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Help select combat system

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jasongreeno
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I need help creating the right combat resolution mechanic for my game (a micro military / political game of nations vs nations).

Currently my best idea is (to have as few dice as possible and room for unit differentiation):

---

To assemble your dice for an attack or defense:

Each player rolls 1 basic die automatically

Whoever has the most:
• Advanced Troops: Add 1 Elite die
• Advanced Tanks: Add 1 Elite die
• Advanced Jets: Add 1 Elite die

The person rolling the hits can pick which of the opponent’s units are removed after both sides have rolled, before the next round of combat

For every ‘Hit’ rolled remove an enemy unit (controller’s choice).

If no units remain, the nation card returns to the table uncontrolled otherwise the victor takes control.
Dice:

(2) Basic Dice: - - - + + +
(3) Elite Dice: - - + + + *

- is a blank
+ is a hit
* is 2 hits

Let me know your thoughts or alternative suggestions. Thanks!

Jarec
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Joined: 12/27/2013
Wait, is the targeting

Wait, is the targeting controller's or opponent's choice?

jasongreeno
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If I roll 3 hits against you,

If I roll 3 hits against you, I get to pick which units you lose and vice versa.

Jarec
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So the combat roll is one

So the combat roll is one basic die, and up to 3 elite dice at maximum? I guess were talking up to ten units maximum per side to battle it out per fight?

Do you fight once per turn or as many rounds as it takes to wipe one side out? One round of fighting might get pretty overwhelming if your map is big and there's a lot of stuff to conquer.

I'm also guessing each side fights simultaneously since an area can go neutral. Have you had any special situations in mind where the other side might have the upper hand and roll hits before the other? Or where the defender gets to pick his destroyed units?

That dice pool system you got is well and good mechanically, but pretty much only play testing will tell if it is too cumbersome or light for your project.

jasongreeno
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Joined: 07/31/2008
So the combat roll is one

So the combat roll is one basic die, and up to 3 elite dice at maximum? I guess were talking up to ten units maximum per side to battle it out per fight?

-- What makes you say a max of 10 units?

Do you fight once per turn or as many rounds as it takes to wipe one side out? One round of fighting might get pretty overwhelming if your map is big and there's a lot of stuff to conquer.

-- Currently you can attack as long as you have Oil and Units to commit (Units get bogged down permanently so there's no moving of troops from one target to the next after a victory).

I'm also guessing each side fights simultaneously since an area can go neutral. Have you had any special situations in mind where the other side might have the upper hand and roll hits before the other? Or where the defender gets to pick his destroyed units?

-- I'm thinking that Advanced Units could offer those types of abilities (Jets, satellites etc.)

That dice pool system you got is well and good mechanically, but pretty much only play testing will tell if it is too cumbersome or light for your project.

-- Thanks. I think there is an inherent problem with how many Basic Tanks and Jets you buy since the extra dice are associated with Advanced Units only. Why would someone buy a bunch of Basic Tanks or Jets if Troops are cheaper?

Jarec
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Joined: 12/27/2013
Well, the amount of dice (and

Well, the amount of dice (and the way that a die may not hit at all) might make it pretty crazy to fight like 20+ units.
It might be a non-issue though because you have gated the fighting with resources.
It's just that I'd rather have the whole fight go over by one huge roll rather than piecemeal it Risk style (imo). But again, it might work just fine the way you've figured.

jasongreeno
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Thanks

Thanks for your thoughts. I think that's a great point about 1 roll to resolve the whole battle.

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