I've been experimenting some more with custom die solutions.
I've had an epic fantasy game on the back-burner for quite awhile now. Because army combat isn't supposed to be the main focus, one of the many problems was with getting a system that is quick to resolve but yet still has detail.
I didn't want a lot of number crunching and excessive die rolling. But I did want to incorporate melee and archery, terrain, varying attack and defense, and some element of uncertainty.
Yeah, I know what you're thinking.
But here is a potential solution:
Uses a single custom d6.
It has little weapon and armor icons:
1) Chevron - Skull
2) Bow - Swords
3) Bow - Axe - Swords / Shield
4) Mace - Axe - Swords / Helmet
5) Star / Terrain
6) Special Effect
So, on each unit chit appears a weapon icon and an armor icon (or two, or none). These represent various levels of attack strength and defense.
If the die roll shows the attackers weapon and doesn't show any of the defenders armor icons, then a hit is scored.
Chevron is only a hit if the attacker has the Chevron icon. This is used as a bonus for any weapon, or some kind of temporary effect.
Star is a hit for all weapons, unless the defender is on a space with the terrain icon. Hills, forests, cities, etc. If more defense is needed to be represented, something could grant immunity to special effect rolls.
Special effects are basically a hit, but with some kind of additional effect dictated by the unit/hero/faction/cards/etc.
Base chance to hit:
Mace: 3/6
Axe: 4/6
Bow: 4/6
Swords: 5/6
Units could be a small 1/2" chit, or token. It has info on both sides, so a unit has effectively 2 hit points.
One side can be a weakened state with different properties. Or maybe that is the 'green' troop state and can be flipped over and upgraded to veteran status later. Something like that.
Analysis:
An average unit might be: Axe + Helmet
Vs. each other they each would get 3/6 chance to cause damage. If either unit defends on favorable terrain, the attack drops by 1 chance (17%). If either unit gets a bonus (Chevron) the attack increases by 17%.
The flip side of the counter could be the same (just basically 1 less hit point) or could be downgraded by removal of the Helmet or the weapon becomes a Mace instead of the Axe. Giving an additional chance to hit or miss, respectively, and still retains the possibilities of terrain and bonuses.
Some weak starter units might be: Axe + No Armor, equal units that will dice each other up: 4/6.
Or Mace + Helmet, these units mostly bounce off each other: 2/6.
Both will get cut to ribbons by the knights with Swords + Helmet + Shield (4-5/6, and have a poor chance of retaliation 2/6)
However, some archers would fare slightly better attacking the knights at 3/6.
Best offense vs. worst defense
Swords + Chevron / No Armor = 6/6 (Automatic Hit)
Best offense vs. Best defense
Swords (or Bow) + Chevron / Helmet + Shield + Terrain = 3/6
Worst offense vs. worst defense
Mace / No Armor = 3/6
Worst offense vs. Best defense
Mace / Helmet + Shield + Terrain = 1/6
Of interesting note, is that while the Bow and Axe both provide 4/6 chances to hit, the Bow is completely unaffected by the Helmet, while the Helmet adds 17% defense against the Axe.
Another oddball is the possibility of unarmed combat (no weapon). In this case the attack is 2/6 and is unaffected by armor. With a Chevron, this could represent some kind of magical attack, disease, etc.
Some other thoughts:
One nice bonus element is it has lots of flavor compared to number systems. You're actually thinking of units wielding particular weapons and armor, even though they are really strength representations.
When a unit wants to attack a space held by another unit, you just roll the die to score a hit. There is no direct danger to the attacker, well, until the opponents turn, that is. This simplifies risk calculations a bit for the attack, while the target will have to mentally process his losses and adjust strategy, but this is a great off-turn activity.
Alternately, you could roll a hit die for both units to attack each other, but this will probably be too much rolling for what I have in mind, but it could work in a different game.
Additional dice could be added for magical army combat, or naval combat, maybe even siege weapons. I suppose each could be represented on the original described, though the weapon and armor metaphor breaks a little.
But it could be interesting when an army of magic-wielders gets to roll a different attack die.
Conversely, anything attacking a ship uses the naval die. "Oh? There's no Axe icon on the naval die? What a shame. You probably shouldn't have tried crossing the river just then."
Is this similar to anything else out there? Comments? Ideas?
EDIT: Icons changed to reflect graphic below.
Oh, just thought of a possible modification.
If the no-risk-while-attacking feature is problematic, I'm considering changing the Chevron face to include a Counterattack icon (Skull).
Counterattack would be a defensive feature that some units could possess. When rolled by the attacker, if present, then the attacker takes a hit. (Note that an attacker with Chevron would still inflict a hit as well)
Conceptually, this could be an indication that a unit is well trained, has fast mounted units, ranged attacks, long pikes, etc. Whatever the reason, attackers might get hurt.
Or maybe all units get Counterattack by default.
Another feature of archery units might be to be immune from Counterattack.
Though immunities might start straying into complexity issues.
EDIT: Original post edited to include Skull.