Command and Control - General
Posted: Thu Aug 30, 2018 4:36 pm
A second non solo outing with the rules today saw a smoother playing game there are many aspects to these rules we are already appreciating. Two Keils steam rollering through fire arm units that were not getting the hits needed to pick off their bases. The arquebus medium infantry held their ground despite losing every close combat but eventually one of them gave way causing tests on four other units which all failed, one of which was fragmented and then routed through fresh reserves. For quite awhile nothing seemed to give and then everything did. The situation described big pike blocks that are hard to break down bringing their weight to bear and then wallop in one turn and it was over.
However some of the logic around command my partner and I did not get. Any design thoughts on why the command rules are as they are would be appreciated.
I recognise the benefits of a battle group being in command range of its leader as it potentially can be bolstered and be able to benefit from being in a Division and carry out 1st, 2nd and possibly 3rd move if mounted. It can also benefit from a leader being in its front line for quality re-rolls. The way we are understanding the rules is that units out of command range can still move freely albeit don't have these benefits. This felt a bit flexible. Do we have this right and if so what was the design logic for doing this. I play a lot of GMT boardgames where divisional groups or wings have command values and ranges and out of command units for example move last. DBA also simulate with a command die roll.
However some of the logic around command my partner and I did not get. Any design thoughts on why the command rules are as they are would be appreciated.
I recognise the benefits of a battle group being in command range of its leader as it potentially can be bolstered and be able to benefit from being in a Division and carry out 1st, 2nd and possibly 3rd move if mounted. It can also benefit from a leader being in its front line for quality re-rolls. The way we are understanding the rules is that units out of command range can still move freely albeit don't have these benefits. This felt a bit flexible. Do we have this right and if so what was the design logic for doing this. I play a lot of GMT boardgames where divisional groups or wings have command values and ranges and out of command units for example move last. DBA also simulate with a command die roll.