by Allan Goodall
In Star Grunt 2 command squads (platoon and company level commanders, usually) have the ability to transfer an action to another unit. That unit gets to be re-activated all over again. This is a big advantage. As such, nations with a better command structure are more potent on the battlefield. Players who keep their commanders in the rear are less effective, though a dead commander might be replaced by someone of lesser ability. Units with weak morale end up giving their player some tough decisions: reactivate another unit, or attempt to rally a unit with poor morale. It's a simple, yet effective, command control system, which is lacking in Battleground: WW2 (to be fair, it's lacking in a lot of WW2 games ... ). Another game which has command & control rules is - Beer and Pretzels Skirmish_ (an unfortunately named game, as it isn't really a beer and pretzels game). While I have it and Battleground: WW2, I haven't played BAPS as much. However, it's looking to supplant Battleground for me. BAPS has an interesting command and control system which could, I suppose, be retrofitted to Battleground. Each leader gets a number of points. The leader can give himself an order or issue order for troops under his command. Higher level leaders can give orders to lower level leaders, thus letting lower level leaders save points to order their people. Once the points run out, figures that dont have orders are issued them based on a roll on a table. The table is well thought out. A common order is: do what the nearest guy to you is doing. I recommend picking up BAPS and giving it a read. You may be pleasantly surprised. Back to Strategist 370 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 2003 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |