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Command
& Control: the player gets a variable amount of command points each turn
to spend on putting units in command, and to aid in rallying broken troops.
The number of CPs is based upon a die roll, the army commander's rating, and
the size of his army. Making decisions about how to spend these points allows a player to
influence key parts of the battlefield, but you never have enough to do
everything. Some commands, which are technically within your army command
span, will remain inactive because you are too busy spending command points
over at the decisive area of the battlefield.
Variable
turn length: each turn consists of several rounds, during which both sides
get to move and fight. How many rounds will occur each turn varies. Also,
all scenarios have a variable number of turns. The end result is a commander
can not predict exactly how much action will occur in each turn (number of
phases), or exactly how long a battle will last.
Combat:
There is skirmish fire, artillery fire, and direct combat when units touch.
The system is fairly attritional. The amount of damage a unit will inflict
on its opponent is directly related to its current strength.
Most importantly, units have a restricted ability to maneuver once they get close
to the enemy. Basically, once you get close to the enemy, you either go
straight into combat, or withdraw straight back - there is no fancy snaking
allowed. The system limits the impact of 'tactical' fights, and attempts to
encourage players to focus on maneuvering corps, not individual units.
Units may recover lost strength over time, if removed from proximity to the
enemy.
Weather:
weather effects movement, combat, and command & control. I do not think
the system is as dramatic or innovative as Sam advertises, but I do agree
that it is an important part of the game and makes it better. Using variable
weather adds spice to any scenario. I played the battle of Dennewitz where
it rained ALL DAY and it eventually turned the field to mud. I had thought I
knew exactly when my forces would arrive, how long they would take to march
to the fight, and how long it would take me to pound my opponent into the
dust. The rain changed everything. Like the command and control system, it
is a simple game mechanic that helps remove the certainty gamers enjoy from
a fixed rule system, without introducing too much randomness.
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