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Skullhamma
Germany
Joined 02/07/13
Last Visit 26/11/13
7 Posts
Posted on 17 November 2013 at 13:14:47 GMT
Hello!

I know and I respect that most FCW gamers play the system BECAUSE of it's command mechanics. I get the fact that it simulates the fog of war in an elegant and easy way. Today I made my second FCW battle (solo game, Orks versus Imperial Guard/Adeptus Mechanicus) and witnessed a bitter defeat for the Orks who managed to spoil nearly every command roll even after successful Recce communication. Personally, I'm ok with this - **** happens, even more on the battlefield. BUT: If I play this with a friend I want to persuade to use FCW, he will never do a second try. So, here is my question:

Has anybody experience with alternative command rules, that soften the element of luck? I was thinking of limiting every unit to have a maximum of two (or maybe three) orders in a row. Second thought was to allow units to move, even if the order didn't work out fine, but forbid shooting.

Don't get me wrong, I think FCW is a cool game... but it can be more than frustrating sometimes.

Thanks in advance! Smile
Skullhamma
Germany
Joined 02/07/13
Last Visit 28/11/13
7 Posts
Posted on 17 November 2013 at 13:39:53 GMT
It's FWC... not FCW! Blush
stenicplus
England
Joined 05/06/07
Last Visit 24/05/22
484 Posts
Posted on 17 November 2013 at 14:24:35 GMT
Yeap, **** happens. But I can see the frustration for new players if you try to encourage them.

There are a number of way I can think of:

1. You've already mentioned recce
2. Don't forget Orks can use their initiative quite effectively (and indeed most have to), conversi is of course they can be suckered into the wrong move Grin
3. Pay the commander upgrade. Especially if using Orks. Always. Without question or thought. Spare no expense.
4. Always give the newplayer the better command rated army so they will get to do stuff.
5. Allocate a few more points to their army to get extra commanders.
6. Failing all that, as a last resort, allow them to always have 1 order for the on table stuff (off table stuff might make it a bit too good a house rule).

Steve
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 17 November 2013 at 17:04:11 GMT
Orks are a bad choice for a starting player, those terrible command values combined with low initiative distance, forced close combat and high speed units make them a nightmare to use effectively.

As Steve says pay for commander upgrades, get loads of commanders and spread them out to cover your troops advances so there's always someone close. Recce, recce, recce.

We've started allowing all infantry only (incl support weapons) formations a single guaranteed move even on a failed roll - that helps.

But Steve's other suggestion of giving the new player the high CV army is a good one. Less troops, but being able to do more with them is much more satisfying than a mob of nothing more than targets...

Marines are good for that - bit of flavour, tough troops, high CV to get stuck in nicely.
Skullhamma
Germany
Joined 02/07/13
Last Visit 28/11/13
7 Posts
Posted on 17 November 2013 at 19:08:55 GMT
Thank you!

This really might help... I'll try out! Smile
Quaama
Australia
Joined 12/05/12
Last Visit 05/01/14
6 Posts
Posted on 17 November 2013 at 19:26:02 GMT
Although I don't play FWC I have tweaked BKC on occasion.

An option is to permit an agreed number of rerolls per game. When playing solo I sometimes allow two rerolls a game (the estimated length of the game may change that number) providing the CO (in this I'm assuming FWC has a Commanding Officer piece) is within visibility and command range of the undesired command roll.
I justify this on the basis that there were occasions when a CO could personally intervene and 'save the day'. When you have a very limited number of rerolls it is also an interesting command choice of when to intervene (knowing that the intervention may still not succeed, it is just a reroll after all).
Kiwidave
New Zealand
Joined 04/06/04
Last Visit 31/05/19
841 Posts
Posted on 17 November 2013 at 19:36:30 GMT
Ages ago I came across an idea, which was to use 'Lucky 7' cards for BKC; similar to a re-roll, but the 'roll' is fixed at a 7. You can choose to either make the command roll as normal, or use a Lucky 7 card. Modifiers still apply.

Had a quick thought - a player could have several of these, and have the option of trading in a couple (three?) for a Lucky 8 card instead.

I haven't tried it, so not sure if it's a good thing or not, but I'd thought I'd throw it out there.
StormforceX
United Kingdom
Joined 31/03/06
Last Visit 14/03/15
182 Posts
Posted on 17 November 2013 at 20:36:22 GMT
I've seen a few variants tried. One was to give each commander a guaranteed first order, no dice roll needed. second was to give a number of orders equal to their cv-6, so if your HQ has a cv of 8 then they always give 2 orders. And finaly the Black Powder rule that gives you a number of orders depending on how many you beat your cv by.
They all worked but were they better than the origonal? You must choose for your self.
ps, all of these were for BKC games but I think FWC is much the same.
toxicpixie
United Kingdom
Joined 09/03/11
Last Visit 17/07/21
2178 Posts
Posted on 18 November 2013 at 09:29:42 GMT
I quite like Hail Black Shotte Ceasers approach, with the equal to or one under is one order, two under is two, three under is three approach but that still dicks the Orks due to their appallingly low starting CVs!

Does avoid the really annoying "my bikes/tanks/war truks move 25 cm's and go out of command radius immediately so next order is at even huger penalties" issue, which means your fast troops are actually crippled...
Skullhamma
Germany
Joined 02/07/13
Last Visit 28/11/13
7 Posts
Posted on 20 November 2013 at 18:46:40 GMT
Thanks again for all that great advice! I feel a good support here! Smile
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