by Brent Oman
Initiative Options Several people have asked questions about running large games with Piquet. The suggestion has always been made to go to multiple sequence decks per side, with multiple initiative rolls per side (in essence, resulting in multiple "small" games). A suggestion I have for those of you with any interest in trying is to use multiple sequence decks (one per wing, or left/center/right, etc.) per side, but still only use ONE initiative roll. All decks on the initiative side automatically get half of the initiative. The remaining initiative is dispensed by the CiC for the side as he sees fit. Example: Blue wins initiative by 15. Each sequence deck (major command) would automatically get 7 (15/2, rounded down) impetus points to use with their own sequence decks. Blue's CiC now has 8 impetus points (15-7) to spread out to his sub-commanders as he wishes. He could play all 8 to the command in most need (attacking, defending against strong attack,....) or spread them out among the other decks. This is one way to keep everyone involved in those occasional REALLY big games, while still emphasizing the CiC's decision making responsibility (impetus point allocation). More PK House Rules
Reinforcements in PK Elites in PK Officers and Commanders Heroic Moment Card Use Fighting in Towns Artillery First Fire and Bounce Through Tactical Surprise and Skirmishing Hidden Cards and Rallying Troops Large Games Opportunity Chips, Charges, and Evades Cavalry Activities Additional Rules Potpourri Back to Piquet Dispatch Vol. 1 Issue 4 Table of Contents Back to Piquet Dispatch List of Issues Back to MagWeb Magazine List © Copyright 1999 by Piquet, Inc. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |