tag:blogger.com,1999:blog-5185876513552272723.post1366565643622618363..comments2024-03-28T03:10:23.679-07:00Comments on Polemarch: Orders and ActionsThe Polemarchhttp://www.blogger.com/profile/10958736917525649927noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-5185876513552272723.post-64909574990090213222013-10-25T02:28:14.541-07:002013-10-25T02:28:14.541-07:00I think we are back into the chance and necessity ...I think we are back into the chance and necessity characteristics: a unit necessarily follows orders, but there is a chance it doesn't, or responds slowly etc. The question is how we manage and model that, without it appearing too random or frustrating. <br /><br />Changing orders frequently is a recipe for mess and chaos, but not changing orders can be the same. I think we can conceptualise a package of outcomes, but then assigning probabilities from 'automatic response' to 'orders ignored' and all points between gets a little tricky.The Polemarchhttps://www.blogger.com/profile/10958736917525649927noreply@blogger.comtag:blogger.com,1999:blog-5185876513552272723.post-6259060345174960352013-10-24T15:42:05.722-07:002013-10-24T15:42:05.722-07:00I have been wrestling with Command issues for some...I have been wrestling with Command issues for some time, in that I do not think I have recreated the difficulties very realistically with my WW2 rules: as a General/Player a change of orders is issued and after the appropriate delay it is carried out to the best of the unit's (mine) abilities, more or less word perfect because I wrote it out minutes before!<br />At the start of the game, I do roll for unit characteristics (very minor tweaks in most cases) which may vary a unit's execution of orders slightly, making them, well, less identical and generic obviously. This is a unit trait known in advance which I suppose was an influence in the real world and so I have no qualms replicating it in my wargames.<br />But I think I need a game mechanic whereby the unit leader quality (amongst other factors) affects how orders are interpreted and when they are acted upon-if only a probability of a 1 turn delay in execution.<br />I am talking about WW2 here again, where orders were 'probably frequently' changed (my guess) during the course of a battle. I just want something more elegant than writing an order down and executing it to perfection one move later...still musing but will probably develop something along your suggestions thereLes Hammondhttps://www.blogger.com/profile/12024891433789158423noreply@blogger.comtag:blogger.com,1999:blog-5185876513552272723.post-62552890392710775232011-11-28T06:20:15.925-08:002011-11-28T06:20:15.925-08:00Thanks both...
Timeshadows, I quite like this; th...Thanks both...<br /><br />Timeshadows, I quite like this; the dies that you don't know what the subordinate's character is like appeals to the darker side of my sense of humour. I guess also that the deck could be loaded in favour of, say, Nelson's band of brothers as opposed to the Franco-Spanish band of others.<br /><br />Nundanket, I fear you are right and we will never be rid of cheese in wargaming. On the other hand, I'm sure I've read of some Samurai commanders being ordered to do away with themselves so someone else can have a go. I do recall a Charles Grant scenario where Gauls were attacking the Romans at night. They veered off left or right and if they met another unit they might fight them. by the time the Romans were alerted, the Gauls had practically defeated themselves...<br /><br />But that was night-fighting, which I guess is even more difficult.The Polemarchhttps://www.blogger.com/profile/10958736917525649927noreply@blogger.comtag:blogger.com,1999:blog-5185876513552272723.post-74332616680237043132011-11-26T18:59:54.677-08:002011-11-26T18:59:54.677-08:00:)
As regards the Commanders personalities, a sim...:)<br /><br />As regards the Commanders personalities, a simple 4 Suit card system, as exemplified by Twilight 2000, which acts as a shorthand for the sort of character.<br /><br />Something along the lines of:<br /><br />* Spades: Brooding, Suspicious, willing to suffer losses to gain advantage or make a point<br /><br />* Clubs: Violent, Evasive, guerilla-warfare, war-crimes, personal challenges<br /><br />* Diamonds: Intelligent, Dispassionate, uses scouts, spies, favours and money to alter the circumstances in their favour<br /><br />* Hearts: Passionate, Idealistic, moral or honourable and very aware of the social currency of popular support<br /><br />The range is from 2 at the low-end of the traits, to Ace as the Paragon of the traits, with J/Q/K having a numeric value of 11, and Ace as 12, as regards a 2d6 or less to act accordingly.<br /><br />This is not necessarily representative of T2K's actual system, but as my memory/creativity serves.<br /><br />The advantage to this is that as the Commander's Personality is needed, it can be drawn from a standard deck, and tested against (with or without modifiers) with basic dice.<br /><br />I hope that helps. :DTimeshadowshttps://www.blogger.com/profile/09952601433965644275noreply@blogger.comtag:blogger.com,1999:blog-5185876513552272723.post-51598905866686512492011-11-26T14:07:52.124-08:002011-11-26T14:07:52.124-08:00I take your point about playing with people who do...I take your point about playing with people who do "cheesy" moves but how far is reasonable for a minimum move? We find it best to set a minimum.<br /><br />As for the removal of dilatory generals on the battlefield. I can only think of the opposite case where the recalcitrant subordinate stayed in post at least until later in the campaign - Lord Sackville at Minden.<br /><br />I'm a great believer in the frustrations of command. So if you want the additional complexity, even after spend the required "resources" (Tempo Points/PIPs) simply dice for take up of the order. Options could include delay for one turn, move at slower speed, advance at maximum rate, or veer left/right (the Capt Nolan scenario).<br /><br />Possibly not so enjoyable but a little more realistic.nundankethttps://www.blogger.com/profile/12895608927860103442noreply@blogger.com