I like the idea, but I would make the results more random than your example. One thing I liked about 1776's tactical combat rules is that some maneuvers gave you a much greater advantage if you could predict exactly what your opponent was planning. For example, if you reinforce your right flank and that is where your opponent's enfilade was occurring, there would be a much larger bonus than if you just advanced slowly anticipating a flanking maneuver (on either side). Similarly, you might choose whether to jab left, right, high, low or center. The goal is not to say that there is something fundamentally different about swinging left or right, but to give your opponent a chance to play for higher variance by choosing a maneuver which works better but less often (which is the natural strategy for the less skilled combatant). Also, forcing choices like left/right (and not allowing a generic "I take a -5 modifier and wait to see where he is before I swing") can be used in lieu of a die roll if you end up in a situation where you wish you had one. Although, I'd recommend allowing the more skilled player to take a medium sized penalty and not have to risk a huge penalty unless that would be at odds with the flavor you want for the game.
an example from a war game
Date: 2002-08-19 04:11 am (UTC)Telnar