I think there are a lot of problems with the melee system and some of the fixes would work for "Turn" based play but not "Phased" play and viceversa. From a game design point of view it really doesn't matter whether you have a whole bunch of morale checks and firing or just a single resolution of the whole melee. Statisically you can make both come out the same. But the multiple resolutions do give one more a feel of combat going on.
That said I'll put in my dimes worth (inflation [:D]):
For Turn based games they really need to separate the melee back out as a phase after move/formation/fire combined phase. It allows to much flexibility to the attacker and ways to circumvent any system you come up with to limit melees.
Melees need to become a more unpredictable event and more morale based in determining their success. The better system for determining a melee's success (not the same as casualties) in my view is a die roll based on comparison of unit morales with modifiers for strength ratios, terrain, enfiladed, etc. Actual casualties for the attacker would be based on the defenders firepower and whether they stood or ran. The defender's casualties would depend more on if they ran with only a small addition for attacker fire.
I would like to see the game take a lot more things into account than it currently does in making the melee. Currently, its a pretty limited list and they tend to be lumped unlike fire which is per unit. For example having one 20 man regiment attack from the rear gets you the enfilate modifier. Would a 1000 man stack even notice 20 men? Would 20 men even attempt to attack a thousand from the rear? It would be a nice touch to have each attacking and defending unit evaluated for its contribution to the melee based on its position (terrain and facing), morale and strength. It would be even nicer if external situations were also included like units of same organization, adjacent units, in command, etc. Also, terrain should provide a much more important role in the melee, particularly hexside terrain. Units in a sucken road, trench or other fortification tended to stay there against impossible odds. That was because the trench was the safest place around and far safer than trying to run.
Anyway all that and a dollar (inflation again) will get you a cup of coffee (in a cheap place).[:D]
BG. Kennon Whitehead
Chatham Grays
III Corps, AoM (CSA)
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