New unit idea: General
Posted: Sun Aug 26, 2012 8:57 am
I would like to suggest the addition of a new unit. The unit is your general. Its icon would be a kubelwagon/jeep/staff car.
At the game start your general is not very experienced, he exerts influence in a 2 hex radius around him. This influence give units in the radius a bonus. At the start the bonus is +1 inititive and +1 Attack and a 10% chance a units attack does not use ammo. As the general levels up his area of influence increases to a max of 5 hex radius, with bonuses to attack defense inititive spotting suppresion etc. I would say as you level up in game (between most battles you get a pat on the back, but now and then you get a promotion) you get an additional 10% to the chance not to use ammo in an attack - to a max rank of 5 (Field Marshal or 5 star general). So a max level General is very useful to assist in pushing an attack or holding in defense - but only within the generals radius.
A general can act as a deployment point (after initial deployment). At a certain level a general grant the player the ability to use 1 core deployment slot for a rally flag - this rally flag is placed at the start of a scenario and 1 unit during the scenario that has been destroyed can be reformed at this rally point. This means you use 1 deployment slot but you have insurance - you can choose 1 lost unit to reform. This is for the super-awesome fighter you have that gets pile driven in turn 10 and you simply cant change the outcome.
Once per 2 turns a general can "inspire" a single unit, this unit can leave the generals area of influence and still have the general bonus for the rest of the turn (ie You have an enemy tank outside your radius but your general cant move as it would leave other units without his bonus, you give your anti-tank unit the inspire bonus and it leaves the radius to critically weaken the enemy tank). Once per 2 turns a general can "Harden" a single unit, adding a temporary strength bonus to the unit (ie you know your recon unit is going to get ambushed up ahead, you Harden the unit adding 2 extra str - the unit is ambushed but only loses 1 str - the remaining 1 extra str is removed when you hit end turn). These abilities only last until the turn ends.
HOWEVER. A general can not attack, and can not spot enemy units. If it is attacked without that attack being intercepted it will retreat automatically (ie you have arty next to your gen to intercept and weaken an enemy attack your gen will not automatically retreat - however it may retreat if it is hurt bad enough to retreat as part of normal combat). If your gen retreats it no-longer gives any bonus until the turn ends (ie you can see your enemys gen next to some arty, the gen is giving a a tank assult a bonus and to counterattack you need to get those enemy tanks without thier gen bonus. You detail a tank to hit the arty covering the gen, forcing it back, this now means any unit that attacks the gen will force a retreat - your recon unit does this, the enemy gen is forced to retreat and no longer gives any bonus to his armour.) This is to show the HQ had to pack up and move so was unable to add co-ordination to local forces.
Does this make sense, ask questions if i have not explained this enough.
At the game start your general is not very experienced, he exerts influence in a 2 hex radius around him. This influence give units in the radius a bonus. At the start the bonus is +1 inititive and +1 Attack and a 10% chance a units attack does not use ammo. As the general levels up his area of influence increases to a max of 5 hex radius, with bonuses to attack defense inititive spotting suppresion etc. I would say as you level up in game (between most battles you get a pat on the back, but now and then you get a promotion) you get an additional 10% to the chance not to use ammo in an attack - to a max rank of 5 (Field Marshal or 5 star general). So a max level General is very useful to assist in pushing an attack or holding in defense - but only within the generals radius.
A general can act as a deployment point (after initial deployment). At a certain level a general grant the player the ability to use 1 core deployment slot for a rally flag - this rally flag is placed at the start of a scenario and 1 unit during the scenario that has been destroyed can be reformed at this rally point. This means you use 1 deployment slot but you have insurance - you can choose 1 lost unit to reform. This is for the super-awesome fighter you have that gets pile driven in turn 10 and you simply cant change the outcome.
Once per 2 turns a general can "inspire" a single unit, this unit can leave the generals area of influence and still have the general bonus for the rest of the turn (ie You have an enemy tank outside your radius but your general cant move as it would leave other units without his bonus, you give your anti-tank unit the inspire bonus and it leaves the radius to critically weaken the enemy tank). Once per 2 turns a general can "Harden" a single unit, adding a temporary strength bonus to the unit (ie you know your recon unit is going to get ambushed up ahead, you Harden the unit adding 2 extra str - the unit is ambushed but only loses 1 str - the remaining 1 extra str is removed when you hit end turn). These abilities only last until the turn ends.
HOWEVER. A general can not attack, and can not spot enemy units. If it is attacked without that attack being intercepted it will retreat automatically (ie you have arty next to your gen to intercept and weaken an enemy attack your gen will not automatically retreat - however it may retreat if it is hurt bad enough to retreat as part of normal combat). If your gen retreats it no-longer gives any bonus until the turn ends (ie you can see your enemys gen next to some arty, the gen is giving a a tank assult a bonus and to counterattack you need to get those enemy tanks without thier gen bonus. You detail a tank to hit the arty covering the gen, forcing it back, this now means any unit that attacks the gen will force a retreat - your recon unit does this, the enemy gen is forced to retreat and no longer gives any bonus to his armour.) This is to show the HQ had to pack up and move so was unable to add co-ordination to local forces.
Does this make sense, ask questions if i have not explained this enough.