Ive been working on a miniature wargame that uses a chit pull system instead of dice. The idea behind the chit pull system is that the player, depending on the moves they make and decisions their commanders make, modifies what chits are in the cup. More simple than it sounds, but what I'm in need of is some ideas for how close combat can be carried out. Below is what I'm thinking about.
Idea #1
I was thinking that when units engage one another, they have stats like any other wargame, that when compared tell the players how many chits they can pull. Chits will represent striking in combat, defending, special skills, so on. When pulled, the players compare how many strikes they get with their opponents defense totals, if the attacker has more strikes, they damage. Pretty simple, typical idea.
Idea #2
I was considering using a style of combat inspired by elder sign. Each unit has icons that determine what is needed to score hits on them in combat and shooting. I find this idea more different/interesting than idea #1, but my issue with it is certain units may be at a huge disadvantage in combat with certain units, where the chits in the cup lack the proper chits to match their defense. For example, I might be fighting a monster that requires 3 heavy hitter chits to damage, and the player only has 1 in his cup of 10 or more chits. I'd need ideas around this.
I could make there be some sort of trading chits system where if you score so many of a certain kind of chit, they can be traded in for the required chits to damage an enemy unit. Or, I could include critical hit chits that damage anything? Another idea would be to keep track of what was pulled each round against the enemy, for example my regiment is fighting a monster which requires 3 heavy hitter chits, and I pull 1 heavy hitter that round, mark the monster as having received 1 heavy hitter. But that requires a ton of record keeping.
Any ideas? Is this making sense to anyone?
Tbone:
The bag will represent the overall battle plan for the army, with the initial basic chits in there. When a player selects his/her commanders, he/she picks commanders who each can modify what is in the bag differently. One commander, known for being vicious in combat, may be able to add a heavy hitter chip in the bag. Another, known better for increasing morale, may be able to add a command chit, but must discard a heavy hitter chit out of the bag. That was my initial idea.
I havn't thought about 2 sided chits. Pulling for defense could use one side, pulling for offense another. Interesting?
My concern with the Elder Sign method of determining what wounds/kills a unit is that players can simply build their chit piles to suit the enemy defense requirements. I want more thought to it than that.