WM is a great game, easily my favourite war game. The only stumbling point for me are the dice rolls for Command. I've had quite a few games that i've won because my opponent failed to roll under an 8 on his last turn and couldn't march his troops into the objective area. Winning is ok, but it feels as though i've won by luck (or my opponents bad luck) rather than through great strategy.
I've been thinking of ways to remedy this situation, and yesterday me and my friend experimented with a new idea. The system is simple .......... cards instead of dice rolls.
I made each player a set of 36 cards. Each card has a single number ranging from 2 to 12, the frequency of that number matches the possible outcome on 2d6 (for example, there is one 2, two 3's, six 7's etc) The player uses exactly the same rules as before for command checks, but instead of rolling 2d6 he draws a card.
My friend was sceptical at first when i was explaining it, but said he'd try it. We had a game yesterday and both loved it. We had a house rule that was ..."when you get to the last 2 cards in your deck, shuffle them into your discard pile and start a new deck" This prevents players that have memorised the cards and realised that there's a 2 in the deck. (we couldn't memorise 34 cards though hehe

) The beauty of the card system is that if you have a bad turn and can barely move you know next turn you probably will move. The game we had was much more dynamic than usual, lots of combats, loads of shooting, and noone stuck in their deployment zone. I enjoyed it.
I thought i'd pass on the idea, i know some prefer to stick to the book, but it makes a nice change
