinions on the best unit activation mechanisms? Bruce
|
|
|
Post by tim on Mar 30, 2017 5:19:32 GMT
I quite like the card activation method that Too Fat Lardies use for their skirmish rules Bruce.
|
|
|
Post by Sho on Apr 4, 2017 14:42:50 GMT
I don't understand the idea of activation. Unit may stand, move or fight. What the activation means?
|
|
|
Post by Richard on Apr 4, 2017 20:02:15 GMT
In other periods I have played i.e epic armegeddon the activation system works really well and makes for a much more interesting game
|
|
|
Post by bruce on Apr 5, 2017 13:15:07 GMT
Hello Sho! Activation rules are used at the beginning of turns, often with dice roles or drawing cards, to determine how many units will be allowed to move, fire, etc. In this concept some units may proceed while some may not be used (not activated).
This is helps to simulate the effects of factors beyond an army commander's control, such as couriers with orders being lost or killed, unit commanders being slow to act because they are timid or took a lunch break, units not being ready, etc,
It can be a good rule to introduce some interesting tension in command and control, fog of war, etc. Especially interesting for solo players. But I feel it can also seem arbitrary and unrealistic so I want a system where it seems realistic and logical when some units are restricted, not just an arbitrary number of activated units from dice rolls. Bruce
|
|
|
Post by Sho on Apr 5, 2017 17:48:23 GMT
Aaah, thanks! This is one of these artificial things in rules I avoid. I prefer that couriers actually being lost on table and commanders actually taking "lunch breaks" according to their drill and experience, instead of artificial actions or cards. This works well in solo games too, like playing unpredictable chess with himself.
|
|
|
Post by davidsh on Apr 6, 2017 8:59:58 GMT
I tend to use activation by way of dice at the start of the move. I agree it can be somewhat arbitrary, but with large numbers of units I just up the number of dice so that game flow is not impeded.
I still think this is a good idea since armies did not operate on the pull of a lever, and the overall commander could not see everything or react quickly enough to localised incidents. Many a brilliant idea was rendered useless by units or their commanders not doing what was expected, or overall commanders being over optimistic.
One adjustment could be to dice separately for known uncertain units (e.g. Russian militia, or raw recruits), to see if you can actually get them moving.
|
|
|
Post by bruce on Apr 6, 2017 22:32:37 GMT
This is a good idea! Thinking about some things that actually happened to commanders as well as things that might happen in certain units. Keeping it realistic but not too complex. Keep the uncertainty without bogging down. I will have a look at the TFL card idea as well. Thanks! Bruce
|
|