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Wargame Balance Seeking (Tricks)

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X3M
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Joined: 10/28/2013

Well, I guess it belongs here. I earned myself a new trick for balance seeking. I ought to share.

1 - Super fast playtests

I did a number of "playtests" running in the millions now. comparing 3 different dice rolls each time.
And the results can bother me a lot.

I am not talking about different units battling each other. But instead, the same unit battling itself.

While the die with 0 hits in them creates better balance, it also takes longer to calculate. This is a good thing.

I already knew that having a difference of 1, means a lot in the long run. But now having random rolls and watching what the end results might be. I expected a bit more balance by this randomness. After all, the first shot matters.

It turns out that with an equal amount of units. The win/loss is 1:1
With having 1 more unit, this changes into 2:1 (an acceptable risk)
With having 2 more units, this changes into 4:1 (a high risk)
And with having 3 or ore units, this exceeds 8:1 to
infinite:1 at about a difference of 6 units.

The only positive side is that the victor has their health reduced to a lower amount by a notable factor. Since an average is tracked for each unit. I could compile after matches. These can be used to balance the total game. After all, I have a win percentage. And multiplying this with the next win percentage should end up at 50%.

With this method, I can create "perfectly" balanced missions. However, I should consider the tricks a player can pull in the game. And put this winning percentage at 75% tops (3:1) Thus a skilled player in tactics will have a chance to win AND loose.

Should this 3:1 be higher?

Personal note: I need to specialise the simulator to more different units + starting health conditions

***

There are more tricks to create more balance in wargames. But I am not sure if people here are interested in them. Ask if you are :)
Some are well known for being used.

polyobsessive
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Joined: 12/11/2015
Three-to-one.

I'm not sure about the scale or style of game you are going for here or what sort of balance you have in mind, but IIRC a standard military heuristic is to attack with three times the effective forces than the defender. This does assume that all factors are more-or-less even, so significant differences in defences, terrain use, supply, C&C effectiveness, and so on can skew this a lot, but for your "like versus like" tests you might want to aim for 3:1 being decisive with comparatively low losses on the side of the larger force.

X3M
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Joined: 10/28/2013
The 3 on 1 was more of an

The 3 on 1 was more of an winning rate against less skilled players. With equal skill, the chance will be 1 on 1.

Now, for this 1 on 1, other balancing tricks are needed. The 3 on 1 however is better for 1 player against an AI. These games can't make use of the other tricks. You would only have troops and some terrain influence in these 1 player missions.

There for, this simulator will be of great use to me.

***

Having players a force of 3 times bigger than an opponent will occur. Buy not in single player missions.
This 3 to 1 has normally a 99 to 1 win ratio. If not 100%. Although about 25 percent or less would die.

It suprized me that you said 3 times bigger. But I think you are right. After all, the first initial force looks overwhelming. But is often not worthwhile.

There are some tricks countering this that work great together:
- (re)building troops.
- The right choice in RPS as reaction. Target specific weapons with best choice of armor. Or just an unit with one specific annoying job: hhhhHHiT and RUN!
- Making defences a major part of the game, in other words, promoting camping. These also promote gaining time for the defending player. Resulting in a bigger and better (re)build.

These tricks have their best effect when the attacker has to cross more distance for the right reïnforcements.

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