In another thread, I mentioned an IDEA about a "multi-unit" combat mechanic using dice. Instead of rolling one (1) die for each unit, the simplicity of this mechanic is that using ONLY "Black" d6s ... You can easily make an approximation of the power of the number of units.
So without further waiting, here I go:
1> The first thing is to figure out "How many" Black d6s you will be rolling. To keep it as simple as possible, 1d6 for up to 6 units, 2d6 for up to 12 units and lastly 3d6 for more than 12 units. So we are effectively saying that the CAP on the Configuration Points is 18 Points.
2> Your squadrons can be between one (1) and eigtheen (18) units. What matters is SIMPLE Math. A Soldier costs 1 CPs and a Tank is 6 CPs (for example). This means you can have 6 soldiers or 1 tank.
3> Now that your squadron is populated with soldiers and other armed forces, you can now ROLL Black "X" amount of d6s. Your opponent's squadron can be completely different and he ROLLS White "Y" amount of d6s.
4> Whomever is HIGHEST in the total of their dice, is deemed the attacker. Yes this allows for a COUNTER-ATTACK too! Next subtract the 2 values and that gives you the "Z" amount Health (HP) lost in the battle.
5> The losing player needs to removed units by "Z" HPs. And if there is a BONUS damage due to classes/types of weapons/types of bullets/etc. That gets applied when the "colored" die is rolled...
This amounts to a very SIMPLE "combat" mechanic. Tell me what you all think?!?!
Cheers.
Say Player #1 has 6 Grenadiers (1 CP each), 2 Jeeps (3 CPs each) and 1 Tank (6 CPs).
Say Player #2 has 3 Tanks (3 x 6 = 18 CPs).
Player #1 Rolls his three (3) Black d6s and rolls a 14.
Next Player #2 Rolls his three (3) White d6s and rolls a 16.
Black - White = HP loss = 14 - 16 = -2 HP. Player #1 is counter-attacked and he loses 2 HP. In this situation, he would lose 2 Grenadiers and his squadron would now look like:
4 Grenadiers, 2 Jeeps and 1 Tank. Pretty simple, no?