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Tuesday, 16 September 2014

Alternative or Revised Initiative and Game Turn for Went the Day Well?

At the last couple of Big Games we have been trying out this new way for Initiative and the Game Turn. The reasons for this as to make a quicker and more tactical game and to get the cards off the battlefield. So here is the new initiative and Game turn and feel free to comment on it.



Game Turn


The Turn Sequence


The Recovery Phase
Initiative Phase
Activation Phase


The Recovery Phase

Two separate things take place during this phase, and both must be observed.

All Units that have a Nerve Status Marker, must take an immediate Nerve Test, and change their Nerve Status accordingly. If any action is required as a result of this change in Nerve Status, it is done immediately.

All Units that are out of Unit Coherency, must reform in order that they are. This is not a free move, and reduces the unit’s movement allowance by 1”.

Initiative Phase


There are two decks involved in the game, a “Unit Card Deck”, which is numbered from one to the maximum units involved in the game and a “Random Event Deck”, which has random events that can affect the game, players, etc.

Unit Card Deck

There of two decks of the Unit Card Deck, which is a deck of cards numbered from one to the maximum number of units in the game. The reason for the two decks is one deck is given out to the players, one card for each unit the player has and the other is for the order in which the units are played during the game.

So at the beginning of the game the players will receive a number of cards equal to the number of units that they have in play. So if a player has three units in play at the start of the game then three cards are dealt to the player, and if five then fives cards are received etc.

Also in the deck are two other cards, a Random Event Card and a Turn Over Card.

What is a Unit?

A unit is the following:
A Headquarters(HQ) section
An Infantry or Cavalry Section
A Support Unit
A Specialist Unit
For further details see the Platoon Generator.

Random Event Card

When the Random Event Card is drawn, the last player to activate a unit draws a Random Event Card from the Random Event Deck and plays that card. The effects of this card happen to that unit that was last activated.

Turn Over Card

The Turn Over Card means that the turn end and the Unit Card Deck is shuffled and a new turn begins. This is to represent the commander not being able to get messages through, sections trying to understand the orders given, simply not wanting to advance and come under fire, etc. This card acts as a randomiser and can mean that the players might not get to perform all the forces actions and the player as the command has to think about which units will have the most effect.

If you want every unit to activate and everyone to have a full turn, simply take this card out of the deck.

To Make a Unit Card Deck

To make a Unit Card Deck is quite simple. You will need two sets of playing cards, one to give to the players for each of their units and the other as the drawn pack.

Firstly give each unit a card to represent the units in play and then take the same cards in the draw deck so both decks should be the same. Also is the drawn deck add in both the jokers as these will be used as the Turn Over Card and the Random Event Card. Use the black and white joker as the Turn Over Card and the coloured joker as the Random Event Card.

If you want the actually decks they are both the Unit Card Deck and the Random Card Deck been created and can be downloaded from Very British Civil Forum or from Artscow.com, for details on how to get them are on the Very British Civil Forum.

Activation Phase

At the start of each turn the Unit Card Deck is shuffled and the top card is drawn. The player with the number shown on the card can activate one of their units and perform all the actions for that unit, be it move and fire, fire, fire and move, move into melee, etc. Once the player has performed all the actions for that unit then the next card is drawn and the next unit is activated and performs their actions until all the units have activated or the Turn Over Card is drawn.

The Unit Cards do not have to be assigned to a specific unit, like HQ is Unit 1, first Infantry section is Unit 2, etc, but you can choose to do so if you like, but the player can activate a unit in any order they choose. So if a player has Unit Cards numbered 1 to 4 in their hand and Unit 3 is drawn then the player can activate any one of his units that has not been activated in this turn.

So the player as the commander can have the command decision on what unit to activate and perform its actions. This can be important, especially if the Turn Over Card is used as the player might not get to move all the units in a given turn so will have to think about what actions he can perform and the effects that action will have.

Optional Rule.
With this rule a player can choose to activate a unit that has already activated this turn but it does mean that another unit will not be able to activate and perform any actions. The maximum times a unit can be activated in this way is twice a turn. So if a player has four Unit Cards in his hand, they could choose to activate every unit in turn when the cards are drawn or choose to activate one unit twice and two units once, or even two units twice.

What Actions a Unit can Perform?

A unit can perform a number of different actions per turn and the list below only covers some of them.
Move
Move and Shoot
Shoot and Move
Run
Charge into Melee
Go to Ground
Shoot
Fight Melee (if already engaged)

Also a section can split its actions so part of the section can fire while the other part moves. Then the part of the section that has moved can fire while the part that has fired moves up to the rest of the section. The section has to be in Unit Coherency at the end of the activation. In this way a player can represent the fire and manoeuvre tactics employed at the time.

Ta

PK

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