- Command points need to work more directly: player must have the option to use up their command points, leaving none for defense, if they want to force the attack. The highest commander on board can generate command points, say Quality x 2 plus a D6 bonus - this will even out the variation a bit. OR we can have each commander on board generate points, although this means more administration.
- Alternatively, we can have movement switch sides quicker, for instance by rolling against the leader quality, losing the turn (the turn goes to the opposite player) if the roll fails. The goal is to have a game that is relatively quick, and that keeps both players involved as much as possible. This has to be tested in a game situation.
Sunday, March 20, 2011
0. General ideas:
Saturday, March 19, 2011
Thursday, March 10, 2011
On the list of terrain I still have to prepare for playing SSOM is a good set of river tiles, including corners and so on. I cut up a few 100 x 250 mm sheets of pp, 2 mm thick, and started cutting 50 mm wide masking tape.