Order chits

Started by martin goddard, August 02, 2019, 06:15:07 PM

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martin goddard

Abteilung uses a system in which order chits are used.  Abteilung = 1988 (31 years ago)

The number of order chits is about the same as the number of units.
So 5 units would allow a player 7 chits.
Players choose at the game start how many attack, stand, retire chits to have.
This means that for the whole game players will have to follow their original intention.
Players who are indecisive may have a spread of chits, but not enough of any one type to make decisive moves. A player might have 2 advance, 3 hold and 2 retire or similar.
This means his  force cannot all do the one thing.

The problem of course with orders is that players can get good at deliberate mis interpretation     e.g "i am just withdrawing toward your forces in order to hold that objective with my hold order".
The other problem might be an advance will cause a unit to push on through a gap and on to the opponent base edge; missing the action.

I bring this up as an interesting way to use order chits. I may use the idea in a gamette or future rule set.

This is where grids  or zones will help in that it is clear which zones are closer/further to the player's edge.


Colonel Kilgore

I've not played Abteilung, but think that the concept is interesting (I think one version of WRG Ancients used a similar approach in having simple, standardised orders per unit?).

It should be fun in constraining players' freedom - a gamette could indeed be just the thing to give it a whirl for the 21st century.

martin goddard

#2
Yes it is that constraining issue that I wanted to explore.


martin