My brother and I resolved last year that we would hold an annual BattleMasters contest round the holidays. We discussed and agreed last time that the "vanilla" game left a lot to be desired, most significantly in terms of depth in tactics, maneuverability, and the effect of terrain.
My brother has played a lot of the Total War video game series in these past several years and wants to relive some of that tactical brilliance and spectacle, but in a turn-based format. I'd like to give it a try, and I'm looking to this community for some ideas.
If you were going to make even a single change that maintains ease-of-play with even a slight increase in nuance to add to strategy and tactics, what would it be? Here are a couple realms of thought, to start your brain working...
- The large map hosts a variety of terrain types: fields, roads, mires/swamps, etc. How should these affect the regular game? Movement speed, firing range, line of sight, etc.
- What specific advantage do you think the lone Tower can provide to the occupying unit?
- The game uses a hex map. What thoughts do you have on flanking units (approaching a single unit from the "sides" to increase combat effectiveness)?
- There are a number of additional tiles and terrain features to add to the game, specifically dugout fortifications and hedges. How might these affect game mechanics in more interesting ways?
- Any idea how to implement morale, routing, rallies, and other soldier-attitude-based bonuses or penalties?
Any ideas will be considered, folks! Bring 'em on. :)
For more information about BattleMasters, have a look here:
https://boardgamegeek.com/boardgame/700/battle-masters
PS: As a side note, my brother and I are big fans of pop-up matches of BattleBall at this time of year, as well. Any interesting ideas for that? :)
There are a few additional/optional chipboard hexes that one can lay on the map proper for some terrain variation, but that's low priority. Set-up time is not an issue. There's also a collection of scenarios in the rulebook, as well as fog-of-war variant rules and so on. Within the vanilla game, there are some adaptations one can make to add to replayability. What I'm hoping to learn is what can be done to add complexity and utility to maneuvers, flanking, etc.
Regarding the map, I'm more interested in how to include the terrain itself factor in how the game plays out. Apologies if this was unclear in my original post.
Seriously: how would you wargamers address this?