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Post by bruce on Oct 10, 2017 1:30:53 GMT
I am looking to add a chance roll to start off each turn to add some random uncertainty to my solo game. I am currently playing my modified Neil Thomas rules with square grids - it is becoming a favorite because it is so easy to set up and play for an hour or two. Back to basics in some ways, but I have been borrowing and adding from my way too large rules collection to come up with added game details that work for me.
My thought on this is old school, maybe roll 2 D10 and consult a chart where some of the numbers would correspond to an event for the side starting a turn. This could be things like a sudden rainstorm or a caisson explosion, delays for units, etc., all with consequences. I don't want to get carried away with silly stuff, but I am wondering if any of you have any thoughts or specific ideas for random events? Bruce
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Post by profjohn on Oct 15, 2017 21:16:03 GMT
I like this idea and find the Black Powder blunder rules can add this element. My only thought is to wonder if a possible random event every turn might be too much and that throwing to see if a random event might take place might be better- eg1-3 throw for a random event 4-6 don't. I'd also suggest that at least 2 outcomes on your random event table specify 'no random event.'' There is also the question of random events which affect both sides - eg a weather event - and those, like a caisson explosion, that only affect one. But anything that introduces chance and luck- sometimes I think the best generals of our period- is a good idea.
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Post by bruce on Oct 16, 2017 2:27:55 GMT
Hey Profjohn! Thanks for this, great minds think alike!
Here's what I tried first. Roll one die to start each side's turn. An odd number means you roll 2 D6. Events only occur on 3,6,9,12. A 9 means a sudden downpour and neither side fires for one turn. A 12 is a lost courier and two selected unit may not move. 3 is the caisson, results in 2 hits to a battery. 6 is low ammo, two selected batteries may not fire.
During a twelve turn game this provided a couple of interesting moments. But I wonder what other kinds of realistic things can go wrong that I could add to my list, which feels kind of limited and not too creative. What other kinds of things out of a commander's control might occur, or did occur, that would add some random chaos to the proceedings without getting too silly? Bruce
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Post by keithabarker on Oct 16, 2017 13:55:06 GMT
Random events don't have to be bad - they could be good - although that probably makes them bad for the other side.
Something like "the general grabs the unit's standard and rallies it".
"Skirmishers shoot the commander of an enemy unit" so that it cannot move or change formation for 1 turn (unless already advancing in which case it must continue).
Some events would be conditional on what's happening on the field - "the Sappeur's help in the attack" would only apply if already attacking a village or farm.
But the events would depend on the scale of the rules you are using.
Have you considered using a pack of cards? Red means an event, black none. Then all you need to do is think up 26 events - or 20 if you make face cards no event. No risk for double events.
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Post by tim on Oct 17, 2017 19:25:44 GMT
I like card driven games like Too Fat Lardies rules for instance. You can play as fair to both sides in a solo game but then a turn of the card buggers the whole thing up and comes up with a totally different situation
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Post by bruce on Oct 18, 2017 0:58:24 GMT
I like the card idea - so I need more occurrences/consequence to make up a table, ie sudden downpour, lost courier, etc. Any ideas? Tim are there any such card sets you can buy and adapt, either as part of a rule set or on their own? Ideas for making a table of chance events would be most welcome - maybe we could brainstorm a useful table for all. Bruce
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Post by tim on Oct 18, 2017 18:46:13 GMT
Better off making your own cards Bruce to fit with your desired system. TFL supply packs of cards but they fit in with their own rules which are mainly skirmish based, not sure they would fit with the higher formations involved with 6mm wargaming. One idea you could adapt is the activation of formation commanders by a card draw, it really can muck you up when one side draws cards for 3 or 4 turns in a row for their side and all you can do is react to it
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Post by bruce on Oct 20, 2017 2:17:53 GMT
Yes Tim, I sensed that about TFL after having a look at the website.
So - the chance list so far includes commander activation or activation delayed in some fashion (ie lost courier, inspired general rallies unit if applicable, etc.), sudden downpour (fire, visibility, movement affected) , exploding caisson accident(affected unit takes hits), reinforcements late (wagon breakdown blocks road), adjacent unit commanders in dispute causing their units to de-activate 1 turn.
What else might pop up on such a list? Bruce
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Post by keithabarker on Oct 25, 2017 18:43:26 GMT
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