Hey, so I'm working on a miniature based game and was hoping to get some input in to combat mechanics. Combat scenario would be similar to risk - say 5v5 troops or something. Currently, the mechanic is just to roll a dice for each unit, match up from highest to lowest, and re-roll any ties. I have some modifiers and events that reduces the 'chance' element, but I was wondering if anyone had any other ideas for different combat mechanics that involve a large number of units?
Mass Army Combat Mechanic
You could try creating several types of playing pieces, each representing a different amount of troops. For example:
Small piece = 1 troop
Medium piece = 3 troops
Large piece = 5 troops
In combat, for each piece, roll a die as you described and add its troop number to its dice roll. Again:
Small piece = 1d6+1
Medium piece =1d6+3
Large piece = 1d6+5
1, 3, and 5 are just numbers off the top of my head; you could obviously scale those up. However, keep in mind that the larger the number of troops, the less luck is involved (1d6+20 is relying less on the dice roll than 1d6+1).
Can't say how well this might work, but I hope it helps.
Combat Resolution Table.
Here's and easy idea - simplify.
Large units roll D12
Medium roll D8
Light roll D6
Roll all the dice, then compare totals. Halve the difference, loser removes that many units.
Simple and elegant [and I think I may use that in the future]. ;-)
GURPS had an interesting system which adressed the problem like this:
"In a war, you want to know who wins, and how many have died".
So their system consisted in giving a strength value to a unit design and multiplying the number by the number of units. So if your spear men has a strength of 3 and you have 3000 of them, that makes 9000 strength.
Then you compared the total on both side and make a contested roll. Various power ratio game you various modifiers to your roll. I remember that 2:1 in power gave a +3 to roll. Then there were other modifier according to defensive position, or the presence of units and counter units (ex: Pikemen counter cavalry)
Finally, you made a contested roll, the winner is the winner, and the difference or the value of the die determined your casualties. (I don't remember)
You could resolve a whole warware with this system, but you could also subdivide it in smaller units and make multiple rolls if you want.
Other than what has already been done (you can read rulebooks), or said here, I don't think there are many more options. Is combat the main mechanic around which the game evolves? Or is the focus more on another strategy? (ie economy, troop placement, etc). If that's the case, then a simple die roll/compare should work fine.
What are you going for? a tactics driven game like warhammer for instance. Or something more broad and general. There are a number of mechanics that can be used or at least used as a reference / start point.
Something relatively easy. Unless you want the game to really be a nitty gritty tactical game. The risk mechanic is relativity simple, and easy to learn. But it seems that if you are re rolling on ties, that could start to bog down the flow.
I think there should be dice in the game. There should be at least one chance element in the game. Not just comparing stats. The underdog needs a chance in a fight.
Also, what types of unit are in the game. Risk is all the same type of unit. So you can roll the same dice for all of them. But if you have a weaker unit and a stronger unit, despite how many there are, there needs to be some difference between them.
TRAZ has it. I use this type in one of my naval games to represent the difference in firepower between large and small warships. Ie destroyers Vs light or heavy cruisers. It works well.
Adding numbers to rolls is something I've thought about, and will probably implement to a certain extent. I'd prefer to stay away from combat resolution tables - they're a little slow and complicated for the type of game I'm going for. Thanks for the replies!