Summary: I am trying to compare a semi-deterministic Rock-Paper-Scisor system, VS an Axis and Allies rolling system where each unit roll under a TN to hit.
In both systems, there is 2 groups Infantry and Vehicle. By default, each group can target only their own group.
Rock-Paper-Scisor
This is the system I was currently exploring. Every unit has a strength and health. If STR > HLT, you can make the kill. A die roll can either allow you to attack, or gives a -1 or +1 modifier to STR to vary the outcome of the battle. Units that cannot attack could use their support ability, especially helping another unit to make the kill (so 2 unit auto kill 1)
The problems with this system
The mental computation involved in the combat resolution, you need to modify your STR, then compare with enemy health and use support units if necessary. Repeat for every unit, verify all combinations, etc.
You can also pre-calculate the combat outcome before the start of the battle. If there is no +1/-1 modifier, you can know if you are in an impossible to win situation.
That means that you cannot estimate combat results, send a group of units and hope for the best. Which has the consequence of increasing analysis paralysis and it's not fun to simulate combat resolution in your head before choosing which unit to send in battles.
Since the average nb of units in combat on each side is around 3, it seems problematic to use this system. Very limited combat outcome.
Roll VS TN System
Under this system, each unit rolls a die (Probably a D10). If they roll under the unit strength, they make a hit. A hit can kill a unit, that can be chosen by the defender or the attacker depending on the situation. Different attacks or weaponry will each roll a die, with different STR and rules. Optionally, armor can be added to defending unit, if present any hit < than Armor cannot be used.
Benefits of this system
All units have a chance to hit, so there is no impossible combats.
Combat is somewhat more intuitive, since you only compare a die roll with one of your stats.
You need to compare less stuff with your opponent unless armor is used intensively which I do not intend to.
No need to forward plan too much, the most pre-calculation you would need to do is if you do not have the matching group of units. Ex. All infantry attacking all vehicles could lead to an impossible win battle. But the planning is not too hard to see.
One drawback of this system is generally unit padding that takes all the kill while the good unit stays behind. Still if there is an inf/veh split and if some attacks allow choosing their target, there should be little unit padding.
Star Wars rebellion allowed unit to cross attack if lucky, so inf vs veh, or veh vs inf. There is many ways to handle this: Combined attacks, support cards etc. I'll just have to explore if I want random or deterministic options, but that could reduce impossible battle situations. Or at least, if you only have vehicle, and the opponent sends infantry, there is something fishy (player might have a support card).
There seems to be more stat variability that can be embedded for each attack: Strength, initiative, who select target, Does it kill or stun, is it armor piercing, etc.
Making units use multiple attacks though upgrades or support card is easy. If could make a unit have a preemptive weak attack and a regular attack. Simply 2 die roll with different initiative, strength, and targeting method. Multi-attack seem to overcome the issue with battles that have in average only 3 units.
It creates a quality vs quantity situation. Do you have few strong attacks that should hit, or many weak attacks that could hit.
Designing faction with different capabilities seams easier, the possibility space seems bigger.
One of the major drawback of changing system is how will the AI be handled since it should be primarily a solitaire game. Are there any good solo game that uses the roll VS TN system? (maybe that is worth exploring) Originally, I was using a CRT for each unit that fusion die roll variability and support card play by AI. If I change system, I would need to find another AI solution to determine AI card play and target selection. Still, CRT took a lot of space, so a more compact solution is welcomed.
Yes, cannon fodder. I always find it stupid in Twilight Imperium 3 that your War Sun could use fighters as armor plating. So you needed to kill all fighters before killing the War sun.
No, I just need approximately 32 unique units.
Simple, if a unit lay mines and shoot. 2 different attacks, let say init+str of each action is:
A3 : Lay mines
B5 : Shoot
During A initiative, you roll 1 die <=3 to hit.
Then during B initiative, you roll 1 die <= 5 to hit.
Either all attacks could be performed, or either in some cases, you must chose an attack from the options you have. I would need to find a way to standardize this. Maybe max 2 attacks per unit, 1 assault and 1 supporting action.
Not exactly, but I could indirectly have that effect if I use armor. Armor will block low values, so if you have many weak attacks, you are more likely to hit armor.
It looks easier to design a series of attack pattern than trying to put an Str and health stat on a unit. I had huge problem determining what thematic aspect could affect the stat of a foot soldier when you have 4 different kind of them. Health is the most complicated. Strength, the problem is if one is weaker, it needs another advantage somewhere to compensate, probably via text abilities.
If my hypothesis is correct, I should be able to easily design many units with different attack patterns and start making some tests before introducing special text abilities. With the previous system, I had an hard time doing that.