Command and Control:
Ok, command and control is a bit strong when discussing VSF / Colonial rules featuring steam powered walkers. But, as we are playing a miniature wargame, who gets to move their figures when and in what order is important.
Our design objective was to be able to run a large, convention game with 4 - 8 players who would not know the rules. (Yes, I know this smacks of meglo-mania) Bill, Tony, and I have all run convention games in the past, and are keenly aware that you have to keep people doing things so that they are engaged and do not wander off to the trade tables, etc.
We started playing GASLIGHT, but for the size games we were playing, one card per unit was way to slow. Next game out, we did one card per force, still to slow.
Over several phone calls and a hearty breakfast a couple of weeks ago, we settled on a order placing system. Here's how it works:
- Players place a covered order chip behind each unit. There are only 2 orders, move or stationary. Move chips have an arrow on them.
- Everyone reveals orders at the same time (uncovers)
- Units with move orders move, and MUST move in the direction the arrow is pointing. Units that wish to charge also add a charge bonus to their move distance.
- Random events occur (for us, this is the random appearance of Martians)
- Simultaneous shooting. Charging units may not fire, moving unit have a significant negative modifier.
- Melee (resolve charge and receive charge morale tests)
- Everyone takes all morale tests that are results of shooting and melee.
We are still fiddling around with some of the rules, let me know what you guys think. next time I will expound on what we went with d10's, unit formations, and the shooting system.











The CERBERUS wreck off Melbourne

