I do not like having multiple hits with just 1 die.

Unless it follows a standard deviation.

But the basic roll is 1/3th chance on hitting.

And there is also an accuracy roll.

Eventually there would be penalty rolls too.

Speaking of penalties.

I still got the rule of melee units being able to hit moving targets without a penalty...

And 1 penalty is a 5/6th roll.

Perhaps I should change the penalty a bit too.

Instead of:

Closest attack range compared with the movement distance.

And using the lowest value as the penalty.

Take the average of the closest attack range to the movement distance.

And round down...up? IDK this yet.

I can imagine that a super fast unit takes less damage from a melee attack. Especially if they are flames. This should help the buggies that go with a speed of 5.

***

I need to test again.

But basicly the attack buggies have to go from 2 to 4 health.

And when fighting flamethrow infantry, they first strike while the flamethrowers move. Then they move when the flamethrowers attack.

The attack distance is 1 at that point while the attack buggies would move with 5. The average is 3. A penalty of 3 halves the number of hits.

Stormyknight1976wrote:And my other goal was honestly 6 dice tops for all the normal units.

But I design by certain rules. And while expecting a double roll of 6 was to occur for some specific unit designs...

It turned out to be 4 times as much. Not only that, but there is an overkill happening. A really big overkill. And this is due to having the game use 3 turns per force. While riflemen look normal. A burst weapon like the flamethrower is immediately too strong...

I could say that a 1 roll to hit would cause 2 hits or 3 hits with 1 damage as a result. Thus reducing the dice.

The chances on the desired roll go up. And instead of twice the costs, I could increase the costs if the roll is changed in regards to the distributed chances.

Stormyknight1976wrote:But have you thought of just using a d20 and a d4 to get results for 24 instead of rolling 6 die 4 times?

The flamethrower would be rolling half the dice. And have a doubled result per die. Then the costs are increased by 2.5.

If I divide the rolls by 3 and tripple the results, the costs are multiplied by 4.5

This way, I reduce the dice AND the damage.

With 6 dice going down to 2 dice. The weapon accuracy is not 6 but 4 instead (3/4.5 equals 4/6) I got an exceptional roll of 8 (there would be 4 flamethrowers).

Then again, I could design in such a way that the flamethrowers are 33% more expensive. And the number of dice goes down by 33%. But the weapon accuracy might go up again.

Stormyknight1976wrote:You can still get percentage rolls or something of a percentage roll with the dice mentioned above in my comment.

Stormyknight1976wrote:Jesse Aka StormyKnight1976

Thanks.

But for now. I need to figure out how to reduce the damage output.

I already realized that vehicles should be having 4 health.

2 health is then solely reserved for bikers and troopers. Which would die from flame attacks fast as well.

As for the grenadiers and their 16 grenade dice...

One grenadier rolls 4 dice.

2 dice per grenadier and a hit result of 2 per die. With a cost of +25%.

1 die per grenadier and a hit result of 4 per die. With a cost of +75%.