I am developing a larger scale strategic wargame. The location will be some island or something and it should be for 4 or 5 players. I want to keep combat simple and less random so the combat can be played more like Diplomacy, Dune (without treachery cards), or Game of Thrones. The economic side will also have to be simpler, but I want to work the economy around the military. This will be primarily a negotiation game, as you could probably tell by the three games I want to model combat on!
I was thinking Game of Thrones is really where I want the game to be closer to, because there should be a big emphasis on pushing armies back rather than destroying armies flat out. However, unlike Diplomacy or Game of Thrones there should be some attrition to both sides like there is in Dune, only without the overwhelming victories Dune supplies. There should also be, like in GoT and Diplomacy, a chance for other armies to provide support.
The only way I could really think to do this was using Game of Thrones' method of cards dealing or preventing damage. If anybody has any other suggestions, though, they would be highly appreciated.
The game will most likely use simultaneous orders like Diplomacy, but that is still up for debate. I am very fond of bidding for turn orders, so I'm not quite sure how that will work.
Thank you for your time and suggestions.
while here I was only concerned about the combat, but I could see how that would be important :D
The theme will be an ancient time period. Battles should simulate a clash of, more or less, equally armed and trained men resulting in some losses, and then major losses occuring in the route. However, I would like there to be numerous smaller battles, too, not just big battles which decide everything.
For the goal of the game think GoT. However, I was also working on a mechanism where at the end game final support is thrown around in proportion to military gains and influence levels of the players, so a very strong, powerful player cannot win if everyone else hates him but supports the much weaker (but more popular) second most powerful player. This is an interesting mechanism which will require a "play nice" strategy, but I have an interesting way of working this out which, I believe, can be a whole different discussion. For the purposes of battle, just imagine you want to conquer areas, control them, and (possibly?) built fortifications or something, who knows?
About the "total open play where you know 100% that you will win on any particular attack" I don't know how familiar you are with the mechanics of Diplomacy (where you can only win with the support since there is only 1 unit per space) or with Dune (where you have perfect knowledge EXCEPT how many men your opponent will risk... well, and also the treachery cards and leader part but I don't want to use that... possibly...)
I don't necessarily think terrain will affect combat other than there may be restrictions on how many units may be allowed to cross a certain type of terrain (think Hammer of the Scots allowing only 6 units per move over a mountain line) or how many are allowed to be in a space (plains spaces hold 6 pieces while mountains can only support 3 pieces). There should be, economically as well as militarily, some objectives to capture like towns or fortified cities (not really castles because of the era).
The enemy should know everything about your unit strengths (planning on using cubes or summat) since there is only one type of piece, and they are all nicely arrayed out on the board. Cavalry pieces, I had figured, would only travel with leaders and would therefore be represented on the cards (see below) than on the playing fields themselves.
The only unknown could be your leaders. There will be a card aspect to the game where leaders (political and military) will be represented by cards. They can provide combat bonuses, influence bonuses, and while you might know what armies are using leaders you would not know which leader figure represented which figure card (example a nickel on the field corresponds to the facedown card with a nickel on it, while the dime general up in the north will represent the card with the dime on it). Don't ask about the political leaders, I'm still hammering that out.
I hope that answers enough questions so that we can talk about the actual combat itself, which is giving me the most trouble and putting a block on all my plans.
(I haven't even revealed the twist to my game! but I will save that for ANOTHER post!!)