Post by Bolingar on May 9, 2022 16:17:15 GMT
Since Optio uses accessories like underbases and morale markers, I've spent a lot of time thinking of how to devise them so they are easy for players to create. The best solution of this never-ending WIP is to use counters. Each Command Group's underbase now has three counters. The one on the left indicates morale. The dark grey side(s) indicate firm morale, the light grey side(s) indicate shaken morale. The side marked "Rout" indicates, well, rout. This counter is turned from one side to the next to show loss of morale and, occasionally, increase in morale.
The middle counter shows missile hits. In Optio missile-capable command groups shoot once per turn at any moment during either player's move, scoring one or more missile hits on an enemy command group. This counter is initially set with the red indicator pointing forwards. As the command group is shot at, the counter is turned through the green, yellow and orange sides. When it reaches red again the command group loses one morale. The missile hits counter is rotated from subsequent hits, and so on. Missile markers also indicate which command the command group belongs to. They come in different background colours (yellow in this case), with each command having the same background colour. There are 13 colours available for each side, which is ridiculous since an army wouldn't need more than about five, but I had so much fun making them I couldn't stop.
The right counter indicates order/disorder. When the command group is in order the green side is face up.
When the command group becomes disordered, the counter is flipped, showing a red side with numbers from 1 to 4. The counter is rotated so the 4 faces forwards. The command group may be able to regain order during subsequent Restore Order turns, in which case the counter turned through 3, 2 and 1. When the command group regains order after the 1, the counter is flipped over again and the command group is now ordered.
Generals and subcoommanders are also counters that are double-sided. They start out the game with the green border side uppermost, like this:
(The green border is around the numbered boxes at the bottom of the counter) The boxes indicate the general/subcommander's command, combat and loss ratings - see the ruleset for more details. When the general/subcommander is wounded - which can happen during charge or melee combat - the counter is flipped over to the red border side, thus:
A second wound will kill the general or subcommander.
Besides these, the only markers used in the game are Out of Command counters. When a commander has completed or abandons his order, an Out of Command counter is placed in the battlefield square he occupies. From there he can move only a limited number of squares away: 4 for a commander of a mounted command, 2 for a commander of a foot command. The counters match the colour of the command's colour and look like this if the commander has a white background (which indicates which side he belongs to):
Or like this if the commander has a black background:
The artwork for these counters will be available as free downloads from this website.
The middle counter shows missile hits. In Optio missile-capable command groups shoot once per turn at any moment during either player's move, scoring one or more missile hits on an enemy command group. This counter is initially set with the red indicator pointing forwards. As the command group is shot at, the counter is turned through the green, yellow and orange sides. When it reaches red again the command group loses one morale. The missile hits counter is rotated from subsequent hits, and so on. Missile markers also indicate which command the command group belongs to. They come in different background colours (yellow in this case), with each command having the same background colour. There are 13 colours available for each side, which is ridiculous since an army wouldn't need more than about five, but I had so much fun making them I couldn't stop.
The right counter indicates order/disorder. When the command group is in order the green side is face up.
When the command group becomes disordered, the counter is flipped, showing a red side with numbers from 1 to 4. The counter is rotated so the 4 faces forwards. The command group may be able to regain order during subsequent Restore Order turns, in which case the counter turned through 3, 2 and 1. When the command group regains order after the 1, the counter is flipped over again and the command group is now ordered.
Generals and subcoommanders are also counters that are double-sided. They start out the game with the green border side uppermost, like this:
(The green border is around the numbered boxes at the bottom of the counter) The boxes indicate the general/subcommander's command, combat and loss ratings - see the ruleset for more details. When the general/subcommander is wounded - which can happen during charge or melee combat - the counter is flipped over to the red border side, thus:
A second wound will kill the general or subcommander.
Besides these, the only markers used in the game are Out of Command counters. When a commander has completed or abandons his order, an Out of Command counter is placed in the battlefield square he occupies. From there he can move only a limited number of squares away: 4 for a commander of a mounted command, 2 for a commander of a foot command. The counters match the colour of the command's colour and look like this if the commander has a white background (which indicates which side he belongs to):
Or like this if the commander has a black background:
The artwork for these counters will be available as free downloads from this website.