Your concepts seem to fit with some of the game mnciaehcs I have been working on for the last few years.(Trying to get a straight forward modern wargame rule set.) Can I offer some ideas for discussion?Game turn mechanic idea.(Combining Alternating phases with order allocation.) If we let units (on good morale) take 2 actions per game turn.The actions could be -Move up to thier maximum speed.(Modified by terrain.)Make an attack.( close assault or ranged.)Ready.Prepare to perform the following action to greater effect.(Fire heavier weapons -move steathily) This allows the following 2 action orders’ to be given to units.Advance -move then attack.Double move then moveEvade- attack then move.Full support ready then attackInfiltrate. -ready then move.The game turn runs like this.Command phase. Players place order counters’ face down next to units on good morale .(Request off table support.)Primary action phase.Player A turns over order counters one at a time and peforms the first action of the order counter with each unit as the counters are turned over.Player B ,Ditto.Secondary action phase.Player A removes the order counters one at a time and performs the second action of the order counter as the counters are removed from each unit in turn.Player B , Ditto.Resolution phase.Attempt to rally units on poor morale .(Plot arrivals of off table suport.)If a unit becomes supressed-neutralised or routes after an action, its order counter is replaced with a supressed-neutralised or routed counter.(As apropriate, and follows the actions for the apropriate morale state untill rallied.)As I am old and forgetful (especialy after a beer or two.lol) Having one counter next to each unit that informs you the state of every unit, AND the point at which the game was left to get refreshments’, is a very welcome idea! It is similar to looking at the attacker for a brief period of time , then looking to see what the defender has done in the same time period.(Almost simultaneous but no quite.)And offers a lot of tactical interaction/thought.What actions to take what order to take them -when to activate, what are opposing units going to do?..etc.I hope I have explained this ok.If it is too complex, would you prefer a simple alternating activation or alternating (interlaved ) phases?I can offer up some ideas on damage resolution ,(intergrating physical and psychological damage )if you like?


Your concepts seem to fit with some of the game mnciaehcs I have been working on for the last few years.(Trying to get a straight forward modern wargame rule set.) Can I offer some ideas for discussion?Game turn mechanic idea.(Combining Alternating phases with order allocation.) If we let units (on good morale) take 2 actions per game turn.The actions could be -Move up to thier maximum speed.(Modified by terrain.)Make an attack.( close assault or ranged.)Ready.Prepare to perform the following action to greater effect.(Fire heavier weapons -move steathily) This allows the following 2 action orders’ to be given to units.Advance -move then attack.Double move then moveEvade- attack then move.Full support ready then attackInfiltrate. -ready then move.The game turn runs like this.Command phase. Players place order counters’ face down next to units on good morale .(Request off table support.)Primary action phase.Player A turns over order counters one at a time and peforms the first action of the order counter with each unit as the counters are turned over.Player B ,Ditto.Secondary action phase.Player A removes the order counters one at a time and performs the second action of the order counter as the counters are removed from each unit in turn.Player B , Ditto.Resolution phase.Attempt to rally units on poor morale .(Plot arrivals of off table suport.)If a unit becomes supressed-neutralised or routes after an action, its order counter is replaced with a supressed-neutralised or routed counter.(As apropriate, and follows the actions for the apropriate morale state untill rallied.)As I am old and forgetful (especialy after a beer or two.lol) Having one counter next to each unit that informs you the state of every unit, AND the point at which the game was left to get refreshments’, is a very welcome idea! It is similar to looking at the attacker for a brief period of time , then looking to see what the defender has done in the same time period.(Almost simultaneous but no quite.)And offers a lot of tactical interaction/thought.What actions to take what order to take them -when to activate, what are opposing units going to do?..etc.I hope I have explained this ok.If it is too complex, would you prefer a simple alternating activation or alternating (interlaved ) phases?I can offer up some ideas on damage resolution ,(intergrating physical and psychological damage )if you like?


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