Just looking for some feedback on a movement mechanic for a squad level tactical warfare game I've been mulling over.
Though the scale used doesn't really matter, I'm thinking something fairly personal, like 1 square = 2meters or so. And I mention squares, but this could be hexes too.
The idea is this: Each player commands a squad of, say, 4 or 6 elite soldiers. In isolation, a soldier can only more 1 square a turn, however as a squad, things get interesting.
If a solder is orthogonally adjacent to a squadmate, he can move to any square adjacent to his own, or his squadmate's current position. This effect could even be 'daisy chained' across multiple squad mates, so...
Say you have a squad of 4 and they are all lines up, the guy on the far right could effectively move 4 spaces to the left by moving to the free space after the last soldier.
I think this would allow interesting, flock like, squad movement but there are some things I'm having trouble working out.
How would I even word this in a rulebook? "You can move a solder to any space adjacent to a squad mate"?.. Well, no, that would allow you to teleport to the other side of the map! How about "You can move a soldier to any space adjacent to a squadmate who is currently adjacent to a suqadmate who is currently adjacent to.." etc etc? ^_^ So, you can see my issue here.
The other issue I'm wrestling with is that of leapfrogging. If I move the first guy 4 spaces to the end of the line, and then the next guy 4 spaces to the new end of the line etc, I end up moving that last guy pretty far. The thing is, I'm not sure if this is actually a problem, or just a neat byproduct of the movement system.
I'll understand if anyone cries 'TLDR" ^_^
What I'm trying to get at is that soldiers moving as a unit are able to better cover their angles and so cover more ground (it's a little abstract, but I'm not going for simulation really).
Now, what CouldBuster said gave me the idea to define 'clumps' of friendly soldiers. I figure if I can gracefully define what constitutes a 'clump' (and a better word than clump) then I can simply say that you can move a soldier to any space adjacent to any other solder currently in the same clump.