One thing that I think the game could use to spice things up a bit would be some more random elements to represent the chaos of modern war. I haven’t fully tested this random event table so use with caution and modify as you see fit. Have fun!
Dawn’s Early Light Random Events Table
Either player rolls 1d10 before the beginning of Phase 1 at the start of every day. Roll only once per day!
Die roll result / Event
1: Refugees: The cities and roads are clogged with civilian refugees trying to flee from the fighting. City hexes cost double MPs to enter. Road movement bonuses may not be used.
2: Inclement Weather: Airstrikes and helicopters cannot be used due to heavy rain and thunderstorms in the area.
3: Strong Winds: Chemical weapons affect all surrounding hexes of and including target hex.
4: Political Games: The war rages on but still the generals are engaged in petty political squabbling. Roll 1d6: 1-3: NATO units from different nationalities may not stack together with each other. 4-6: Warsaw Pact units from different regiments may not stack together with each other. **NB: Does not apply to different units already stacked together before this event was rolled.
5: No effect.
6: Command & Control Sabotaged: Special Forces have disrupted the enemy command and control network behind enemy lines. The affected player’s initiative is chosen by the opposing player. This must be done BEFORE the opponent rolls for their own initiative. Roll for which side is affected by this event. 1-3: NATO forces 4-6: Warsaw Pact
7: Bad Maps: “The most dangerous thing in the combat zone is an officer with a map.” Roll 1d6 1-3: NATO chooses where any enemy units enter on the map (restricted to allowed entry hexes as stipulated in scenario). 4-6 Warsaw Pact player chooses where any enemy units enter on the map. (restricted to allowed entry hexes as stipulated in scenario).
8: Battlefield promotion: Roll 1d6: 1-3: NATO player chooses one unit that immediately recovers 1 strength point. 4-6: WP players chooses one unit that immediately recovers 1 strength point.
9: Good Intel: 1-3 After both sides roll for initiative, NATO player may modify their initiative roll by 1 (either + or -). 4-6: After both sides roll for initiative, Warsaw Pact player may modify their initiative roll by 1 (either + or -)
10: Repair and Refit: 1-3: NATO player may put one destroyed unit back in play. Unit enters map as specified in scenario rules and at minimum level strength. 4-6: WP player may put one destroyed unit back in play. Unit enters map as specified in scenario rules and at minimum level strength.
After rolling the event, roll for duration on a 1d10.
1-9: Event occurs for first phase of the current day only.
10: Event occurs on every phase of current day