While we are in between turns in THE OZARKS CAMPAIGN, I have done a little more work on WIA5. In WIA5, players will be allowed to issue unit orders which cover movement orders and a daily objective (a farmhouse, town, ford, etc.) They will also issues Special Orders to detach regiments on special assignment, set up ordnance depots, move supplies, create ad hoc brigades, replace fallen commanders, etc. The simulation is 100% strategic and does not have a tactical component. It will be similar in many ways to playing the old Avalon Hill turn-based board games.
Each turn will represent an entire day and contingency orders are not allowed. The only contingency order allowed it to give a Division Commander the authority to destroy an ordnance depot if threatened with capture by the enemy. However, whether or not he actually succeeds in destroying it will depend on the roll of the dice. The roll, however, is applied to a table similar to dungeons and dragons of year ago (I don't know if people still do that). The higher the Division Commander's initiative rating in his command attributes (in the TC2M OB file) the more likely it is for him to successfully destroy the depot and prevent it from being captured.
Other events in the simulation, such as regimental and brigade commanders being killed, wounded or captured are also based on a combination of what is happening in the simulation, attributes related to the specific officer or regiment and a random roll of the die. Players (and even the simulation host) will never be able to predict exactly what is going to happen.
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