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Napoleon's battle

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RookieDesign
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Joined: 12/31/1969

Good day to you all.

I'm currently starting my second game design. The theme will be Napoleon's era (1800-1815). I'm currently looking for ideas to build a combat rule for the three type of army that was there at the time.

Infantry, Cavalry and Artillery. I'm trying not to focus on tactical play. I prefer to have a global approch to the combat. I'm thinking something along the Axis and Allies way to resolve it. I find it a bit heavy for my taste. I would like this combat to be done in less than 5 rolls of dice.

To really spit it out, I'm want to have the system used in Republic of Rome and be able to have my unit type instead of just infantry.

For those who haven't played Republic of Rome by Avalon Hill 14 years ago (already), the players control the infantry units. You sum their count with the military level of the general. (Field Consul). The opponent is a card with a fix level of opposition. You make the difference between your army and the card add up 3 dice and look at a table. You score high you win, you score low you lose. Simple and efficient.

I just need a couple of game rules I can look at to get inspired.

Have a great day.

RookieDesign

Anonymous
Napoleon's battle

Personally, I hate table lookups in games. I'd rather roll 100 dice.

Perhaps you can take the difference bewteen the attack and defense scores as a modifer to a single die roll. The target value is based on the attacking unit type (or whatever level you have in your game). For example, A attacks B. A's total is 12, and B's total is 9, making the modifier +3. A's target roll (based on A's type) is 14. The roll is a 12 with a +3 modifier, making 15. Success.

Using a d20, each plus point for the modifer gives you 5% more chance to "hit". If your point system has much smaller values, you could potentially use a d12 or a d10, etc.

RookieDesign
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Joined: 12/31/1969
Napoleon's battle

Ekted,

You are right. Looking up a table is more difficult, but I like the idea of margin of sucess. The roll result on the table will provide you with the casualties for your side.

The choice between a D20 or 3D6 is obvious. (Flat distribution and Bell curve).

In this thread I want to know If anybody have games in mind with many army type (Air, Land, Sea) or in my case Infantry, Cavalry and artillery and have a simple way to handle the results. I notice that Risk now have figures of infantry and artillery is there a difference between the two of them ?

I'll do my research myself later.

Thanks to you all.

RookieDesign

Brykovian
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Joined: 07/21/2008
Napoleon's battle

Eagle Games (eaglegames.net) has a number of games that use combined arms in the infantry/calvary/artillery combination ... including "Napolean in Europe", "American Civil War", and (I think) "Age of Imperialism" ... and their newest wargame "Attack!" All using slightly different mechanics.

You should be able to get good info on the games from the company website, wargamer.com, and boardgamegeek.com.

-Bryk

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