Description

Spaces adjacent to a unit impact the ability of opposing units to move or attack.

Discussion

The Zone of Control (ZOC) has been a staple of conflict games since the 1960s. It allows the designer to reduce the unit density and to still allow players to form lines with gaps that enemies cannot simply move through without consequence. It is a type of Force Projection (ARC-06), as it allows a unit to impact other areas of the board. In the basic ZOC, units must stop when moving adjacent to enemy units and are required to attack. Typically all opposing units that are in a ZOC must be attacked, which can lead to one unit having to attack more than one opposing piece. This type of ZOC is sometimes called a Hard ZOC. There are also Soft ZOCs, where pieces may continue moving after they enter the ZOC but have to expend more Movement Points (MOV-04). In some games, this is not permitted, but units that begin in a ZOC may leave the enemy ZOC by moving to a non-ZOC space or may move directly from one ZOC to another but must immediately stop.

Some games only assign ZOCs to certain types of units, such as Cavalry or Skirmishes, or deny it to units in a certain state, like Napoleonic units in a Square or unsupplied units. ZOC can also be created more organically by allowing units to take opportunity attacks against units that move adjacent to them or past them or that begin a move next to them but move away. While not a ZOC in the classic sense, it does impose consequences for moving units and will shape the battlefield.

Sample Games

Blitzkrieg (Pinsky and Shaw, 1965) Gettysburg (Roberts, 1958) The Russian Campaign (Edwards, 1974)

描述

与单位相邻的空间会影响敌方单位移动或攻击的能力。

讨论

自20世纪60年代以来,控制区(Zone of Control,ZOC)一直是冲突游戏的主要内容。它允许设计师降低单位密度,并且仍然允许玩家形成有间隙的战线,敌人不能简单地穿过这些间隙而不承担后果。它是力量投射(ARC-06)的一种类型,因为它允许一个单位影响版图的其他区域。在基本ZOC中,单位在移动到与敌方单位相邻时必须停止,并被要求进行攻击。通常,必须攻击ZOC中的所有敌方单位,这可能导致一个单位必须攻击多个敌方棋子。这种类型的ZOC有时被称为硬ZOC。也有软ZOC,棋子在进入ZOC后可以继续移动,但必须消耗更多的移动点数(MOV-04)。在某些游戏中,这是不允许的,但在ZOC开始的单位可以通过移动到非ZOC空间离开敌人ZOC,或者可以直接从一个ZOC移动到另一个ZOC,但必须立即停止。

有些游戏只给特定类型的单位分配ZOC,如骑兵或散兵,或者拒绝对处于特定状态的单位分配ZOC,如方阵中的拿破仑单位或未补给的单位。ZOC也可以更有机地创建,允许单位对移动到它们相邻或经过它们或在它们旁边开始移动但移走的单位进行借机攻击。虽然不是经典意义上的ZOC,但它确实对移动单位施加了后果,并将塑造战场。

游戏范例

Blitzkrieg (Pinsky and Shaw, 1965) - 《闪电战》 Gettysburg (Roberts, 1958) - 《盖茨堡》 The Russian Campaign (Edwards, 1974) - 《俄国战役》