(Frecus @ Oct. 29 2006,16:47)
QUOTE
To keep it a real 'fantasy' game, I'd recommend leaving some BIG room for heroes and magic. Warmaster for example has a great command system, but magic seems to be almost nonexistant, and heroes are more like markers than actual playing pieces.
As for creating a system of command, I'd suggest not making command being based solely on commanding officers. The best way I'd see commanders work is to have these commanders give huge advantages to troops nearby (maybe even on the expense of the commanders fighting ability, a la the WHFB battle standard bearers, but more extreme).
And I'm really curious after how the heck you are going to organise those foramtions. The most difficult thing in wargme designing IMO is representing different formations.
Frecus
The glade wanderer
Madwarrior
The formations are one of the few bits left that will be inspired by BattleStorm (I have found that although I like the rules, if I am putting together my own I may as well change other parts too... so they are not so similar to BattleStorm any more).
Closed phalanx has minis in base contact.
Open order has minis seperated by 5mm.
Line has ranks with bases connected, but gaps between the ranks... etc.
I have a few ideas on commanders, and I will be coming to them later. The general idea is that units more than a certain distance from a commander are out of command, and therefore restricted in what they can actually do. This means that a force of archers left to guard a flank will really need a character to watch over them.
The magic system needs a bit more work, and is for the future. But I have the system drafted out for use when I first picked up BattleStorm, but never got the chance to take it further.
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