I thought I would share the activation system I am playing around with for my current square-grid games. It's based on the method used by others of rolling Risk express or battle Cry/Memoir '44 dice to determine which units can be used during a turn, but I have adapted it to use a conventional D6; the results are easy enough to remember in a fairly short period of time.
Each army has a number of activation dice assigned to it, and can roll that many at the start of the turn. I haven't hit on a method of determining how many dice the army should get yet; for the smallish games I have been playing three to five seems sufficient.
The primary arm of the army must be determined. This is either Infantry or Cavalry.
1-2 Activate one unit from the Primary Arm
3 - Activate one unit from the Secondary Arm
4 - Activate one Artillery unit
5 - Reroll this dice, and add an extra activation dice.
6 - Activate one unit of your choice (if within 3 squares of a General)
So if your primary army is infantry and you have four dice, rolling 1,3,5,5 you can activate:
One Infantry (1)
One Cavalry (3)
Reroll the two rolls of '5' and add two more dice. These score 1,2,5,6 which means you can also activate:
Two Infantry (1,2)
One unit of your choice within three spaces of the General (6)
Reroll the '5' and add yet another dice. A score of 2 and 3 finally adds
One Infantry (2)
One Cavalry (3).
This is a total of:
Four Infantry
Two Cavalry
One unit of your choice.
If a dice score cannot be used (because you don't have enough, or any, units of that type), then it is ignored.
If a General is with a unit then he may move with it if it is activated. Otherwise a general may be activated with any dice score (a good use for scores that you can't otherwise use).
Obviously this mechanism is designed for a horse and musket style of game (I've tested it with 18th century and 19th century settings), but it could be adapted for more modern eras as well; for an Interwar/WWII setup you could have mechanised and non-mechanised as the arms, for example.
If a dice score cannot be used (because you don't have enough, or any, units of that type), then it is ignored.
If a General is with a unit then he may move with it if it is activated. Otherwise a general may be activated with any dice score (a good use for scores that you can't otherwise use).
Obviously this mechanism is designed for a horse and musket style of game (I've tested it with 18th century and 19th century settings), but it could be adapted for more modern eras as well; for an Interwar/WWII setup you could have mechanised and non-mechanised as the arms, for example.
I'm still tweaking this idea, but it does seem to give the player enough control to implement a plan, whilst throwing the odd bout of good or bad fortune their way as well.
Hi Kaptain,
ReplyDeleteLooks like a sound idea and is similar in some respects to that which I used in my recent Catalca battle. I like the primary arm differentiation. The main reason I did this was identical to yours in that you could gain a measure of control over your army but (in my version) at the expense of reduced activation. My system allowed you to exchange any paired rolls for a single unit activation of any type. I have to say that your seems to have a lot more thought attached to it though so I will add in to my next game and see how it goes!
All the best,
DC