I've been starting to put Hearts of Tin back to rights which has had me thinking command control. Card sequencing and chance cards don't seem to work as well for medium size battles as they do for skirmishes and I got tired of the constant activation or PIP die rolls I have used at times but I don't want to go the "everything always goes as planned" route either.
While putting MacDuff back together, I looked back at the original. There, I allowed automatic control within a given radius for the General and only tested those beyond. The trick there is remembering to check and in distinguishing between stray units and inept subordinate commanders. Fitting in blunders simply without getting too many is also tricky.
Having brought the deck of cards back out and having played some Richard Borg games this years, cards are in mins and the following popped into my head while taking my constitutional this morning.
POSSIBLE BLUNDER SYSTEM FOR HEARTS OF TIN or SIMILAR GAME.
Prepare a standard deck of cards. At the start of each turn, each player draws one card and keeps it hidden. The card will be discarded at the end of the turn. If he he draws an Ace, he may play it on an enemy Brigade when it is activated unless that Brigade is within 12" of the General. One of the following options may be chosen:
A. Attack. If the player rolls a 6 he may order the enemy Brigade to launch an attack, on any other roll there is no effect. If successful, all infantry and cavalry must advance at least 1/2 move into their frontal area and must attack (charge) if there is a target. Artillery must shoot if there is a target.
B. Retreat. If the player rolls 5 or 6 he may order the enemy Brigade to retire a full move.
C. Hold. The player may order the enemy brigade to hold. Units may fire and may change facing or formation where they are. The brigadier may not move.
I did think about allowing players to hold a hand of 1 or 2 cards but decided that there were aspects of gaminess and reverse certainty to that which I didn't like