Posted on 21 May 2009 at 10:42:34 GMT My only frustration with XXC is that you can end up throwing a lot of dice, doing some damage, but not enough to KO, and then end up back at square one when the target refreshes. This can make the game bog down, in my opinion. So have taken the static hits from FWC, and am applying it in the following way to CWC (and all others as I play them) 1. All hits remain in place at the end of a turn 2. A unit can be issued a regroup order, which will allow it to remove the hits it has, BUT this is the only order it can carry out in the turn. 3. With a regroup order, the unit gets to roll a dice for each hit it has taken, after the first hit (so if it has 3 hits, it can roll 2 dice, and you can never get back to no hits) 4. If in cover, a hit is removed if the roll is a 4,5,6 and in the open if it is a 5,6. 5. Also suppression is not an automatic removal, it is diced for as a command roll at the end of the turn, after the HQ/CO has moved. Modified for just distance. 6. Suppressed units can't be issued with a regroup order. All this should let the game move more quickly (my key driver as I normally get a max of 3 hours for a game), and also further reflects the ability of well commanded armies over that of lesser ones. Have played a few solo rounds by myself, and I like the effect, so aim to try it out in the next couple of weeks in a full game. |