I am working on a good old fashioned war game, and have finished making most of the first prototype. The board is modular, and is 24"x25" large. It has terrain built in. (Grasslands, Forests, Water)
Given most war-games have combat based around random die rolls (ie: Axis and Allies, Risk) I am trying to come up with a way to have combat be a little more strategic, and less random.
Currently my idea is that different units can shoot a certain distance. At half of their max distance, they get an automatic kill. At greater than half, they roll for a 50% chance of hitting. (Using a D6)
Quick overview of units in the game and their shooting distance. First number is move distance in spaces, second number is shoot distance in spaces.
- Infantry = 1-2.
- Transport Truck = 4-0 (Can't fight)
- Tank = 3-4
- Armoured Car = 5-2
- Attack Plane = 8-0 (Must be "on top" of enemy unit)
- Artillery = 0-8 (Area of effect attack around targeted space)
- Mine = 0,0 (Any unit on top is instantly destroyed)
Each unit is depicted by a chit. Each chit has a arrow beside the unit picture depicting which way is forward facing for the unit. That unit can only fire forwards from the space it is in.
Players will take turns moving their units around. Combat will be resolved as units move into range of each other. The player who moved the unit will have the opportunity to shoot first. If they miss, the unit that was shot at may return fire if they are in range.
A player may choose to move across an enemy unit's field of fire without attacking, but that player may choose to fire if they wish.
That is my current idea for basic combat. I'd love to hear ideas and suggestions from anyone who wants to chime in.