anyone remember "Standing Orders"? ;-) )
One of the lads we used to play against had Standing orders such as:-
'Attack when appropriate to do so'
'Move to cover if threatened'
'Head to General if he is in danger'.
The last one he tried to implement after ignoring it for three moves, and
even though the said General was the other side of a big wood.
The IDEA of standing orders is good, the practice is not. Kind of like Hazard
warning lights on modern cars.
I did use the idea in a (very) simple homebrew set for a club Ancient campaign
that involved a lot of players who didn't normally play Ancients. There was no
way I was going to try & educate them to the use of WRG.
It boiled down to each troop type had several options as to actions.
e.g. Slingers could:- Skirmish, close, retire, evade but NOT charge.
while Noble Heavy Cavalry could:-Advance, retire, charge but NOT evade.
The owner of the unit would dice off against his opponent. Whoever won
chose from the list of options. I called it the 'Spanner in the works' system.
Just because your opponent chooses does not necessarily make it the wrong
thing in THAT situation.
One Noble Heavy Cavalry commander definitely did not want to charge. He likened
the situation to the Charge of the Light Brigade, but when he failed the dice off,
his opponent (grinning) MADE him charge, only to see him win the melee (completely
against the odds) & smash through the line.