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Eureka! a combat system.

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jasongreeno
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Joined: 07/31/2008

How's this sound for a quick resolve combat mechanic (strategic army game):

Troops (no bonus)
Tanks (+1 in combat if you have one or more tanks, require 2 hits)
Jets (+2 in combat if you have one or more jets)

• Each side receives a d6
• The side with the largest army gets a d6 (if tied for most generic units than look to most jets, most tanks, most troops)
• Higher total wins
• Lower total loses units equal to higher totals total forces
• If a territory becomes empty as a result of combat control is retained by the defender.

DifferentName
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Cents

I think how well that works depends a lot on the game that surrounds it. It sounds like a pretty quick easy way to resolve a battle if you want to focus on more interesting strategic things that happen in the game, like with production and positioning. Depending on the average number of units in a fight, that might be a lot of randomness, but that could fit well in a game.

jasongreeno
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Thanks

You nailed it on the head for the intent to let combat be simple and fast.

Help me understand "lot of randomness"?

Average units in a fight should be 5.

I just realized i left out the Tied dice roll situation where each side loses units equal the opposing sides # of units.

DifferentName
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Joined: 09/08/2013
Randomness

Maybe I was wrong about the amount of randomness, since the tougher army gets an extra dice, giving them a strong advantage, making it less of a gamble for the tough army. A bit of randomness can be good when it happens often enough to balance out.

Try it out! The sooner the better for testing out new game mechanics.

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