John P Kelly - 10:45pm Mar 27, 1999 PST (#560 of 562) LGE Tinkering I have been tinkering with LGE & have come up with the following house rules. Any opinions regarding them, good or bad, would be appreciated. John P Kelly House Rules Crossing Arrows It costs 1 extra MP to use a crossing arrow. A unit may not use a crossing arrow if there is an enemy fleet in the surrounding sea zone. A unit may use a crossing arrow if an enemy corps occupies the area to be entered only if he has a friendly fleet in the surrounding sea zone. The idea of not ever being able to cross at a defended crossing arrow, even when one controls the seas, seems a bit extreme. Garrisons If the number of corps attacking a garrison is equal to the strength of the garrison then there is no additional DRM. If the number of corps attacking a garrison is less than the strength of the garrison then there is an additional +1 DRM. If the number of corps attacking a garrison is greater than the strength of the garrison then there is a -1 DRM. Numerical superiority ought to somehow figure into all combats. Advance through Captured Territories Corps which are advancing through a territory that was captured on the same turn by a force that moved earlier in the turn, may continue moving through the captured territory by paying MP equal to those expend by the initial force in capturing the territory. For example, if the initial force paid 1 MP to move into the territory, then rolled twice on the Siege Combat table before successfully defeating the garrison, then the total cost would be 3 MP. If one force can capture a territory & still keep moving then follow on forces should be able to do the same. NPC Capture of Provinces If a NPC captures a province then the controlling or allied PC may not then garrison the captured territory with its own forces. A captured territory may only be garrisoned by the country that captured it. Is a NPC really going to freely give away all of its hard won gains to an ally? Capture of a NPC Capital If a NPC capital is captured then the forces of the NPC may not invade & attack any provinces that were not originally in their home country until they have recaptured their own capital. A NPC needs its priorities to! Attrition Any force that enters a winter turn without a LOC to a province in their home country will lose 1 division per corps. For this purpose only, a LOC may be traced through sea zones that are either free of enemy fleets or that contain both friendly & enemy fleets. A LOC may not be traced directly from a blockaded port into the surrounding sea zone. Its not much but it is an easy way to at least work a little attrition into the game. Land Combat Initiative After combat is resolved determine who has the initiative. If the player without the initiative has any units remaining in reserve, or has a superiority in the total number of unrouted cavalry plus artillery units already committed to the battle (i.e., not still in reserve), then he may then roll 1D10. On a DR of 9 or 10 he will win the initiative. If the defender played a Counterattack or Cavalry Countercharge card in a sector in which the attacker had a superiority of cavalry plus artillery units, then the attacker will retain the initiative on a DR of 7, 8, 9, or 10. Artillery & cavalry cost a lot so lets make them clearly worth more. Counterattack & Cavalry Countercharge become something less than a sure bet to win the initiative. Counterattack A defender may not play a counterattack card if he has less than 2 divisions in the combat sector. If he is holding no other card than a counterattack card he is assumed to play a Static Defense card. If it takes at least 2 divisions to assault then it should at least 2 to counterattack. Cavalry Countercharge A defender must play a cavalry countercharge card if his only defenders in the combat sector are cavalry. He is assumed to play this card even if he is not holding it. What else is cavalry really going to do but charge anyway? Dismount, hah! Squares Formed A defender may not choose this option unless he has at least some infantry in the combat sector. No infantry no square. Pretty obvious. Artillery If a defender has only artillery present then he must select a Static Defense option. If an attacker has only artillery present in a sector then may not attack from that sector unless he rolled a bombard option. If an attacker has 2 or more artillery units deployed in 1 combat sector then he may convert a result of rearguard or night into a bombardment result. He must bombard in the sector in which he has 2 or more artillery units. A pure artillery force can only do so much. It costs a lot, so lets make it a little easier to actually use.