Regarding this tactical gaming funk....
I mentioned earlier that I had read the rules for Band of Brothers - then I setup a scenario...and then packed it away. The reason for that was this thread...a small battlefield. I'm sure it was adequate overall, but I was just underwhelmed with the scale and depth. Rukes? Fantastic. Compenents? Excellent. Maps? Small.
Then I started reading the LnL Tactical ruleset. I was blown away (again, because I have read these rules before) with the amount of tactical functionality in it. Hit and Run. Crawling. Double speed. Move and fire. Assault. Charges. There were so many options available. I took the book on holiday with me and read it by the pool drinking Long Island Iced Teas (Long Island know nothing about tea!!) in Cyprus.
When I got back - I got out one of my favourite conflicts - Heroes of the Falklands. I set it up and played it...and was just not happy. I kept thinking - and yeas, it might still be a bug bear of mine, that it was the fact that shaken squads are effectively out of the fight when their officer is not around. Not just not around - he has to be IN THE SAME HEX. Now The Falklands area of operations is pretty baron...so having an officer run across the open to get to a unit that was hit is a tough ask. On top of that, you need to try and get that shaken unit into cover - of which there's not alot - so your officer will likely end up out in the open anyway.
I know - that sounds like a whinge. But it is the reality. You can't keep all your units together...you do have to spread them out. I would much rather that game - for all it's tactical options - gave a shaken squad the ability to rally themselves...even if it was a reduced chance.
The thing is, Heroes of the Falklands really should have grabbed me because of all the tactical options and a familiar and favourite area of operations. Even the missions have real context. But it didn't.
So I then packed that up and was about to put The Russian Campaign on the table when bob kept firing me emails about how much he was enjoying OST...so that ended up on the table. And then I got to this stage..."What's the point of those 4 victory locations?" and "Why is this fighting area so small when I have all this map?" and "Why are there tracks for 49 turns when there's not a single scenario in the book going past 12 turns.
Seems a waste.
Anyway - Norm's campaign seems like it might hit the spot and I'm about to set it up.