For my current experimental (simultainious) war game, one that has a very dynamic game play. I have devised simple rules, no table for references needed (huray...)
Hexagon based map. Only different height in terrain and some terrain are a forest.
Where 1 unit takes on 1 other for 1 action point. 1 hit is 1 kill.
Differences are only in range and speed. And the weapon might be able to overcome a certain obstacle.
You earn action points, 1 per turn. Free to spend any action point. So you can safe up a lot.
Each unit can only use one action point per turn.
Either shoot or move. You place the action points, then you select them one by one together with all other players.
Regardless of the possible range, 2 fighting units fighting each other, at exactly the same time. So a tie is possible.
If you cannot respond to someone, you are out of luck ;).
Red die, 50% chance. (3 hits/3 miss)
Blue die, 83,3% chance. (5 hits/1 miss)
When rolling your dice, all dice should show a hit marker, one miss is a complete miss.
There are 5 ways to alter your unit effectivness. This alteration is simply by adding dice for reducing accuracy.
1a - Every forest between you and the target adds 1 red die for fighting players.
1b - A player that stands still automatically hides if it is standing in a forest. In that case, 1 red die is added.
2 - If the opponent is on a higher level, the difference in level is added in blue dice.
3 - If the opponent is on a higher level, the difference in level is substracted from your range.
4 - If the opponent is not visible due to higher levels in between, you cannot fire at all.
5 - When you decide to move away instead of standing still or fighting. For each speed, a blue die is added. However, the maximum number of dice is the range of your opponent. This same rule is used for units that pass by and are targeted during the movement.
There are several weapons that can ignore the above 5 rules.
- Artillery, ignores rule 1a and 4. (the highest top in between decides on rule 2 and 3)
- X-ray, ignores rule 1a+b, 2 and 4.
- Homing missiles, ignores rule 5.
- Splash, ignores rule 1b.
- Something to ignore rule 3 completely?
More weapon suggestions are welcome, as long as they ignore 1 or more rules.
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Key points: easy game, simple map, simple units, strategy only by map?
Easy to learn?
Understandable, or more explanation needed, ... where?
These rules have been tested, the game play is currently mediocre. Improvements?
How would you weight the different weapons, speed and range in this game?
Thanks for your reaction.
You are right, X-ray is indeed the most powerful. Most players only have 1 or 2 of these units. The opponent could swarm in once he/she has saved up action points.
One hit, and this unit is gone from the board. While they can only hit one of the opponent. They carry a lot of risk too. I have yet to determine how much this unit should be worth exactly. Right now we have 1 X-ray equals 5 normal.
Homing missile, actually only works when your opponent moves. If it is standing still, than the homing missile works like a normal weapon. The weakest part to this unit is when dealing with towers. It is rather weak compared to all the other weapons. It only keeps effectiveness against moving targets. But knowing my players, they don't move when a homing is watching. They fight first. Or swarm in with a lot of cheap units.
Right now, the homing missile is about 2 normal units.
I will give that flare idea a thought. But I don't know yet how to implement such thing. But then again, a shield against X-ray would come in handy.
Should I allow these units to carry this counter devise constantly? But still a one time use?
Or should I allow players to pay one more action point during the combat phase for such event?