Bastion
09-25-2005, 09:13 AM
A couple of thoughts. What do you think?
Disclamer: The designers have done an outstanding job of A&AM. Now, that being said.....
1. Hills: I would have liked to have seen the strategic significance of hills extending beyond the benefits of cover. Perhaps a +1 to all range increments.
2. Commanders: Perhaps this thought process is already underway...the rank of the commander will determine the limits of the game effect. eg NCO's would have no initiative affect, would affect only adjacent pieces and would be otherwise good fighters (I know I'm in violation of reality already). Junior officers would provide the best initiative bonus as they are able to react to the situation, would affect adjacent pieces and would be moderate fighters. Senior officers would affect only your army (not allies) and provide an intitiative bonus. And generals would have whole game affects and minimal combat ability (you would have to decide if the ability outweighed the cost of a piece that will sit in your corner and may require defending).
3. Smoke: I would like to see units that could provide smoke cover. ie During the movement phase this unit would be able to target a hex within medium range for smoke (designate the hex with a counter). This would block line of sight and provide cover to those within (and prevent air attacks, if relevant) for the duration of the turn. To avoid abuse, this would be a once per game per unit ability.
Any other ideas....foxholes, combined firing....
Disclamer: The designers have done an outstanding job of A&AM. Now, that being said.....
1. Hills: I would have liked to have seen the strategic significance of hills extending beyond the benefits of cover. Perhaps a +1 to all range increments.
2. Commanders: Perhaps this thought process is already underway...the rank of the commander will determine the limits of the game effect. eg NCO's would have no initiative affect, would affect only adjacent pieces and would be otherwise good fighters (I know I'm in violation of reality already). Junior officers would provide the best initiative bonus as they are able to react to the situation, would affect adjacent pieces and would be moderate fighters. Senior officers would affect only your army (not allies) and provide an intitiative bonus. And generals would have whole game affects and minimal combat ability (you would have to decide if the ability outweighed the cost of a piece that will sit in your corner and may require defending).
3. Smoke: I would like to see units that could provide smoke cover. ie During the movement phase this unit would be able to target a hex within medium range for smoke (designate the hex with a counter). This would block line of sight and provide cover to those within (and prevent air attacks, if relevant) for the duration of the turn. To avoid abuse, this would be a once per game per unit ability.
Any other ideas....foxholes, combined firing....