and another idea!I'm waiting to go out to collect one of my kids so have just been doing a little tidying up. I have added a page for my attempt at the FiveCore Company Command hex grid conversion. The rules are on at Wargames Vault at the moment for under $5 so if you don't have them now's the time to invest.
|Competent looking ISF in May 2016 near Fallujah. Who are these guys?|
The idea....well. Each unit has an activation rating: 2 best, 6 worst. Each side rolls a d6 at the start of its turn. Only units = or < than the score can activate. If one side is on the offensive or has a major advantage give them +1 or 2 on the die roll. If defending, you may have one or more d6 in reserve that you can throw (and use up) to see if you can improve a critical score (i.e. if roll 1 when you need a 4, use your reserve die and see if you can better it).
Really competent sides might be able to re-allocate a successful roll to a unit that is not activated (e.g. score 2 and your special forces guys are good to go but if you really need a militia unit to move you might re-allocate that success on a die roll). This needs some officers to achieve I think.
Idea brought about by trying to simplify the Rampant rules. Of which I should mention ordering Dragon Rampant on the inspiration of Le Duc. Creatures = tanks? I don't know yet but will give it some thought.