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How to manage blocked retreat

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larienna
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Joined: 07/28/2008

It's for circular board war game. The combat system is pretty simple. Each area have units and heroes with a strength. When a territory attacks another territory, the hero on each side roll a number of dice equal to their strength. Each roll of 4+ kills and ennemy unit. At the end of the round, the side with the most units wins the control of the territory and the opposing army is forces to retreat to an outer ring.

It's a very interesting mechanic that gives 2 facet to the combat resolution ( you need good heroes and a good amount of troops). Now the problem is that retreat could be blocked if there is no friendly or empty territory left. So how can it be resolve. Here is a couple ideas I had so far with their pro and cons:

Reroll until death: Make another round of battle until 1 side is eliminated. The results are devastating on both sides because much more casualties get generated this way and the strength of the hero now has much more impact on the combat resolution. It also takes more time to resolve since there is more dice roll involved. But a similar solution could be used in case of ties. So that make senses that this is the mechanic to chose for cohesion with other mechanics. Unless ties simply stop the battle.

Ratio Kill: Each side lose 1 unit until a side is eliminated. If a hero is stronger than another, he kills 2 unit for 1 he loses. This is even deadlier and weakens dramatically armies on the board.

Nothing Happens: In this case, the defender is not forced to retreat. That makes the defender in a very good position since there is only 1 round of battle, he could hold his position for a long time if he has a lot of troops. It would stall the game too much.

Retreat to reserve: Making the player retreat to the reserve makes actually no sense. I found it interesting to block retreat, I thinks I want to keep that concept.

Instant capture: Capturing instantly the enemy could be an alternate solution. Very deadly, but the attacker suffer less casualties to succeed which does not weaken his position afterward compared to the roll until death.

What do you Think?

Any other suggestions?

Prototype Picture

http://bgd.lariennalibrary.com/uploads/Mainsite/GameIdea/GameIdea-DarkTower/picture_lariennaDT_prototype01.jpg

baberahamlincoln
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Joined: 08/28/2012
To The Death! (maybe)

I've always thought that if there is nowhere to run (physically), the only option should be to fight to the death (for the side which has nowhere to run). There's a quote I read somewhere which went along the lines of "I'd rather fight a battle with my troops back to a cliff, than with somewhere to retreat to, as my men will know it is either death or victory". Following this line of thought, you may consider some sort of "no retreat - fight to the death" bonus for units in this position (something I think was in the Total War series).

Another option would be to allow an army to retreat to another hostile area, but would have to defeat any opposing forces in this other area to do so. Why fight a strong army, if you could withdraw before they reach you and fight to take position away from a weak army?

X3M
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Joined: 10/28/2013
Bad suggestions, i think

Ehm...

I have a rule that friends and enemies just stand right next to each other. And might fight again in the next round once they have reloaded. Each territory is big enough for plenty of forces. It is common for 3 players to share 1 territory in my game. So "notching" happens until a decision is made.

But if you need to know who rules the territory. Simply say the biggest force rules.

If it stalls the game. Let them fight it out to the end. The fights will happen eventually, right? So this would not stall the game?

McTeddy
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Joined: 11/19/2012
I'd probably either use the

I'd probably either use the instant capture or some sort of heavy damage on the unit.

From a theme perspective a forced retreat isn't a voluntary action. Your armies are breaking.. falling apart and retreating out of sheer terror. They won't stop running and fight normally if their escape is blocked.

Buildings have to be made with doors that open towards the outside for fire safety. Turns out... terrified people are useless when it comes to pulling a door open. Individuals might be smart... but terrified mobs are not.

If the instant capture is too powerful... maybe just ignore the retreat but give the attacker another attack without a defensive roll.

This way the defender will have a chance to recover, but the attackers will still strike the open backs of their disorganized foes.

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