So, some of us have been using a 'Chaos Dice' (or Joker, in card driven games) thrown in the dice bag. When drawn, it ends the turn.
1st week, we used the dice and the person with the least amount of activated units got to roll on the good Thing/Bad Things table in the Platoon Forward module. The Good Things/Bad Things included extra reinforcements which slowed the game down quite a bit, but still made it a laugh.
2nd week, good Things/Bad Things only happened on a 1 in 10 chance (in accordance with the Platoon Forward book), which effectively meant that it didn't happen! Also, the game length was increased from 6 to 8 turns to allow for the fact that the Chaos Dice would shorten the game.
There was some discussion about whether using a Chaos Dice disadvantaged forces with lots of cheap units as they wouldn't get to pull so many dice before the Chaos Dice came out. Personally not convinced, purely by the maths of it and the science of chance, but more than happy to go with the flow as it is, after all, a house rule! A further proposal was to increase the chance of a Good Thing/Bad Thing happening (4 in 10, 2 in 6, maybe?)
I think using a Chaos Dice is definitely worthwhile, but needs tweaking to make it work for all. Over to the hive mind to discuss...
I think the chaos dice are a good idea, but I agree that it might need a little balancing as a soviet player the army is set up for lots of low quality units and the chaos dice can mean that a lot of units never activate so I have my reservations I have downloaded the new jump to it rules which might help balance it out. Also you can download the tank war rules for free from warlords site this month, some fun new bits to try out