Writing a Sci-fi Tabletop Wargame – Part 9

Last Week’s Polls

The results of last week’s polls are as follows:

In replacement of listing every post on this project so far, I’ve started a written document that should eventually evolve into the ruleset for the game.

As with everything I would like this to be community driven, so if you see any typo’s or think paragraphs need rephrasing or moving then please let me know in the form at the end of this article.


My aim is to tackle each stage of the game as you would expect it to occur. So that being said, at this stage my assumption would be for the order phase to come first. But what do we need to look at? We already know that each player will roll 2D6 for their number of orders which will then be modified by their Generals on the table. But how should these be modified?

For example, should order effectiveness be based on a rating of that General? Should it be easier to order some units over others?

Should orders be also used to boost things such as combat effectiveness in a fight? For example, perhaps a friendly unit wants to fire upon an enemy unit. The General has already used one order for this to happen, but perhaps he could use an additional order to add +1 to the dice result?

Order Generation Modification

There’s a few options in regards to the modification on generating orders.

Should the roll be 2D6 plus one for each General in the army?

Should the modification be +1 for a Brigade General, +2 for A Divisional General and +3 for a Corp General?

Should personality come into affect instead? Perhaps having a 2D6 roll but then certain special rules may affect this, such as a General being hot-headed (-1 to the roll) or inspired (+1 to the roll).

Or perhaps some other option?

Issuing Orders

The next matter is all about how the player issues orders to their units.

Order Distances

Should distances between the Generals and the unit it wishes to order come into affect? Or do we assume in a futuristic era that order distance does not matter?

Understanding Orders

Should each General have a command value which the player needs to roll against to see if the order is successful? (Warmaster Revolution Style) e.g. A general has a command value of 2, if the player rolls equal to or higher than this on a single die then it is successful. Should this be on 1 die or two dice?

Perhaps Generals and Units have command values which the combined total has to be equalled or beaten on 2D6? (Clausewitz Style) e.g. A good General has a rating of 2, and a regular unit a rating of 4. The General will need to roll 6 or more on 2D6 to issue an order to that unit.

Should the roll for whether a unit understands an order be a simple amount of 3+ no matter the General or its target?

Should orders be understood automatically thus negating the need for any rolls?

Or perhaps some other option I’ve yet to consider?

Failing Orders

Finally for this week we going to cover what happens when a General fails issuing an order. Note that this vote will be made redundant should the option “Orders are automatically understood” is the winner in the above poll. Should there be a penalty for failing to issue an order?

Perhaps that particular General is unable to issue any other orders if it fails to order a unit?

Perhaps no orders are able to be issued by that side should an order roll be failed?

Well that’s it this week. It’s been a bit of a long one hasn’t it? But the orders section should almost be completed once the votes are in. See you next week!



Do you have any rules suggestions, or a topic you would like us to focus on next. Or perhaps you would like us to reword something in the main document. Anything you want, let us know below.

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