OCS Initiative Modifications

Seven Ideas

by Jim Brady



1. The player deemed to go first in the scenario is the Initiative player. If no player is deemed to go first the game starts with a Flux turn.

2. Flux Turn - Follows standard OCS first player determination rules (i.e. reroll all DR ties, no reserves can be popped)

3. On all non-Flux turns, the Initiative player (Player A) wins all ties of the dice roll (DR) to determine first player status. (This player ceases to be the Initiative player if he chooses to go second. At that point Player B would become the Initiative player with No subsequent Flux turn)

4. If the Initiative player loses the first player DR, he may pop the number of his currently in-play reserve markers to bring his roll plus popped reserve markers into a tie with the NonInitiative player. If he can do this, he would maintain the Initiative. The reserve markers popped for this purpose go out of play and into an Initiative Holding Box a.k.a. "The Bar."

5. If the Initiative player (PlayerA) loses the DR and cannot, or chooses not to, exercise rule 4 above, he is no longer the Initiative player. The other player (Player B) goes first and t e subsequent turn becomes a Flux turn. At this time, Player A would regain all the reserve markers stored in the Initiative Box. If Player B wins the DR to go first during the subsequent Flux turn he would become the Initiative player.

6. A "Flux" turn always follows a turn where first turn initiative is actually transferred unless it is voluntarily relinquished by the Initiative player.

7. Implicit Exception: If the non-initiative player wins control of the First Turn DR and chooses to go second, the first player stays active as the Initiative player and there is NO subsequent Flux turn. Also, the Initiative player would regain all reserve markers currently held on The Bar.


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