- For a miniature game I knew how to play, or was willing to learn.
Random Enemy Action TableNow, is it perfect. No, I'm not that conceited. If there are major gaping flaws, I'd like to hear them. Obviously, it takes some integrity on the part of the player to take the rolls he doesn't like, but I figure if you want to make the enemy act the way you want, you are not using a table anyway. Also, the bit which gave me pause was that there was a possibility of an enemy rolling a 1 and retreating for a turn, then rolling a 20 and going into a killing berzerker frenzy.
Roll d20 at beginning of enemy phase
1) Lose Nerve! Enemy moves full movement directly away from your nearest visible unit, firing only if possible with maximum movement (ie relentless).
2-3) Lose Nerve! Move to nearest cover. Fire only if possible after reaching cover.
4-5) Stand Ground! Full ranged attack at your nearest visible unit. Only move toward cover if possible while still making maximum attack.
6-8) Flank Left! Enemy unit makes normal move distance towards its own left, while firing any weapons allowed with normal movement speed.
9-11) Pincer formation! As above, but enemy forces split in a move to envelop your position.
12-14) Flank Right! As above, but enemy moves to their own right.
15-17) Advance with fire! Enemy makes a normal move directly toward your nearest visible unit, firing and avoiding terrain and obstacles as normal.
18-19) Attack! Enemy unit makes full movement to attack your nearest visible unit, firing only if possible with maximum movement. They will charge if possible.
20) Damn The Torpedoes! Enemy charges furiously, eshewing puny ranged attacks to better rip you to shreds! Enemy unit moves over terrain and obstacles, ignoring movement penalty for terrain, but taking damage from obstacles as normal. All enemy stats are improved by +1 for the duration of their own activation only.
There are two ways to work around this. The first is to ignore it. Maybe they were retreating as a ruse, then sprung the trap on a surprised foe. Maybe they tried to flank right, but realizing the opposition seemed tougher there, decided to try the left. Think of Napoleon at Waterloo; he tried each flank, then went hey-diddle-diddle-right-up-the-middle. Alternatively, perhaps the unit charged into battle on bravado and liquid courage, but in the teeth of the enemy, broke and fled. This is the course I plan on using, unless the random results are just too obnoxious after playtesting. I feel like I accidentally stumbled onto a decent facsimile of a mechanic working in real life, ie you may have a plan, but the enemy has no obligation to honor it.
The second option is to modify the roll rather than apply it to the table raw. You can use whatever statistic represents the unit's elan in your chosen game, be that leadership, morale, grit, or whatever. Since I plan on just using the basic number to represent an inscrutable foe, I leave the modifiers to whomsoever decides to use this.
If you give it a try, let me know what you think. I will write up a few battle reports as soon as I get a chance to try it out.
Note: This is a guest post by KE554, since Counterfett is currently out of commission with nerve damage. Stay tuned folks.