Group activation
#1
Posted 05 November 2007 - 08:25 PM
#2
Posted 14 November 2007 - 06:26 PM
#3
Posted 15 November 2007 - 09:10 AM
#4
Posted 15 November 2007 - 11:14 AM
Yes, indeed it could result in activation of all units on a side. In fact, however, we have found that rarely occurs.Firstly, there is no way to simulate the mass movement of troops like Pickett's Charge, and some of the large movements of forces in Napoleonic battles without this rule, or something similar. Secondly, there is a significant downside, which players find out about right after they pull off their "big" move — the other side has not moved yet, and has a free hand. Talk about ouch! This more than anything restores the balance quickly, as one side now has the ability to move and fire without response because of the commitment of the other side's forces to one combined effort.This happened several times in our France '40 game this weekend, and the French commander once considered a particularly mass activation. The referee expressed his reservations about the rule. However, the German player was tight-lipped, knowing that he would have a flanking opportunity if the French followed through on their move. Balance has not been an issue in the many WWII games we have used the rule.I will certainly have a chance to use the ABL rules for AWI games soon. I will then see how they work in an other-than-solo format.Cheers,GregoryI'm not sure I like this rule as one could potentially activate ALL their units at the same time. If I win initiative and all my units are in command of each other I can move and blast away with everything I have before my opponent has a chance to do anything. Totally upsets the balance (and intent) of the game.As an alternative the below "might" be acceptable but it hasn't been tested. I'm still not sure I like it.Instead of "Group Activation", perhaps call it "Brigade Activation". All regiments which are part of the same brigade may activate simultaneously provided they are within Command Distance of the Brigade Commander [AND] the commander passes a TQ check. If the TQ check is failed, regiments may still activate normally (and individually).For small games this could still result in activation of everything a player has.Going one step further ... allow only Movement actions ... no firing. If you want to mass fire, then use the Brigading rule already in place.
#5
Posted 15 November 2007 - 12:05 PM
#6
Posted 15 November 2007 - 12:33 PM
#7
Posted 15 November 2007 - 03:56 PM
#8
Posted 15 November 2007 - 04:21 PM
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