<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by ALynn</i>
I think a fire and then move option would be a vast improvement in realism over our current system.
Regards,
Lt. Col. Alan Lynn
<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Colonel Lynn,
I've heard people mention a system I would like to see even more: Plot-and-go. It wouldn't even have to be simultaneous movement for both players in order to work. Basically it would be the same we have now except that when we move the units we would actually be issuing <i>orders </i>to the unit, not actually moving it. Once we had issued all the orders we wanted to (the 'plot' phase) we would advance the phase (to the 'go' phase) and watch the units move. This would be sort of like watching our own replay, execpt enemy units in the woods would prevent some of our units from carrying out their 'assignments' -- resulting in lines that aren't nearly as pretty as we had thought they would be, and maybe leaving some of our units unsupported. Basically, a much more historical outcome.
For added spice, try random sequence: the units don't move in the sequence you ordered them to. You may have ordered unit A to advance to cut off a retreat, then units B, C, and D to melee. What COULD happen is that unit C meleed all by itself, getting plastered, then units B and D meleed (together), winning the melee and pushing the enemy unit back, THEN unit A shows up but is unable to complete the encirclement because the enemy unit has already been pushed back. (Yes, this could result in multiple melee attacks against a single unit the same turn. The game engine might not want to apply 'disruption' penalties against a meleed unit until the end of the turn.)
Other factors could influence the ability of units to even carry out their orders. For instance, the higher the fatigue level, the less chance the unit will actually perform everthing you've ordered. (In the example of the previous paragraph, unit D may be highly fatigued and didn't melee at all!) Fatigue, morale, supply, command, and other factors could all influence the ability of units to perform.
If this was coupled with the action point system being discussed, the number of action points available could be made variable: You would know the maximum number of points available to each unit in optimum conditions, but the governing factors might reduce the actual number of points significantly. For best simulation, I think the 'actual' number of action points would be hidden from the player each turn, and would be variable (a die roll, heavily influenced by the governing factors).
This kind of system would, I think, elminate the blitz techniques so much criticized now. One COULD order a melee, with a cavalry charge follow-through into the rear the same turn, but what if the melee failed and didn't open the expected hole? Or worse yet, what if the cavalry charge (into what they expect to be a hole in the enemy line) happened FIRST -- BEFORE the melee?
I'm not a game programmer, so I have no idea how much this would take to implement. It's just one of the things I'd like to see someday. Until then, I'll keep on enjoying what I've got - which I still think is fantastic. (Go, John Tiller!)
Your humble servant,
LGen 'Dee Dubya' Mallory
David W. Mallory
ACW - Lieutenant General, Chief of the Armies, Confederate States of America & Cabinet Member
CCC - Sergeant, Georgia Volunteers, Southern Regional Deaprtment, Colonial American Army
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