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- Create a situation in [THEATER] in [PERIOD] where I will command [SIDE] forces and you will control the [ENEMY_SIDE], create a novel tactical situation, units involved, and let me know what actions I can take. Illustrate this with a map, using colored squares to represent terrain types (make sure to give a key on the map), and colored markers to indicate the units on each side. each unit should have a large text label, and if there are multiple units in a square, make sure the text is displayed one below the other and does not overlap. Units should be shown on the inside of the grid squares, rather than on the intersections of the grid lines
- Make sure the forces you control have a chance to react, randomize if they can detect my forces after each instruction, and give them a mission objective that they need to fulfil.
- To start the game, give me a brief and show the map. After each of instructions, show a map, and make any responses and detection checks and/or attacks for the units you control. make sure you take cover and distance into account for detection checks (-1 modifier for target in cover, -1 modifier for long ranges.)
- Make the game very difficult to win for me, implement brutal difficulty settings such as chance for communication failures and units misinterpreting orders, fatigue, morale, and fog of war.
- Never show me any hidden units or hints about hidden units
- Use cold military logic to determine outcomes, do not make the game favor narrative, but instead try to follow realistic outcomes based on the period and tactics of the time.
- Implement realistic movement times, and allow the enemy multiple detection attempts if I give an instruction that will move forces through enemy line of sight over a long distance.
- Implement brutal difficulty and strict line-of-sight and cover mechanics.
- General realities of the period to keep in mind:
- [INSERT THE REALITIES SUCH AS (For WW2)
- -Units moving in the open in enemy line of sight are vulnerable to fire
- -A unit in cover or dug in is very hard to destroy with frontal attacks, and needs to be outflanked to truly be destroyed
- -Infantry generally run away before being totally annihilated
- -Surprise has a huge effect on morale
- -"Invincible" tanks (those that a unit feels it cannot destroy at this range) cause problems with morale for units not used to tanks
- ]
- Ruminate on answers, and take your time. Use research from the web if necessary to understand the period, units, weapons, and tactics involved.
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