Friday, May 10, 2013

Rules for the war

Part 1
Rather than using a purchased set of rules my inclination has been to write a set specific for our game. By write I mean borrow heavily from other sets. Here are some initial thoughts.
 
I     COMMAND
 
I enjoy rulesets where command is not automatic and players are not omniscient in regards to what their units can and will do. Plans must adapt to the flow of combat and must be able to adapt to do so.
 
The first part of this is changing the IGUGO turn framework some of our players are more used to for the now more fashionable sequence by card activation. To give the player some flexibility the cards will be generic to the one house or the other, not any specific unit.
The Breather card would be mixed in as well - it reshuffles the activation deck, so it is unlikely every unit would go in any one turn. It is possible to have a second random event deck to be triggered by the Breather card, but that would be down the road.
 
The cards are activating leaders, not units. Leaders then can lead or drive units under their command, inspire greatness, perform heroic acts, or simply dress their lines. In keeping with the nature of Game of Thrones and other such tales, it is the leaders that matter - the troops are instruments of their actions. By favoring leadership rather than combat I hope to avoid some of the pitfalls of the Herohammer complex. 
 
II      Combat
The card choice feature of the Game of Thrones board game has been popular with those of our group who have played it, so with that in mind my thought for combat is as follows;
 
1) Player Decisions - Charge into combat or slowly march then the defender decides to Stand and fight, counter charge, fall back, or even run away.
2) Each player plays a combat card from his hand, simultaneous reveal. I've included a couple of rough mock ups. 
3) Each player then rolls combat dice, losses are applied,
morale checked, then the winner drives the loser back.



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