Yes, I think so too.arsan wrote:Interesting idea!Paisley wrote:Not if they are flagged anarchic and must be moved first and into contact.You take away all player control if it is at the beginning
How about if anarchy test were done at the start of the turn for all units and the ones that didn't pass it would be flagged with the A to mark them as "this unit will charge on its own if you don't charge with it voluntarily"??
This way the player will know which units will get out of control at turns end and act accordingly during his turn, choosing the best possible target for them and reacting to the situation maybe ordering general advance to support the units that has the A.
It will force him to charge with the A units or see them charge on their own accord, as things work currently, but give him the possibility to choose who to charge, and more important, will not be surprised by "last minute" charges at turns end.
Now that i think of it, this system will even allow you to "scare off" LF and LH during your turn with other BG so an A marked BG don't finally go anarchy charging at turns end if it don't have any suitable targets around anymore.
Regarding bonuses for passing Anarchy, they are the way to go IMHO. But i doubt just +1 for drilled foot will be enough to get the same A effect you have on the TT game, as Paisley explains.
Maybe a general +1 to everybody and a +2 to drilled foot will do the trick
Oh, and don't forgot about adding fixing all that reasonable Anarchy restriction rules that the TT game has but the PC only partially use.
Cheers
Now, I can already see arguments how this isn't realistic and anarchy should be just that, actions beyond the players controll. From a gameplay perspective though, I think it has merit. The anarchy staus in itself is a big wrench in the players plan and allowing him (or her ) a chance to avoid the most stupid charges can actually be called realism of sorts. At least I think so
And toning down the frequency goes without saying...