That illusive thing we all enjoy on RTS games for PC to explore the map and keep things interesting to stage ambushes and flanking maneuvers. This is the problem with tabletop games as you can easily see your opponent’s models’ and the positioning making you more of a God-like being instead of an actual commander which is fine but takes away some of that unpredictable nature of warfare.
So I spent some time hashing out some Fog of War mechanics and here is what I have thus far:
In a model’s activation it may move and attack but to attack an enemy model it needs to take a sight test which is a predetermined stat. If it passes a sight test then it can proceed to attack the model. No more of this conveniently moving in to kill a model tucked away in the woods somewhere. If your troops can see them they can shoot them.
My question is will this slow down the game too much?
Anyway I think it's not what you are looking for: let me explain... If you are moving a unit toward another unit which, because of a jungle f.e., was not supposed to be seen, you are violating the fog of war principle, and not only because you cannot shoot at it. From this point of view it's better to introduce a simple and fast concept like the one suggested by PaulG.
It's difficult to fully implement a fog of war concept, because, in the worst case, every player should play writing on a notepad his/hers movements and then place his/hers units only if effectively seen by an enemy (considering a 2 players game, with more it's impossible).
I can suggest a workaround: keep the units on the board in their effective positions, but don't show their power (i.e. number and type of unit). This way you can keep the thing simple and create a realistic fog of war (which, in a real battle, represents "the uncertainty in situational awareness experienced by participants in military operations", from Wikipedia).
You and Paul make a good case and as well as any of you that replied thus far but you have the wrong idea that I’ve made it more complex than it actually is. It’s not.
Allow me to clarify and elaborate because I’ll admit I was very broad and vague on my first post and I do apologize.
Everyone deploys their models on the table like any other tabletop game. The only exception you cannot pick anything and everything that you see as a target on the table meaning you cannot have your artillery omnipotently hurling shells conveniently across the table! You must, during your model’s activation or a special ability during the command phase, check if enemy models you want to attack has been spotted. If you cannot spot an enemy model you can’t do anything towards it. Each model has its own threshold on situational awareness. Depending how good or how bad you roll this threshold your forces will take the initiative to kill the enemy or maybe they overlooked your opponent and his forces can jump you! This is all dictated by 2D6. In this game you have less direct control of your models unlike games like 40k, Warmachine and Dust.
This threshold also dictates how well your models perform in the engagement. Rolling high you’ll get bonuses towards shooting. Rolling poorly your models are likely to perform poorly in combat giving your opponent the initiative to counter attack.
As this happens to keep track which models have been sighted I have tokens designed. In this case if your squad has indeed spotted the enemy but botched the shooting action, maybe due to obscurity or maybe your squad was a bit twitchy and rushed their shots the opposing squad has the chance to get away. If the enemy squad decides to run for cover your opponent can remove the sighted token off them and you have to find them again. This happens if tanks are threatened by anti-armor assets they might pop a smoke screen and backpedal to increase their chances to get out of dodge.
This encourages people to use recon assets such as drones, scouts or if you’re lucky with the command phase you get an intelligence boom to know exactly where a squad is. All this is determined by a pair of dice. In some recent play testing it made for some really interesting cat and mouse mini-games.
I am still testing cards to mix things up even more but I'm taking one thing at a time for stability purposes.