Soldier's Companion Initiative Fix

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Originally Published:  2007-04-05
Last Updated
:  2011-10-30
Original Concept:  Gerry Harris
Final Design:  Gerry Harris

 
 
 
 

Quick Initiative Fix
Many people have complained that the initiative system in Soldier's Companion is broken. Since only the side that wins initiative is allowed to move its ground troops, it is possible for one side to go several full turns without moving. Indeed, it is theoretically possible to go for an entire game without moving! This is clearly not satisfactory, but at the same time, one of the strong point of the game is not knowing who will move next or when your next move will be. To help correct this imbalance, we have come up with a fix. There is both a simple version and a complex version. Note that others have probably come up with the same solutions (we have even heard that the original play testers suggested this fix to Frank), but we came up with it independently.

Simple Fix
Add a new initiative die roll modifier to the table on page 171: Side that did not have initiative last turn:  +2

Example: Al and Vicky are playing a Soldier's Companion scenario. There are no other initiative modifiers in effect. On the first turn, Al rolls a 6 for initiative, while Vicky rolls a 3. 6 is greater than 3, so Al wins initiative the first turn. On the second turn, Vicky gets to add (+2) to her initiative roll. Al rolls a 5, and Vicky rolls a 4. After modification, Al has a roll of 5, and Vicky has a roll of 6 (4+2=6). Thus, Vicky wins initiative on turn two, and Al will get a (+2) modifier to his die roll on turn 3.

This simple works well and will help rebalance the flow of turns, while still allowing the occasional "double-turn". In fact, it is still remotely possible to lose initiative for several turns in a row. If your really want to eliminate this possibility, try the complex rule given below.

Complex Fix
Add a new initiative die roll modifier to the table on page 171: For every turn that the side has not had initiative:  +2

Note the subtle difference. While the simple fix simply adds a one-time bonus of +2, the complex fix adds a cumulative +2 for every turn the side has lost initiative. Where it gets complex is in keeping track of how many turns have passed since a side had initiative. It helps to keep a written record of each turn to aid your memory.

Example: Bill and Otto are playing a Soldier's Companion scenario. There are no other initiative modifiers in effect. On the first turn, Bill rolls a 6 for initiative, while Otto rolls a 3. 6 is greater than 3, so Bill wins initiative the first turn. On the second turn, Otto gets to add (+2) to his initiative roll. Bill rolls a 6 again, and Otto rolls a 2. After modification, Bill has a roll of 6, and Otto has a roll of 4 (2+2=4). Bill has won initiative again. On turn three, Otto gets a bonus of (+4). Bill rolls a 5, and Otto rolls a 2. After modification, Bill has a 5, and Otto has a 6 (2+4=6), so Otto has finally won initiative. On turn four, Bill will have a bonus of (+2).