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Dark Portents

 Post subject: Dark Portents
PostPosted: Tue Oct 24, 2006 11:27 am 
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Ok, after some thought here's what I'd like to see in a fantasy wargame.

1) The ability to change formation. Meaning, you should be able to form a square when threatened by cavalry etc. Of course, each formation has pros and cons so deciding which one to use is part of the challenge.

2) Some kind of order system. I don't mean there should be order counters but some kind of chain of command would be in order.  And the loss of officers should affect the ability of units to receive orders.

3) Reasonable heroes. I admit I like high fantasy; that's why I like there to be heroes at all as well as some abilty to customise them. However, they should not be walking repositories of magic equipment.

4) Referring to 2) above. Army commanders and other officers should be there to give and receive orders.

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 Post subject: Dark Portents
PostPosted: Tue Oct 24, 2006 3:08 pm 
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Thanks for your input.

Chain of command and heroes are things that will not make the first draft, and will be added in later editions. My aim is to having something like units being out of command if more than a certain distance from their commanding officer - something that makes you think about command, but which is not too restrictive. Also, the game will hopefully be about the units. Heroes will be there, but if they are taken on by a large unit they will need to beat a hasty retreat.

Your first point I can talk about. Currently, the formations that I have are:

Closed Phalanx
Open Order
Line
Column
Skirmish
Cavalry Wedge
Ring (defensive formation, used by the Gauls)

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 Post subject: Dark Portents
PostPosted: Sun Oct 29, 2006 5:47 pm 
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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
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 Post subject: Dark Portents
PostPosted: Sun Oct 29, 2006 11:35 pm 
Swarm Tyrant
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(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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