The board game is the geo-political landscape, however the actual battles are performed on individual strategic maps included with the dossier for each player's country. Each military unit will have pre-determined movement values (M), attack ratings (AR), and defense ratings (DR).
The (AR) is basically a +/- value depending on the unit(s) targeted. Example, an assault chopper attacking a tank would have a bonus of +(enter value) to hit a tank.
The (DR) is units combined armor + movement (agility), or simply put.....what a player needs to roll to destroy the unit. There is no hit point value per unit. A successful roll equal to or greater than a target unit's DR results in a kill.
I have considered using D20s to determine unit assaults/attacks. I would like some input as to whether you think D20s would be feasible and if so, what values for defense ratings (DR) would you allocate to units such as:
- Tanks
- Jet Fighters
- Bombers
- Assault choppers
- Artillery (stationary)
- Infantry
- Special Forces
- Submarines
- Cruisers
- Aircraft Carriers
Each DR will be a cumalative value based on the level of protection (armor), and ability to evade (agility). I like your idea of assigning a value to each unit's level of defense and agility separately. You could add those two values together to get the actual DR (Defense Rating).
I went with the D20 mechanic because it made sense with some of the more agile and heavily armored units. For example, I dont want an infantry unit to be able to take out a tank/jet with ease which would be offset with a high DR of maybe a 16 (DR) value. I'm not saying that both the jet/tank will have the same DR value, but they would be similair due to the speed of a jet plus its manueverability compared to a tanks massive armor but less agility.
I'm also thinking that each unit will be more geared towards being more successful as you referenced in your "rock - paper - scissors" analogy. Those advantages would translate into bonus (+) points to the unit(s) AR (Attack Rating) values.