As some of you might recall, I talked about a super fast war game where units still have some health.

I have been re-working on a health free version. Meaning, no health tracking. I got tired of that peg stuff etc. Just simple pieces. (I honestly see this as the only legit way to ever get a game like this going more publicly)

All you see on the board are pieces of units like in Risk or A&A.

Combat is entirely dice now.

That said, to keep my RPS running, I thought of the following mechanic:

**Default Accuracy**

All weapons start with a default accuracy of 4/6th.

If a player is outnumbered, I have this bonus rule that will make sure that some weapons are a sure hit by removing this default accuracy.

The bonus rule still has to be tested, if it is sufficient enough.

**The 4 classes**

4 weapons and 4 armor types; from low to high:

Rifles/Grenades/Rockets/Cannons

Infantry/Troopers/Vehicles/Tanks

(I might change things, like replacing Troopers but I am thinking Dune(2) here)

**Secondary Roll**

Rifles have the following hit chances on set targets:

3/6th on Troopers

2/6th on Vehicles

1/6th on Tanks

Grenades have the following hit chances on set targets:

4/6th on Vehicles

2/6th on Tanks

Rockets have the following hit chances on set targets:

3/6th on Tanks

All other combinations are a sure hit if accuracy was already a hit.

The secondary rolls are rolled twice!! Meaning, that 1/6th is going to be 1/36th. And including the default accuracy roll we get 1/54th. Just one Rifle, the weakest weapon, has only 1/54th chance on killing a tank.

**A&A rules**

When combat occurs. Players will set up before hand which unit order the victims will be. Meaning that an infantry unit placed in front can protect a tank.

**Army sizes**

With this RPS in mind. For every tank, there will be 6 infantry. If I keep it to 6 points per hexagon, the game is as small as possible. But tanks will have no fodder protection. So I am going to go with 12 points.

2 tanks or 4 vehicles or 6 troopers or 12 infantry.

One Rifle Infantry has as said before, 1/54th chance on killing a tank. That is 1,85%.

6 gives 10,61%. 12 gives 20,09% for 1 and 2% for 2 dead tanks.

20% still feels like a lottery. Only by several rounds, this number goes up.

**Number of Dice**

Leaving math asside. It seems that roughly 8 dice on average are needed per combat.

A higher number would be, 12 Rifle Infantry require 12 dice.

But I know of designs that need 15, 18 or even 30.

Players will be rolling sets of 5 or 6 dice, until they are done.

**Piece designs**

I have 2 options again. 3D or 2D

3D are simple 3D pieces, you need to clearly understand what the piece looks like and what statistics go with them.

I have only 6 statistics now:

- Price

- Armor attribute

- Damage attribute

- Number of combat dice

- Speed

- Range

I would hate it to put them in a manual.

2D pieces. They open the option to have 2 health per piece. Meaning that a piece could be flipped over. I don't see the point in changing stats for a damaged unit.

If I keep them one sided. One side would look like the picture of an unit. Then in the 4 corners the armor attribute, damage attribute including the number of combat dice, speed and range. The price, well, I don't know, the bottom?

The attributes could be nice symbols.

If I manage to keep myself in check, even speed and range might become symbols. But numbers would do just as fine.

***

Putting other problems aside from now.

If you feel that this is a bit to strong in certain events. Or that 4 types is too much. Then I can cut back more. I also have the 1, 2 and 4 set out there to recycle. Not just this 1, 2, 3 and 6 set.

Can it be even simpler? I am looking for opinions.

What if I simply make one side a 1 unit.

And the other side is 2 units?

That way I can cut the number of pieces in half.

The total of pieces will not be cut in half but by 1/3th or so. It is that per hexagon; the pile will be cut in half.