Was working on my public version of my wargame. Where most numbers are now single digits.
I revisited the design of my walls, costing only 1.
Seems that if I have a wall with only health. The health would be 100.
And if I apply a special rule that any damage is reduced to 1. Then the health would be 10.
For comparisson:
A rifleman costs 2. Has 1 health. And can deal 0.278 damage per turn. Let's say, with 6 of them, you can deal 1.67 damage per turn.
The thing is... Walls cannot move.
The mobile shields would have:
36 health.
Or 6 health with that same special rule that any damage is reduced to 1.
***
I don't know. It feels too durable to me now.
Although, these walls are only of use if the owner uses the cover mechanic.
Which means that the owner that receives the damage, may decide which units take the damage.
The cover mechanic can only be applied when:
- The Event Card; take cover, is used.
- The Action; take cover, is used or added to a total action.
plus
- The objects together that take the damage instead. Are equal or more in value than what is taking cover.
The cover mechanic may then be countered when:
- The Event Card; tactical planning, is used.
- During the attack, the value drops below that of what is taking cover.
Basicly it works the same as the normal cover system. Although I am not too happy with the name "Take Cover" it is a placeholder. It is a tactical card, in which you as the one taking the damage. Decide which units take the damage.
Normally I had 3 lines; a front, centre and rear.
I had several cards that could help an attacking player, once the opponent had a formation, protecting the support units in a way. It was very complicated.
So, in the public version, I will have only 2 lines.
A front and back. And the player, once taking this decision.
Will place more units in the front than the back.
Fodder can protect a tank. A tank can also protect the fodder.
If a player uses rifles. Roughly 2 will hit. Then it is good to have an unit having a tank with at least 3 health protecting the fodder.
If a player uses explosives. Roughly 1 will hit. Then it is good to have the fodder in front since only 1 of them would perish. Protecting the more expensive tank.
Obviously, you use the cover mechanic in order to protect the most expensive units with only 1 health.
I like that you have "strategic" cards that affect the outcome of battles. This reminds me of an RTS that used cards to apply bonuses and change up the outcome of a series of attacks.
"Battle Forge" by EA was a "card-driven" RTS. Check-out this video which BLENDS the two (2) genres together:
https://youtu.be/meUSzog85WA
https://forum.skylords.eu/index.php?/topic/7149-skylords-reborn-download/
Looks like it uses Cards like "Battle Forge" ... Definitely a NEAT concept. So your Wargame is smart in using cards ... But I would check-out "Battle Forge" and "Skylords Reborn" as they may provide a source of inspiration for your wargame too!
Yeah, I know those games.
Still, I wonder about my walls.
But I am brainstorming ways around for the player.
Not going into detail here. But... the titles are:
-Ignore them?
-Take your distance?
-Open map. Ignore that region?
-Remove the walls anyway?
There are 3 strategies that will go around the walls. These take into account that action points are limited per round. And that most walls are immobile.
And there is 1 way to design an unit that will remove the walls with ease. Taking into account that those that take cover are incredibly slow. And the walls themselves stand still in time. I made calculations. And the most extreme specialist can remove the wall at a factor 103. While the moderate specialist can remove the wall at a factor of 25.
Which is both much higher than the wall itself that has a factor of 10. Then again, these designs are specialized to such an extend. You can't parralel another action.