- Add terrain options that modify attack, defence or movement options to allow map coders to add in some more variety
Specifics:
- A territory designated Fortress or Castle gives an automatic defence bonus (defend with an extra die per roll perhaps?) from any attack.
- A territory designated bunker, trench, wall adds the same but only towards specified other territories. You can still enfilade or outflank them and attack as normal.
- A territory designated Swamp, quicksand, "bottom of steep gully", narrow bridge, gives the attacker an advantage (defend with one less die against each attack?). You don't want to leave your army there, they'll get massacred.
- A territory designated Swamp, quicksand, "bottom of steep gully", narrow bridge restricts movement. Options here could be that any number of forces can be moved into the territory but can only be moved out at a maximum rate per turn (5 armies? whatever) as it's a choke point or you can move any number out but only onto the next territory (this one sector acts as an Adjacent Fortification rule towards the next section).
This will improve the following aspects of the site:
- Encourages more tactical play once added to maps. Rather than blindly charging towards a defensive position you would need to think about how best to approach it. Think of how many huge armies have been broken by rash attacks against well held positions (Rourke's Drift, Waterloo, Charge of the Light Brigade, Gallipoli, pretty much all of WW1 trench warfare).
- Gives the little guy a chance to hole up somewhere and recover after a hard knock - but if the big player has a strong enough army he can still winkle him out.