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