Meat: often takes the hits for the team, is durable
Support: can deal more blows then others in the team, is often not durable
Classes are based on having: Armor, Damage, Speed and Range, or not having those.
There are 2x2x2x2=16 classes.
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Regarding my board game based on RTS (not real RTS, just semi turn based)
First round of play testing 1 year ago:
I discovered my balancing formula wasn't right for the entire game.
I looked at the 16 classes of units.
Made a new balancing formula and went from 2 obsolete and 2 less use full down to just 2 less use full.
After some new play testing, even the last 2 classes proved to be use full in combination with their 2 more advanced classes. 1 will always serve as meat and the other will serve as support.
One of these meat/support combination is based on very fast units. With short range.
The "meat" is a bit cheaper than the "support", this because the meat shoots 1 projectile and the support 2 or more.
The main goal of these fast but short ranged units is to ignore armies, move by, and then harass the base instead. If the enemy comes to defend. They run away. A slow and annoying strategy.
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Last weeks play testing; some simple skirmishes with only units.
Now the problem lies within these "no base" missions. Then these high speed, low range classes, and all other speed units become less use full. That is 4 out of 16 classes, or 25%! After all, they are relatively more expensive then their slower counter parts.
No base for hit'n'run tactics. (I didn't count the 4 classes of speed + range type of units since those can hit'n'run all other units)
Of course they could still be of some use against ranged units or soft targets. But these are often (good players do always) protected by short ranged meat units. So unless an Event Card for attacking from behind is played. The fast units are the least useful.
Bottom line:
My friends suddenly don't want to use them any more in "no base" missions.
How to tackle this?
I already have a rule that moving objects have only 50% chance of getting hit.
Deepen that one more for different speeds?
But how? What are the best rules?
Speed can vary from 1 to "infinite"
A correct balanced way is basing the hit chance on the 1 divided by the fields that the units move that round.
Shuffling cards on this would take time, I already have reduced many aspects to the same stack of dice. But this one is a tough one to do with dice.
Any thoughts on this?
Well, me and my buddies think the following should take place.
Getting hit chance while moving:
1 out of (Speed + 1)
When units have a speed of;
0: 100% chance of getting hit
1: 50% chance of getting hit
2: 33% chance of getting hit
3: 25% chance of getting hit
4: 20% chance of getting hit
etc.
Although with an average health of 3 x Armor. The true rule should be:
Getting hit chance while moving:
3 out of (Speed + 3)
When units have a speed of;
0: 100% chance of getting hit
1: 75% chance of getting hit
2: 60% chance of getting hit
3: 50% chance of getting hit
4: 42% chance of getting hit
etc.
The second one suits the balance best. And all play testers agree on this.
But how to put this in with dice?