Lead Adventure Forum

Miniatures Adventure => Colonial Adventures => Topic started by: the fallen scholar on May 08, 2017, 03:37:24 PM

Title: A leadership variant for The Men Who Would Be Kings
Post by: the fallen scholar on May 08, 2017, 03:37:24 PM
I have been giving this some thought.  An idea for an overall column commander. 
Level     Points cost      Discipline Modifier     Command distance
LT                 1                   +1                          8"
Captain          2                   +2                         12"
Major            4                   Roll 1D6                  18"
                                         1-4:  +2
                                         5-6:  +3

Views?  Ideas?
Thanks
Title: Re: A leadership variant for The Men Who Would Be Kings
Post by: Bryanbowdell on May 08, 2017, 03:55:26 PM
I like them, it would be interesting to see how they work out in a game
Title: Re: A leadership variant for The Men Who Would Be Kings
Post by: the fallen scholar on May 08, 2017, 04:05:02 PM
I am going to try it out this weekend.  I will let you know.
Title: Re: A leadership variant for The Men Who Would Be Kings
Post by: Featherstone on March 22, 2018, 11:14:07 PM
Just curious, latecomer to Men Who Would Be Kings (how do you abbreviate this?), but thinking about a similar system and would like to compare. How’d your Force Leader mechanic work in-game?

Our idea is absent points considerations...
Force Leader will be assigned a superior Leadership score, and when moved to Join a particular unit (contact or cohesion) will override that unit’s Leadership score with his own.
Title: Re: A leadership variant for The Men Who Would Be Kings
Post by: Goliad on March 27, 2018, 05:21:31 PM
Ho about allow senior leaders who are not attached to a unit (which would roll on that senior leader's rating) the ability once per turn to enable a unit that failed an activation to re-roll. Or you could define senior leader quality (or another way of thinking about it the effectiveness of the command and control system) against the number of times you could re-roll a failed activation in a turn (limited though to once per unit). A superior leader might be allowed 2 re-rolls. Another idea would be to allow a senior leader at the beginning of the game to issue a "standing order" that changes the force's free action to reflect commander's intent. I would see this as only applying to regular forces. I have thought aboutthis in terms of using the rules for 1914 where I would want to reflect the German's bit better command and control.
Title: Re: A leadership variant for The Men Who Would Be Kings
Post by: Hu Rhu on March 30, 2018, 10:15:35 AM
There are some great ideas here.  I for one am keen to add an overall commander to my force and I see the possibilities here of how to get him to use his command influence to alter outcomes.  These abilities might change dependent on what force is present for both good and bad.  I'll try some out and report back.
Title: Re: A leadership variant for The Men Who Would Be Kings
Post by: ichwillauch on March 30, 2018, 11:40:13 AM
I thought about an overall commander as a seperate squad for two points. The overall commander himself has no special abilities, but his squad includes all the specialists like medics, balloonists, cooks, archaeologists (to solve side quests for example), heliographists (I am not sure if this word exists), the officers wife, missionars, war correspondents an so on...
All specialists may or may not add special abilities or bonus to the overall commander.