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HAHAA!!! weapons in wargames

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X3M
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I was fiddling around with this idea. It kinda makes a wargame more fun.

What if you allow a re-roll on a hit? And actually allow a player to re-roll as many times as possible?

I have taken down some notes on how powerful a weapon really would become. This for balance purposes.

I like these numbers, because they are easy to balance with. Yet "lottery" effects are easily possible.

If you have other "HAHAA!!! idea's, please share.

apeloverage
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Re-rolling as often as you

Re-rolling as often as you want is equivalent to saying that the maximum result in the range of possible values is what happens every time.

X3M
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The most basic result

Yes, I know.

1/6: 0.20
2/6: 0.50
3/6: 1.00
4/6: 2.00
5/6: 5.00

I can also limit the number of rolls.
3/6, Max 2: 0.75

Or make combinations with a first roll.
And add so called "splash damage" rolls of another value that follow up after a successful first roll.
Primary 3/6 (0.50)+ Splash 2/6 (0.50*0.50): 0.75
Primary 4/6 (0.67)+ Splash 2/6 (0.67*0.50): 1.00

Perhaps even adding a maximum to one of the 2 parts. Where my favourite is the chain reaction, once initiated:
Primary 3/6 with Max 2 (0.75)+ Splash 5/6 (0.25*5.00): 2.00
Which basic means a low initiation chance, but high expansion in damage after the first 2 rolls.

larienna
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Quote:Re-rolling as often as

Quote:
Re-rolling as often as you want

Unless you want to have a real-time game like space cadets dice duels (not sure of the name)

X3M
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Well.... obviously then it

Well.... obviously then it wont work.

Decision making is real time in my hobby game.
Rolling the dice is more of a resolution moment. A pause if you will.

It surprices me that no one offered their own idea's or experiences.

I had my deck of event cards. Need to re-invent them to simpler versions though. But those carry the same idea:
-Switching units in side.
-Replacing units (not just your own)
-Being the only one with action points that round.
Etc.

pelle
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"What if you allow a re-roll

"What if you allow a re-roll on a hit? And actually allow a player to re-roll as many times as possible?"

CrossFire lets you fire (or take any other action) as many times as you want to, as long as you are successful, so exactly what you asked for?

Advanced Squad Leader has a Rate Of Fire rating on some weapons. After each attack you roll an extra die, and on a roll lower to or equal to the weapon's ROF it is as if that weapon had not fired and can be used again in the turn (sometimes immediately, sometimes later... the rules for when and how many times you can fire is a bit complicated).

Ambush! if you hit a target in a hex where there are also other targets you roll damage for also the other targets, one at a time. As long as the damage rolled is lower than the previous roll you can keep rolling.

Tactical Combat Series if I remember correctly you can fire as many times as you want to, and have an opportunity, when the other player is moving. There is no limit to a single opportunity fire like in most other games. But there is a risk, because the moving player can have their own units react and return fire on the firing unit, or something like that.

I think various mechanisms for firing multiple times are very common in wargames, but CrossFire is the only one I can think of that literally allows you to just keep firing until you do not hit.

X3M
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The Q?

X3M wrote:
If you have other "HAHAA!!! idea's, please share.

That would have been the initial Q.

That "Ambush" roll sounds really interesting. Going to think on that one for a while soon. :)

I also looked at the research in A&A. According to the rules, you can roll for a successful research. Once it has been rolled, you cannot roll for it again, once the research has been completed if you will.
This means, that getting a new technology will become harder and harder.

It doesn't necessarily have to be something with dice.

X3M
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"Ambush"

I did calculations on this mechanic you described.
But a real 'hahaa' moment isn't really possible.
The series collapse very fast. And with the first die having no need for a roll, the max damage would be 6.

It might work in a game with max health at 3 or so. But I am looking for some more refined posibilities.

It doesn't have to be dice, you know?

I can let players gather cards. And they can use these cards whenever they want.

Feign death; where an unit keeps its last health and survives to a next round (doing who knows what kind of damage)

Plans; where an action costs less action points.

Sidestep; where a number of hits are nullified.

These are just examples in the form of cards.

ex1st
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Re-Rolls - The mechanic that keeps on giving

Hi all.

Yes, I was just thinking this would be cool. I tried it out in my game.

Up until recently I had combat use "1" as a miss, anything else a hit. It was harsh. But realsitc. The problem was you knew if you lost if you had less dice to hit with before the rolling even took place.

Then I tried "1" as a hit + roll another dice, no more misses. Now you know for sure if you are going to win if you have enough dice.

So I think the balance is "1" is a miss. 6 is hit + a new dice. This way you don't know if you are going to win or lose. But the more dice the better the chances. Card effect also increase chance of winning.

By the way, the AI enemy is a fixed number for now, no dice for the AI enemy.

X3M
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Good

ex1st wrote:
So I think the balance is "1" is a miss. 6 is hit + a new dice. This way you don't know if you are going to win or lose.

Asuming you meant that 2 to 5 are also hits. But no re-rolls.

That is a neat idea.
A chance to hit is higher than to re-roll.
The one you use as example has an average of 1 in the long run.

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