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Morale Boost of Leaders & Command Range https://wargame.ch/board/cc/viewtopic.php?f=6&t=5949 |
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Author: | 927 [ Tue Aug 02, 2005 3:32 pm ] |
Post subject: | Morale Boost of Leaders & Command Range |
I have just recently finished a prototype scenario where I have essentially eliminated regimental leaders. This is to reduce the number of counters needed for each army. Command ranges for B and D leaders have been increased correspondingly. However, I was thinking about another technique that could be used to make game mechanics simpler and "speedier" - - without sacrificing realism. Many know that "board gamers" frequently use a rule that says when a leader gets WITHIN a certain range, there is a special bonus. And that frequently there are only a FEW leaders (rather than one for every unit). By having only a few leaders, play is simplified, and each player can decide where to bring the morale effect of the top officer or officers! This simple mechanic of a "board rule" can be emulated in the CCC engine by tolerating MOST units fight in a "detached" status. This puts ALL units on BOTH sides on the same "level". And then have 1, 2 or 3 commanders available, rushing from one part of the line to another, boosting the morale of each unit. This makes a nice compromise between my prototype (where there are really NO leaders to worry about) and the conventional CCC OOB where the dang officers are constantly "in the way" of game play (LoL)! However, I tend to think that gamers here would resist having a "detached status" for virtually all units ... even if both sides had the same status. If my estimate of the situation is correct, my virtually "leaderless" scenario will probably be better tolerated ... with no "detached" messages to distract, and no surplus of officers to constantly "worry" over. Regards, Lieutenant Brooks |
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