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CRUD armies

From: kaladorn@m...
Date: Wed, 11 Sep 2002 22:51:27 -0400
Subject: CRUD armies

Ideas:

Roll leadership test to activate. Fail, don't activate. 

Roll a 1 - enemy player may take action with your unit (not shoot 
your own guys, but pretty much anything else - someone thinks they've 
got an order to do something, and they're really lost)

Low mission motivation

Low quality in some cases

Low leadership in others

Technology being poorly maintained, whenever a piece of tech kit is 
called on (GMS launcher, PIG, laser rifle, vehicle), roll Dx (x 
determined by how bad the force is). On a roll of 2, the item is 
malfunctional that round. On a 1, it is breaks down but good (depot 
repair required). This can be annoying if you need that particular 
item badly. 

Position X percent of your forces, let the other player position the 
remainder for game start. 

There's some ideas..... (that don't involve the Ref necessarily 
whacking into the fray himself by changing orders, which is quite 
cool too)

(another neat effect for you RPG geeks is give all orders out written 
in really crappy handwriting and making vague references to map grids 
(which might or might not be on the map) and to towns (things like 
"the town" - which one?) or giving all orders via a voice distorter 
or static inducer.... "Say again Piper Two One. I read back: Mix the 
<unprintable> and moo to elsie?" (Original: Fix the Truck and Move to 
LZ))



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