Michael Pankonien
United States Dallas Texas
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After looking at the optional rules surrounding HQ units, I decided to try out my own idea for HQ's: Chit pull! Disclaimer: I've never played a game with a chit pull system; I've merely read of them.
Objective The point of this variant is to take away the simple "I-Go-You-Go" flavor in Tactics II and try to add some spice too it; this variant changes the focusing the players on Corp movement instead of their whole army group. This method of play also increases the amount of involvement for both players as the time in between each player turn is shortened as is the amount of time the turn actually takes up.
Rule Changes 1. Remove the HQ units from the set up and place the units in a cup. Each turn, shake the cup and then draw 5 units at random from the cup (these HQ's are not put back into the cup). Every third turn draw only 4 (there should be only 4 HQ units left). The order the HQ's are drawn will be the order of movement for that turn.
2 .When it is an HQ unit's turn to "go" the divisions belonging to that unit are allowed to move and attack as normal.
Exception: When combat takes place where a division from an unactivated HQ is eligible for combat and a division from an activated HQ is participating, the inactivated division is allowed to partake in the combat.
Example:
The Blue 4th Corp has been activated and the Blue 17th Infantry Division moves to attack the Red 13th Infantry Division. Although the 3rd Armor Division's HQ is not active because it is in range to attack, it participates in the attack alongside the Blue 17th Infantry Division.
3. The division allegation is as written under "Organization of Forces", P. 11 of the rulebook. The Division allocation is as follows: I Corp (1st - 5th Inf. Divisions and 1st Armor Division), II Corp (6th - 10th Inf. Divisions and 2nd Armor Division), III Corp (11th - 15th Inf. Divisions and 3rd Armor Division), IV Corp (16th - 20th Inf. Divisions and 4th Armor Division), 1st Army (1st Mountain, Amphibious, and Airborne Divisions; I and II Corps), 2nd Army (2nd Mountain, Amphibious, and Airborne Divisions; III and IV Corps), 1st Army Group (21st - 25th Inf. Divisions; 5th and 6th Armor Divisions).
4. At the end of every third turn, all of the HQ's are then put back into the cup.
5. As replacements come in, instead of selecting a city to place a unit, units can only be placed in one of the bivouac areas. Any number of replacement units can be placed in a bivouac area as long as the units in the area belong to the same formation.
I would suggest allowing units to move through squares holding friendly units if you plan on trying this variant. Also some balance is needed between Blue and Red city wise if you plan on trying this with the replacement rules. I've done a game play testing these rules and I've posted it here.
Edit: Spelling, added picture, changed rule 3 and added link to play test.
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