"Adversity reveals the genius of a general; good fortune conceals it." -Horace.
For anyone who is familiar with Kings of War, obviously it does not fit this bill well at all. At least Warhammer had Psychology! Epic took it one better and had blast markers and activation rolls...
So how have I set out to do this? Well first of all, I've put 'Stress' into the game as a common currency to represent loss of unit cohesion, fatigue, fear and adverse surprises.
It builds up on units through pressing your troops too hard, or through enemy magic, hails of arrows (that kill few but unsettle many) or through the grind of combat. It can be spent by your opponent to slow your units, or make them easier to kill, or slow weaken their spear-thrusts. Or, it can be left to slowly accumulate and see brave Knights finally break to one charge too many by a rabble of half-sized goblins.
Secondly, 'Turns' are a period in which the battle ebbs one way or the other, rather than a defined period of time where everything has equal opportunity to, for example, move the same distance.
I refer to these as 'Command Cycles' (as each command will get to go once) but the name isn't that important. In The Book of War, armies are made up of a number of commands, typically 3-4. Starting with the player who has who did not activate last, in the prior command cycle, a Command is chosen and all units within it carry out their orders. Then the opposing player gets to activate one of their commands... unless the first player wanted to take a penalty to all their commands and activate a whole another command first.
Anyway, that's what I've been musing over the last few weeks, in my spare moments. Any comments welcome and I'll be returning to my regular scheduled batreps or terrain progress or whatever for next time. Thanks for reading.