Righty.
I am working on a Fantasy Empire-Building game, where players have Leaders and Armies. Each Army is unique and would consist of say 2000 men on average.
To keep battles quick, but interesting, I am looking at using unique 6-sided dice. By unique I mean having different results other than 1-6.
Ideally, I would like a combat to be resolved in one roll of the dice. Cards from player's hand would also be played to a variety of effects.
Now, this is a fantasy game, so there will be armies of goblins, scorpion men, knights, dark elves etc etc. But I was thinking of trying to sort armies into say 4 basic groups - Infantry, Cavalry, Missile Troops and Monsters.
My next thought was that I could have 4 or more different types of dice, with each dice being better at killing a certain troop type. The way I would have this would be that say I had an Infantry army that was best at fightig other infantry. The faces on the dice would be - Infantry/Infantry/Cavalry/Missile/Monster/Miss - thus there is a 2/6 chance of killing an enemy infantry army, and 1/6 chance of anything else. The idea would then be to go through your sides armies at the start of the battle and work out what type of dice each army gives you, gather up all the relevant dice, then both sides roll and see if they kill any of the opponents armies.
Thats the guts of it, but it doesn't quite feel as exciting or interesting as it should. I really like the idea of different armies having different dice, and of making each army unique.
One idea I had was to line up both sides of a battle, and match up army to army, with each army having a type it was better at fighting. i.e. an infantry army fighting another infantry may roll one type of die, but if it fought a cavalary army, it may roll a different type of die, etc.
Anyway, I have been wandering around BGG, trying to find some interesting ways games use 6-sided dice similar to this, and like the 'Commands & Colours:Ancients' system, and the 'Nin-Gonost' system (not so much) and am sure there is a snazzy way to work out a nice system somehow, which will let players decide the outcome of a battle in one rolling of a range of dice, with cards being played before and after, that would produce interesting outcomes in a way that 'feels' right.
Hmm, not sure if that makes so much sense, but still, any thoughts would be appreciated...
Cheers!
Fwoar! Most excellent posting there RG!
A lot of good stuff in there, I will have to digest it some...
One thing - the biggest stack of units in the game will have around 10 armies or so methinks (speculating, but wanting to keep stacks to a reasonable size). One way I want to keep stacks to reasonable sizes is to give each General a leadership rating, which will indicate the number of armies they can lead effectively - they can lead more, but any over that amount wil suffer for it in battle.
Maybe that can be modelled by giving armies two types of attack as you mention, but only those that are being led will be able to use the second one.
Ok, i'll be back with further musings on your ideas, good stuff!