This week my focus has been mainly on a couple of rules changes and playing some quick games to test them. The first change was to my WW2 one-hour war-game house rules and involved the role of (light) reconnaissance units. I want them to represent the presence of Forward Observation Officers which improve the chance of artillery barrages hitting when they are the observers. To help balance this advantage I reduced the Reconnaissance units fire power, but allowed them to always be treated as in cover, as they are a small and fast unit (many thanks Norm for the suggestion). I will have to update the rules later this week.
On the topic of Reconnaissance units, I have been able this week to complete a German Reconnaissance unit using two motorcycle kits by Zvezda. They are very nice models and pretty straight forward to put together.
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Newly added German Reconnaissance unit |
My activation rules for units in my house SciFi rules (based on one-hour war-game format again) has both players rolling and the player with the highest score activates a unit. Both sides can activate up to 6 units and this does not include are counterattacks when units are attacked. I was asked "why 6?" By
Captain Kobold who has tried out the rules with his W40K Epic models. I generally game with between 8 to 12 units, and I didn't want all units activating every turn so a limit of 6 seemed about right. However, the Kaptain's question got me thinking, as the rules disadvantage larger armies.
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A test game in progress |
Revisiting the activation mechanism I came up with two options to try out.
Option 1 - Half Units Activate
The game is played in a series of turns with control passed between players as they roll for the initiative & command units. This continues until half a player’s units (rounded up) have had an opportunity to perform an action.
To start the game roll a dice (D6) & the highest score begins in control.
When in control a player can command a unit the following actions: a) move, b) attack or c) move/attack. Units perform one action per turn.
After a unit has taken an action players roll again for control. This continues until half the units on both sides have had the opportunity to perform an action.
Even when one player has used all their actions, they continue to roll for control, because if they win with an odd number a player can command a unit to action even if half their units have performed commanded actions.
Units which have not performed an action are able to counterattack. They cannot perform other command actions after counterattacking & counterattacks do not count as part a player’s activations.
Option 2 - Variable Activations Per Turn
The game is played in a series of turns with control passed between players as they roll for the initiative & activate units. This continues until both player’s units on the table (not those in reserve) have had an opportunity to perform an action, or a score of 1 on the Turn dice (D6) ends the turn earlier.
A Turn D6 is rolled when players roll their D6 for gaining control of the next action. This means a turn’s duration is unpredictable.
To start the game roll a dice (D6) & the highest score begins in control.
When in control a player can command a unit the following actions: a) move, b) attack or c) move/attack. Units perform one action per turn.
After a unit has taken an action mark the unit as being activated. When the Turn D6 scores a 1 and the turn ends remove all activation markers.
Units which have not performed an action are able to counterattack. They cannot perform any actions if they have counterattacked.
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Reserves Deep-Strike into the game |
And the preferred option is...
Having played both options I have gone with option 2 for a couple of reasons. Firstly, it is quick and no stopping to count units. Secondly, the Turn D6 presents an interesting opportunity to add special events when a 6 is scored. For example, the winning player who has a Turn D6 score of 6 can be allowed to place an activation on an enemy unit rather than performing an action themselves.