What Are Your Homebrew Initiative Cards?

By player674990, in Tide of Iron

In the spirit of FFG's twists to the Initiative Card options--US 29th Infantry Division, British 6th Airborne, 7th Panzer Division--has anyone crafted other divisional abilities? Any historical reasons?

I have been toying with the idea of doing something like that for commandos, Screaming Eagles, DAK, US Marine Corps etc., but I have not yet had any really gripping idea.

I think that these special initiative cards (dedicated to particular combat unit) have meaning only in campaign. Usually it should be some bonus/benefit that can not be managed (received) via combination of operations cards or so. It should be something really specific or unique.

However, because in my campaign there were engaged several different combat units and I was lazy to design a specific initiative cards for each of them happy.gif , I designed rather a thematic special initiative cards, which describe certain effects and can be assigned to any participated nation (one side or its enemy) by the need.

But if you have one or two such combat units, it should not be a problem. Maybe it could be even interesting to have more (special) initiative cards for one combat unit and a player would have to choose between them before begining of a scenario? (for example some relating to effectivity of an assault, another for fast recovery or partial immunity to suppresive attacks, etc...).

Klaus, you may recall the campaign I have yet to finish (darn real world responsibilities), with the Herman Goering Panzer Division having BlitzMG units may make Fire & Movement Actions at -2 Mv representing their elite squad cohesion, equipment and training. You remarked in a playtest that they worked well.

I also devised one for the 1st Ranger Battalion"Lead the Way" loosely modeled on the Assaulter card of the same name. Units receive full Mv for Fire & Movement Actions.