From: Allan Goodall <agoodall@a...>
Date: Tue, 29 May 2001 22:57:55 -0400
Subject: [SG2] Transfer Actions - A (Radical?) Suggestion
I've been pondering what Tom said about command units in SG2. The "commander in the corner" problem is due to a number of factors. The most important use for command units is the transfer of actions. Anything that limits this, like movement, puts one side at a disadvantage. So, it's in the side's best interest to keep the command unit in cover on the far side of the board. Keeping the command unit within 6" of other units lets the transfer take place automatically. Losing the command unit is often not worth the risk, though, of getting that close to the front line. Even if you fail at one communication attempt, there's always the second. Rallying is an important function of the commander, but unless you make morale nastier with a house rule, it's not usually a big enough deal. Often a transfer action is of more use than a Rally anyway. The result is that you begrudge moving the command unit. Since you can't easily get a command unit out of harm's way without losing transfer actions, you try not to put it there in the first place. The side that has to move the command unit is at a disadvantage. So, here's a suggestion: limit command units to 1 transfer action per activation. Both sides have the same limitation, so it shouldn't unbalance anything. This gives the command unit one action that normally would be wasted. It doesn't stop the "command in the corner" problem, but it does allow more flexibility in moving the command unit. There's less of the "plunk him down someplace NOW, so we can get those transfer actions!" situation. It's something I'm going to try. Another option was to allow movement to be free with transfer actions, but I don't like that idea. It doesn't "feel" right, and could have other ramifications.