Divide the terrain (and thus the mechanical opponent army) in 3 sectors (usually this will be right, centre and left). Draw a card for each sector and place them outside the mat, next to the opponent baseline as a reminder and guideline for its actions.
- SPADES: Defensive posture, reorganize (fallback even), do not help adjacent sectors. Mnemonic: spades are used to dig-in.
- HEARTS: Defensive posture and, if needed, help adjacent sectors by transferring units there*. Mnemonic: these comrades-in-arms have a heart of gold.
- DIAMONDS: Probing posture, measured attack. Help an adjacent sector with attack orders if the attack is already underway there or more favorable than an attack in this sector. Else attack in this sector (precede the attack with attritional actions). Mnemonic: diamonds cut, but with precision.
- CLUBS: All-out attack in this sector. Mnemonic: use a heavy club to batter the enemy.
Each mechanical opponent turn roll a die: if a 6 is rolled, change a randomly decided sector to a new posture by replacing its card (draw again if the same suit is drawn).
*Transferred units adopt the posture of the sector they moved to.
What about reinforcements?
When they arrive draw a card for them. Redraw SPADES since reinforcements do not come to dig-in.
- HEARTS: Reinforce weakness. Shore up a sector that is struggling.
- DIAMONDS: Reinforce strength, an ongoing attack or opening.
- CLUBS: Immediately initiate an attack of their own in the zone they have arrived.

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