Friday, 13 February 2015

The Elusive Tactical Retreat

I've been thinking up rules which is usually all I think about apart from Theology, and this week I've been struggling with the idea of the tactical retreat.

It seems, in my experience anyway, what the tactical retreat really only works within the campaign game. Other wise you're always working your forces down to the bone, only the mission matters regardless of the cost, which isn't at all realistic. Troops are either destroyed or hang around until their morale breaks and they flee... there may well be a point at which you pull some men back from a position a small tactical retreat if you will, but I'm talking about a force wide retreat off the table of troops that are not fleeing in fear, and for good reason. It's something that happens a lot in real wars, but again on the table top is unlikely unless your trying to save troops for a mission later on in a campaign.

So how can we replicate this on a tabletop in a stand alone game?

Kings of War game me an idea. In Kings of War there are three outcomes to a game you can win, lose or draw. The margin of the draw is quite large however, so one player can have earned more points than another, quite a few in fact, but the game still counts as a draw.

Say you're getting battered by your opponents force, and you know that very soon he'll have so many more points than you that it will be a win for him and a lose for you. What if by making that tactical retreat, you can force a draw?

Just a thought. Plus I'm thinking it's better to reward players more points for taking prisoners and less for killing people... just so we can have less blood baths and more ethical gaming (assuming you treat your prisoners well).

Thanks for stopping by!

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