New GCM "Super Blind" Format
Posted: Wed Jun 21, 2017 4:40 pm
I've been thinking of a new format for GCM battles that attempts to preserve the essence of "blind" games while minimizing potential house rules violations, intentional or unintentional. This structure also addresses other issues including GCM's anomaly of "scout guns", strives to reestablish infantry as the "queen of battle," strikes a new balance with vps and, in its mechanics, establishes a function for reserves and refitting regiments. Most changes are baked into host settings so house rules (notoriously problematic for us) are kept to a minimum. I'm hoping this makes for fewer disputes and frustrations. Here are the essentials.
VP's
Background Note: The challenge in vp setups has always been in striking a balance between player convenience (the motivation behind the original introduction of vp holders/wagons & low 10-man control requirements), and having a meaningful way to represent vp control. Unfortunately, the mechanics involved have also carried some unintended and occasionally bizarre practices from a Civil War historical point of view.
In Super Blind Games there are:
-no vp holders, vp wagons or ordnance wagons (armies are limited to issued ammunition);
-vp's will be fewer and more tightly placed around the center of the battlefield*;
-vp value will be bumped a bit (initially to 30%), but the control radius is also expanded (either 200 or 250 yards) to make them more difficult to secure**;
-a minimum 200 man garrison will be required to control.*
*The idea here is that players will want to detach small, beat up, exhausted, or reserve regiments for vp garrison duties. By keeping the vp's relatively close, it should be easier to rotate these regiments from back areas into the line and vice versa, which introduces a sort of reserve or R&R area concept to our battles
**vp's will carry lots of potential value, but are also going to be more difficult to truly secure. Look for objectives to be more easily contested and remain neutral for longer periods. This should, in turn, give back a portion of game emphasis to the infliction of tactical damage as a path to victory
House Rules
New...
1) Gun batteries may not use road movement in the first 10 minutes of the game
As before...
2) Officers may not move ahead or to the side of friendly infantry or guns
3) Officers may not move to rally regiments that break or retreat behind enemy lines. Such regiments may not interfere with enemy objectives in any way unless/until they are able to come back within friendly lines
This is a first pass and will no doubt require some tweaking. Let's see what happens!
VP's
Background Note: The challenge in vp setups has always been in striking a balance between player convenience (the motivation behind the original introduction of vp holders/wagons & low 10-man control requirements), and having a meaningful way to represent vp control. Unfortunately, the mechanics involved have also carried some unintended and occasionally bizarre practices from a Civil War historical point of view.
In Super Blind Games there are:
-no vp holders, vp wagons or ordnance wagons (armies are limited to issued ammunition);
-vp's will be fewer and more tightly placed around the center of the battlefield*;
-vp value will be bumped a bit (initially to 30%), but the control radius is also expanded (either 200 or 250 yards) to make them more difficult to secure**;
-a minimum 200 man garrison will be required to control.*
*The idea here is that players will want to detach small, beat up, exhausted, or reserve regiments for vp garrison duties. By keeping the vp's relatively close, it should be easier to rotate these regiments from back areas into the line and vice versa, which introduces a sort of reserve or R&R area concept to our battles
**vp's will carry lots of potential value, but are also going to be more difficult to truly secure. Look for objectives to be more easily contested and remain neutral for longer periods. This should, in turn, give back a portion of game emphasis to the infliction of tactical damage as a path to victory
House Rules
New...
1) Gun batteries may not use road movement in the first 10 minutes of the game
As before...
2) Officers may not move ahead or to the side of friendly infantry or guns
3) Officers may not move to rally regiments that break or retreat behind enemy lines. Such regiments may not interfere with enemy objectives in any way unless/until they are able to come back within friendly lines
This is a first pass and will no doubt require some tweaking. Let's see what happens!