Aloha,
I am working on an area-control Strategy game. When opposing forces meet in an area, combat occurs. I am looking for feedback for my combat resolution phase:
1. Attacker and Defender each roll (simultaneously) 1 d6 for each unit in each respective force (up to a max of 5)
2. Attacker dice and Defender dice are compared; matching values are paired up and ignored. (For example, Att rolls a "3" and Def rolls a "3" - those dice are removed)
3. For any remaining dice, apply hits as follows:
For a roll of 1 or 6, select and destroy an enemy piece
For a roll of 2 - 5, select and withdraw an enemy piece (withdrawn pieces may no longer particiapte in the battle)
4. Combat continues until the following occurs:
One side has no active pieces in which to particiapte in the battle
5. When combat ends, the winner retains the area, the loser must withdraw to an adjacent space, etc.
I'm considering other situations, unit bonus how they would work. Tougher units might only be destroyed on a six, etc.
Anyone have thoughts on this type of system?
thanks for the response! I really think that it makes sense that the force with greater numbers would win, however, I want to build some suspense into it... Do you think that the idea would be blunted a bit if there was a limit to the number of rounds combat occured?
For instance, if the space is still contested after, say, 2 rounds of combat, the attacker must withdraw. This makes it possible for a counter-attack by the defender or to reinforce a position. Or the pieces co-mingle in the space and combat resolved at some later point (another action phase, for instance).
I understand your central point: the defender can only strike blows equal to the number of blows the attacker can strike. The difference is potency: 1's and 6's are kills, where anything else is a "withdraw". The defender could "kill" 3 attacking pieces and the attacker only force the defender to withdraw 3 pieces. Although the attacker wins, the "attacking force" is in a weaker position now down 3 pieces. Although withdrawn, the defender retains his pieces for a counter-attack later.
Thoughts on that?