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Post by slave2gaming on Jan 13, 2017 5:26:26 GMT
I'm thinking along the lines of traits being both army specific and generic. Currently we have these fellows for Army specific, there are no rules to the number that you can have of these guys:
Union forces of the Tedd-tomic• Land of the Free Bear • Best Honey available The Contedderates of the South• Tedal Yell • Defending our Honey patch But I'm thinking that Generic traits could work for both armies, allowing players to have similar regiments like sharpshooters. These are the sorts of things that I was thinking for this direction: - -1 to base number for shooting (from 7 to 6)
- -1 to base number for charge/assault (also from 7 to 6)
- -1 to base number for Morale
What do you guys think? Any other ideas for either for traits?
Do you think these traits would serve to make specific "Famous" ACW armies, or would they need their own info all together?
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Post by easye on Jan 13, 2017 22:24:34 GMT
I think it would be a good idea to add some sort of "variable" unit leadership and/or leader traits for the units that will impact how a regiment will fight. Many Horse and Musket games use a similar mechanic, and with a teddy bear hook they can be a lot of fun.
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Post by slave2gaming on Jan 14, 2017 11:04:25 GMT
Yep, I like that idea.
Would this mean that you would have something like this: current Army trait list, a Specific Leadership trait list (say only one of each per army, no 2 Regiments could have the same Leader trait), and a third Generic Trait list?
Could this work with Regiment specific leaders being added somehow into the current command rules? Maybe they could buy a single order for their regiment, as a one off use?
Just a thought.
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Post by easye on Jan 14, 2017 22:09:55 GMT
I would have each one roll a 2d10. The result would give you a random leadership for the unit between 6 and 9. Then the second would be a leadership trait with unique rules like Bonus/penalties to rally, shoot, skirmish, assault, etc.
The trick is as a commander you don't get to pick, you get the commanders and units available. It is how you use those units that then counts.
Thoughts?
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Post by slave2gaming on Jan 15, 2017 7:28:19 GMT
I like it, very random.
This would only be for the Regimental Commanders though, right? Not for Army Commanders.
Should this be a standard rule, or should there be a set of optional rules at the back of the book for different things like this?
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Post by billf on Jan 15, 2017 12:15:34 GMT
Make them optional.
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Post by billf on Jan 15, 2017 13:09:51 GMT
The Civil War was more about the regiments than armies when you think about traits that can be used. I might have one or two army traits that could be used if you're playing a division sized game or bigger. The Army of the Potomac had a fatalism about them that they were destined to lose no matter how well they fought because their higher level leaders sucked. On the flip side, the Army of Northern Virginia had tremendous faith in Robert E Lee and Stonewall Jackson. They felt victory was inevitable.
The regiments on both sides were all over the place. You could have a sizeable number of traits. You can have one for the Army of the Teddatomic, another for the Army of Northern Tedeginia, or one list that both sides could use. Either buy traits or have a table that you roll on so that the traits you get are random.
There are also brigade traits. If you have that brigade they get their trait for free. The Texas brigade were vicious fighters with very high morale, especially when attacking. Then Iron brigade was extremely tenacious and stubborn fighters. So we're the two brigades of US Regulars. The Stonewall brigade had high morale but we're known for their ability to move very quickly on the battlefield.
Lots of things you can do, just depends on how much. I think traits should all be optional. Let the players decide if they want to use them or not. I would use them,but who knows what others will do.
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Post by easye on Jan 15, 2017 22:13:39 GMT
Agreed. They should all be optional.
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Post by slave2gaming on Jan 16, 2017 11:42:31 GMT
Ok, optional is the way to go. So if I have 3 different types, say Army traits, Regimental traits and generic traits, can you have one sort and not the other ones? I mean, could you choose to have generic traits and not the rest?
I like the idea that some of the regimental traits may be a negative (the bad leader idea), so this would work well with the random roll.
I'll work on this and come up with something for discussion, along the lines of the 2D10 idea that you mentioned earlier billf
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Post by billf on Jan 16, 2017 14:47:28 GMT
Army traits would be for division level games or bigger. Don't very many of those.
Brigade traits are for specific brigades. For example, the Iron Brigade was stubborn and fought tenaciously. That could be they ignore the first wound or two and they pass morale on a 6 instead of 7. The Texas Brigade were vicious fighters and had high elan when charging. That could be they hit on a 6 and pass morale on a 6 when they charge. All regiments in the brigade have these traits and don't get any others.
Regiment/generic traits
These are for regiments that are not part of a brigade that already has brigade traits. You can make one list with 10 traits for each sides or just make one list that both sides use. You can have as many as you want. Some ideas:
Unit shoots really well hits on a 6 Unit can't shoot worth crap hits on a 8 Unit has good/bad leadership 6/8 Unit is stubborn pass morale on a 6 Unit is tenacious ignores 1 or 2 wounds Unit moves really fast gets 2" extra move Unit is highly disciplined free formation change
Just a few ideas.
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Post by madmorgan on Jan 30, 2017 12:13:48 GMT
There are lots of good trait rules out there from things like GASLIGHT to various fantasy (GW Warmachine) and 'historical' games. Each regimental commander is rolled from a list of good to bad traits. Quick and effective. Your list is excellent and with the proper 'color' (ref teddified), they'd make excellent additions to the game. After all, as in the Civil War, regimental commanders came from all types of background and some with very good and a lot were very bad (bought commands). A good example is the two 'colored' regiment commanders in Glory.
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Post by boxholder on Jan 30, 2017 16:13:43 GMT
The trait selection can also be modified to require that some proportion of weak or undesirable traits must be chosen when desirable, powerful traits are taken.
There ain't no free lunch.
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Post by slave2gaming on Jan 30, 2017 22:49:16 GMT
Yep, I've gone with the option of letting the players choose. You can either have the variability of the traits OR can choose to just play the base army lists and there is no real uniqueness between the forces.
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