This is regarding the wargame that I always play.
But it can be applied to other wargames as well.
I am not sure how to do it exactly yet. But I am planning on removing my bonus rule and melt it together with the overkill that dice can cause.
To prevent a tldr, I will not go into detail. Only the summary. But if you guys like me to shorten this post, please let me know.
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Units in the game will have normal damage.
But if they are outnumbered by a special statistic called "bonus costs". They can use the difference to 'buy' "bonus projectiles".
As you can see, there is annoying math involved. And mistakes can happen. The amount of extra statistics on the cards is also ridiculous high. So I seek to reduce these as well.
The primary reason that this rule is introduced was to give the underdog units a fighting chance. (the infamous infantry vs tanks test)
There is extra strategy as well, as seeing how some players actually left behind certain infantry on purpose. Only sending out those units that have the desired effects.
But the bonus rule did only have extra benefits for support infantry. The very basic ones would still fight a losing battle against the very basic tanks. Even if it would mean that less tanks would survive the battle. It was not something that players would do.
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When I decided to get rid of sending overkill to a next target. I noticed something... wonderful. Weaker units actually where relatively more durable then the big guys. (The math itself is very beautiful)
The current die adds 20% more health to infantry compared to a tank.
The basic infantry actually have their winning average above 50% now. But this is still including the bonus rule.
Without the bonus rule, they once again fight a losing battle. Especially when it is with a minimum amount.
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I see potential in changing the dice to such an extend. That the bonus rule is not needed any more.
What I can gain; A faster and better balanced game with simpler rules:
- Removal of a complicated bonus rule (halve A4).
- Removal of 2 Bonus rule stats.
- Less handling (no tracking bonus dice).
- Less calculating (no calculating amount of bonus dice).
Downside to all this:
- That one extra strategy for skilled players.
- Support infantry will be remarkable less effective against tanks. Not only will they only do 100% instead of 150% damage. But the overkill effect will now work against them as well if they have enough damage.
Only one problem remains for me. Which die?
I need almost certainly a simulator for this.
But do the gains weight out the losses here?
What do you guys think?
(Also, should I shorten this first post?)
I could leave the bonus rule as optional. We already do that from time to time, just to speed up the game.
But increasing the overkill might over rule the bonus rule. That is what I am currently aiming for. Leaving out the bonus rule reduces play time by 15 to 20 percent.
But no bonus rule brings imbalance at the moment. Changing the normal dice might offer a solution.
Although, most dice designs look very weird.
The dice that I played so far with are:
012223
011233
001234
000055
022222
30 options left.
I would like to refrain from 6 or higher.
Going to ask my cousin when he is wants to rewrite the simulator.
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On a side note. Maybe the rules regarding bonus damage should change entirely.
Something like that the bonus rule works when the forces are outnumbered by at least 2 to 3?
1 to 2?
1 to 3?
If I do that, I don't have to change my initial dice. And still can get rid of complicated rules.