Hello,
I recently created a game with what I think is a pretty original way to represent differences in medieval weapons and their different uses in combat and such. Essentially, I wanted to create a "realistic" yet simple system.
The game is on a Commands and Colors scale, using the same board and terrain and stuff, but with custom tokens and pieces.
So essentially, I wanted a system that could differentiate weapons (i.e. Battleaxe, Sword, Spear, Halberd) and how they could be used. For instance, I wanted to simulate a sword's weakness to plated armor, and a Pike's strength against cavalry charges, and other things like that.
So... here it is.
For those of you familiar with C&C, you will understand the combat system usually used in games, which involves exchanges of dice. In my game, each unit rolls 5 dice, of different damage types.
How I currently have it is that all 1's rolled cause 1 Hit, and all 6's cause 1 retreat.
There are 4 damage types: Pierce, Slash, Bash and Hook. Each does different things.
Pierce is valuable when being charged. Any 5's rolled when being Charged or when Charging cause a Hit.
Slash is powerful, and can damage more easily. All 5's rolled can be rerolled.
Bash is hard-hitting, provided you do hit. Any 1's rolled, in addition to causing a Hit, may be rerolled once.
Hook is powerful when used against mounted cavalry. Any 5's rolled against Cavalry cause a Hit.
Each weapon has a combination of these damage types, up to a total of 5.
For instance:
Shortsword:
Slash 3
Pierce 2
Axe:
Slash 5
Halberd:
Slash 2
Pierce 2
Hook 1
Mace:
Bash 5
Warhammer:
Bash 3
Pierce 2
This simulates the differences between weapons. But, in addition to having a set of damage values, each weapon also has 3 other factors: Speed, Length, and Weight.
Speed is how fast the weapon can be swung and used. The difference between two battling units' Speed is the number of extra rerolls the unit with a higher Speed gets.
Length is how far the weapon can reach. A unit with a longer Length than the unit it's battling can roll and score Hits before the other unit.
Weight is how much carrying the weapon will slow its unit. Every 2 levels of Weight a unit carries decreases its hex movement value by 1.
For instance:
Shortsword:
Slash 3
Pierce 2
Length 2
Speed 4
Weight 0
Spear:
Pierce 5
Length 4
Speed 5
Weight 0
Halberd:
Slash 2
Pierce 2
Hook 1
Length 4
Speed 3
Weight 1
Pike:
Pierce 5
Length 7
Speed 1
Weight 2
The last thing that I have done is have different levels of Armor that units can have, as well as Shields. Armor and Shields allow a unit to ignore certain types of dice rolled by a unit it is fighting.
For instance:
Light Armor:
Ignore 1 Slash die.
Weight 0
Medium Armor:
Ignore 2 Slash dice.
Ignore 1 Pierce die.
Weight 1
Heavy Armor:
Ignore 2 Slash dice.
Ignore 2 Pierce dice.
Ignore 1 Bash die.
Weight 2
Shield:
Ignore 1 Slash, Pierce, or Bash die.
Weight 1
I can post more on the rules if needed, I don't know how clear this is.
But how do you feel about this system? Is it too complicated? How innovative is it? Are there any games that do this similarly?
One problem is that I currently have like 20 different weapons in the game, but I guess not all of them would be used in one game.