Daemionhunter wrote:I'm not convinced we need a thrid move mechanic.
It's just one idea to throw into the pot in thinking of additional uses for CPs. - mainly based on allowing the more practical use of infantry reserve formations in games which often only run for 5-8 turns.
We've used this in large refights (ie Austerlitz) where the pace of combat has prevented un-committed formations moving across the field as quickly as they did historically.
It came up as a discussion in the large 4,000 point multiplayer game we had in Thames last year. The French kept a strategic reserve (the Guard Corps) but was not able to commit it fast enough to make any difference. Andy (Hunter, not you mr daemionhunter) pointed out a dynamic of FoGN to only encourage keeping cavalry reserves, not infantry (unless they are rubbish infantry and you are just trying to hide them), as cavalry are the only reserve units able to get into the line fast enough to make a difference. Especially if you are unreformed.
Guard and elite infantry in particular should probably never be kept in reserve, to do so means your best troops are often effectively out of the battle.
From this discussion sprouted the idea of allowing multiple 2nd moves. Good troops in reserve with plenty of CPs should then hopefully be able to rapidly deploy to an area when needed.
They would still have the inherent brake of having to stop short of 6MU of enemy, and it would only really effect reserves as front line troops are usually in/will be in 6MU of enemy.
We also thought it might balance things up a little for defenders, giving them more chance to deploy reserve formations to counter an attacker loading up on one flank.
The other effect is allow the attacker to potentially move faster in his first turn. However this really just speeds the game, allowing the first 2 turns (the approach) to be condensed in one turn - at the risk for an attacker of passing some 2nd/3rd moves and not others, and ending up strung out.
Anyway, perhaps something to beta test?