HMSWarspite
Posts: 1401
Joined: 4/13/2002 From: Bristol, UK Status: offline
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You have to be really careful not to put things in that in reality just increase player workload. So, only finding out what a units MP are only when you try an move it would be instantly got around by moving each relevant unit one hex, then the next etc. to maximise the coordination without surprises. You thus lose most of the intended benefit of the rule but give much increased player work load (which is just annoying). IMHO, attempting to physically change the way the game is played for the first few months is a big mistake. Later on, we are (as Red Lancer says) playing all command levels. You shouldn't take that away in special rules for the first turns. To really have the mechanism Michael T asked for you need a game where you give orders to HQs, and don't move units at all (or some really wicked MultiPlayer, with players moving their sub commands in response to emails but no knowledge of other moves! You then give the Russian side only 20 character dot matrix printouts for player comms for 4 months and the Germans get Live chat and photo messages!). Nice game but not this one I suspect. Within the mechanics of the game, the existing stats should be used or modified. So, make AP costs of changing unit HQ allocation a function of leader admin and unit readiness. Ditto unit attachments. Poor admin leaders at start would then mean you cant do much of it. Introduce a MP debit based on unit readiness and not just as a function of supply (or make MP costs a Fn of readiness). Then test the effect late war, and make sure the same rules give a good effect (i.e. little to none) then. The more special rules there are the start or end on specific turns, hexes or for odd cases like in certain turns if there is an R in your user name, the more players will find ways to exploit the discontinuity in them and get around them (or at least use them to get some benefit)
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I have a cunning plan, My Lord
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