Unrealistic Helicopter Command, House Rules?
Posted: Wed Nov 11, 2015 7:42 pm
Amazing game.
However, as always command is exercised with the Commander overhead in a helicopter using a radio to command his army. Hence, even in the youtube video introducing the game, you have multiple small actions occurring all over the field rather than the much more cohesive massing with I think was more typical of the time.
The only way I can see for more 'realistic' play is some sort of House Rules. If anyone has worked out some I really like to seem them!
My current vague ideas revolve around the speed of communications to and from the Commander.
Thinking basically that you roll a dice at the time you want to make a change in deployment and you have to wait that many turns until you can make the change. The idea is to create the delay of a courier carrying the info. The further from the Commander, the longer the delay - this will encourage tighter formations, which I think would be more realistic. Very vague now, but will poke at it.
However, as always command is exercised with the Commander overhead in a helicopter using a radio to command his army. Hence, even in the youtube video introducing the game, you have multiple small actions occurring all over the field rather than the much more cohesive massing with I think was more typical of the time.
The only way I can see for more 'realistic' play is some sort of House Rules. If anyone has worked out some I really like to seem them!
My current vague ideas revolve around the speed of communications to and from the Commander.
Thinking basically that you roll a dice at the time you want to make a change in deployment and you have to wait that many turns until you can make the change. The idea is to create the delay of a courier carrying the info. The further from the Commander, the longer the delay - this will encourage tighter formations, which I think would be more realistic. Very vague now, but will poke at it.