So i'm new to board game design and on one of my development phase games i want to know if my combat system is okay. So its a Heroclix style combat but simplified.
The attacker roles 1(For each ship attacking) D-6 for attack. Then the defender then rolls for evasion using a D-6. (Each ship owned by the attacker picks a target.) The roles are modified by the stats of each ship. If the defender roles higher than the attacker the attack is evaded. If the attacker roles higher the defender's ship is destroyed. So i will now give an example.
Stat's- Military Ship: Attack 4 Defense 4 / Exploratory Ship: Attack 2 Defense 3
The Battle
Attacker with 1 military ship invades system with 2 Defends exploratory ships.
The attacker rolls 1 D-6 and rolls a 3. The defender rolls a 2 and a 6. The attacker adds 4 to its roll for modification. Having targeted the first ship it is destroyed. The second ship was not targeted and not effected. This ship now has a choice. Roll to escape to a nearby system or counterattack. If they choose escape they must roll based on their stat. If they counter attack they take on the roll of the defender and the attacker becomes the defender. This continues until one side is destroyed or retreats. So what are your thoughts?
If a ship is not targeted you do not roll a D6 for it and you put it off to the side. After all combat is resolved for targeted ships, these ships gain a bonus on counter attacking or escaping. They can:
-Escape without a die roll.
-Target up too two ships.
I think this makes logical sense as you would have extra time to target or time to plot an escape course.
In the case of attacking I think excess ships would be put to the side and after combat
-Target Remaing Defender Ships.
-Escape without a die roll.