Post
by The Other Dave » Tue Dec 30, 2014 8:27 am
Yeah, exactly - for example, both Epic and Bolt Action have mechanics where units that come under fire accumulate [foo]s, which make it harder to activate said unit, degrade their ability to shoot and fight, and so on. Pretty simple on the face of it, but it allows you to get into quite a bit of depth in terms of unit and commander quality and how those can mitigate (or exacerbate) the effects of fire in this way.
There's lots of other ways to do similar things, of course. Warmaster and its descendants (including Black Powder, Hail Caesar and the like) do a thing like Lovejoy described, where you basically have to pass a Warhammer-style leadership check (usually based on the quality of the leader issuing the command) to successfully activate a unit, and things like how many times the unit has been activated, how far it is from the leader, what kind of terrain it's in, how much it's disrupted by damage and so on effect the dice roll. An ancients game I'm itching to try, Sword and Spear, sort of combines this with Bolt Action's pull-dice-from-a-bag activation method, having players pull a number of dice, roll them, and assign them to units to activate them - better quality units can be activated with lower dice rolls, proximity to a commander improves effective quality, complex maneuvers decrease it, and so on. (I don't know of any games that take hemorrhoids into account, though, heh.)
All of which are basically ways to make activating a unit a gamble, and they almost always rely on differences in troop and commander quality, modified by battlefield effects, to determine how much of a gamble it is. You can often do *something* even with a unit that fails to activate, it'll just often be severely limited - in Epic, for example, a unit that fails to activate can choose to shoot or move, but can't do anything else. But it's a bit more than could just be covered by, say, a penalty to hit - sometimes, a commander wants their troops to flank the enemy, or attack decisively, and they stay put. Think of the attack on the farm at Foy in Band of Brothers, where an indecisive subordinate causes an advance to stall, potentially catastrophically - lots of rulesets don't really have any mechanics to make something like that happen.
So in a sense, MiJ, it's "just another dice roll," but I like these kinds of rules because it reflects the reality of war and the fact that troop quality, commander quality, command structure, communication lines, and general battlefield confusion will often have a huge effect on whether troops do what their commanders want them to do.
Feel free to call me Dave!
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Miniatures painted in 2024: 146
Miniatures painted in 2025:
32mm infantry: 47
Epic: 12 tonques