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Need help finding a battle mechanism

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Noimage
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Hello everyone, I have been working on a card game recently (some details although they have been changed are posted in the new game ideas forum) and I have run into a problem with the battling mechanic. The idea behind combat is that you have multiple territory cards that up your troop limit and you use the troops to fight, however using the numbers themselves makes fighting too calculable. I have contemplated dice but late into the game there would be chances of rolling absurd amounts of dice. Can anyone think of any combat systems that work for large numbers but are not to predictable in nature towards who wins?
Thanks
-Noimage

Tbone
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Grouping

I'm not exactly sure how big these territory cards are (I'm assuming regular card size 3.5x2.5) but the indie game Immortal has a realllllly cool puzzle type combat system (it doesn't really feel like a puzzle although its a good way to describe it). Each side of the card has a value and at the end of a turn combat resolves and whoever has the higher value of the two sides wins.

So card 1 has a value of 6 to the north side of the card. The card is placed in front card 2 where both north sides are touching (facing each other)card 2 has a north value of 5. When combat resolves, card 1 will win.

Check it out on board game geek.

To fit your mechanic you could put units on different sides of the card to defend different sides of the position. When in combat units are lost maybe by a modifier on the side of the territory? Maybe a pasture would lack a defensive dice roll but would allow for better mobility? units on a mountain range or plateau would have a great defensive modifier but could not advance if victorious.

Just some thoughts.

Noimage
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Troops vs Territories

You are correct in assuming they are the standard card size. The main problem I have is that the troops themselves are a separate entity than that of the territories. The object is to keep the troops spread out across the territories in order to defend well or group them up to initiate attacks. I don't know if this is necessarily what you said but the dice modifier for defense may prove useful.

X3M
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Maybe this will help

Instead rolling 1 die for each. How about rolling 1 die for all.

Simply use the die roll as a modifier to the stats.
In this case it might be +1 or -1 to damage and/or armor.

-Eberhardt-
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Noimage wrote:Hello everyone,

Noimage wrote:
Hello everyone, I have been working on a card game recently (some details although they have been changed are posted in the new game ideas forum) and I have run into a problem with the battling mechanic. The idea behind combat is that you have multiple territory cards that up your troop limit and you use the troops to fight, however using the numbers themselves makes fighting too calculable. I have contemplated dice but late into the game there would be chances of rolling absurd amounts of dice. Can anyone think of any combat systems that work for large numbers but are not to predictable in nature towards who wins?
Thanks
-Noimage

There was a KS recently that handled combat (IMO) quite well. The game was called Valkyrie. It handles combat by switching back and forth between the players with a one unit to one unit exchange (1 takes an action then the other player goes).

Depending how many units you have this may/may not work.

This was also a tabletop w/ cards but I believe could be modified to assist you.

Link: https://www.kickstarter.com/projects/11606594/valkyrie-the-next-step-in-...

Soulfinger
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Is there just one kind of

Is there just one kind of troop or are there a variety with appreciable differences between them? Introducing a rock/paper/scissor element to your troop selection may help with the predictability aspect. For example, troop X is worth 3 against troop Y, which is worth 3 against troop Z, which is worth 3 against troop X, but all are worth 1 in all other circumstances.

You could do a card mechanic in lieu of, or in addition to dice. The number of troops you are fielding make you eligible to draw from a particular deck. Five or less lets you draw from the Captain's Deck, less than twenty the Colonel's Deck, and twenty or more the General's Deck. You draw three cards and select one. Each card states how many of the opponent's troops are automatically eliminated, how many to contest with die rolls, and whatever other strategic effects. Some cards negate or lessen the effects of other cards, like one Captain Card could be to Go To Ground, which inflicts very few casualties on the opponent but halves the number of troops automatically lost.

-Eberhardt-
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Another Thought

I had another thought for you, can you utilize Axis & Allies type mechanic for your game?

I've linked the PDF book below for your reference and it coincides with what SoulFinger mentioned about unit weights.

Idea:
- Utilize a sub-board for your game
- All attackers/Defenders will be laid out on it for a specific engagement
- Cards can be used to bolster the effects of dice (unit strength/protection/etc.)
- Defender can win on a roll that is a tie (i.e. dug in or has cover)

A&A Rule Book PDF: https://www.wizards.com/avalonhill/rules/axis.pdf
Page 4 & 5 of A&A Rule Book (ACTION 3)

Noimage
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Thoughts on ideas

I think that the idea of a dice as a modifier verses strictly combat may be useful. The main problem I have is the troops are all the same, there is nothing unique about them really. The territories that provide the extra troops its what adds effects and modifiers currently.The current set up for combat is just too predictable, long, and frankly boring in nature.

Using systems that involve using specific troops or ones with different abilities wont really work in this scenario.

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