Hello all! My first post to the forums, although I have been reading them for a bit.
I am in the middle of designing a war game (simpler than Axis and Allies, more complicated than Lionheart). It is played on a 25x25 square board. There are several different units, infantry, cavalry, and (importantly for this topic) the Commander.
I wanted to model the fact that just becuase the Commander gives orders, doesn't mean the units follow. What I was thinking of doing was having the player roll 4 dice before movinga unit. If the dice roll was less than the number of squares from the Commander, the orders "never got there" and the piece does not move.
It could really throw a wrench into an attack, especially if a front line unit doesn't move, causing a bottle neck. However, this will also encourage the player to bring their Commanders (an important piece for other reasons) out into play instead of hiding them for the whole game.
What do people think? Is it too random an element? The player can mitigate the randomness by moving his Commander to the more critical parts of the battle (at increased risk to his safety!). I, personally like the idea, as it removes some abstraction from the game as they are not chess pieces which will do what you want. They will *usually* do what you want though.
Thanks,
Michael
Thank you both for oyur replies. I was thinking of reducing the size and/or number of pieces for each side. At the moment, each side has 27 pieces (including the Commander). I wanted to make sure that there were enough units to make strategies possible, while also making sure the board was large enough to allow for flanking maneuvers.
Having said that, there are 3 types of infantry, peasants, shield men, and spear men. Peasants would be least likely to follow orders, while the others might be more inclined.
The other question, I was thinking of was what do they do if they don't follow. The most obvious option is that they simply do nothing. However, they also might move towards the nearest enemy, move away from the nearest enemy, etc.
I was trying to think of other mechanics to allow this to work. Allowing the Commander to expend "points" of some sort to ensure orders are followed may also work.
Thanks for your input!
Michael