Reinforcements
Posted: Thu Mar 23, 2023 9:21 pm
Hello All and Happy Thursday!
Suggestion - Two part
Part One - When reinforcements arrive during your actual turn the units should be capable of receiving and executing the start of an order in lieu of a stationary position until the next friendly order cycle
Part Two - Allow for modification of hex and arrival time - this would ying/yang decision for the player. On Hex arrival a penalty of say 2 minutes per hex change with a maximum of 3 hex variation from original arrival hex. This arrival would only permit lateral or rearward changes no forward placement. Meaning if a player were to implement a change on the preceding order cycle arrival would be delayed by 2-6 minutes similar to a correspondence receipt to execute the change.
Part Two A - Player may choose to hasten arrival in original hex - but again based on the accelerated time of 10-30 minutes units may arrive piecemeal, or arrive as planned based on a random multiplier that would calculate a percentage of units affected. This multiplier would increase based on accelerated arrival request. For example using a die numbered 1-6, each 10 minute acceleration would be +1, so if random number of 1 is generated it would be 2 the multiplied by another random number say 2 result is 2x2=4 converted to percent 4% multiply by total units arriving, say 10 rounding up would yield one random company would arrive at the original scheduled time with the balance arriving 10 minutes earlier.
So 30 minutes earlier would be +3 with a randomly generated number of 6x3=18 adding a random multiplier 5 converted to % would mean 90% or only one of the 10 units would arrive early, this process would repeat every 10 minutes of game time with the multiplier reduced by a factor of 1. The balance of units that did not arrive early would then arrive at their original time
Adding the two options together might aid a player to stem the tide, or catch opponent of guard with early reinforcement arrival and or placement. Raining artillery on arrival hexes may no longer catch sitting reinforcements is orders, arrival time and hex locations are changed
Just some thoughts on ways to improve playability. At the least you should be allowed to place movement orders for reinforcements arriving during your turn
Cheers,
Art
Suggestion - Two part
Part One - When reinforcements arrive during your actual turn the units should be capable of receiving and executing the start of an order in lieu of a stationary position until the next friendly order cycle
Part Two - Allow for modification of hex and arrival time - this would ying/yang decision for the player. On Hex arrival a penalty of say 2 minutes per hex change with a maximum of 3 hex variation from original arrival hex. This arrival would only permit lateral or rearward changes no forward placement. Meaning if a player were to implement a change on the preceding order cycle arrival would be delayed by 2-6 minutes similar to a correspondence receipt to execute the change.
Part Two A - Player may choose to hasten arrival in original hex - but again based on the accelerated time of 10-30 minutes units may arrive piecemeal, or arrive as planned based on a random multiplier that would calculate a percentage of units affected. This multiplier would increase based on accelerated arrival request. For example using a die numbered 1-6, each 10 minute acceleration would be +1, so if random number of 1 is generated it would be 2 the multiplied by another random number say 2 result is 2x2=4 converted to percent 4% multiply by total units arriving, say 10 rounding up would yield one random company would arrive at the original scheduled time with the balance arriving 10 minutes earlier.
So 30 minutes earlier would be +3 with a randomly generated number of 6x3=18 adding a random multiplier 5 converted to % would mean 90% or only one of the 10 units would arrive early, this process would repeat every 10 minutes of game time with the multiplier reduced by a factor of 1. The balance of units that did not arrive early would then arrive at their original time
Adding the two options together might aid a player to stem the tide, or catch opponent of guard with early reinforcement arrival and or placement. Raining artillery on arrival hexes may no longer catch sitting reinforcements is orders, arrival time and hex locations are changed
Just some thoughts on ways to improve playability. At the least you should be allowed to place movement orders for reinforcements arriving during your turn
Cheers,
Art